Martial Artist
You’re not some common, cheap for hire thug. You’re an Artist of the Weapon Human. Any idiot can throw a punch, but it takes dedication to the art to truly hone your skills.
You gain +1 HP for every Martial Artist Template taken.
Starting Equipment: a towel, 2 rations Starting Skills: 1) First Aid, 2) Athletics, 3)
A. Fighting Styles and Moves
B. +2 Moves
C. +2 Moves
D. +2 Moves
Fighting Styles and Moves
You’re a fightman from fightland. Through training you’ve learned a fighting type and a couple of moves from the school. Select a school (listed below) and gain access to that list of Moves. You start with the ability to learn (from a teacher or manual) the first 6 Moves, and gain access to the rest of the list the more you master your school (take templates), as listed here:
Template A - First 6 Moves
Template B - First 8 Moves
Template C - First 10 Moves
Template D - All 12 Moves
If the Template A is your First Template, you begin with two Moves.
Every Template taken after A, gain 2 additional Moves for free, chosen by roll.
Each move has an associated cost per level, which is paid in Inventory slots. A 3 point move at a level 2 costs 6 Inventory spaces (3x2=6), a 2 point move at level 4 takes up 8 Inventory space (2x4=8), a 5 point move at level 3 takes up 15 Inventory spaces (5x3=15), and so on. Switching out moves to/from your inventory is a simple matter of performing a routine of exercises in the early morning. Much like the wizard nerds prep their spells.
Moves are found in the list for the Style they belong to.
Training
Learning a new move is done in one of two ways: