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