Interesting. I ended up with a somewhat similar character, via a different path. Our GM had us make what seemed pretty powerful characters (10 refresh, all must be spent, 35 skill - but FATE points are gonna work a bit differently, so that may not be as powerful as it looks). I'm new to the game and didn't want to play a magic user due to complexity, but also didn't want to be stuck with the same few tricks before I'd even had a chance to play the game; when I saw the "Modular Ability" deal, it seemed perfect.
I decided to do a kung-fu prodigy, who was actually descended of / a refuge from members of the Celestial Court (which may or may not have ties to the Jade Court- what I had in mind was more like the "honored ancestors" of ancient Chinese rulers, who might be fae or minor gods or some new class of power). His father emigrated from Honk Kong when Chan was a baby; Chan is the child of a celestial court maiden who was impudent enough to have an affair with a mortal. Wong Sr. has trained Chan in the traditions of ancient Kung Fu (IE, the kind that is actually supernatural) and also some related healing arts (non supernatural in effect, but using related knowledge). Unfortunatley, shortly before Chan's 18th birthday, Wong Sr. died and many of his scrolls and artifacts were stolen before Chan had a chance to study them.
Here's what I'm working with so far. When setting up mu "modular ability" choices, I modeled them after (stereotyped views of- I'm looking to imitate "non-magical" kung-fu movie tropes, not real martial arts) the five kung fu animal styles, and picked things that wouldn't go wonky when turned on / off. I've been working with the GM (
newtinmpls) to get these sorted, and they look like a lot of fun so far.
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Chan Li WongTemplate: ???? (unique - so far)
HC: Scion of the Celestial Court / Kung Fu Hero
Trouble: Big Trouble in Little China
Other Aspects: In a Foriegn Land (BG), Honor Father's Memory & Dojo (Shaped), Fool for Love (adventure), Cooler Heads (guest), Lend a Hand (guest)
Skills:Superb: Fists, Endurance
Great: Might, Athletics
Good: Alertness, Stealth
Fair: Scholarship, Contacts, Intimidation
Average: Resources, Empathy, Conviction, Presence
Stunts / Powers:Chinese Medicine (Doctor) : -1
Marked by Power : -1
6 points Modular Ability as "Kung Fu Styles" : -8
Chan's Kung Fu Styles:
Each of these styles requires using 6 points of Modular Ability to activate. There may be other styles / versions of these styles that take more or less power to activate; these are just the ones Chan knows. You can only know as many styles as your Fists level allows (5 for Superb, etc). The Resilience based powers Chan manifests as part of his Kung Fu Styles must all have the same Catch, worth +1 FP; Chan doesn't know what this catch is.
Switching between styles is an action, just like shifting Modular Powers is (mechanically, that's what it is). Stylistically, this typically involves Chan cracking his neck, changing his pose, and / or shouting the name of some martial arts move he plans to use (ie, typical "pause in fight to change tactics" MA movie tropes).
Monkey Style: inhuman strength & speed, mighty leap, acrobat
Mantis Style: inhuman strength & recovery, redirect force, wrestler, armed arts (knife, baton)
Tiger Style: inhuman strength & resilience, step into the blow, tough stuff, armed arts (sword, mace)
Crane Style: inhuman speed & resilience, to fast to hit, footwork, armed arts (spear, staff)
Snake Style: inhuman recovery & resilience, lethal weapon, on my toes, armed arts (chain whip, dart)
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