Striker
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)

Basic Package Deals
Extrolithic
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)