You also want an ePaper? Increase the reach of your titles
YUMPU automatically turns print PDFs into web optimized ePapers that Google loves.
Stone: Sling ammo and throwing stones, when carried in<br />
a container. Works like Fast-Draw (Arrow).<br />
Tonfa: Any baton with a protruding side handle, for use<br />
with Tonfa skill.<br />
For special Fast-Draw rules, see Multiple Fast-Draw<br />
(p. 103), Fast-Draw from Odd Positions (pp. 103-104), Who<br />
Draws First? (p. 103), and Quick-Readying Nearby Weapons<br />
(p. 104).<br />
Flying Leap*<br />
see p. B196<br />
Flying Leap is vital for chambara or wuxia fighters! See<br />
Special Feats for Cinematic Skills (p. 129) for optional rules<br />
that greatly enhance this skill in highly cinematic games.<br />
Games†<br />
see p. B197<br />
Judges of competitive martial-arts events must know<br />
Games, unless the standards are very low. Most contenders<br />
get by with IQ-based rolls against Combat Sport (p. B184).<br />
Any style with a sport version in Chapter 5 has its own<br />
Games specialty – or several, if there are multiple competition<br />
types in the setting.<br />
All-in fighting championships are a special case. Some<br />
have a Games specialty that’s unassociated with a style.<br />
Others have no rules . . . and no Games skill.<br />
Group Performance†<br />
see p. B198<br />
See Faking It (p. 130) for rules for using the Fight<br />
Choreography specialty with Stage Combat. This skill also<br />
lets you coordinate demo bouts between fighters using<br />
Combat Art or Sport skills.<br />
Hidden Lore†<br />
see p. B199<br />
A new specialty is available in <strong>Martial</strong> <strong>Arts</strong> games:<br />
Secret Styles: You know about styles not widely taught in<br />
your world – their legends, living masters (and where to<br />
find them), techniques, and cinematic abilities, if any. This<br />
doesn’t mean you know how to use them.<br />
Hobby Skill†<br />
see p. B200<br />
The following skill is DX/Easy and often learned by martial<br />
artists in settings where they moonlight as fakirs and<br />
strongmen:<br />
Feats of Strength: You collect tricks that show off your<br />
physical grit. Base the skill roll on the score that suits the<br />
feat (see p. B172): ST to tear a phone book in half or lift in<br />
a showy way (e.g., using teeth or a body piercing), DX to<br />
“punch out” a candle flame, Will to walk on hot coals or rest<br />
on a bed of nails, and so on. A -4 for lack of familiarity<br />
applies to tricks you haven’t practiced. This skill doesn’t<br />
improve your capabilities. You can only lift what your ST<br />
allows – and while a roll might mean you don’t flinch when<br />
punched, you’re still hurt. Also, while you know the secrets<br />
of hot coals and beds of nails, you suffer injury if you fail. In<br />
a cinematic game, Body Control, Power Blow, etc., replace<br />
this skill and do add new capabilities.<br />
Judo<br />
see p. B203<br />
Judo is the generic skill of “advanced” unarmed grappling.<br />
It’s part of any style that incorporates a systematic<br />
body of grabs, grapples, sweeps, and throws, regardless of<br />
the style’s provenance. It isn’t uniquely associated with the<br />
Judo style (p. 166); in fact, that art teaches the Judo Sport<br />
skill, not Judo!<br />
Sumo Wrestling and Wrestling don’t lend their ST bonuses<br />
to Judo techniques – even techniques that also default to<br />
those skills. Unless a rule explicitly states otherwise, you<br />
only receive these bonuses when using Sumo Wrestling or<br />
Wrestling, or their techniques.<br />
Jumping<br />
see p. B203<br />
Jumping is necessary to get the most out of several<br />
optional combat rules, including Acrobatic Movement<br />
(pp. 105-107) and Flying Attack (p. 107) in any campaign,<br />
and Chambara Fighting (pp. 128-130) in cinematic games.<br />
Though we cannot make it<br />
possible to fly to the heavens like<br />
Superman or to make your body<br />
transparent like the Invisible Man,<br />
we can make things that are impossible<br />
for ordinary people possible, if<br />
you practice diligently.<br />
– Mas Oyama, This Is Karate<br />
Karate<br />
see p. B203<br />
Despite its name, the Karate skill isn’t exclusively associated<br />
with Karate styles (pp. 169-172). It’s the generic skill of<br />
“advanced” unarmed striking. It constitutes part of any art<br />
that teaches a complete system of strikes with hands,<br />
elbows, knees, and feet – whether that style comes from<br />
Okinawa, ancient Greece, or Alpha Centauri.<br />
The damage bonus from Karate only applies when<br />
attacking with the Karate skill or one of its techniques. It<br />
never “stacks” with damage bonuses from Boxing or<br />
Brawling. At the GM’s option, though, martial artists who<br />
gain Claws or Strikers as part of their training – or who<br />
belong to races with natural Claws or Strikers – may wield<br />
them with Karate to further enhance damage. To be able to<br />
apply Karate bonuses to biting damage, take the Biting<br />
Mastery perk (p. 49).<br />
CHARACTERS 57