Chambara Martial Arts
http://mastersofthematrix.tripod.com/id101.htm
In GURPS Matrix, Chambara Martial Arts refers to esoteric and cinematic martial arts that cannot be done in real life. These are exactly the types of maneuvers that are perfectly possible while jacked into the Matrix.
The list below shows the Esoteric and Cinematic Advantages, Skills, and Maneuvers and page reference numbers for the GURPS rulebooks. If a skill is not listed below, it is not available in GURPS Matrix. Detailed descriptions of each item are also listed below and can be linked to by clicking on the relevant skill in the table -- or, should I say, in the matrix.
Previously, a hacker must have purchased Chambara Martial Arts as a Code Breaker Skill. However, please see below regarding your new upgrades. Rules here are slightly modified to allow you to perform special feats even without default or purchasing skills. Note that many Esoteric and Cinematic skills are listed more than once (which is merely a matter of duplication in the Martial Arts book and the Compendium).
Zion recently received a disk from the Awakened representatives through the diplomatic mission of your group. This disk is a Matrix simulation in which you uploaded the following:
Chambara Martial Arts
Chi Mastery (You receive this at Level 1)
You began your studies in this simulation with Master Zhang Sanfeng. As a result of your meticulous work and study, you received the following additional advantages:
Choose one of the following advantages:
1) Trained by a Master
2) WEAPON MASTER
3) Sharpshooter
4) Iron Hand (If you choose this, you receive 30 extra points to apply elsewhere).
You also trained to earn one of the following skills (choose 1 at the relevant attribute level):
1) Hypnotism
2) Escape
3) Pressure Points
4) Meditation
5) Stealth
6) Danger Sense
7) Judo
8) Body Control
9) Karate
10) Other martial art technique (clear with me first)
11) Weapon of your choice
12) Throwing
13) Wrestling
14) Acrobatics
15) Katana
16) Staff
17) Jumping (non-CBP jumping)
18) Breath Control
19) Bow
(If you have any of these skills already, you may use 8 points to increase your skill level if you choose it again.)
Your hard training over time has also given you 60 points to apply to any of the skills or maneuvers below (cinematic or esoteric--but not advantages). These points may only be applied on the skills below, nothing else! However, you may use saved points to increase these skills or purchase these skills further.
Your training has also given you access to all of the skills below. If you do not specifically select a skill or maneuver, you may still attempt it, even if it states that there is no default. If there is a default, you will use the one listed. If it says "No Default," then your default is as follows:
Easy: Default Attribute -2
Average: -3
Hard: -4
Very Hard: -5
IMPORTANT NOTES: You must have all prerequisites to purchase the skill. Also, although I listed "defaults" as in the books, there may not be an actual default in the Matrix, so please consult the GM first.
(All uploaded skills are uploaded at your DX or IQ skill level unless you purchase further upgrades to make them stronger. Please update your character sheets accordingly.)
PLEASE CLICK ON THE DESCRIPTORS FOR THE SPECIFIC SKILLS/MANEUVERS BELOW. I am modifying them to fit the Matrix setting, so they may be slightly different than the rulebooks.
Esoteric Cinematic
Autohypnosis CI137
Blind Fighting CI138, MA36
Blinding Touch CI138, MA36
Body Control CI138, MA36
Breaking Blow CI138, MA36
Chi Treatment CI138
Dislocating CI138, MA37
Drunken Fighting CI139, MA37
Fire Walking CI140
Flying Fists CI140, MA37
Flying Leap CI140, MA37
Hand of Death CI140, MA37
Hypnotic Hands CI141, MA38
Immovable Stance CI141, MA38
Invisibility Art CI141, MA38
Kiai CI141
Light Walk CI142, MA39
Meditation (VH) CI142, MTA47
Mental Strength CI142
Mountain Heart CI142
Muscle Reading (species) CI143
Nei Tan CI143
Power Blow CI143, MA39
Precognitive Parry CI143, MA39
Pressure Points CI144, MA39
Pressure Secrets CI144, MA40
Push CI144, MA40
Throwing Art CI145, MA40
Yin/Yang Healing CI145, J32, MA35
Zen Archery CI145, MA40
Cinematic Maneuvers
(Cinematic Maneuvers DO NOT require the Trained by a Master Advantage)
Acrobatic Kick MA57
Binding MA57
Dual Weapon Attack MA57
Fighting While Seated MA58
Flying Jump Kick MA59
HandClap Parry MA59
Initial Carving MA59
Piledriver MA60
Roll with Blow MA60
Springing Attack MA60
Sticking MA60
Whirlwind Attack MA61
Cinematic Advantages
Iron Hand MA27
Cinematic Skills
See Esoteric Skills
FOR REFERENCE, THE FOLLOWING SHOWS YOUR SKILL ABILITY BASED ON DIFFICULTY OF SKILL:
PHYSICAL SKILLS
Difficulty of Skill
Your Final Skill Level EASY AVERAGE HARD
DX -3 - - ½ point
DX -2 - ½ point 1 point
DX -1 ½ point 1 point 2 points
DX 1 point 2 points 4 points
DX +1 2 points 4 points 8 points
DX +2 4 points 8 points 16 points
DX +3 8 points 16 points 24 points
DX +4 16 points 24 points 32 points
DX +5 24 points 32 points 40 points
MENTAL SKILLS
Difficulty of Skill
Your Final Skill Level EASY AVERAGE HARD VERY HARD
IQ -4 - - - 1/2 point
IQ -3 - - ½ point 1 points
IQ -2 - ½ point 1 point 2 points
IQ -1 ½ point 1 point 2 points 4 points
IQ 1 point 2 points 4 points 8 points
IQ +1 2 points 4 points 6 points 12 points
IQ +2 4 points 6 points 8 points 16 points
IQ +3 6 points 8 points 10 points 20 points
IQ +4 8 points 10 points 12 points 24 points
IQ +5 10 points 12 points 14 points 28 points
MANEUVER COST TABLE
AVERAGE HARD
Default 0 points 0 points
Default +1 ½ point 1 point
Default +2 1 point 2 points
Default +3 2 points 4 points
Default +4 4 points 6 points
INDIVIDUAL DESCRIPTORS
Autohypnosis (p. 137) (Mental/Hard) Default=NONE
This is a specialty of Hypnosis. It allows one to tap inner reservoirs of strength. Entering an autohypnotic state requires a skill roll and 3d minutes of concentration. The character cannot talk or move during the initiation of the trance state. A sucessful roll allows the character to do one of the following:
Improve Concentration to aid performance of lengthy mental tasks (study, decryption, a long repair job). THe task must be a relatively sedate one, done in a quiet place (library, lab or placid wilderness). Success gives a +1 bonus; critical success gives a +3 bonus.
Negative pain/fatigue. Cancels the effects of being at ST or HT 1-3. The roll is made at -4. Only one attempt may be made per hour.
Increase Will for the purposes of resisting torture, phobias or psionic attack. The roll is made at -2. Success adds 2 to Will for one hour. Critical success adds 5 to Will for one hour. (Compare to Meditation skill, p. 142)
Blind Fighting (p. 138) (Mental/Very Hard) Default=NONE
Prerequisite: Trained by a Master or Weapon Master
Users of this skill have learned to fight blindfolded or in absolute darkness. As a result, they "sense" their targets without having to see them. There are legends of blind masters who are deadlier than any sighted man.
This skill allows you to use your other senses, mainly hearing, but also smell and even touch, to exactly pinpoint where your attackers are. Each successful roll allows one hand-to-hand attack or active defense without any lighting modifiers, even in total darkness; the user will also have no penalty when fighting against invisible enemies. A blind (either temporarily or permanently) character with this skill can attack and defend without penalty (see p. B27). However, attacks in total darkness, while blind or against invisible enemies, are at -2 to target specific parts of the body.
Characters with this skill and Zen Archery (p. 145) can shoot targets without seeing them, by making rolls on both skills at -6.
Modifiers: Acute Hearing and Alertness. Background noise will affect the roll; -1 for rain, -2 for heavy rain or a storm, -3 for a crowded, noisy area or heavy machinery, -4 for a full football stadium, -5 in the middle of an artillery barrage. If the character cannot hear at all, the roll is at -7, but he can still attempt a roll, as the skill is not completely based on hearing. If the user has any Telepath or ESP Power (see Basic Set or Psionics), he can add 1/3 of his total Power to this skill.
An attacker can try to use Stealth against a foe with the Blind Fighting skill; in that case, roll a Quick Contest between those skills, with Stealth at -4 on any turn the stealthy fighter tries to attack. Invisibility Art (see. p. 141) is completely useless against a character with this skill.
Blinding Touch (Mental/Very Hard) Default: NONE
Prerequisites: Trained by a master; Pressure Points 15+
This is an attack to a specific pressure point that blinds the target temporarily. To use the skill, the attacker first has to successfully hit the target's forehead in a particular spot, making a Karate-8 roll or Hit Location (Karate)-5 roll, whichever is higher. This attack does no damage, but roll a Quick Contest between the attacker's Blinding Touch skill and the defender's HT. If the defender loses, he is blinded for 2d seconds. During that time, all attacks will be at -10, and active defenses will be at -4 if the victim makes a Hearing -2 roll; otherwise, he cannot defend at all!
Body Control (Mental/Very Hard) Default: NONE
Prerequisites: Trained by a Master, Pressure Points +15
This skill allows the user to control and affect involuntary biological functions like heart rate, blood flow and digestion. A character with this skill can enter into a deathlike trance; 30-skill turns of concentration (minimum 1) are required. A trained doctor must win a Quick Contest (Physician-2 vs. Body Control) to realize that the character is alive, and no one else will have a chance of determining otherwise.
This skill can also be used to flush poisons out of the system. First, a successful Poisons roll (or Naturalist, for a natural venom or poison) must be made to recognize the type of poison. This roll cannot be attempted, of course, until the first symptoms show, unless the victim knows beforehand that he has been poisoned. A roll against the skill will flush the poison, in 1d hours, without further damage. The roll is modified by any HT modifier to resist the poison (see P. B 132).
Breaking Blow (Mental/Hard) Default: NONE
Prerequisite: Trained by a Master
This skill allows the user to mystically find the weakest spot in any object. 20-skill turns of concentration (minimum 1) are required. On a successful roll, he can break the object if he inflicts over 10% of its hit points.
Modifiers: +1 if the object is made of wood or a similar material; -1 if it is made of brick or concrete, -3 if it is stone, and -5 for metal.
In combat, this skill can be used to find the weakest spots of any artificial armor or force field; on a successful roll, only 20% (1/5) of the target's DR for armor only is counted against the attack. For each additional attack, another Breaking Blow roll is required.
On a failed roll, the attack is carried out normally. On a critical failure, the user does the damage to his hand or foot; if he was using Power Blow in the attack, it's time to break out the plaster and the bandages!
This skill can be allowed in a realistic campaign. Martial artists can and do break solid objects with seemingly impossible ease. The following restrictions apply, however. First, eliminate the ability to bypass armor; that is cinematic. Second, the skill works at an additional -6 unless it is performed in a carefully controlled environment (i.e. the object must be on a well braced, well balanced stand, the user must have time to concentrate) ( double concentration time) and any other restriction the GM finds convenient. Any ordinary failure in a non controlled situation is considered a critical failure.
Chi Treatment (Mental/Hard) Default: IQ-6
This treatment attempts to correct the flow of Chi, or spirit substance, through a network of vessels resembling the bloodstream. IT involves acupuncture and burning lumps of moxa (Mugwort) on body points which correspond to major organs. It does not immediately alter a sick person's status. However, each time a Chi healer makes a Chi Treatment skill roll, the patient gains a +1 on his NEXT HT roll to resist or overcome the effects of the disease. Chi treatment may never give the patient more than a +3 bonus on these rolls.
Dislocating (Physical/Hard) Default: NONE
Prerequisites: Trained by a Master, Escape 15+
This advanced escape technique is rumored to be taught to some ninja clans and other assassin cults. The user can temporary dislocate limb joints in order to slip through bonds. For instance, by displacing certain hand bones, the ninja can easily slip out of handcuffs.
To use this skill, the character has to concentrate for 20-Will minutes (minimum 1 minute) and make a Dislocating roll, at half the penalties to the Escape roll; if successful, he receives a +3 bonus to his Escape skill, or can add 1/5 of his Dislocating skill to the Escape roll, whichever is higher. On a failure by 2 or less, nothing happens. On a failure by 3 or more, the character hurt himself, taking 1d damage if he was dislocating the hand or ankle, or 1d+1 for an arm or leg joint, which may cripple the limb. On a critical failure, he automatically takes enough damage to cripple the limb.
Drunken Fighting (Physical/Hard) Default: None.
Prerequisites: Trained by a Master or Weapon Master and Karate or Judo at DX +3 or 16, whichever is higher.
This skill cannot be higher than the character's skill with Judo or Karate. Many martial arts styles have a "Drunken" substyle. This complex skill is considered by some to be a fancy technique, unsuited for practical purposes. Others claim that master Drunken Fighters are deadly opponents.
In theory, the staggering, unpredictable movements of the Drunken Fighter confuse attackers; the fighter seems to stumble just in time to dodge a blow, or trip and "accidentally" hit an enemy. To simulate this deceptive movement, whenever a Drunken Fighter is in combat, roll a Quick Contest between the Drunken Fighting Skill and the opponent's IQ at the beginning of every turn. Roll IQ at +3 if the attacker knows about the Drunken Fighting style; he must also be familiar with the attacker's fighting style. If the Drunken Fighter wins the contest, his enemy is at -1 to either hit or defend during the round (Drunken Fighter's choice) for every point by which he lost the contest. If the Drunken Fighter loses, however, he suffers a similar penalty. On a tie, combat is resolved normally.
Experts (skill 18+) can fight while intoxicated without penalty.
Fire Walking (Mental/Easy) Default: Will -5
This skill lets the character enter a mental state where he can leap through flames and walk across hot coals barefoot. Roll versus skill once per walk. Success indicates no damage from the fire; failure indicates 1d-3 damage to each foot. Critical failure indicates a FALL, resulting in 1d of burns to the body and then 1d-3 to each hand and foot on the following turn as the victim crawls to his hands and knees and scrambles out of the flames.
Flying Fists (Mental/Very Hard) Default: NONE
Prerequisites: Trained by a Master, Karate 20+, and Power Blow, Breaking Blow, Mental STrength and Meditation, all at 16+
This is the mythical skill that allows martial artists to strike enemies from a distance. No established martial art teaches it; to learn the skill, qualified students must search for a teacher who knows it. Only a handful of masters in any given game world know the secret of the Flying Fists.
The attacker must be able to see the target and concentrate for 25-skill turns (minimum one). At the end of the round, he can make a flying fists roll against the target, minus any Speed/Range modifiers (see. p. B201). If the roll is successful, the attacker can then make a Karate punch or kick in the air, also minus all Range/Speed modifiers, and the target will take damage as if he had been hit. No defense roll is possible, unless the target knows he is being attacked in this manner, in which case he can "project" his Chi to defend against the attack. This is resolved by rolling a Quick Contest of the defender's Mental Strength or Will roll (whichever is higher) against the Flying Fists Skill. If the defender wins or ties, he takes no damage.
Flying Leap (Mental/Hard) Default: NONE
Prerequisites: Trained by a Master or Weapon Master, Power Blow and Jumping
This skill allows martial artists to make incredible leaps, covering 10+ yards in a single bound. The fighter must concentrate for 20-skill seconds (minimum one). For the following round, his Strength or Jumping skill will be TRIPLED for jumping purposes (see. p. B88). On a failure, jumping rolls will be at -5. A critical failure means the leaper falls down automatically.
Someone making a Drop Kick, Jump Kick, or Flying Jump Kick can use the ST multiplier given by the Flying LEap skill for damage purposes. All attacks done in this manner are at an additional -2 to hit, due to the increased difficulty in timing.
Hand of Death (Mental/Very Hard) Default: NONE
Prerequisites: Trained by a Master, Breaking Blow, Pressure Secrets and POwer Blow, all at level 20+
In martial arts circles, legends abound about a secret technique that can kill a man, no matter how strong, with only a touch. Theories about this power are numerous: some say it is a mystic ability by which the victim's very soul is destroyed, while others hypothesize that the touch sets off vibrations that slowly destroy internal organs. Rumors claim that some of the world's top martial artists have been murdered by dark masters with this ability.
The Hand of Death is the ultimate version of the Pressure Points skill. A master of this skill can somehow cause the gradual deterioration of a victim's nervous system simply by touching him. The touch can be delivered in combat, or even casually; a victim with the Trained By a Master advantage can roll against IQ=3, or his own Presswure Points skill, to konw that he has been attacked. No effects are immediately apparent.
One hour after the Hand is applied, and every three hours thereafter, a Quick Contest between the character's HT and the attacker's Hand of Death Skill (max 16) is rolled. A failure results in the loss of 1 HT; a critical failure causes the loss of 3d HT. This goes on until the victim scores a critical success or wins three consecutive contests (either of which will shake off the effects of the Hand) or he dies. Western doctors will be baffled; no Medical skill will help or explain this HT loss. Only Yin/Yang Healing will work. Roll a Quick COntest of Skills between the healer and the attacker; one success removes the effects of the Hand for one day, and three successful Contests in a row will cure the patient. Also, the person who inflicted the Hand of Death can remove it, if so inclined. Magical and psionic healing will restore lost HT, but cannot remove the Hand.
Hypnotic Hands (Mental/Hard) Default: NONE
Prerequisite: Trained by a Master, Hypnotism 15+
The fighter makes hypnotic motions with his hands, lulling the enemy into a trance-like state. To use the skill, the target must be within (skill/2) yards, and he must be able to see the attacker. The martial artist must then spend at least one turn performing the hand motions; during that time he cannot make any attacks, and all Active Defenses are at -2. At the end of this period, the martial artist projects his Chi at the (hopefully) now suggestible victim. A Quick Contest between Hypnotic Hands and WIll or Mental Strength is rolled; if the target wins, he is unaffected. The victim is at -1 for every turn above 1 that the attacker spent making the motions -- if performed long enough, the technique will wear down the strongest willed foe.
If the victim loses the contest, he is Mentally Stunned (see p. B127) for 1 turn for every point by which he lost the Contest (roll against IQ normally to recover after that). During that period, he will also be vulnerable to hypnotic suggestions: all Hypnotism rolls made against the victim for that period are resisted at -5 to Will (this -5 penalty also applies to such Hypnotism-based skills as Invisibility Art).
Immovable Stance (Physical/Hard) Default: NONE
Prerequisite: Trained by a Master
This skill allows the user to anchor himself to the ground in such a way that it may take many strong men to move him. It is a combination of expert balance and the channelling of one's Chi in the proper way.
A fighter with this skill can resist slam attacks with it, by either using the IMmovable Stance skill in place of ST, or adding 1/5 of his skill to ST, whichever is greater. The fighter can also resist Judo throws (see. p. B51), and Push skill (p. 144) with this skill.
Invisibility Art (Mental/Very Hard) Default: NONE
Prerequisites: Trained by a Master, both Hypnotism and Stealth at +16
This is the fabled skill of the master ninja and other assassin cults. A user of this skill can stand in plain sight without being noticed; it is said that true masters can walk through a crowd unobserved.
To use this skill, the character must make a turn of concentration after announcing this action. If he is standing perfectly still (a Meditation or Breath Control roll will achieve this), he gets a +2 on all his rolls. He must then win a Contest of Skills (Invisibility Art vs. Vision roll) against each and every person who can see him. Each win for the user means that one subject is unable to see him.
Modifiers: If the viewer is concentrating on something else, or is otherwise distracted, the resistance roll is made at -3. By the same token, anyone specifically looking for intruders will resist at +3. If someone sees the ninja and raises the alarm, by pointing and crying out, anyone who believes the warning will resist at +3 on the next turn.
Once a person notices the user of Invisibility Art, that person will continue to be able to see him until the "invisible" intruder can get out of sight somehow. (In a darkened area, this can be as easy as stepping into a shadow.)
If the ninja uses a smoke bomb or flash grenade before attempting his roll, the resistance roll is also at -3. Thus, he seems to vanish in a cloud of smoke.
The person making the INvisibility Art roll gets a bonus equal to the darkness penalty in the area, if any; this ability works best in the dark. Movement, ont he other hand, impairs the use of this skill; if the character is moving slowly (walking speed or less), the roll is at -2, and he must also make a Stealth roll to avoid being heard. If he is running or participating in any strenuous activity, his skill is at -5. This skill cannot be used once the user is in combat; he must remove himself from the subject's line of sight before trying again.
Each successful roll allows the ninja to remain invisible for one turn.
Kiai (Physical/Hard) Default: NONE
Prerequisite: Trained by a Master or Weapon Master
This skill is based on HT, not DX. The character channels his Chi outward, giving a mighty shout that freezes lesser foes. Once every 20-skill turns, the fighter can attempt the Kiai on a victim; this counts as an attack. Roll a Quick Contest (Kiai Skill vs. Will). A target who loses is mentally stunned, per p. B127.
Modifiers: -1 to Kiai skill for every full two hexes of distance. The victim resists at +1 if he is Hard of Hearing, at +2 if Deaf.
Normally, this skill only works against one victim at a time; although everyone can hear the shout, the attacker's Chi is focused against a single foe. However, when a skilled martial artist announces his presence with a Kiai, all foes may e affected as part of an Intimidation attempt (p. 159). A Kiai delivered with this skill subtracts 2 from the Will of all enemies for this purpose.
Light Walk (Mental/Hard) Default: NONE
Prerequisites: Trained by a Master, and Acrobatics and Stealth, both at 15+
This skill, called Ch'in Kung, allows a character to walk without leaving visible traces. The training involves walking on the edge of a large jar without tipping it over; the jar is at first filled with water, but at the end of the training the character will be able to walk over an empty jar without moving it. More intensive training follows, and eventually the student will be able to walk over snow or mud leaving no trace. Experts were rumored to be able to walk over thin paper without breaking it.
On a successful Light Walk roll, the user will leave no visible tracks; no Tracking rolls will succeed unless they rely on something more than sight. Thus, a human tracker would be baffled, but bloodhounds would suffer no penalty.
A character with Light Walk can also attempt to walk over thin ice or flimsy surfaces. His Move during these circumstances is 1/3 normal, modified as the GM sees fit. Thin ice will require a normal Light Walk roll; attempting to walk over rice paper strung over a room, on the other hand, requires a roll at -8.
Furthermore, add 1/5 of the Light Walk skill to Stealth skill when the intention is to move quietly.
Meditation (VH) (Mental/Very Hard) Default: NONE
Meditation is the skill of calming the emotions, controlling the mind and relaxing the physical body. It allows one to reach a state of self induced trance in which the mind is totally relaxed but able to react immediately. A concentration period equal to 18-skill turns (minimum 1) is required.
A successful Meditation roll keeps an injured person from falling unconscious, being shocked or stunned. It also allows the user to concentrate on the task at hand and ignore outside disturbances. A successful Meditation roll will give the user a +2 on any Mental skill (other than magic, psionics and other metahuman abilities) used in the next turn, and the intense concentration also gives the user +2 to resist direct mental control by psionic or magical means; all other IQ rolls on that turn will be at -2, however.
Mental Strength (Mental/Hard) No default
Prerequisite: Trained by a Master or Weapon Master
The character has learned to focus his Chi to resist mental attacks. This skill replaces IQ in any resistance roll against spells and psionic abilities, as well as Hypnotism, Hypnotic Hands and Invisibility Art.
Modifiers: Strong and Weak Will. This skill does not replace most normal Will rolls.
Mountain Heart (
Muscle Reading (species)
Nei Tan (Mental/Very Hard) No default
This Oriental skill allows the user to nourish his body with its own substances. This involves breath control and other disciplines such as refusing to spit. On a successful skill roll, Nei Tan triples the length of time the user can hold his breath. A successful roll also allows the practictioner to regain a point of lost Fatigue in only two minutes (Regular Fatigue, not CB Fatigue).
Power Blow (Mental/Hard) No Default or prerequisite
The user delivers a devastating punch or kick. (20 minus Skill) turns of concentration (minimum of 1) are required, followed by a Power Blow roll. Then the attack is made, with all normal modifiers. If successful, the character's ST is doubled for damage purposes. With a skill level higher than 20, ST can be TRIPLED if the user concentrates for (30 minus Skill) turns.
This skill can be used in non combat situations. For example, a character trying to move a heavey object can try to use PB to momentarily double or triple his ST. This is how Shoilin monks lift 500 lb metal cauldrons filled with coal. Prodigious leaps can also be achieved with this skill, although the Flying Leap skill is more effective.
Using power blow costs 1d Matrix Fatigue.
EXAMPLE: Char. with ST 11 and PB-17 could leap 5 feet straight up or standing broad jump of 19 ft.
Precognitive Parry (Mental/Hard) No default
Prerequisites: Danger Sense or ESP Power 3 and Precognition-15+
and one weapon skill at 20+
This is a combination of psionic and Chi skills that allows a char to parry attacks they could not possibly defend against, like bullets and beam weapons. This is done by sensing where the incoming attack will arrive and intercepting it with one's limb or weapon BEFORE the attack gets there. To use this skill, one must be aware that he is about to be attacked (a gunman aiming at him, for instance). A roll against Precog Parry is then made. If successful, char can make a Parry roll normally.
This doesn't mean the char can swat bullets away with impunity. It is just interposing himself between the bullet or beam. Attack does dmg normally against the weapon (Breaking Weapons rules p. B111) unless char makes Parry roll by 5 or more
Pressure Points (Mental/Hard) Defaults to Yin/Yang Healing-4
This is the application of acupuncture techniques to combat. The attacker seeks to strike pressure points in the body that allow him to paralyze, and even kill, an opponent. In game terms, the char must make a successful attack roll using Karate or appropriate combat skill; use the Parts of the Body modifiers (p. B203) at an extra -2. At least a pt of dmg must get through clothing or armor; natural Toughness does not protect. Then roll a Quick Contest of Skills between the attacker's PP skill and the victim's HT. If the attacker wins, the body part is paralyzed; otherwise, nothing happens other than normal dmg.
Arms or legs struck are considered crippled for 5d turns. A hit to a torso pressure point will diminish, or even totally arrest, the victim's breathing. He starts suffocating as per p. B122 and must make a HT roll every second to recover. A hit to the head will stun the victim; he must roll v. IQ to recover.
The PP skill can be used with Judo techniques, in conjunction with the Arm or WRist Lock Maneuver (p. 44). The PP skill is used after a successful lock has been applied; the attacker can choose to do dmg in addition to the momentary crippling. This skill can also be used with missile weapons, if learned through a style like Kyudo (p. 92).
Limitations: This skill is designed to work on the human body. Attacks on animals are at -6 unless a Zoology-2 or Naturalist-4 roll is made. Nonhuman beings of humanoid physiology are affected at -2. Aliens or other creatures may have huge penalties.
Pressure Secrets (Mental/Very Hard) No default
Prerequisite: PP skill at 18+
This powerful skill teaches the user the most vulnerable vital points in the human body. A char with this skill can kill a normal man with a light blow, by crushing and tearing vital organs and nerve clusters with deadly precision. Due to its lethality, PS is very rarely taught.
On a successful roll, the user's next hand to hand attack will do dbl dmg after penetrating armor and Toughness; his hands or feet have in effect become impaling weapons. Attacks on normal "vital organs" (see p. B203) will do triple dmg. This also applies to Arm Locks (see p. 44); the dmg or DX penalty resulting from a lock is doubled, representing the ability to konw exactly where to apply the pressure to tear or sprain joints and ligaments.
Limitations: The same as for PP.
Push (Physical/Hard) No default
This difficult skill allows a char to gently push away an adversary, or to cause him to lose his balance. A small man with a high level in this skill could knock down or push away a weightlifter. The T'ai Chi style (p. 104) is reputed to teach this form of attack to advanced students.
To use this skill, the char must score a hit in combat; the target can attempt any active defense, but PD from armor does not protect. This "blow" does no damage, but can be used in either of two ways: The first is to cause the opponent to fall; the victim must roll against DX at -1 for every pt the Push roll was made by, or fall down. Alternatively, the attack can be treated as a Slam attack (see p. B112 and B106), with the Push skill replacing ST and DX.
Throwing Art (Physical/Hard) No default
Prerequisite: Throwing at 16+
This skill transcends mere throwing and turns almost any object into a deadly weapon. Forks, kitchen knives, and other long sharp objects can be thrown as daggers: any blunt object can do thrust+1 dmg; baseball bats do swing+1 crushing, pencils do thrust-3 impaling; playing cards do thrust-3 cutting dmg.
Further, when using a BALANCED throwing weapon, the char is even more letahl; add 1/5 of his Throwing Art skill to the dmg he does with those weapons. This is not cumulative with bonuses from the Weapon Master advantage.
Yin/Yang Healing (Mental/Hard)
Defaults to IQ-6
This is the skill of using acupuncture, massage or moxa burning at various key body points to readjust the body's medical balance, which is thrown off by injury or illness. In the Matrix, this skill is used by touching the opponent with a gentle hand and repairing the injured code that is the other's residual self image.
A successful use of this skill repairs 1d of damage to the injured person or 1d of (either Fatigue or Matrix Fatigue). This skill uses 5 Matrix Fatigue per use. It cannot be used on one's own residual self image.
Zen Archery (Mental/Very Hard) No default
Prerequisite: Bow at level 20+
The archer must concentrate for 20-Skill turns (minimum 1). Successful use of this skill allows use of a bow with only 1/3 (round down) the normal penalties for target speed, range and size.
This message was last edited by the GM at 19:36, Fri 19 Apr 2013.