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High Powered Super Martial Arts Variant: Atemi Master 16

  • Wisdom/Offense

Devastating MA

  • Penetrating MA3

Paralyzing Touch (Trapping) MA

Variable Trap MA

  • Power Pass MA

  • Untouchable Trap MA

Secondary Role Defense MA

  • Full Role MA

Locked Power: Trapping May Only be used with Penetrating. Trapping always uses Untouchable Trap. TY

Limited Power: Penetrating may only be used against opponents with a traditional anatomy. MI

Cost 18 + 6 + 18 + 6 + 6 + 6 + 6 + 6 + 6 - 2 -1 = 75

Unlike most martial artists, the Atemi Master is dedicated to the understanding and exploitation of Pressure Points.  With a touch they are able to paralyze targets crippling foes with ease.

Talent Notes: Common Talents for Atemi Masters include Herbalism and Medical.   

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Sayoc Kali
__________________________________________________ _____________________________________3 points


A modern knife-fighting style with origins in Filipino Martial Arts. Sayoc Kali is the edged weapon element, usually taught alongside the other parts of the Sayoc Fighting System, particularly Sayoc Silak, the unarmed element. The style teaches knife and live hand, two knives and the use of knife as a secondary weapon to firearms, but the focus is on the knife and live hand. Rapid switches between regular and reverse grip, or saber and ice-pick grip, are common.

Many attacks rely on the live hand setting up the knife strike by slapping away the parrying hand of the opponent or trapping it. These can be modelled as simply Deceptive Attacks or they can be Dual-Weapon Attacks or Combinations using Judo-based Feint or Beat against the parry or Dodge of the opponent before a knife strike is made.

In recognition of the fact that getting stabbed hurts and is generally bad for your health, the style uses Defensive Attacks and Attacks with the knife, very rarely Committed Attacks and All-out Attacks only against a helpless opponent. Even against an unarmed foe, the knife is held close to the body to prevent the foe from grabbing it or the hand holding it.

Skills: Judo; Knife.
Techniques: Arm Lock; Beat; Counterattack; Evade; Feint; Low Fighting; Retain Weapon (Knife); Reverse Grip (Knife); Targeted Attack (Knife Swing/Leg Veins/Arteries); Targeted Attack (Knife Swing/Neck); Targeted Attack (Knife Thrust/Vitals); Trip.
Combinations: Judo Beat + Knife Swing/Neck; Judo Beat + Knife Thrust/Vitals; Judo Beat + Judo Grapple/Arm + Knife Thrust/Vitals.
Cinematic Skills: Hypnotic Hands; Mental Strength.
Cinematic Techniques: Dual Weapon Attack (Knife or Judo).
Perks: Quick-Swap (Knife); Off-Hand Weapon Training (Judo and Knife); Rapid Retraction (Knife); Style Adaptation (Sayoc Fighting Systems).

Optional Traits

Secondary Characteristics: Improved Basic Speed.
Advantages: Combat Reflexes; Fit or Very Fit.
Disadvantages: Bloodlust.
Skills: Brawling; Karate; Knife; Shortsword; Tactics; Thrown Weapon (Knife); Wrestling.
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Eisenreich

After the defeat of the Axis Powers in World War II  survivors of the Übermensch Brigade slipped into hiding taking with them the scientists and records they could save. Hardlines and survivors banded together to form the Eisenreich or Iron Empire. It is unknown when and where the Eisenreich first formed but today they maintain a network of underground cabal’s secretly plotting a new world order.

Knowing they needed to rebuild the Eisenreich went underground, deep underground. Using powerful drills and refurbished U-Boats the Eisenreich began their work. Slowly consolidating their resources they connected natural tunnels believed to be inaccessible from the surface. The stockpiles allowed the Eisenreich the time needed to establish new identities and fronts on the changing world above.  

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Filch is basically the shoplifting skill. It lets you steal an object of any size that would fit under your clothes, in your pockets or pack, behind your back, etc. It's about knowing when to snatch something, and then how to interpose concealment between your swag and any observers. It could as easily be based on Per (knowing when people are looking) or Will (being brazen enough to move and not freeze up) as on DX.

Sleight of Hand is basically the prestidigitation skill. It lets you use just your fingers and palms to manipulate tiny objects – no larger than marbles, silver dollars, or playing cards – right before the eyes of any observers. It's about misdirection and "forces," and doesn't require any hiding place or concealment beyond your hands. It's pure manual dexterity.

You can use both to steal, but Filch lets you steal bigger items than Sleight of Hand, obviously. On the other hand, Sleight of Hand works even while you're nearly naked and under observation (like any number of movie scenes where a prisoner grabs a paperclip and hides it for later use). And Sleight of Hand lets you cheat at dice or cards, perform entertaining stage magic for money, etc. Overall, Sleight of Hand is the more versatile skill, but it's also harder. Filch is mostly a petty-criminal skill at the same general level of sophistication as Forced Entry.

Still, Filch isn't just a subset of Sleight of Hand. Filch lets you steal TVs by walking out with them behind your back, and allows you to snatch an order of fries off the counter and run out the door before anybody realizes you have them. Sleight of Hand is worthless for that stuff, because you can't conceal TVs and orders of fries in your palm, and doesn't cover the running away part at all.

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