Another update while I wait for the next pre-publication installment for inspection (they're running a wee bit behind schedule...)<br/><br/>You have a certain number of Knacks, depending on power level.  For Novices, this is 6.  For Initiates, it's 12.  Knacks are the usual run of Advantages, including several that might normally be thought of as 'kung fu superpowers'...Wire-Fu jumping about?  That's covered by a Knack.<br/><br/>The most important knack in the game is something called Martial Training.  It's the prerequisite for all the 'wire fu' Knacks, and can be taken multiple times.  You will want to take it multiple times, most likely, because each time you take MT, you get to choose or design a Martial Arts Style that your character knows.  I will not attempt to do the martial arts construction rules justice, but they remind me (just a little) of the spell construction rules in Ars Magica in their flexibility, adaptability, and ease of application.   ;D  (And why do you want to have more than one martial arts style?  Why not just take, say, Cobra Fist Chop Sockey and be done with it?  Because someone out there is going to design Mongoose Kick Wappi Smakkim, that cancels out Cobra Fist Chop Sockey...that is, you can research your foes and design a martial arts style specifically meant to cancel out their training, leaving them vulnerable to your superior kenpo!)<br/><br/>Hopefully the next installment, when it cometh, shall cover those super secret clan styles associated with the various Factions.