TEXT: Thrash
  Thrash  
  Sourcebook
  Sourcebook  
  b y  E w e n  “ B l a c k b i r d
  b y  E w e n  “ B l a c k b i r d ”  C l u n e y
  ”  C l u n e y   
  A d d i t i o n a l  c o o l  s t u f f  b y  I s r a e l  " N i c e  G h o u l "  R e y e s  a n d  F o r e s t  P a v e l
  A d d i t i o n a l  c o o l  s t u f f  b y  I s r a e l  " N i c e  G h o u l "  R e y e s  a n d  F o r e s t  P a v e l  
  
  C h a p t e r  1 :  I n t r o d u c t i o n
  C h a p t e r  1 :  I n t r o d u c t i o n  
   
  "Better late than never!" 
   
  The 
  Thrash 
  Sourcebook 
  is 
  a 
  general-purpose 
  supplement for Thrash, with a bit of information on just 
  about everything. Herein you will find a selection of 
  general game material, plus information on Weird Powers, 
  high tech stuff, and the many styles of kung fu. This is all 
  the result of a many hours of research and even more of 
  brainstorming, and still more of actual writing; hopefully, it 
  will vastly expand the game's repertoire of options for 
  characters and other stuff, and generally has lots of nifty 
  stuff in it. 
   
  In case you hadn't noticed, this book was a long time 
  in coming. There are a couple of reasons for this. Firstly, 
  it was, in fact, a lot of work. Second, I don't have very 
  much free time. Moreover, I try to do way too many 
  different things with my small amounts of free time. 
  However, I hope this one will prove to have been worth the 
  long wait for you (not to mention me). 
   
  Needless to say, I'm gratified by all the feedback, 
  praise, and so forth that I've received regarding Thrash; I 
  was never really sure what to expect (but then I tend to 
  avoid having expectations in the first place). Of particular 
  note are the comments of Edward Webb (who's working 
  on a Thrash FAQ) and, of course, Israel "Nice Ghoul" 
  Reyes, who, amongst other things, contributed some 
  material (around half of the elemental types and 
  maneuvers and some Sorcery stuff) to this book. There 
  are undoubtedly a few others whose names I can't 
  remember (I'm terrible with names...). Oh yes, and Forest 
  Pavel, who contributed the description of Tang Soo Do 
  (which he practices). 
   
  Upcoming Stuff 
   
  Okay, so you might be wondering what's next for 
  Thrash. Now that the Sourcebook is done, I'm going to be 
  doing another revision of the basic rulebook -- mainly to 
  incorporate some of the new material  into it -- which will 
  be called Version 1.8. Once that's done with, I'll be 
  launching into the initial version of the Street Fighter 
  sourcebook (Alpha and Alpha 2), followed by Ranma ½. 
   
  After that, I have a lot of future plans, but not in any 
  particular 
  order. 
  In 
  alphabetical, 
  here 
  they 
  are: 
  DarkStalkers, 
  King 
  of 
  Fighters, 
  Metal 
  Rage 
  (Thrash/Mekton Z crossover rules), Road Thrash (combat 
  racing sourcebook), and Samurai Shodown. 
   
  Net Stuff 
   
  The Official Thrash Home Page can be found at 
  http://www.blueneptune.com/~jcluney/ewen/thrash.htm, I 
  can be e-mailed at blackbird@earthdome.com, and if you 
  have ICQ, my UIN# is 890782. 
   
  Disclaimer 
   
  "Ladies and gentlemen! Welcome to the disclaimer! That's right, the disclaimer! This American 
  apple pie institution known as parental discretion will cleanse the lyrics of any innuendo or sarcasm 
  that might actually make you think! And will also insult your intelligence at the same time! So! Protect 
  your family! This album contains explicit depictions of things which are 'real'. These 'real' things are 
  commonly known as Life. So, if it sounds sarcastic don't take it seriously, and if it offends you, just 
  don't listen to it." 
   
   -- Offspring, Disclaimer 
   
  Thrash is public domain. It may be distributed freely 
  provided that no fee is charged and this document 
  remains unmodified. And if you really enjoy it, you might 
  consider sending a donation to the author. ^_^ 
   
  Street Fighter, DarkStalkers, CyberBots, and all 
  related characters are owned by Capcom Co., Ltd. King of 
  Fighters, Fatal Fury, Art of Fighting, Samurai Shodown, 
  and all related characters are owned by SNK. Ranma ½ 
  was created by Rumiko Takahashi. Other games and 
  characters mentioned herein are likewise owned by their 
  respective creators. This document is not in any way a 
  challenge to that ownership. 
  
  Chapter 2: Thrash Supplement
  Chapter 2: Thrash Supplement  
   
  As with the likewise named section of Karyu 
  Densetsu, this section includes a lengthy selection of 
  generic supplementary material for Thrash. It may seem a 
  bit odd to have such a section in the “Sourcebook”, but 
  the other chapters are to be considered completely 
  optional. 
   
  Optional Rules 
  Blind Rage 
   
  "Nappa! How can you fight when you're so angry you 
  can't see straight?!" 
   
   -- Vejiita, Dragonball Z 
   
  When a character's Rage Point total exceeds their 
  Rage Threshold, they're pretty damn mad, but when the 
  total exceeds the threshold by more than 50%, chances 
  are they'll fly off the handle, and generally go nuts. For 
  game purposes, this is called a Blind Rage. 
   
  A Blind Rage lasts for a number of turns equal to one 
  third of the accumulated Rage Points. For the duration, 
  the character must attack at least once per turn, so long 
  as opponents (perceived or real) remain. The character is 
  attacking more or less blindly, so attacks are at +2 to 
  Accuracy and Damage, but attempts at defense are at -4 
  to Accuracy. 
   
  Combat Cards 
   
  The Street Fighter STG made use of combat cards in 
  order to deal with maneuvers; this is a set of optional rules 
  for such for Thrash. 
   
  A combat card is basically a small slip of paper. On it 
  you record the basic stats of a maneuver, and each 
  character has one card for each maneuver they possess. 
   
  In use, combat cards work as follows. When a 
  character is going to attack, they place their card face 
  down on the table (or whatever). The defender may pick 
  one card per 3 points of their style (to a minimum of 1) 
  from 
  among 
  those 
  which 
  constitute 
  appropriate 
  responses. Then the attacker reveals their maneuver, and 
  the defender chooses one from those that they picked. 
   
  Karma 
   
  Karma (also know as SYA* points) is basically a 
  system that lets you use banked experience to alter the 
  outcome of a roll in an emergency. To do this you must 
  have the GM's permission, which should usually only be 
  given for events that are pivotal to the storyline. Every 
  experience point spent in this manner reduces the 
  difficulty of a roll by 2 points. 
  *SYA = "Save Your @$$" 
   
  Rule of X 
   
  "I must destroy the Weapon X!" 
   
   -- Omega Red, Marvel Super Heroes Vs Street 
  Fighter 
   
  Power levels in Thrash can quite easily get out of 
  hand. The Rule of X is a simple way to prevent that (okay, 
  so I did get it from Fuzion; what’s your point?). 
  Essentially, the GM sets a number, which we’ll call “X” 
  (hence the name). The sum of the Attribute and Skill (or 
  Discipline/Style/whatever) for any given task cannot 
  exceed that amount. Once X has been reached, the stat 
  cannot be further increased. X should usually be around 
  16 for very low power levels, and 20-25 for average ones. 
   
  Special Combat Procedures 
  Abort Maneuver 
   
  If a character's remaining APs for a turn are at least 
  twice the AP cost of the maneuver they are currently 
  using, they may make a roll on Style + 1d10 to attempt to 
  abort that maneuver in favor of something else, using only 
  half (rounded up) the APs of that maneuver. 
   
  Berzerker Attack 
   
  A berzerker attack is one that is carried out without 
  any regard for personal safety, and can only be attempted 
  when the character has reached or exceeded their Rage 
  Threshold. A berzerker attack is +3 to damage, but the 
  AP cost is increased by +2 and the Accuracy is reduced 
  by -1. Further, the character cannot defend against the 
  next attack carried out against them that turn (if any). 
   
  Desperate Defense 
   
  Desperate Defense is when a character is attempting 
  an all-out defense. To do this, the player must declare 
  that they are doing such at the beginning of a turn. For the 
  duration of the turn, the character can only use defensive 
  type maneuvers, but these have their Accuracy boosted 
  by +2, and their AP cost reduced by 2 (to a minimum of 
  1). 
   
  Facing 
   
  At any time a character is facing a given direction. In 
  combat they can generally see in a little less than a 180 
  degree arc. Turning around has no AP cost, but every 3 
  hex-sides (an about-face when done all at once) one turns 
  count as 1 hex of movement. If you are not facing an 
  opponent but aware of them you can still attack and 
  defend, but at a -2 penalty to accuracy for maneuver not 
  meant to hit opponents from the rear, and some 
  maneuvers may not be possible to do in this manner (GM 
  discretion). 
   
  Stunts 
   
  A stunt is essentially something which is improvised 
  and not covered by the normal rules. Some examples: 
  Rolling out on your stomach with blazing guns in both 
  hands, from one pillar to the next, to cut down all the 
  thugs. Swinging a ladder around to thwack ones foes.  For 
  anime purposes stunts aren't all that important, but for a 
  Hong Kong style game, they are a must. 
   
  To do a stunt, just describe what you're trying to do. 
  The GM assigns the roll that must be made (this could be 
  almost anything relevant -- stunts cover a very broad 
  spectrum of categories), the difficulty, and the AP cost. 
  The leniency afforded in what can and can't be done really 
  depends on the style of the game. In more realistic games 
  you pay more attention to reality, but in a very cinematic 
  campaign, the only real requirement for doing something 
  is that it should look cool. 
   
  
  Stun Damage 
   
  Stun damage can be caused by a number of different 
  attacks. It is kept track of separately from damage to 
  health, but when the sum of the stun and normal damage 
  exceeds the characters Health, they are knocked out. 
  Stun damage is, however, healed at a rate of 1 per 
  minute. 
   
  If a character wishes to make a non-lethal attack, 
  they may deliver a physical attack without actually 
  physically harming the opponent. Such an attack will do 
  stun rather than normal damage, but will also be at -2 
  Accuracy. 
   
  Exceptional Stats 
   
  A character’s attributes and such cannot normally 
  exceed 10. It is possible to exceed that level, but it 
  requires great dedication and intensive training. And more 
  experience points. 
  Trait 
  Cost 
  Attribute 
  Current Level x 8 
  Style 
  Current Level x 7 
  Discipline 
  Current Level x 6 
  Skill 
  Current Level x 4 
   
  Skills 
  Animal Training: This is the ability, through typical 
  learning techniques, to teach an animal to perform simple 
  tasks, such as training a horse to respond to commands 
  from the reins, or getting a hawk to track and capture 
  rodents for its owner. 
  Assimilation: This skill enables the character to study 
  another culture, pick up important details, and appear as 
  a member of said culture. 
  Dance: Self-explanatory. 
  Demolitions: Demolitions is an ability to prepare or disarm 
  explosive devices of various types. 
  Feign Sleep: A character with this skill can convincingly 
  appear to be asleep, and detect whether others are truly 
  asleep (though others with this skill can fool them if their 
  total is higher). 
  Hojoujutsu: This is a series of techniques for binding/tying 
  up others such that it is exceedingly difficult to escape. If 
  hojoujutsu is used successfully, attempts to escape are 
  at -6. 
  Hold Breath: This skill allows the character to hold their 
  breath for a number of minutes equal to half their Stamina, 
  plus one minute per 3 levels of Hold Breath. 
  Mimicry: A difficult skill to be sure, this allows the 
  character to convincingly imitate the voice of another 
  person. The character can imitate any accent they've 
  heard before, but imitating a specific person requires that 
  the character study that person's voice, and make a skill 
  roll. Regardless, the character cannot fool electronic 
  detection. 
  Musical Instrument: This is the ability to play a particular 
  type or class of musical instrument. Each type counts as 
  a separate skill. 
  Seduction: This is a practiced and calculating ability to 
  make another fall in love with oneself. It is more than 
  simply being amorous; a character with this skill studies 
  their quarry, often for as much as a month, looking for 
  weak points that can be exploited. 
  Sing: Self-explanatory. 
   
  Advantages & Disadvantages 
  Acute Senses (1/level): The character is exceptionally 
  observant. For every level of Acute Senses, add +1 to rolls 
  relating to perception. 
  Addiction (-3): The character is addicted to something, 
  usually a drug, such as alcohol. Overcoming this 
  addiction is possible, but very difficult. Given a chance to 
  have some of whatever they are addicted to, the character 
  must make a roll on 1d10 + Will + Focus (or similar) to 
  avoid taking it. 
  Alertness (1/level): The character is naturally alert and 
  tends to react quickly. For the first turn of combat when 
  there is a surprise attack, add the level of Alertness to the 
  character's initiative total. 
  Ambidextrous (4): The character is able to use both hands 
  equally well, and thus does not suffer a penalty for using 
  their off hand (usually -4 to the roll). 
  Blind (-8): The character is blind, lacking any sense of 
  sight. As such, they must rely on their other senses for 
  doing anything. Attempting activities for which sight is 
  usually required will have penalties ranging from -3 or so, 
  to being completely impossible. 
  Costume (2): The relatively minor advantage serves no real 
  purpose other than to look cool. In essence, it grants the 
  character the power to stay in their chosen fighting (or 
  whatever) costume. When they are wearing it, stuff that 
  would burn, cut, or otherwise damage it may be ignored if 
  so desired. Further, if the character is not wearing their 
  costume, they can do the “instant costume change” trick 
  used by many anime characters, whereby the character 
  tears off whatever they’re wearing, by grabbing the fabric 
  at the shoulder and pulling so that the clothing being 
  removed flies in front of the camera, obscuring them from 
  view for a brief moment, after which they are back in 
  costume and ready to kick some ass. For that matter, if 
  the character is really pissed off (see Kim in Fatal Fury 
  the Motion Picture), they can just cause the fabric to 
  tear/melt away by sheer force of will. Depending on the 
  campaign, the GM may wish to simply declare that this 
  applies to ALL characters and be done with it. 
  Curse (Varies): There character has had some kind of 
  curse placed on them. The details of this and its cost are 
  left to the GM, and the effects can range from a minor 
  inconvenience to instant death when certain conditions 
  are met. Certain types of curses can be considered a 
  Transformation instead (see Weird Powers for more 
  details). 
  Deaf (-6): The character is unable to hear at all. They 
  must communicate by writing, gestures, or sign language. 
  The character receives a -4 penalty to combat rolls. 
  Delusion (-1,-2,-4): The character firmly believes in some-
  thing that simply isn't true. (-1) Something minor, which 
  doesn't usually keep you from functioning normally, (-2) 
  Something relatively major that can cause major problems 
  sometimes, (-4) Something major, which may prevent 
  them from functioning in normal society. 
  
  Double-Jointed (2): The character is unusually flexible, 
  reducing the difficulty of escape and climbing rolls by one 
  fourth. 
  Lucky (2): When using the Karma rules (see Optional 
  Rules, above), the character reduces the difficulty by 1d3 
  (1d6/2, rounded up) points instead of 1. 
  Mute (-5): The character is unable to speak. They must 
  communicate by writing, sign language, or gestures. 
  Nightvision (2): The character can naturally see about 40 
  feet at night. In total darkness, however, he is as blind as 
  anyone else. 
  Pacifism (-1, -2, -4): The character considers violence 
  immoral. Consequently, they (-1) may fight, but will not 
  kill, (-2) will fight for self-defense only, or (-4) will not 
  commit any acts of violence for any reason. 
  Paranoia (-4): The character is paranoid, constantly 
  worried that everyone is out to get them. Of course, in 
  some campaign worlds this is justified, but regardless, 
  being unwilling to fully trust anyone can cause some 
  problems. 
  Peripheral Vision (5): While most are able to see in an arc 
  of a little less than 180 degrees, this character can see 
  things around about 300 degrees. Add +2 to any initiative 
  rolls where this would be helpful (GM discretion). 
  Personal Goal (-2): The character has some goal that they 
  are constantly seeking to meet, be it vengeance, the 
  completion of a quest, or whatever, regardless of whether 
  it's a realistic possibility. The GM may require a Will roll 
  to miss a chance to further this goal. 
  Psychic Resistance (1/level): The character has a natural 
  resistance to psychic powers. Add the level of Psychic 
  Resistance to any attempt to resist the effects of psionic 
  powers, and add twice the level to soak rolls against 
  attacks directly created by psychic powers (i.e., psychic 
  chi blasts, but not something chucked at you with 
  psychokinesis). 
  Self-Destructive Power (-2/-6): One of the characters 
  special powers (a Maneuver or Discipline, usually) causes 
  harm to them when used. For -2 points it does 1d6 
  damage, and for -6 points it takes of one third of their total 
  base Health (i.e., 1/3 of the amount they have when in full 
  health, not of their current HP total). 
   
  Disciplines 
  Armor Fighting 
   
  A character with discipline is practiced in fighting 
  while wearing armor, such that they do not feel its 
  encumbrance as other characters do. For every level of 
  Armor Fighting, reduce the encumbrance penalty for any 
  armor the character wears by 1 point, to a minimum of 1. 
   
  Iron Fist 
   
  Through 
  arduous 
  training 
  and 
  body 
  hardening 
  exercises, the warrior's hands are made as hard as steel. 
  Normal punches see their damage increased by +1 per 3 
  levels of Iron Fist, and the character can execute a Power 
  Punch, as follows: 
   
  Accuracy: -1 
   
  Action Points: 9 
   
  Chi Cost: None 
   
  Damage: 1d6+3 
   
  Move: None 
   
  Iron Will 
   
  The discipline of Iron Will essentially serves to build 
  mental fortitude, providing a defense against any attack 
  that affects the character’s psyche. For any such attack, 
  the character may add the level of Iron Will to their total 
  for attempting to resist it. 
   
  Kung-Sool 
   
  This is the Korean art of archery, long favored over 
  bladed weapons for the mounted and unmounted warriors 
  of Korea. In game terms this is effectively the same as 
  Kyudo (see Karyu Densetsu). 
   
  Power of Booze 
   
  "Next time I'll fight you when I'm drunk!" 
   
   -- Chin, King of Fighters '95 
   
  This rather unusual Discipline, most often possessed 
  by practitioners of the Drunken Style of Kung Fu (though 
  occasionally by other drunkards) allows the character to 
  use drunkenness to their advantage. 
   
  For every beer or half-serving of liquor the character 
  consumes, they get one "Alcohol Point." These can be 
  exchanged for Chi points on a successful roll on 1d10 + 
  Focus + Power of Booze, or at any time they can be 
  spent on a one-for-one basis to increase the total of a 
  defensive roll. Of course, if the character accumulates 
  more Alcohol Points than the sum of their Stamina + 
  Power of Booze, they'll be pretty wasted. 
   
  Steel Cloth 
   
  This unusual discipline allows the character to take a 
  piece of cloth six to ten feet long and, by keeping it in 
  constant motion, effectively use it as a spear. In game 
  terms, the cloth will function as a spear as far as damage 
  and such are concerned in the character's hands, though 
  when held by anyone else it is nothing more than 
  mundane cloth. The level of this discipline is used as the 
  skill level. 
   
  Uchi-ne 
   
  This discipline allows practitioners to throw arrows by 
  hand. While, save perhaps in the hands of a master, this 
  cannot equal an actual bow for range and power, it 
  nonetheless can be a potent attack, if only for the element 
  of surprise. 
   
  When an arrow it thrown, it uses 5 APs (4 when Uchi-
  ne is at level 6, 3 at level 10). The range is equal to half 
  the character's Strength in hexes, plus 1 per 2 levels of 
  Uchi-ne. Damage is 1d4 plus Basic Damage from 
  Strength, plus 1 per 3 levels of Uchi-ne. 
   
  Water Fighting 
   
  Called suieijutsu by the Japanese, this discipline 
  allows the character to effectively fight while in water. 
  First, the level of Water Fighting can be used as a 
  swimming skill. Second, if a successful roll on 1d10 + 
  Agility + Water Fighting is made, the usual penalties for 
  fighting in water (AP costs go up by 2, -3 to damage of 
  
  physical attacks) are reduced by 1 point each per 2 levels 
  of the discipline. 
   
  Weapon Art 
   
  A Weapon Art is a discipline that allows the character 
  to specialize in the use of a particular type of weapon, 
  excelling at its use. When they are using that weapon, the 
  following modifiers apply: 
  • The character’s Base APs are increased by +1 per 
  level of Weapon Art. 
  • The level of Weapon Arts is used as the weapon skill. 
  • The damage inflicted with the weapon is increased by 
  +1 per 3 levels of Weapon Art. 
  • Possessing a Weapon Art enables you to select 
  appropriate weapon maneuvers for that weapon, with 
  the cost reduced by 1 point (to a minimum of 1) -- this 
  is not cumulative with any other Cost Modifiers. 
   
  Styles 
   
  The following is a selection of combat styles from all 
  over the world. Also see the section "Kung Fu Fighting" 
  for various styles of kung fu. 
   
  Bando 
   
  Bando is a somewhat defensive fighting art from 
  Burma, which concentrates on close-in fighting. Students 
  are normally taught the basic stances and footholds first, 
  then blocks and parries, and attacks last, with 
  instructions to use them with great care. Striking forms 
  are named after animals, and will number at least twelve 
  (depending on the sub-style). 
  Availability: Bando is virtually unknown outside of Burma. 
  Prerequisites: None 
  Bonuses: +1 to Agility, +1 to Focus 
  Basic Maneuvers: Special; select one of the animal forms, 
  which in turn determines the Basic Maneuvers. 
   
  Boar: Elbow Strike, Head Butt 
   
  Bull: Shoulder Smash, Tackle 
   
  Cobra: Atemi Strike, Phoenix Eye Fist 
   
  Deer: Danger Sense 
   
  Eagle: Power Block, Simultaneous Combo (2 light punches) 
   
  Monkey: Multiple Dodge 
   
  Paddy Bird: Drunken Monkey Roll, Jump 
   
  Panther: Claw Hand, Jump 
   
  Python: Bear Hug, Choke Hold 
   
  Scorpion: Joint Lock, Phoenix Eye Fist 
   
  Tiger: Claw Hand, Double Claw Hand 
   
  Viper: Atemi Strike, Phoenix Eye Fist 
  Maneuver Modifiers: Reduce the cost of Grappling and 
  Punch maneuvers by 1 point (to a minimum of 1). 
  Quote: "What you have learned is a great power, and it 
  must be used with great care." 
   
  Generic Style 
   
  If you can't figure out how to represent a particular 
  style or can't decide on what the character should 
  practice (maybe they just use a hodgepodge of "martial 
  arts stuff"), this "style" lets you create such. 
  Availability: Special 
  Prerequisites: GM Permission 
  Bonuses: Add +1 to any one attribute of your choice, or 
  +5 to your Chi points. 
  Basic Maneuvers: Select one or more maneuvers with a 
  total cost of up to 3 CPs. 
  Maneuver Modifiers: None  
  Quote: "What style do I practice? Well... er... uh... " 
   
  Gunfighting 
   
  Gunfighting is not a martial art per se, and certainly is 
  not formally taught. Essentially, it is a highly developed 
  version of the Firearms skill. A character with the 
  Gunfighting style can use all manner of guns, and by 
  purchasing additional maneuvers, can perform any number 
  of trick shots and such. Obviously, it’s not particularly 
  appropriate for your typical martial arts campaign, but if 
  you want to do a Hong Kong action film sort of game, it’s 
  virtually mandatory for Chow Yun Fat style sharpshooter 
  types. 
  Availability: Gunfighting can be learned in any number of 
  ways; military or police training, as a member of an 
  organized crime organization or just as a part of the NRA. 
  The character just has to spend ridiculous amounts of 
  time practicing with a gun. 
  Prerequisites: None 
  Bonuses: +1 to Agility 
  Basic Maneuvers: Pistol Whip 
  Maneuver Modifiers: Firearms maneuvers only! 
  Quote: “Do ‘ya feel lucky punk? Well, do ‘ya?!” 
   
  Lua 
   
  Lua is a Hawaiian martial art, similar to Jujutsu in 
  some ways, which in the 1800s was made illegal for 
  anyone not a part of the royal family. The principal focus 
  of Lua is on the dislocation and even breaking of joints. 
  Although it can be used quite effectively at medium range, 
  it is truly fearsome when used in grappling range. 
  Availability: Outside of Hawaii (where it is, in fact, illegal), 
  Lua schools are nearly impossible to find, save the one in 
  Southern 
  California, 
  taught 
  by 
  Alohe 
  Kolomona 
  Kaihewalu. 
  Prerequisites: None 
  Bonuses: +1 to Focus and +1 to Strength 
  Basic Maneuvers: Joint Lock, Choke Hold 
  Maneuver Modifiers: Reduce the cost of all Grappling 
  maneuvers by 2 points, to a minimum of 2. 
  Quote: "Please, come closer. I'm no threat to you..." 
   
  Naginatado 
   
  Naginatado is the art of fighting with the Japanese 
  Naginata and other types of polearms. Related to other 
  Japanese weapon styles such as Jojutsu and Bojutsu, 
  Naginatado is practiced primarily by women as a means 
  of self-defense, though it has its share of male 
  practitioners as well. As is the case with Kendo, training 
  and sparring in Naginatado does not make use of real 
  weapons, mainly because doing such tends to shorten 
  the life-span of the students. Practitioners wear heavy 
  padding, and fight using wooden equivalents of their metal-
  bladed polearms. 
   
  The basic statistics for Naginatado can also be used 
  for Naginatajutsu, the combat version of the same, as well 
  as Soujutsu, the art of the spear. 
  Availability: Training in Naginatado is normally only 
  available in Japan. 
  
  Prerequisites: None 
  Bonuses: +1 to Agility 
  Basic Maneuvers: Fleche, Riposte 
  Maneuver Modifiers: May not purchase any Punch or Kick 
  maneuvers. Reduce the cost of all Weapons maneuvers 
  by 2 points (to a minimum of 1). 
  Quote: “Do you dare face my whirling blade?” 
   
  The Pankration 
   
  The Pankration is a brutal all-out combat style 
  developed over 2,000 years ago in Greece. In Pankration 
  matches, only biting and gouging were prohibited, making 
  it an all-encompassing mix of Hellenic boxing and 
  wrestling. The greatest of Pankration fighters were seen 
  as being virtually invincible in combat and are said to have 
  been able to exhibit superhuman abilities through the 
  power of pneuma (Greek for "inner energy") -- essentially 
  Chi powers, though normally only applied in direct, 
  physical ways. 
   
  When practiced by the Romans, it was reduced to a 
  mere blood sport, and fighters were armed with the 
  caestus, a weighted and spiked glove. However, in this 
  era very few true Pankration practitioners were willing to 
  participate in the bloody Roman battles. 
  Availability: In the modern age, there are numerous 
  schools of Pankration, though the majority of these are in 
  Greece. 
  Prerequisites: Strength 5, Stamina 5 
  Bonuses: +1 to Strength and +1 to Agility 
  Basic Maneuvers: Pin, Uppercut 
  Maneuver Modifiers: Reduce the cost of all Grappling and 
  Punch maneuvers by 1 point (to a minimum of 1). 
  Quote: "I embody thousands of years of Greek traditions! 
  I'll crush you like an egg!" 
   
  Pentjak-Silat 
   
  The national defense style of Indonesia, Pentjak-Silat 
  (literally, "self defense by fencing/fending off" or "to fight 
  by 
  regulated, 
  skillful 
  body 
  movements 
  in 
  various 
  combinations") is believed to have originated in the 
  Sumatran Minangkabau kingdom and proliferated during 
  the Srivijaja kingdom (seventh to fourteenth centuries). 
  Legend attributes it to a peasant woman who observed a 
  tiger and a large bird fighting for several hours; at the end 
  of the day her husband came and, enraged, tried to strike 
  her, but she easily evaded his attacks, using the methods 
  of the animals she'd seen. She then taught it to her 
  husband and the art began to spread (currently there are 
  over 150 recorded sub-styles). Scholars, however, believe 
  that there is some Chinese influence to be seen in 
  Pentjak-Silat. 
   
  Pentjak-Silat is considered a pusaka, a holy 
  ancestral inheritance, and as such many of the masters of 
  the art are descended from the original Minangkbau 
  practitioners. The style uses a wide array of melee 
  weapons as well as a number of unarmed techniques, 
  though the overall focus varies a great deal between sub-
  styles. Students learn basic combat methods, followed by 
  etiquette, then rahasia, or vital points, then weapons. The 
  final stage of the art is to pursue kebatinan, or spiritual 
  training (essentially chi powers). 
   
  The stats for Pentjak-Silat can also be used for 
  Bersilat, a Malaysian art believed to have been heavily 
  influenced by Pentjak-Silat. Bersilat is composed of two 
  parts; pulut, dance-like movements used for public 
  displays, and buah, a highly pragmatic combat form used 
  only in secret. 
   
  It can also be used to represent Kun-Tao, a 
  somewhat generic form which, though not directly 
  connected to silat (taking much influence from Chinese 
  styles), shows certain similarities. Even today, it is taught 
  in the most stringent secrecy, and is most popular in 
  Java, Sumatra, the Celebes, Borneo, Singapore, and 
  many parts of Malaysia 
  Availability: Pentjak-Silat is very rare outside of Indonesia. 
  Prerequisites: None 
  Bonuses: +1 to Agility, +1 to Focus 
  Basic Maneuvers: Elbow Strike, Knee Strike, Musical 
  Focus 
  Maneuver Modifiers: Reduce the cost of all Weapons and 
  Focus maneuvers by 1 point, to a minimum of 1. 
  Quote: "Know yourself, know your weapons, and know 
  your opponent. Then you will not fail." 
   
  Kris 
   
  The Kris is a double-edged, wavy-bladed knife/short sword, and probably the best-known 
  weapon of Indonesia. The blade, with its serpentine curves (which are always of an odd number, 3 to 
  29), makes a larger wound and is better able to go between bones. There are numerous mystical 
  beliefs attached to the Kris, most notable is the fact that most will have some cracks in them, which are 
  said to bestow magical powers. A pande, the smith who forges Kris, held an honored position in 
  Indonesian society. 
   
  Hands: 1 Accuracy: +1 AP Modifier: +0 Damage: +3 Move: +0 
   
  True Kris 
   
  For the purposes of roleplaying, we'll assume that most of the kris one will encounter are 
  mundane, but the legends refer to the "true" ones, forged by master smiths and imbued with mystical 
  powers (i.e., Artifacts). The exact abilities of each True Kris vary, but any enchanted weapon ability, as 
  well as any of the following special ones can be applied. 
   
  Animated Fighting (3): This enchantment allows the Kris to be made to become 
  animated, fighting seemingly by itself. When this is activated (at a cost of 5 Chi), the Kris will fight 
  anyone (other than its owner) who comes near it with a skill of 8. 
   
  Danger Sense (2): When sheathed, the Kris will rattle in times of eminent danger, as per 
  the Danger Sense maneuver. 
   
  Footprint Death (4): This enchantment allows the wielder to stab the Kris into 
  someone's footprints, and magically attack the person in doing so. Make a normal damage roll; the 
  victim takes half that much damage (normal Soak roll). Costs 6 Chi. 
   
  Shadow Death (3): This is effectively the same as Footprint Death, but is performed by 
  stabbing the victim's shadow. Costs 5 Chi. 
   
  Tuju -- Distance Death (5): One of the most feared powers of the Kris, Tuju is the 
  ability to inflict wounds simply by pointing at a victim. This power is effectively the same as Kongjin, in 
  that it allows the wielder to perform a maneuver and have it affect someone at a distance (one hex per 
  point of Focus), and like a Kongjin strike, Tuju cannot be parried. Costs 6 Chi, and the maneuver is at 
  +1 Accuracy, but costs 2 additional APs. 
   
  Water Spray (3): To use this enchantment, the wielder rubs the flat of the blade with his 
  thumb and index finger. After one turn, there will be a dribble of water, and after two turns, it will 
  become a stream like a garden hose, and after four turns, it becomes almost like a fire hose (hitting 
  someone does 1d6 damage). This costs 4 Chi per turn. 
   
  Sumo 
   
  Sumo wrestling is the single oldest form of combat 
  from Japan, and is still very popular among the Japanese 
  people. The sumotori who practice this style are often 
  treated like kings, and the grand champion, the yokozuna, 
  as a god. To practice sumo, one must build up both 
  overall weight and muscle as much as possible, such that 
  the average sumotori will weigh at least 250 pounds, often 
  over 300. 
   
  Sumo wrestling is highly ritualized and requires as 
  much discipline of the mind as the body. Even so, it is 
  relatively simple in its actual combat methods, but can be 
  remarkably effective. In a sumo match the object is to 
  
  push the opponent out of the ring, though without these 
  rules in place, a sumotori will simply flatten the opponent. 
   
  The basic stats for Sumo can also be used for Kumi-
  Uchi, a variant of sumo created for use on the battlefield. 
  Kumi-Uchi allows a warrior to grapple with armored an 
  unarmored opponents with equal ease, and was usually 
  practiced while wearing lightweight armor. 
  Availability: Sumo schools can be found throughout 
  Japan, but apart from these and the three in Hawaii, they 
  are virtually unknown throughout the rest of the world. 
  Prerequisites: Focus 5, Strength 4 
  Bonuses: +1 to Focus, +2 to Stamina 
  Basic Maneuvers: Palm Strike, Tackle 
  Maneuver Modifiers: Reduce the cost of Athletics and 
  Grappling maneuvers by 1 point (to a minimum of 1). 
  Quote: “You think Sumo isn’t a real fighting style? Well, 
  step into the ring, and I’ll show you what a ‘fat Japanese 
  guy’ can do!” 
   
  Tang Soo Do 
   
  Literally translated, the word "Tang" means T'ang 
  Dynasty of China, which reflects the shared cultural 
  background between China and Korea (617 - 907 AD). 
  "Soo" means hand, but it implies fist, punch, strike, or 
  defense, etc. "Do" means way of life or art. Thus "Tang 
  Soo Do" means the Korean classical martial art which 
  legendarily was influenced by the T'ang method of martial 
  art.  
   
  The exact origin of Tang Soo Do, as well as any 
  martial art in general, is obscure, although there are a 
  number of historical theories. However, the most credible 
  and traditional view is that martial arts originated not in 
  any one country but in almost all parts of the globe, as 
  they were needed by primitive people.  
   
  The ancestral art of Korean Tang Soo Do can be 
  traced back to the period of the three kingdoms. At that 
  time, Korea was divided into three kingdoms. Koguryo 
  was founded 37 BC in northern Korea. The Silla Dynasty 
  was founded in 57 BC in the southeast peninsula, and 
  Paekche was founded in 18 BC. After a long series of 
  wars, the SIlla Dynasty united the three kingdoms in 668 
  AD. During this period of time, the primitive martial arts 
  were very popular in warfare. This is evident by mural 
  paintings, ruins, and remains which depicted Tang Soo Do 
  in those days. Among the three kingdoms, the Silla 
  Dynasty was most famous for its development of martial 
  arts. A corps formed by young aristocrats, called "Hwa 
  Rang Dan," was the major group who developed those 
  arts. These warriors were instrumental in unifying the 
  peninsula as the new Silla Dynasty(668 AD - 935 AD) and 
  furnished many of the early leaders of the dynasty. Most 
  Korean martial arts trace their spiritual and technical 
  heritage to this group. The names of some groups and 
  arts reflect this, such as Hwa Rang Do or Hwa Doo Do.  
   
  The Unified Silla Kingdom was overthrown by a 
  warlord, Wang Kun, in 918 AD, and a new kingdom called 
  "Koryo" lasted for 475 years. In 1392 AD, the new 
  kingdom, Yi Dynasty, succeeded and lasted about 500 
  years. Approximately a thousand year period elapsed 
  between the two dynasties. Tang Soo Do became very 
  popular with the general public. In those days it was 
  called Kwon Bop, Tae Kyun, Soo Bahk, Tang Soo, etc. 
  The very first complete martial art book was written at this 
  time. This most important book is called "Mooyae Dobo 
  Tongji." It was written in 1790 AD and contained 
  illustrations that substantiate the theory that "Soo Bahk 
  Ki," the formal name for Tang Soo Do, had quickly 
  developed into a sophisticated art of combat techniques.  
   
  The subsequent occupation of Korea by the Japanese 
  military regime took place from 1909 to 1945. During this 
  period, practicing and teaching of martial arts was 
  restricted. After World War II, 1945, this restriction was 
  lifted. Several martial arts training schools were erected at 
  that time as follows:  
   
  Moo Duk Kwan, by Hwang Kee  
   
  Chi Do Kwan, by Kwai Byung, Yun  
   
  Chung Do Kwan, by Duk Sung, Son  
   
  Song Moo Kwan, by Byung Jik, No  
   
  Chang Moo Kwan, by Nam Suk, Lee  
   
  Yun Moo Kwan, by Sang Sup, Chun  
   
  The 
  founders 
  started 
  to 
  organize 
  their 
  own 
  organizations respectively, and Master Hwang Kee 
  organized the "Korean Soo Bahk Do Association" on 
  November 
  9, 
  1945. 
  Besides 
  the 
  Soo 
  Bahk 
  Do 
  Association's existence in Korea, there were various 
  types of other martial arts called "Kong Soo" or "Tae 
  Soo." In 1965 all of these various systems were united 
  into one organization called the "Korean Tae Kwon Do 
  Association," and the art was called "Tae Kwon Do" 
  uniformly. As a Korean national sport, Tae Kwon Do 
  initiated a new era and instructors were dispatched 
  throughout the world, and international tournaments were 
  held. In those days, Tang Soo Do and Tae Kwon Do were 
  divided with Tang Soo Do striving to remain as a traditional 
  martial art while Tae Kwon Do held its world games and 
  sports.  
   
  [This 
  has 
  been 
  taken 
  from, 
  http://www.nauticom.net/www/aufman/main.html, the TSD 
  World Webpage, and all rights should go to them.] 
  Availability: Tang Soo Do schools can normally be found 
  only in Korea, however, with a gaining popularity schools 
  are becoming more prevalent in the heavily populated 
  areas of other countries. 
  Prerequisites: None 
  Bonuses: +1 to Stamina, +1 to Agility 
  Basic Maneuvers: Breakfall, Displacement, Crescent 
  Kick, Backhand, Axe Kick 
  Maneuver Modifiers: Reduce the cost of all kick 
  maneuvers by 1 point. All punch maneuvers cost one 
  extra AP. 
  Quote: "Tae Kwon Do practitioners are much too flashy, 
  when you throw away all the fluff you are left with us; 
  tradition!" 
   
  Maneuvers 
  Naming Special Moves 
   
  "Hiryushotenha Revised! Horizontal Blast!" 
   
   -- Ranma, Ranma ½ 
   
  For fighting games and anime, most character will 
  have names for their various “special moves,” which will be 
  
  as cool-sounding as possible (to Japanese sensibilities, 
  anyway), and which the character will typically (though 
  not always) yell out while doing the maneuver. There are 
  two basic ways to make up such names; English and 
  Japanese. 
   
  English: Now, the average Japanese game developer 
  or manga artist isn’t all that skillful with English. Many of 
  them have to piece things together using a bilingual 
  dictionary -- a lot like I have to do with Japanese. In either 
  case there is a significant potential for odd-sounding 
  names, like “Screw Upper!”, “Psycho Crusher!” and the 
  ever popular, “Big Tornado!” Obviously, not all will be so 
  strange, but to really capture the flavor of anime, the trick 
  is to use words that are basically correct, but sound a bit 
  awkward to western ears when put together. 
   
  The following are some of the more commonly used 
  English words: Attack, Aurora, Big, Blast, Burn(ing), 
  Crusher, Dance, Dunk, Flash, Geyser, Gradation, Illusion, 
  Kick, 
  Knuckle, 
  Power, 
  Psycho, 
  Revolution, 
  Ring, 
  Shot/Shoot, Slash, Somersault, Sonic, Soul, Spark, 
  Spiral, Split, Super, Swirl, Thunder, Wave 
   
  Japanese: The translations of the Japanese names 
  into English likewise can sound strange to western ears. 
  For example, the infamous Hadouken means “Wave 
  Motion Punch, and Mankankousappou (Piccolo’s screw 
  blast from DBZ) means something like “Devil’s Penetrating 
  Energy Blast.” Of course, in Japanese they sound just 
  fine and only take a couple of characters to write down. 
  For the purposes of Thrash, you can create such names 
  with relative ease even if you don’t know any Japanese. 
  All you have to do is combine some bits of words from the 
  chart below and presto! Okay, so it might not sound right 
  to a Nihonjin, but you can always fix it later if need be. 
   
  Japanese 
  English 
  bakuhatsu 
  explosion/exploding 
  chou 
  ultimate/perfect 
  dan 
  shot/bullet 
  den 
  electric 
  en 
  circle/disc (also used for yen) 
  ha 
  blast/wave 
  ka/hi 
  fire 
  ken 
  fist/punch 
  hame 
  school/style 
  hoshi/boshi 
  star 
  houkou 
  (roaring noise) 
  hyaku 
  100 
  inu 
  dog 
  jin 
  blade 
  kame 
  turtle 
  kyaku 
  kick 
  mizu/sui 
  water 
  neko 
  cat 
  ou 
  king/great 
  ryuu 
  dragon 
  sen/zen 
  1000 
  shin 
  god 
  shinkuu 
  vacuum 
  shishi 
  lion 
  sho 
  rising 
  ten 
  heaven/sky 
  tora 
  tiger 
  tori 
  bird 
  usagi 
  rabbit 
  zan 
  slash/slice 
   
  Appearances 
   
  Especially with flashy chi-based maneuvers, you can 
  make a move look however you want. A chi blast can be a 
  standard fireball, a sphere of crackling energy, or 
  something stranger; a playing card, a flaming kanji, or 
  whatever. Some characters, like Kibagami Genjuro, will 
  have all their special moves with special effects along a 
  common theme (for him that's the Hanafuda cards). 
   
  Modifiers 
  Chi Blast 
   
  Armor Piercing (+2): The chi blast passes through armor 
  of all sorts; the normal protection bonuses of armor are 
  halved. 
   
  Cone Blast (+3): Rather than a single sphere or beam, 
  the chi blast goes outward in a cone, widening (but doing 
  less damage) as it gets further away. In the first hex it 
  does full damage. When it reaches the next hex it fans 
  out to cover the two in front of that, but the damage is 
  reduced by -1. For each additional hex (up to its normal 
  range), it travels forward, it affects one more laterally, and 
  the damage is reduced by -1. 
   
  Continuing Damage (+2): The blast continues to do 
  damage after it initially hits. In the case of a normal chi 
  blast, it strikes and sort of sticks to the target, whereas a 
  continuous or cone blast will have to be re-aimed each 
  turn it is maintained, but attempting to do so is at +4 to 
  Accuracy. For each turn the blast affects the target, it 
  inflicts half normal damage, but you must pay half the 
  normal Chi cost, plus one. 
   
  Eye/Mouth Blast (+1): The character can fire the Chi blast 
  out of their eyes or mouth (choose one). This allows it to 
  be used hands free, and reduces the AP cost by -1. 
   
  Homing (+3): The blast will automatically aim itself at 
  the target, effectively increasing it’s Accuracy by +4. 
   
  Light Blast (+2): A beam made of pure light, sort of like a 
  laser beam. Due to the speed and directness of the beam, 
  the blast has +3 to Accuracy, and the AP cost is reduced 
  by 2 points. 
  General 
   
  Enraged Use (-2): The maneuver can only be used when 
  the character reaches or exceeds their Rage Threshold, 
  though the maneuver does not affect the character's 
  current rage unless otherwise stated. Obviously, this 
  cannot be selected for Supers. 
   
  Flash Strike (+5): This modifier allows the maneuver to 
  be executed with blinding speed, such that the motions of 
  performing it become a blur. The AP cost of the maneuver 
  is HALVED (round up), and the Accuracy is increased by 
  +1. Prerequisites: Agility 10, Focus 8 
   
  Lunging Strike (+1): The maneuver is performed while 
  lunging forward, making it highly overextended. This 
  increases the Move of the maneuver by +1 (or to 2 if it is 
  
  None), and ups the damage by +2 as well, but the AP 
  cost is also increased by +3. 
   
  Multiple Strike (+5/+6): This modifier makes the maneuver 
  considerably more powerful in that the character can 
  repeatedly lash out with it several times in a turn. Each 
  strike does 1d4 damage, and uses APs equal to one third 
  (rounded up) the AP cost of the original maneuver. For +5 
  points the Move is None; for +6 points it is 1 per three 
  strikes made. Prerequisites: Agility 7 
   
  Power Boosting (+2): This modifier enables the character 
  to increase the overall power of the maneuver by 
  expending additional energy. For every additional Chi point 
  spent, the damage is increased by +1 and the range (if it 
  is a projectile type attack) is increased by 30% over the 
  original. However, for every 2 Chi spent in this way, the 
  AP cost is increased by +1. 
   
  Preparation 
  Time 
  (-1/-2/-3): The maneuver requires 
  additional time to prepare, spent concentrating, before it 
  can be used. For -1 points this is 10 APs, for -2 it is 26, 
  and for -3 it is two turns spent more or less totally 
  motionless. 
   
  Prepared Strike (+1/+2/+3): One to three points can be 
  spent on this modifier, which allows the character to 
  increase the accuracy and power of the maneuver by 
  concentrating and preparing. Mystical martial artists do 
  this by meditative techniques and whatnot, while more 
  down-to-earth types are simply moving around, lining up 
  for a good shot. For +1, the character can prepare for 1 
  turn, for +2 they can go up to half their Focus in turns, 
  and for +3 they can go up to their full Focus in turns. 
  Each turn of concentration takes 16 APs out of their total, 
  but when they do attack, the Damage and Accuracy will 
  be increased by +2 for each turn spent concentrating, 
  though the attacker must spend 2 Chi for each turn after 
  the second to gain the benefits. This can be used with 
  virtually any type of attack, including projectiles. 
   
  Stunning Strike (+1): For whatever reason (striking a 
  pressure point, or a special energy discharge, or 
  whatever), the maneuver causes others to be disabled 
  rather than physically harmed. The damage is increased 
  by +3, but it becomes stun damage. 
   
  Maneuvers 
  Athletics 
  Multiple Dodge 
   
  This is a special parry maneuver which allows the 
  character to dodge ALL incoming attacks that turn. When 
  it is used, the character may dodge an effectively 
  unlimited number of incoming attacks with no further AP 
  cost. 
  Prerequisites: None 
  Character Points: 4 
  Accuracy: +2 
  Action Points: 6 
  Chi Cost: None 
  Damage: None 
  Move: 3 
   
  Firearms 
   
  The following are a small selection of maneuvers 
  relating to the use of guns. “Styles” which do not 
  specifically deal with firearms (see Gunfighting, above) do 
  not allow for the selection of any of these maneuvers, the 
  only exception being Special Forces, for which the point 
  cost of Firearm maneuvers is increased by 1. 
   
  Virtually all Firearms maneuvers have their basic 
  combat stats listed as modifiers; these are applied to 
  those of the firearm being used. 
   
  Ambidextrous Firing 
   
  This maneuver allows the character to hold a gun in 
  each hand and fire them (in single shots only) 
  simultaneously without penalties (though both guns must 
  be aimed at the same target, unless firing in bursts). 
  Prerequisites: Agility 6, Gunfighting/Special Forces 3 
  Character Points: 4 
  Accuracy: -1 
  Action Points: As per firing a single gun (if using two 
  different types, take the greater of the two) +3 
  Chi Cost: None 
  Damage: Standard 
  Move: None 
   
  Crippling Shot 
   
  This is a shot to a particular limb (usually a leg) 
  intended to disable that limb, if only temporarily. If the 
  Crippling Shot is made successfully, the victim makes a 
  roll on 1d10 + Will + Stamina; if this fails, they temporarily 
  lose use of that limb 
  Prerequisites: Firearms 6 or Gunfighting 3, Target Shot 
  Character Points: 5 
  Accuracy: +1 
  Action Points: +2 
  Chi Cost: None 
  Damage: Special 
  Move: None 
   
  Double Firing 
   
  An extension of Ambidextrous Firing, this maneuver 
  effectively allows the character to use the gun in each of 
  his hands independently, firing and even spraying two 
  different targets with each attack. 
  Prerequisites: Ambidextrous Firing 
  Character Points: 4 
  Accuracy: +0 
  Action Points: As per firing a single gun (if using two 
  different types, take the greater of the two) +1 
  Chi Cost: None 
  Damage: Standard 
  Move: None 
   
  Pistol Whip 
   
  This is simply smacking someone with your firearm. 
  Add your usual Basic Damage from Strength, and +2 if 
  you use a rifle rather than a pistol. 
  Prerequisites: None 
  Character Points: 1 
  Accuracy: +0 
  Action Points: 6 
  Chi Cost: None 
  
  Damage: 1d4 
  Move: 1 
   
  Quickdraw 
   
  This maneuver allows the character to pull his gun 
  with lightning speed and squeeze a shot off in the same 
  motion. This can normally only be done with a pistol. 
  Prerequisites: Firearms 4 or Gunfighitng 2 
  Character Points: 4 
  Accuracy: -1 
  Action Points: As per normal firing of gun +1 
  Chi Cost: None 
  Damage: Standard 
  Move: None 
   
  Ricochet Shot 
   
  This maneuver allows the character to fire a shot and 
  have it bounce off of something to hit the target. 
  Obviously, this has to be something that the shot could 
  realistically have a bullet bounce off of it (rather than 
  getting lodged in or going through), though there are 
  possible special cases (for instance, if you are using a 
  laser weapon, a Ricochet Shot would use a mirror). 
  Prerequisites: Target Shot 
  Character Points: 4 
  Accuracy: +2 
  Action Points: +2 
  Chi Cost: None 
  Damage: -2 
  Move: None 
   
  Speed Loading 
   
  This maneuver allows the character to almost 
  instantly reload their gun. This normally takes 3 APs for a 
  clip (or with a speed loader when using a revolver), or 6 
  APs for a revolver or shotgun. If a successful roll is made 
  on 1d10 + Style (if it is Special Forces or Gunfighting; 
  otherwise Firearms skill) + Agility, reloading only takes 1 
  AP. If the roll fails, it takes the normal amount of time. 
  Prerequisites: Firearms 6 or Gunfighting 3 
  Character Points: 4 
  Accuracy: +0 
  Action Points: 1 
  Chi Cost: None 
  Damage: N/A 
  Move: None 
   
  Target Shot 
   
  This maneuver allows the character to target a 
  specific portion of the opponent's body, though doing so is 
  more difficult than a normal attack. 
  Prerequisites: Firearms 2 or Gunfighitng 3 
  Character Points: 4 
  Accuracy: -2 
  Action Points: +2 
  Chi Cost: None 
  Damage: Standard 
  Move: None 
   
  Focus 
  Aura of Silence 
   
  Using this power makes the character almost 
  completely silent, increasing the total of any roll for 
  attempting to be stealthy by the character's Focus times 
  two. This lasts for 10 minutes per point of Focus. 
  Prerequisites: Focus 5, Stealth 2 
  Character Points: 4 
  Accuracy: N/A 
  Action Points: 8 to activate. 
  Chi Cost: 5 
  Damage: None 
  Move: N/A 
   
  Aura Barrier 
   
  This power causes the character's aura to become 
  infused with chi energy, such that it creates a sort of 
  barrier that protects from attacks. When it is active, add 3 
  times the character's Focus to any soak rolls. This lasts 
  for 1 turn per point of Focus. 
  Prerequisites: Focus 6 
  Character Points: 5 
  Accuracy: N/A 
  Action Points: 10 to activate 
  Chi Cost: 6 
  Damage: None 
  Move: N/A 
   
  Aura Boost 
   
  By summoning the power of their aura and focusing it 
  through their physical body, the character can temporarily 
  boost their physical attributes. The increase lasts a 
  number of turns equal to the character's Focus times two. 
  Prerequisites: Focus 6 
  Character Points: 5 
  Accuracy: N/A 
  Action Points: 9 to activate 
  Chi Cost: 4, plus 2 per +1 to any physical attribute 
  Damage: None 
  Move: None 
   
  Aura Strike 
   
  This power causes the character's aura to visibly 
  manifest, its size at least twice that of the character's. It 
  can then be used to perform a single attack before it 
  vanishes back into the character. Whatever the attack, it 
  effectively uses the character's Will + Strength + Focus 
  as the base attribute (to determine modifier on the Basic 
  Damage Chart). 
  Prerequisites: Focus 7 
  Character Points: 6 
  Accuracy: +2 
  Action Points: 8 
  Chi Cost: 9 
  Damage: Special 
  Move: None 
   
  Chi Barrier 
   
  The Chi Barrier maneuver creates a small wall or 
  shield of energy (this can be transparent or glowing or 
  whatever). This is used defensively, and can absorb up to 
  2 points of damage per point of the character's Focus. 
  Used offensively, it inflicts 1d6+3 damage to opponents. 
  
  Prerequisites: Focus 6 
  Character Points: 4 
  Accuracy: +2 
  Action Points: 3 
  Chi Cost: 5 
  Damage: Special 
  Move: None 
   
  Column Blast 
   
  This maneuver allows the character to produce a 
  vertical blast of energy, which shoots upwards, striking 
  anyone above the character or in the same hex. No roll is 
  needed to determine if this maneuver hits or not; it will 
  strike automatically if the opponent is in range. 
   
  Energy 
  Collection 
  (+2): This modifier enables the 
  character to collect the energy of the Column Blast into a 
  ball of energy, which can be then formed into a Chi Blast. 
  If the Column Blast is a Mega-Attack, the Chi Blast can 
  be such too. 
   
  Extended Time Column (+3): The blast can be maintained 
  for three turns. Anyone struck by it will be thrown back 
  unless they make a roll on 1d10 + Agility + Stamina, but 
  if they do, they will take damage again next turn. 
  Characters above the attacker get thrown one hex in a 
  random direction and suffer a Knockdown. 
  Prerequisites: Chi Blast, Focus 7 
  Character Points: 5 
  Accuracy: N/A 
  Action Points: 7 
  Chi Cost: 12 
  Damage: 1d10 
  Move: None 
   
  Conceal Aura 
   
  This power enables the character to completely cover 
  up their aura, such that any powers that would otherwise 
  allow their aura to be detected or read simply will not work 
  on them. When activated, this lasts for a number of hours 
  equal to the character's Focus. 
  Prerequisites: Focus 8 
  Character Points: 3 
  Accuracy: N/A 
  Action Points: 4 to activate 
  Chi Cost: 3 
  Damage: None 
  Move: None 
   
  Flare 
   
  This maneuver creates an extremely bright flash of 
  light. Everyone without appropriate protection (i.e., closing 
  their eyes tightly, being blind, wearing dark glasses, etc.). 
  Everyone within one hex per point of the character's 
  Focus must make a roll on 1d10 + Stamina + Focus, 
  against the attacker's roll of 1d10 + Focus + Will + 5. 
  Anyone who fails the roll is blinded (-5 on all actions 
  requiring sight) for 1d6 turns. 
  Prerequisites: Focus 6 
  Character Points: 4 
  Accuracy: N/A 
  Action Points: 9 
  Chi Cost: 3 
  Damage: Special 
  Move: None 
   
  Image Attack 
   
  This maneuver allows the character to move suddenly 
  and extremely quickly, such that they leave an after-
  image of themselves for a brief moment, disorienting the 
  opponent while the character moves into position for an 
  attack. The character can move a number of hexes equal 
  to their Focus times two, in the manner of Teleportive 
  Motion (see below), except that the opponent must make 
  a roll on 1d10 + Intelligence + Style Lore to realize that 
  the image is not the character; failure means that the 
  character is expecting an attack from in front when the 
  other character is somewhere else, and thus they can be 
  surprise attacked. 
  Prerequisites: Focus 8, Agility 8, Teleportive Motion 
  Character Points: 6 
  Accuracy: N/A 
  Action Points: 8 
  Chi Cost: 10 
  Damage: None 
  Move: Special 
   
  Meditative Levitation 
   
  By entering a meditative state, the character is able 
  to levitate themselves above the ground. This requires 
  near total concentration, and thus the character cannot be 
  distracted. To reach this state requires a roll on 1d10 + 
  Focus + Meditation, and if the character is being 
  distracted, then they must make the same roll again to 
  remain afloat. Methods of doing this vary, but most will sit 
  in the lotus position while doing this. Other actions on the 
  part of the character are possible, but at -2 to the roll, and 
  another roll must be made to maintain the levitation. 
  Prerequisites: Focus 6, Meditation 3 
  Character Points: 4 
  Accuracy: N/A 
  Action Points: 10 per turn 
  Chi Cost: 1/5 turns 
  Damage: None 
  Move: Special; total Move for the turn is based on Focus 
  rather than Agility. 
   
  Teleportive Motion 
   
  This maneuver allows the character to more a short 
  distance with such incredible speed that they seem to 
  briefly become a blur and then reappear at their 
  destination. This allows the character to move a number of 
  hexes equal to their Focus times two at a time, and they 
  appear to teleport, such that they can surprise attack 
  opponents. 
  Prerequisites: Focus 7, Agility 7 
  Character Points: 5 
  Accuracy: N/A 
  Action Points: 6 
  Chi Cost: 7 
  Damage: None 
  Move: Special 
  
   
  Grappling 
  Counter Grab 
   
  This simple yet potentially powerful can be used any 
  time an opponent holds the character and is ready to 
  perform a throw. If it is used successfully, the character 
  twists around, grabbing the opponent instead, and thereby 
  putting themselves in position to perform a throw which 
  cannot be countered. A must for Aikido fighters. 
  Prerequisites: Body Flip 
  Character Points: 3 
  Accuracy: +0 
  Action Points: 3 
  Chi Cost: None 
  Damage: None 
  Move: None 
   
  Group Throw 
   
  This maneuver allows the character to throw several 
  attackers at once, using their own momentum against 
  them. When this maneuver is used, the character can 
  throw a number of opponents equal to half their Agility, 
  inflicting damage as noted below -- only opponents in the 
  same hex or an adjacent hex may be thrown. 
  Prerequisites: Body Flip, Agility 7 
  Character Points: 5 
  Accuracy: +0 
  Action Points: 12 
  Chi Cost: None 
  Damage: 1d4 
  Move: None 
   
  Sacrifice Throw 
   
  A brutish but effective attack, the character grabs the 
  opponent and falls down with them, leaving both the 
  attacker 
  and 
  the 
  opponent 
  prone 
  (effectively 
  a 
  Knockdown), though the attacker is +2 on any grappling 
  attacks immediately following the Sacrifice Throw. 
  Prerequisites: None 
  Character Points: 2 
  Accuracy: +1 
  Action Points: 5 
  Chi Cost: None 
  Damage: 1d6 
  Move: None 
   
  Weapon Catch 
   
  This unusual and difficult maneuver allows the 
  character to actually catch an attacker’s weapon (most 
  often a sword) between their hands. From this position, it 
  is possible (however difficult) to either Disarm or Body Flip 
  the opponent. This cannot be used while wielding a 
  weapon; both hands must be free. 
  Prerequisites:  
  Character Points: 3 
  Accuracy: -2 
  Action Points: 4 
  Chi Cost: None 
  Damage: None 
  Move: 1 
   
  Kick 
  Falling Flip Kick 
   
  In this attack, the character performs a (somewhat 
  inexpert) forward flip, landing on their back, but (hopefully) 
  bringing their feet down on the opponent in the process. 
  This attack leaves the attacker prone, effectively suffering 
  a Knockdown. 
  Prerequisites: None 
  Character Points: 2 
  Accuracy: -1 
  Action Points: 7 
  Chi Cost: None 
  Damage: 1d6+1 
  Move: 1 
   
  Missile Weapons 
  Energy Shot 
   
  This maneuver allows the character to create an 
  arrow, bolt, or whatever for their weapon out of pure chi. 
  This will act the same as a normal one, except that the 
  range is doubled and the modifiers listed below are 
  applied. 
  Prerequisites: Missile Weapons 4, Focus 6 
  Character Points: 5 
  Accuracy: +2 
  Action Points: +2 
  Chi Cost: 2 
  Damage: +3 
  Move: None 
   
  Target Shot 
   
  Similar to the firearms maneuver, this allows a 
  character to target a specific portion of the opponent. 
  However, it can also be used to make very precise shots 
  for other purposes. 
  Prerequisites:  
  Character Points: 4 
  Accuracy: +4 
  Action Points: +5 
  Chi Cost: 3 
  Damage: Standard 
  Move: None 
   
  Punch 
  Phoenix Eye Fist 
   
  This attack is similar to a conventional punch, save in 
  that the middle finger or thumb is stuck out, resulting in a 
  smaller striking surface, which is then directed at the 
  opponent's nerve clusters. Anyone struck with the 
  Phoenix Eye Fist is at -2 to Agility for the remainder of the 
  current round and the next round. 
  Prerequisites: None 
  Character Points: 2 
  Accuracy: +2 
  Action Points: 6 
  Chi Cost: None 
  Damage: 1d4+1 
  Move: 1 
   
  Palm Strike 
   
  A simple attack using the palm of the hand. 
  
  Prerequisites: None 
  Character Points: 2 
  Accuracy: +1 
  Action Points: 4 
  Chi Cost: None 
  Damage: 1d6 
  Move: 1 
   
  Vital Strike 
   
  This is in effect a basic pressure point attack, and the 
  damage cannot be soaked (blocking works normally, 
  however). 
  Prerequisites: Phoenix Eye Fist 
  Character Points: 3 
  Accuracy: -1 
  Action Points: 6  
  Chi Cost: None 
  Damage: 1d6+1 
  Move: None 
   
  Weapons 
  Cloak Strike 
   
  Used more to disorient the opponent than anything, 
  this maneuver is simply smacking the opponent with one's 
  cape/cloak or similar clothing. It does no real damage, but 
  briefly blinds and disorients the opponent, making them 
  lose 1d6 APs for that round. 
  Prerequisites: None 
  Character Points: 2 
  Accuracy: +1 
  Action Points: 6 
  Chi Cost: None 
  Damage: Special 
  Move: 1 
   
  Generate Weapon 
   
  As an act of sheer will, this maneuver allows the 
  character to create a weapon of a given type out of thin 
  air. The weapon must be of a type appropriate to the style 
  or weapon art for which this maneuver is purchased, and if 
  the character wishes to be able to create another type of 
  weapon, they must purchase it again (though the cost is 
  reduced to 3 points for the second time and thereafter). 
  The weapon created appears real, though it vanishes after 
  the conclusion of the battle in which it is created (or after 
  1 minute per point of the character's Focus if created 
  outside of combat). The weapon has all the same stats of 
  a perfectly ordinary real version. 
   
  Power Weapon (+1): The weapon when created is instead 
  made of pure energy. This increases the damage by +2, 
  and reduces the AP cost of using it for any given 
  maneuver by 1. 
  Prerequisites: Weapon Style/Weapon Art 3 
  Character Points: 5 
  Accuracy: N/A 
  Action Points: 8 
  Chi Cost: 4 
  Damage: Special 
  Move: None 
   
  Piercing Strike 
   
  This attack allows the character to skillfully slip their 
  sword in between the joints of the opponent's armor (if 
  any). As such, most armor (unless it is totally enclosed; 
  this maneuver won't be much help against most powered 
  armor suits) simply doesn't apply against the damage of 
  this attack. 
  Prerequisites: Style/Weapon Art (sword type) 5 
  Character Points: 4 
  Accuracy: +2 
  Action Points: 8 
  Chi Cost: None 
  Damage: 1d6+2 
  Move: 1 
   
  Snare 
   
  By a skillful use of the whip, the character can trap a 
  victim by "ensnaring" them. Should the victim attempt to 
  free him/herself from the grab, a contested Strength roll 
  must be made. This is a sustained hold and the 
  Disengage maneuver is useless against this. 
  Prerequisites: Whip 
  Character Points: 3 
  Accuracy: -1 
  Action Points: 5/turn 
  Chi Cost: None 
  Damage: 1/turn 
  Move: 1 
   
  Weapon Extension 
   
  This power allows the character to cause their 
  weapon to suddenly extend, increasing its length many 
  times over to strike a single opponent (or, sometimes, to 
  use as a pole-vault to overcome great heights) before 
  retracting. A weapon can generally be made to reach a 
  number of hexes equal to half the character's Focus when 
  used in combat, and two times the character's Focus 
  when used outside of combat. The weapon extension is, 
  however, simply the act of extending the weapon, and one 
  of the usual weapon strikes may be made immediately 
  after that is done. 
  Prerequisites: Focus 7, Weapon Skill, Discipline, or Style 
  at 4 or higher. 
  Character Points: 5 
  Accuracy: N/A 
  Action Points: 6 
  Chi Cost: 4 
  Damage: None; the damage of a weapon strike performed 
  in this manner is increased by +3. 
  Move: None 
   
  Super 
  Fury Super Attack 
   
  This refers to a type of super attack not usually seen 
  outside of King of Fighters, in which the attacker charges 
  at the opponent, unleashing an incredible barrage of 
  attacks. Enough of them to make cataloguing each 
  individual hit pretty pointless. As such a Fury Super is 
  defined by two things – the duration, and how it finishes. 
   
  The duration should be decided in APs; for every 3 
  APs, the base cost of the Fury Super is 1 point. The total 
  duration of a Fury Super cannot exceed your Rage 
  
  Threshold. If you want to add a finishing move, you must 
  pay one third (round up) the cost of the maneuver used 
  (which you must already possess). 
   
  When the Fury Super is used in combat, it works as 
  follows. The character must be in the same hex as the 
  opponent 
  (making 
  it 
  Dashing 
  or 
  Chi 
  Charge 
  is 
  recommended), then they unleash their barrage of attacks 
  on the opponent. If it hits successfully (a Fury Super has 
  no modifiers to Accuracy), the opponent can take no 
  actions for its duration, and just generally gets pummeled, 
  taking damage equal to the total number of APs of the 
  super’s duration, plus the character’s Base Damage for 
  Strength, plus 1d6. After that, the character executes 
  their finishing move, if any, which the opponent is also 
  unable to defend against. With the exception of the 
  finishing move, damage from a Fury Super cannot be 
  soaked. 
   
  As with all maneuvers, additional modifiers can be 
  applied to a Fury Super; Chi Charge, Air Charge, and 
  Dashing being especially useful. 
   
  Aura Explosion 
   
  This maneuver causes the character's aura to 
  "detonate", hurling a wave of energy in all directions. This 
  covers a radius in hexes equal to the character's Focus, 
  and does damage as noted below. Afterwards, until the 
  character regains the chi points expended, they feel 
  drained (as a result of what they've done to their aura) and 
  as such have their base APs reduced by 3 and aura-
  based powers (i.e., any maneuver with "aura" in the name, 
  as well as the Aura Power psychic discipline) are 
  unavailable. 
  Prerequisites: Focus 8, Aura Strike 
  Character Points: 6 
  Accuracy: N/A 
  Action Points: 20 
  Chi Cost: 20 
  Damage: 2d10+Will 
  Move: None 
   
  Chi Supernova 
   
  This maneuver is, in essence, and exceedingly 
  powerful variant of the usual chi blast, but it takes much 
  longer to prepare, and has far more destructive power. 
   
  To use this maneuver the character must expend ALL 
  of their Chi (i.e., an amount equal to their normal capacity, 
  not their current available). The character must then spend 
  3 consecutive turns immobile, focusing and gathering the 
  energy together. Once this is done, the character can the 
  character can gather additional energy using Dragon Chi 
  (a roll on Positive Chi is required each turn). 
   
  The total damage of the maneuver will be 1d10 per 6 
  Chi gathered (the character's base Chi is considered a 
  part of this total). The character gather additional Chi for a 
  number of turns equal to their Focus, and the maneuver's 
  Accuracy will be +1 per each turn spent gathering Chi. 
  The resultant blast is effectively a Guided Blast, but costs 
  no Chi to redirect it, but can only be maintained for 1 turn 
  per 2 points of stamina. 
  Prerequisites: Focus 8, Chi Star, Positive Chi 2 
  Character Points: 8 
  Accuracy: Special 
  AP Cost: Special 
  Chi Cost: ALL 
  Damage: Special 
  Move: None 
  
  Chapter 3: Weird Powers
  Chapter 3: Weird Powers  
   
  "It's you! You're the one creating all this! It's you!!!!" 
   
   -- Kagato, Tenchi Muyo! Ryo-Ohki 
   
  This section covers various types of weird powers, 
  with both expansions to the original ones and entirely new 
  categories. 
   
  Anime Shticks 
   
  An Anime Schlock is an advantage or disadvantage 
  which conveys either a highly illogical cinematic effect, or 
  a psychological flaw. 
  Cuteness (5): The character is generally cute and 
  possibly annoying to boot. However, in anime 
  cuteness also serves as a natural defense. Any time 
  someone attempts to inflict direct physical violence 
  on a character with this advantage, they must make a 
  contested roll; the attacker on 1d10 + Will, and the 
  cute defender on 1d10 + Appearance + 5. Extremely 
  evil characters (GM discretion) do not suffer this 
  problem, but anyone else will be unable to do any 
  harm to the cute character. The only exception is if 
  the Cute character has committed a violent act 
  themselves; then it's open season. 
  Dramatic Pose (2): This maneuver allows the character to 
  strike a dramatic-looking pose more or less at will. 
  Opponents cannot attack at this time, unless they 
  make a roll on 1d10 + Focus + Will. The character 
  can also spend 1 Chi to make a light wind come up to 
  dramatically blow their clothing around -- this adds +3 
  to attempts at intimidation. An additional Chi point will 
  add a flutter of cherry blossoms or a crackle of 
  thunder or whatever -- this adds another +2 to 
  intimidation rolls. 
  Filtered Perception (-2, -6): The character's ability to 
  perceive events in the world around them is "filtered"; 
  there are certain things which they are simply 
  incapable of realizing, the only possible exception 
  being a serious turning point in the story. For -2 
  points it is something relatively minor, in terms of how 
  it will affect the character's actions (e.g., "There can't 
  possibly be any connection between Ryoga and P-
  Chan!"). For -6 points it is something major, which 
  could potentially affect every aspect of their lives (e.g., 
  "Everything's nice and normal here at the Tendo 
  Dojo."). 
  Gender Bending (-2): The character is able to appear to be 
  a member of the opposite sex all too well. Close 
  inspection would reveal their gender with ease, but 
  unless they deliberately try to dress as their own 
  gender, any casual look would have the character 
  appear to be of the opposite sex. 
  Nosebleeder (-3): The character is a typical anime male, 
  combining being a lecher with being very shy. Thus, 
  when he encounters a woman he is attracted to, he 
  will attempt to get involved with her, but chicken out, 
  and finally resort to secretly taking pictures of her. 
  Also, so long as the character is a virgin, he will get 
  nosebleeds when aroused. 
  Power of Lechery (6): In an Ataru-like manner, the 
  character is able to draw strength from the power of 
  his own perversion, overcoming nearly any opposition 
  for a sufficiently attractive member of the opposite 
  sex. This is useless for offensive purposes, since 
  when used the character's intentions will be anything 
  but violent. When attempting to undertake something 
  to get closer to his lecherous goal, the character can 
  add the Appearance of the subject of his affection to 
  any roll that directly furthers that goal, getting him 
  physically closer to her, including Soak rolls. 
  Power of Scanty Clothes (8): The character (who, for 
  anime purposes, must be female and have an 
  Appearance of 6 or higher) is able to take advantage 
  of the Reverse Armor Factor (also known as the 
  "Conan Theorem") whereby a hero(ine) in minimal 
  clothing is far less likely to get hurt in a battle than 
  someone in full plate mail. To simulate this, the 
  character receives special bonuses to soak rolls 
  based on their Appearance and attire. These bonuses 
  take affect in the form of the character tending to 
  receive less severe (or at least less severe-looking) 
  damage from foes for no readily apparent reason. 
  Kekko Kamen is, of course, the ultimate expression 
  of this... 
  Clothing 
  Soak Bonus 
  Full cover, but form fitting, such as superhero spandex. 
  +½ Appearance 
  Torso covered only (as per a thong bathing suit) 
  +2 x Appearance 
  Bikini/loincloth/undergarments 
  +3 x Appearance 
  As above, but with cleavage uncovered (female characters only) 
  +4 x Appearance 
  Nude (female characters only) 
  +5 x Appearance 
  Sense of Misdirection (-2/-6): The character has a very 
  poor sense of direction, and thus has little or no 
  ability to navigate. For -2 points the character has a 
  Minor Sense of Misdirection, and gets a -5 penalty to 
  attempts to get from point A to point B. For -6 points, 
  with a Major Sense of Misdirection, just forget it; the 
  character won't be able to get anywhere without 
  making at least a couple wrong turns. Basically, don't 
  expect them to get anywhere unless led by the hand, 
  or by sheer luck (or if it's convenient for the story for 
  them to just pop up). 
  Shojo Mallet (2): This Advantage allows the character 
  (who must be female and preferably cute/silly) to 
  breach 
  HammerSpace, 
  allowing 
  them 
  to hit 
  someone with a mallet. However, this can only be 
  done for comical purposes, and thus does no actual 
  damage. In real combat it cannot be used at all. 
  Weirdness Magnet (-3): Strange things just tend to 
  happen to the character. If a demon lord is coming to 
  town, he'll stop by this character's house for some tea 
  first. If aliens invade, they'll start at their school, if a 
  mysteriously beautiful girl pops up, she'll land on top 
  of them... You get the idea. 
   
  Elementals 
   
  This 
  section 
  includes 
  general 
  information 
  on 
  Elemental characters, and in particular a number of new 
  types, described below. 
   
  Darkness: A Darkness elemental is the antithesis of 
  the Pure Light elemental, a being of negative energy and 
  shadow. It requires a heart of darkness as well as 
  
  Negative Chi, and costs an additional 2 CPs above the 
  cost of being an elemental. 
   
  Light: A light elemental has an elemental command 
  over the power of light, granting them the power to 
  produce laser-like blasts, generate or absorb light, and so 
  forth. 
   
  Pure Light: This is a variation of the traditional light 
  elemental; it manifests itself generally in persons with a 
  good heart and a pure soul (and costs an extra 2 CPs). 
  The power comes from the individual's soul making this 
  talent weird even among "Weird Powers." Another thing 
  that distinguishes this from other elementals is that 
  people with this ability exercise their powers with 
  considerable less effort than the other elementals. 
  Characters with the Negative Chi disadvantage cannot be 
  light elementals. 
   
  Shadow: The character has the ability to generate and 
  manipulate the elemental forces of shadow and darkness. 
   
  Sound: A sound elemental has a natural rapport with 
  sound and can generate and control sonic energy. For +1 
  points any maneuver can have a Sonic Strike applied to it, 
  which is effectively the same as a Power Strike. The 
  Flash Strike modifier costs +4. 
  Time: Perhaps the strangest of elementals, this 
  group's tool is neither matter nor energy, but reality itself! 
  The 
  power 
  from 
  this 
  individuals 
  come 
  from 
  the 
  manipulation of dimensional perturbations. There are very 
  few beings who manifest this ability for its true powers are 
  only achieved by very powerful psychics. In fact, many 
  persons who posses this ability die without knowing their 
  full power, but those who achieve it usually get to the 
  point of megalomania. The requisite for being a time 
  elemental is being a Psychic of level 8 or higher. It is a 
  very powerful talent indeed, but very risky -- the 
  consequences of messing with the time-space continuum 
  range from adverse to catastrophic. 
   
  Maneuvers 
   
  Note: 
  Although 
  they 
  are 
  usually 
  Focus-based, 
  Elemental maneuvers and powers are not considered to 
  fall under the category of Focus as far as Cost Modifiers 
  are concerned. 
   
  Maneuver Notes 
   
  Darkness: All Chi Blasts are Shadow Blasts (see 
  below) without additional cost, and General Elemental 
  maneuvers see their cost reduced by 1 point. Shadow 
  Blasts do double damage to beings of light (Pure Light 
  elementals, Kirin, etc.). 
   
  Light: All Chi blasts are Light Blasts without additional 
  cost, Chi Star costs only 3 CPs, and General Elemental 
  maneuvers have their cost reduced by 1 point. Flare 2. 
   
  Pure Light: As per a Light Elemental, but Light Blasts 
  do double damage to creatures which are damaged by 
  light (i.e. vampires, Darkness elementals, etc.). 
   
  Shadow: All Chi Blasts are Shadow Blasts (adds +2 to 
  Accuracy, -1 to AP cost) without additional cost, and 
  General Elemental maneuvers see their cost reduced by 1 
  point. 
   
  Sound: All Chi Blasts are Sonic Blasts at no additional 
  cost. Thunderclap costs 3 points. 
   
  Time: Teleport 2, Reflecting Barrier 3. 
   
  General 
  Elemental Empowerment 
   
  This maneuver allows the character to draw power 
  from their patron element restoring Chi or gathering Rage 
  points (choose one) at a rate of 3 Chi or 4 Rage per turn 
  while in direct contact with a large quantity of their 
  element; for a fire elemental a roaring flame, for a water 
  elemental a lake or whatever, for a wood elemental a 
  mighty tree, and so forth. Regardless of what it might do 
  otherwise, when Elemental Empowerment is being used 
  the character cannot be harmed in any way by the 
  elemental source they are using; electricity would not 
  shock an electricity elemental, fire would not burn a fire 
  elemental, etc. 
  Prerequisites: Focus 5 
  Character Points: 3 
  Accuracy: N/A 
  Action Points: 8/turn 
  Chi Cost: 2 to initiate 
  Damage: N/A 
  Move: None 
   
  Elemental Aura 
   
  Darkness: The aura is one of a total darkness, 
  through which the character is barely visible. The effects 
  of the various powers of the Negative Chi discipline are 
  doubled with this is in effect. 
   
  Light: The aura is composed of blazing light, adding 
  +1 to the damage of hand to hand strikes, and increasing 
  the character's Base APs by 2. 
   
  Pure Light: The aura is composed of pure light. The 
  aura has no effect by itself, but when combined with the 
  Positive Chi discipline the effects of the various powers 
  are effectively doubled. 
   
  Shadow: The aura is composed of constantly moving 
  shadows, adding +1 to the damage of hand to hand 
  strikes, and increasing the character's Base APs by 2. 
   
  Sound: The elemental creates a field of intense sound 
  around themselves. This is audible only as a faint 
  humming to those outside the field, but anyone inside it is 
  immediately deafened for the duration of the time they are 
  within the field (i.e., in grappling range of the character) 
  plus 1d6 turns. Also, any sound based maneuvers see 
  their damage increased by +2. 
   
  Time: The elemental takes a "step" into a parallel 
  dimension, this has a very curious effect for the attacker 
  and all of the observers the elemental seems to "split in 
  two". While in this state, the character cannot be harmed 
  -- they are not on the same physical plane and all blows 
  pass through them, but the elemental can harm 
  opponents with physical attacks (which cannot be parried 
  and do normal damage). However, there is one drawback; 
  executing a Chi Blast or similar maneuver while in this 
  state would be suicide; the time elemental's body is in a 
  very unstable form to begin with, and projecting that much 
  energy will disrupt their dimensional structure, essentially 
  
  causing them to cease to exist, their particles scattered 
  across the cosmos. The prerequisite for this maneuver is 
  a Psychic level of 10. 
   
  Elemental Form 
   
  Darkness/Shadow: The character becomes a being of 
  living shadow. While in this state, the character cannot be 
  harmed by physical attacks, and because they are 
  weightless they can fly (as per the Flight maneuver). 
  Further, shadow-based attacks are at +1 Damage. 
   
  Light/Pure Light: The character becomes a being of 
  living light. While in this state, the subject cannot be 
  harmed by physical attacks, which pass right through 
  them. Further, because they are weightless, they can 
  easily fly (as per the Flight maneuver), and as an added 
  bonus, light-based ranged attacks are at +1 Accuracy. 
   
  Sound: Not available. 
   
  Time: Not available. 
   
  Elemental Rage 
   
  Pure Light: Same as the standard elemental rage but 
  the aura will work as the Radiate Chi power and all 
  attacks do double damage to negative Chi beings. 
   
  Time: The elemental is surrounded by a shimmering 
  purple aura and becomes translucent. In this state the 
  elemental can only be harmed by energy-based attacks, 
  and then they only take half damage.  
   
  Elemental Vortex 
   
  Light/Pure Light: The character moves instantly, as a 
  result of the fact that they travels at the speed of light. 
   
  Time: While the Elemental Vortex normally allows for 
  one passenger at best, a Time Elemental can bring along 
  everything and everyone in a radius equal to their Psychic 
  level in hexes. Further, their traveling is not limited to this 
  world; as a time elemental can manipulate time and 
  reality they can travel to other dimensions! In fact, the 
  greatest of time elementals prefer to carry on their battles 
  to parallel planes to avoid wreaking havoc on the real 
  world (as in X-1999). 
   
  Elemental Wall 
   
  Darkness/Shadow: The wall is made of inky 
  blackness, and anything passing through will take 
  damage based on the character's Focus, plus 1d6. 
  Darkness elementals also do +4 to victims with positive 
  Chi. 
   
  Light: The Wall is made of light similar to the light 
  blast, anything passing trough it will take damage based 
  on the character's Focus, plus 1d6 
   
  Pure Light: As per Light, but add +4 if the victim has 
  Negative Chi. 
   
  Sound: The wall of sound can be heard as a powerful, 
  low vibration. Anyone attempting to move through the wall 
  will be unable to hear anything while inside it (and will be 
  deafened for 1d6 turns thereafter), and must make a 
  Stamina + Will + 1d10 roll to avoid being knocked 
  unconscious. 
   
  Time: The wall is actually a dimensional door! 
  Characters passing trough will be transported to God-
  knows-where for about 1d4 hours. If used to trap 
  opponents a contested roll of 1d10+Psychic level against  
  1d10+victim's agility+style must be made. If the victim 
  fails, he/she must do a will roll against a difficulty of 18, 
  spending 1 day on another dimension for each point of the 
  difference resulting of 18-roll made if the victim loose. 
   
  Impervious to Element 
   
  Many elementals possess this ability, which makes 
  them largely immune to attacks based on their element, 
  though magically based elemental attacks will still do half 
  damage. This power is constant and has no cost beyond 
  the initial investment of character points, and can't be 
  turned off even if the character wants it to. 
   
  Fire elementals can be totally immune to fire 
  (however, explosions still do 1/3 of their usual damage 
  due to the impact). 
   
  Ice elementals will be impervious to freezing energy 
  attacks and will have a bonus of their Will + Focus times 
  2 to their soak roll against any assault with physical ice 
  (e.g., Ice Crystal Blast, being stabbed with an icicle, etc.). 
   
  Electricity elementals will find themselves as a living 
  battery, conducting electricity without any harm. 
   
  Wood elementals will be totally immune to toxins 
  (unfortunately, this also includes beneficial drugs, and 
  nerve gas still has full effect). Physical attacks from 
  wooden objects (including weapons made of wood) do half 
  damage. 
   
  Light elementals will find light based attacks (chi light 
  blasts, laser beams, etc.) simply pass through them. 
   
  Time, Water, Metal, Air and Earth elementals will 
  take no damage from attacks directly related to their 
  element. 
  Prerequisites: Focus 5, Stamina 6 
  Character Points: 4 
  Accuracy: N/A 
  Action Points: N/A 
  Chi Cost: None 
  Damage: N/A 
  Move: N/A 
   
  Air 
  Summon Storm 
   
  This power enables the character to call forth a 
  powerful thunderstorm. The initial summoning takes three 
  turns of intense concentration (no other actions possible), 
  during which the sky will swirl madly with dark clouds. 
  When that is done, the storm will form, and remain so 
  long as the character continues concentrating (2 APs per 
  turn, to a maximum of Focus x 4 turns), and for 2 minutes 
  per point of Focus thereafter. 
   
  During the period in which the character is 
  concentrating to maintain the storm, they may summon 
  forth lightning bolts. These effectively function as Chi 
  Blasts (Electric, Homing), though the Chi cost is only 3 
  each (AP cost and other stuff is normal). 
  Prerequisites: Focus 8 
  Character Points: 8 
  Accuracy: N/A 
  Action Points: Special 
  Chi Cost: 15 
  
  Damage: Special 
  Move: None 
   
  Electricity 
  Energize 
   
  By transforming his own energy into electrical charge, 
  the elemental is able to "recharge" batteries or similar 
  devices that work with electricity. The cost of doing so is 
  as follows:  
  Object 
  Chi cost 
  Single Battery 
  1 per 12 batteries 
  Energy Clip (for weapons) 
  1 per 1 clip 
  Car battery 
  1 per 2 batteries 
  High tech device 
  5 or higher 
   
  To recharge a battery, the character must touch its 
  terminals (the metal bits that make contact with what it 
  powers). The character can also do the reverse, taking 
  energy from objects and replenishing their Chi. In this 
  case the amount of Chi gathered is the same as the cost 
  of recharging it. 
  Prerequisites: None 
  Character Points: 3 
  Accuracy: N/A 
  Action Points: 6 
  Chi Cost: Special 
  Damage: N/A 
  Move: None 
   
  Soldering 
   
  This is a very useful power for anyone with 
  engineering interests. When repairing any small metallic 
  object, electrical wiring, electron device, etc., the 
  elemental  can, in essence, weld objects instantaneously 
  and automatically by mere concentration. The character 
  gets a bonus of +6 on all basic repair rolls and +3 on all 
  Engineering rolls because of the extreme accuracy of  the 
  "tool" being used. This ability lasts for 1 minute per point 
  of Focus. 
  Prerequisites: None 
  Character Points: 2 
  Accuracy: Special 
  Action Points: 12 per turn 
  Chi Cost: 3 
  Damage: N/A 
  Move: None 
   
  Fire 
  Feed/Extinguish Fire 
   
  This maneuver enables the character to magnify 
  normal fires (not that from fire based chi powers and 
  maneuvers or magical fire), increasing their size a number 
  of times over equal to the character's Focus (e.g.; with 
  Focus 6 a fire can be made six times the size). This effect 
  only lasts for as long as the character concentrates, and 
  fires will return to normal afterwards. The elemental can 
  also use this power lower or even extinguish normal fires 
  within a 2 hex radius of themselves. 
  Prerequisites: Focus 5 
  Character Points: 3 
  Accuracy: N/A 
  Action Points: 1/turn 
  Chi Cost: 1/turn 
  Damage: N/A 
  Move: Special 
   
  Light/Pure Light 
  Bend Light 
   
  This maneuver enables the character to "fragment" 
  light into its separate colors, as well as affect the path of 
  light. This power doesn't seem like all that much, until you 
  have lasers firing at you, or you fight another light 
  elemental! Against Light Blasts and lasers, the character 
  can perform a normal Parry (costs 2 chi) to divert the blast 
  away from them, thereby taking NO damage. 
  Prerequisites: Focus 6 
  Character Points: 4 
  Accuracy: +2 
  Action Points: +0 
  Chi Cost: 2 
  Damage: None 
  Move: +0 
   
  Darkness 
   
  The things we see are but a reflection of light on 
  objects, and this maneuver enables the character to 
  create an area of total darkness by just  "removing" the 
  light particles out of the area. Characters can create an 
  area of darkness equal to their focus in hexes. 
  Prerequisites: Focus 5 
  Character Points: 5 
  Accuracy: N/A 
  Action Points: 12 to activate 
  Chi Cost: 4 
  Damage: None 
  Move: None 
   
  Illumination Star (Super) 
   
  This 
  exceedingly 
  powerful 
  display 
  allows 
  the 
  character to summon forth an incredibly powerful burst of 
  light and energy. This is in many ways similar to a Chi 
  Star, but even more powerful, as the heat generated is 
  simply incredible. Anyone in the area of effect must also 
  make a roll on 1d10 + Stamina + Will or be blinded for 2 
  turns (obviously, characters who are already blind don't 
  have to worry about this). Likewise, characters whose 
  eyes are artificial don't have to worry about this, though 
  the light is intense enough that sunglasses or even 
  protective goggles are insufficient. Illumination Star covers 
  a radius in hexes equal to half the character's Focus. 
  Prerequisites: Focus 9 
  Character Points: 7 
  Accuracy: Special; automatically hits anyone in the area 
  of effect. 
  Action Points: ALL (must be the only action that turn) 
  Chi Cost: 18 
  Damage: 2d6+10 
  Move: None 
   
  Light Explosion (Super) 
   
  This is the ultimate attack against another light 
  elemental, which can be quite deadly, as it disrupts their 
  basic elemental essence. To do this counts as a Super 
  
  attack (i.e., the character must reach their Rage 
  Threshold). The attacker makes a contested roll on 1d10 
  + Focus against 1d10 + the opponent's Stamina. If the 
  attacker succeeds, the opponent takes 2d10 damage 
  (this damage is soakable, but special bonuses against 
  light-based maneuvers do not apply). If the attacker's total 
  is more than two times the defenders, they can do one of 
  the following: double the damage (costs 2 additional Chi), 
  permanently 
  cripple 
  the 
  opponent's 
  power 
  (PERMANENTLY reduces their Focus by half, though 
  maneuvers 
  for 
  which 
  they 
  no 
  longer 
  meet 
  the 
  requirements are kept; costs an additional 10 Chi), or 
  simply kill them outright, causing the light elemental 
  essence to divide into its component colors and explode 
  outwards (death is effectively instant, but the attacker 
  must spend ALL of their remaining Chi, which cannot be 
  less than 20, and they will permanently lose 1 point from 
  their Focus attribute). 
  Prerequisites: Focus 6 
  Character Points: 4 
  Accuracy: Special 
  Action Points: 12 
  Chi Cost: 6 
  Damage: Special 
  Move: None 
   
  Light Shifting 
   
  This power deceive senses for the elemental 
  manipulates light in a way that  the attacker sees the 
  character closer than he really is. Close physical combat 
  is useless and Chi blasts are at -3 to accuracy. 
  Maneuvers with the Chi charge modifier will result 
  unaffected however and anyone to the side of or behind of 
  the elemental will clearly see the illusion. 
  Prerequisites: Focus 6 
  Character Points: 6 
  Accuracy: N/A 
  Action Points: 8 to activate 
  Chi Cost: 4 
  Damage: None 
  Move: Special 
   
  Light Ball 
   
  The character can create a sphere of light of a 
  diameter equal to their focus in hexes. A contested roll is 
  needed if used to blind an opponent, in which case the 
  opponent is blinded for 1d4 rounds (-5 to all appropriate 
  rolls). If the elemental wants to move the sphere he can 
  do it by investing an additional Chi point and AP per 
  round, moving it a number of hexes equal to his Focus. 
  Character Points: 3 
  Accuracy: +1 (When applicable) 
  Action Points: 3 to activate 
  Chi Cost: 3 
  Damage: None 
  Move: Special 
   
  Super Vision 
   
  This maneuver endows characters with the ability to 
  clearly see through the entire visible spectrum, as well as 
  in infrared to ultraviolet. The elemental also gets 
  nightvision (60 feet) from this and +2 on perception rolls 
  and initiative when in dark areas. However, this maneuver 
  is based on light manipulation, and as such it doesn't 
  work in areas where there is no light at all. 
  Prerequisites: Focus 7 
  Character Points: 4 
  Accuracy: N/A 
  Action Points: 1/turn 
  Chi Cost: 1/turn 
  Damage: None 
  Move: N/A 
   
  Metal 
  Magnetism 
   
   This power enables the elemental  to attract  or 
  repulse iron-based objects. The character can manipulate 
  10 pounds per 1 Chi spent; this uses 6 APs and the 
  object's movement is limited to attraction/repulsion 
  (towards or away from the character). If used offensively, 
  reinforcing the impulse of a thrown weapon, the character 
  gets a bonus of +3 to Accuracy; this costs 2 Chi and 
  uses 1 AP (in addition to that of throwing it in the first 
  place. If used defensively by trying to deflect an incoming 
  bullet or thrown weapon, the character must make a Will 
  roll against a difficulty of 18; this use costs 6 Chi, but no 
  APs. 
  Prerequisites: Focus 6 
  Character Points: 5 
  Accuracy: Special 
  Action Points: Special 
  Chi Cost: Special 
  Damage: N/A 
  Move: None 
   
  Soldering 
   
  As per the Electricity maneuver (see above). 
   
  Shadow 
  Darkness 
   
  As per the Light maneuver (see above). 
   
  Shadow Meld 
   
  This power allows the character to fade into shadows, 
  completely disappearing. When this is done, the 
  character becomes a physical part of the shadow, 
  effectively two-dimensional and immune to damage, but 
  also incapable of action until they leave it. This can be 
  maintained for a number of hours equal to half the 
  character's Focus. 
  Prerequisites: Focus 7, Stealth 2 
  Character Points: 4 
  Accuracy: N/A 
  Action Points: 6 to activate 
  Chi Cost: 4 
  Damage: N/A 
  Move: None 
   
  Shadow Teleport 
   
  This power enables the character, while Shadow 
  Melded, to teleport to any shadow whose location they 
  know, within 50 miles times the character's Focus. 
  
  Prerequisites: Shadow Meld 
  Character Points: 5 
  Accuracy: N/A 
  Action Points: 8 
  Chi Cost: 7 
  Damage: N/A 
  Move: None 
   
  Shadow Whip 
   
  This power forms a whip out of pure shadow. It 
  functions as per a normal bullwhip, with a bonus of +2 to 
  Accuracy and +3 to damage. 
  Prerequisites: Focus 7 
  Character Points: 4 
  Accuracy: N/A 
  Action Points: 6 to form the Shadow Whip 
  Chi Cost: 6 
  Damage: N/A 
  Move: None 
   
  Steal Shadow 
   
  This power allows the elemental to temporarily steal 
  someone's shadow. To do this, the elemental must 
  successfully Grab the opponent, and make a contested 
  roll on 1d10 + Focus + Will. If he succeeds, he has 
  "stolen" the opponent's shadow. 
   
  This appears as another shadow being cast from the 
  elemental in a random direction, and, more importantly, it 
  takes half of the victim's current Chi with it, now usable by 
  the elemental. After a number of minutes equal to 5 times 
  the character's Focus, the shadow will go back to its 
  proper owner. 
  Prerequisites: Focus 7, Drain Chi 
  Character Points: 5 
  Accuracy: N/A 
  Action Points: 9 
  Chi Cost: 5 
  Damage: Special 
  Move: None 
   
  Sound 
  Mimic 
   
  This power lets the sound elemental perfectly mimic 
  any noises or voices they have heard previously by 
  making a roll on 1d10 + Intelligence + Focus. 
  Prerequisites: Focus 5 
  Character Points: 2 
  Accuracy: N/A 
  Action Points: N/A 
  Chi Cost: N/A 
  Damage: N/A 
  Move: N/A 
   
  Silence 
   
  The elemental is capable of creating an energy field in 
  which sound cannot travel, thereby ensuring total silence 
  within it's area of effect. This covers a 1-hex radius per 2 
  points of the character's Focus, and, amongst other 
  things, effectively prevents Sorcery from being used in its 
  area of influence. This remains for one turn per point of the 
  character's Focus. 
  Prerequisites: Focus 7 
  Character Points: 4 
  Accuracy: N/A 
  Action Points: 7 
  Chi Cost: 6 
  Damage: N/A 
  Move: None 
   
  Time 
   
  "Time controls humans and make the world move 
  around....hmmm, I think that makes me....God!" 
   
  -- Richard Wong, Psychic Force 
   
  Summon 
   
  The elemental can summon any object with a weigh 
  equal to the character's psychic level times two in pounds 
  to appear directly on his/her hands or wherever they want 
  no matter the object's actual location. The limitation of 
  this power is that the object to summon must have been 
  in possession of the character for about an hour or more 
  time if possible in order to impregnate the object with the 
  character's "psychic print" 
   
  The objects summoned can be moved in straight line 
  if done so at the very instant the object is summoned (i.e.. 
  a character can summon a spear/rose/whatever  heading 
  straight to his/her opponents), such objects are +2 to 
  accuracy. More than one object can be summoned on a 
  single round if the objects doesn't weigh more than the 
  limit and are not very separate one from the other. 
  Character Points: 8 
  Accuracy: Special 
  Action Points: 10 
  Chi Cost: 8 
  Damage: Special 
  Move: Special 
   
  Temporal Quicksand 
   
  The character grabs his/her opponent and makes a 
  contested Focus (Psychic level) roll; if the opponent 
  looses, they will "phase out" as per Ghost Form, but they 
  then start sinking into the ground as if it was quicksand, 
  (for a number of seconds equal to the number of points by 
  which the attacker's roll exceeded theirs) then phase in 
  again. As the victim is re-appearing on a solid object, this 
  will cause him/her a damage of 1d6 (do not add base 
  damage) per each second sinking (this damage cannot be 
  soaked, though earth, metal, ice, or wood elementals with 
  Impervious to Element may take half damage if the 
  surface is mostly of their element). Further, as the 
  opponent has part of his/her body "buried" on the ground 
  he/she will be effectively immobilized. 
  Prerequisites: Psychic 8, Elemental Aura 
  Character Points: 6 
  Accuracy: Special 
  Action Points: 8 
  Chi Cost: 10 
  Damage: Special 
  Move: 1 
   
  Time Stop (Super) 
  
   
  Indeed one of the most  powerful forms of Time 
  Elemental power. The character creates a "dimensional 
  fracture" -- a sort of anomaly in which time is frozen on a 
  particular moment, as though one has stopped a movie on 
  a single frame. This covers a 100 foot radius per level of 
  Psychic. GMs should be hesitant to let some players to 
  have this maneuver as it is can quite easily lead to some 
  very grisly situations; for the duration the opponent(s) are 
  unable to make any defense of any sort, since they are 
  frozen along with the rest of the area of effect. In order 
  perform this maneuver the elemental must have both 
  hands free; thus he can't be holding any items. The 
  character can stay on the time fracture as long as he 
  doesn't alter anything, the moment he takes an object, 
  opens a door or touches a living thing, the person returns 
  to reality. 
   
  Other time elementals have a natural resistance to 
  such temporal alterations, making is possible for them to 
  for them to remain active -- make a roll on 1d10 + 
  Psychic; if the roll exceeds the other elemental's total on 
  1d10 + Focus, then they can act normally, and the usual 
  conditions under which the Time Stop ends apply to either 
  elemental. 
  Prerequisites: Psychic 12 
  Character Points: 10 
  Accuracy: N/A 
  Action Points: 3 
  Chi Cost: 20 
  Damage: None 
  Move: Special 
   
  Water 
  Lower Water 
   
  This powerful maneuver enables the elemental to take 
  control of big volumes of water in several ways: 
   
  First, the elemental can reduce or increase the 
  volume of a water (initial volume cannot exceed 100 
  gallons per point of Focus) as many times over as the 
  amount of their Focus (e.g. Focus 6 can increase water to 
  6 times as much or reduce it one sixth). This costs 1 
  Chi/turn and takes 1 AP/turn. When the elemental ceases 
  concentrating, the water will return to normal. 
          Second, the elemental can manipulate water in a 
  way that he/she can dissipate any water based attack 
  that threatens to harm them (such as a summon wave). 
  This costs 5 Chi and takes 3 APs. The character also 
  needs to succeed a Parry roll, but adds their Will to the 
  total of the roll. 
          And lastly, the character can create a 2 hex radius 
  bubble that lasts for two minutes per point of Focus (great 
  for underwater traveling!); the elemental can move the 
  bubble at will, the move is the same as the character's. 
  This costs 4 Chi and takes 6 APs to generate and 1 
  AP/turn thereafter. 
  Prerequisites: Elemental Wall 
  Character Points: 8 
  Accuracy: Special 
  Action Points: Special 
  Chi Cost: Special 
  Damage: N/A 
  Move: Special 
   
  Water Breathing 
   
  This maneuver enables the elemental to inhale water 
  normally, as though it were air. 
  Prerequisites: none 
  Character Points: 2 
  Accuracy: N/A 
  Action Points: 1/turn 
  Chi Cost: 1/turn 
  Damage: N/A 
  Move: N/A 
   
  Water Walk 
   
  This maneuver enables the character to literally "walk" 
  on any liquid surface (even acid, though the character will 
  still take damage). However, the character's move is 
  halved unless the Swim maneuver is also possessed. 
  Prerequisites: None 
  Character Points: 2 
  Accuracy: N/A 
  Action Points: 1/turn 
  Chi Cost: 1/turn 
  Damage: N/A 
  Move: Special 
   
  Wood 
  Soul Merge 
   
  In order to do this maneuver the character must be 
  surrounded by vegetation, in a place like a park or similar 
  (woods are the perfect place). The Character expands 
  their  Chi all over, then temporarily fuses their soul with 
  that of the place, making the character "one with the 
  nature". 
   
  For the duration of the maneuver, the character gains 
  the following bonuses: Can never be taken by surprise, as 
  they are aware of EVERYTHING that is happening within 
  the place (as per Clairvoyance), can See Auras (as per 
  the maneuver) even if the subject is hidden, and can 
  anticipate their opponents every move gaining a +3 to the 
  Accuracy of all their maneuvers (as per Mind Reading). 
  And finally, when combined with the Animate Plants 
  maneuver the character can make truly terrific things 
  performing any maneuver he/she knows using trees and 
  other plants as the character's own limbs and with the 
  same accuracy as the character's. 
  Prerequisites: Focus 7 
  Character Points: 8 
  Accuracy: N/A 
  AP Cost: 10 
  Chi Cost: 3/turn 
  Damage: N/A 
  Move: N/A 
   
  Generic Powers 
   
  "You power level is puny, Level 5. Too bad." 
   
   -- Raditz, Dragonball Z 
   
  The heading of generic powers covers several abilities 
  which either don't fit into any of the other types of Weird 
  Powers, or fits into too many of them. Generic powers are 
  
  normally purchased by level, and may have an initial 
  purchase cost as well. 
   
  Advanced Chi Blasting 
   
  "Kamahamehas make me hungry!" 
   
   -- Gokuu, Dragonball 
   
  Essentially, this power lets the character learn and 
  use countless variations of the chi blast maneuver without 
  buying different versions of the maneuver over and over 
  again. This should usually only be used in VERY high 
  powered campaigns. 
  Cost: 4 CPs for the base power (or 12 experience points) 
  plus 3 CPs per level (increasing later costs current level 
  times 4 in experience). 
  Prerequisites: Chi Blast, Focus 8 
  Powers: For each level, select a Chi Blast maneuver 
  modifier. The character may use any combination of the 
  modifiers he knows, though each after the second 
  increases the AP cost of the attack by 2. For level 8, 
  rather than the usual modifier, the character gains the 
  ability to produce Mega-Attack versions of any chi blast 
  he is capable of. 
   
  Energy Reserve 
   
  This power gives the character a special, secondary 
  reserve of energy to power their chi-based maneuvers. 
  This does not count as actual Chi, and thus cannot be 
  drained or affected in other ways as the character's usual 
  Chi total might. 
  Cost: 2 CPs per level (or 6 experience points for level one, 
  and the current level times 3 per additional level). 
  Prerequisites: Focus 6, Will 6 
  Powers: Essentially, for every level of Energy Reserve, the 
  character has a pool of three "energy points" which can 
  be used in place of Chi if the character's chi points have 
  run out, or if the character is using a move that will use 
  more Chi than they currently have available. 
   
  Flight 
   
  This power allows the character to fly with no 
  apparent means of support. 
  Cost: 4 points (12 experience if purchased after character 
  creation) for the basic ability, plus 2 points per level (or 
  current level times 3 in experience). The level purchased 
  cannot exceed the average (round up) of the character's 
  Agility and Focus. 
  Powers: The basic power gives the character the ability to 
  hover in mid-air. They can stay where they are in the air, 
  or can rise up to 10 feet per point of Focus in the air. For 
  every 
  level 
  purchased, 
  the 
  character 
  can 
  propel 
  themselves at up to 20 miles per hour (though in close 
  combat this simply triples their Agility for movement 
  purposes). The maximum altitude also increases by 100 
  feet per level. 
   
  Power of Cloth 
   
  The Power of Cloth is an odd power that lets 
  characters use a piece of cloth/clothing -- most often a 
  scarf, cape, streamer, or similar item of some sort -- both 
  offensively and defensively. 
  Cost: 3 per level at character creation. Current level times 
  4 in experience points. The level of Power of Cloth cannot 
  exceed the character's Focus. 
  Powers: The character's favored garment can be used to 
  focus attacks as per a Conduit Weapon. Also, select one 
  of the following special abilities each level after the first: 
   
  Cloth Block: The cloth can be used to block normal 
  and even weapon attacks without sustaining any damage. 
  This effectively works the same as the Parry maneuver, 
  but the damage is negated. 
   
  Cloth Deflection: The cloth can be used to perform the 
  Projectile Deflection maneuver. 
   
  Cloth Energy Absorption: The cloth can effectively 
  function to perform the Absorbing Barrier maneuver. 
  Prerequisite: Cloth Block 
   
  Cloth Energy Reflection: The cloth can effectively 
  function to perform the Reflecting Barrier maneuver. 
  Prerequisite: Cloth Block, Cloth Deflection 
   
  Cloth Entanglement: This power allows the cloth to be 
  used to wrap around someone, incapacitating them 
  completely, or just one limb. This uses 8 APs in either 
  case, and either holds the person immobile (4 APs per 
  turn after the first; no damage) or grips one limb (6 APs, 3 
  per turn after the first), or it can be used to execute any 
  appropriate grappling maneuver the character knows. 
   
  Cloth Strike: This power allows the character to 
  energize the cloth, using it to strike an opponent. In game 
  terms, such a strike counts as a Light or Heavy Punch 
  with a bonus of +1 to damage. Power Strike and other 
  appropriate modifiers can be applied to this at the usual 
  costs. 
   
  Dramatic Pose: This power works more or less the 
  same as the Anime Schlock of the same name, except 
  that summoning a Dramatic Wind costs no Chi, and 
  adding cherry blossoms or whatever costs 1 Chi. 
   
  Slash Power 
   
  One of the more curious (and difficulty to define) 
  powers in fighting games is what, for the purposes of 
  Thrash, we will refer to as “Slash Power”, a series of 
  quasi-elemental abilities based around the generation of 
  cutting lines of force. For examples of this, look at such 
  characters as Eiji, Vice, Mature, Heidern, and Leona from 
  King of Fighters, and maybe Charlotte and a few others 
  from Samurai Shodown. 
   
  Slash power is not seen too often (outside of KoF, 
  anyway), and the GM may decide who would and wouldn’t 
  possess such powers. The only “generic” sort of 
  characters who might possess it are the ninja; it adds a 
  certain amount of style to their maneuvers (as evidenced 
  by Eiji Kisaragi). As is the case in KoF, it could easily be 
  an aspect of a certain family line, or whatever. 
   
  To possess Slash Power counts as a 6 point 
  advantage, and grants access to the modifiers and 
  maneuvers listed below. 
   
  Modifiers 
  Slash Blast (+1): This maneuver allows a chi blast or 
  similar maneuver to be composed of slash energy. This 
  
  reduces the AP cost by -2, and increases the damage by 
  +2. 
  Slash Strike (+1): This modifier makes the attack be 
  surrounded by a wave of slash energy. This increases the 
  damage by +2, and costs an additional 1 Chi point. 
   
  Maneuvers 
  Formation Slash 
   
  The character sweeps their hands or weapon around, 
  creating a short-lived formation of energy in the air. 
  Anyone touching the energy formation, whether because it 
  was created around them or because they were foolish 
  enough to run into it, takes damage as below. The 
  character can make any number of "lines" in the 
  formation; a more elaborate one will take longer to make, 
  but will do more damage. 
  Prerequisites: Focus 6 
  Character Points: 4 
  Accuracy: +0 
  Action Points: 4, plus 3 per line 
  Chi Cost: 3, plus 1 per line 
  Damage: 1d6, plus 2 per line 
  Move: None 
    
  Slash Channeling 
   
  This maneuver essentially allows the character to add 
  slash energy to any physical maneuver. When this is 
  done, the modifiers listed below are applied to the 
  maneuver. 
  Prerequisites: Focus 6, Style 4 
  Character Points: 6 
  Accuracy: +1 
  Action Points: -1 (to a minimum of 1) 
  Chi Cost: +2 
  Damage: +3 
  Move: +0 
   
  Slash Circle 
   
  The character simply swings in a circle around them, 
  making a circular formation of slash energy which can 
  strike everyone in the same hex as them. 
  Prerequisites: Focus 7 
  Character Points: 5 
  Accuracy: +3 
  Action Points: 12 
  Chi Cost: 7 
  Damage: 1d6+2 
  Move: None 
   
  Slash Sphere 
   
  This maneuver creates a sphere of glowing, cutting 
  slash energy in front of the character. This normally stays 
  stationary, but can be moved forward or backwards at a 
  rate of 1 hex per turn. The Slash Sphere remains active for 
  1 turn per 3 points of the character's Focus. Anyone 
  struck by the sphere is repeatedly cut by it, taking 
  damage as noted below. 
  Prerequisites: Slash Circle or Formation Slash, Focus 8 
  Character Points: 7 
  Accuracy: +1 
  Action Points: 12 
  Chi Cost: 8 
  Damage: 1d6+1 per turn 
  Move: 1 
   
  Sorcery 
   
  "This place smells of evil... and gymsocks!" 
   
   -- Haohmaru, Samurai Shodown IV 
  Abilities of Sorcerers 
   
  Learning Sorcery: The process of learning magic is, 
  as you might expect, a laborious one. And, of course, it's 
  a bit boring to most people. Sorcery is a combination of 
  the spiritual, in the focusing of one's internal energies, and 
  the intellectual, in that it requires memorization of chants, 
  formulas, rituals, and so forth. As such, martial arts 
  training has nothing to do with it. However, sorcerers need 
  to study. As such, they can accumulate Study Points at 
  the same rate that martial artists do Training Points, for 
  spending time studying mystic texts and so forth, and 
  these are spent in much the same way, but must be 
  spent on sorcery paths, the sorcery style, or magic-based 
  maneuvers and such. 
   
  Sense Magic: Anyone who knows magic becomes 
  attuned to the unique chi flows it generates when used. 
  The degree of attunement depends on how much mystical 
  power the character possesses. Take the combined level 
  of all the character's Paths, and add to that two times the 
  level of their Sorcery Style (if possessed), and look at the 
  following table: 
  1-5 
  The character will be aware if magic is being used within 10 feet per point of focus, 
  but they cannot pinpoint its source. 
  6-10 
  The character will be aware if magic is being used within 50 feet per point of focus, 
  but a roll on 1d10 + Focus + Sorcery style is required to pinpoint its source if it is 
  within line of sight. 
  11-15 
  The character is aware of any magic used within 100 feet per point of Focus, and 
  can always pinpoint the source if it is within line of sight. 
  16-20 
  As for 11-15, but the character can also tell the general type of magic being used 
  (offensive, healing, mind control, etc.). 
  20+ 
  As for 16-20, but the range for close detection is doubled, and the character sense 
  when magic is being used within one mile per point of focus (no fine detection 
  possible). 
   
  The Sorcery Style (Optional) 
   
  The following are some additional abilities granted by 
  the Sorcery Style (see Thrash, Weird Powers Appendix 
  for more details). As with a Path, these abilities are given 
  when the character reaches a level equal to the number 
  listed for each given ability. 
  1. Mystic Lore: The first thing to learn for the sorcerer is a 
  general knowledge of the mystic arts. This Lore also 
  confers knowledge in ancient rituals such as how to 
  invoke demons and other extraplanar creatures, in 
  addition to other rituals at the GM's discretion. 
  2. Dispel Magic: Now that the sorcerer has a general 
  knowledge in all of the Mystic arts the next thing he will 
  learn about magic is how to dispel it. In order to disrupt a 
  spell, the two sorcerers make a contested roll on 1d10 + 
  Focus + Sorcerery to determine whether the spell is 
  negated, or it resists the attempt of negation. Costs 9 Chi. 
  3. Extend Duration: At this level, the sorcerer can extend 
  the effects of spells that are time-based. Costs 1 Chi per 
  additional minute. 
  4. Inversion: This is the point where novices are separated 
  from full-fledged sorcerers, for now the wizard understands 
  how magic works! The character knows how to fully 
  interact with Chi, whether internal or external. This spell 
  
  enables the character to invert the nature of any Chi-
  related effect; a fire blast can be turned to an ice blast, a 
  heal wounds can be reversed to cause wounds, etc. This 
  ability costs half the Chi cost of the spell to be reversed. 
  5. Absorb Energy Attack: Now that the character knows 
  how does Chi work he can use the Chi in the air to 
  replenish his own -- even that from Chi-based Attacks! The 
  sorcerer receives the attack, then makes his spell roll; if 
  the sorcerer succeeds, the damage rolled from the attack 
  will be instead added to the mage's Chi and they will be 
  unharmed by the attack's usual effects. Another effect of 
  this knowledge is that the sorcerer now will receive double 
  the normal amount of Chi during meditation. In order to 
  attain this level, the character to have level 3 in the Lines 
  path. Costs half the Chi cost of the maneuver/spell being 
  absorbed. 
  6. Magical Disruption: Now that the character has attained 
  a so high level of power, that what he did before now can 
  do it better. This stronger version of the Dispel Magic not 
  only affects spells, but everything that operates with Chi: 
  maneuvers and spells are effectively (and automatically) 
  canceled, artifacts and enchanted weapons are rendered 
  non-magical (if the owner looses a roll on 1d10 + Will + 
  Artifact Level) for 2d6 turns and Chi-Based effects are 
  completely negated (the GM may allow a roll if the 
  situation is critical). Costs 10 Chi and the sorcerer must 
  have a focus of 12 or higher in order to attain this level. 
  7. Permanency: This ritual enables the sorcerer to render 
  any Chi-based effect permanent: An elemental wall, a 
  knot of obstruction, or maybe a Chi-gong. Greedy players 
  will find a lot of applications for this tool (just beware of 
  muchkinism). The ritual is 3 hours long and costs 90 Chi, 
  plus the Chi invested in extending the Chi-based effect to 
  3 hours. In order to attain this level, the sorcerer must 
  have enchantment at level 2 at least. 
  8. Turning: This tricky form of Chi manipulation consist in 
  turning a of Chi-based attack right towards the one who 
  attacked you. The attacker thus receives the attack he 
  sent out, with the attack roll being equal to the sorcerer's 
  spell roll. Costs 6 Chi. 
  9. Negation Shell: A powerful abjuration that prevents the 
  use of Chi or magic in a radius of 1 hex per point of Focus 
  and has a range of 3 hexes per point of focus. Costs 20 
  Chi and lasts for 3 turns per level of the Sorcery style. 
   
  Sorcery Paths 
  Divination 
   
  Wile not necessarily psychics, sorcerers still have 
  their own means to look both into the future and faraway 
  places, amongst other things. 
  1. See Auras: The first thing a diviner learns is to 
  recognize what is in front of your eyes. Same as the 
  psychic Aura power. 
  2. Detect Lie: This spell will, after a question is asked to 
  someone, to cause the other person's aura to glow in red 
  if he's lying. Costs 2 Chi per question. 
  3. Find: The diviner now can tell the localization of a 
  specific object or person provided he/she has enough 
  information about the object/person. This wont tell the 
  diviner the exact localization of the object, but will guide 
  the diviner on his/her way like a compass. Costs 10 Chi 
  per hour of searching. 
  4. Detect Scrying: At this point, the diviner can tell some 
  more interesting things....like when he's being watched! 
  whether physically, magically or by any other means. This 
  costs no Chi, is constant and automatic. 
  5. Legend Lore: This powerful form of divination can, via a 
  2 hour long ritual, tell the whole story of a specific object. 
  If cast on a person, the spell will reveal everything about 
  the person, even things the person him/herself didn't 
  know. Costs 70 Chi. 
  6. Divine Assistance: When sorcerers are in need of some 
  serious advisement, they can use this incredible form of 
  divination that consists in contacting beings from higher 
  planes of existence. This spell is generally used only 
  when the sorcerer is in need of a knowledge totally 
  unreachable to the mere mortals, and it better be, cause 
  this powerful beings only attend to truly important 
  questions, and trivial things will only offset them sending a 
  powerful curse over the sorcerer, a really nasty one. This 
  ritual can only be done once a month and costs 200 Chi. 
   
  Necromancy 
   
  Necromancy's stuff is life and death itself, making it a 
  truly powerful (not to say fearful) path to study. Things like 
  restoring lost limbs, speaking with the dead and giving life 
  back!. The other side of the coin lies on the evil 
  necromancers who use this knowledge to do the inverse! 
  This Makes necromancy also the most destructive path of 
  them all. 
  1. Soothe: Soothing pain with but a touch. 1 Chi per 
  minute. 
  2. Pain: Same as the psychic maneuver, can be 
  maintained as long as the sorcerer keeps chanting and 
  concentrating. 
  3. Heal light Wounds: can heal minor physical damage, 
  wounds heal clean up to 1d6. Costs 4 Chi and heals for 
  real, no need for hospitals! 
  4. Cure Diseases: The sorcerer can use his knowledge of 
  life and death to cure some minor disease, from colds to 
  flu; can also negate a Contagion spell. Costs 10 Chi. 
  5. Curse: At this level, the necromancer reaches the 
  sympathy of the dead to do some things in their name. 
  The character can bewitch another person with a curse! 
  These curses are minor and harmless, but sometimes 
  can be really fun if you want to spoil another player's day. 
  With effects like always stepping on dog excrement 
  wherever there is, being hit by someone else's 
  basketballs, slipping on a banana peel, etc. Victims can 
  save themselves from the effect if they win a roll of 
  will+focus, but if they loose, they'll have to find another 
  sorcerer for advisement on how can they remove the curse 
  (as the curses are very minor only the player him/herself 
  can remove the curse from his/her soul). The methods for 
  removing curses can be as hard, easy, ridiculous or even 
  hilarious as the GM sees fit (that's part of the GM's fun!). 
  Costs 16 Chi. 
  6. Cause Light Wounds: At this point is when evil 
  necromancers start twisting the rules. This is just the 
  opposite of healing, causing 1d6 points of damage (non- 
  
  soakable) Can be resisted with a will+focus roll. Costs 5 
  Chi. 
  7. Contagion: The reversal of the cure diseases spell. This 
  spell will cause the victim to feel weakened(-3 to all rolls) 
  for as many days as the sorcerer's necromancy level. Will 
  negate any form of healing power and will be negated by a 
  cure diseases. Can be resisted via will+focus roll. 
  8. Animate/Control the Dead: When done on a place with 
  corpses (invoking this on 5th avenue or Disneyland just 
  wont work *central park maybe*) will raise 1 corpse per 
  point of focus. These animated dead have 12 health 
  points, a soak of 16,+4 on base damage, a base 
  accuracy 
  of 
  the 
  sorcerer's 
  Focus+necromacy, 
  an 
  Intelligence of 3 and 3 maneuvers(light punch, light kick 
  and grab). The animated dead can only take simple 
  commands like "defend" or "kill" or "bring" etc. This costs 
  10 Chi per corpse. 
  9. Speak with the Dead: This is a very odd form of 
  divination that consists in a ritual in which the 
  necromancer must be in a cemetery, then get himself a 
  corpse. The sorcerer must paint a pentagram in goat's 
  blood with the dead body in the center and candles 
  surrounding: as many candles as the deceased's age. 
  The circle will then bright in purple and the conversation 
  can begin: The deceased will tell the sorcerer everything 
  he knows about a specific topic. Only one question can 
  be asked per ceremony and only one ceremony can be 
  done per specific person. This ritual costs 80 Chi and can 
  only be performed once a month: during full moon to be 
  precise. 
  10. Enfeeblement: This quite powerful spell snuffs out the 
  life force of anyone within 1 hex per point of focus. A 
  contested roll of will+focus is made and, should the 
  necromancer win, the victims will loose 1 point of agility 
  per point exceeding the lowest roll among the contenders. 
  Lost agility points can be 
  recovered via regeneration or healing powers, or 1 point 
  per day of rest. 
  11. Regeneration: The ultimate in healing! This is the point 
  where the necromancer can do really astounding things: 
  Cure chronic or even lethal diseases, brain surgery 
  (without piercing the skin), regrow lost limbs (odd, but 
  might happen in some campaigns), heal any wounds 
  (including those that would surely kill a character) and 
  negate all forms of insanity. This is the way sorcerers fight 
  the truly powerful curses (yes, Dim Mak too!). This 
  lengthy ritual (2 days minimum) costs no less than 200 
  Chi. 
  12. Resurrection: This 3 day long ritual must be performed 
  in a space in no longer than a week after the person's 
  death and has been known to have some unforeseen 
  effects, yet it worth it! Costs 400 Chi. 
  13. Energy Drain: This really nasty spell requires physical 
  contact with the victim then speaking the trigger words. 
  The victim must do a stamina roll, if he/she fails, a purple 
  glowing will cover the two individuals, then, the victim will 
  loose 1 agility point....permanently! Not even regeneration 
  spell can negate it's nefarious effects. 
   
  Summoning 
   
  The path of Summoning enables the character to call 
  forth different types of beings and magically force them 
  into service. Needless to say, it’s best to be very careful 
  with this kind of magic. All Summoning spells require 
  some amount of ritual preparation. In all cases, creatures 
  summoned are not required to do anything the caster 
  wants, unless a Binding spell is cast upon them as well. 
  1. Simple Ward: This is the ability to create a ward, which 
  appears as a piece of paper in the case of most Eastern 
  traditions, though a variety of other forms are possible, 
  depending. When placed on a person or place, it serves to 
  repel a particular type of creature or being of supernatural 
  nature. Such beings attempting to come within 10 feet of 
  the ward must make a roll on 1d10 + Focus + Will, the 
  difficulty being the sorcerer's Will + Summoning + 
  Sorcery, or flee the area. 
  2. Summon Lesser Animals: This spell allows the caster 
  to summon to them a relatively small animal (a dog is 
  about the largest it can call forth). This creature must be 
  within five miles level of Summoning. Cost is 4 Chi. 
  3. Minor Binding: This spell forces a summoned creature 
  (cannot be used except on creatures that have just been 
  magically summoned) to obey verbal commands from the 
  caster. These are magically translated so that the subject 
  can hear and understand them. Commands must be 
  obeyed, unless the subject makes a successful roll on 
  1d10 + Will + Focus. This spell lasts 10 hours per level of 
  Summoning. Cost is 8 Chi. 
  4. Summon Spirits: This spell works much the same as 
  Summon Lesser Animals, except that it calls forth a spirit 
  of some sort. Cost is 6 Chi. 
  5. Summon Greater Animals: This spell is more or less 
  the same as Summon Lesser Animals, except that it can 
  be used to summon much larger beasts; elephants, 
  tigers, horses, etc. Cost is 8 Chi. 
  6. Major Binding: A more advanced binding spell, this 
  allows the caster to mentally command the subject in 
  addition to verbal commands. In either case it is still 
  possible for them to resist, but there is a -10 penalty to 
  attempting to do so. Mental commands do not use up any 
  APs of the caster. This lasts for 16 hours per level of 
  Summoning. Cost is 16 Chi. 
  7. Summon Human: This spell calls forth a human being. 
  The caster can give some amount of criteria in the spell 
  (though summoning a specific person is not possible 
  unless they are willing), but the person must be within 10 
  miles per level of Summoning. Cost is 10 Chi. 
  8. Dismissal: This spell cancels a Binding spell, whether 
  it was cast by the caster or another sorcerer. If the 
  binding was cast by the caster, the subject will have no 
  memory 
  of 
  what 
  happened 
  between 
  their 
  initial 
  summoning and the present, unless the caster wishes 
  otherwise. 
  9. Summon Lesser Monster: This spell calls forth a lesser 
  supernatural creature, such as a vampire or tengu. At this 
  point, the sorcerer is getting into some rather dangerous 
  stuff, and this spell should definitely be used with great 
  care. Most monsters can do some serious damage, and 
  won't be too happy at being summoned away from 
  
  whatever they were doing. Regardless, the creature must 
  be within 50 miles per level of Summoning. Cost is 15 Chi. 
  10.  Summon Greater Monster: An even more advanced 
  summoning spell, this allows the sorcerer to call forth a 
  dragon, lich, or possibly even a minor god. To say that 
  one should be careful with this is an understatement. A 
  badly treated dragon (regardless of the variety) is probably 
  going to be ready, willing, and able to obliterate any 
  spellcaster foolish enough to attempt to coerce them into 
  service. Range is unlimited. Cost is 30 Chi. 
   
  Transformations 
   
  "MOON... PRISM.... POWER!" 
   
   -- Sailor Moon 
   
  A 
  lot 
  of 
  anime 
  characters 
  make 
  use 
  of 
  “transformations.” In Thrash, this is a fairly broad heading 
  for any ability whereby the character temporarily 
  transforms into something/someone else, and thereby has 
  their abilities changed. Notable examples from anime 
  include the Sailor Senshi of Sailor Moon, the Super Saiya-
  jin of Dragonball Z, the Jusenkyo curses of Ranma ½, 
  Tekkaman, 8 Man, and so forth. Creating such a 
  transformation 
  power 
  is 
  comparatively 
  easy. 
  You 
  determine what is required to initiate the transformation, 
  what abilities it grants, and then calculate the cost from 
  those. 
   
  Transformation Conditions 
   
  "Don't make me angry. You wouldn't like me when I'm 
  angry." 
   
   -- Dr. David Banner, The Incredible Hulk 
   
  The conditions are what is required to activate the 
  transformation. The conditions are a negative modifier, to 
  be applied against the cost of the effects, and also 
  determine what the character has to do to change back to 
  normal. 
  Chi Cost (Varies): The character must expend Chi points 
  to activate the transformation. This reduces the overall 
  cost by -3 points per 5 chi that must be spent. Changing 
  back is simply a matter of deciding to do so. 
  Incantation (-4/-6): The character must recite a “spell” in 
  order to transform (the -6 point version requires flashy 
  hand gestures as well). Changing back requires a similar 
  incantation. 
  Item (-3/-8): The character requires a special item in order 
  to transform. The -3 point version means it is a typical 
  item, which can be replaced relatively easily, while the -8 
  point version means it is a unique item which would be 
  very difficult to replace. Changing back is simply a matter 
  of deciding to do so. 
  Nudity (-4): The character has to take all of their clothes 
  off to initiate the transformation properly. In most cases 
  this means that the transformation will provide a nifty new 
  outfit to the character for its duration, but if you want 
  hentai elements in your game... 
  Rage (-6): The character must reach their Rage threshold 
  in order to transform. To change back the character must 
  calm down. 
  Random (-8): The transformation happens more or less as 
  it pleases, starting at the most inopportune times. 
  Changing back works likewise. 
  Water (-4): A splash of (usually cold) water will transform 
  the character. Changing back is usually a matter of having 
  hot water applied. 
   
  Transformation Effects 
   
  Additional Powers: A Transformation can grant various 
  additional maneuvers, Weird Powers, Advantages and 
  Disadvantages or anything else appropriate. As a general 
  rule, calculate the cost of everything that falls under this 
  and then reduce the overall cost of the various abilities by 
  25%. 
  Altered Abilities (Varies): When transformed the 
  character may also have their attributes, skills, and such 
  augmented or reduced. 
  Stat 
  Cost 
  Attribute (Increase) 
   2 per +1 
  Attribute (Decrease) 
  -1 per -1 
  Style (Increase) 
   1 per +1 
  Style (Decrease) 
  -1 per -1 
  Health/Chi 
   1 per +4 
  Base APs 
   2 per +1 
  Skill (Increase) 
   1 per +2 
  Skill (Decrease) 
  -1 per -3 
   
  Alternate Personality (-6): The transformed version of 
  the character has a totally different personality controlling 
  it. Once the character transforms, they ultimately wake up 
  later on with no memory of what happened, save perhaps 
  some vague impressions. 
   
  Protected 
  Identity 
  (3): While transformed, the 
  character’s normal identity cannot be discerned by others 
  unless the character wishes it, even if, by appearance, it 
  should be blatantly obvious (a la Sailor Moon). 
   
  Example of a Transformation 
   
  Okay, so I want to make a Magical Girl character. 
  She'll do the typical Magical Girl thing and yell out silly-
  sounding words and so forth, meaning it takes an 
  Incantation (-4). When transformed, she gains the ability 
  to throw a guided fireball (Chi Blast with Guided Blast and 
  Flaming Blast; 9 points total). She also adds +2 to 
  Appearance (cuter in that outfit -- 4 points) and +3 to 
  Agility (faster to boot -- 6 points). She also gets the ability 
  to Jump, Air Jump, and Wall Spring (7 points total). 
   
  The maneuvers come to 16 points; reduced by 25% 
  brings the cost to 12, plus the attribute bonuses is 22, 
  minus the activation cost is 18 points, the final cost of the 
  Transformation. It's as simple as that. Pretty Pyromaniac 
  is all ready to go! 
  
  Chapter 4: High Tech
  Chapter 4: High Tech  
   
  "I'll tell you what I love. I love perfection, and my 
  technology is perfect!" 
   
   -- Dr. Clay, Tenchi Muyo! Ryo-Ohki 
   
  This section covers various nifty high-tech devices 
  that might appear in futuristic campaigns. In all cases, 
  high tech items are assigned a cost in Build Points (BPs). 
  The BP cost is used to determine the actual cost of the 
  item, be it in dollars/yen (or other monetary units), 
  resources, or character points (effectively the same as the 
  Artifact advantage). In the case of a currency equivalent, 
  I'd suggest around $5,000 per BP at a 20th century level, 
  and about $1,000 per BP in more futuristic settings. 
   
  Body Armor 
   
  This is your typical high-tech armor. Needless to say, 
  it's much better protection than conventional armor, 
  especially against firearms, though it's usually also 
  considerably more expensive. 
  Coverage: This determines the base cost of the armor, 
  based on what parts of the body it covers. The torso gives 
  a Coverage of 4, and each limb, plus the head, increases 
  that by 1, to a maximum of 9. The base cost of the armor 
  is equal to the Coverage in BPs. 
  Impact: 1 BP per +3 Impact resistance. 
  Thrust: Thrust is equal to Impact, plus 4. 
  Firearms: Equal to Impact times two, plus 2 per each 
  additional BP spent. 
  Encumbrance: Take the total BP cost of the armor 
  (without accessories); if it is between 4 and 6, 
  Encumbrance is +0, 7 to 9, it's -1, 10 to 14 its -2, and 15 
  or more, it's -3. 
  Accessories: Any suitable gadget can be added onto a 
  suit of armor, at the usual BP cost. Environmental 
  containment, which lets the armor be used in hostile 
  environments and provides and independent air supply, is 
  2 BP. 
   
  Weapons 
  Guns 
   
  This covers just about anything that shoots people. 
  Base Type: This is the basic form of the weapon, which in 
  turn determines the base cost. 
   
  Derringer/Pen: A tiny, concealable weapon. 3 BPs. 
   
  Pistol: 2 BPs 
   
  Rifle: 3 BPs 
   
  Portable Cannon: 5 BPs 
  Modifiers: 
   
  Auto-Fire: Automatic fire allows the weapon to fire 
  shots very rapidly, albeit with less accuracy. Semi-
  Automatic fire costs 2 BPs, and allows the weapon to fire 
  three-round bursts with each pull of the trigger (normal AP 
  cost), which do double damage. 3 BPs will provide fully 
  automatic fire, for which the weapon can continue firing as 
  long as the trigger is pulled. In this case, it takes 2 APs, 
  plus one per two rounds fired in that action. 1d6 out of 
  every 6 shots will hit the intended target if the attack is 
  successful. 
   
  Beam Weapon: Rather than bullets, the weapon fires 
  laser beams, particle blasts, or whatever generic type of 
  energy you want. This increases the Accuracy by +1, and 
  Damage by +3, plus it looks really cool. Cost is increased 
  by 3 BPs. 
   
  Laser 
  Sight: 
  This 
  provides 
  a 
  laser 
  targeting 
  mechanism, thereby making the weapon far more 
  accurate when it is used. In long-range combat (especially 
  sniping), the Laser Sight adds +4 to Accuracy. 2 BPs. 
  Accuracy: The base Accuracy is -1. This can be 
  increased, at a cost of 1 BP per +1, up to +4. 
  APs: The base AP cost of firing is 6. This can be reduced 
  at a cost of 2 BP per 1 point reduction, or increased, 
  thereby lowering the cost by 1 BP for each 1 point 
  increase. 
  Damage: Base damage is 1d6 for a derringer, 2d6 for a 
  pistol, 2d6+3 for a rifle, and 3d6 for a cannon. This can be 
  increased at a cost of 3 BPs per +1d6, to a maximum of 
  5d6+3. 
  Payload: A derringer has a payload of 1. A pistol starts 
  with 6, and can be increased to 20 for 1 BP. A rifle starts 
  with 30, and can be increased to 60 for 1 BP, or made 
  belt-fed (payload of 100) for 2 BPs. A cannon is always 
  belt-fed. Energy weapons are assumed to use power cells 
  of equivalent payloads. 
  Move: Normally None. A Move of 1 costs 1 BP, and Move 
  of 2 costs 2 BPs. This cannot be purchased for cannons. 
  Range: All are assumed to have a base range of 500 feet. 
  This can be increased by 500 feet for 1 BP, to a 
  maximum of 500 feet. 
   
  Energy Melee Weapons 
   
  "I see you have constructed a new light saber." 
   
   -- Darth Vader, Return of the Jedi 
   
  An energy melee weapon (or EMW for short) is 
  basically a hilt/handle which, when activated, forms an 
  energy-based weapon. 
  Base Type: First off, pick out a normal weapon that the 
  EMW will take the form of. Keep in mind that only the 
  striking part will be energy, so bladed weapons are 
  usually best, and those will usually be swords, or 
  occasionally knives, though axes, polearms, and the like 
  are certainly possible. The base cost is 5 BPs for a sword 
  or axe, 4 for a polearm, and 3 for a knife. 
  Accuracy: EMWs are light and relatively easy to use; all 
  will have a modifier of +1 to Accuracy (applied to that of 
  the basic weapon type). This can be increased by another 
  +1 for 2 BPs or +2 for 3 BPs. 
  APs: The AP modifier is as per the basic weapon -1. It 
  can be decreased by another -1 for 3 BPs. 
  Damage: Increase the damage of the weapon by +3; this 
  can be increased at a cost of 1 BP per additional +1 to 
  damage, to a maximum of an additional +6 (i.e., +9 total). 
  Move: Standard. 
   
  Robots 
   
  Robots are fairly uncommon in fighting games, though 
  they certainly exist (the various Jacks of Tekken, Huitzil of 
  DarkStalkers, Vector of Star Gladiator, etc.). They can 
  make very interesting characters in a number of ways, 
  
  though they can also be unbalancing in terms of power. 
  Whether or not to allow robotic PCs is, like anything else, 
  up to the GM's discretion. Regardless, most PC robots 
  should have a neural, human, or non-human intelligence 
  (see below), and, for fighting game/anime purposes, at 
  least, will typically be humanoids (and for anime 
  purposes, frequently created to appear cute and female). 
   
  Because the term "robot" covers such a wide range of 
  possibilities, the system for creating them has to be fairly 
  generic. Further, the processes involved are different 
  enough that the game mechanics are different to reflect 
  that. Rather than the usual stuff with attribute and 
  character points, a robot has a certain allotment of BPs. 
   
  Part 1: Intelligence 
   
  Creating a robot is essentially a two step process; 
  make the brain, and put it in a body. The Intelligence is 
  the computer unit or whatever that controls the robot, just 
  as a biological brain can be said to run a human body. 
  Step 1: Intelligence Type 
   
  Human Intelligence: The robot is controlled by either a 
  human brain with a life support system, or a human mind 
  transferred into a computer. In either case, the whole 
  question of programming becomes moot; the character 
  has had a typical human education or whatever. Roll 
  2d10+12 and distribute among the four mental attributes 
  (Intelligence, Will, Focus, and Charisma). The character 
  has Character Points equal to their Intelligence + 46. 
  Using a human intelligence costs 8 BPs. 
   
  Neural Intelligence: A neural intelligence, also known 
  as a positronic brain, is an artificial construct designed to 
  mimic the human brain. This gives an artificial being a 
  much greater range of mental capabilities, and in some 
  cases such constructs may possess humanlike intuitions 
  and even emotions. The base cost of a Neural Intelligence 
  is 12 BPs. Intelligence starts at 4, and can be increased 
  up to 10 at a cost of 2 BPs per point of increase. 
   
  Non-Human Intelligence: This is essentially having the 
  robot be controlled by a living brain, but of something 
  other than a human, usually some sort of animal. The 
  animal brain is, however, more simple than that of a 
  human, and as such must be augmented by a number of 
  subprocessors to facilitate speech, color vision, and so 
  forth. As such, the base cost of a Non-Human Intelligence 
  is 9 BPs. Roll 2d10+10 for the character's mental 
  attributes (Intelligence, Will, Focus, and Charisma), 
  though Intelligence cannot initially exceed 6. The 
  character has Character Points equal to their Intelligence 
  + 
  45. 
  A 
  Non-Human 
  Intelligence 
  can 
  also 
  be 
  supplemented with programmed skills and abilities, but 
  unlike a Neural Intelligence, these programs cannot be 
  increased in level through learning; such a character 
  wishing to better themselves in such an area must 
  purchase the skill normally, starting at level 1. 
   
  Step 2: Programming 
  Attributes 
   
  For all of the following, Human and Non-Human 
  Intelligences will have them purchased normally. 
   
  Charisma: Needless to say, a machine isn't going to 
  be terribly amiable. For a nonintelligent computer, the 
  best one can do in most cases is to create a software 
  program that produces artificial emotional reactions; this 
  type of program costs an additional 2 BPs and provides 
  an effective Charisma of 4. Neural Intelligence robots may 
  get such a program, but their "natural" Charisma starts at 
  2, and can be increased normally. 
   
  Focus: Focus is not normally applicable to robots. 
  The only exception would be if the robot includes some 
  kind of techno-mystical mechanism that allows it to use 
  chi-based powers. This requires a Neural Intelligence, as 
  well as special processors. The cost is 9 BPs, plus 1 per 
  point of the robot's effective Focus attribute (to a 
  maximum of Focus 9). Base Chi is equal to the Focus 
  times 2, but can be increased at a cost of 1 BP per 
  additional 3 Chi, to a maximum of +36. 
   
  Will: Likewise, willpower is not normally an issue; as 
  a machine, a robot is unlikely to succumb to emotional or 
  other influences, yet is completely incapable of resisting 
  programmed directives. A neural intelligence, whose 
  thoughts can be surprisingly humanlike, may have a need 
  for willpower, but they will begin with very little of it; the 
  base Will of a robot with Neural Intelligence is 4, though 
  this can be increased normally. 
   
  Skills: A robot can be programmed with any number 
  of skills. For a Computer or Neural Intelligence these cost 
  1 BP per skill level, though social skills (excepting things 
  such as etiquette) cannot be purchased in this manner. 
   
  Styles & Maneuvers: Likewise, training in combat is 
  simply a matter of programming it. Most robots will be 
  programmed with Special Forces, but any style is 
  conceivably possible (a programmer would have to be able 
  to study it enough to produce a skill program). Styles cost 
  2 BPs per level. Physical maneuvers cost a number of 
  BPs equal to half (rounded up) the total CP cost (i.e., add 
  up ALL of the physical maneuvers purchased, and then 
  calculate). Chi-based maneuvers (if the robot has a Focus 
  capability) cost BPs equal to the CP cost. 
   
  Disciplines: Most disciplines are not available to 
  robots, though ones that are specifically some sort of skill 
  (e.g., Weapon Art, Weapon Improvisation, Steel Cloth, 
  etc.) will cost 1 BP per level. Chi-based disciplines are 
  available if the robot has a Focus capability, and cost 2 
  BPs per level. 
   
  Part 2: Body 
  Step 1: Basic Body 
   
  For simplicity -- and because that's simply how the 
  genre is -- this system only provides for humanoid robots 
  of roughly human size. 
   
  Strength begins at 5, and can be increased up to 16 
  at a cost of 2 BPs per point. 
   
  Agility starts at 4, and can be increased up to 12, at a 
  cost of 3 BPs per point. 
   
  Stamina is not applicable to robots; the only 
  limitations on how long they can maintain a given physical 
  activity are their power source and when their components 
  start to overheat (and we usually ignore these in anime 
  
  anyway). For soaking damage, however, a robot is 
  assumed to have a Stamina of 11. 
   
  Appearance is normally assumed to be N/A as well; a 
  bot is just a piece of metal. Of course, a designer can put 
  more into making the robot look cool, in which case the 
  robot can be given an Appearance of up to 10 at a cost of 
  1 BP per 2 points of Appearance. This can take the form 
  of an impressive but still metallic form, or (an anime 
  favorite), a cute and/or sexy human-like exterior. 
   
  Step 2: Armor 
   
  A robot begins with 40 Health; this can be increased 
  at a rate of 5 Health per BP. Note that unless the 
  nanotech repair device is selected, any damage sustained 
  must be repaired, rather than healed. However, they can 
  also be physically reinforced to be more resistant to being 
  damaged in the first place; this takes the form of them 
  having normal armor values. 
   
  Coverage: Coverage is assumed to be 10 (i.e., always 
  protects) for built-in armor. 
   
  Impact: +6 per BP spent, to a maximum of +48. 
   
  Thrust: Equal to Impact, plus 10. 
   
  Firearms: Equal to Impact, plus 8. 
   
  Encumbrance: Not applicable. 
   
  Step 3: Weapons 
   
  Any reasonable number of weapons may be 
  integrated into a robot. Such weapons are simply 
  purchased at their normal BP cost. 
   
  Part 3: Final Touches 
   
  Base APs: 10, plus 1 per point in any styles known. 
   
  Dizzying Threshold: Not Applicable. 
   
  Rage Threshold: Rage only applies to robots with a 
  Human or Non-Human Intelligence, and even then, being 
  part machine makes them less likely to go nuts. As such, 
  the Rage Threshold is calculated as the sum of the 
  character's Will and Focus, times two. 
   
  Extra Stuff: Besides the usual stuff with fleshing out 
  your character, a robot may also select stuff from the 
  Robot Special Abilities, listed below, at the BP cost listen 
  in parenthesis under each ability. 
   
  Robot Special Abilities 
   
  360 Degree Rotating Body Segment (1): The robot 
  can rotate any part of his body completely around. Perfect 
  for performing some truly unique maneuvers. 
   
  Combat Computer (6): A special device that collects 
  and 
  processes 
  information 
  about 
  the 
  opponent's 
  techniques during combat in order to improve the robot's 
  reactions with respect to that opponent. The robot 
  receives a bonus to it's combat rolls of +1 per every three 
  turns spent fighting with that opponent to a maximum of 
  the robot's focus when it can't perform any better. Even if 
  the battle is over, the next time they fight again the robot 
  will keep a bonus of +1 to it's rolls against that particular 
  opponent permanently and that bonus will be cumulative 
  each time the robot fights again with that particular 
  person. 
   
  Micro Video-Camera (2): One of the robot's eyes is a 
  video camera. The video is recorded on mini-discs of 60 
  minutes capacity each. 
   
  Nanotechnology Repair Device (3): This system, 
  consisting of thousands of microscopic robots, affords the 
  robot an ability to gradually repair itself over time, thus 
  effectively healing damage as per a normal human 
  character. 
   
  Radar (4): Can detect and track up to six targets 
  simultaneously. Same as the Danger Sense maneuver, 
  but this one is not fooled by Mushin. 
   
  Remote Probe (1 each): A remote-controled mobile 
  device equiped with a camera and a microphone to 
  perform "spy"  job(remember Transfromers Laser Beak?). 
  The robot can see and listen through the probe's sensors. 
  The device is no bigger than 8 inches and is considered to 
  have 5 health points that, if depleted, the probe is reduced 
  to scrap metal. 
   
  Secret Compartments (1): The robot can hide inside 
  of any part of it's body (except his head) any small items 
  that could be of any importance. 
   
  Self-destruct System (2): Though a not considered 
  alternative, should an "inescapable death"; situation 
  occurs, the robot can, at least, say goodbye in a way few 
  will forget. The robot can blow himself up  in a big bang 
  with a radius of five hexes. 
   
  Sensors (1-5): Same as the cybernetic system. 
   
  Sound Analysis Computer (2): This computer can 
  identify any sound, voice, etc. and has a capacity storage 
  for 2,000 different sounds. 
   
  Targeting sight (1): The robot in considered to have a 
  firearms skill of 4 and the robot recieves a bonus of +3 on 
  his weapon attack roll per each turn spent aiming. 
   
  Robot Maneuvers 
  Modifiers 
   
  Spinning Maneuver (+3): The robot can perform any 
  reanosable maneuver while spinning its waist completely 
  around, 
  and 
  thus, 
  inflicting 
  damage 
  to 
  everyone 
  surrounding the robot. Great for taking on complete mobs 
  at once. It also adds +2 to damage due to the centrifugal 
  force of the spin. Prerequisites: 360 degree rotating body 
  segment (waist). 
   
  Spinning Blast 
          The robot fires an eye blaster while spinning its head 
  in a 360 degree arc, damaging everyone surrounding it on 
  the same hex or adjacent hexes. 
  Prerequisites: 360 degree rotating head, Concealed 
  Weapon (blaster, in the eye) 
  Character Points: 5 
  Accuracy: +3 
  Action Points: 5 
  Chi Cost: 6 
  Damage: 2d6+3 
  Move: None 
  
  Chapter 
  Chapter 5: Kung Fu Fighting
  5: Kung Fu Fighting 
   
  "I do not wish to be a kung fu thug forever. I too have 
  ambitions." 
   
   -- Brainsmasher... A Love Story 
   
   
  Kung Fu is probably one of the most widespread of all 
  the martial arts. With over 1,500 various sub-styles, to 
  simply say a character knows kung fu says surprisingly 
  little; the only thing that can be said for certain is that the 
  origin of the fighting techniques is (mostly) Chinese. 
   
  The Kung Fu style in the Thrash rulebook assumes a 
  general knowledge of some of the styles of Kung Fu. This 
  section, in contrast, deals very specifically with a number 
  of styles of kung fu, chosen because they are either very 
  common or very interesting. Learning one of these styles 
  means that the character has invested a considerable 
  amount of time and energy in perfecting their skill in that 
  particular style of kung fu. A character with a general 
  knowledge of kung fu might know a few moves from any of 
  these styles; in game terms this can be represented by 
  the 
  character 
  purchasing 
  one 
  or 
  two 
  maneuvers 
  associated with that style (e.g., if the character knows a 
  tiny bit of the Crane Style, they would likely get the Crane 
  Fist maneuver). 
   
  Note: Information on Tai Chi Chuan and Wu Shu can 
  be found in the Thrash rulebook. 
   
  Kung Fu Styles 
  Black Tiger (Shan Tung) 
   
  The Black Tiger style is very aggressive, and 
  specializes in dealing with several enemies at once, even 
  those which are hidden or unseen, sometimes even to the 
  point of paranoia. The Shan Tung school has been locked 
  in a bitter rivalry with the Tiger Claw Scool (see below) for 
  some time, and the students are taught to consider 
  themselves to be superior in their internal training. 
  Availability: Shan Tung is rare outside China, Hong Kong, 
  and Taiwan. 
  Prerequisites: Agility 5, Focus 5, Strength 6 
  Bonuses: +1 to Focus, +1 to Strength 
  Basic Maneuvers: Claw Hand, Multiple Dodge 
  Maneuver Modifiers: Reduce the cost of Punch and Focus 
  maneuvers by 1 point. 
  Quote: "How high you can jump! Too bad you've neglected 
  to learn cunning, instead opting to know how to escape!" 
   
  Black Tiger Claw Strike (Punch) 
   
  This maneuver is a more powerful, brutal version of the Claw Hand. 
  Prerequisites: Claw Hand 
  Character Points: 2 
  Accuracy: +1 
  Action Points: 7 
  Chi Cost: None 
  Damage: 2d4 
  Move: One 
   
  Crane Style (Bok Pai) 
   
  One of the major styles of kung fu, the White Crane 
  Style was, according to legend, created by a lama priest. 
  He had witnessed a battle between a crane and an ape; 
  the crane was able to win out by using its long legs, great 
  wings, and pecking movements. 
   
  The result is a very aggressive and sophisticated 
  fighting style. Training is rigorous, requiring the learning of 
  numerous stances and movements. The overall strategy is 
  simple but effective; evade, intercept, penetrate, destroy. 
  This style concentrates of sweeping arm and leg attacks, 
  and continuous turning movements. The most important, 
  attack, however, is the Crane Fist, a beak-like formation of 
  the thumb and fingertips used to strike with a powerful 
  pecking motion. 
  Availability: Bok Pai Kung Fu is taught in Taiwan, Hong 
  Kong, and Singapore. 
  Prerequisites: None 
  Bonuses: +1 to Agility, +1 to Focus 
  Basic Maneuvers: Crane Fist, Crescent Kick, Crane 
  Stance 
  Maneuver Modifiers: Reduce the cost of Kick and Punch 
  maneuver by 1 point (to a minimum of 1). 
  Quote: "Remember the way of the crane; evade, intercept, 
  penetrate, destroy!" 
   
  Crane Fist (Punch) 
   
  The crane fist is a beaklike formation of the thumb and fingertips, which inflicts impressive 
  damage. 
  Prerequisites: None 
  Character Points: 2 
  Accuracy: +1 
  Action Points: 6 
  Chi Cost: None 
  Damage: 2d4 
  Move: One 
   
  Crane Stance (Focus) 
   
  This is a special stance, with one leg straight, on the ground, the other bent so the the ankle 
  touches the knee, and the arms outstretched, with the elbows up and the hands down in a Crane Fist 
  position. When in this stance, the character cannot advance, retreat, or dodge, and the only attacks 
  possible are the Crane Fist and Crescent Kick. However, the character receives a bonus of +4 to 
  their style while in this stance. 
  Prerequisites: Crane Fist, Crescent Kick 
  Character Points: 3 
  Accuracy: N/A 
  Action Points: N/A 
  Chi Cost: N/A 
  Damage: N/A 
  Move: N/A 
   
  Chao Ta 
   
  Roughly translated as "a million lucky punches," this 
  somewhat unusual style was created from traditional kung 
  fu techniques specifically for use by aspiring Hong Kong 
  movie actors. Although it can be used for real combat, 
  Chao Ta's main emphasis is looking good on the silver 
  screen. This includes an ability to act (the level of the 
  style can be used as an acting skill) as well as doing 
  stunts. 
  Availability: Only in Hong Kong... 
  Prerequisites: Charisma 7 
  Bonuses: +1 to Charisma and +1 to Agility 
  Basic Maneuvers: Impact Sponge, One punch or kick 
  maneuver of choice (3 CP cost maximum). 
  Maneuver Modifiers: Reduce the cost of Athletics 
  maneuvers by 2 points (to a minimum of 1). 
  Quote: "What, didn't you see me in Legend of the Deadly 
  Gunman IV? I played the buddy part -- my first big break!" 
   
  Fake Attack (Focus) 
   
  This enables the character to deliver a normal punch or kick attack, making it look exceedingly 
  powerful, even though they're actually faking it. An opponent who responds with an Impact Sponge 
  (see below) takes NO damage, while anyone else takes half the usual damage. 
  Prerequisites: None 
  Character Points: 1 
  Accuracy: -1 
  Action Points: +1 
  
  Chi Cost: None 
  Damage: Special 
  Move: +0 
   
  Greased Lightning (Athletics) 
   
  This kata lets the character unleash a torrent of attacks, even though they aren't as effective. 
  The character's Base APs are increased by +9 for the round in which it is used, but all attacks are at -
  3 Accuracy and do half damage. 
  Prerequisites: Agility 7, Fake Attack 
  Character Points: 2 
  Accuracy: -3 to all attacks used 
  Action Points: Special 
  Chi Cost: None 
  Damage: Special 
  Move: Standard 
   
  Impact Sponge (Block) 
   
  This maneuver is used defensively, and allows the character to fold up upon receiving a blow 
  and fall down, making it look as though they've taken the maximum possible dammage. If it is used 
  successfully, the character actually takes no damage, and if the roll fails, they still only take half 
  damage. 
  Prerequisites: Roll With Impact 
  Character Points: 3 
  Accuracy: +1 
  Action Points: 4 
  Chi Cost: None 
  Damage: N/A 
  Move: One 
   
  Kung Sao (Athletics) 
   
  Literally, "forcing the crowd to cheer," in this maneuver, the character must build up their 
  energy over the course of the round, concentrating through a total of 10 APs,  then unleashes a 
  particularly spectacular looking attack (this is usually done with flashing kicks and whatnot, but can be 
  used with any punch or kick maneuver). When this is done properly, the attack is at +4 to Accuracy and 
  the character's leaping distance is doubled, though the damage is normal. 
  Prerequisites: None 
  Character Points: 3 
  Accuracy: +4 (see above) 
  Action Points: 10 
  Chi Cost: None 
  Damage: Standard 
  Move: Standard 
   
  Ni Huei (Focus) 
   
  Ni Huei, or "hiding the lament," is a two part maneuver used for intimidation. The character 
  must take a blow, and use Impact Sponge, except that they push the envelope of acting, and make it 
  look like the blow they took should've killed them outright. Then, the character gets up, his posture and 
  expression telling the world (and especially the camera) that he will not be defeated, NO MATTER 
  WHAT. This effectively adds +8 to attempts to intimidate the opponent. 
  Prerequisites: Impact Sponge 
  Character Points: 2 
  Accuracy: N/A 
  Action Points: 5 
  Chi Cost: N/A 
  Damage: N/A 
  Move: None 
   
  Choy-Li-Fut 
   
  Choy-Li-Fut is a more aggressive variant of the 
  Shaolin 
  style, 
  which 
  concentrates 
  on 
  long 
  hand 
  techniques. A practitioner will dive into the fray, often 
  facing several opponents at once. 
  Availability: Choy-Li-Fut can be learned in various 
  monestaries and martial arts schools in China, Hong 
  Komg, Taiwan, and parts of the U.S. 
  Prerequisites: None 
  Bonuses: +5 to Chi, +1 to Stamina 
  Basic Maneuvers: Circular Parry, Knife Hand 
  Maneuver Modifiers: Reduce the cost of all Punch 
  maneuvers by 2 points (to a minimum of 1). 
  Quote: "Never hold back! Don't hesitate for an instant 
  when a foe comes at you!" 
   
  Bear Stance (Focus) 
   
  This is a solid, two-legged stance. Both legs are bent and the feet are pointed slightly 
  outwards. The arms are held in a wrestler-style position, with the hands cupped forward in knife hand 
  position. In this stance, the character cannot retreat, and attacks are limited to the Overhead Fore-
  Knuckle Fist, Backhand, and Basic Kicks. Further, Circular Parry is not possible. This effectively adds 
  a bonus of +3 to the character's Style. 
  Prerequisites: None 
  Character Points: 3 
  Accuracy: N/A 
  Action Points: N/A 
  Chi Cost: N/A 
  Damage: N/A 
  Move: N/A 
   
  Overhead Fore-Knuckle Fist (Punch) 
   
  An exceedingly powerful and difficult hoverhand strike. 
  Prerequisites: None 
  Character Points: 2 
  Accuracy: -3 
  Action Points: 7 
  Chi Cost: None 
  Damage: 1d10 
  Move: None 
   
  Cotton Fist (Mein Ch’uan) 
   
  Like 
  Aikido 
  and 
  other 
  styles, 
  Mein 
  Ch'uan 
  concentrates 
  on 
  internal, 
  circular, 
  and 
  deflecting 
  movement. It also concentrates a great deal on spiritual 
  development and such, but one thing sets it apart from 
  other such styles; concepts of honor are ignored 
  completely in favor of the pursuit of victory. 
   
  A master of Cotton Fist enters combat cautiously, 
  carefully evaluating the opponent's technique, usually 
  avoiding their attacks and lashing out with hand strikes 
  when it is safe to do so. 
  Availability: A student does not choose to study Mein 
  Ch'uan. Rather, a master chooses him; they usually prefer 
  arrogant youths who can be easily enticed by power and 
  profit. 
  Prerequisites: None 
  Bonuses: +5 to Chi, +1 to Stamina 
  Basic Maneuvers: Circular Parry, Palm Strike 
  Maneuver Modifiers: Reduce the cost of Focus maneuvers 
  by 1 point (to a minimum of 1). 
  Quote: "Think, young man! Imagine this power you could 
  attain! And think of the prize money from those 
  tournaments!" 
   
  Demon Wrestling (Liang Hsiung) 
   
  Liang Hsiung ("Shining Evil" or "Brilliant Barbarism") 
  is a fighting style based on how demons do battle. 
  Practitioners are not necessarily bad people, but it is a 
  brutal fighting style. Combatants wear horns, spurs, and 
  other blades on their bodies while fighting, and much of 
  the combat is in ramming and goring the opponent. The 
  only difference during practice sessions is that they wear 
  a more padded version of the same, on which the blades 
  aren't quite as sharp. 
   
  Demon Armor: This menacing suit of armor provides 
  Coverage 8, Impact +10, Thrust +20, Firearms +4, and 
  Encumbrance -2. Further, it is covered with spikes and 
  spurs and such, which effectively add +2 to the damage of 
  any punch or kick, and also allow the goring attacks 
  (effectively a head butt with spikes, increasing the 
  damage by +1d6). Street clothes can be modified to allow 
  the same range of attacks (except for the goring, for which 
  the helmet is necessary), but the damage bonus is only 
  +1. 
  Availability: Liang Hsiung is virtually unknown outside of 
  mainland China. 
  Prerequisites: Strength 6 
  Bonuses: +5 to Health, +1 to Stamina 
  Basic Maneuvers: Head Butt (+1d6 damage from horns), 
  Shoulder Smash (+1d6 damage from spurs) 
  
  Maneuver Modifiers: Reduce the cost of Punch and 
  Grappling maneuvers by 1 point (to a minimum of 1). 
  Increase the cost of Focus maneuvers by 1 point. 
  Quote: "Just because we fight like demons doesn't mean 
  we act like them!" 
   
  Dog Boxing (Kuo Ch’uan) 
   
  Kuo Ch'uan is a highly secretive school of kung fu, 
  whose basic tenet seems to be to appear silly so that 
  others won't take the fighter seriously -- and thus 
  underestimate them. The style uses paw attacks and 
  such that look simply ridiculous, and fighters will 
  frequently make barking noises, walk around on all fours, 
  and so forth. This policy is especially important for dealing 
  with the public; practitioners are to make the style seem 
  stupid, pointless, and weak to outside observers, losing 
  any 
  unimportant 
  fights 
  and 
  giving 
  dumb-looking 
  demonstrations. Again, the purpose of all this is to make 
  the opponent underestimate them, and thus catch them 
  off guard. 
  Availability: Kuo Chuan is rare outside of China. 
  Prerequisites: None 
  Bonuses: +1 to Strength, +1 to Stamina 
  Basic Maneuvers: Backflip, Drop Kick, Palm Strike 
  Maneuver Modifiers: Reduce the cost of Punch, Kick, and 
  Athletics maneuvers by 1 point (to a minimum of 1). 
  Weapons maneuvers are not available. 
  Quote: "You are truly powerful! I can't possibly <whack> 
  What's wrong? Why're you lying on the ground like that?" 
   
  Dragon Spirit (Gui Long) 
   
  Believed to be the last surviving style from the 
  mythical Warring States Period, Gui Long is said to have 
  been created in the second century B.C. by Hei Feng 
  ("Black Wind"), a swordsman of epic proportions who was 
  later revealed to be a Feng Long, air dragon. 
   
  The training is long and difficult, taking five years, 
  during which the student must live with the master. 
  Training is given to family members and prospective 
  students in equal measure, and those who are not family 
  members might as well be by the time they've lived in the 
  master's home that long. 
   
  Students learn a range of hand-to-hand techniques, 
  but the core of Gui Long is swordsmanship, a discipline 
  known as Chien Shu. This transcends the mere 
  manipulation of metal, since it is believed that all great 
  swords are living things, and if the sword was not imbued 
  with living chi by its creator, then the wielder is the one 
  who must give it life. 
  Availability: Gui Long is very rare, usually only found in 
  mainland China. 
  Prerequisites: Agility 6 
  Bonuses: +5 to Chi, +1 to Agility 
  Basic Maneuvers: Crescent Kick, Knife Hand. The 
  character also begins with level one of the Sword Chi 
  discipline (see below). 
  Maneuver Modifiers: Reduce the cost of Focus and 
  Weapons maneuvers by 1 point (to a minimum of 1). 
  Quote: "It is a fine blade, but it is not truly alive. Not yet." 
   
  Sword Chi (Discipline) 
   
  Sword Chi is an ancient technique whereby the practitioner can empower a sword with their 
  own chi power. These abilities can't be used with any sword; it must be a blade that is known and 
  named by the character -- any character with this discipline should have a favored sword, which can 
  be drawn upon instantly. If the character has more than one sword that is so prepared, it will take 12 
  APs of concentration to re-attune oneself to a different one. Preparing a blade for use with Sword Chi 
  requires at least a week of practice with it, and for it to be given a unique name. The sword must also 
  be charged with Chi points -- thereby determining the overall power of its abilities. The character can 
  expend any amount of Chi up to half of their total, and these points remain until depleted. 
  1. Awareness: The character can sense the flow of Chi around them by concentrating through the 
  sword. Effectively the same as the Sense Chi ability from the Negative Chi discipline. 
  2. Defense: This ability allows the sword to intercept Chi attacks. The sword does this automatically in 
  the case of non-corporeal attacks such as Empty Negative Chi, Kongjin, etc., but requires a roll to 
  parry against chi blasts and such. 
  3. Attack: When charged with positive chi, the sword inflicts double damage to beings of negative chi. 
  Likewise, one charged with negative chi will do double damage to beings of positive chi. 
  4. Resonance: The practitioner can automatically sense the presence of other swords that have been 
  attuned with Sword Chi, within 1000 feet per level of Sword Chi, getting a feeling for the general 
  direction (not the exact location), and the polarity (positive or negative) general strength of the chi 
  inside the blade. 
  5. Storage: This power allows the character to store extra chi inside the blade; 2 points per level of 
  Sword Chi. These chi points can be drawn by the owner of the sword any time they are holding it. 
  6. Healing: In order to use this ability, the character must hold the sword by the blade, using a piece of 
  clean white paper as a sheath to grip it. Further, the person being healed must be sitting, kneeling, or 
  lying down, and relatively still for the duration of the ritual. If the character is wounded, this will heal 1 
  health point per two chi points within the sword. If they are afflicted with some kind of negative chi 
  disease/curse (anything short of Dim Mak), the character will have a 3 in 10 chance of it being 
  negated. 
   
  Drunken Style 
   
  The Pu style, also known as Ts'ui Pa Hsien (Eight 
  Drunken Fairies Form) is one of the most deceptive of the 
  martial arts. A mater of the style appears to be little more 
  than an ordinary drunk. If engaged in combat, he stumbled 
  about, seemingly ready to drop to the floor at any time, 
  yet apparently on "accident," he delivers devastating 
  attacks and daring dodges, singing or yelling incoherently 
  all the while. As silly as it seems, the Drunken Style is 
  very difficult to learn; the movements are in reality 
  complex and calculated. 
  Availability: Schools are only found in Hong Kong and 
  Singapore. Admission is usually by invitation only, and 
  becoming a student may mean swearing allegiance to a 
  Triad Society. 
  Prerequisites: None 
  Bonuses: +1 to Charisma, +1 to Stamina 
  Basic Maneuvers: Drunken Stagger, Multiple Dodge, Palm 
  Strike 
  Maneuver Modifiers: Reduce the cost of all Kick and 
  Block maneuvers by 1 point (to a minimum of 1). 
  Quote: "Me? I'm just an old drunk. I ain't gonna hurt you at 
  all. I-- Hey, whydja' fall down there?" 
   
  Drunken Stagger (Athletics) 
   
  This is a sort of broken walking/falling movement, which can be used to enter combat range or 
  as a dodge. 
  Prerequisites: None 
  Character Points: 2 
  Accuracy: +2 
  Action Points: +2 
  Chi Cost: None 
  Damage: None 
  Move: 3 
   
  Eagle Claw (Xing Chiao) 
   
  Also known as Fann Tzu, the Eagle Claw style is very 
  aggressive and acrobatic, using many high kicks and claw 
  attacks. Practitioners are taught to quickly move in, 
  unleasha flurry of attacks, and then retreat to a safe 
  distance, only to move back in once more. 
  Availability: Finding training is the hard part; Xing Chiao is 
  usually only taught by hermits who live out in the 
  wilderness of China -- and they expect their students to 
  adopt a similar lifestyle, only seeing the master a few 
  
  times per week, and practicing on their own the rest of the 
  time. 
  Prerequisites: None 
  Bonuses: +5 to Chi, +1 to Strength 
  Basic Maneuvers: Crescent Kick, Eagle Claw Hand 
  Maneuver Modifiers: Reduce the cost of Athletics and 
  Kick maneuvers by 1 point. 
  Quote: "Not bad. Now, like this! Good, good. Keep 
  practicing. I'll see you next week." 
   
  Eagle Claw Hand (Punch) 
   
  A very powerful hand attack, in which the hand is held in a formation much like it was gripping 
  something, with the fingers together and the thumb opposite them. This attack can only be used once 
  per round. 
  Prerequisites: None 
  Character Points: 3 
  Accuracy: +2 
  Action Points: 5 
  Chi Cost: None 
  Damage: 1d6+1 
  Move: 1 
   
  Eight Trigrams (Pakua) 
   
  Pakua, or "Eight Trigrams," is an internal fighting 
  style that derives its philosophy and techniques from the I 
  Ching ("Book of Changes" -- a divination manual, 
  considered to be among of the greatest works of classical 
  Chinese literature). From this, it derives not only  the 
  concepts of the eight directions, eight steps, eight palms, 
  and so forth, but also the idea that the universe is in a 
  constant state of change, and the martial artist must 
  likewise be in constant motion, "walking the circle," in 
  order to compensate. 
  Availability: Schools that teach Pakua are exceedingly 
  rare outside of China, and for proper training, it is 
  necessary to go to China anyway. Training can take 
  years, and will occupy virtually ALL of the student's 
  waking hours for that time. 
  Prerequisites: Intelligence 5, Focus 6 
  Bonuses: +5 to Chi, +1 to Focus 
  Basic Maneuvers: Foot Sweep, Palm Strike 
  Maneuver Modifiers: Reduce the cost of Evasion and 
  Focus maneuvers by 1 point. 
  Quote: "Listen to me. No motion must be wasted. Every 
  movement has significance." 
   
  Pakua Circle Kata (Focus) 
   
  A highly defensive technique, in which the character continually circles to cover all eight 
  directions. When used, this provides a bonus of +4 to the Accuracy of all attempts to parry, and the 
  character can parry attacks from any direction. 
  Prerequisites: Focus 6 
  Character Points: 3 
  Accuracy: N/A 
  Action Points: N/A 
  Chi Cost: N/A 
  Damage: N/A 
  Move: N/A 
   
  Pun Gung Bi Weapon Kata (Weapons) 
   
  This is a special weapons technique whereby the character is trained in the use of Pun Gung 
  Bi, a pair of spikes, easily concealable and put on in the manner of a ring, on each middle finger. 
  These add +3 to the damage of Knife Hand and Backhand attacks, and can be used to Block sharp 
  objects in combat. 
  Prerequisites: Backhand, Knife Hand 
  Character Points: 3 
  Accuracy: +0 
  Action Points: +0 
  Chi Cost: None 
  Damage: Special 
  Move: N/A 
   
  Rotary Palm Strike (Punch) 
   
  This is, in essence, a more powerful version of the Palm Strike maneuver, which causes a 
  Knockdown if successful. 
  Prerequisites: Palm Strike 
  Character Points: 3 
  Accuracy: +2 
  Action Points: 6 
  Chi Cost: None 
  Damage: 1d6+1 
  Move: None 
   
  Eighteen Weapons (Shi Ba Ban Wu Yi) 
   
  This style is almost totally devoted to the use of 
  melee weapons. The training is grueling, taking ten or 
  more hours per day for up to a year. Once the training is 
  complete, however, the character can pick up and use 
  almost any melee weapon, and will have worked with 
  more or less every such Chinese weapon there is. A 
  practitioner of this style normally carries one obvious 
  weapon, and three hidden ones. 
   
  The level of Eighteen Weapons Kung Fu can 
  effectively be used as Weapon Mastery as well. 
  Availability: Eighteen Weapons is one of the more 
  esoteric styles of kung fu, and usually only available in 
  China and Hong Kong. 
  Prerequisites: Agility 6, Stamina 5 
  Bonuses: +1 to Agility, +1 to Stamina 
  Basic Maneuvers: Knife Hand, Snap Kick 
  Maneuver Modifiers: Reduce the cost of all Melee and 
  Missile Weapons maneuvers by 2 points (to a minimum of 
  1) and increase the cost of all Focus maneuvers by 1. 
  Grappling maneuvers are not available. 
  Quote: "Yeah, but I can use a polearm too! Okay, fine! A 
  staff! How about an axe? A whip? A sword? Manriki-
  gusari? Kris? Dagger?" 
   
  Weapon Tap (Weapons) 
   
  This attack does no damage, but instead makes an impressive, loud noise to intimidate the 
  opponent. If the attack is used successfully, it adds +3 to Intimidation rolls. 
  Prerequisites: Intimidation 3 
  Character Points: 2 
  Accuracy: +0 
  Action Points: 4 
  Chi Cost: None 
  Damage: None 
  Move: 1 
   
  Hsing-Yi 
   
  Hsing-Yi, or "Mind Shaping," is one of the greatest 
  "hidden" martial arts, for though there are schools of the 
  style all over the place, students are told that there are no 
  longer any teachers of the Shan Si, the internal aspects of 
  the style, and only the Ho Pei, the physical portion 
  remains. Promising students are watched, and the 
  secrets of Shan Si are revealed to those who truly wish to 
  learn such secrets. 
  Availability: Hsing-Yi schools are virtually unknown 
  outside of China. 
  Prerequisites: None 
  Bonuses: +6 to Chi, +1 to Will 
  Basic Maneuvers: Circular Parry, plus either Knuckle Fist 
  or Palm Strike (choose one) 
  Maneuver Modifiers: Reduce the cost of Punch maneuvers 
  by 1 point (to a minimum of 1), and reduce the cost of 
  Focus maneuvers by 2 (to a minimum of 1). Increase the 
  cost of Kick maneuvers by 1. Grappling maneuvers are 
  not available. 
  Quote: "You must strive to unite mind, body, and breath. 
  Only then can you truly fight." 
   
  
  Hua Chin (Focus) 
   
  Hua Chin is a powerful combination chi and physical attack. It must be delivered with a a 
  Knuckle Fist or Palm Strike, which is modified as listed below. Further, it will temporarily destroy 1d6 
  points of the opponent's available chi. 
  Prerequisites: Focus 6, Knucke Fist or Palm Strike 
  Character Points: 3 
  Accuracy: +1 
  Action Points: +1 
  Chi Cost: 3 
  Damage: +3 
  Move: +0 
   
  Leopard Style (Pao Pat Mei) 
   
  The leopard style is similar to the Tiger Claw style in 
  that it is based on the prowess of one of the great hunting 
  cats; the difference between the two is that between tigers 
  and leopards. Where Tiger Claw relies on raw power, 
  Leopard style relies on speed and accuracy. A master of 
  Leopard style will take the time to appraise their opponent 
  before attacking, but that's about the extent of the style's 
  subtlety; once they move in, every attack is fast and 
  deadly. 
  Availability: Training in Leopard Style is only available in 
  remote monestaries in China, Vietnam, and Laos. 
  Prerequisites: None 
  Bonuses: +1 to Strength, +1 to Agility 
  Basic Maneuvers: Claw Hand, Foot Sweep, Jump 
  Maneuver Modifiers: Reduce the cost of Athletics, Punch, 
  and Kick maneuvers by 1 point (to a minimum of 1). 
  Grappling maneuvers are not available. 
  Quote: "You must act quickly, and without hesitation!" 
   
  Monkey Style (Tai Seng Pek Kwar) 
   
  Despite the fact that it looks downright silly, the 
  Monkey Style of Kung Fu can be (literally) surprisingly 
  effective in combat. Ot os based around the movment of 
  monkeys; practitioners learn to be at once relaxed and 
  constantly alert, rolling smoothly away from attacks, yet 
  ready to strike back instantly. 
   
  A true master of the Monkey Style will have taken the 
  monkey bit to heart, rolling around and going "ook" before 
  a battle, and pretend to be wounded far worse than he is, 
  whimpering all the while, until he appears helpless -- 
  which is when he launches a full-scale attack. 
  Availability: China, Hong Kong, Singapore, and on the 
  west coast of the U.S. 
  Prerequisites: None 
  Bonuses: +2 to Charisma 
  Basic Maneuvers: Drunken Monkey Roll, Foot Sweep. 
  Also select one Monkey Kata (see below). 
  Maneuver Modifiers: Reduce the cost of Punch and Kick 
  maneuvers by 1 point (to a minimum of 1). 
  Quote: "Ook! Eeek! -- What do you mean, 'silly'?" 
   
  Monkey Katas 
   
  The following are a number of special forms/stances used in the Monkey Style. A student will 
  be taught one of these, usually the one that the teacher feels best suits their personality, though 
  students can learn others. These can only be used with Monkey Style, and only one can be used at a 
  time. Each Monkey Kata costs 3 CPs. 
   
  Drunken Monkey: The character adopts a broken, staggering manner, much like the Drunken 
  Style, with everything looking accidental. Add +2 to the Accuracy of dodges and hand strikes. 
   
  Lost Monkey: In a manner similar to Dog Boxing, the character stays on all fours and feigns 
  being crippled. Parrying is not possible, but the Accuracy of kick attacks is increased by +3. 
   
  Tall Monkey: Standing at almost full height (though the knees are still slightly bent), the 
  character uses sweeping arm movements, similar to the Crane Style. Defense is limited to parries, 
  but the character is at +2 to Accuracy and +2 to Damage. 
   
  Stone Monkey: This is a blindly aggressive form, in which the character cannot defend 
  themselves, and frequently performs acrobatic maneuvers. Increase Accuracy by +3 and Damage by 
  +2. 
   
  Wood Monkey: Not a form so much as a ruse; the character lies prone, pretending to be dead, 
  alseep, unconscious, or badly wounded. When the opponent comes within range, the character leaps 
  into an attack. They may perform up to two attacks, which will be at +5 to Accuracy and +3 to Damage. 
   
  Phoenix Eye (Fong Ngan) 
   
  Phoenix Eye is a very aggressive style, which 
  depends on charging the opponent and crowding them, 
  forcing the wrong moves. The name is a reference to both 
  the Phoenix Eye Fist and the fact that the martial artist 
  maintains constant eye contact with an opponent. 
  Practitioners are usually adept at intimidating opponents, 
  and only rarely retreat. 
  Availability: Fong Ngan can be learned all over the world. 
  Prerequisites: None 
  Bonuses: +1 to Will, +1 to Strength 
  Basic Maneuvers: Jump, Knuckle Fist, Phoenix Eye Fist, 
  Two-Hit Combo (Grab, Light Kick) 
  Maneuver Modifiers: Reduce the cost of Punch and 
  Athletics maneuvers by 1 point (to a minimum of 1). 
  Increase the cost of Kick maneuvers by 1 point. Weapons 
  maneuvers are not available. 
  Quote: "NEVER lower your eyes to an opponent!" 
   
  One Hand Choke (Grappling) 
   
  In this maneuver, the character lashes out, gripping the opponent by the throat with one hand, 
  and continues attacking them. This is a Sustained Hold, and inflicts damage each round it is 
  maintained, as listed below. 
  Prerequisites: None 
  Character Points: 4 
  Accuracy: +0 
  Action Points: 6 to initiate, 3 per turn it is maintained 
  Chi Cost: None 
  Damage: 1d4 
  Move: None 
   
  Praying Mantis (Tong Lun) 
   
  This unusual style is based on the fighting techniques 
  of the praying mantis, both in catching its prey and 
  fighting other mantises. The heart of the style is the 
  Mantis Claw, or Gou, which is practiced relentlessly, 
  becoming a powerful piercing attack. Tong Lun, being a 
  very creative art, now has several competing sub-styles. 
  Availability:  
  Prerequisites: Agility 6 
  Bonuses: +1 to Will, +1 to Agility 
  Basic Maneuvers: Gou Strike, Lau, Negative Gou 
  Maneuver Modifiers: Reduce the cost of Punch and 
  Grappling maneuvers by 1 point (to a minimum of 1). 
  Quote: "The gou is the heart of this style, and you must 
  practice it until you perfect it. And then keep on practicing 
  until it is better than that." 
   
  Gou Combination 
   
  This is a combo commonly used by Tong Lun stylists, which consists of a Gou Grip and five 
  Gou Strikes. The base cost of this is 5 CPs, but Tong Lun practitioners pay only 4. This uses a total of 
  36 APs. 
   
  Gou Grip (Grappling) 
   
  In this maneuver, the character uses the middle and ring and little fingers to latch onto the 
  opponent. 
  Prerequisites: Gou Strike 
  Character Points: 2 
  Accuracy: +2 
  Action Points: 7 
  Chi Cost: None 
  Damage: 1d4 
  Move: None 
   
  Gou Strike (Punch) 
   
  This is a close-in strike using the fingertips to rip at the opponent. It is very powerful, but 
  inaccurate. 
  Prerequisites: None 
  Character Points: 3 
  
  Accuracy: -3 
  Action Points: 7 
  Chi Cost: None 
  Damage: 1d10 
  Move: None 
   
  Lau (Punch) 
   
  This is a special variation of the Palm Strike which is less damaging, but very difficult to parry 
  (attempts to parry are at -3, and it cannot be blocked with a Circular Parry) 
  Prerequisites: None 
  Character Points: 2 
  Accuracy: +1 
  Action Points: 4 
  Chi Cost: None 
  Damage: 1d6 
  Move: 1 
   
  Negative Gou (Punch) 
   
  This is a backhand version of the Gou Strike, which can be used to hit an enemy that is behind 
  the character. 
  Prerequisites: Gou Strike 
  Character Points: 2 
  Accuracy: -3 
  Action Points: 7 
  Chi Cost: None 
  Damage: 1d10 
  Move: None 
   
  Shaolin 
   
  Shaolin is the oldest style of kung fu, the very first 
  from which all of the others ultimately owe their origins. It 
  is named for the Shaolin Temple in the Chiu Lien 
  Mountains, where kung fu evolved from a series of 
  exercises attributed to a wandering Indian monk. For over 
  a thousand years, the temple trained the monks, and the 
  Chinese emperors were variously against and allied with 
  them, until in the 17th century, Emperor K'ang Hsi found 
  their power to be so alarming in magnitude, that he had 
  the temple destroyed; it is said that only five monks 
  survived. 
  Availability: Training in Shaolin Kung Fu is available only 
  in Hong Kong and Taiwan. 
  Prerequisites: None 
  Bonuses: +1 to Strength, +1 to Will 
  Basic Maneuvers: Crescent Kick, Knife Hand 
  Maneuver Modifiers: Reduce the cost of all Punch and 
  Kick maneuvers by 1 point (to a minimum of 1). 
  Quote: "Unfortunately, just because you are at peace with 
  yourself, does not mean you are at peace with others." 
   
  Short Hand (Li-Chia) 
   
  The Short Hand style is so named because it's based 
  around fighting at a very close distance, such that the 
  martial artist relies primarily on close-range boxing 
  maneuvers. In combat, a stylist will advance slowly and 
  deliberately, until they reach the opponent, at which point 
  they simply deliver as many blows as possible. 
  Availability: Schools can be found all over China, as well 
  as in Singapore, Hong Kong, Taiwan, and the U.S. 
  Prerequisites: None 
  Bonuses: +1 to Stamina, +1 to Agility 
  Basic Maneuvers: Knuckle Fist, Palm Strike 
  Maneuver Modifiers: Reduce the cost of punch maneuvers 
  by 2 points (to a minimum of 1). 
  Quote: "Move with deliberation, and do not back down." 
   
  Snake Style (She Shen) 
   
  The snake style is highly secretive, and equally 
  deadly. A stylist learns to tap the power of negative chi, 
  and in combat sways slowly from side to side, and at the 
  first sign of an opening lashing out with a finger strike, 
  delivering a negative chi attack. 
   
  There are less than fifty practitioners of this style 
  worldwide, and any who learn it must swear a blood oath 
  of loyalty -- and those who betray it pay with their lives. 
  Availability: She Shen is exceedinly rare, and usually only 
  known in mainland China. 
  Prerequisites: Agility 6, Intelligence 5, Will 6. Those 
  who've practiced it very long will usually have Negative 
  Chi. 
  Bonuses: +8 to Chi, +1 to Will 
  Basic Maneuvers: Fingertip Attack, Palm Strike 
  Maneuver Modifiers: Reduce the cost of Focus maneuvers 
  by 2 points (to a minimum of 1). 
  Quote: "Fool. I could kill you with but a touch." 
   
  Tiger Claw (Fu Chiao Pai) 
   
  Tiger Claw Kung Fu takes its inspiration from the 
  power and ferocity of the tiger. A practitioner is aggressive 
  in combat, getting relatively near the opponent, but keep 
  them at arms length with kicks, using clawing attacks 
  when they get too close. The Tiger Claw school and the 
  Black Tiger school have a long-standing and vicious rivalry 
  going. Fortunately, their teachers do not approve of 
  brawling, so this rivalry is carried out mostly in the form of 
  taunts and insults. 
  Availability: For the most part, Fu Chiao Pai can only be 
  learned at monestaries in Tibet and China. 
  Prerequisites: Charisma 5, Strength 6 
  Bonuses: +1 to Strength, +1 to Agility 
  Basic Maneuvers: Claw Hand, Crescent Kick, Foot Sweep 
  Maneuver Modifiers: Reduce the cost of all Punch and 
  Kick maneuvers by 1 point (to a minimum of 1).  
  Quote: "Oh, look! It's one of the kao-hu* of the Black Tiger 
  school!" 
  *Kao Hu can mean "Tiger Cub" or "Fierce Baby Sheep." 
  
   Sources 
  All the usual fighting games: Israel's elemental maneuvers 
  draw upon Psychic Force a lot. As usual, I got some 
  ideas from Street Fighter, SNK's various games, and so 
  forth. 
  The Complete Ninja's Handbook: Someone described 
  Thrash as a rumble between Cyberpunk, Palladium,and 
  Street Fighter: The Storytelling Game (I was actually 
  thinking Mekton rather than CP2020, but that's beside the 
  point). Well, now you can count AD&D in too! Seriously, 
  this book presents a fairly good overview of the ninja (and 
  other types of spies) for AD&D purposes, including cool 
  ninja magic, rules for martial arts, and a collection of 
  oriental weapons and equipment to go with it all. Though I 
  still have trouble imagining a Dwarf or Halfling  becoming a 
  ninja, though. 
  Comprehensive Asian Fighting Arts: This book is a 
  reference detailing the numerous martial arts of Asia, 
  written by a pair of rather scholarly martial artists, leading 
  experts in the field. This book contains a lot of info that 
  would be difficult if not impossible to find anywhere else. 
  Dragonball Z: THE martial arts anime. There is nothing 
  like it, and certainly no series with characters quite so 
  overpowered... ^_^ 
  Feng Shui: What can I say? This has to be one of the 
  coolest new RPGs to come out recently. It combines 
  every sub-genre of Hong Kong cinema into a single time-
  travelling, action-packed game. 
  
SOURCE: textdata/thevault/Thrash/thrash source book.pdf