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Pronounced "kah-rah-tay", karate means "empty hand" and was derived from a variety of sources. Originally with Chinese influence, the various styles of karate blended Japanese and Chinese fighting styles into a more straightforward strike-based fighting, featuring kicks, punches, headbutts, elbow strikes, etc. Typically, karate styles do not feature much flashy fighting with jumping around and slick-looking moves. However, for what it lacks in flare, it makes up for in form and function. Karate traditionally has been used as a self-defense type of fighting, but in Reno, when is anything ever simply self-defense?
First, choose your base damage.
Damage Bonus |
Cost |
+30 |
2500 |
+20 |
1500 |
+10 |
1000 |
Now, choose your edges and flaws.
Add-On |
Description |
Price |
Powerful Attack |
You know how exactly to get a bit more oomph into your strikes, hit the more critical places on the other person's body in just the right way. +5 to your unarmed damage. |
750 |
Precise |
You have the accuracy to hit their dead-center of mass, to throw your strikes with precision and accuracy. It's what you're trained for, afterall. +1 to hit with unarmed strikes. |
800 |
Tough |
Your fighting style has focused on lessening damage and taking the hit, focusing your Ki to dissipate the pain into the stream of life. Pain is nothing, as life is nothing. Or, you're a brawler who's had his nose broken enough times not to care any more. -5 damage from each attack that hits you. |
1700 |
Self-Friendly |
You're just too good to accidentally overstretch your arm, strain a muscle, stub your toe while kicking. You're self-aware enough not to make those rookie, minor mistakes. No self-hits. |
500 |
Flurry |
A blaze of quickness, a maelstrom of strikes. Your body moves as the river, fluid and graceful, each blow fast, furious, and deadly accurate. Once per quest/duel, whenever you would make two normal attacks, you can make one additional attack (in addition to Ole One-Two). These extra attacks cannot be dodged either. (1/Quest or Duel) |
1200 |
Weapon Friendly |
Many fighting styles are so finely honed to using precise strikes... tilting the knuckles forward just so, snapping the toe out in just this way, and when unarmed weapons like brass knuckles or powerfists come into the equation, the entire style falls to pieces. Not so, with yours... yours is fluid enough to incorporate the modern technology. You can use unarmed weapons in addition to your unarmed skill (normally, the two cannot be used together). |
2200 |
Quick-Critical |
Just occasionally, your strikes hit in exactly the right place, the sweet spots of the body. The groin, the throat, the temple. Your fighting style is very adept at making use of these chance hits, putting a bit of extra force at the last moment, once you know you're going to hit. Before the attacks are rolled, you can use this ability to make any Natural 20's a critical hit (2x damage) for that round. If you have Critical Hit, this upgrades to the next level of Critical hit, and so on. If you have Super Critical, the damage becomes x4. This lasts only for that round, and if none of the hits are criticals, the attempt is wasted. (2/Quest or Duel) |
1500 |
Quick Movements |
You have that knack for speed, the extra boost that kicks in at the last second to get in the first strike. It is critical to strike last, but if you can strike first, they might not have the chance to ever -get- the last strike. +2 to Init in duels with this skill if you use unarmed combat in the first round. |
700 |
Quick Feet |
You can float like a butterfly and sting like a bee. They can't defeat you if they can't hit you. +1 to dodge rolls. |
500 |
All-Body |
For the purposes of unarmed weapons and all unarmed attacks, you can use any part of your body to count for the attack. |
300 |
Fleeting Form |
You have mastered the art of blending parrying, blocking, and side-stepping attacks. You are a furious beast that is very, very difficult to hit, no matter what your opponents do. For one round, once per quest/duel, all attacks made at you take a -5 to hit. (1/Quest or Duel) |
1500 |
Snatching Hands |
Your style incorporates the Jackie Chan know-how to rip an opponent's weapon from him, knock it away, and leave them unarmed... which is your area of expertise. +2 to disarm rolls. |
700 |
Multiple Opponents |
Your style is one that evolved from situations in which you were surrounded by opponents, outnumbered and outmatched. You trained to be even more efficient in such situations than in a one-on-one match. When you attack multiple opponents, you get a +1 to attack and a +5 damage to your hits. |
1000 |
Glancing Blows |
Your strikes seem to land more often, turning barely-missing into barely-hitting. Nat 3's are no longer automatic misses (note: you still must make 15+ to hit). |
2000 |
Brick-Breaking |
"Boards... don't fight back." However, it's very handy when breaking down that door, busting up that guy's vehicle, or showing off. Twice per quest, your attacks will do 2x damage (instead of 1/2 damage) to objects, and you get a +2 to this roll. If you have Sunder, this becomes 4x damage. |
500 |
Knockout Hit |
Your style knows exactly how to throw the proper strikes or combination of strikes to leave your opponent gasping for air, struggling to stand, and overall, vying to stay conscious. You can throw knockout strikes that either knock the opponent straight out, take away their breath, or collapse particular arteries to cut off flow to the brain. This counts as an action and requires a regular unarmed attack roll. Against PC's, this roll gets a -6 and can only be used once against a PC. (2/Quest or Duel) |
2000 |
Weapons Display |
Your style tends to incorporate the use of non-unarmed weapons, whether it is a bo staff, sais, nunchaku, or any of the other traditional karate weapons. If you have Cross-Blades or Cross-Kata, you get an additional +1 to hit when using both unarmed and melee attacks. |
1000 |
Centering |
Your style has the unique ability to focus your chi, your inner energy... or, to the less spiritual, your concentration and focus on your style. You can spend 1 action to get a +1 to all combat or non-combat rolls for 2 rounds. (3/Quest or Duel) |
800 |
Flaw |
Description |
Price |
Inaccurate |
Your style of fighting may have other redeeming features, but it certainly lacks grace. Your strikes are haymaker swings and sloppily-thrown punches and kicks. You take a -1 to all attack rolls. |
-250 |
Weak |
Whatever else you find good about your style of fighting, however often or accurate you can hit, it lacks oomph. You don't get a lot of power behind your hits, no matter what you do. -5 to damage. |
-250 |
Self-Injurious |
Your style is very self-sacrificing for the good of the style. You deal yourself 100% of your regular damage on a self-hit and 1/2 damage on a Nat 2. Cannot be taken with "Self-Friendly". |
-300 |
Wild Swings |
Your swings flay around and require a solid hit to have any impact. Glancing blows just don't do it for you. Nat 4's count as auto-misses. Cannot be taken with "Glancing Blows". |
-300 |
Cumbersome |
Your strikes may be hard or on-target, but your footwork lacks greatly. Shuffle your feet? Side-step an attack? These are foreign terms to your fighting style. -2 to all dodge rolls. |
-200 |
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