Dark Fantasy Core Set/Martial Artist

Requirements:

 * Minimum Willpower: 12
 * Minimum Agility: 9
 * Minimum Stamina: 11

Training time:
12 months minimum study; triple if self-taught Indefinite apprenticeship

Skills:

 * Breakfall Apprentice
 * Juggling Apprentice
 * Timing Apprentice
 * 2 Stances
 * Closed Fist Style
 * Hand Parry
 * Meditation
 * Shoulder Flip
 * Any 2 hand-to-hand proficiencies at level III or one at level IV
 * Take It Like a Man I
 * Tumbling I

Bonuses:

 * +1 to all physical attributes


 * Bonus background: Trained by a True Weapons Master-for martial artists this also applies to hands and feet


 * Bonus contact--master


 * Special: martial artists are a small community--your reputation is effectively doubled for others of your class

Grappler:

 * 2 Holds
 * Ambidexterity
 * Instant Stand
 * Grab Attack I

Striker:

 * Intuitive Reflexes
 * Brawling I
 * Dodge I
 * Jumping I

Level bonuses:
2: +2 to initiative

3: +1 to all mystical proficiencies

4: +2 to all class proficiencies & +2 to all saving throws

5: +1 to all class apprenticeships & +2 initiative

6: +2 to Armour Class (one reflex, one fortitude)

7: +1D8 Hit Points

8: Select a mystic skill that can be used in combat--starts at journeyman or level III

9: Title: Master & Statuses: Respected x2 & Feared x2

10: Select an additional hand-to-hand skill and any mystic skill; these start at journeyman or level III

11: +3 initiative & +2 to hit and damage

12: Mind-body link: +3 saves vs. illusions and immune to supernatural possession

13: +2 to initiative, attack, damage, parry, & dodge

14: The Glow: your hands & feet glow when you strike or parry, by 18th level, your whole body glows enough to be seen in bright daylight; this effect is voluntary

15: Considered a True Master--any you teach will have this background if you also possess the Teaching skill

16: Status: Well Known--you begin to attract admirers, potential students, and rivals

17: Move without moving: once per battle you may retest your initiative & a free interrupt

18: One-inch punch: once per battle you may automatically hit for maximum damage--even with only one inch to swing

Per additional level: +1 all martial proficiencies

Per additional even level: +1 all mystical proficiencies