You are on page 1of 1

Str 6 Dex 5 Con 5 Dave – The Rough ‘n’ Tuff Martial Artist

Int 1 Per 3 WIl 1 The general gist of this guy:


I may have tweaked the rules for this, but not
too much, I reckon: I started out with a survivor
Lps 69 as a template, instead of a martial artist. It
End 53 works, because I’ve stuck primarily with the
fighting and not added any Chi techniques.
Spd 20 Relatively low intelligence and willpower –
Essence 23 not that essential for what is essentially a
human meat block designed for killing.
Perception around average so he can assess
QUALITIES:
targets, pinpoint weaknesses in defences,
Hard to Kill +5 potential injuries, and so on. High dexterity,
Nerves of Steel +3 constitution and strength ensures he’s going to
Fast Reaction Time +2 hit hard in a fight.
Strength is bolstered up to 6 by the negative
Resistance (Fatigue) +3 cost of the drawbacks. As per page 35 of the
DRAWBACKS: basic rulebook, these “bonus points” can be
Showoff -2 used to buy other aspects, and anything above 5
for primary attributes is possible, and costs 3
Humourless -1 points – the drawbacks cover this nicely.
Acrobatics and Martial Arts are specials and
SKILLS: cost 2 pints per level – acrobatics also serves as
dodge, so we’re looking and a nimble / spry
Acrobatics (4 levels) 8 fighter, too, with a good health pool, damage
Brawling 5 base high endurance: His resistance to fatigue
Climbing 3 makes him even more active.
First Aid 2 Punch, Stabbing Hand and Crescent Kick are
his base moves of his dedicated school of
Hand Weapons ("punching") 3 martial arts (the Punch Pokey Dojo of the
Instruction 2 Rising Crescent Boot To The Face|).
Martial Arts (5 levels) 10 Everything else, added up, equates the martial
arts combat points he’s garnered from his
Stealth 2 study.
The Hand Weapon skill was thrown in there
MARTIAL ARTS SKILLS: as a token: “Punching” weapons, you’re
looking and knuckle dusters, Trench Spikes,
CORE MOVES maybe Nekoda, Darn Do or Yawara: Anything
Punch 5 that’s held in, and used as an extension of, the
Stabbing Hand 5 fist.
Base Damage: Unless you’re fighting a pud,
Crescent Kick 5
Dave’s not going to have a guaranteed KO
ADDITIONAL MOVES every punch: He’s still going to have to roll a 3
Back Kick 2 to get an outright kill on a basic zombie, but
Counterpunch 2 even wearing a studded glove might be just
enough to tip him over the edge.
Headbutt 3
Jump Kick 3
Spin Kick 5

You might also like