Martial Artist

These are the masters of hand-to-hand combat. They train their bodies to become living weapons.
Skill cost: 12
Requirements:
Minimum Willpower: 12
Minimum Agility: 9
Minimum Stamina: 11
Training time: 12 months minimum study; triple if self-taught
Indefinite apprenticeship
Features and 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 score is effectively doubled for others of your class	
==Skills==
Breakfall apprentice
Choose two Stances
Closed Fist Style
Combat Timing apprentice
Hand Parry
Any two Hand-to-Hand proficiencies at level III or one at level IV
Juggling apprentice
Meditation
Shoulder Flip
Take It Like A Man I
Tumbling I
===Choose one category:===
Grappler:
Ambidexterity
Grab Attack I
Choose two Holds
Instant Stand
Striker:
Brawling I
Dodge I
Intuitive Reflexes
Jumping I
===Level Bonuses===
+2 to initiative
+1 to all mystical proficiencies; +2 maximum life point capacity
+2 to all class proficiencies and +2 to all saving throws
+1 to all class apprenticeships;  +2 initiative; +3 maximum hit point capacity
+2 to armour class (one reflex, one fortitude)
+1D8 maximum hit point capacity
Select a mystic skill that can be used in combat—starts at journeyman or level III
Title: Master & Statuses: Respected x2 and Feared x2
Select an additional hand-to-hand skill and any mystic skill; these start at journeyman or level III
+3 initiative; +2 to hit and damage; +1D8 maximum hit point capacity
Mind-body link: +3 saves vs. illusions and immune to supernatural possession
+2 to initiative, attack, damage, parry, & dodge
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
Considered a True Master—any you teach will have this background if you also possess the Teaching skill; +1D4 maximum life point capacity
Status: Well Known—ou begin to attract admirers, potential students, and rivals, maybe even get your own meme
Move without moving: once per battle you may retest your initiative and get four free interrupts
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	
===Level Bonuses===
+2 to initiative
+1 to all mystical proficiencies; +2 maximum life point capacity
+2 to all class proficiencies and +2 to all saving throws
+1 to all class apprenticeships;  +2 initiative; +3 maximum hit point capacity
+2 to armour class (one reflex, one fortitude)
+1D8 maximum hit point capacity
Select a mystic skill that can be used in combat—starts at journeyman or level III
Title: Master & Statuses: Respected x2 and Feared x2
Select an additional hand-to-hand skill and any mystic skill; these start at journeyman or level III
+3 initiative; +2 to hit and damage; +1D8 maximum hit point capacity
Mind-body link: +3 saves vs. illusions and immune to supernatural possession
+2 to initiative, attack, damage, parry, & dodge
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
Considered a True Master—any you teach will have this background if you also possess the Teaching skill; +1D4 maximum life point capacity
Status: Well Known—ou begin to attract admirers, potential students, and rivals, maybe even get your own meme
Move without moving: once per battle you may retest your initiative and get four free interrupts
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
Category:Class
Category:Codex