Been thinking a bit about martial arts and how to represent them in DFRPG lately. So here are some generic martial artist stats.
I'm sticking to the polite fiction that all arts are combat-effective, in case it's not obvious. And I know most of these arts from the outside only, so don't use this as a guide to martial arts. Not that anyone is likely to do that, but anyway...
Martial Artist (Hydrophobe)
These stats are intended for a serious but not professional martial artist. Many of those people will actually be On The Beach or Feet In The Water, since they have a day job and other things in life beyond fighting.
To make a martial artist who isn't just a martial artist, adjust Aspects to taste and add skills + stunts to this sheet. Bear in mind that adding a Fair skill and a Good skill makes for a valid On The Beach sheet, and provides enough skill for most day jobs.
High Concept: Martial Artist
Other Aspects: Not A Soldier, Years Of Dedication To Insert Style/School Here
Skills:
Good: Fists
Fair: Might
Average: Endurance, Conviction, Discipline, Athletics, Alertness
Stunts:
2 Stunts. Which Stunts depends on style.
Total Refresh Cost:
0 (Pure Mortal)
Refresh Total:
2
The stunts that a martial artist gets depends on the style they practice. Here are some examples (and yes, many of these aren't exactly MA styles. I don't care.):
Taekwondo (ITF style)
Most TKD users have:
Patterns (Fists): You may use Fists instead of Performance to perform dance-like martial arts performances.
The following stunts are also common:
Lethal Weapon
Tough Stuff
Martial Artist
Expert Blocker (Fists): +2 to defend against unarmed attacks.
Board Breaking (Might): +2 to break inanimate objects. Maybe a Fists stunt, depending on how your group plays.
Flying Kick (Fists): You may make a flying kick instead of a regular attack. This gives you a +3 bonus to your weapon rating and lets you move a zone supplementally without a penalty before attacking, but gives everyone a +2 bonus to hit you until your next turn. Stacks with other stress-boosting Fists stunts.
MMA (Mostly but not entirely Brazilian Jiu-Jitsu)
Most MMA users have:
Nasty Infighter (Fists): Grapple with Fists.
The following stunts are also common:
Martial Artist
Lethal Weapon
Tough Stuff
Tireless
Expert Blocker
Hard To Hold (Fists): All grapples against you are considered to be 2 shifts weaker.
Submission Hold (Fists): When grappling someone, you may take a supplemental action to inflict stress and a supplemental action to create an Aspect on the same round. This means you take a -2 penalty, of course.
Fencing (Replace Fists with Weapons.)
The following stunts are common:
Riposte
Duelist (Weapons): +1 to defend against melee weapon attacks, +1 to defend in a 1v1 fight. These bonuses stack with each other.
Sword Focus (Weapons): +1 to attack with a fencing-style sword.
Fancy Swordwork (Weapons): +2 to maneuver with a blade.
Highly Mobile (Athletics): No penalty to move supplementally.
Eskrima
Most Eskrima users have:
Armed Arts (Fists): Use Fists to wield sticks and knives.
The following stunts are also common:
Footwork
Riposte (for Fists)
Off-Hand Weapon Training (for Fists)
Angles of Attack (Fists): +2 to defend against melee weapons.
Arm Slash (Fists): On a successful Fists attack, may spend a Fate Point to have that attack also count as a maneuver reflecting the side effects of the attack. Slashing an arm to make someone drop a weapon is the classic example.
Judo (Swap Fists and Might.)
The following stunts are common:
Wrestler
Martial Artist
Hard To Hold
Redirected Force
Skilled Grappler (Might): +2 to make maneuvers related to grabbing people.
Judo Throw (Might): May immediately end a grapple to make an attack with Might+2 against the grapple-ee. Weapon rating is 2 on grass, 4 on asphalt, and 6 on jagged rocks.
Boxing
The following stunts are common:
Lethal Weapon
Tireless
Tough Stuff
Expert Blocker
Battle-Hardened (Fists): Use Fists to determine physical stress track.
Stand Up Again (Endurance): 2 extra mild physical consequences for use against blunt force, exhaustion, and environmental damage.
Just Making Me Mad (Endurance): Once per scene, when taking a consequence, may spend a Fate Point to "steal" the tag on that consequence from the person who inflicted it.
Stronger And Stronger (Fists): +1 to Fists attacks once the fifth exchange of the fight has started.
Krav Maga
The following stunts are common:
Footwork
Martial Artist
Disarm (Fists): On a successful Fists defence against an armed attack, sacrifice your next action to take their weapon away.
Armed Arts (Fists): Use Fists to attack with knives and to hit people with guns.
Skilled Improviser (Fists): Use Fists to attack with improvised weapons.
This One Really Hurts (Fists): If you make a successful Fists attack against someone, they get -2 to attack you next turn.
Strike To Kill (Fists): Inflict +2 stress when actually trying to kill a human opponent with Fists.