GENERIC ROLE-PLAYING GAME CHARACTERS

MARTIAL ARTIST

Val	Char	Cost	Roll	Notes
50	STR	40	19-	Lift 25ton; 10d6 HTH Damage [5]
15	DEX	15	12-	OCV:  5/DCV:  5
25	CON	30	14-
15	BODY	10	12-
10	INT	0	11-	PER Roll:  11-
10	EGO	0	11-	ECV:  3
20	PRE	10	13-	PRE Attack:  4d6
14	COM	2	12-
30	PD	20		Total:  30 PD (20 rPD)
15	ED	10		Total:  15 ED (10 rED)
3	SPD	5		Phases:  4, 8, 12
15	REC
50	END
60	STUN	8		Total Characteristic Cost:  144

Movement:	Running:	5”/9”/18”
		Leaping:	4”/7”/14”
		Swimming:	2”/3”/6”

Cost    Powers & Skills
43	Martial Arts:  Generic Martial Arts
	Maneuver	OCV	DCV	Notes
4	Choke Hold	-2	+0	3d6 NND
3	Defensive	+1	+1	Block, Target Throw Falls
4	Escape		+0	+0	45 STR
4	Eye Poke	-1	-1	Flash Sight 6d6
4	Fast Strike	+2	+0	8d6
5	Grappling	+1	+1	30 STR Grab Block 1 Limb, Block
5	Passing		-1	-1	40 STR Disarm, Disarm, FMove
5	Passing		+0	+0	6d6+ v/5, FMove, Throw, Target Falls
8	+2 Damage Classes (added in)
1	Use Art with Nunchaku (not added in)

6	Nunchaku:  HA +2d6 (6d6 with STR), Reduced Endurance (0 END, +½); HA Lim (-½), OAF (-1)
30	Martial Expertise:  Find Weakness with Martial Arts 13-
8	Martial Dodge:  Damage Reduction, Physical, 50%; Requires an Acrobatics Roll (-½), Only for 
	Hand-to-Hand Attacks (-½), Costs END (-½), END 2
4	Martial Breakfall:  Knockback Resistance -5”; Requires a Breakfall Roll (-½), Costs END (-½), 
	Only to Reduce Impact Damage (-½), END 1
4	Athletic:  Running +3” (9” Total) , END 1
3	Athletic:  Leaping +3” (7” Total) , END 1
1	Athletic:  Swimming +1” (3” Total), END 1
7	Vanish Without A Trace:  Teleport 9”; Requires a Stealth Roll (-½), Only To Vanish When No One 
	Is Looking (-½), No Non-Combat (-¼), Only To Places Character Could Normally Go (-½), END 2
4	Fancy Running:  Clinging; Linked to Running (-½), Costs END (-½), Cannot Stop on Vertical 
	Surface (-¼), Must Move at Least 5” (-¼), Cannot Resist Knockback or Throws (-¼), END 1
5	Move Silently:  Invisibility to Hearing Group; Requires a Stealth Roll (-½), Movement Halved (-½), END 1
6	Keen Senses:  +2 PER

	Talents
12	Combat Luck x2
12	Danger Sense 13- (sense, intuitional)
10	Defense Maneuver IV
3	Resistance +3

	Skills
12	+4 with Martial Arts

3	Acrobatics 14-
3	Analyze Combat Technique 11-
3	Breakfall 14-
3	Climbing 14-
3	Concealment 11-
3	Contortionist 14-
2	KS: Martial Arts 11-
2	KS: The Martial World 11-
3	Fast Draw (Nunchaku) 14-
3	Sleight Of Hand 14-
3	Stealth 14-
3	Teamwork 14-
2	WF: Martial Weapons

Total Powers & Skill Cost:  196
Total Cost:  350

250+   Disadvantages
10	Distinctive Features:  Style (Not Concealable, Detectable by Larger Group)
15	Enraged:  when opponent behaves dishonorably (Common), Go 8-, Rec 11-
15	Enraged:  when takes BODY damage in combat (Common), Go 8-, Rec 11-
10	Psychological Limitation:  Hotheaded (Common, Moderate)
15	Psychological Limitation:  Honorable (Common, Strong)
10	Psychological Limitation:  Regrets Temper (Uncommon, Strong)
5	Rivalry:  Professional (with other Martial Artists)
20	Vulnerability:  1½x STUN and BODY to Martial Attacks with Analyze Style (group of Common)

Total Disadvantage Points:  350

Martial Artist (Martial, to his friends) is the skill-based fighter of the group. He takes pride in his prowess, but still honors all. He knows all the martial arts styles, and uses the best of each. He’s proficient in all the martial arts weapons, and commonly wields nunchaku (nunchucks).

Powers/Tactics: Martial knows many ways to hurt a man, and once his temper flares up, he’s likely to use them all. Besides a skillful offense, Martial has some impressive defense, the most important of which is “not getting hit.”

In combat, Martial typically starts out fighting defensively until he studies his opponents’ tactics, unless he knows that the opposition can take some serious punishment (or unless his temper flares up). Against particularly tough opponents, he waits for an opening, and smacks them hard when they’re off-guard (that is, he Finds Weakness).

He’s been in enough combat situations that he recognizes the signs of impending trouble, and gets a warning from his heebie jeebies. Also, even against lethal attacks, he can usually get out of the way of much of the damage before it fully connects.

Personality: Martial’s life is one of acting before thinking, and then apologizing afterward. Despite his extensive training in the philosophical side of the martial arts, he still cannot conquer his own impulsive behavior.


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