TEXT: Zen and the Art of Mayhem
  More Power 
  More Damage
  Level 2
  The level 2 rules introduce a new worlds of remarkable 
  capabilities and expertise to the characters, new talents, 
  fl aws, and skills for characters to choose from. Buying new 
  talents and removing fl aws is now possible with luck points. 
  Even experience levels are introduced to help balance the 
  characters out. With level 2 rules combat becomes an even more 
  important part of a game. New combat rules are introduced 
  for hit locations when needed. Adding in battle smoke to those 
  massive battles between warriors. Even advance rules for the 
  gun shootouts. Characters can train in powerful martial arts, 
  these advanced styles give the character great advantages in 
  combat. Mighty attacks and formidable defenses and learned, 
  allowing the warrior to surpass limitations of a normal person 
  and perform deadly attacks. Each style is based on a doctrine, 
  strength, speed, power, throws, even cleverness and evasion. 
  Magic schools are also introduced allowing spells to be more 
  refi ned and nasty. Each school is based on a principle of 
  magic whether it is light, dark, shadow, runes, fi re, nature, or 
  even technomagic. Combat spells, defensive spells, deceptive 
  illusions, and powerful wards, even magic healing spells are 
  created by the schools of magic. Ki Mastery is used by warriors 
  in combat. Using the energy to advance their abilities. Firing off 
  powerful blasts across the battlefi eld. Mentalist study psionic 
  disciplines allowing them to tap the powers of the mind. Mental 
  telepathy, emphatic sensing, extra sensory perception, physical 
  channeling, even psychokinesis abilities. New types of armor 
  is introduced. Powered armor built with integrated weapons 
  and systems. Mystic armor charged with metaphysical energies 
  and powerful attacks. Even bio-armor a living organism able to 
  boost a warriorʼs physical prowess. Advanced rules for cyborgs, 
  robots, and androids, new weapons and equipment, all to 
  enchant any game. 
   New Character 
  Creations Rules
  Level 2 rules open new options for character creation; 
  these rules are in addition to the rules presented in the original 
  Zen and the Art of Mayhem. Characters can choose the new 
  talents, fl aws, and skills when creating a character. If a player 
  wishes to modify an already created character rule are given at 
  the end of this section. Architects can feel free to allow any new 
  rule they wish and ignore any they would like as well. If they 
  think a new talent, fl aw, skill, combat rule, etc… unbalances 
  their game they can ban it.
  New Talents and Flaws
  The characters built with level 2 rules can choose the 
  new Talents and Flaws listed here in addition to the ones listed 
  in the main rules. Some new talents have additional rules that 
  go with them that are listed later in Level 2 rules. Any player 
  wishing to choose one of these talents should read through the 
  rules before adding the talent to their character. 
  Major Talents
  Battle Armor: The character has a powerful armor made from 
  technological, mystic, or biological means. The armor provides 
  not only protection, but also weapons and other advantages. See 
  Battle Armor section to choose one.
  Cybernetics and Bionics: Much of the body has been modifi ed 
  with the help of technology, giving the character the ability to 
  upgrade their capabilities. Increased strength, greater endurance, 
  memory upgrades, it is all possible. See Cybernetics and 
  Bionics section for more information
  Helping Hand: The character has incredible luck when 
  they are trying to save others from danger. When trying to 
  protect, rescue, or assist someone from danger they will 
  receive a +5 to all rolls. This is something the character 
  canʼt control, they canʼt put someone in danger to activate 
  the talent, and they only get the bonus when trying to help 
  another who themselves are in danger. 
  Ki Mastery: A character is trained to refi ne their Ki energy 
  into very useful and dangerous technique. A character can 
  chose 8 Ki mastery arts to learn and develop, once these 
  eight arts are learned the character cannot learn any more 
  arts. See Ki Mastery section for more information.
  Mammoth Weapons: Oversized weapons are a favorite 
  of allot of characters. Wielding swords as long as 
  the character is tall, axes with heads as wide as the 
  characters shoulders, claws the length of normal swords, 
  clubs the size of tree trunks, even guns weighing as much 
  as the character, fi ring rounds as large as their hands. 
  See Weapons section for more information.
  
  Zen and the Art of Mayhem
  Psi Discipline: This talent represents advanced training in 
  the use of Psi abilities. Depending on the bent of the teacher 
  a student can train in a number of specialized areas of psi 
  abilities. A character can learn 8 psi expertise, but only eight. 
  See Psi Discipline section for more information.
  School of Magic: A character can refi ne their magic use with 
  a School of Magic. Each school has a range of spells that 
  they use. The character can choose up to eight spells, and are 
  only able to choose one school to learn. See Schools of Magic 
  section for more information.  
  Style of Martial Art: Each style of martial arts is a major talent. 
  A character can take super martial arts and a style. This means 
  the character has 10 points in martial arts talents. Characters 
  cannot take two major styles of martial arts on a character sheet. 
  If they wish to combine two styles or mix and match attacks the 
  rules of how to do it follow the listing of the styles. See Styles 
  of Martial Arts section to choose one.
   Xtreme Mode: The character thrives off extreme situations, 
  testing their physical limits trying to push themselves beyond. 
  The tougher the challenge the harder they try to beat the 
  odds. Once in a dangerous situation the character switches 
  into Xtreme Mode, they receive +3 to all Physical action, in 
  effect raising all physical stats by 3 for a short period of time. 
  They will also receive +2 to all Comprehension rolls, as there 
  awareness of what is happening around them increases. Finally 
  the character adds 10 to their DAN, as they are able to shake off 
  more damage in their heightened state. However these bonuses 
  only kick in when the character is in danger, once the situation 
  in underway the bonuses apply. If the character is ambushed, 
  or caught by surprise, Xtreme Mode does not kick in until the 
  following turn. 
  Minor Talents
  Advanced Armor: Costume made armor, provides better 
  protection with fewer negatives. Advanced armor fi ts the 
  character like a glove giving them great fl exibility, weapons and 
  equipment can be built in as well. See Battle Armor for more 
  details.
  Always the First to Wake Up: The character has the uncanny 
  knack of waking up before anyone else after being knocked out. 
  They rise and get a look at the new situation before the others 
  start to come too. Sometimes they even get to shake the others 
  to get them to regain consensus.
  Cling Tenaciously: The character has the ability to hold on tight 
  to an object. With this talent they canʼt be forcibly removed. 
  This talent can be used with clothing, that way the really short 
  skirt never rides up.
  Cybernetic Enchantments: In a technological world it is 
  sometimes to great benefi t to have the technology fused with 
  the fl esh. Characters can choose a cybernetic implant, see 
  Cybernetics and Bionics. 
  Increased DAN: A character with this minor talent can calculate 
  ayhem
  Increased DAN: A character with this minor talent can calculate 
  ayhem
  their DAN with a new Formula. Add a character three Physical 
  Stat Divide by 2 then add body type. Most character will 
  receive a higher DAN and a few more hit points to survive 
  those tougher battles. (Str+Speed+Coord)/2 + Body Size
  Knacks: Knacks may be magical abilities a character has that 
  they donʼt even know they have. Itʼs just something they can 
  do when they concentrate on it. A character should only have 1 
  or 2 knacks at most, and the knack should not be all that high 
  of a level. A knack is a good way to give a character some 
  metaphysical skills without being a magical character. Choose 
  a spell from the spell charts or schools of magic. The character 
  can do this about once or twice a day.
  Metaphysical Detection: Characters can feel the presence of 
  metaphysical energies around them. Either from objects or 
  people, they can concentrate and home in on where the power 
  is coming from. The more powerful the source the stronger the 
  feeling. Most of the time the character will have to actively try 
  and detect the energies, but if a large burst of energy is released, 
  like a powerful attack or spell, they can end up detecting it.  
  Names and Faces: The character has an uncanny ability to 
  remember names and faces of people they meet. They never 
  have a problem remembering someone they meet years ago, 
  even if it is briefl y. They also are able to see through disguises 
  more easily then most, often getting a funny feeling when 
  meeting some again that maybe disguised. 
  Obscure Facts: The character tends to remember obscure and 
  strange facts that most people in their right minds donʼt bother 
  to learn. Facts about historical events, or people, sometimes 
  news events. These facts tend to come up at the weirdest times 
  and seem to have nothing to do with anything, or do they.  
  Poison Resistance: A natural defense to poison can come in 
  handy. Animal venom or manmade the character improves all 
  checks against poison by one. A normal stat check is doubled, 
  1/2 check becomes normal, 1/4 becomes 1/2, etc… 
  Talk with People Miles Away: Usually a talent of a villain, the 
  character can converse with people who are insight but not 
  necessarily with in earshot. Both people can use normal tune 
  when speaking.
  Trick Arrows: The bow and crossbowʼs usability can be greatly 
  increase with a few trick arrows. These arrows come in handy 
  and can b e very usefully in tight spots. See Weapons Section 
  for more information. 
  
  Zen and the Art of Mayhem
  Flaws
  Code of Conduct: The character has a strict code of conduct that 
  controls their action. The code is a set of rules that the character 
  cannot break. The rules should be developed between the 
  Architect and the player. Common rules include: defense only, 
  never being a battle, no killing, never lie, etc…
  Doesnʼt Know When to Quit: Backing down, beating a retreat, 
  falling back all have no meaning to the character. They donʼt 
  know when to stop, even when being beaten with little hope of 
  making a comeback.  
  Fair Play: The character will fi ght others on even terms, if they 
  are unarmed, they will fi ght unarmed. If they are using melee 
  weapons the character will use melee weapons. If someone 
  pulls a gun, then they can use a fi rearm. 
  Hot-Blooded: Injustice has away of pissing off the character, 
  and they just canʼt set back and do nothing. Anything from 
  the weak getting bullied, abuse of power, or someone taking 
  advantage of the less fortunate. It gets their blood boiling and 
  they feel they have to do something about it. Then there is 
  people of authority that use there position for personal gain, 
  or tyrants that try to keep people under their heel that the hot-
  blooded character just canʼt ignore. 
  Must Taunt Others: The character loves to taunt people, friends, 
  enemies, bystanders, anyone who can be taunted will get 
  taunted when the situation comes up. They will ridicule, tease, 
  and mock them sometimes over trivial matters. If they see an 
  opening to comment on a mistake or misfortune they will take 
  it.  
  Overkill is a Sure Kill: There is no such thing as to much 
  aggression, to much force. The character believes that not going 
  all out is just prolonging a battle; there is no reason to hold 
  back.   
  Over Looks Fallen Opponents: Once an opponent falls, is 
  knocked back out of range, or seems like the fi ght has left them, 
  they will ignore this opponent in favor of a more adept foe. Itʼs 
  almost like they forget they are there at all, allowing them to 
  escape, or even mount a recovery without even checking on 
  them.
  Over Sell: A character with this fl aw overreacts to pain. 
  Anytime the take hit points of damage they roll around with 
  a look of intense pain. They canʼt do anything while knocked 
  silly. Sometimes this over sell causes many opponents to think 
  the character is out for even though the damage was not that 
  severe.
  Rival: The character has a rival, someone who is pretty much 
  just slightly better then they are. The rival always seems to 
  show up, and although the two of them may not be enemies, 
  they are always trying to out do the other. No matter how skilled 
  and talented the character may become since the last encounter, 
  the rival seems to have gotten even a little better. 
  Stalker: The character has the tendency to stalk others. They 
  well try to follow them around to see where they are going or 
  keeping an eye on them. They are interested in fi nding out as 
  much information as they can, knowing who they talk to, what 
  messages they are getting, etc… The reason for the stalking can 
  very, it could be someone they are interested in or someone they 
  think is up to something.
  Superiority Complex: It is the belief that the character is better 
  then almost everyone else. They like to prove it, or rub it in 
  whenever they can. 
  Testy: The character is impatient and easy to set off, the littlest 
  thing can start them complaining and bitching. The character 
  will have a short fuse when things arenʼt going their way, when 
  bored, or they feel out of place.  
  Tough Act: Looking tough is very important at all times, canʼt 
  look weak or vulnerable, that would be ruin the image. The 
  character will consider most wounds to be just a scratch, and 
  refuse help or medical aid unless they are under half hit points.  
  Luck Point Cost for Talents and Flaws
  Characters are not always created correctly the 
  fi rst time around. It is sometime necessary to allow a player 
  to change around the points on a character sheet. This is 
  sometimes necessary when new rules (Like this book) are added 
  to the game and an already played character wish to use some 
  of the new talents or fl aws. Or the player enjoys playing the 
  character, but unfortunately an old fl aw is too crippling, or has a 
  talent that seldom gets used. Instead of just tossing the character 
  and starting over, the player is given a chance to upgrade and 
  change, with Architect approval of course.  
  If the Architect decided to allow a character to Buy or 
  Sell a Talent, or Buy off a Flaw the following is the point cost in 
  luck for talents and fl aws.
  Minor Talent
  100
  Major Talent
  250
  Flaw 
   
  100
  This should only be done after a campaign, when 
  introducing an old character to a new game, or other similar 
  situations. A player should not try and redo a character after 
  every game session; the option is to allow a character to change 
  over time. 
  
  Zen and the Art of Mayhem
  New System Rules
  These are rules that will help the Architect deal with in 
  system mechanics. More detailed rules for situations that might 
  come up in game play. Opening up new possibility in game play 
  for the Architect and players. Like all rules presented here, each 
  is up to the Architect to decide if the rule fi ts into their style of 
  game or not. 
  Experience Levels
  During a game you will run into problems with 
  characters and NPCs having similar stats and skill levels with 
  no way to fi gure in the ability to apply that knowledge in a 
  situation as a factor. Experience Levels is the extra knowledge 
  of the veteran, someone who has been there and done it. Skill 
  levels represents the characters knowledge in a subject not 
  necessarily their expertise in applying it.
  With each level the character can apply an extra 
  dice when rolling, then choose the highest roll to the total 
  and disregarding the others. Remember the character is not 
  adding the totals just choosing the highest. Thus increasing the 
  characters chance for a better roll, getting a critical success, 
  and not fumbling. Experience Levels are gained overtime, and 
  should only be changed between campaigns. Characters can 
  spend Luck Points to raise their experience level, each level has 
  a Luck Point Cost (LPC), which they need to reach to achieve 
  that level. Character can set aside Luck Points in a pool in small 
  amounts if they like and when the total is reached they will go 
  up to the next level. With each level raised the characters Power 
  Ranking will also increase, add 5 points to a characters power 
  ranking for each level of experience gained.
  Experience level of the characters should be monitored 
  closely by the Architect, it can be easily abused. The experience 
  level is there to represent the over all know-how, seasoning, 
  sophistication, understanding and wisdom, this does not come 
  easily. The younger the character the less likely they will 
  have been able to able to gain much in the way of real world 
  experience, sure they may have skills that at high levels, but 
  being able to apply that knowledge in diffi cult situations is 
  never that easy. The more real world experience the character 
  gains the higher experience level they will be able to achieve, 
  the been there and done that knowledge. A teenage martial artist 
  isnʼt going to be able to be gain Master experience level, but 
  after decades of fi ghting you better believe they have.
  Level 
   
  Dice 
  LPC
  PR+
  Normal  
  1
  0
  0
  Practiced
  2
  250
  5
  Veteran  
  3
  500
  10
  Master   
  4
  1000
  15
  
SOURCE: textdata/thevault/Zen & the Art of Mayhem System/Zen & the Art of Mayhem Optional Rules.pdf