Copyright crap: The author of these rules retains full copyright of the material, while hereby granting full permission for it to be reprinted in any format whatsoever, with the provisos that his name be forever attached to it, the text of the document be forever unaltered, and if anyone manages to figure out how to make big bucks off of it, the above mentioned author wants a cut. Oh, yes, and lest I forget, this notice must remain attached to the main text. I. Marc Carlson IMC@VAX2.UTULSA.EDU 15 December 1993 ======================================================================== OPTIONAL RULES FOR MARTIAL ARTS: Martial Arts skill becomes a skill for a specific MA style. Boxing, Brawling and Wrestling are to be considered styles, rather than generic fighting skills. What had been the Wrestling skill is now renamed to Grappling. If a person purchases the basic MA style ONLY, as opposed to the other skills related to that style, and the specific skills related to those skills, then the person receives simply the skill as described in the Normal Rules, and has only a cursory idea of the details of what they are doing. They receive no damage adjustments as to type, although they still receive the normal damage bonuses due to MA skill, as well as, when appropriate, skills in blocking, etc. When purchasing Martial Arts skills, the primary skill is the Style itself. The other skills mentioned in the Style description are purchased as related skills, unless they are indicated as Closely related skills. These related and closely related skills may not normally be related to one another, however, in the context of the skill, they become so. Many of the skills have specific aspects or specializations that are described as well. It should be mentioned that some of the skill specializations / Specific Skills use different attributes than the Base skill. This is to be expected when using skills as diverse as these. OTHER NOTES: Unless otherwise specified, it is possible to use multiple skills in a phase, such as Strike and Wounding-Atemi. MARTIAL ARTS DAMAGE: Normal hand to hand Damage is Type IV (i.e., 25% Lethal, 75% Non-Lethal), whereas damage done by people trained in a specific Martial Arts style and possessing skills such as Strike and Kick is Type III (50% Lethal, 50% Non-Lethal), and in the case of certain attack form skills, the damage becomes Type II (75% Lethal, 25% Non-Lethal). OPTIONAL: The Martial Artist can use his Attack Stance bonus, not merely for attack and defence, but to Defend twice in a phase, or Attack twice in a phase, with one action having the appropriate bonus and the other taking the appropriate penalty. OPTIONAL:SHORT MELEE DISTANCE. Since some styles favor the use of short range attacks and blocks such as Knee, Elbow, etc. while other styles prefer using longer range attacks, and still others, such as Savate, prefer to mix ranges; the "short range styles" and Mixed Range styles receive none of regular penalties for attacks within the same hex, while the "long range styles" receive normal penalites, figuring the length of the arm or leg as a weapon. SKILLS LIST: Skills Specific Skills Martial Arts Style- -Philosophy (PHIL)(Int)(+0) Acrobatics (ACRO)(Dex)(+1) -Balance (BALN)(Dex)(+1) -Breakfall (BRKF)(Dex)(+0) -Ground Fighting (GDFT)(Dex)(+2) -Roll with Blow (ROLL)(Dex)(+2) Concentration (CONC)(Int/Will)(+0) -Breath Control (BRCT)(Int/Wis)(+1) -Control of Body (CNBD)(Wil/Sta)(+0) -MeditativeTrance (MEDT)(Int/Wil)(+0) -Strength of Mind (MTST)(Int/Wil)(+0) -SuppressedDesire (SUDS)(Int/Wil)(+0) -Weapon Focus (WPFC)(Int/Dex)(+2) -Zanshin (ZNSH)(Per/Wil)(+2) Catfall (CTFL)(Str/Dex)(+0) -Balance (BALN)(Dex)(+1) -Breakfall (BRKF)(Dex)(+0) Grappling/Wrestling (GRPL)(Str/Dex)(+0) -Hurl/Throw (HURL)(Dex)(+0) Improvised Hand Weapon (IMHW)(Str/Dex)(+0) Kick (KICK) (Dex/Str)(+0) -Flying Kick (FLKK)(Str/Dex)(+1) -Rear Kick (RRKK)(Str/Dex/(+1) Stealth (STLH)(Int/Dex)(+0) Strike (STRK)(Str/Dex)(+0) -Double Strike (DBST)(Dex/Str)(+2) -Power Strike (PWST)(Dex/Wil/Str)(+2) -Offhand Weapon (OHWP)(Dex)(+1) Weapon Training (WPTN)(**)(*) -Fast Draw (FSDR)(Dex)(+1) -Offhand Weapon (OHWP)(Dex)(+1) Wounding (WOUN)(Int)(+4)--Atemi - Bleeding (ATBL) -Atemi - Death Hand (ATDH) -Atemi - Dislocation (ATDL) -Atemi - Healing (ATHL) -Atemi - Pain (ATPN) -Atemi - Paralyze (ATPR) -Atemi - Stun (ATST) ZENJORIKI SKILLS Concentration (CONC)(Int/Will)(+0) -Chi Gung (CHGN)(Wil/Sta)(+2) -Kokyo (KOKY)(Wil)(+2) -Kaijutsu (KIJU)(Wil)(+2) Kiai-Bravado (KIBR)(Bra)(+0) Kiai-Stun (KIST)(Wil)(+2) Kiai-Force (KIFO)(Wil)(+2) Kiai-Shock (KISH)(Wil)(+2) Kiai-Death Yell (KIDY)(Wil)(+2) -Push (PUSH)(Wil)(+0) Weapon Training (WPTN)(**)(*) -Weapon Defense (WPDF)(Wil/Dex)(+2) For example: BOXING (BOXG)(Str/Dex)(+1) History/Philosophy: Boxing is of.... Skills: Acrobatics Balance Roll with Blow Concentration Breath Control Skills, Closely related Strike Offhand Weapon Double Strike Power Strike (Iron Fist (Optional)) Cestus (Weapon training) Brass Knuckles (Weapon training) Acrobatics and Concentration are purchased as related skills to the Boxing MA Style. Strike, Cestus and Brass Knuckes are all purchased as closely related to the Boxing MA Style. Actually, due to the nature of these particular weapons, it could be argued that they automatically come under the use of the Strike Skill , but for the purposes of this example they do not. Should the player decided Offhand Weapon, or Power Strike, they are purchased as a Specific skill of Strike. MARTIAL ARTS SKILLS and SPECIALIZATIONS: Acrobatics (ACRO)(Dex)(+1) This includes: performing a Backflip to dodge or escape, as well as into an attack or while attacking; tumbling; cartwheeling into an attack or while attacking; Contortion maneuvers; leaping; etc. In essence, this allows the Martial Artist to attack while moving, when the GM might otherwise rule that they could not attack. A successful skill roll while dodging allows the MA a bonus of -1 per point the roll was made by, to the attackers roll to hit them. This bonus is in addition to the normal 1/2 dexterity penalty for dodging. This means that the attacker can receive a penalty greater than the target's dexterity. An acrobatic dodge must be declared BEFORE the attack it is used against. Using this skill for "Contortion maneuvers" can allow the MA to wriggle in and out of tight places, or even to, if their roll is successful, wriggle out of manacles. A successful roll while leaping or jumping indicates that the Martial Artist can leap 5%/pt that skill roll was made by over the normal leaping distance (1/2 veloc in m/s +/- 10%). In turn, a failed roll indicates that the leap falls shorter than expected, - 5% per pt the roll was failed by. Note that a verticle leap is 1/2 the distance of a horizontal leap, and the adjustment would be +/- 5% of the verticle leap. However, should the GM allow, the leap may be figured as +/- 5% of the horizontal leap + the vertical leap, depending on the level of fantasy allowed into the game. Concentration (CONC)(Int/Will)(+0) This skill is essentially the same as that listed under "Magical Skills", however, it is not applicable solely to magical powers, but rather any form of psychically controlled powers to include both magic and psionics. Catfall (CTFL)(Str/Dex)(+0) This skill is the same as that listed under "Criminal Skills." Grappling/Wrestling (GRPL)(Str/Dex)(+0) This skill includes a number of holds, locks, and other forms of unarmed grappling such as Armholds, Legholds, Body holds, Choke holds, Joint Locks, Wrist Locks, Squeezing or Bearhugs, and so forth. These holds are made according to the wrestling rules found under "Melee Combat." Improvised Hand Weapon (IMHW)(Str/Dex)(+0) This skill is the same as that listed under "Melee Weapons." Kick (KICK) (Dex/Str)(+0) If a Kick is missed, and the target is missed, the Martial Artist's opponent receives a modifier equal to one quarter (u) the amount the kick was missed by, provided that the opponent's next attack is made before the MA's next attack. Regardless, the MA will receive an equivalent negative modifier when determining Initiative in the next phase. Includes: Snap Kick; Crescent Kick, or kicking in a sweeping arc; Axe Kick, or a High kick to neck, head or shoulders of target; Roundhouse or Spin Kick; Circle Kick; Hook Kick, Wheel Kick; and kicking with the knee or shin. Stealth (STLH)(Int/Dex)(+0) This skill is the same as that listed under "Criminal Skills." Strike (STRK)(Str/Dex)(+0) Damage ((DV = Str x .5) + MA Bonus.) Includes all punching or hitting attacks, and especially: Fist (Punch); Knife Hand; Roundhouse Punch; Uppercut; Foreknuckle Fist; Double Knuckle Fist; Back Hand; Claw Hand or Raking attacks; Palm strike; Elbow Strike; Forearm Strike; and even Head Butt; and Fingertip Attack. This also includes the ability to block and parry a strike, including some attacks made by hand-held melee weapons. Weapon Training (WPTN)(**)(*) This merely indicates that the martial artist receives training in a specific weapon type. Wounding (WOUN)(Int)(+4) This skill is essentially the same as the skill Wounding found under the heading "Criminal Skills". However the "Wounding Skill" opens the way to the Atemi specializations. Atemi is a knowledge of Pressure Points and other aspects of "Oriental Mysticism." It is similar to the Wounding skill in that it grants knowledge of the weaker points in the body. These range from the Perfectly reasonable to the Highly unlikely. These will be listed as separate skill specializations of the Atemi skill, since knowing one form of Atemi doesn't mean that a martial artist will know another. SKILL SPECIALIZATIONS: Atemi - Bleeding (ATBL)(Int/Dex)(+0) Also called Chirigi, this "Blood Flow Acupressure" can be used to stop a person's wounds from bleeding. This can be used to stop an impairment loss from a bleeding wound, but it will not heal that loss. That is a successful use of this skill will stop a bleeding wound from continuing to increase its impairment loss. Atemi - Death Hand (ATDH)(Int/Dex)(+6)[GM Option] This VERY RARE skill is also called Dim Mak, the Quivering Palm or Hand of Death. This attack does no damage as normally figured, but a successful Strike must be made for the Martial Artist to contact his target. Its intention is to "disrupt the biological energy flows" of the target. A successful strike made with this form of Atemi causes a -1 impairment on all attributes and skills PER DAY, until a maximum of -(Attacker's Atemi skill level) is reached. The impairment will not heal without a use of Atemi-Healing (-Atemi-Death Hand skill level). Atemi - Dislocation (ATDL)(Int/Dex)(+1) Also called Kansetsu, or "Grasping Hand Acupressure," this can be used to easily dislocate the joints of someone the Martial Artist has held in place. A succesful skill roll must be made, as though it were a strike being made with a called shot to the area of the joint to be dislocated. Although the target must be being held, there are no bonuses to the skill roll for striking at a held target, since no actual "Strike" is being made. Damage to that joint Type II, with DV equal to the Martial Artist's skill level. Atemi - Healing (ATHL)(Int/Dex)(+1) Contains aspects of Duatsu, or Healing Acupressure, and Chiatsu, which uses massage and a focusing of the body's "healing energy" to get rid of the negative energy the patient has built up. It may be used to ease up to the Martial Artist's Atemi skill level in impairments due to fatigue, stress, and non-lethal physical damage. Note that it will do nothing to heal lethal points of damage. The whole process requires a minimum of half an hour. Atemi - Pain (ATPN)(Int/Dex)(+1) This attack does no real damage, but a successful Strike must be made for the Martial Artist to contact his target. A successful use causes a -(Attacker's Atemi skill level) impairment to the target area, due to pain. Atemi - Paralyze (ATPR)(Int/Dex)(+1) Also known as Kyosho. A succesful skill roll must be made, as though it were a strike being made with a called shot to the area of the joint of the limb to be paralyzed. There are no bonuses to the skill roll for striking at a held target, since, if the attack is being made toward a held target, no actual "Strike" is being made. This attack may be performed as a Strike as well, assuming the character has that skill, made with a called shot to the appropriate location. Damage to that joint Type IV, with DV equal to the Martial Artist's skill level. Atemi - Stun (ATST)(Int/Dex)(+1) This attack does no real damage, but a successful Strike must be made for the Martial Artist to contact his target. A successful indicates that the target should roll for a stun AS THOUGH damage were actually taken, at a -(Attacker's Atemi skill level) to the stun check, Balance (BALN)(Dex)(+1) This specialialization of of EITHER the Acrobaticss skill or the Catfall, gives the Martial Artist a bonus equal to his or her BALN skill level when making Dexterity checks, including those caused caused by something trying to move the Martial Artist. This is sometimes called Immovability or Immovable Stance. Breakfall (BRKF)(Dex)(+0) This specialialization of of EITHER the Acrobaticss skill or the Catfall, enables the Martial Artist to take no penalties or damage from being thrown or tossed about, including the ability to stand back up very quickly after being knocked down. This is not the same as Catfall (qv). Use of this skill after completion of certain maneuvers allows a modifier adjustment to any recovery attempts equal to the amount the Breakfall was made by Breath Control (BRCT)(Int/Wis)(+1) This Concentration skill specialization enables the Martial Artist to control their breathing, and maximise their oxygen efficiency. Among the myriad uses this skill might have, it allows the Martial Artist to minimize their oxygen use granting a bonus (of +1 per point this skill roll was made by) toward any penalties incurred due to oxygen depletion. It also grants a similar bonus toward any Stamina rolls made toward exhaustion. Should the Breath Control roll be failed an equivalent penalty is incurred Control of Body (CNBD)(Wil/Str/Sta)(+0) This Concentration skill specialization is the ability of the Martial Artist to control his or her own bodily processes such as heartbeat, blood pressure, etc. through biofeedback-like techniques. This skill also includes Kan Geiko, or Winter Training, as well as Shoku Geiko, or Summer Training. This training will either, at the GMs discretion, allow the Martial Artist to totally ignore the effects of cold or heat, including impairments, or simply to ignore them until sufficient impairments have been gathered to kill or totally debilitate the Martial Artist. A successfull skill roll will raise or lower (as appropriate) the maximum or minimum ambient temperature at which the Martial Artist can remain comfortable at by 2 degrees Celcius per pt the roll was made by. Failure indicates that the MA fails to do so. Bodily processes: Control of Body can be used to stop the MA's wounds from bleeding. This can be used to stop an impairment loss from a bleeding wound, but it will not heal that loss. That is a successful use of this skill will stop a bleeding wound from continuing to increase its impairment loss. Double Strike (DBST)(Dex/Str)(+2) This specialization of the Strike skill allows two strikes on one opponent per second, but leaves attacker open with no defense. Total damage equals (DV= Str x 1) + MA Bonus. Type IV). If both attacks are successful, defender's stun roll is made at +4. Includes: U-Punch; Parallel Punch; Scissors Punch; Duo-Claws Strike. Fast Draw (FSDR)(Dex)(+1) For Martial Arts purposes, this is a specialization of a specific weapon's skill, which includes Iai-jutsu, or the "Sword-drawing skill," by which the Martial Artist may draw his weapon, and use it in the same second, all as one sweeping motion, and, if desired, returning it to its scabbard as the culmination of the move a second later. Note that the weapon to be drawn must be in a position to be brought into play, and neither concealed or otherwise bound up. The Martial Artist receives a Bonus or Penalty to their initiative based on the amount the roll was made or failed by. Flying Kick (FLKK)(Str/Dex)(+1) This specialization of the Kick skill includes such things as the Jump Kick, Flying Jump Kick, the Drop Kick and Scissor Kick. Damage for a Flying Kick is Str +MA bonus. If a Flying Kick attack fails to connect, and the target is missed, the Martial Artist's opponent receives a modifier equal to half (u) the amount the kick was missed by, provided that the opponent's next attack is made before the MA's next attack. Regardless, the MA will receive an equivalent negative modifier when determining Initiative in the next phase. A Breakfall roll is appropriate here. If the MA makes a successful Breakfall roll, then the opposition's modifiers, as well as the initiative penalty are reduced by 1 pt/Breakfall skill level, not to exceed the original score modified. For example: If the MA initiative was 16, and they recieved a penalty of -3 from failing a Flying kick, or an intitiative of 14, but received a +8 from a successful Breakfall roll, the initiative would be 16 Maximum, although all the adjustments would, in fact, give an initiative of 19. Ground Fighting (GDFT)(Dex)(+2) This specialization of the acrobatics skill allows the Martial Artist to fight while seated or while lying prone, giving them a bonus or penalty based on the amount the skill roll was made or failed by, to both attack and defence actions made while prone or seated. Note that this modifier is only applicable toward negating any penalty modifiers accrued by the MA's unorthodox positioning. The skill is rolled at the begining of prone or combat, and thereafter only should the situation change dramatically. Hurl/Throw (HURL)(Dex)(+0) Includes maneuvers such as Hurling an opponent, Judo Throws, fliping opponents, as well as most other forms of unarmed throws. It is possible for a Martial Artist to Hurl an opponent while they are grappled. To determine if a Hurl attempt is successful, the Martial Artist must roll as if they are trying to Block an opponent's attack with the Hurl skill as the defensive skill used. If the Block is succesful, the throw is successful, and the Martial Artist should roll again to see how far the attacker is thrown (1-2m). If the Block attempt is failed, the throw is unsuccessful, however, the attack is miscarried as well. If the Block is failed by a roll of 10 or more than the number needed, thrower is thrown instead. The person doing the throwing can decide in what direction the person being thrown will travel. Otherwise, the person being thrown will continue along the path of their attack. The person attacking who will be thrown may attempt to dodge, if they wish, but their intention to dodge attempt must be declared before the throw attempt is declared. A person who is thrown must make a Willpower check or be stunned. A Breakfall skill roll is appropriate here and, if successful, may be applied to all Skill, Dexterity and Willpower checks. Meditative Trance (MEDT)(Int/Wil)(+0) This skill allows the Martial Artist to achieve a self-induced trance useful for relaxation, centering the spirit, and to concentrate fully on a subject, such as while contemplating deep subjects. A person in a meditative trance is completely aware of their surroundings, but has chosen to not notice them, unless something important intrudes. Meditation can keep the Martial Artist from falling asleep, and provides sufficient relaxation to replace the equivalent amount of sleep. Failure of the meditation roll indicates that either the MA will remain successfully awake, but still suffer from fatigue eqivalent to the failure of the skill roll, or potentially worse, fall asleep. At the GM's option, the MA can add the amount that the skill roll was made by to Concentration rolls, or any other mental skill roll. Offhand Weapon (OHWP)(Dex)(+1) This specialization of either the Weapon, Kick or Strike skills allows the Martial Artist to fight as well with either hand, or either leg, giving them a bonus or penalty based on the amount the skill roll was made or failed by, to both attack and defence actions made while trying to fight with more than one limb. Note that this modifier is only applicable toward negating any penalty modifiers accrued by the MA's unorthodox positioning. The skill is rolled at the begining of combat, and thereafter only should the situation change dramatically. Philosophy (PHIL)(Int)(+0) This merely indicates that the martial artist receives training in the specific philosophy that relates to his or her specific martial arts style. Power Strike (PWST)(Dex/Wil/Str)(+2) Damage ((DV = Str x .5) + MA Bonus. Type II Damage). This is a specialization of the Strike Skill, and refers to those blows that are generated either from toughening the hand (generally by breaking it and heavy callouses, for example, Iron Fist), or else the blow is generated by focusing the internal mental powers of the Martial Artist. The first type causes a permanent -2 impairment to the Martial Artist's Dexterity. The second type of blow is handled as a form of Magical or psionic effect, and only should the GM allow it. Power Strike includes Kanshu or Iron Fist or Hand, in which the Hand is toughed, broken and calloused; Corkscrew, Floater or Power Punch, in which the blow corkscrews out from body; and the concentration of power known variously as the Crushing Blow, Breaking Blow, Eagle Claw, or Power Blow. It includes Tama Shiwara called the "Art of breaking," and is used by the Martial Artist to break things like blocks of wood. Rear Kick (RRKK)(Str/Dex/(+1) Includes: Back Kick; Backward Sweep; Sweeping Kick; Double Kick. Note that for sweeping and double kicks an attack roll must be made for each opponent. This is a specialization of the Kick skill, which allows a modification of the target facing penalties for attacking into all sectors, especially Sector IV. This modification is +1 per skill level, however the maximum modification is whatever is required to achieve a -0. If a rear Kick attack is failed, and the target missed, the Martial Artist's opponent receives a modifier equal to half (u) the amount the kick was missed by, provided that the opponent's next attack is made before the MA's next attack. Regardless, the MA will receive an equivalent negative modifier when determining Initiative in the next phase. Roll with Blow (ROLL)(Dex)(+2) Raises the Damage Type by one level of attacks made against the martial artist by melee attacks (i.e., Type II damage becomes Type III, and so forth). This skill is only effective versus HTH/Melee attacks. Strength of Mind (MTST)(Int/Wil)(+0) This skill enables the Martial Artist to focus his mind in order to resist mental attacks, mind reading attempts, and so forth. This skill is also an indicator on the Martial Artist's level of Self Discipline, particularly regarding stun checks, overcoming non-lethal impairment and so forth. However, the limits of its use in this fashion, are left to the GM to decide. Suppressed Desire (SUDS)(Int/Wil)(+0) Although a form of Self Discipline, this skill extends in a different direction than STRENGTH OF MIND (qv). This skill allows the Martial Artist to overcome such unpleasant trivialities as hunger, thirst, lack of sleep, or physical damage. In an ideal situation, the Martial Artist could ignore all impairments and modifiers from such phsyical sources, until he or she keeled over dead. However, the limits of its use in this fashion, are left to the GM to decide. Weapon Focus (WPFC)(Int/Dex)(+2) This skill enables the Martial Artist to focus on making ONE blow with either a weapon, a kick, or a strike. If that blow connects, as determined through the normal combat proceedure, it will do the maximum amount of damage possible. The Martial Artist must focus for a period of time not less than (20 - Skill Level) seconds. Note that during the phase of the attack, the Martial Artist's attack stance will be at its maximum bonus to attack. Zanshin (ZNSH)(Per/Wil)(+2) This skill enables the Martial Artist to perceive all things around him, as though he had vision capable of seeing completely around him. The Martial Artist will have a bonus of his or her skill level when detecting invisible or intangible beings or objects. This skill also allows the Martial Artist to fight in absolute darkness, or while blind with no penalties. Essentially, possessors of this skill have learned to focus on the world around them using senses other than sight; hearing things that are nearly silent, feeling changes in air pressure, detecting disturbances in the psychic energies of the world around them. Note that the presence of background noises can affect the skill roll: Soft/steady noises (such as rain, heavy wind, wind through leaves, a river, a crowd) -1 Moderate noises (such as a large crowd) -10 Strong/Loud Noises (such as a Rock Concert, Gun fire, a jet plane taking off, etc) -15 If the Martial Artist is otherwise hearing impaired, the impairment to their skill roll is only -10, as the skill does not rely entirely upon hearing. The skill roll should be made at the beginning of combat, and every time there is a significant alteration in the noise level. If the roll is failed the MA receives a -1 for every point the skill roll was made by as an overall impairment. Note that this suggests, particularly for a blind character that even should they fail the skill roll, they aren't completely helpless. ----------------------------------------------------------------- POWERS OF THE SPIRIT/ZENJORIKI SKILLS The following are more "magical" powers, and may be used or discarded at the GM's desire. Chi Gung/Iron Skin (CHGN)(Wil/Str/Sta)(+2) Although a form of Self Discipline, this skill extends in a different direction than either STRENGTH OF MIND (qv) or SUPPRESSED DESIRE (qv). This skill allows the Martial Artist a bonus of (+1 to Willpower up to a maximum of the Martial Artist's Chi Gung skill level) to ignore all impairments and modifiers from physical attacks, this does not keep the Martial Artist from taking physical damage, and it is entirely likely that he or she may keel over dead after the appropriate damage is taken. Optional: Furthermore this skill gives the Martial Artist a base AV of 3/2. However, the limits of its use in this fashion, are left to the GM to decide. Kokyo/Summon Strength (KOKY)(Wil)(+2) Focuses body's Chi and focuses the energy into increasing an attribute or attributes by 1pt per pt of psionic or magical effect per second. Kaijutsu (KIJU)(Wil)(+2) Kaijutsu is the ancient knowledge of sound and focusing one's bodily energy into shouts and yells to achieve whatever response is desired. These responses range from the Highly unlikely the the generally absurd. These will be listed as separate skills, since knowing one form of Kaijutsu doesn't mean that a martial artist will know another. Kiai - Bravado (KIBR)(Bra)(+0) This form of Kaijutsu is the only form that can actually be used in "reality." A suscessful use of this skill gives the Martial Artist a multiplier of x2 to the Bravado attack they are attempting to make. Kiai - Stun (KIST)(Wil)(+2) This attack does no real damage, but a successful Strike must be made as though for the Martial Artist to contact his target. A successful strike indicates that the target should roll for a stun AS THOUGH damage were actually taken, at a -(1 pt/pt of effect divided by the defender's power or strength of mind skill, whichever is greater) to the stun check. Kiai - Force (KIFO)(Wil)(+2) This attack requires that a successful Strike must be made as though for the Martial Artist to contact his target. A successful strike indicates that the target will take damage equivalent to an exploding hand grenade, although with no shrapnel. Kiai - Shock (KISH)(Wil)(+2) This attack requires that a successful Strike must be made as though for the Martial Artist to contact his target. A successful strike indicates that the target should roll for a stun AS THOUGH damage were actually taken, at a -(Attacker's Kaijutstu skill level) to the stun check. If the stun check is made, the target takes DV equal to the Attacker's Kaijutstu skill level (Type V damage), but only until they have a chance to rest and "clear their head." If the stun check is failed, the target is totally paralyzed with shock, unable to even think, for at least the number of turns equal to the Attacker's Kaijutstu skill level Kiai - Death Yell (KIDY)(Wil)(+2) This is a VERY RARE skill. This attack does no damage as normally figured, but a successful Strike must be made, as though for the Martial Artist to contact his target. Its intention is to "disrupt the biological energy flows" of the target. A successful strike made with this form of Kaijutstu will have one of two affects. When the stun check is made, if that check is failed, the target dies immeadiately. Otherwise, the Death Yell causes a -1 impairment on all attributes and skills PER DAY, until a maximum of -(Attacker's Kaijutstu skill level) is reached. The impairment will not heal without a use of Atemi-Healing (-Kaijutstu-Death Yell skill level). Push (PUSH)(Wil)(+0) This skill allows the Martial Artist to push, often with just one finger, against an object or a person, and force that object or person to move as the Martial Artist desires. Variations include raising a portcullis or door that's been frozen shut by moving it with the palm of the hand. This skill allows the Martial Artist to concentrate and focus sufficently to ignore the regular Straining rules and lift or push as though their strength were 1.5 times higher. Weapon Defense (WPDF)(Wil/Dex)(+2) Includes such things as: Missle Deflection or Parry; Catching an opponent's weapon; Breaking an opponent's weapon; Cutting a flying arrow in half; Cloth Shield or Twirling a piece of cloth until it is moving fast enough to act as a shield AV 5/1. MARTIAL ARTS STYLES: GENERIC MARTIAL ARTS (MRTS)(Dex)(+2) History/Philosophy: N/a. Skills: Strike Kick Catfall Balance Grappling/Wrestling Hurl/Throw Skills, Closely related: N/a. Weapons: N/a. AIKIDO (AIKD)(Dex)(+2) History/Philosophy: Developed in Japan during the 1920s and 30s from older art forms by Morihei Uyeshiba, Aikido has a philosophy of total pacifism, with the Martial Artist becoming the "Calm at the Eye of the Storm." It is a totally defensive artform that directs the combat around the Martial Artist. Skills: Acrobatics Balance (especially as immovability) Breakfall Concentration Breath Control Meditative trance Grappling/Wrestling Hurl/Throw Stealth Weapons: Jo Stick Bokken Katana BOXING (BOXG)(Str/Dex)(+1) History/Philosophy: Boxing is of ancient European extraction as a martialt artform. Until the advent of padded gloves, Boxing was considered a science and gentlemanly skill. With the end of bare knuckle boxing, the need for silled defenses and strategic attack forms disappeared. Skills: Acrobatics Balance Roll with Blow Concentration Breath Control Skills, Closely related Strike Offhand Weapon Double Strike Power Strike (Iron Fist (Optional)) Weapons: Cestus Brass Knuckles BOXING, STREET FIGHTING (BXSF)(Str/Dex)(+1) History/Philosophy: While this is often confused with brawling, this form of Boxing is, in fact, a specific Martial Art form descended from a blending of the skills of Boxing with the rough and tumble strategy and needs of Brawling. It is used by people who live by their fists, and for whom losing has greater consequences than simply a lost title. Skills: Acrobatics Balance Roll with Blow Concentration Breath Control Skills, Closely related Strike Offhand Weapon Double Strike Power Strike (Iron Fist (Optional)) Kick Weapons: Cestus Brass Knuckles Steel Toed Shoes BRAWLING (BRWL)(Str/Dex)(+0) History/Philosophy: This isn't really a form, so much as it's a catch all for those characters who fight enough to be "skilled" in it, but aren't serious enough about it to learn a Martial Artform. Skills: Strike Kick Skills, Closely Related: N/a Weapons: N/a SAVATE (SAVT)(Dex)(+2) History/Philosophy: This Art form found its origin in the waterfront sreet fighters of 17th century France. It focuses on kicks and parries, and in the truly dedicated can be quite acrobatic. Skills: Acrobatics Ground Fighting Breakfall Wounding Atemi - Stun Skills, Closely related: Kick Flying Kick Rear Kick Weapons: Jo Stick Rapier Spurs WRESTLING (WRST)(Str/Dex)(+1) History/Philosophy: This is the Martial Artform known as Graeco-Roman Wrestling, which had its origins in the ancient times in Greece, and was further refined by the Romans. It consists primarily of Locks and Holds, with the ultimate goal of pinning one's opponent to the mat Skills: Acrobatics Ground Fighting Skills, Closely related: Grappling/Wrestling Hurl/Throw Weapons: N/a.