Let’s take a quick break to examine a character built pairing the entries from series on martial arts and superhero day jobs. A Silat practitioner taken to a super powered level, which as it turns out, classic spandex is about on par with a lot of fighting games such as Street Fighter. Following this style of story, the character is not a superhero, but a mechanic (adapting the Construction Worker), who in their youth studied martial arts and now struggles to make ends meet. As such, they have taken to fighting in underground tournaments. GMs can use their Drives and Goals as a way to introduce a unique character who could aid the heroes or become a major thorn in their side, depending on the direction of your campaign.
The character Specializes on three combat maneuvers:
- Set Up: A lighter attack meant to position the fighter for stronger follow up attacks.
- Heavy Blow: Which trades accuracy for damage.
- Trip: Attacks with the goal of leaving foes prone.
In addition to this, they have two Combos:
- Slip Kick Lift: Trip – Heavy Blow – Set Up
- Unending Assault: Heavy Blow – Heavy Blow – Heavy Blow
If we wanted to look at our martial artist from a fighting game perspective, they could best be classified as a Pressurer, with tools to break up their foe’s strategy, and able to string multiple actions together to create a multiple hit “air juggle” combo. More on that, after the character.
Now, let’s meet Banyu Yue.
Banyu Yue
Power Level: Classic
Attributes: Mundane
Talents: Expert
Background
Journey: Manual Laborer
Style: Yue Family Silat (Kwitang Silat)
Personal Motivation: Figure out a purpose
It sounds so cool in the movies, being raised in the mountains, learning your family’s fighting style passed down generation over generation. That is until you have to enter the real world and find out that your only appreciable skills are fighting and fixing your uncle’s broken down truck. Yue gets by as a mechanic, drifting from place to place picking up work where he can. When times are tough he turns to the underground circuit for a cash infusion.
Short Term Goal: Find Steady Work
Long Term Goal: Perform an act that would cement his family’s legacy in the martial art’s community.
Attributes
History 12 Strength 6 Dexterity 12 Constitution 6 Sense 5
Fortune 5 Wisdom 5 Intelligence 4 Mental 9 (1 AP) Expression 5
Backgrounds
Origin: Family Legacy (Generational) 12
Catalyst: No other choice but to fight 8
Drives
- Do What’s Necessary to Survive 3
- Uphold The Family Style 2
- Figure out a purpose 2
Career: Mechanic 3
Talents
Bargain Finder 12 Discipline 12 (S) Finish The Fight 7 Manual Labor 12 Outlast 12 Repair 12 Scrounging 12 Technical Operations 7 Vehicle 7
Boons
Combo: Slip Kick Lift: Trip – Heavy Blow – Set Up TY
Combo: Unending Assault: Heavy Blow – Heavy Blow – Heavy Blow TY
Die Hard MA
Languages: Korean, Indonesian, Javanese, Sundanese, Madurese, Mandarin MA
Outlast Supports Set Up MA
Discipline Supports Defense MA
Tools (Actual Tools, Vehicle) TY
Cost: 1 + 1 + 2 + 2 + 2 + 2 + 1 = 13 AP
Powers
Yue Family Silat 12
- Parent Attribute: Dexterity
- Primary Role: Offense
Devastating MA
Secondary Role: Defense (Full Role) MA2
Defends Against: Might & Quickness TY
Passive Defense TY
Activation Required
Secondary Role: Support: Outlast (Full Role) MA
Added Support: Fitness MA
Specialties
- Heavy Blow 10
- Set Up 10
- Slip Kick Lift 10
- Trip 10
- Unending Assault 10
Cost 1 Power + 12 Selections + 20 AP
Stamina 25
Willpower Starting: 7 Max: 12
Starting AP 30 + 4 (Mundane Lowers Attributes but provides Bonus AP)
Attributes 1 + Talents + Boons 13 + Powers 20 – Drawbacks
Action Scene Notes
Initiative: 12 (Dexterity 12) Dice 2
Defense
Surprised Defense: 5 (Fortune 5) Dice 2 Armor 1
Engaged Surprised Defense: 17 (Fortune 5 + Yue Family Silat 12) Dice 3 Armor 2
Normal Defense: 36 (Dexterity 12 + Yue Family Silat 12 + Discipline 12) Dice 4 Armor 3
Mental Defense: 21 (Mental 9 + Family Legacy 12) Dice 3 Armor 2
Defense Notes
Manual Labor: Ignore the effects of Injuries for 2 Turns.
Offense
Favored Attack: Probing Strike 36 (Dexterity 12 + Yue Family Silat 12 + (S) Set Up 10 + Outlast 12 – Maneuver Penalty 10) Dice 5 Range Close Damage 12 Notes On a successful hit, the reduce Damage by half after Armor. Gains a +15 to their next Attack, Active Defense or Movement roll
Secondary Attack: Slip Kick Lift 26 (Dexterity 12 + Yue Family Silat 12 + (S) Heavy Blow 10 + (S) Set Up 10 + (S) Slip Kick Lift 10 + (S) Trip 10 + Outlast 12 – Maneuver Penalty 30 – Combo Penalty 20) Dice 5 Range Close Damage 9 / 27 / 25 Notes First strike knocks the Target Prone, additional Damage in included in the successive hits. Reduce Damage of the final hit by half after Armor. Gains a +15 to their next Attack, Active Defense or Movement roll Jackhammer Leg Slip Spend 1 Willpower to add Blast to the Combo knocking the target back 1 Range Increment.
Additional Attack: Unending Assault (Prone Target following Set Up) 29 (Dexterity 12 + Yue Family Silat 12 + (S) Heavy Blow 10 + (S) Unending Assault 10 – Maneuver Penalty 10 – Combo Penalty 20 + Set Up Bonus 15) Dice 4 Range Close Damage 19 / 19 / 19 Notes Includes Bonus to hit for Set Up and Bonus Damage for Prone Target.
Additional Attack: Unending Assault 14 (Dexterity 12 + Yue Family Silat 12 + (S) Heavy Blow 10 + (S) Unending Assault 10 – Maneuver Penalty 10 – Combo Penalty 20) Dice 4 Range Close Damage 15 / 15 / 15
Supporting Attack: Heavy Blow 24 (Dexterity 12 + Yue Family Silat 12 + (S) Heavy Blow 10 – Maneuver Penalty 10) Dice 4 Range Close Damage 13
Supporting Attack: Trip 24 (Dexterity 12 + Yue Family Silat 12 + (S) Trip 10 – Maneuver Penalty 10) Dice 4 Range Close Damage 5 Notes Target is left Prone
Offense Notes
Discipline: Add Discipline (12) to any Strength roll or Physical Attack roll after they have suffered 12 Damage. This lasts for 1 turn and may be used once per session.
Scrounging: Add 2 Damage when using improvised weapons.
Technical Operations: Increase the Value of Explosive rolls (Willpower Bonuses) by 5. This bonus is applied to either the character or those they are supporting.
Signature Combos
Slip Kick Lift
A variation of the Guard Break, this dizing combo sends their opponent into the air only to batter them as the martial artist stands. Dropping into a sweep, the combatant quickly pivots kicking up with their opposing leg using their momentum to stand and deliver a parting blow as they reposition.
Unending Assault
Silat leverages a number of powerful strikes. As such, Unending Assault can be tuned to the current narrative. When following a Slip Kick Lift it might be interpreted as a single powerful low kick to the head of an already downed opponent, or if the Unending Assault directly follows the Slip Kick Lift combo with no other Actions from any other combatant between, an uppercut, followed by a spearhead, and kick before the foe can even reach the ground.
Combat Playstyle: Pressurer
Force opponents to make hard choices. Consider the Favored, Secondary, and first Additional Attack as a preferred order of operations. Landing an initial set up may be lower Damage but increases the accuracy of the Slip Kick Lift, making it much harder to defend.The Slip Kick itself is a mix of low, high, and medium Damage, but also Sets Up the next attack against a now Prone foe. This allows for a follow up from a much more potent version of the Unending Assault. Interrupting Actions, or foes using the Surprising Willpower Feature can break the Attack String forcing the player to change their game plan or reset.