Strikers
punch, kick, elbow, headbut, whatever. They seek to pound opponents to mush
and dont waste time with "subtlety". Some Strikers are students of
a formalized fighting art, others are just scrappy brawlers, students of no
school save that of Hard Knocks. |
Strikers can
be valuable additions to an adventuring group as their style of fighting is
rough & ready, requiring no overhead of mystic contemplation or philosophy.
However Strikers rarely if ever develop the kind of esoteric abilities that
make some other Unarmed fighters truly powerful; their skills are definitely
rooted in the mundane world and not in any semi-mystical claptrap. |
Strikers
tend to be aggressive and overt, and this mindset often "bleeds" into their
general world view and behaviour. Many Strikers are egotistical and overly
proud, competetive to a fault, and dismissive or contemptuous of
weapon-swingers. Thus many Strikers can be difficult to get along with and
prone to issuing challenges or getting into scuffles unnecessarily. However,
this is just a stereotype; individual Strikers have their own personality of
course. |
Cost |
Ability |
55 |
Extrolithic Package Deal |
4 |
Nerve Strike: 1/2 Phase, -1
OCV, +1 DCV, 2d6 NND (Defense: Rigid Armor) |
5 |
Offensive Strike: 1/2 Phase,
-2 OCV, +1
DCV, STR +4d6 Strike |
4 |
Fast Strike: 1/2 Phase, +2 OCV, +0
DCV, STR +2d6 Strike |
5 |
Passing Strike: 1/2 Phase, +1 OCV,
+0 DCV, STR +v/5; FMove |
4 |
Killing Strike: 1/2 Phase, -2 OCV,
+0 DCV, HKA 0 1/2d6 |
4 |
1 HtH Damage Class |
8 |
Combat Luck (6 PD/6
ED) (12 Active Points); Not While Wearing Armor
(-1/2) |
6 |
+2 with Martial Arts Style |
Value |
Disadvantages |
0 |
None |
+95 |
Total Cost of Package |
Cost |
Options |
var |
Additional Martial
Manuevers |
+2 |
WF: Common
Martial Arts Weapons |
4* |
+1 HtH Damage Class |
+12 |
Fleet: +2" Run
(8" Total), Reduced Endurance (0 End, +1/2), Affects Base |
3 |
Breakfall |
3 |
Acrobatics |
10 |
Defense Manuever IV |
10 |
Two Weapon Fighting (HtH) |
5 |
Rapid Attack (HtH) |
15 |
Student of the Arts:
Analyze: Style 17- |
20 |
Find Weakness 11- with Martial Arts |
-10 |
Psychological Limitation:
Overconfident (Common, Moderate) |
-10 |
Psychological Limitation:
"Kung Fu" Mentality (Common, Moderate) |
-10 |
Rivalry with
other Warriors (More Powerful, Group, Professional,
Unaware, Outdo) |
-10 |
Social Limitation:
Bellicose; shunned in some lands and opposed by
the law (Occasionally, Major, Not Limiting In Some Cultures) |
Extrolithics
are students of the unarmed arts that study physical, external, so-called
"hard" arts. They hone their bodies, mastering their physical capabilites.
|
This Package
is ideal for Martial Artists that practice a direct, violent, and physical
art. |
Cost |
Ability |
5 |
Athletic: +5 STR |
10 |
Durable: +5 CON |
10 |
Hardy: +5 BODY |
9 |
Quick: +3
DEX |
10 |
Nimble: +1 SPD |
10 |
Skillfull: +1 Overall |
1 |
Excellent Cardio: Extended
Breathing (1 increment) |
Value |
Disadvantages |
0 |
None |
+55 |
Total Cost of Package |
Cost |
Options |
+2 |
WF: Common
Martial Arts Weapons |
var |
Martial Arts Manuevers (See
Ultimate Martial Artist) |
60 |
My Body My Weapon: MP, 60-point
reserve, (60 Active Points); all slots Requires A Skill Roll (Active Point
penalty to Skill Roll is -1 per 20 Active Points PS: Martial Arts "Style";
-1/4) |
3u 1) Strike to Pummel: HA
+5d6, Autofire (3 shots; +1/4), Reduced Endurance (0 END; +1) (56 Active
Points); HA (-1/2), Requires A Skill Roll (Active Point penalty to Skill
Roll is -1 per 20 Active Points PS: Martial Arts "Style"; -1/4) |
4u 2) Strike to Kill: HKA 2d6-1
(2d6 w/STR) (vs. PD), Autofire (3 shots; +1/4), Reduced Endurance (0 END;
+1) (56 Active Points); Requires A Skill Roll (Active Point penalty to Skill
Roll is -1 per 20 Active Points PS: Martial Arts "Style"; -1/4) |
Power Skill (EGO): Martial Arts Style
+1 |
+5 |
Strike to Disable
Slot: Drain DEX 4d6, Reduced
Endurance (0 END; +1/2) (60 Active Points); Requires A Skill Roll (Active
Point penalty to Skill Roll is -1 per 20 Active Points PS: Martial Arts
"Style"; -1/4) |
+3 |
Strike to Stun Slot: HA +4d6, Reduced Endurance (0
END; +1/2), AVLD (MD; +1 1/2) (60 Active Points); HA (-1/2), Requires A
Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points
PS: Martial Arts "Style"; -1/4) |
+2 |
Quivering Palm Slot: Drain BODY 1 1/2d6,
Uncontrolled (Terminates After 1 Phase per 50 Character Points of Monk When
Trigger Set) (+1/2), Trigger (At Will; +1/2), Continuous (+1), IPE (Fully
Invisible; +1) (60 Active Points); 1 Recoverable Charge which Recovers every
1 Week (-1 3/4), Requires A Skill Roll (Active Point penalty to Skill Roll
is -1 per 20 Active Points PS: Martial Arts "Style"; -1/4) |
+3 |
Ki Strike Slot: HA +4d6, Autofire (3 shots;
+1/4), Affects Desol Any form of Desolidification (+1/2), Reduced Endurance
(0 END; +1) (55 Active Points); HA (-1/2), Requires A Skill Roll (Active
Point penalty to Skill Roll is -1 per 20 Active Points PS: Martial Arts
"Style"; -1/4) |
+5 |
Deflect Arrow Slot: (Total: 60 Active Cost, 48 Real
Cost) Missile Deflection (Bullets & Shrapnel), Missile Reflection, Reflect
At Any Target (45 Active Points); Requires A Skill Roll (Active Point
penalty to Skill Roll is -1 per 20 Active Points PS: Martial Arts "Style";
-1/4) (Real Cost: 36) plus +3 with Missile Deflection (15 Active Points);
Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20
Active Points PS: Martial Arts "Style"; -1/4) (Real Cost: 12) |
+4* |
Combat Luck (3 PD/3 ED) (6 Active
Points); Not While Wearing Armor (-1/2) |
+3* |
Leap of the
Clouds: +2" Leap, Reduced Endurance (0 End, +1/2) |
+12 |
Fleet: +2" Run
(8" Total), Reduced Endurance (0 End, +1/2), Affects Base |
+6* |
*Extra Fleet: +2" Run,
Reduced Endurance (0 End, +1/2) |
-5 |
Reputation:
Prone to Fights 8- |
-5 |
Physical Limitation: Old
Injury (Infrequently, Slightly Impairing) |
-10 |
Psychological Limitation:
"Kung Fu" Mentality (Common, Moderate) |
-10 |
Rivalry with
other Warriors (More Powerful, Group, Professional, Unaware, Outdo) |