Mystic Martial Artist – RPG Template

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The Martial Artist is an outsider whose serene nature and physical prowess allows them to accomplish superhuman physical feats as members in the League of Adventure Seekers within the world of the Host Your Own Old Time Radio Drama Roleplaying Game.

Example Character

CHARACTER NOTES

Archetype: Mystic
Specialization: Martial Artist
BASIC STATISTICS
Strength: xxx
Willpower: xxxx
Resistance: xxx
Essence: xxxx
Hero Points: 7
Wounds: 00000 00
Piercing Wounds: 00000 00
SPECIALIST SKILLS
Item smash (melee): xxxx
Run up Vertical Surface: xxx
Float on air: xxx
Swordsmanship: xx
GENERAL SKILLS
Brawl/Hand to hand: xx
Herbalism (medicine): xx
Stealth: xx
Calming Flute: xx
Persuasive Wisdom: xx
SPECIAL ATTACKS
Knife hand (piercing): xx
Wind strike (ranged): xx
Improvised weapon: xx
Deflect and return: xx
Disarming blow: xx
BASIC EQUIPMENT
Alms Bowl
Flute
Sword

SKILL NOTES

ITEM SMASH
The ability to destroy an item with a single blow. Armor, machinery, and weapons all become inoperable after a single successful strike. This ability can only be used during a targeted attack.
RUN UP VERTICAL SURFACE
The ability to run up (or along) a wall, cliff, tree or light pole, etc. and balance upon its top without the use of ropes or other climbing gear.
FLOAT ON AIR
The ability to leap 50 feet at a jump and find purchase upon a leaf floating in the air (or a stick floating upon water etc.) in order to leap again. It can be used repeatedly to cross canyons, crevices, rivers, etc. A failed roll results in a fall, however, and normal falling damage applies.
SWORDSMANSHIP
The ability to fight using any kind of sword in close quarters.
BRAWL/HAND TO HAND
The ability to employ standard martial arts moves in combat (kicks, open-handed strikes, etc.).
HERBALISM
The ability to find and create remedies for poisons or heal light wounds (2 points maximum) from local plant life. In an urban environment, this can only be used where a large park or garden is available to provide the raw materials necessary.
STEALTH
The ability to move about without being detected, seen, or heard.
CALMING FLUTE
The ability to play the flute and provide a calm and tranquil environment. Dispels fear/panic effects and can provide a +2 bonus to other players who are attempting any academic tasks.
KNIFE HAND
The ability to execute a piercing blow with the hand that will enter the body like a knife wound and does 3 points of piercing damage.
WIND STRIKE
The ability to throw and punch or kick that displaces air as a solid force over short distances and deals 2 points of clubbing damage as if it were a ranged weapon.
IMPROVISED WEAPON
The ability to use any handy item (a bench, a ladder, a saw-horse, a car antenna, a banana, etc.) as a weapon dealing +1 damage over and above its standard use (clubbing, or piercing).
DEFLECT AND RETURN
Redirect and return the kinetic energy of an attack back upon the attacker. The player reduces the damage dealt by half (rounded up) but returns the full damage to the attacker. (Eg. An attacker fires their pistol at the player, the player then uses this ability during their action phase to catch the bullet and return it to the attacker. The player reduces the damage they took by half (rounded up) so that they only take 1 wound, but return the full 3 wounds of damage to the attacker.
DISARMING BLOW
On a success, this attack allows the player to seize a weapon from an opponent’s hands. This ability can only be used during a targeted attack.

This character template and associated art is copyright © 2019 Philip Craig Robotham – All rights reserved.

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Mystic Martial Artist – RPG Template

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