Trained By A Master: Difference between revisions

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The GM is free to set prerequisites for this advantage if he wishes. Common examples from fiction include [[Judo]], [[Karate]], [[Melee Weapon]] skills, [[Philosophy]], and [[Theology]]. This ability is definitely "larger than life." The GM may wish to forbid it in a realistic campaign.
The GM is free to set prerequisites for this advantage if he wishes. Common examples from fiction include [[Judo]], [[Karate]], [[Melee Weapon]] skills, [[Philosophy]], and [[Theology]]. This ability is definitely "larger than life." The GM may wish to forbid it in a realistic campaign.
==Martial Arts==
This advantage represents schooling in the esoteric secrets of one or more fighting styles. These martial arts might be armed or unarmed, and of any provenance. One of the primary purposes of Trained by a Master is to give access to cinematic abilities, which might include:
• The cinematic skills Blind Fighting, Body Control,
Breaking Blow, Flying Leap, Hypnotic Hands, Immovable
Stance, Invisibility Art, Kiai, Light Walk, Lizard Climb,
Mental Strength, Power Blow, Precognitive Parry, Pressure
Points, Pressure Secrets, Push, Sensitivity, Throwing Art,
and Zen Archery – but only if they’re part of one of the martial
artist’s styles!
* Any technique or perk marked with an asterisk (*) to
indicate that it’s cinematic, provided it belongs to one of the
martial artist’s styles.
* Exotic and supernatural advantages that are normally
off-limits to ordinary humans, such as Altered Time Rate
(p. 42), suitably modified Damage Resistance (p. 43), certain
Innate Attacks (p. 45-47), and chi powers (see Chi Powers for
Martial Artists, p. 46).
* Fewer restrictions on advantages that are available to
everyone, such as being able to take Claws (p. 42) without
Bad Grip, buy all Enhanced Defenses (pp. 43-44), possess
more than one level of Extra Attack (p. 44), have Resistant
(p. 47) at up to +8 vs. chi abilities, and wield Strikers (p. 47)
with Karate.
Another significant benefit of this advantage is to expand
the martial artist’s combat options. In campaigns that use
the optional rules in Chapter 4, Trained by a Master (or
Weapon Master) is required for Chambara Fighting (pp. 128-
130) and Bullet Time (p. 133). The GM may also make it a
prerequisite for attacking more than twice with Rapid
Strike (see Rapid Strike, p. 127) or employing extra effort in
a fight (see Extra Effort in Combat, p. 131). Those with
Trained by a Master are never subject to Harsh Realism for
Unarmed Fighters (p. 124). Finally, Trained by a Master
halves the penalties for Rapid Strike (p. B370) and multiple
parries (p. B376) – although this isn’t cumulative with the
similar halving for Weapon Master.
{{unfinished}}
[[Category:Martial Arts]]

Revision as of 03:10, 9 September 2021

30 points

You have been trained by – or are – a true master of the martial arts. Your exceptional talent means you have half the usual penalty to make a Rapid Strike (see Melee Attack Options), or to parry more than once per turn (see Parrying). These benefits apply to all your unarmed combat skills (Judo, Karate, etc.) and Melee Weapon skills.

Furthermore, you can focus your inner strength (often called "chi") to perform amazing feats! This permits you to learn Flying Leap, Invisibility Art, Power Blow, and many other skills – anything that requires this advantage as a prerequisite.

The GM is free to set prerequisites for this advantage if he wishes. Common examples from fiction include Judo, Karate, Melee Weapon skills, Philosophy, and Theology. This ability is definitely "larger than life." The GM may wish to forbid it in a realistic campaign.

Martial Arts

This advantage represents schooling in the esoteric secrets of one or more fighting styles. These martial arts might be armed or unarmed, and of any provenance. One of the primary purposes of Trained by a Master is to give access to cinematic abilities, which might include:

• The cinematic skills Blind Fighting, Body Control, Breaking Blow, Flying Leap, Hypnotic Hands, Immovable Stance, Invisibility Art, Kiai, Light Walk, Lizard Climb, Mental Strength, Power Blow, Precognitive Parry, Pressure Points, Pressure Secrets, Push, Sensitivity, Throwing Art, and Zen Archery – but only if they’re part of one of the martial artist’s styles!

  • Any technique or perk marked with an asterisk (*) to

indicate that it’s cinematic, provided it belongs to one of the martial artist’s styles.

  • Exotic and supernatural advantages that are normally

off-limits to ordinary humans, such as Altered Time Rate (p. 42), suitably modified Damage Resistance (p. 43), certain Innate Attacks (p. 45-47), and chi powers (see Chi Powers for Martial Artists, p. 46).

  • Fewer restrictions on advantages that are available to

everyone, such as being able to take Claws (p. 42) without Bad Grip, buy all Enhanced Defenses (pp. 43-44), possess more than one level of Extra Attack (p. 44), have Resistant (p. 47) at up to +8 vs. chi abilities, and wield Strikers (p. 47) with Karate.

Another significant benefit of this advantage is to expand the martial artist’s combat options. In campaigns that use the optional rules in Chapter 4, Trained by a Master (or Weapon Master) is required for Chambara Fighting (pp. 128- 130) and Bullet Time (p. 133). The GM may also make it a prerequisite for attacking more than twice with Rapid Strike (see Rapid Strike, p. 127) or employing extra effort in a fight (see Extra Effort in Combat, p. 131). Those with Trained by a Master are never subject to Harsh Realism for Unarmed Fighters (p. 124). Finally, Trained by a Master halves the penalties for Rapid Strike (p. B370) and multiple parries (p. B376) – although this isn’t cumulative with the similar halving for Weapon Master.

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