Thursday, March 1, 2007
Bioroids - Replicant aspects of the Appleseed Project
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Rev. Dr. Eric Z. Willman
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Humans - Here's WHY you'd play one
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Rev. Dr. Eric Z. Willman
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ESPers - Seem cool, Are cool, have drawbacks
NO BODILY ENHANCEMENTS
PSI POINTS
These points initially start at a value equal to the EMPathy stat times the ESPer’s Role Special Ability, “Sixth Sense”* Rank (for example Combat Sneak), and are recorded on the character’s Sheet. Psi Points is a flexible value, and will be expended and replenished over the course of games and campaigns.
*NEW ESPer Special Ability: “Sixth Sense” – Works like Combat Sense, represents an innate, Jedi-Like awareness of the near future, the enemies intent and generally being conscious of one’s surroundings. The Ranks in Sixth Sense can be added to any initiative roll, any awareness check and any roll for the PERception skill.
How Psi Points are Spent
Every Psionic power has a listed Cost. This is the number of Psi Points that must be expended to activate a single level of that Psionic skill:
A power with a Cost of 4 would require an expenditure of 4 Psi Points to activate one level of the power, 8 for two levels, etc. Psi Points, once used, are subtracted from the total and cannot be used again; Psi Points are regained with a full eight hours rest. This rest need not be sleep, but that character can undertake no strenuous activity during this time.
For example: Kenty has a PSI Stat of 8, so she has 8 Psi Points. She has Telepathy at a skill level of +4. She wishes to activate the power. Telepathy has a Psi Cost of 1, so every skill level she wishes to activate will cost her 1 Psi Point; having more than 4 Psi Points, she can fully use her Telepathy. If she had the skill at +9, she could only use it at a skill level of +8 (which would use up all her Psi Points) instead of her full potential of 10.
This means that many characters will have skills in powers that they can’t fully use—for the moment.
Increasing Psi Points
Psi Points are earned just like IP—for each game in which the ESPer uses Psionic powers, the Referee should award from 0 to 3 Psi Points. These add to the total available. Psi points work on a sliding scale. It is entirely up to the Referee to put a ceiling on Psi Points for his campaign; if the game world has powerful ESPers in it, the Ref should give out Psi Points relatively freely, and allow the villains to gain greater numbers of Psi Points. If powerful ESPers are not desired, never allow the characters to have more than their PSI Stat in Points—this will keep all Psionic activity to a minimum. In general, it is the Referee’s duty to allow characters to advance only as far he feels is appropriate.
POWER LEVEL PSI POINTS
Low . . . . . . . . . . . . . . . . . . . . . . .1-10
Normal . . . . . . . . . . . . . . . . . . .11-30
Medium . . . . . . . . . . . . . . . . . .31-50
Medium-High . . . . . . . . . . . . . .51-74
High . . . . . . . . . . . . . . . . . . . . .75-99
Very High . . . . . . . . . . . . . . . . . .100+
UC3K is a ‘High’ Power Level campaign. The ESPers are brokin into four ‘classes” representing approximate power levels. A class D ESPer has 1 to 30 Psi Points, a Class C, 25 to 50, Class B, between 45 and 75 and Class A 75 to 100
PSIONIC SKILLS
Characters make practical use of their Psionic potential through the use of Psionic Skills. Most characters receive Psionic Skills through their Lifepath (as mentioned above), and may increase them with Education Points as determined by their Lifepath. A very few will possess Wild Talents that are inborn and ready to use from the time the character reaches maturity (see Wild Talents, below). As usual, you may not put more than 10 points into a single skill. Also, unlike other types of skill, a character may not raise any Psionic Skill to a level higher than his Psi Potential Stat. All Psionic skills fall into four Categories: Mind, Body, Force and Will. These categories define how Psionic powers are resisted—the Stats used to resist each Psionic skill are listed below.
Mind: Intelligence
Body: Body Type
Force: Luck
Will: Cool
Resisting Psi Skills
Any character who is attacked by an ESPer (ie, has a Psionic power used on him against his will) gets a chance to resist the attack. The roll is a contest of Stats between the two parties involved; if the attacker wins the power works as normal, and if the defender wins the Psionic skill has no effect, but the attacker still expends all the Psi Points he put into the attack (this includes the points he used to activate the skill as well as any he pumped into the attack as a bonus). If the Defender is also an ESPer then he has the option of adding his own PSI Stat and any extra Psi Points he wishes to put into the defense (in addition to getting the normal Stat defense).
The formulas for the opposing rolls are:
ATTACKER: PSI Stat + Psionic Skill +1D10
vs
DEFENDER: Appropriate Stat (see above) +EMP Stat +1D10
Under GM moderated conditions the ESPer may add additional PSI points to an attack roll. Most of the time this will not be allowed however if dramatic circumstances call for a ‘push’ for the sake of the story, then up to 5, maybe a maximum of 10 extra points my be added.
Situational Modifiers may also apply, and, as always, Luck may be expended to help defend against any form of Psi attack.
Using Psionic Skills
Most resistance rolls against use of Psionic Skills should be made by the Referee secretly. When the goal is to gain information from another mind or across time and space, the Referee should reveal more of the information desired on a very good roll (well over the Difficulty), less information on a roll that barely gets by, and no useful information on an unsuccessful roll. The user of the skill should not know for certain about the completeness of the information, but the Referee can give a hint when he describes the results: “Your visualization is hazy, but you think you see a burning mecha behind a blue building.” Or, for a very good roll: “You see a green and white Mark IV Spitfire powered armor collapsed and burning behind a building marked ‘Satellite Protective Services.’ You can make out every detail of the damaged mecha, right down to the serial number VT4004 on the left shoulder.” When the goal is to affect another person or object (examples: an attack, an illusion, a use of telekinesis, or an attempt at healing), the character should learn only as much as he can observe about the effects of the attempt. When the Referee says, “your foe clutches his head and falls,” it may be an indicator of a successful mental attack, or a ruse by a clever enemy who has deflected your attack. Likewise, a psychic healer may see a wound stop bleeding and begin to close, but she will never know the exact number of damage points that are removed by the effort. A telekinetic can see a book lift from the table across the room, but should not be told how solid a “hold” he has, except in very general terms. “You easily lift the book, and see it rise smoothly to the ceiling” indicates a good roll. “The book wobbles, then rises unsteadily a meter into the air, where it remains, trembling” indicates marginal success. In some cases, such as Stat Boost, the player always knows how successful the attempt will be if it succeeds at all. Resistance rolls may be made freely by the player in such cases. But in most cases, keep the element of uncertainty in the use of Psionic Skills, to add role playing flavor to the game.
Concentration
The use of most Psionic Skills requires concentration. In general, a person using one of these skills must focus attention on the use of the skill. No other action may be taken by a person using such a skill. Some skills (such as Aura Viewing) require a bit of concentration, but allow the user to do other things at the same time. These skills still may be disrupted by distractions, however. Danger Sensing is the only Psionic Skill considered to be “on” at all times, and needs no concentration at all.
Distractions
A character who is injured or startled while using a Psionic Skill must make a COOL Stat roll (no skill applies) to avoid losing her concentration for a Turn. The difficulty level applied depends on the amount of distraction. An unexpected gunshot right behind you is about a Difficulty Level 10. Being hit in the face with a left hook is probably a Level 15 distraction. A major wound is at least a Level 20 distraction. A real emotional trauma, like seeing your best friend’s mecha explode, should be worth a Level 25 or more. If the roll fails, the concentration is interrupted and the power stops operating for one turn. At the end of the next full Turn, concentration can be reestablished if the distraction is gone. In the case of a continuing distraction (such as painfully loud noise all around you or the pain of a severe wound left untreated), a COOL Stat roll is required each turn until the distraction goes away.
Psi Unpredictability
Psionics is still something of an inexact science, and psi abilities and skills have a tendency to act unpredictably from time to time. This allows the Referee to use Psionic Skills to further the plot of an adventure. For example, a Referee may give a character with Clairvoyance or Precognition a warning of something that is happening or about to happen as the “spark” for an adventure situation (“Suddenly, your vision blurs and you can see Randal’s mecha stuck up to its waist in mud, sinking fast!”). In turn, an ability can fail when it is important to the plot that a piece of vital information remain secret. That is why the Referee makes most die rolls for Psionic Skills. The Referee should not use this unpredictability as an excuse to frustrate the players. In fact, spontaneous, uncontrolled use of Psionic powers should help the characters as often as it hinders them. Psi unpredictability keeps Psionic Skills from unbalancing the game and making characters into supercharacters who know everything and can do anything.
PSIONIC SKILLS
BODY (VS BOD)…….ACTIVATION COST
Healing …………….3 Psi per Level
Levitation* …………1 Psi per Level
Regeneration ………2 Psi per Level
Stat Boost ………….3 Psi per Level
Teleportation*……... 5 Psi per Level
FORCE (VS LUCK)…. ACTIVATION COST
Energy Manipulation* 4 Psi per Level
Psychometry ……….1 Psi per Level
Pyrokinesis* ……….3 Psi per Level
Retrocognition …….3 Psi per Level
Telekinesis* ……….3 Psi per Level
MIND (VS INT) ………ACTIVATION COST
Astral Projection* ….2 Psi per Level
Illusion ……………..1 Psi per Level
Precognition ……….2 Psi per Level
Psi Blast ……………3 Psi per Level
Psi Block* …………..2 Psi per Level
Suggestion …………3 Psi per Level
Telepathy* …………1 Psi per Level
WILL (VS COOL) ….ACTIVATION COST
Aura Viewing* ……1 Psi per Level
Clairvoyance* …….3 Psi per Level
Danger Sensing….. -0-
Emotion Scan* ……1 Psi per Level
Mind Lock …………2 Psi per Level
Possession ……….4 Psi per Level
Psionic Skills
Following is a list of Psionics powers. The list is not meant to be all-encompassing; the Referee is encouraged to alter, add or otherwise change the nature of Psionics to suit his own campaign.
Advancement in Psionic skills is the same as for any other skill,—with one exception: All Psionic skills cost double the normal IP for advancement (i.e., 80 IP to go from level 4 to 5, etc.). An Asterisk (*) after a power’s name means it can be magnified through the use of an ESPer Lens.
Astral Projection*
Cost to Activate: 2 Psi Points per skill level.
Category: Mind (resisted by INT)
Description: This is the power to have your mental image leave your body and move across space to some other place.
Level Effects:
1: ESPer’s astral body can travel 100 meters from his body.
2: Travel 500 meters from his body.
3: Travel 1km from his body.
4: Travel 3km from his body.
5: Travel 10km from his body.
6: Travel 100km from his body.
7: Travel 1000km from his body.
8: Travel anywhere on the planet.
9: Travel anywhere in solar system.
10: ESPer’s astral body can travel across star systems.
Range: See above.
Duration: Using this power requires complete quiet and absolute concentration. If this is interrupted, you will “snap back” to your physical body. A roll must be made each minute your astral projection is maintained. One failure ends the astral projection, and snaps you back to your body. Worse yet, if you snap back you must make 1D10 less than your PSI Stat to avoid being stunned for 1D10 Turns. If you decide to return on your own, you come back immediately and there is no danger of “snapback.”
Special Rules: You can see and hear through this mental image, but cannot touch anything, nor be detected by any physical means (though telepaths, clairvoyants, and other people with this power may be able to sense you). Flight is possible, since you are not restricted by gravity, physical barriers such as walls, or even by the speed of light. But the farther away from your body that you travel, the harder it is to maintain the projection. Resistance rules apply as normal—the ESPer must roll against his own INT, as he is breaking his mind free of its grip on “reality.” While astrally projecting, your astral body can still be attacked by any other astral body you encounter (or by psychic attacks once you have been detected). You will take Damage from such attacks off your physical body. If your astral body is killed, you will die. In addition, your physical body is completely helpless while you are gone (although Danger Sensing may help you).
Aura Viewing*
Cost to Activate: 1 Psi Point per skill level.
Category: Will (resisted by COOL)
Description: The ability of the ESPer to identify other ESPers and learn about their capabilities. Aura Viewing can be used to receive basic information about the viewee (such as age, sex, physical condition, mental health, etc.).
Level Effects:
1: ESPer can tell if the target has Psionic potential.
2: If the target is Psionic, the Aura Viewing will tell if she is Active or Latent.
3: ESPer can tell roughly how powerful the target’s Psionics are (Low, Medium or High).
4: ESPer can tell what the PSI Stat of the target is.
5: ESPer can tell roughly how many Psi Points target has (Low, Medium, High).
6: ESPer can tell exactly how many Psi Points the target has.
7: ESPer can tell what Psi Skills target has.
8: ESPer can tell levels of target’s Psi Skills.
9: ESPer can read five people at once.
10: ESPer can read ten people at once.
Range: 10 meters per level +10 meters per extra Psi Point expended.
Duration: See below.
Special Rules: The viewing takes an instant (1 Action), but once a person is viewed, the ESPer carries the image of the aura around with him for a month per level of viewing. The ESPer will instantly recognize that person if he runs across the target again in that time. The normal resistance rules apply.
Clairvoyance*
Cost to Activate: 3 Psi Points per skill level.
Category: Will (resisted by COOL)
Description: The ability for a ESPer to see with his “mind’s eye” events that are happening in a known location, or near a known person. This is visual only, and the ESPer will not have any other sensory input. For the Effects below, “known” means a close or intimate knowledge, while “familiar” means an acquaintance or association.
Level Effects:
1: Events of a known person or location (1km distant).
2: Known person or location (to 2km).
3: Known person or location (to 4km), familiar person or location (to 1km).
4: Known person or location (to 7km), familiar person or location (to 2km).
5: Known person or location (to 11km), familiar (to 4km), unknown (to 1km).
6: Known person or location (to 16km), familiar (to 7km), unknown (2km distant).
7: Known person or location (to 22km), familiar (to 11km), unknown (to 4km).
8: Known person or location (to 29km), familiar (to 16km), unknown (to 7km).
9: Known person or location (to 37km), familiar (to 22km), unknown (to 11km).
10: Known person or location (to 46km), familiar (to 29km), unknown (to 16km).
Range: As above, +2 Km per extra Psi point expended.
Duration: The ESPer sees one Round’s worth of sight per skill level. This can be extended by one Round per extra Psi Point expended (above and beyond extra range Psi Points).
Special Rules: The ESPer will generally see 5 meters per level around the target. If the ESPer expends an extra Psi Point per skill level (i.e., increases the Cost to 4), he will also be able to hear what is transpiring.
Danger Sensing
Cost to Activate: 0
Category: Will (resisted by COOL)
Description: This is a special power because it works differently than any other; whenever
the ESPer is in life-threatening danger (ambush, explosion about to happen, etc.), the Referee rolls 1D10. If the result is equal to or lower than the Danger Sensing skill level, the ESPer gets a flash warning. Warnings should be something like “Explosion,” or “Sniper,” or “Behind You.” All ESPers—Active and Latent—automatically get this ability at level 1 (but only Active Psionics will be able to advance the skill).
Emotion Scan*
Cost to Activate: 1 Psi Point per skill level.
Category: Will (resisted by COOL)
Description: The ability to “read” the emotional state of targets, and at higher levels influence them.
Level Effects:
1: The ESPer gets basic feeling and emotional patterns from target (love, hate, joy, sadness).
2: ESPer receives more detailed feelings (hate Kargans, love Nancy, jealous of Jim, etc.).
3: Complex emotional patterns and their reasons (I am nervous because I planted a bomb in the airport and I hope no one finds out.)
4: Slight modifications on existing emotions (mellow intense hatred, suppress homicidal rage, etc.).
5: Moderate modifications onthe target’s existing emotions (mellow hatred to neutrality, increase like to a moderate love, etc.)
6: Massive modification to existing emotions (like to passionate love, dislike to intense hatred, etc.).
7: Implant simple emotions (like, dislike, discomfort, etc.).
8: Implant moderate emotions (attraction, distrust, fear, etc.).
9: Implant intense emotions (passionate love, suicidal depression, complete panic, etc.).
10: Affect multiple targets at once; Diff = 15 +(5 per added target).
Range: 10 meters per skill level, +100 meters per extra Psi Point expended.
Duration: The active modification or reading of a person’s emotions is instantaneous. The after-effects (if any) last one day per skill level used. If the changes are massive, or harmful to the character, he receives a COOL roll vs Diff 15 (per day) to break the effects.
Special Rules: Any Emotion Scan skill usage on a person is considered an attack, so the target gets the normal chance to resist.
Energy Manipulation*
Cost to Activate: 4 Psi Points per skill level.
Category: Force (resisted by LUCK)
Description: The ability to move or “deflect” energy in large concentrations. This applies only to energy (Beam Weapons, EMWs, explosions, fire, etc.)— projectiles and other physical attacks cannot be stopped.
Level Effects:
1: 1 Hit of energy deflection.
2: 2 Hits of energy deflection.
3: 4 Hits of energy deflection.
4: 7 Hits of energy deflection.
5: 11 Hits of energy deflection.
6: 16 Hits of energy deflection.
7: 22 Hits of energy deflection.
8: 29 Hits of energy deflection.
9: 37 Hits of energy deflection.
10: 46 Hits of energy deflection.
Range: Five meters per level radius centered from the ESPer.
Duration: One Action per level, +1 Round per extra Psi point invested.
Special Rules: This power may be activated at any time during a Turn, at the cost of the
ESPer’s next Action. If the incoming attack is greater that the stopping power of the Psi, then the number of Hits that could be stopped is simply subtracted from the attack. To redirect the deflected attack requires an attack roll (as if firing a gun) of PSI Stat +Energy Manipulation skill -5 +1D10 vs the defender’s regular REF-based dodge roll.
Healing
Cost to Activate: 3 Psi Points per skill level.
Category: Body (resisted by BOD)
Description: This power allows the ESPer to heal injuries on others. One use of the skill affects all parts of the body, up to the amount that the skill can handle; if the patient had taken 10 hits to the torso, 5 to the right arm and 6 to the left leg, the total to be healed is 21 hits.
Level Effects
1 . . . . . . . . . . . . . . .1 Hit regained.
2 . . . . . . . . . . . . . . .2 Hits regained.
3 . . . . . . . . . . . . . . .4 Hits regained.
4 . . . . . . . . . . . . . . .7 Hits regained.
5 . . . . . . . . . . . . . .11 Hits regained.
6 . . . . . . . . . . . . . .16 Hits regained.
7 . . . . . . . . . . . . . .22 Hits regained.
8 . . . . . . . . . . . . . .29 Hits regained.
9 . . . . . . . . . . . . . .37 Hits regained.
10 . . . . . . . . . . . .46 Hits regained.
Range: Touch.
Duration: For each Hit healed, the ESPer must spend an Action concentrating on the victim (in other words, 3 Hits per Turn (10 seconds), or 1 Hit per action (3 seconds)).
Special Rules: All normal resistance rules apply; the ESPer must overcome the patient’s resistance roll in order to successfully heal him.
Illusion
Cost to Activate: 1 Psi Point per skill level.
Category: Mind (resisted by INT)
Description: The ability to create sight and sound (but not taste, touch, or smell) images that can be mistaken for real. Resistance rolls are made whenever the Ref deems appropriate; generally, the more mundane and contextually appropriate the illusion is, the less likely anyone is to question its veracity.
Level Effects:
1: Image is Diff 12 vs (INT + Awareness +1D10) to detect it’s false.
2: Image is Diff 14 vs (INT + Awareness +1D10) to detect it’s false.
3: Image is Diff 16 vs (INT + Awareness +1D10) to detect it’s false.
4: Image is Diff 18 vs (INT + Awareness +1D10) to detect it’s false.
5: Image is Diff 20 vs (INT + Awareness +1D10) to detect it’s false.
6: Image is Diff 22 vs (INT + Awareness +1D10) to detect it’s false.
7: Image is Diff 24 vs (INT + Awareness +1D10) to detect it’s false.
8: Image is Diff 26 vs (INT + Awareness +1D10) to detect it’s false.
9: Image is Diff 28 vs (INT + Awareness +1D10) to detect it’s false.
10: Image is Diff 30 vs (INT + Awareness +1D10) to detect it’s false.
Range: The target of a telepathic Illusion must be in visual sight or in telepathic contact. For another 2 Points per person, the ESPer may affect more than one target.
Duration: 1 Round per skill level. This may be increased by 2 Rounds per extra Psi Point expended.
Special Rules: Illusions can move and make sounds as if real, but physical objects pass through them (then the unreality of the illusion is immediately detected by anyone who noticed). Cameras, mechanical detectors, cyberoptics and machines are unaffected by illusions.
Illusion can be used to make onesself invisible as follows:
1: Invisibility is Diff 12 vs (INT + Awareness +1D10) to detect. Conceals self
2: Invisibility is Diff 14 vs (INT + Awareness +1D10) to detect. Conceals self +1
3: Invisibility is Diff 16 vs (INT + Awareness +1D10) to detect. Conceals self +2
4: Invisibility is Diff 18 vs (INT + Awareness +1D10) to detect. Conceals self +3
5: Invisibility is Diff 20 vs (INT + Awareness +1D10) to detect. Conceals 5 people, car or LandMate
6: Invisibility is Diff 22 vs (INT + Awareness +1D10) to detect. Conceals 2 LandMates
7: Invisibility is Diff 24 vs (INT + Awareness +1D10) to detect. Conceals Truck, Tank, AeroDyne, Jet Fighter, 3-4 LandMates
8: Invisibility is Diff 26 vs (INT + Awareness +1D10) to detect. Conceals Mech, 5-10 LandMates
9: Invisibility is Diff 28 vs (INT + Awareness +1D10) to detect. Conceals Medium Star-Cruiser, BattleShip
10: Invisibility is Diff 30 vs (INT + Awareness +1D10) to detect. Conceals Skyscraper, Aircraft Carrier, Largest Star-Cruiser
Levitation*
Cost to Activate: 1 Psi Point per skill level.
Category: Body (resisted by BOD)
Description: With this power a person can lift himself telekinetically and fly.
Level Effects:
1: Movement Allowance = 1.
2: MA = 1/2 character’s MA.
3: MA = 1x character’s MA.
4: MA = 1.5x character’s MA.
5: MA = 2x character’s MA.
6: MA = 3x character’s MA.
7: MA = 4x character’s MA.
8: MA = 5x character’s MA.
9: MA = 7.5x character’s MA.
10: MA = 10x character’s MA.
Range: Self.
Duration: 1 Round per skill level. This may be increased by 2 Rounds per extra Psi Point expended.
Special Rules: A flying person can lift his own weight and remain in the air, and can continue to take other actions while flying as long as he remains conscious.
Mind Lock
Cost to Activate: 2 Psi Points per skill level.
Category: Will (resisted by COOL)
Description: The ability to “freeze” another’s mind and keep him from acting.
Level Effects:
1: Target frozen for 1 Action per skill roll.
2: Target frozen for 1 Round per roll.
3: Target frozen for 2 Rounds per roll.
4: Target frozen for 3 Rounds per roll.
5: Target frozen for 4 Rounds per roll.
6: Target frozen for 5 Rounds per roll.
7: Target frozen for 6 Rounds per roll.
8: Target frozen for 8 Rounds per roll.
9: Target frozen for 10 Rounds per roll.
10: Target frozen for as long as ESPer concentrates.
Range: 20 meters per skill level. For another 2 Points per person, the ESPer may affect more than one target.
Duration: As above.
Special Rules: While a target is frozen, the ESPer using this power must concentrate on him for the duration of the effect, so the ESPer suffers a -4 to all other Actions. If the ESPer’s concentration is broken, the target is no longer frozen.
Possession
Cost to Activate: 4 Psi Points per skill level.
Category: Will (resisted by COOL)
Description: This Psionic power allows the ESPer to take control of another person’s body for a limited amount of time. At higher levels it can be even used to transfer minds between bodies.
Level Effects:
1: The user can see through the victim’s eyes.
2: User can sense all sensations (sight, hearing, smell) that the target experiences.
3: ESPer can take control of target’s voice, making him say whatever the ESPer wants him to.
4: The ESPer can take total control of the target, but the body moves jerkily, like a zombie.
5: User may move in to the target’s body and can act normally. The victim is forced into the sub-conscious mind.
6: ESPer may possess the victim with enough control to act and sound like him. On a second successful skill roll, the ESPer may gain access to the victim’s memories.
7: ESPer may force a mind transferral between his body and the target’s. The target will be in the ESPer’s body, and the ESPer will be in the target’s body.
8: Above transferral can become permanent if the ESPer so chooses.
9: The ESPer may effect mind transfer between two other targets (he can switch the minds of others).
10: Permanent transferral between two people other than the ESPer.
Range: Touch. Range may be increased by 1 meter per extra Psi Point expended.
Duration: One day per level of PSI Stat the ESPer has. The ESPer may stop at any time.
Special Rules: The ESPer retains personality, skills, Psi powers and mental Stats (INT, TECH, LUCK, COOL, EMP) while in the host body; the ESPer gets the victim’s ATT, REF, BOD and MA, and none of the victim’s skills or powers.
Precognition
Cost to Activate: 2 Psi Points per skill level.
Category: Mind (resisted by INT)
Description: This power reveals to the user flashes of possible future events. Note that precognition does not predict the future as it must be, but as it might be if action is not taken to change the way things will happen. Generally, no one can try to bring on a precognitive “flash.” Most of the time they just “happen” without warning. Usually predictions will be mere hints of what is to come, though some are more specific than others.
Level Effects:
1: 1 very vague and difficult to interpret (obscure symbolism, etc.) precognitive flash per adventure.
2: 1 rather vague precognitive flash (with more than one possible interpretation) per adventure.
3: 1 simple precognitive flash (with one likely interpretation) per adventure.
4: 1 (relatively easy to interpret) precognitive flash per adventure.
5: 1 clear precognitive flash per adventure.
6: 1 very obvious precognitive flash per adventure.
7: 2 precognitive flashes per adventure (one obvious, one vague).
8: 3 precognitive flashes per adventure (one obvious, two vague).
9: 2 obvious precognitive flashes per adventure.
10: Numerous precognitive flashes (as desired by the Ref).
Range: Not applicable.
Duration: Precognitive flashes occur instantly, jarring the ESPer for 1 Turn. If a character tries to bring on a precognitive flash, however, it is certain not to work!
Special Rules: A roll should be made at least once per adventure, whenever a precognitive flash might be helpful to the Referee. Referees should feel free to ignore the dice altogether with this power and simply hand out precognitive flashes whenever they are appropriate, and to withhold
them whenever knowledge of the future would spoil the adventure.
Psi Blast
Cost to Activate: 3 Psi Points per skill level.
Category: Mind (resisted by INT)
Description: The ability to direct a bolt of psionic force at a psionic foe. The attack is useless
against a non-ESPer. The target must be within visual sight for the power to work.
Level Effects:
1: Headache; -3 to target’s next Action.
2: Major headache; target loses 1 Action.
3: Serious migraine; target loses his next Turn.
4: Brain tickle! Target loses two Turns.
5: Major feedback in the ol’ noggin; target loses three Turns.
6: Brain twists in its little pan; target’s head takes 1 Hit; target loses three Turns.
7: All synapses fire at once—ow! Target’s head takes 2 Hits; lose three Turns.
8: Neural pathways randomly reroute; target suffers 1D6 Hits to the head; lose three Turns.
9: Psionic overload shorts out most brain functions, 1D6+2 to head; lose 3 Turns.
10: Massive brain damage; 2D6 to the head—if he’s not dead, a Stun Save roll is required to avoid going into a coma.
Range: 5 meters per Psi level.
Duration: As above.
Special Rules: During lost Actions or Turns, the target may not act except to use Psionic powers or perform dodges at a -7 penalty.
Psi Block*
Cost to Activate: 2 Psi Points per skill level.
Category: Mind (resisted by INT)
Description: The ability to use your own powers to negate the effect of another’s ESPer ability.
Level Effects:
1: Blocks level 1 Psi.
2: Blocks level 2 Psi.
3: Blocks level 3 Psi.
4: Blocks level 4 Psi.
5: Blocks level 5 Psi. Can use ability to negate attack directed at others.
6: Blocks level 6 Psi. Can use ability to negate attack directed at others.
7: Blocks level 7 Psi Can use ability to negate attack directed at others.
8: Blocks level 8 Psi. Can use ability to negate attack directed at others.
9: Blocks level 9 Psi. Can use ability to negate attack directed at others.
10: Blocks level 10 Psi. Can use ability to negate attack directed at others.
Range: Self, or another within 25 meters.
Range may be extended by 5 meters per Psi
Point expended.
Duration: As long as the blocker concentrates. Cancels only one Psionic skill per use.
Special Rules: Any ESPer may, instead of resisting an incoming Psionic attack, use Psi Block to cancel it. If the attacking ESPer used his power at a higher level than the defending ESPer can
block, the power is reduced by the level of Psi Block used (a level 6 power, when blocked by
a level 3 Psi Block, acts as a level 3 power). Psi Block may also be used to break an attack or ongoing power during its duration.
Psychometry
Cost to Activate: 1 Psi Point per skill level.
Category: Force (resisted by LUCK)
Description: This skill involves the reading of psychic impressions from a non-living object; the ESPer may touch an object and immediately gain some sort of knowledge about where that item has been and who owns it.
Level Effects:
1: Simple sensory impression (a color pattern, a sound, even a smell or taste).
2: Multiple sensory impressions (a sound, a smell and a taste perhaps).
3: Simple emotional association (a locket may bring forth the impression of love and value by its owner).
4: Complex emotional association (a beloved locket might bring forward the image of its owner).
5: Simple conceptual association (image of the cat which wore the collar).
6: Complex conceptual association (a murder weapon might “remember” the scream of the victim).
7: Simple history behind the object (a ring was bought at a store, given by someone to his/her beloved).
8: Involved history behind the object (a ring was bought at the Pandora Jewelry Store, given by John to his beloved).
9: Complex biographical information about the object (a ring was bought at the Pandora Jewelry Store at such-andsuch location, given by John Smith, an American mechajock, to his beloved wife Angela, who is a housewife).
10: Complete information about the object and its associations.
Range: Touch.
Duration: If an object reveals nothing the first time it is handled by an individual using this power, it will never do so.
Special Rules: An object with little contact or emotional attachment might bring forward no image at all, however—even to the most gifted psychic. Thus, all Stat Rolls when trying this ability should be made secretly by the Referee. Resistance rolls are made only if the ESPer is attempting to learn something about a person; in such a case, that person’s LUCK is used.
Pyrokinesis*
Cost to Activate: 3 Psi Points per skill level.
Category: Force (resisted by LUCK)
Description: The ESPer can cause fires and keep them burning without fuel.
Level Effects:
1: Can start small fires in easily flammable objects (kindling, loose paper, flammable gas), doing 1 point of Damage to those touching the objects.
2: Can ignite easily flammable objects (kindling, loose paper, flammable gas), doing 1D6/2 Damage to those touching the objects.
3: Can burn easily flammable objects (kindling, loose paper, flammable gas), doing 1D6 Damage to those touching the objects.
4: Can ignite flammable objects (cardboard boxes, books, dry wood, clothing), doing 1D6 to those touching the objects.
5: Can burn flammable objects (cardboard boxes, books, dry wood, clothing), doing 1D6+2 Damage to those touching the objects.
6: Can ignite less flammable objects (wet wood, large heavy logs, plastics, and other marginally flammable items—such as living flesh), doing 1D6+2 to those touching the objects.
7: Can burn less flammable objects (wet wood, large heavy logs, plastics, and other marginally flammable items— such as living flesh), doing 2D6 Damage to those touching the objects.
8: Can heat up nonflammable objects (brick, stone and metal), doing 2D6 Damage to those touching the objects.
9: Can melt nonflammable objects (brick, stone and metal), doing 2D6+2 Damage to those touching the objects.
10: Can incinerate nonflammable objects (brick, stone and metal), doing 3D6 to those touching the objects.
Range: 20 meters per level used. The size of the initial fire is a single point at skill level 1, +1 meter area per level of skill over 1. For each extra Psi Point spent, the range may be increased by 5 meters or the area can be increased by 1 square meter.
Duration: All fires will burn naturally once set. If there is no fuel to sustain the fire, the ESPer may maintain the fire for as many turns as the fire’s equivalent Psionic skill level (at the cost of one Action per turn).
Special Rules: Resistance rolls for Pyrokinesis only apply if that which is being burned is on,in the hands of, or is a person. If someone is in a Hex that is on fire and his first action is to leave that Hex, he will sustain 1/2 Damage; each Round that he remains in a burning Hex, he takes full Damage.
Regeneration
Cost to Activate: 2 Psi Points per skill level. This cost is paid only once; the ESPer then gets
the healing as long as he concentrates.
Category: Body (resisted by BOD)
Description: This ability allows the ESPer to use the power of his mind to heal damage to his body.
Level Effects:
1: The ESPer can heal 1 Hit of Damage for every 4 Turns of concentration.
2: The ESPer can heal 1 Hit of Damage for every 3 Turns of concentration.
3: The ESPer can heal 1 Hit of Damage for every 2 Turns of concentration.
4: The ESPer can heal 1 Hit of Damage for every Turn of concentration.
5: The ESPer can heal 2 Hits of Damage for every Action of concentration.
6: The ESPer can heal 3 Hits of Damage for every Action of concentration.
7: The ESPer can heal 4 Hits of Damage for every Action of concentration.
8: The ESPer can heal 5 Hits of Damage for every Action of concentration.
9: The ESPer can heal 6 Hits of Damage for every Action of concentration.
10: The ESPer can heal all Hits of Damage in one Action of concentration.
Range: Self.
Duration: Permanent.
Special Rules: The ESPer chooses which location to remove Damage from. Multiple locations require multiple attempts.
Retrocognition
Cost to Activate: 3 Psi Points per skill level.
Category: Force (resisted by LUCK)
Description: This is the ability to sense past events in the area where the sensitive individual is located. Looking back with this power usually gives vague images, not complete, easy-to-read information. Referees should be careful to use this power to reveal clues, not give away the entire secret behind a game adventure.
Range: The ESPer’s location. The time in the past may be pushed back 1 increment per extra Psi Point expended (i.e., at level 2, 1 extra Psi Point would allow the ESPer to see back 2 days, while at level 5 he could see back 2 years, etc.).
Level Effects:
1: ESPer can see 6 hours back in time.
2: ESPer can see 1 day back in time.
3: ESPer can see 1 week back in time.
4: ESPer can see 1 month back in time.
5: ESPer can see 1 year back in time.
6: ESPer can see 3 years back in time.
7: ESPer can see 10 years back in time.
8: ESPer can see 33 years back in time.
9: ESPer can see 100 years back in time.
10: ESPer can see 1000 years back in time.
Duration: The ESPer sees past events transpire only as long as he maintains concentration. The impressions end if this concentration is broken by distractions.
Special Rules: A place where one person spent a great deal of time leaves a stronger impression. A place where an emotional or psychic confrontation took place at the time being viewed improves the “reception” even more. Places and times where great psychic events took place (like a psi battle or a simple murder) are much easier to find than mundane events.
Stat Boost
Cost to Activate: 3 Psi Points per skill level.
Category: Body (resisted by BOD)
Description: With this power the ESPer may increase his Stats for a limited amount of time. The Stats that may be altered are Reflexes, Movement Allowance and Body Type.
Level Effects:
1: One Stat may gain +1 for one Action.
2: One Stat may gain +1 for one Turn.
3: One Stat may gain +1 for PSI Stat in Turns.
4: One Stat may gain +2, or two Stats may gain +1, for one Action.
5: One Stat may gain +2, or two Stats may gain +1, for one Turns.
6: One Stat may gain +2, or two Stats may gain +1, for PSI Stat in Turns.
7: One Stat may gain +3, or +2/+1, or +1/+1/+1, for one Action.
8: One Stat may gain +3, or +2/+1, or +1/+1/+1, for one Turn.
9: One Stat may gain +3, or +2/+1, or +1/+1/+1, for PSI Stat in Turns.
10: All Stats may gain +3 for PSI Stat in Turns.
Range: Touch or Self.
Duration: As above. Per extra Psi Point expended, the duration will last for 1 additional Action.
Special Rules: This power may be used on others if the ESPer so wishes. All normal resistance rules apply.
Suggestion
Cost to Activate: 3 Psi Points per skill level.
Category: Mind (resisted by INT)
Description: The ability to implant memories and/or change memories and ideas in other people’s minds.
Level Effects:
1: Modify a minor memory (change of a number in an address or phone number, etc.).
2: Modify larger memory (a person’s name, an entire street address, etc.).
3: Minor modifications to an important or often-used memory (forget one digit in a security code or own phone number, etc.).
4: Major modifications to an important memory (lover’s last name, your own address, etc.).
5: Slight implanted memory (seeing someone on the street, receiving a nonvital phone call, etc.).
6: Sizable added memory (I just gave you a ¥100 bill, you didn’t really have a date with your lover, etc.).
7: Massive modification of important memories (you already checked the fuel level in your mecha, your orders were ..., etc.).
8: Able to place small thoughts that go against basic ideas in the target (you should leave your front door unlocked tonight, etc.).
9: Large or important false memories in the target (your lover ran off with someone else, your next door neighbor is a enemy spy, etc.).
10: The ability to put any memory or idea into another’s head (you want to kill yourself, you want to defect, etc.).
Range: 10 meters per Psi level. Range can be increased 10 meters per extra Psi Point used.
Duration: The false memories or ideas will last one day per skill level used. Duration can be increased one extra day per extra Psi Point spent.
Special Rules: If actions taken on a false memory are going to have permanent effects on a character’s life (suicide, defection, murder, etc.), they get a COOL roll vs 15 to break the false memory.
Telekinesis*
Cost to Activate: 3 Psi Points per skill level.
Category: Force (resisted by LUCK)
Description: This ability allows the ESPer to manipulate physical objects with the power of
his mind.
Level Effects:
1: Move 10kg or deliver a 1d6 damage impact or generate a 5-SP shield.
2: Move 20kg, 2d6 damage, 10-SP shield.
3: Move 40kg, 3d6 damage, 15-SP shield.
4: Move 70kg, 4d6 damage, 20-SP shield.
5: Move 110kg, 5d6 damage, 25-SP shield.
6: Move 160kg, 6d6 damage, 30-SP shield.
7: Move 220kg, 7d6 damage, 35-SP shield.
8: Move 290kg, 8d6 damage, 40-SP shield.
9: Move 370kg, 9d6 damage, 45-SP shield.
10: Move 460kg, 10d6 damage, 50-SP shield.
Range: 20 meters per level used. Range can be increased 10m per extra Psi Point used.
Duration: Objects can move at a speed equal to the ESPer’s own MA, and movement lasts one Turn per skill level. Impacts and shields last one Action, and only attack or protect 1 target.
Special Rules: A TK attack must first be resisted by the target’s LUCK roll—if the resistance fails, the TK Damage is applied against Armor in the normal fashion.
Telepathy*
Cost to Activate: 1 Psi Point per skill level.
Category: Mind (resisted by INT)
Description: Telepathy is the basis for all mind-to-mind communication. With it, two individuals may communicate over distances, even if they cannot see each other
Level Effects:
1: ESPer may send simple thoughts or ideas (Run!, Look Out!, A Bomb!, etc.).
2: The ESPer may send or receive simple thoughts (as above).
3: The ESPer may send and receive simple thoughts (as above).
4: Send complex patterns (normal speech). Can send to 2people at once.
5: Send and receive complex patterns (normal speech). Can send to 4 people at once.
6: Conversations with up to ten people. Can send to six people at once.
7: The ESPer is capable of transmitting large amounts of data (ten minutes’ worth of speech in one Action). Can send to ten people at once.
8: The ESPer is capable of receiving large amounts of data (as above). Can send to twenty people at once.
9: The ESPer is capable of sending and receiving huge amounts of information (a good hour’s worth of information exchange can take place instantly). Can send to thrity people at once
10: Can send to forty people at once. Or can Impart one level of a skill as though learned to one person in a single action, this may be done multiple times imparting up to, but not exceeding, the ESPers own skill level in that skill. Skill Duration is permanent if a one-time cost of 10 Psi Points is expended.
Range: 100 meters per skill level, +1km per extra Psi Point expended.
Duration: The mind-to-mind contact lasts up to ten minutes per skill level, and may be severed by the ESPer at will (or by the recipient on a successful resistance roll).
Special Rules: A telepathic communication has a certain feel to it, so the recipient will always know it’s a communication (rather than an attack).
Teleportation*
Cost to Activate: 5 Psi Points per skill level.
Category: Body (resisted by BOD)
Description: The ability to instantly transport yourself and possibly others to another spot. Teleportation is the most expensive and rare Psionic power. It is advised that the Referee maintain strict control of its use and availability during the game.
Level Effects:
1: ESPer may teleport himself up to 1 kilometer, to a well known location.
2: ESPer may teleport himself up to 5 kilometers, to a well known location. Or himself and 1 other up to 1 kilometer, to a well known location.
3: ESPer may teleport himself up to 12 kilometers, to a well known location. Or himself and 1 other up to 4 kilometers, to a well known location.
4: ESPer may teleport himself up to 25 kilometers, to a well known location. Or himself and 2 others up to 7 kilometers, to a well known location.
5: ESPer may teleport himself up to 50 kilometers, to a well known location. Or himself and 4 others up to 11 kilometers, to a well known location.
6: ESPer may teleport himself up to 100 kilometers, to a well known location. Or himself and 7 others up to 16 kilometers, to a well known location.
7: ESPer may teleport himself up to 1000 kilometers, to a well known location. Or himself and 11 others, up to 22 kilometers, to a well known location.
8: ESPer may teleport himself up to10,000 kilomaters, to a well known location. Or himself and 16 others up to 30 kilometers, to a well known location.
9: ESPer may teleport himself anywhere on the planet, to a well known location. Or himself and up to 22 others up to 60 kilometers, to a well known location.
10: ESPer may teleport himself anywhere in solar system, to a well known location. Or himself and 30 others up to 100 kilometers, to a well known location
Range: As above.
Duration: Instantaneous.
Special Rules: It take the ESPer one Turn of concentration to prepare for every level of teleportation. So to activate a level 4 teleport, he would need to spend 4 Turns in preparation. This time can be reduced by expending 2 extra Psi Points per Turn reduced. When transporting others, a LandMate counts as 5 people toward the maximum and a "BumbleBee" AV-9 counts as 20. A Mech can only be Teleported with use of an ESPer Lens or Space Fold (Teleportation) Machinery. (See Mekton Zeta Plus Pg. 81 for Details )
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Ghost in the Shell?
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Cyberpsychosis?
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Combat 'Borgs or Full Conversion/Total Body Cyborgs
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MASTER MARTIAL ARTS LIST
INTRODUCTION
Ok, for all you punks who like a little variety in your ass whippin’ I have compiled the master martial arts list. Using the format in the PACIFIC RIM SOURCEBOOK , this list includes every martial art you could imagine, including some I made up just to add some spice to the mix. The hardest part was setting the difficulty modifier. Originally my system was based on how hard the style was to learn, and how hard it was to find, but after several comments I have decided to revise this. Now the IP modifier is based strictly on how hard the art is to learn. The difficulty of finding someone to teach the character the art is something that should be roleplayed. If you don’t own a copy of PAC RIM I strongly urge you to go out and buy it right now. It specifies in detail the hand to hand and melee rules for CP 2020. Ok, got your cup in place, let’s go.
STATS
| Style | Mod | Strike | Punch | Kick | Disarm | Sweep | Block | Dodge | Grapple | Throw | Hold | Choke | Escape | Ram |
| Aikido | (5) | - | - | - | 3 | 3 | 4 | 3 | 2 | 3 | 3 | 1 | 3 | - |
| Aikijitsu | (4) | - | 2 | 1 | 3 | - | 1 | 2 | 2 | 2 | 1 | - | - | - |
| An Ch’I | (5) | 3 | 3 | 3 | 1 | 1 | 2 | 1 | 1 | 1 | 1 | 2 | 2 | - |
| Animal Kung-Fu | (2) | 2 | 2 | 2 | - | - | 2 | - | - | - | - | - | - | - |
| Arasake-Te | (3) | 1 | 1 | 1 | 1 | - | 1 | 1 | 1 | 1 | 1 | 2 | 1 | - |
| Bando | (4) | 1 | 2 | 3 | 1 | 2 | 1 | 1 | 1 | - | 1 | 1 | - | - |
| Baraqah | (4) | - | 1 | 2 | - | 2 | 2 | - | 3 | 2 | 3 | - | 3 | - |
| BCT | (3) | - | 2 | 1 | 1 | - | 1 | - | 1 | 1 | 1 | 1 | 1 | - |
| Bersilat | (3) | 1 | 2 | 2 | - | - | 2 | 1 | - | 1 | - | - | 1 | - |
| Bok Pai | (3) | - | 3 | 2 | - | 1 | 2 | 2 | - | 2 | - | - | 1 | - |
| Boxing | (2) | - | 3 | - | - | - | 3 | 1 | - | - | - | - | - | - |
| Brazillian Juijitsu | (4) | - | - | - | - | 2 | 1 | 1 | 4 | 1 | 4 | 3 | 3 | - |
| Capeoria | (3) | - | 1 | 2 | - | 3 | 2 | 2 | - | - | - | - | - | - |
| Catchas- catchcan | (3) | - | 1 | 1 | - | 1 | 1 | - | 1 | 1 | 1 | 1 | 1 | - |
| Cha Chu’an | (4) | - | 3 | 3 | - | 1 | 2 | 2 | - | 2 | - | - | 1 | - |
| Cha Hsuin Men | (4) | 4 | 2 | 1 | 2 | - | 2 | 2 | - | - | - | 1 | 1 | - |
| Ch’in Na | (4) | - | 1 | - | 1 | - | 2 | 2 | 2 | 2 | 2 | 2 | 1 | - |
| Choi Li Fut | (4) | 2 | 2 | 2 | 1 | 2 | 2 | 1 | 1 | 1 | - | - | - | - |
| Chu Fen Do | (2) | - | 1 | 1 | 1 | - | 1 | 1 | 1 | - | - | - | - | - |
| Chulukua | (2) | 2 | 1 | 2 | - | 1 | 1 | 1 | 1 | 1 | 1 | 1 | - | - |
| Cornu Breton | (2) | - | - | - | - | - | - | 1 | 2 | 1 | 1 | 1 | 1 | - |
| Coung Nhu | (3) | 2 | 2 | 2 | - | 1 | 1 | 1 | 2 | 1 | 1 | - | - | |
| Dambe | (2) | - | 3 | 3 | - | - | 1 | - | - | - | - | - | - | - |
| El Cuchillo | (2) | 3 | - | 1 | 1 | - | 1 | 1 | - | - | - | - | - | - |
| Escrima | (3) | 3 | 1 | 1 | 3 | - | 1 | 1 | - | - | - | - | - | - |
| Fong Ngan | (3) | - | 4 | 2 | 1 | - | 1 | 1 | - | - | 1 | 1 | - | - |
| Fu Chiao Pai | (3) | 1 | 4 | 4 | - | - | 1 | 1 | - | - | - | - | 1 | - |
| Gatka | (3) | 3 | 1 | 1 | - | - | 2 | 2 | - | - | - | 1 | - | - |
| Goju Ryu | (3) | 1 | 2 | 1 | 1 | - | 1 | 1 | 1 | 1 | 1 | - | 1 | - |
| Gun Fu | (4) | 1 | - | - | 2 | 3 | 2 | 4 | 4 | - | - | - | 2 | 1 |
| Hakoko | (2) | - | - | - | - | 1 | - | - | 1 | 3 | 1 | 1 | - | - |
| Hashishin Style | (2) | 2 | - | - | - | - | - | 1 | 1 | - | 1 | 1 | - | - |
| Hisardut | (4) | - | 2 | 2 | 1 | - | 1 | - | 2 | 2 | 1 | 2 | 1 | - |
| Hsing-Yi Chuan | (4) | - | 3 | 2 | 1 | 1 | 1 | 2 | 1 | 1 | 1 | - | 1 | - |
| Hoppkido | (2) | - | 1 | 1 | - | 1 | 1 | - | 1 | - | - | 1 | - | - |
| Hwarang-Do | (4) | 3 | 2 | 2 | - | 1 | 1 | 1 | - | 1 | 1 | 2 | 1 | - |
| Irish Cudgel Fighting | (2) | 3 | 1 | - | 1 | - | 1 | 1 | - | - | - | - | - | - |
| Ishin Ryu | (3) | 1 | 2 | 2 | 1 | - | 1 | 1 | - | - | - | - | 1 | - |
| Jailhouse Rock | (3) | - | 2 | 2 | 1 | 1 | 1 | 2 | - | - | - | - | 1 | - |
| Jattenhand | (5) | 2 | 2 | 1 | - | 3 | 1 | 4 | - | 2 | - | - | 4 | 3 |
| Jeet Kun Do | (3) | 3 | 3 | 2 | 1 | 1 | 2 | - | - | - | - | - | - | - |
| Jitte | (5) | 4 | 1 | 2 | - | 2 | - | 1 | 2 | 3 | 2 | 1 | 2 | - |
| Jogo De Pau | (3) | 3 | - | 1 | 2 | - | 2 | 3 | - | - | - | - | - | - |
| Judo | (3) | - | - | - | - | 2 | - | 1 | 2 | 3 | 2 | 1 | 1 | - |
| Jui Jitsu | (3) | - | 1 | 1 | 1 | 1 | 3 | 1 | 1 | 1 | 1 | 1 | 1 | - |
| Kajukenbo | (3) | 1 | 2 | 2 | 1 | 1 | 2 | 2 | 2 | - | - | - | 1 | - |
| Kalari | (3) | 1 | 2 | 2 | - | 1 | 1 | 1 | - | - | - | - | 3 | - |
| Karate | (2) | - | 2 | 2 | 1 | - | 2 | - | - | - | - | - | - | - |
| Kaliope | (4) | 1 | 3 | 3 | 2 | 1 | 2 | 1 | - | 1 | 1 | - | 3 | - |
| Kendo | (3) | 4 | - | 1 | - | 2 | 3 | 3 | - | - | - | - | - | - |
| Kenjutsu | (3) | 4 | - | - | 3 | - | 3 | 2 | - | - | - | - | - | - |
| Kenpo | (3) | - | 2 | 2 | 1 | 1 | 1 | - | 1 | 1 | 1 | - | 1 | - |
| Krav Maga | (3) | 2 | 3 | 1 | 1 | - | 1 | 2 | - | 1 | 2 | - | ||
| Kobujutsu | (3) | 3 | - | 1 | 1 | 1 | 1 | 1 | - | - | - | - | - | - |
| Koppo | (4) | - | 4 | 2 | - | 3 | 3 | - | 2 | - | 2 | 1 | 2 | - |
| Krabi Krabong | (4) | 5 | - | 1 | 3 | 2 | 3 | 1 | - | - | - | - | - | - |
| Kuk Sool Won | (3) | 3 | 1 | 1 | - | - | 1 | 1 | 1 | 1 | 1 | - | - | - |
| Kuntao | (3) | 2 | 2 | 2 | - | 1 | 1 | 1 | 1 | 1 | 1 | - | 1 | - |
| Kung Fu(US) | (3) | 2 | 2 | 2 | 1 | 1 | 2 | - | - | - | - | - | - | - |
| Kuo-Chu’an | (4) | - | 3 | 1 | 2 | 3 | 2 | 3 | - | - | - | - | - | - |
| Kupigana Ngumi | (4) | - | 2 | 2 | - | 1 | 3 | 1 | 1 | 2 | 1 | 1 | 2 | - |
| Kyokoshinkai | (4) | - | 3 | 2 | - | - | 1 | 1 | 1 | 2 | 2 | - | 2 | - |
| Lee Kwan Choo(no damage) | (5) | - | 4 | 1 | 3 | - | 3 | 4 | 2 | 4 | 3 | - | 1 | - |
| Li-Chia | (3) | - | 3 | 2 | - | - | 2 | 1 | - | - | - | - | 1 | - |
| Lua | (5) | - | 2 | 2 | 2 | 1 | 3 | - | 4 | 2 | 3 | 2 | 2 | - |
| Maratabeen | (3) | 1 | 2 | 1 | 1 | - | 1 | - | 2 | 2 | 1 | 2 | - | - |
| Mien-Chu’an | (4) | - | 3 | 1 | 3 | - | 3 | 2 | - | - | 2 | - | 2 | - |
| Moo Gi Gong | (3) | 4 | 1 | 2 | 3 | 2 | 1 | - | - | - | - | - | - | - |
| Muay Thai | (3) | - | 3 | 4 | - | - | - | 2 | - | 1 | - | - | - | - |
| Ninjutsu | (3) | 3 | 3 | 1 | 2 | 2 | 1 | 2 | 1 | 1 | 1 | 1 | 1 | - |
| Nuba Stick Fighting | (3) | 3 | - | 2 | - | - | 2 | 2 | - | - | - | - | - | - |
| Nuba Wrestling | (3) | - | 1 | - | - | 1 | - | - | 2 | 2 | 2 | 2 | 2 | - |
| Null Boxing | (2) | - | 3 | 3 | 1 | 1 | 1 | 1 | 1 | - | - | - | 1 | 1 |
| Pakua | (4) | - | 3 | 3 | 1 | 2 | 1 | 3 | 1 | 1 | 1 | - | 1 | - |
| Pao Pat Mei | (3) | - | 3 | 3 | - | 3 | - | - | 1 | 1 | - | 1 | - | - |
| Panzer Faust (full borg only) | (5) | - | 3 | 3 | - | 1 | - | 3 | 3 | 1 | - | - | 4 | 3 |
| Panzer Kunst(full borg only) | (5) | 3 | 3 | 3 | - | 2 | 1 | 3 | 1 | 1 | 1 | - | 2 | 1 |
| Pentjak Silat | (5) | 3 | 1 | 2 | - | - | 2 | 3 | 1 | - | 1 | 2 | 1 | - |
| Sankukai | (4) | - | 1 | 3 | - | 1 | 2 | 1 | 2 | 2 | 2 | - | 3 | - |
| Sambo | (4) | 2 | 2 | 2 | 2 | 2 | - | - | 2 | 3 | 2 | - | 2 | - |
| Savate | (2) | - | - | 4 | - | - | 1 | 1 | - | - | - | - | - | - |
| S.C.A.R.S. | (5) | - | 4 | 2 | 2 | - | - | - | 2 | 3 | 2 | 3 | 2 | - |
| Shao Lin | (3) | 2 | 2 | 2 | - | 2 | 3 | 1 | - | - | - | - | - | - |
| Sinanju | (5) | - | 4 | 1 | 3 | 1 | 2 | 4 | 1 | 1 | 1 | 1 | 1 | - |
| Snake Style Kung Fu | (4) | - | 4 | - | - | - | 3 | 3 | - | - | 3 | - | 3 | - |
| Street-fighting | (3) | 1 | 2 | 2 | 1 | 1 | 2 | 1 | 1 | 1 | 1 | 1 | 1 | 1 |
| Sumo | (4) | - | 2 | - | - | 2 | - | 2 | 2 | 3 | 1 | - | 1 | 4 |
| Tae Kwan Do | (3) | - | 3 | 3 | - | 2 | 2 | 1 | - | - | - | - | - | - |
| Tai Chi Chuan | (3) | 2 | 2 | 1 | - | 2 | 1 | 1 | - | - | - | - | - | - |
| Taido | (6) | 2 | 3 | 3 | - | 3 | 3 | 3 | 2 | 3 | 1 | - | 1 | 4 |
| Tai Sing Pek Kwar | (4) | - | 3 | 2 | 1 | 1 | 2 | 3 | 1 | 1 | - | - | 3 | 2 |
| T’ang Su | (5) | - | 2 | 2 | 2 | - | 3 | 4 | 3 | 1 | - | 2 | 1 | - |
| Te | (3) | 2 | 2 | 1 | 1 | 2 | - | 1 | - | - | - | - | - | - |
| Thamoc | (3) | 1 | - | - | 3 | - | 1 | 1 | 3 | - | 3 | - | 1 | - |
| Trash Boxing | (3) | - | 2 | 3 | - | 3 | - | 1 | - | 1 | - | - | 2 | 1 |
| Tien-Hsueh Touch | (4) | - | 6 | - | 1 | - | 2 | 3 | 1 | - | 1 | - | 1 | - |
| Tsui Pa Hsien | (4) | 1 | 2 | 2 | 2 | 1 | 2 | 2 | 1 | 1 | 2 | - | 1 | 1 |
| Uechi Ryu | (3) | - | 3 | 3 | - | 1 | 1 | 1 | 1 | 1 | 1 | - | - | - |
| U-Ra-Do | (3) | 1 | 1 | 1 | - | 3 | 2 | - | - | - | 1 | 1 | - | - |
| Varmannie | (3) | - | 1 | 1 | - | 1 | - | - | 2 | 1 | 1 | 1 | 1 | - |
| Wai Wing Chun | (4) | 2 | 2 | 2 | - | 1 | 2 | 2 | 1 | - | 2 | - | 2 | - |
| Wrestling | (3) | - | - | - | - | 1 | - | - | 2 | 2 | 2 | 1 | 2 | - |
| Wudong | (3) | - | 3 | 2 | 1 | 1 | 1 | 1 | 1 | - | 1 | - | 1 | - |
| Wu Shu T’sung | (3) | 2 | 2 | 2 | 1 | - | 1 | 1 | - | - | 1 | - | 2 | - |
| Xing-Chiao | (3) | - | 3 | 3 | - | 2 | 1 | - | - | - | 1 | - | - | - |
| Yu-Sool | (5) | - | 3 | 1 | - | - | 2 | 2 | 4 | 3 | - | 3 | 1 | 2 |
| Zanji Shinjenken-Ryu | (4) | 5 | 1 | 2 | - | - | 2 | 2 | 2 | - | - | - | - | - |
| Zero Gee Combat | (3) | - | 1 | 1 | - | - | 1 | 2 | 2 | 2 | 1 | - | 1 | 2 |
AFRICAN KICKFIGHTING- A popular form of sparring on the subcontinent, basically involving two tribesmen kicking each other senseless. Not a formal style, and almost unheard of outside of Africa.
AFRICAN MONKEY STYLE - Similar to the Chinese monkey boxing only in that it tries to emulate the behavior of the primate, African monkey style is far more bestial and savage, but not as refined or polished. No forms, really just a very primal outburst, complete with scratching and biting, and lots of noise. Unheard of outside of Africa.
AIKIDO - Defensive martial art. Fairly common anywhere in the free world it teaches it users to wait until attacked and then proceed to break the offending arm, leg or whatever. Taught everywhere, though the techniques are very difficult to master. Lesser forms, which aren’t as extensive, are often passed off as aikido.
AIKIJITSU - An ancient Japanese art, taught to samurai so they would not be defenseless when unarmed. It focuses on strikes, pressure points, disarms, and throws, and is meant to be used until a samurai can procure himself a weapon. Very rarely taught outside of japan, and even in Japan it is fairly rare, the few practitioners who do teach it are generally Feudal enthusiasts.
AMERICAN KICKBOXING - A very watered down form of Muay Thai. When someone tells you they are an expert Kickboxer this is usually what they are talking about. It does not have the conditioning exercises or rigorous, almost torturous, training of the Thai martial art, and is instead more for tournament fighting along the tamer American and European rules. Taught Everywhere.
AN CH’I - This is the style of the Lin Kuei, the Chinese version of the shinobi, it is rumored that the very origins of Ninjutsu came from the Lin Kuei. Like its Japanese counterpart, An Ch’i is considered an assassin’s art, suited for attAck and withdraw fighting. This style teaches the use of many weapons, especially those that cen be eassily concealed. Taught only in secret remote locations in China.
ANIMAL KUNG-FU - A bastardized version of the Five Style Fist. This version is common worldwide, and is easy to learn, though not very balanced.
ARASAKA-TE - developed by instructors at Arasaka to be an all-purpose, fast, and easy to learn martial art, this new style has enjoyed immense popularity among the corporate and security circles. Considered weak by other martial artists due to its corporate origins. Taught at all Arasaka training Facilities as well as Dojos in any city they have major holdings.
BANDO - The martial art of the infamous Nepalese soldiers, the Gurkha. Actually the art is ancient, consisting of 3 seperate forms until they were fused in the 1930’s. Its attacks are centered around incapacitation above death. This means a practitioner will most likely go for an unprotected leg before attempting to strike a defended head or torso. There are many animal forms to this style, each with slight variations. It also places emphasis on use of the Kukri blade, a heavy knife which acts as both a combat weapon and machete.
BARAQAH - A muslim Martial art originating in North Africa. Generally taught only in the Muslim community it focuses on grappling and quick strikes.
BCT - Basic Combat Training, this is the general, all purpose, martial art taught to American servicemen. Derived mostly from Karate and Judo, it is also commonly taught around the U.S. by retired military personnel.
BERSILAT - A Malaysian martial art similiar, and possibly derived from, Pentjak Silat. Like Choi li Fut and Capoeira it resembles a dance, as is often performed as such at weddings and other celebrations, however it is also a deadly martial art, with focus on striking, armed and unarmed. Rarely taught outside of India or Indian Communities.
BOK PAI - Crane style kung fu, emulating the graceful, fluid movements of the great bird for which it is named. It is a soft style and the moves are sweeping arm attacks and roundhouse kicks, all while the artist is constantly pivoting and spinning
BOXING - The manly art of fisticuffs. Completely geared around upper body strength and powerful punches.
BRAZILLIAN JUIJITSU - Made famous by the Gracie family, Brazilian Ju-Jistu is possibly the ultimate in the grapping arts, allowing smaller fighters to take down men twice their size and weight with relative ease. Once a practitioner has a successful grapple, he will hold on tenaciously, slowly crawling and maneuvering around the opponents body until he has the best position possible to put his opponent down. It biggest weakness however, is that against an armed opponent, or multiple opponents, it is virtually useless. Taught almost mostly in Brazil, though its popularity has been steadily increasing. Many times you will see people trying to pass off an inferior martial art as Brazilian Jujitsu.
CAPEORIA - Developed by Caribbean slaves this style resembles a tribal dance. (During the 19th century, slave owners would stage gladiatorial bouts between their slaves for gambling purposes. The slaves would sometimes be dressed as roosters and wore metal claws on their fingers and spurs tied to their calves.)
CATCHASCATCHCAN - A hybrid competition martial art that tried to encompass everything, though not very well. It lacks the discipline and focus of more traditional martial arts, and has zero spiritual considerations. It is only slightly more respected than professional wrestling. But it is oddly popular as a martial art, especially to those who care little for expanding their mental and spiritual repertoire along with their physical.
CHA CH’UAN - From the outer reaches of Mongolia this form was born centuries ago. Mongolia is still the only place known where this relatively secret art can be taught. It uses the hit and run principle of attack. Practitioners will jump in attack the retreat, repeating when opportunity presents itself.
CHA HSIUN MEN - (white jade fan) A very rare martial art this is geared towards the mastery of the iron fan weapon. It is the art of surprise, a practitioner will calm his enemy then attack when he is off guard. Not very effective against multiple attackers it can be devastating to a single opponent who lets his guard down.
CH’IN NA - Another rare art, this is an ancient wrestling style. It teaches the bodies weak points and how to best attack them, a master will know every nerve cluster, the precise way to attack a limb to leave it broken or dislocated. An extremely dangerous form it is taught only in secrecy and only after tokens of fealty are given and an oath given to never reveal its practitioners. If the oath is broken the penalty is death.
CHOI-LI FUT- A style of kung fu directly descended from the shaolin this style teaches when a fight is eminent to attack first with lightning speed and ferocious kicks and punches. It is a fairly common form taught almost everywhere in the free world.
CHU FEN DO - Similar in concept to Jeet Kun Do, but lacking Master Lee’s spiritual comcepts and background, Chu Fen Do is an average all around martial arts with an open philosphy towards eliminating form and embracing function and efficiency. Taught across America, Canada and Europe.
CHULUKUA - The only Native American martial art still in existence, and really a conglomeration of over 150 native american tribal martial arts, melded into one system. Taught not only as a form of self defense, but also as a form of cultural pride. Only official Native American tribe members are taught this, though it has spread to almost reservation in north America, and among the nomad community as well.
CORNU BRETON - An obscure English grappling art, all but forgotten except for historical aficionados and Cornish cultural adherents.
COUNG NHU - A Vietnamese martial art melding the basic principles and forms of many other martial arts, including those from China, Japan, and Korea. Rare outside of Vietnam and Vietnamese communities.
DAMBE -A very savage martial art from Nigeria consisting of kicks, punches, knees and head butts. Almost unheard of outside of Africa.
EL CUCHILLO - A Spanish martial art revolving around the knife. Jitte is derived and expanded from this art. Taught in Spanish, Mexican, and South American back alleys, and anywhere else there is a large Latin community.
ESCRIMA - This is a basic description of the Filipino martial arts. While it does teach unarmed techniques, its center of focus is around a short stave called an Escrima stick, and the Balisong knife (incorrectly referred to as the butterfly knife). The first goal of escrima is to disarm an opponent, and the art is categorized by it quick multiple attacks to the arms and wrists, followed by a devastating attack to the head and body.
FONG NGAN- (phoenix eye kung fu) A common style emphasizing on getting in too close for your opponent to make an effective attack while giving the student of the form ample opportunity to decimate his enemy. Weapons become useless once the artist gets in his preferred range, which is usually almost chest to chest with his attacker. Intimidation also plays a big part of this style and before the fight begins a practitioner will try to stare his opponent down.
FU CHIAO PAI- (tiger claw kung fu) Students of this style imitate the powerful tiger when in combat. With fierce attacks and devastating blows always trying to do the most amount of damage he can to his opponent. A very hard form developed without many of inner peace teachings common in most eastern martial arts.
GATKA - An ancient martial art from India, practiced by Sihk warriors. It is centered around the use of the saber, but hand to hand techniques were also taught. Rare now, practiced mostly by traditionalists, and almost unheard of outside of India.
GOJU RYU - A relatvely new martial art, deeply rooted in the Tao philosophy. It’s principles involve retaliation with the exact opposite amount of force as your opponent, if an attacker throws a punch, instead of grabbing their punch, a practitioner will grab the arm, and break it, or use pressure points to attack him. If the offender tries to grapple with him, he will deliver a swift blow to the forehead, or a kick to the chest. It also teaches some weapon forms, favoring the more defensive weapons. A good brutal, defensive based martial art.
GUN FU - Completely geared around mastery of the handgun, this form makes a firearm truly an extension of the user. Students are only taught the basics of surviving a gunfight - stay constantly moving, fire till your opponent is dead, (preferably from as close a distance as possible) count your shots, when your out don’t hesitate to find another weapon instead of taking the time to reload yours (the dead guy on the floor won’t be needing his anymore right) if your hit don’t think about it till your dead or your enemies are, never panic, and above all keep your opponent on the defensive. Once a student has learned the basics the only way for him to advance in his art is through combat, so beginners don’t stay beginners long, they are either killed or they become better. A master is a truly magnificent sight in a gun battle.
HAKOKO - Hawain wrestling, generally taught only on the islands.
HASHISHAN STYLE - This is the martial art of the dreaded Fedavi cult of the middle east. A cult very similar to the Thugee of India. It is an assassins cult, and members are typically brainwashed and fed a strong concoction of Hashish. This form doesn’t have any defensive techniques, as the cult members fully intend to either succeed or die. Both the fedavi and the Thuggee were partial to the use of the knife, and of a special weighted sash used to strangle.
HOPPKIDO- A form of karate taught almost everywhere in the world. It’s only major difference is that it is a tad more diverse than the basic karate although somewhat less powerful. It is a good form for beginners.
HISARDUT - Developed in Isreal for Mossad and the Israeli military, Hisardut is an effective martial art and has grown in popularity due to its efficiency and effectiveness. Taught mainly in Israel, but it has been spreading through North America, Europe and Australia.
HSING-YI CHUAN - A very violent and harsh Chinese form, training its disciples to hit hard and fast, and to take a hit without pain. While Eagle Claw was created for foot soldiers, Hsing-Yi Chuan was said to be created for officers, and as such is a more complex and refined martial art, though still very similar. It also exchanges freely with Pakua, and the two arts are so similar that they are often mistaken for each other. Hsing-Yi Chuan revolves around its “12 Sacred Animals” styles, namely, dragon, dove, tiger, crane bear, tiger, horse, monkey, turtle, snake, eagle falcon, swallow, and rooster.
HWARANG DO- An incredibly diverse form of karate, an attacker of someone using this martial art had better stay on their toes. A practitioner will wait to be attacked then counter attack with the opposite of whatever is coming - if kicked he will grab his opponent’s leg and throw him, if grabbed instead of trying to break free he will simply punch the offender. Originally from Korea this form is still taught almost exclusively there.
IRISH CUDGEL FIGHTING - This Irish fighting art revolving around the use of a heavy club, commonly referred to as a shillelagh, has undergone a resurgence in popularity in Ireland as of late. Mostly due to an upswing in Irish traditionalists. Taught in Ireland and in Irish communities.
ISHIN-RYU - Another common though relatively new form of karate it is taught around the principles of the bo staff and emphasizes quick blows snap kicks followed by a hasty withdrawal only to be repeated again and again till the opponent can no longer attack.
JAILHOUSE ROCK - A martial art developed in prison, by the inmates. It’s simple and straight to the point, which is usually the avoidance of ending up on the point of someones Shiv. Taught in any prison, anywhere.
JATTENHAND - Derived from Parkour and made into a philosophical martial art for full conversions. Tracers, as practitioners of Jattenhand are known, can often be recognized illuminated bands of color worn somewhere on the Tracers body. Most commonly these illuminated bands are displayed on wrists and ankles, so that when in motion a Tracer literally leaves behind a light trail. Basic training generally involves a series of “follow the leader” type sessions, where the mästare starts out in charge, running an ever different and varying obstacle course through the city. As the students learn to keep up they eventually progress to a level where they take the leader position for other students, with the mästare watching from the sidelines, for technique and inventiveness. Graduation to mastery come when the Student can challenge the mästare, and successfully lose him in a chase, whether by making him fall or by simply losing him. The rules of the chases are simple, no “civilian” interference, no property damage. Among the student led chases, the “leader” position can be challenged to unarmed combat at any time, but the chase has to keep moving, even during the fight. If a combatant falls, is seperated from the chase he loses all rights of challenge that day. A fall is defined as cessation of controlled motion for longer than one round. If the leader of the chase hits a dead end or can’t continue the chase he loses leadership rights to any chases for a week (or more at the mästare’s discretion). The philosophy Jattenhand is simple, “Always keep moving, no matter, what, to rest is to die’!”
JEET KUN DO- The style of kung fu developed and made famous by the legendary Bruce Lee. The reason he developed it was because he was sick of the forms recognized in most other styles of kung fu, his thoughts being that the forms let your opponent know your moves in advance and that gave away too much of an advantage so he developed his own style. The name literally means “no form”. The style is incredibly fast and ferocious, its moves are very difficult to predict making its user a very dangerous foe indeed. Taught everywhere.
JITTE - Centered around the use of the knife or dagger this is a new style developed by European nomads. In many places in Europe firearms are very hard to come by and very expensive, knives however are easy to obtain legal everywhere and you must be very skilled or very sneaky to use them well. Originally developed for trial by combat arenas where any dispute can be settled whether it be as small as an argument between to people or as large as territorial disputes. Also called the gypsy blade fighting style due to its nomadic origins. Taught only in the nomad community.
JOGO DE PAU - Portugese stick fighting, taught almost exclusively in Portugal.
JUDO- Perhaps the most common eastern martial art in the world, it is taught everywhere to anyone. It is a required course in many military branches, police forces and even school as part of the phys-ed program. A Japanese form of wrestling, it teaches to use your opponent’s weight and momentum against him. Taught everywhere.
JUI JITSU - Another fairly common Japanese art this takes the anything goes approach to fighting. Not considered to be very honorable but very effective. A good all around martial art. Taught Everywhere.
KAJUKENBO - Also known as Hawaiian street fighting. Combines native arts with those taught by Japaneses immigrants into an effective means of self-defense. The art came about during a particularly violent time in Hawaiian history, when during the 1940’s and 50’s street thugs and organized crime family’s were fighting for control. Taught mostly in Hawaii, though schools have popped up in Japan, Tahiti, and the US Mainland.
KALARI - An Indian martial art rarely very rarely taught to outsiders. Closely related to the Hindu religion, it works well with the body and mind mastering techniques of the Yogi’s. Practitioners are trained with many different weapons, as well as in unarmed combat. For the optimum effectiveness the artist will cover his body in oil before a fight, to make himself hard to grab. Rare outside of India and Hindu communities.
KALIOPE- A martial art taught only to women, and taught in secrecy. Its primary philosophy is to defend against larger, heavier, usually armed, and usually male, opponents. This kata for this skill is a very graceful, dance, that resembles a cross between ballet, and tribal dances. The skill is most effective when the artist enters the dance, because the dance moves in a circular motion, masking the oncoming attacks and defenses, and disorienting the attacker. The art is equally effective against group as it is single opponents. In more desperate times the art also teaches dirty tricks, and escape tactics. Very rare, but taught worldwide, new students are generally chosen after a careful screening process.
KARATE - Your basic karate, if you don’t know about this one you’ve been on an island all your life. Taught everywhere.
KENDO - The Japanese style of fencing. This has its students get geared up in bamboo armor and proceed to whack the hell out of each other with their bamboo swords (shinae’s). Not very common outside of Japan this is the country’s way of keeping the art of bushido alive. A safer direct descendant of zanji shinkenjen-ryu and Kenjutsu.
KENJUTSU - This is the sword art of the Samurai, not as intensive as the harsher Zanji Shinjenken-Ryu, this art was the one preferred by soldiers and footmen among the samurai ranks. Very rare, even in Japan.
KENPO- Another form of karate also very common. It has more of an emphasis on grappling skills. Taught Everywhere.
KOBUJUTSU - This is an Okinawan style centered on armed combat techniques, and many of the tradition martial arts weapons are included in this training. Taught in Okinawa, Japan, Europe, America, and Australia.
KOPPO- An ancient Japanese martial art, the forerunner of modern karate and judo. It is a rare and obscure form and more deadly than its predecessors. Taught exclusively in Japan to a very select student body who must prove themselves worthy of the honor. Thought by some to be developed to combat the ninja clans of feudal Japan.
KRABI KRABONG - Quite possibly the fastest and most dangerous weapons art in the world. Originating in Burma and Thailand, Krabie Krabong is the armed version of Muay Thai. While spears, staves, and other weapons are among its arsenal, the main Weapon of Krabi Krabong is the Daab (or Dha), a short, light curved blade with long handle (usually over half the length of the blade). The Daab’s are wielded in pairs, and are used much like (and with the same amazing speed) Escrima sticks. Traditional forms have indluded some rather odd looking leapins attacks that look like hops, but in combat these are discarded in favor of more effective movement. Where Kenjutsu is gracefull and fluid, Krabi Krabong is furious and frenzied. Note: Whereas Katana’s and somewhat heavy (though not as heavyu as it’s european couinterparts, Daab’s are short bladed and very thin. Blade lengths vary from 1 1/2 to 2 1/2 feet in length, and ceremonial daabs are often intricately carved. Very rarely found outside of Thailand.
KUK SOOL WON - A popular korean form, similiar to that of the Japanese Samuria sword art, Zanji Shinjinken-Ryu. This is the weapon art of the legendary Korean warriors, the Hwarrang knights. Taught everywhere in Korea, but not generally known outside the country.
KUNG FU- (American) This is your basic kung fu taught all over the United States and Europe. It is a bastardized mutt of many different forms with each school seeming to specialize in its own style. While not as advantageous as other forms of kung fu it is a good martial art in its own right, it is very indistinct and easier to learn. Taught everywhere.
KUNTAO - An indonesian martial art, the chief competitor to pentjak silat, a competition which spawns often bloody rivalry. Teaching numerous weapon styles, as well an hand to hand, this is a well rounded, effective art. Unfortunately, like Pentjak Silat, it is not commonly taught outside of indonesia.
KUO-CHU’AN- (dog style kung fu) Perhaps the most comedic of all martial arts don’t be fooled, for it is also one of the most effective. Practitioners, upon being attacked, will feign injury to the point of obvious melodrama - falling to the ground, rolling around, wailing like a child, and generally giving the appearance of a fool who is overly sensitive and has no business fighting. But it’s all an elaborate ruse to get the opponent to underestimate them, thus causing the opponent to be of guard, and when their opponent is sufficiently lulled into sense of superiority the silliness ceases and the attacks become very fierce often destroying the attacker before he knew what happened. To further this deception, in any fight that is not a serious student of dog boxing will always purposely lose. Almost unheard of outside of China, and even in the country it is very rare.
KUPIGANA NGUMI- Known as the “Essence of African Martial Arts,” Kupigana Ngumi is representative of many African martial arts. It is a very dancelike system, and focuses on style over substance.
KYOKUSHINKAI - This form of karate is based on striking power and the ability to take a blow. Powerful blows are honed to perfection by demonstrations where the students punch and kick through wood boards, cinder blocks, bricks, rocks, trees, whatever…… Body hardening also plays an important part and students subject themselves to having things broken over them or hurled at them or whatever else their masters can think of. Common all over the world.
LEE KWAN CHOO- This is perhaps the greatest martial art of all, because it truly is only for defense. It is impossible to damage an opponent using this form. Meditation and spiritual enlightenment are a big part of this completely non-violent martial art. Geared completely towards avoidance attacks are made but cause no damage whatsoever, stopping just before contact and effectively stunning an opponent without actually striking him. When someone attacks a master of this style the master will usually dodge and parry their attacks until either they have beaten themselves up by running into other things, pass out from exhaustion, or simply give up. This form is only taught in remote Chinese monasteries.
LI-CHIA - (short hand kung fu) Always remaining within arms reach of his opponent, the practitioner of this martial art attacks straight on with as many punches and snap kicks as possible until his opponent has been beaten into submission. A fairly common form of kung fu schools and can be found through out the US and Europe.
LUA - Once strictly prohibited to anyone but the Hawaiian royal family, Lua has now become popular in America due to its bone breaking techniques. Oddly enough, it is still illegal to teach in Hawaii.
MARATABEEN - An arabian martial art originating from Morocco, taught in most arab communities.
MIEN CH’UAN - (cotton fist kung fu) The master chooses the student for this art, which is centered on counter attacking with equal or greater force. This is done by dodging and parrying attacks untill an opening presents itself, and then attacking the opponent’s weak spots with full force. Common in China, and taught though rarely in Europe, Australia, and North America.
MOO GI GONG - A martial art that specializes in using anything as a melee weapon. From a pair of chopsticks, to a stepladder. (JACKIE CHAN is the foremost example of this type of fighting where in every movie he makes he does something of this nature- in RUMBLE IN THE BRONX he used a ski, FIRST STRIKE the aforementioned stepladder, watch his Chinese flicks for better examples, I only used these films because they can be found in video stores everywhere or are still in the theater.) As long as a practitioner of this martial art is not trapped in an empty room he is never helpless. Taught in monasteries and schools throughout China and Japan, as well as rare schools in Europe and America.
MUAY THAI- (Thai kick boxing) One of the deadliest martial arts in the world. There is nothing spiritual about it, from the age where they can walk young children in Thailand are taught this ultraviolet form of kick boxing. The death toll from this sport in Thailand is staggering, especially today where bloodports are the most sought after forms of entertainment. As if that wasn’t enough, organized crime controls the sport completely and lives are traded daily for the entertainment of the crowds and the money they lose gambling. Fixing a fight is common and if the fighter refuses to throw it they are killed along with their families and friends. True Muay Thai is rare outside of Thailand, though not unheard of.
NINJUTSU - This is not the fake ninjutsu you find in survivalist camps that cater to the paranoid. This is the real thing. The ancient Japanese art of assassination. On the whole the world thinks there are no ninja left in the world, this is a cultivated lie. The ninja clans are still there doing the dirty work for the highest bidder, and while they usually only work for Japanese customers they have been know to make exceptions. The ninja are the most feared assassins in the world, and this is a fear they have exploited to its full potential. Deadly and silent, beware the ninja, for he will never attack when expected, never give you a fair fight and never show any mercy. Ninjutsu is only taught at secret schools in Japan.
NUBA STICK FIGHTING - Stick fighting, like wrestling, is popular and traditional in almost every part of Africa. Nowadays however stick fighting is used almost entirely for ceremony, as the horrors of constant civil war in most of africa make it all but useless.
NUBA WRESTLING - “Wrestling is more than just a sport to the Nubas—it is a seminal part of their culture with both social and religious purposes. Boys prepare for manhood through wrestling competitions. Successful wrestlers achieve a higher status that follows them through life. Wrestling also has connections with fertility rites, ancestral worship, and animistic beliefs. It is so intertwined with all aspects of Nuba culture, it is feared that if the Nuba were to lose wrestling, it might cause them to lose other customs.”- National Geographic This is very rare outside of Africa, and is closely tied to Nuba Stick Fighting.
NULL BOXING - A recently developed martial art, with little philosophical influence. This style was developed by the combatants the underground gladitorial pits sponsored by wealthy corporates. The style is very new, and is still evolving, and it has a duel purpose of being very cinematic, and very lethal. The practitioner will first make small attacks to gauge the skill of his enemy, then after playing with him long enough for the crowd to have a show, he will move in quickly with a barrage of fast powerful attacks, trying to kill or incapacitate the opponent as quickly as possible. (Created by Steven Barnes for his Aubry Night series of books.) Taught in underground deathmatch circles all over the world.
PAKUA - An art very similar to T’ai Chi Chuan. Common inside china and taught with growing popularity all over the world.
PAO PAT MEI - (leopard style kung fu) Emulating the cunning and ferocity of the leopard a practitioner of this art will gauge his enemy carefully then attack this incredible speed and deadly force. Taught only in remote monasteries in China, Laos, and Vietnam.
PANZER FAUST- (for full conversions only) A martial art developed exclusively for use by full borgs, it centers on the enormous power and fantastic speed only a full body conversion could stand. (the stress in the joints would tear a human apart even if he could learn it.) Once learned this is the only martial art a borg can know due to the rigorous training. Originally taught only to AEGIS military full conversion cyborgs, it has grown in popularity and bgun being taught in private schools all over the world.
PANZER KUNST - A martial art developed by one of the original students of Panzer Faust. Whereas Panzer Faust is geared for stand up fighting, and centers on the ability of a heavy borg to deliver powerful blows, Panzer Kunst was developed to make use of the lighter borgs speed and agility. It suffers from the same drawbacks as Panzer Faust. Taught in private schools wherever there is a high population of Full Conversion cyborgs.
PENTJAK SILAT- The eastern art of assassination, this martial art is shrouded in secrecy and deceit. It has been said that to learn its secret is to lose your soul, no one knows where this is taught. Watered down versions can be found almost everywhere.
SANKUKAI- Restricted only to Buddhist monks this martial art is designed to subdue an opponent until his anger has passed, or until the hold placed on his pressure points has caused him to pass out. This form of karate is only taught in Buddhist temples in Japan to monks who have served for no less than a year.
SAMBO- The Russian art of wrestling. It really just amounts to do whatever it takes to win. While it used to only be taught in the Soviet Union, it is becoming more common around the world since its collapse.
SAVATE- The French art of kickboxing, this is another martial art that has enjoyed success throughout Europe but has never hit it big anywhere else. As a martial art it is not as fluid as most of the eastern martial arts due to its European background although it is devestatingly effective and impressive to view in use.
S.C.A.R.S. - The Scientific Combat Auto-Reactionary System, also known as Autokinetics, is the martial art taught exclusively to Navy S.E.A.L.’s and Air Force Rescue teams. It is among the most brutal and effective learn martial arts on the planet, and is completely geared towards offense, in fact it teaches no defense, instead it focuses on killing moves, delivered as quickly and efficiently as possible. Training for this art is so harsh in fact, that many would be pratictioners, including seasoned martial artists and combat veterans, quit during the first day. Outside of military training grounds, only one school exists, and it charges a 5,000eb per week fee for training.
SHAO-LIN KUNG FU- The original kung fu, all other forms have their base here. One of the oldest martial arts still in existence. It is only taught in china in shao-lin monasteries. The art is free to learn but one must go through the rigorous training and harsh discipline of the Shao-Lin monks.
SINANJU- The Korean art of assassination. This martial art is rumored to date back to the time of Christ. Although Koreans are known to exaggerate when it comes to this subject. It is said that masters of sinanju have staged the perfect assassinations and left there victims as nothing more than a fairy tale. Robin Hood was said to have been killed by a master of sinanju. There is only one master of sinanju per generation and his students spend their whole lives learning to take his place until he chooses one of them. All the other students are banished from the masters village forever.
SNAKE STYLE KUNG FU - Practitioners of this art keep their hands open when attacking and strike with their fingers. The attacking hand looks like a snake striking and is very hard to get a lock on. The strikes will always be aimed at vital spots on the enemies body, eyes, throat, nerve clusters, etc…This ancient style of kung fu is taught only in China.
STREETFIGHTING - Not a formal martial art, but it is a trained one, practitioners generally work with thier own strengths and weaknesses. Dirty fighting at its finest. Every streetfighters art will be as individual as the practitioner, and the stats given are merely representative.
SUMO- The ancient style of two fat guys in their undies trying to push each other out of a circle Taught mainly in Japan. This is their national sport and great care and ceremony goes into each bout. The wrestlers aren’t just fat either, there is quit a bit of muscle in their enormous bodies. Fighting a sumo wrestler is not a good idea, a slap from a sumo could break your neck and you could hit him 30 times before he feels it. The worst thing would be if he fell on you, so be careful around the big guys. Taught in Hawaii and Japan.
TAE KWAN DO- A Korean form of karate that is centered on offensive attacks. Schools for this form can be found anywhere.
TAI-CHI CH’UAN- The single most common martial art in the world and the national physical fitness program in China. In fact it is the only martial art you can get instructional tapes for at any video store. While widely perceived as simply an exercise routine or meditation technique it is a legitimate martial art. Taught absolutely everywhere.
TAIDO- Only one school in the world teaches this martial art and its found in Korea. It is a relatively new art and has attracted enormous popularity. Last year the school had a student body of over 2 thousand. The main reason for this is the amount of style involved. All attacks are ariel, and when performed properly are spectacular to observe.
TAI SING PEK KWAR- (monkey style kung fu) He who learns this form will act like a monkey during a fight, roll on the ground, flail his arms and make monkey sounds. Another martial art that takes advantage of a ruse designed to confuse or enrage the opponent, and then attack him when he is off guard. Rare even in China, outside the country it is almost unheard of.
T’ANG-SU- This is oldest form of Korean martial arts known, and the precursor to all forms of karate. Exclusively an offensive martial art this style has no defensive moves at all. It is the most difficult form of karate and it is taught only in remote areas of Korea.
TE - The oldest Okinawan karate is a weapon based form, the weapons are what the martial arts weapons of today are based upon but then they were simply agricultural tools that the people learned to use as weapons. A form primarily focused on avoidance of aggression a practitioner of this art will never attack until he himself is attacked. It can be learned anywhere there is a large okinawan community.
THAMOC - The Art Of Modern Confrontation. This martial art was developed for police officers. The primary moves are geared towards self-preservation. Disarming techniques, blocks and holds used to subdue a criminal without resorting to deadly force. Taught at police academies and self defense courses throughout the world.
THRASH BOXING- This martial art comes from the streets and dance clubs of the world and is really nothing more than a combative dance. Even when engaged in a fight to death it will appear as though the combatants are merely dancing, until the blood starts to flow no untrained observer will be able to tell there is a fight going on. It seems that in the dance clubs of 2020 it is unlikely anyone would care, on the contrary such fight are often a spectator event. Learned only on the dance floor.
TIEN-HSUEH TOUCH- This is the feared death touch technique. This is the most kept secret in the world of martial arts. Learning it involves signing your freedom away to a black society and spending the rest of your life as a servant to the dark community of assassins. If the practitioner ever refuses a task or tries to leave he is hunted down and killed, such are the rules for the masters of the death touch. Also since this technique takes a lifetime to master, no other martial art can be learned after this art is taken. But from the start of your training until your death, you spend your time mastering the death touch. You can kill someone with a touch, not just instantly but up too weeks later. Not all practitioners however, are malevolent, in fact some practitioners are well respected healers, due to their innate knowledge of human anatomy and the flow of chi. Students are chosen for this art, and it is highly recommended that GM’s NEVER allow characters to take it as a starting skill. If they want it they must seek out the masters and provethemselves worthy through gameplay only.
TSUI PA HSIEN (drunken style kung fu) This martial art is designed to resemble a drunken stupor. The practitioner wobbles about mumbling, looking like he is barely able to stand, making carefully orchestrated attacks and defensive maneuvers. Onlookers will be completely fooled, putting a master’s victory down to sheer luck and his opponent will be battered, humiliated and dumbfounded. Taught only in China.
UECHI RYU - Another form of karate, originating in Okinawa.
U- RA - DO - This is a nomad martial art developed by the under ground population using an amalgam of all the martial arts brought in from around the world by the roving clans. It is said no two people know the same style and differences in bonuses may vary. (what’s given is an average set of bonuses) this gives practitioners an advantage in that there moves are incredibly diverse and unpredictable. Moves are traded as favors or as courtesy and when ever two clans meet there will always be the exchange of forms and kata’s. This martial art is also becoming popular in the street where youth’s trade move’s like skating tricks. Its users are known for their love of the game footbag, which they play whenever they get the chance. Taught only in the nomad community.
VARMANNIE - Taught only in remote villages in india, and almost unheard of anywhere else, this martial art has no distinct forms, and is geared towards an individuals own strenghts and weaknesses. Mostly it is a grappling art, oddly enough geared towards multiple attackers. The idea behind it is, you grab an opponent and move him into the path of oncoming attackers, and use your feet to disable them while they are unable to rush.
WAI WING CHUN- A popular form of Kung Fu, and one of the oldest in the world. Very effective, and very fast. This was Bruce Lee’s style before he developed Jeet Kun Do. Commonly taught in most civilized countries of the world.
WRESTLING- Greco roman wrestling taught in every high school in America.
WUDONG - A chinese style, combining the art of deceptive fighting, with that of quick fierce strikes designed to end a fight quickly. Common in China, and found sparesley in Europe, North America and Australia.
WU SHU T’SUNG- (People’s Republic Of China’s Kung Fu) Is the official martial art of Red China. To learn you must travel to China and enroll yourself in the communist doctrine. A formidable and very hard style kung fu.
XING CHIAO - (eagles claw kung fu) Once again an animal style whereupon practitioners imitate the actions of an eagle, making leaping attacks with kicks and using there hands to make gouging and clawing attack, and then making a quick retreat to re-evaluate the situation before once again joining the fight. Taught in china by masters who live the hermits life, the student must struggle through the lack of his teaches presence and mostly teach himself.
YU-SOOL - A mixture of karate and Aikido this form teaches to counter with opposite resistance, a punch with a sweep, a parry with a kick etc…Taught only in Korea.
ZANJI SHINJINKEN-RYU- The samurai art of the katana. The Japanese swordsmen are undeniably the best in the world and this is their art. Completely geared towards the use of the katana and the bushido way of life, the student must first prove to the master that he is worthy. Almost never taught outside of Japan, where even there it is growing increasingly more rare. (for more info read the book AUTUMN LIGHTNING)
ZERO GEE COMBAT - Only effective in a 0-G environment this is the art of fighting without gravity. Momentum and inertia are the major philosophies behind this martial art. Taught at any orbital station and at any military space camp.
MULTIPLE MARTIAL ARTS: When reading the rules you may say to yourself, “What’s the point you can only use one at a time anyway, so one offensive and one defensive is all I need, its all I can use anyway right?” Well…. kinda. True if you have a 4 in karate and a 2 in koppo you can’t add them together to get a 6 when trying to kick someone, but you can add their KICK BONUSES together giving you a total of 4 plus your applicable martial art, in this case karate, giving you a grand total of 8 to hit. I know a lot of people are going to disagree with me on this but listen up. The reason someone takes more than one martial art in real life is to increase their physical arsenal, the more ways you know how to do something the better you can do it.
DAMAGE: Here is a sensitive issue - damage is figured by adding the level of your martial arts skill (only the applicable one dufus) to your body damage modifier and the roll of the dice. Exactly as it says on page 100 of the CYBERPUNK 2020 RULEBOOK (page 102 of the updated version) and page 137 of the PACIFIC RIM SOURCEBOOK. Again a lot of people are gonna disagree here too, but not only is it the official rules - it is also a fact that a properly trained hand can do as much damage then any conventional handgun round!
Pressure Points- Most eastern martial arts teach the locations of the pressure points and nerve clusters on the human anatomy. For more detail of this area see Master Rules List Volume 2.
Healing- Martial artists can use their knowledge of the human body to heal as well as to hurt. For the rules on this refer to the Rough Guide To The Pacific Rim sourcebook.
Gun Fu- Gun fu is centered around the use of the handgun, and offers many bonuses to close combat firefights. For the complete rules of Gun Fu, please refer to Listen Up You Primitive Screwheads, The Referee’s guide.
Borg Arts- Artists with a full coversion package are physically superior to most men, and their bodies allow for a much greater range of ability, therefore the borg arts Panzerfaust, Panzer Kunst, and Jattenhand, are geared specifically towards borgs, and allow for greater damage and a wider range of maneuvers. For more on this please refer to Solo of Fortune 2.
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