TEXT: Thrash 
  Anime and Fighting Game Martial Arts RPG 
  Version 1.8 
  by Ewen “Blackbird” Cluney 
  
  Chapter 1: Introduction 
   
  “Violent fighting to begin again...” 
   
   -- King of Fighters ‗96 
   
  Capcom‘s Street Fighter II changed the face of video 
  games forever by introducing the world to a new style of 
  game, where two characters faced off in a one-on-one 
  fight to the finish. This has since spawned countless 
  other similar games, to the point that it has created an 
  entire genre of video games, collectively known as 
  Fighting Games. 
   
  Thrash is a book-and-dice RPG that deals with 
  anime and fighting game style martial arts. This main 
  rulebook presents only general rules, info on real-world 
  martial arts, and some general fighting game info, 
  though additional sourcebooks will deal with an 
  assortment of popular fighting game worlds. 
   
  The Thrash system is heavily based on the now out-
  of-print Street Fighter Storytelling Game from White 
  Wolf, as well as Mekton Z, and, to a lesser extent, Ninjas 
  & Superspies. The martial arts and the whole system are 
  designed to simulate both fighting games and anime and 
  manga based on them, the result being a highly 
  cinematic game with lots of nifty special moves, energy 
  blasts galore, and so forth. 
   
  Thrash is not intended to be a particularly complex 
  or in-depth game. The object in roleplaying is to have 
  fun, but in Thrash that may at times be the sole concern. 
  Furthermore, the rules are designed to play relatively 
  quickly, since the game is intended to simulate extremely 
  fast-paced martial arts combat. To play Thrash you will 
  need only this book, some pencils and papers, and some 
  dice (10-sided and 6-sided). 
   
  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. ^_^ 
   
  Before you ask, yes, I did take an awful lot of stuff 
  directly from Warrior‘s World (my SF:STG sourcebook) 
  and paste it into Thrash (albeit with appropriate 
  changes). 
   
  Design Theory of Thrash 
   
  One of the most important things to remember about 
  Thrash is they way the system is designed to work. It 
  functions in much the opposite of how other RPGs do. 
  Rather than picking items from a list in the book to define 
  your character, you create your character and their 
  abilities in story terms, and then create that using the 
  rules. This is especially true where a character‘s 
  maneuvers are concerned. Chances are you won‘t have 
  to make up a new maneuver to create the special move 
  you want; it‘s all a matter of combining maneuvers and 
  modifiers, and occasionally combo maneuvers, to create 
  what you want. 
  The idea is to let the players create precisely what 
  they want (you still have to worry about your point totals, 
  mind you), rather than picking from what the game 
  designers have seen fit to provide. This does, however, 
  have an interesting result on character descriptions; truth 
  be told, they tend to end up as a maneuver followed by a 
  (long) list of modifiers (e.g., ―Chi Blast (Flaming, 
  Extended Range, Ground Blast, Moving Blast)‖). Even 
  so, once you look at the system in this way, it becomes 
  very easy to define virtually any fighting game character, 
  with comparatively little work. 
  Thrash is not a game for muchkins! Admittedly, the 
  rules are easy to abuse. For example, one GM told me of 
  a player who wanted to create Athena Asamiya, and 
  proceeded to make her a psychic and then selected 
  some four different styles, thereby reducing the cost of 
  all Focus maneuvers to 1 CP each! This is not only 
  abusive of the system, but just plain stupid. Athena‘s only 
  style is Wu Shu, for one thing (not to mention the fact 
  that cost modifiers aren't cumulative). I cannot stress 
  enough that the whole point of Thrash is the storytelling. 
  The rules themselves are secondary to EVERYTHING. 
  When creating a character do not buy stuff just to make 
  your character more powerful; the statistics are a 
  numerical reflection of the conceptual character, the one 
  that exists before the numbers come into play, and both 
  need to be plausible for the game world and other 
  parameters set by the game master. 
   
  Sourcebooks 
   
  There are currently two "official" sourcebooks for 
  Thrash; Karyu Densetsu, and original campaign setting, 
  and the Thrash Sourcebook, a collection of generic 
  material. 
   
  Planned future sourcebooks include adaptations of 
  Street Fighter, Ranma ½, DarkStalkers, King of Fighters, 
  and Samurai Shodown, plus Metal Rage (crossover rules 
  for Mekton Z) and Road Thrash (a sourcebook on 
  combat racing). 
   
  Revision History 
  0.8 ―Pre-Release Version‖: Basic rules and such, but no 
  appendices. 
  1.0  This 
  is 
  the 
  complete 
  version, 
  including 
  the 
  appendices not included in version 0.8, as well as a 
  handful of other additions (armor rules, a character 
  creation example, etc.). 
  1.2 Several corrections made, as well as many revisions 
  to the basic system, based on feedback received. 
  I‘ve tried to close up some of the loopholes in the 
  system, and generally spruce it up a bit. 
  1.8 Incorporated a lot of the game material and such 
  stuff 
  from 
  Karyu 
  Densetsu 
  and 
  the 
  Thrash 
  Sourcebook, plus made some clarifications and rules 
  changes. Created construction systems for styles 
  and maneuvers, then revised existing styles to 
  account for that, including creation of "Discipline 
  Styles". Revised multiple styles rules considerably. 
   
  Net Stuff 
   
  The Official Thrash Home Page can be found at 
  http://www.blueneptune.com/~jcluney/ewen/thrash.htm 
  and I can be e-mailed at blackbird@earthdome.com. 
   
  Thanks 
   
  I would like to thank the following people for support, 
  encouragement, and informing me when I screwed up: 
  Alan Weeks 
  Chris Hoffmann 
  Sir Fireball13 
  
  Mike Foulk 
  The Immortal Frog God 
  The Learning Lich 
  Rob Pool 
  Sir Sanjiyan 
  And probably a few others I've managed to forget 
  (gomen nasai!). 
   
  Disclaimer 
   
  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: The Martial Arts 
   
  “Once there was a man who tried to make his skill 
  ultimate. Because of that, it was no wonder he was 
  involved in the troubles.” 
   
   -- Samurai Shodown II 
   
  This section gives general information on the martial 
  arts as practiced in and out of fighting games, including 
  general information on learning and practicing the martial 
  arts, tournaments, and various other stuff of note. 
   
  Realism and Lack Thereof 
   
  Any serious examination of the occurrences in a 
  fighting game will prove that there is no real form of logic 
  operating. In fighting games everyone can take the same 
  amount of damage, knows martial arts, has unlimited 
  amounts of chi energy, can block any attack by holding 
  up their fists, cannot actually be cut by weapons (though 
  blood can fly out everywhere), and if they have an animal 
  companion, that critter is indestructible and immortal. 
   
  The point is, Thrash tries to find a midpoint between 
  the insanely illogical and real life. The game is intended 
  to be run with some degree of seriousness and while 
  taking into account the normal laws of the universe, but 
  also to integrate some small measure of its violations of 
  common sense, mainly in that the characters can 
  possess special maneuvers and powers very similar to 
  those presented in the games, and the plots and 
  situations, with certain conventions removed (like the 
  part about using quarters to resurrect the character). For 
  this purpose it would be advisable to think more in terms 
  of anime than anything else; virtually all fighting games 
  are made in Japan with anime/manga themes in mind, 
  and they tend to act accordingly over all. 
   
  The World 
   
  The scope of a Thrash campaign depends on the 
  particular game world it is taking place in. The generic 
  fighting game-type setting (i.e., late 20th century, martial 
  arts are somewhat more common than in real life, 
  tournaments are a very big deal, etc.) will be the starting 
  point for a lot of Thrash campaigns, and thus such game 
  worlds will tend to be restricted to Earth, but will be rather 
  international. How much this is so varies; Street Fighter 
  features characters from all over the world, but a lot of 
  other games concentrate more on ones from Asia. 
   
  Goals 
   
  "It has been a year since the incredible tournament 
  took place. Those who fight to find their true selves, 
  those who fight to preserve the future -- they have 
  assembled to fight again, and so the next tournament 
  begins." 
   
   -- Battle Arena Toshinden 2 
   
  Real-life martial artists usually want to better 
  themselves, and be able to defend themselves if need 
  be. In anime and fighting games, however, most martial 
  artists have other motives. Many want revenge for 
  something or other, most often for killing a relative or 
  friend (as is the case with Chun Li, Terry Bogard, 
  Wolfgang Krauser, Shizumaru, Guile, and others), or 
  some personal sleight, real or imagined (as with Genjuro 
  and a significant portion of the cast of Ranma ½), or in 
  some cases they are continuing an ancient conflict that 
  has raged between two (or more) families or clans (as 
  with Kyo Kusanagi and Iori Yagami). 
   
  Other sorts of goals vary a great deal; some fighters 
  have grown greedy for the spoils of winning a 
  tournament, others are merely carrying out the orders of 
  whoever they work for (like Gen-An and Billy Cane). 
  Some merely seek to prove the power of their style, their 
  nation, their creed, or themselves, to the world (like E. 
  Honda and Zangief), and a for a few, the fights 
  themselves have become the only important thing, the 
  quest for perfection coming before all else (as with Ryu). 
   
  A few others include carrying on one‘s family 
  traditions (Ranma and Akane, any ninja, etc.), to further 
  their quest for spiritual attainment (like Dhalsim), and to 
  get into an organization (Birdie). And, of course, there‘s 
  always the number one motivation; cold, hard cash. 
   
  Styles 
   
  There are many different styles of martial arts. They 
  are not only from Japan and China, but are a worldwide 
  phenomena. It is true that Asia has more and more 
  developed fighting styles than any other part of the world, 
  but those of other parts of the world can hardly be 
  ignored. All martial artists will be trained in one or more 
  styles. Information on the individual styles can be found 
  in the Styles section (strangely enough). 
   
  In 
  general, 
  styles 
  are 
  classified 
  as 
  being 
  external/hard or internal/soft. External styles, such as 
  karate and kendo, concentrate more on the physical 
  aspects; the object is to break the opponent. Internal 
  styles deal more with the spirit and chi, and usually 
  concentrate more on disabling the opponent peaceably. 
  Obviously, not all styles can be fit into one of these two 
  categories (Ninjutsu, for instance). 
   
  Honor 
   
  Honor is very important to most martial artists. The 
  study of the martial arts is not simply learning to fight, but 
  also encompasses some amount of spiritual and moral 
  instruction. What honor means varies a great deal, 
  depending upon who is asked. In broad terms, acting 
  honorably means acting fairly and so forth. To some, it is 
  a code that one follows always, even to the point of 
  death. 
   
  The Power of Chi 
   
  It is called chi in China, ki in Japan, and prana in 
  India. All these names describe a kind of energy that 
  flows through all living things like water and burns in 
  them like fire. While in real life some doubt its existence, 
  in Thrash it is definitely a very real force, and one which 
  should not be underestimated under any circumstances. 
   
  The cultivation of chi  (the name by which it is 
  referred to for game purposes) is difficulty, and best 
  served by the internal styles of the martial arts. In game 
  terms, it is used to power most of the more mystical 
  martial arts abilities; energy blasts, mystic sensitivity, and 
  other such powers all draw upon a character‘s natural 
  chi. 
   
  Like yin and yang, chi is divided into positive and 
  negative. Positive chi is the force of life, and negative chi 
  is the force of un-life. All living creatures normally have 
  
  positive chi, and if infused with negative chi they will 
  become incapable of healing or fighting off diseases. 
  Even so, it is said that some have learned to actually 
  adapt to having negative chi within them, and can use 
  this terrible power at will. 
   
  The Earth is a living thing as well, and Chi flows 
  through it in the form of lines of mystic energy known as 
  Dragon Lines. 
   
  Tournaments 
   
  Nearly 
  all 
  fighting 
  games 
  are 
  built 
  around 
  tournaments of some sort. In a tournament several 
  different fighters compete, until finally one emerges the 
  champion. How common such tournaments are in a 
  game world is up to the GM. In all likelihood characters 
  will participate in one to six tournaments per year. 
   
  Teams: While most tournaments will rely on one-on-
  one fights, some will allow for team competition. Teams 
  are usually of two or three people, since that‘s how team 
  tournaments are usually structured. Matches are usually 
  tag-team (whereby there are two team members, who 
  can switch places by ―tagging‖ their teammate), or 
  single-round elimination (where a match continues until 
  only one side has members left standing), and even a 
  few which are simply all-out brawls, with all of the team 
  members participating at once. 
   
  Restrictions: Different tournaments have different 
  requirements. This is especially true in the area of 
  weapons. Firearms are, for the most part, NEVER 
  allowed in tournaments, and melee weapons are 
  frequently disallowed or at least frowned upon. 
   
  Gambling: It is very common for tournaments to take 
  bets on the outcome of fights -- this serves to draw even 
  bigger crowds and make even more money. There are 
  two drawbacks to it, however. In many countries it is 
  illegal, so if the police should decide to crack down, 
  those concerned could be in big trouble. It also serves to 
  draw in less desirable elements; certain tournaments are 
  often troubled by mob influences, and some fighters may 
  be bribed or threatened into throwing a fight. 
   
  Managers: If you are going to be a tournament 
  fighter, it might be a good idea to have a manager. This 
  is someone who handles the paperwork for you. They 
  will arrange for entrance into tournaments, make sure 
  you‘re getting paid enough, and other important stuff 
  (and take a certain percentage of your winnings). 
   
  Staff: Fighters who really make it big will usually 
  have a small staff to handle things. What this entails 
  varies a great deal, but common employees include: a 
  bodyguard (to handle things diplomatically and without 
  injury), accountant, chauffeur/pilot, publicist, trainer (to 
  keep you in shape), instructors (in nearly anything you 
  deem important), ring doctor, and who knows what else. 
  Of course, you‘ve got to be able to give these people a 
  salary, and that means dealing with tax forms, social 
  security... 
   
  Fans: Being in the public eye as much as a 
  tournament fighter is means that characters will often 
  accumulate 
  fans, 
  especially 
  when 
  they 
  become 
  particularly famous. Fighters‘ opinions of their fans vary a 
  lot. Some all but ignore them, while others pay a great 
  deal of attention to them. Regardless, fans can be very 
  helpful. They are people who like the character a great 
  deal, and if asked to do something, would likely agree, 
  and might even consider it a privilege. 
   
  Prizes: Most tournaments give some sort of award to 
  the winner(s). In fighting games these aren‘t usually all 
  that important, but the prize of a tournament can easily 
  be vastly important to the plot; an ancient mystical 
  artifact, training in a particular style or special technique, 
  a contract to sign up with a group. More exotic prizes 
  could include not having the world overrun by demons 
  (ala Mortal Kombat), immortality, or a single wish. 
   
  Tournament Match Rules 
   
  The 
  particulars 
  of 
  a 
  match 
  vary 
  between 
  tournaments. For the purposes of Thrash there will 
  generally 
  be 
  relatively 
  few 
  restrictions 
  on 
  what 
  maneuvers the participants can use; as noted before, the 
  only restriction commonly imposed is the prohibition of 
  weapons. 
   
  One important factor, though is determining just 
  when a match ends. Generally speaking, a tournament 
  match will end when one of the following happens: 
   
   Many tournaments place a time limits on matches, 
  usually 1-5 minutes, though in game terms this will 
  normally be measured in turns -- from 20 to 60 turns. 
   
   One of the fighters is knocked unconscious. 
   
   One of the fighters surrenders. This is more 
  common than you might think for a few reasons. Firstly, 
  most fighters aren‘t dumb enough to keep on going 
  against someone who‘s just beat the stuffing out of them. 
  Second, losing one match doesn‘t necessarily mean 
  you‘re out of the tournament. 
   
  Teams 
   
  For roleplaying purposes, the PCs will most often 
  form a team, which fights together. This may not always 
  be the case (especially if they want to enter a tournament 
  where competition is one-on-one), but outside of the ring 
  they will likely stick together. 
   
  Why a team comes together varies a great deal. 
  Some are all students of the same teacher (or 
  sometimes the teacher is a team member, fighting 
  alongside their students), some are simply friends and/or 
  relations (such as the Trio of Garou from King of 
  Fighters), some are working together for business 
  purposes (like the Villains team of KoF ‗96); whatever the 
  motivation, it had best be strong enough to convince 
  them to stay together for a while. 
   
  Women and the Martial Arts 
   
  “I‟m the strongest woman in the world!” 
   
   -- Chun Li, Street Fighter II 
   
  In fighting games and anime, female martial artists 
  are 
  generally 
  common, 
  but 
  are 
  still 
  normally 
  outnumbered by the guys by at least 4:1. The role they 
  occupy is a curious one, a result of both Japanese 
  culture as it applies to fiction and the conventions of the 
  anime and fighting game genres. Generally speaking, 
  female fighting game characters will be either Cute 
  (Nakoruru, Rimururu, Sakura, Athena Asamiya, Yuri 
  Sakazaki, etc.) or Sexy (Vice, Mature, etc.) or 
  occasionally both (Felicia, Mai Shiranui). Naturally, the 
  Cute ones are both more common and more dangerous. 
  
   
  Such character‘s don‘t have to be scantily clad, but 
  the designers (and for that matter, entirely too many 
  players) seem to think it‘s a big plus (Felicia, Mai, etc.). 
   
  Retirement 
   
  “Go home and be a family man!” 
   
   -- Guile, Street Fighter II 
   
  Sooner or later, a fighter will likely outgrow 
  tournament fighting. When that happens, they‘ll usually 
  decide to retire. What retirement means to a tournament 
  fighter can vary a great deal. They might try to settle 
  down (after all, you meet a lot of people traveling so 
  much for tournaments; you might just meet that certain 
  special someone...), or start a training school of their 
  style, or just go back to normal life (in the second Fatal 
  Fury OAV, we get to see Terry Bogard working at a 
  construction site). Some retired fighters still want to be 
  near the fights, and become managers of up-and-coming 
  fighters, or hold tournaments of their own, or run arenas. 
   
  Weird Powers 
   
  Whether and to what degree strange powers show 
  up depends on the game world in question (and thus the 
  GM), but it‘s Important to remember that this is fantasy, 
  and just about anything can happen. Psychic powers, 
  magic, cyborgs, elementals, and mutant animals all have 
  a place. Of course, those buggers can get pretty damn 
  powerful, so the GM should be careful about allowing 
  them. 
   
  Of course, this sort of thing makes being a fighter a 
  much more interesting (and potentially dangerous). You 
  never know just what strange abilities an opponent might 
  be holding back, though some will be more apparent 
  than others. See Appendix 1 for more details. 
  Chapter 3: 
  Character Creation 
   
  The first step in playing is to have a character. This 
  section explains how to do that. The game mechanics of 
  creating a character are pretty simple, but regardless you 
  should always remember that a character is far more 
  than simply a combination of numbers, but a sort of 
  simulated person, who should have a distinct personality, 
  set of goals, and history. 
   
  Step 0: Concept 
   
  Before you begin coming up with stats, it‘s best to 
  have some general idea of what your character is going 
  to be like ahead of time. A concept doesn‘t have to be 
  fancy or anything, just so long as it gives you a general 
  direction in which to decide your character‘s abilities and 
  such. 
   
  Step 1: Attributes 
   
  You are given 6d10+20 points to assign among the 
  eight basic attributes. Attributes may not normally be 
  below 1 or above 10. The eight attributes are as follows: 
   
  Intelligence: This describes the character‘s overall 
  reasoning ability, memory, perception, and so on. 
   
  Focus: This is a measure of the character‘s overall 
  mental control. The Focus attribute is critical for most of 
  the more mystical martial arts abilities, and determines 
  the damage of most purely chi-based attacks. 
   
  Charisma: This describes how personable the 
  character is overall; how well they relate to other people. 
   
  Will: The Will attribute is a measure of the 
  character‘s determination and force of will, and, amongst 
  other things, is used to resist mental attacks. 
   
  Strength: Strength describes the character‘s overall 
  physical strength, and thus determines both how much 
  damage they inflict with normal, physical attacks, and 
  how much they can lift and carry. 
   
  Agility: Agility determines how fast the character can 
  move and how good their reflexes are.   
   
  Stamina: Stamina is a measure of how long the 
  character can carry out physical activities without being 
  fatigued, and also determines how much damage they 
  can take in combat. 
   
  Appearance: Appearance is a general measure of 
  how good-looking the character is. 
   
  Unspent attribute points are doubled and added to 
  the character‘s available Character Points (see below). 
   
  Heroic Attributes (Optional) 
   
  Thrash characters are intended to be powerful, but in 
  some campaigns you‘ll want them to be really powerful, 
  mainly because the major villains are even more 
  powerful. If this is the case, you, as the GM, may wish to 
  invoke the Heroic Attributes rule; rather than the usual 
  6d10+20 points, you may give characters a set allotment 
  of points to use, generally between 60 and 75, though 
  occasionally higher. If the GM wishes to allow it, the 
  maximum value for attributes can be raised from 10 to 
  12 as well. 
   
  Secondary Stats 
  
  The secondary stats are other statistics of varying 
  importance, which are based on the character‘s 
  attributes. 
   
  Base Action Points: The number of Action Points a 
  character has affects initiative and determines how many 
  different things they can do in a single combat turn. Each 
  maneuver counts as a certain number of Action Points, 
  and when all the character‘s APs are used up for that 
  turn they cannot act anymore. All characters begin with 
  8 APs, plus 1 per point in their various styles. 
   
  Chi: A character‘s Chi stat is a measure of the power 
  of their life force and spirit. Chi points are spent to make 
  use of certain powerful maneuvers. A character‘s base 
  Chi is determined as follows: (Focus x 2) + Will 
   
  Health: Health is equal to Stamina x 4, and 
  determines how much damage a character can take 
  before being rendered unconscious. 
   
  Dizzying Threshold: This is determined as Stamina 
  + 8, and determines how much damage a character can 
  take in a single turn before being briefly dazed. 
   
  Rage Threshold: A character‘s Rage threshold 
  determines how much punishment they can take before 
  becoming ―charged up‖ by it (sort of like the Rage Meters 
  in many fighting games), and is determined as: Stamina 
  + Will + Focus. You might be asking why it is that more 
  powerful characters take longer to ―charge up.‖ Basically, 
  the idea behind this is that a more powerful character 
  has greater endurance and inner control, so that it takes 
  them longer to get truly pissed off, but when they do – 
  watch out! 
   
  Basic Damage 
   
  The damage for nearly all maneuvers is determined 
  by taking the modifier listed below, as calculated from 
  the appropriate stat, and applying it to the damage of the 
  maneuver. Base Damage for Strength and Focus should 
  be recorded on your character sheet. 
   
  Level 
  Base Damage 
  1 
  -3 
  2 
  -2 
  3 
  -1 
  4 
  +0 
  5 
  +1 
  6 
  +2 
  7 
  +3 
  8 
  +4 
  9 
  +5 
  10 
  +6 
  +1 damage per point above 10 
   
  Upper/Lower Body Strength (Optional) 
   
  Generally speaking, characters are assumed to have 
  roughly equal upper and lower body. Of course, this may 
  not always be the case; some characters are 
  exceptionally good at kicking (e.g., Chi Li), while others 
  are far better at punching (e.g., ANY boxer character). 
   
  To simulate this in game, you take your normal 
  Strength attribute and ―split‖ it. Next to the basic strength 
  you write in parenthesis two numbers, the first being the 
  upper body strength and the second being the lower. 
  They begin equal to the normal Strength attribute, but 
  either may be increased one point by lowering the other 
  one point. They cannot be more than 4 points apart, 
  however. 
   
  Upper Body Strength is applied to all punches, most 
  weapon strikes, and similar maneuvers. Lower Body 
  Strength is applied to all kicks. ALL other maneuver 
  types use the character‘s basic Strength attribute 
  normally, 
  since 
  Athletics, 
  Grappling, 
  and 
  other 
  maneuvers make use of both upper and lower body 
  muscles. 
   
  For Example: The player is creating a kickboxer, who 
  has a Strength of 7, but wants his character to be better 
  at kicking than punching, so he puts the lower body 
  strength two higher than the upper; under Strength on 
  the character sheet it will read: 7 (5/9) 
   
  Step 2: Character Points 
   
  You are given character points equal to your 
  character‘s Intelligence plus Agility, plus 40. 
   
  Skills are bought at a cost of 1 point per level in that 
  skill. Disciplines cost 2 points per level, Styles cost 4 
  points per level, and maneuvers cost CPs as noted in 
  their 
  descriptions. You may also select various 
  Advantages (see below), which will cost additional CPs 
  or Disadvantages, which give you more CPs. 
   
  Unspent CPs are doubled and become the 
  character‘s current pool of experience points. 
   
  Spending CPs On Secondary Stats (Optional) 
   
  The GM may allow players to increase various 
  secondary stats ―artificially‖ at character creation by 
  spending extra character points. The GM may disallow or 
  limit this as her or she sees fit. 
   
  Stat 
  Cost 
  Maximum Increase 
  Base APs 
  3 per +1 
  +4 
  Chi 
  1 per +2 
  +12 
  Health 
  1 per +2 
  +12 
  Dizzy Threshold 
  1 per +1 
  +6 
   
  Specializations and Concentrations (Optional) 
   
  A specialization is a type of enhancement to a skill 
  whereby the character is better at a particular area 
  involving that skill. For instance, a character with the 
  Swimming skill might specialize in distance, or speed, or 
  whatever. To select a specialization you must have the 
  particular skill at 5 or higher, and when rolling for 
  something involving the skill in a manner for which the 
  specialization is important, roll a d12 instead of a d10. 
   
  A concentration is similar to a specialization, except 
  that the character has studied their particular specialized 
  area to the point of neglecting others, and thus they roll 
  2d6 for rolls that involve the concentration, and 1d6 for 
  those that do not. 
   
  Specializations and Concentrations may be applied 
  to all Skills and Disciplines, but not to Styles or anything 
  else. 
   
  Unspecified CPs (Optional) 
   
  With the GM's permission, the character may leave 
  some CPs unspent, so that they can be used to buy 
  additional stuff on the fly, things which the character "just 
  
  happens" to know. The character may have any number 
  of Unspecified CPs, up to half of their total available, but 
  they must pay 1 CP for every 4 set aside in this manner. 
   
  Step 3: Fill In The Rest 
   
  The last step is to basically work out everything else 
  about your character. This means you need to decide on 
  their personality, background, appearance, and so on, 
  name any important equipment/weapons they might 
  carry around with them, and a quote from the character. 
   
  Character Creation Example 
   
  Obviously, you might have some difficulties with all 
  this. The following is an example of how character 
  creation should work, from step 0 to step 3. 
   
  Step 0: So, I decide to make a character. I want a 
  cliché cutesy teenage girl Judoka type (hey, it‘s anime!). 
   
  Step 1: Rolling 6d10+20, I get 51 points for 
  attributes. Divided between the eight attributes, that‘s 
  roughly 6 points each on average, so, after fiddling with 
  them for a while, I‘ve assigned them like this: Intelligence 
  5, Focus  7, Charisma 5, Will 7, Strength 4, Agility 8, 
  Stamina 7, Appearance 8 
   
  Next is the Secondary Stats. Base APs we‘ll 
  calculate later. Chi is (7x2)+7, or 21. Health is 7x4, 28, 
  Dizzying Threshold is 7+8, 15, Rage Threshold is 7+7+7, 
  21, and basic damage is +0 for Strength and +3 for 
  Focus. 
   
  Step 2: Now, she gets 40+5+8 CPs, 53 in all. First I 
  make a list of what I want her to have, and then give 
  them all levels. 
  Skills: Computer 3, Cooking 2, Language: English 4 
  (Japanese is her native language), Taunt 5 (13 points 
  total) 
  Disciplines: Blind Fighting 4 (8 points) 
  Advantages & Disadvantages: Mentor 3 (3 points) 
  Styles: Judo 4 (16 points, and now we know that her 
  Base APs is 12; add +1 to Agility and thus get one extra 
  CP) 
   
  Maneuvers: We have 13 points left now (including 
  the extra one from Judo‘s Agility bonus). First off, she 
  gets Body Flip, Breakfall, and Foot Sweep for free, in 
  addition to the usual basic maneuvers. Since judo 
  specializes in grappling (and gets such maneuvers with 
  the CP cost reduced by 2 point), I go straight to the 
  Grappling section, and pick Leaping Slam (3 points). 
  Then I grab jump (practically a requirement for fighting 
  game characters) and Tackle (1 point each). Next, since 
  it‘s anime, I buy a Chi Blast (6 points) but make it a Short 
  Blast to cut down the cost (-2, making it 4 points total). 
  Now there‘s only 4 CPs left to spend. Since I don‘t want 
  to bother with disadvantages, I decide to create a Combo 
  Maneuver. This will be a 3-part one (2 points base cost), 
  where she body flips the opponent, shoves a chi blast 
  into their chest, and then does a leaping slam to finish 
  them off. And to make it even more effective, I add a Chi 
  Charge modifier (+2 points), and now the statistical part 
  is done. 
   
  Now the important maneuvers need to be named. 
  Her Chi Blast I‘ll call ―Screaming Eagle Shot,‖ her 
  Leaping Slam ―Soaring Hawk Cruncher,‖ and the nifty 
  combo maneuver will be… ―Great Talon Shredder.‖ The 
  tackle, body flip, and foot sweep are just that and needn‘t 
  be given names 
   
  Step 3: Now comes the fun part. ^_^ Okay, her name 
  is Tomiko Yamada. She is an 18-year-old judo fighter, 
  originally from Kyoto, where she learned judo from her 
  grandfather, despite his total inability to keep different 
  quantities straight. Tomiko began entering tournaments 
  only this year, after she was attacked by and defeated 
  the infamous Pigeon Eddie, a ruthless criminal 
  mastermind and practitioner of the Saiiko style of Karate, 
  whose evil she now wishes to put an end to. Tomiko is 
  friendly and outgoing, but never puts up with any 
  injustice, to the point of occasional megalomania… She 
  is fairly short and rather cute, and has short green hair 
  for no apparent reason. In combat she wears her judo gi, 
  which is bright blue in color. 
  Obviously this is a very silly character, and as such 
  should only be used in a likewise comedic campaign. 
   
  Recreating Characters 
   
  Inevitably, you'll probably want to recreate an existing 
  character from your favorite game or anime or whatever. 
  Obviously, it's largely impossible to create any hard and 
  fast rules for this sort of thing -- it's more an art than a 
  science. 
   
  So, how the hell do you go about it? ... That's not so 
  easy 
  to 
  explain. 
  Ultimately, 
  you're 
  creating 
  an 
  interpretation of a character, colored to some degree by 
  how you perceive them. As such, it is advisable to collect 
  as much information as possible; the less guesswork you 
  have to do, the better. Of course, this may take a whole 
  hell of a lot of digging, especially if you don't understand 
  Japanese. 
   
  Armed with a good understanding of the character, 
  the tricky part, the statistics, begins. Games and anime 
  don't generally bother to quantify the characters' 
  capabilities per se, so even if you have every scrap of 
  info ever written, you still have to do some guessing as to 
  just how strong is strong (is Guile's strength higher, as 
  high, or lower than Ken's?). Stats can usually be done 
  without much trouble, and Styles tend to be fairly 
  obvious, and if all else fails you can simply use the 
  Generic Style, and Disciplines likewise are often obvious, 
  at least as far as anime is concerned, though skills may 
  take a bit more thought, simply in that when the 
  character is running around battling villains and such, 
  they don't spend much time doing things that involve too 
  many of their skills. 
   
  Maneuvers are one of the most critical things, 
  though, especially for a fighting game character. You 
  have to worry about not only the "special" moves, but the 
  minor things; unusual punches and kicks, such as Ken 
  and Ryu's Cyclone Kick (tap the joystick forward and do 
  a medium kick), and throws. 
   
  By and large, this whole process should probably be 
  carried out without regard to point costs; most existing 
  characters are considered to be pretty experienced in the 
  first place, and as such will be more powerful than your 
  typical starting character is intended to be. Even so, 
  especially for a player character, the GM may wish to 
  limit the player to the normal allotment of CPs -- this may 
  necessitate assuming that the character is simply from 
  earlier on in the series than what was seen before. 
  
   
  Skill Descriptions 
   
  Weapon Skills: A weapon skill enables the 
  character to use weapons of the types covered by the 
  skill, regardless of the character‘s style. A weapon skill 
  provides a very basic knowledge of the use of that 
  weapon, and if you want any special maneuvers to go 
  with it, you cannot purchase maneuvers whose cost 
  totals more CPs than the character‘s level in the weapon 
  skill. 
  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. 
  Basic Repair: This is a very basic knowledge of 
  mechanics, sufficient to fix a toaster or do basic 
  automotive repairs. 
  Blades: The character is skilled in using swords, knives, 
  and other blade weapons. 
  Blunt Weapons: Skill in using cudgels, maces, clubs, and 
  similar weapons in combat. 
  Chain Weapons: The character is skilled in using chain 
  weapons; this includes flails and related weapons, as 
  well as nunchaku, ordinary lengths of chain, and 
  other such weapons. 
  Computer: This is a general ability to handle computers. 
  A low level in this skill (+1 to +3) indicates just 
  computer usage skills, while higher levels in it mean 
  that the character is capable of programming. 
  Cooking: The character is versed in how to prepare 
  meals well. Nearly anyone can cook, but this 
  character has practiced at it, and probably has at 
  least a small repartee of memorized recipes. 
  Dance: Self-explanatory. 
  Demolitions: Demolitions is an ability to prepare or 
  disarm explosive devices of various types. 
  Disguise: The ability to make oneself look like someone 
  else. This requires makeup, clothes, and possibly 
  some other items. This may be seen through 
  (Intelligence roll), but is unlikely. 
  Drive/Pilot: This is a general ability to pilot/drive various 
  types of vehicles. Each different type of vehicle 
  counts as a separate skills (i.e., Drive Autos, Pilot 
  Airplanes, Pilot Boats, etc.). 
  Engineering: This is an advanced knowledge of some 
  area of engineering (electrical, mechanical, avionics, 
  etc.). 
  Escape: The character has the ability to free themselves 
  from handcuffs, straitjackets, and similar items. This 
  typically involves careful muscle control, and the 
  often painful process of dislocating joints. 
  Expert: The character is an expert in some area or other. 
  The Expert skill can be used for a wide variety of 
  skills, including hobbies, artistic skills (art, writing, 
  playing a musical instrument, etc.), and even science 
  (biology, chemistry, psychology, etc.). 
  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). 
  Firearms: This is general skill with using guns. 
  First Aid: Skill in administering simple medical help, such 
  as bandaging wounds and performing CPR. 
  Games: What seems like a mere game to some is often 
  an expression of the meaning of life to others. 
  Martial artists and eastern mystics are particularly 
  notorious for this sort of thing, and will often be 
  expert players of games such as go, shogi 
  (Japanese chess), tiao qi (Chinese checkers), and 
  xiang qi (Chinese chess). Such games, especially 
  go, will be played for hours on end, in search of not a 
  victory per se, but a perfect game. 
  Groundfighting: This skill allows the character to fight 
  while prone. A successful roll on the Groundfighting 
  skill enables the character to use any reasonable 
  maneuver (i.e., any ones that logically could be used 
  while on the ground; GM discretion). Characters 
  without this skill will receive a -4 penalty to all combat 
  rolls, 
  and 
  anyone 
  attempting 
  to 
   
  attack 
  a 
  groundfighter will likewise be at -3 to attack with 
  maneuvers not designed for such opponents. 
  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. 
  Interrogation: The ability to question an unwilling subject, 
  and in doing so get information out of them that 
  couldn't be gained otherwise. This may include 
  torture, either physical or mental, deception, playing 
  "good cop/bad cop", and depriving of sleep or food. 
  Intimidation: Techniques of intimidation range from 
  subtle suggestions to outright physical threats; 
  characters with this skill understand how to get what 
  they want by being imperious. Intimidation can be 
  used to attempt to ―psych out‖ an opponent before a 
  fight. To determine the rate of success, make a 
  contested roll; 1d10 + Charisma + Intimidation Vs 
  1d10 + Will + Focus. If the intimidating character 
  wins, the opponent is at -4 on initiative and loses half 
  their APs for the first turn only. 
  Language: This skill grants knowledge of a language 
  other than your native one(s). All characters are 
  considered to know their native language at a 
  skill level of 3; this can be increased higher if so 
  desired. 
  Leadership: The ability to take control of a situation and 
  convince others to follow you, though the GM should 
  apply a penalty to attempts to lead others into 
  danger, especially if the commander is not going 
  himself. 
  Lore: The character has a general knowledge of a 
  particular area of mythology. Each area counts as a 
  separate skill. Such myths may differ from the truth, 
  but will still give the character some useful clues 
  most of the time. 
  Medicine: This is knowledge of how to heal others. What 
  form this takes may vary, ranging from a Western-
  
  style medical degree, to a knowledge of holistic 
  medicines, or anything in-between. When the 
  Medicine skill is used successfully, half the level of 
  the  skill is added to the total Health restored per 
  day. 
  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. 
  Missile Weapons: The character is skilled in using 
  primitive projectile weapons, including bows, slings, 
  crossbows, and so on. 
  Musical Instrument: This is the ability to play a particular 
  type or class of musical instrument. Each type 
  counts as a separate skill. 
  Philosophy: This skill grants knowledge of a particular  
  philosophy, 
  such 
  as 
  Buddhism, 
  Taoism, 
  Confucianism, Shinto, Hindu, Maoism, etc. Each 
  type of philosophy counts as a separate skill. 
  Polearms: This is skill with using polearms, including 
  halberds, naginata, and similar weapons. 
  Seduction: This is the ability to seduce another person 
  appropriate sexual orientation. 
  Shield: Skill in using shields to parry blows. 
  Sing: Self-explanatory. 
  Staves: This is skill in using staff weapons in combat, 
  including quarter staves, the bo and jo, escrima 
  sticks, and similar weapons. 
  Stealth: The ability to move quietly, unnoticed, by moving 
  with appropriate balance and footing, slowly to avoid 
  detection. The character is not invisible, but unless 
  an observer actually sees the character, detection is 
  highly unlikely. 
  Streetwise: A general knowledge of the various gangs, 
  dealers, and other criminals that may be found in an 
  area familiar to the character, as well as being able 
  to avoid conflicts. 
  Survival: This is the ability to survive in a wilderness 
  area. The character knows how to find food and 
  water, avoid hazards, build shelters, and so on. 
  Make one skill roll per day spent trying to survive; 
  failure means the character has made some kind of 
  mistake (in general, this can be condensed to saying 
  that the character has managed to take 1d6 damage 
  in all by some means or another). 
  Swimming: This is the ability to move while in water, 
  keep from drowning, and so forth. Swimming 
  characters effectively use their Strength as Agility for 
  the purpose of determining how far they can move in 
  a turn. 
  Taunt: This is the ability to make fun of your opponent, 
  by variously jeering at them, making weird faces, or 
  whatever suits your fancy. A successful taunt roll will 
  take off Rage points from the person it is directed at 
  as per the Base Damage table using their Charisma. 
  Taunting takes up at least 10 APs. 
  Thrown Weapons: Skill in using thrown weapons, 
  including shuriken, darts, and even rocks. 
  Whip: Skill in wielding a whip or similar weapon 
  (blackjack, cat-'o-nine-tails, etc.) in combat. 
   
  Disciplines 
   
  Disciplines are a somewhat unusual category of 
  abilities, falling somewhere in-between skills and special 
  powers. Disciplines grant abilities that are beyond what is 
  common, but not beyond what normal humans are 
  capable of. 
   
  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. 
   
  Arts of Invisibility 
   
  “And from him I learned the art of Ninja, the art of… 
  invisibility.” 
   
   -- Splinter, TMNT the Movie 
   
  The Arts of Invisibility, originally based on the 
  techniques of puppeteers in Kabuki theater, were 
  developed by the Ninja in order to carry out their 
  clandestine activities. Practicing the Arts of Invisibility 
  requires a mix of ingenuity and mental control that few 
  are capable of. 
  1. Move Silently: This is effectively the same as the 
  Stealth skill, and uses the level of Arts of Invisibility for 
  such. 
  2. Hiding: The character learns how to become one with 
  their environment, thereby hiding, motionless, with 
  almost no chance of being noticed by the naked eye. The 
  character is generally considered to automatically 
  succeed, though when under close observation they 
  must make a roll to maintain the illusion. 
  3. Evasion: This ability lets the character hide behind 
  someone, following their every movement so that they 
  perpetually remain in that person‘s blind spot. Again, this 
  works 
  automatically 
  unless 
  the 
  other 
  person 
  is 
  attempting to find them. 
  4. Escape: This is effectively the same as the Escape 
  skill, and uses the level of Arts of Invisibility for such. 
  5. Disguise: This is effectively the same as the Disguise 
  skill, and uses the level of Arts of Invisibility for such. 
  6. Vanish: This ability allows the character to appear to 
  vanish; in truth they create a distraction of some sort, 
  and then quickly move out of sight. Obviously, this 
  requires somewhere to disappear to, as well as a 
  successful roll, the difficulty depending on who they‘re 
  dealing with, the lighting, and the accessibility of hiding 
  places. 
  7. Mystic Invisibility: This mystical power allows the 
  character to cloud the minds of observers, such that they 
  simply do no perceive him, even if it was activated while 
  they were looking right at him. This costs 4 Chi and 8 
  APs to activate, but additional chi must be expended any 
  time they move – 1 Chi per 10 APs they expend. 
  8. Mystic Disguise: A more complex illusion, this power 
  causes others to perceive the user as being someone (or 
  something) else. So long as it is maintained the illusion is 
  convincing to most any visual inspection, though it will 
  not work at all for physical purposes. Maintaining the 
  
  illusion costs 2 Chi per minute, and a roll is required to 
  produce a convincing illusion. 
   
  Blind Fighting 
   
  This discipline teaches the character how to use all 
  of their other senses to fight when blinded. Any time the 
  character cannot see and attempts to fight, they may 
  make a Blind Fighting roll to negate the usual penalties 
  for blindness (-5 to all rolls, APs are halved) as they 
  pertain to fighting for the duration of the turn, though they 
  will be at -2 APs. 
   
  Body Hardening 
   
  Martial artists will do all sorts of things to make 
  themselves, stronger and tougher, and a lot of them are 
  pretty painful. Body Hardening refers to any number of 
  exercises which make the body resistant to damage. 
  This can include standing under waterfalls, chopping 
  wood, taking blows from other students, and other fun 
  things. 
   
  For every level of Body Hardening, add +3 to the 
  total of all Soak Rolls (see the rules section for more 
  details).  
   
  Feng Shui 
   
  Feng Shui, or Geomancy, is an understanding of 
  how the power of Chi flows through the Earth. A 
  character with this discipline can recognize how the flow 
  of the Dragon Lines will be affected by different factors, 
  especially architecture, for which bad designs can often 
  create a hurtful flow of chi. 
   
  Iaido 
   
  Considered a style in and of itself, Iaido is the 
  Japanese art of sword-drawing. The original combat 
  form, Iaijutsu, was based around the idea of striking 
  down an opponent with a single, lightning-quick blow. It 
  enables them to draw the sword and strike in one 
  smooth, fluid motion, with lightning speed. 
   
  When a character uses Iaido as the first attack of a 
  fight, add +2 to Initiative per level of Iaido. The Iaido 
  strike uses 5 APs total, and adds +1 to damage per level 
  of Iaido. 
   
  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 below). 
   
  Kyudo 
   
  Kyudo, ―the Way of the Bow,‖ is a form of archery 
  derived from Zen philosophy. The object is not to hit the 
  target, so much as to position bow, mind, and body in 
  perfect harmony. Those skilled in Kyudo perform 
  astonishingly well with bow and arrow, gaining the 
  following benefits. 
   The level of Kyudo may be used for archery (except 
  with crossbows). 
   Practicing archery effectively counts as Meditation at 
  the level of the Kyudo discipline. 
   The character can fire arrows while unable to see, 
  using the level of Kyudo in place of the Blind Fighting 
  discipline, or it is added to Blind Fighting if they 
  already have it. 
   By spending 2 Chi the character can increase the 
  Damage and Accuracy of a shot by +1 (to a maximum 
  of half their Focus). 
   
  Meditation 
   
  Meditation is a technique whereby the body is kept 
  motionless and the mind stays in a clear, calm, restful 
  state. Although by no means a substitute for sleep, 
  meditation is very relaxing, and further allows for more 
  rapid restoration of spent Chi points. 
   
  A character may spend up to 30 minutes meditating 
  per level of the Meditation Discipline. For each 30 
  minutes make a roll on 1d10 + Focus + Meditation 
  against a difficulty of 18; for every point that the total 
  exceeds 18, the character regains one Chi point. 
   
  Negative Chi 
   
  The Discipline Negative Chi is perhaps one of the 
  most dangerous and destructive to learn, for it requires 
  that the character rely on Negative Chi, the opposite of 
  life itself for power. To learn this Discipline a character 
  must have the Negative Chi disadvantage (likewise they 
  cannot learn Positive Chi if this is the case). 
  1. Sense Chi: The character is granted a natural 
  awareness of the forces of chi around them, and this can 
  sense the type and approximate quantity of chi in anyone 
  within line of sight. 
  2. Dragon Chi: This power enables the character to draw 
  Chi from the Dragon Lines. To do this they must stand 
  on a line (they are quite common) and concentrate, 
  drawing 1-3 Chi points per turn (depending on the 
  strength of the line; GM discretion), which is used to 
  restore their current Chi total. 
  3. Hardened Chi: The power of ―Hardened Chi‖, or Shi 
  Jin enables the character to focus their chi into hard lines 
  of force, thus boosting the damage of attacks. Thus, the 
  character can increase the damage of a direct physical 
  attack by +1 for each point of Chi spent, though every +2 
  to damage also increases the AP cost by +1. It can also 
  
  be used to defend, adding +2 to the character‘s soak roll 
  for each Chi point spent. 
  4. Soft Chi: Soft Chi, Chao Jin, enables the character to 
  shape their chi into arc of force, but of a soft sort, such 
  that it can be used to parry blows and use flips and other 
  less direct attacks on opponents. By spending 2 Chi, the 
  character can reduce the AP cost of the basic parry 
  maneuver to ONE AP, and boost its accuracy by +3 for a 
  turn. Also, they can boost the accuracy of Grappling 
  maneuvers (except directly damaging ones such as 
  Slam) by +1 per 1 Chi spent, to a maximum of the 
  character‘s Focus. 
  5. Control Body Weight: This effectively grants the 
  character the equivalent of the Reduce Weight 
  Maneuver, except that it costs 3 Chi per turn. 
  6. Body Chi: This power enables the character to focus 
  their chi directly into their physical abilities, temporarily 
  boosting their physical attributes (Strength, Stamina, 
  Agility). This costs 1 Chi per +1 increase per turn. 
  7. Negative Empty Chi: This power allows the character 
  to hurl their chi as a disembodied force. This is 
  effectively equivalent to the Kongjin maneuver, except 
  that it costs 6 Chi per use. This attack does no damage 
  to those with Negative Chi. 
   
  Positive Chi 
   
  While Chi can be used to harm, it can just as easily 
  be used to heal. Those skilled in the use of positive Chi 
  know how to use its powers for health and defense. 
  1. Sense Chi: Same as the Negative Chi ability. 
  2. Chi Healing: By channeling their chi, the character is 
  able to heal others. They can restore up to 2 health per 
  Chi point spent. 
  3. Dragon Chi: Same as the Negative Chi ability. 
  4. Soft Chi: Same as the Negative Chi ability. 
  5. Hardened Chi: Same as the Negative Chi ability. 
  6. Control Body Weight: This effectively grants the 
  character the equivalent of the Reduce Weight 
  Maneuver, except that it costs 3 Chi per turn. 
  7. Body Chi: This power enables the character to focus 
  their chi directly into their physical abilities, temporarily 
  boosting their physical attributes (Strength, Stamina, 
  Agility). This costs 1 Chi per +1 increase per turn. 
  8. Radiate Chi: This power allows the character to 
  convert their chi into light that emanates from their body. 
  This can come out of their eyes or even their entire body. 
  To simply create illumination costs 1 Chi per turn, but the 
  character can also create a much stronger light, covering 
  a radius equal to their Focus x 2 in feet, in which 
  Negative Chi effects simply do not work! This costs 8 Chi 
  per turn it is maintained. 
   
  Vital Points 
   
  The art of touching vital points, known as atemi or 
  kyusho in Japan, tien-hsueh in China, kuepso in Korea, 
  huyet in Vietnam, and raihasia in India. Whatever you 
  call it and however you use it, it is the ability to touch 
  different points on the body to trigger nerves and thus 
  cause the body to react in different ways. Those skilled in 
  the art of vital points can be very powerful, able to kill or 
  heal with a touch. 
   
  Defending against vital point strikes is possible, but 
  can be difficult. The trick is to cover one‘s vital points if 
  possible (though that requires at least a passing 
  knowledge of Vital Points in the first place), or preventing 
  the attacker from hitting the point they wish to; this 
  usually lets one avoid the effects of an attack, but 
  occasionally results in a different vital point being struck, 
  which may have better or worse results. 
   
  Because it is so powerful, Vital Points counts as a 
  Style in terms of cost. 
   
  Needless to say, this knowledge is extremely rare, 
  and GMs should be hesitant at best to allow PCs to learn 
  it, especially given how powerful it can make them. 
   
  Below is a list of the various vital points abilities. A 
  character who possesses the Vital Points Discipline is 
  considered to have all of the abilities numbered up to 
  their level of Vital Points. Characters may not have Vital 
  Points at a level higher than their Focus-2. 
  1. Healing: The first thing anyone who learns the vital 
  points is taught is how to heal. By making a 
  successful Vital Points roll, they can undo the effects 
  of the Vital Point attacks of Pain, Paralysis, 
  Deafness, and Blindness with but a touch. When 
  caring for someone who is injured, they will increase 
  the rate of healing by 1d6 Health per day. 
  2. Advanced Healing: The character‘s healing abilities 
  are now improved to the point that they can undo any 
  vital points attack, and when caring for someone 
  increase the rate of healing by 1d10 Health per day 
  instead of 1d6. 
  3. Pain: With a touch the character can strike a vital point 
  that will cause victims excruciating pain, resulting in 
  a -3 penalty on all die rolls, and a reduction of -3 
  points to the character‘s available APs for the next 
  1d6+(Vital Points level) turns. 
  4. Partial Paralysis: The character is capable of 
  paralyzing one of an opponent‘s limbs with a touch. If 
  a given limb is successfully paralyzed, the character 
  loses the use of that limb for the next 2d6 minutes, 
  and this incurs a penalty of -3 to all rolls, and -5 to 
  Move if it is a leg. 
  5. Finger Snap: By performing a special sort of ―finger 
  snap,‖ the attacker can disrupt an opponent‘s inner 
  ear, thus causing them to lose all sense of balance, 
  and thus be at -7 to all rolls, and incapable of kicking 
  for 3d6 minutes. Performing a Finger Snap attack 
  requires that the attacker be in the same hex as the 
  opponent, and make an attack roll (1d10 + Agility + 
  Vital Points). 
  6. Blindness: By making a precise strike just below the 
  victims eyes, the attacker can render them 
  completely blind for 1d6 hours. attempts to make 
  such a strike are made at -5 on the roll. A successful 
  roll with impact or breakfall will reduce the duration to 
  4d6 turns. 
  7. Fully Paralysis: By making three successful partial 
  paralysis strikes, the character can completely 
  paralyze an opponent for 2d6 minutes, rendering 
  them helpless. 
  8. Blood Flow: By carefully striking at veins, the character 
  can deliver a painful attack whose effects are 
  virtually impossible to resist. This must be used with 
  a narrow-impact hand strike, such as a Fingertip 
  Attack or Knuckle Fist, and inflicts an additional +3 
  damage, which cannot be soaked. 
  
  9. Dislocation: Dislocation gives the character a 
  knowledge of damaging bone-locking techniques 
  which have been outlawed from most styles. Using 
  this requires that a Joint Lock be initiated. If it is 
  successful and dislocation is used, the attacker can 
  choose to inflict normal rather than stun damage with 
  the Joint Lock. 
  10. Chi Disruption: This powerful technique allows the 
  character to completely disrupt the capacity to 
  control chi in another person. If this strike is 
  delivered successfully, the victim cannot use any 
  maneuvers which require chi. If they are able to roll 
  with impact or breakfall, they will merely lose 2d6+3 
  Chi points. Using this attack requires that the 
  attacker determine where the opponent‘s chi center 
  is (as it varies from person to person), and thus must 
  observe them for ten minutes (or 1d6 rounds if they 
  are making use of their chi in some way). 
  11. Amnesia: True masters of the art of vital points can 
  cause amnesia in others by careful application of 
  pressure to different points on the head. This ability 
  cannot be used in combat, since it normally requires 
  at least a minute or so to perform, without 
  interruption. It can be used in three ways; victims can 
  be made to forget an event a few minutes ago (in 
  which case the memory erasure is complete and 
  permanent), to make a victim forget their normal 
  morals (in which case it lasts 1d6 days), or to erase 
  a person‘s entire identity (in which case it will last 
  only a few hours, unless the attacker spends ALL of 
  their Chi, in which case it will last 1d6 days). 
  12. Puppet Dance: This rather eerie technique allows the 
  character to grasp another person by the neck and, 
  by applying pressure, animate them like a puppet. 
  Using Puppet Dance requires that the attacker grab 
  the back of the victim‘s neck (make an attack roll), 
  and then spend two turns to get a feel for the 
  different pressure points that must be used; during 
  this time the victim can attempt to pull away, but after 
  that, they cannot. Once the attacker has control of 
  his victim, he can make them carry out most any 
  normal activities, though those which require rolls 
  are made at -8. Also, while using this power, the 
  character cannot use any maneuvers which require 
  chi or any other forms of vital point attacks. Further, 
  the distraction of working their ―puppet‖ means that 
  their APs are halved and they are -4 on all combat 
  rolls. 
   
  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. 
   
  Weapon Improvisation 
   
  A lot of things make a Jackie Chan movie cool. One 
  of them is the way he can use nearly anything as a 
  weapon. In First Strike it was a 12-foot-tall aluminum 
  ladder, and in Rumble In the Bronx his antics included 
  making use of a refrigerator. Now your characters can 
  take a hand at this sort of thing, though not usually on 
  that kind of scale. 
   
  To learn Weapon Improvisation requires that the 
  character have Weapons Mastery at at least +2. 
   
  In general, Weapon Improvisation lets the character 
  use any random object as a weapon to some degree. 
  When the character grabs something to use as a 
  weapon, they must spend 2 APs and make a roll on 
  1d10 + Intelligence + Weapon Improvisation to Attempt 
  to figure out how to use it. The difficulty should depend 
  on the type of object; a stapler, broom or a rolling pin is 
  easy. A VCR, ladder, or refrigerator is very hard (even if 
  you can choreograph it in advance 8) 
   
  Once the character does that, they can use it as a 
  weapon. Of course, many improvised weapons will have 
  big penalties, but the actual modifiers are left up to the 
  GM‘s discretion. 
   
  Weapons Mastery 
   
  Weapons mastery is a discipline that grants the 
  character the ability to use virtually any melee weapon 
  imaginable just by picking it up. In game terms, the level 
  of Weapons Mastery may be used as the skill level for 
  any melee weapon. However, the cost of Weapons 
  Mastery is 3 points per level during character creation. 
   
  Advantages & Disadvantages 
   
  An Advantage is some special ability or benefit of 
  some kind, while a Disadvantage is a shortcoming or 
  detriment of some sort. Advantages cost you character 
  points, while Disadvantages give you more points to 
  spend. 
   
  Advantages 
  Acute Senses (1/level): The character is exceptionally 
  observant. For every level of Acute Senses, add +1 
  to rolls relating to perception. 
  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. 
  Allies (4 each): The character has one or more friends or 
  associates who will support them if need be. Allies 
  will not always be available, but can usually be 
  counted on in times of need. Allies can take on 
  nearly any form imaginable. 
  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). 
  Animal Companion (2/level): An animal companion is an 
  animal with which the character has an empathic 
  rapport. The level of the Animal companion 
  background determines how deep the rapport is, and 
  
  thus how well they can command their ―pet.‖ Such 
  companions are very rare in fighting games an 
  anime, the only really notable exception being 
  Nakoruru and Galford from Samurai Shodown. See 
  Appendix 2 for more details on animal companions. 
  Area Specialization (3): The character is particularly 
  adept at a certain class of maneuvers (Athletics, 
  Evasion, Focus, Grappling, Kick, Weapons, etc.; 
  characters may not specialize in Super Attacks). As 
  such, increase the accuracy of all such maneuver by 
  +1, and reduce their AP cost by 1 point. 
  Artifact (2/level): An Artifact is a magical item of some 
  sort, most often (though not necessarily) an 
  enchanted weapon. Artifacts are measured in terms 
  of their level, usually from 1-5, which describes how 
  powerful they are and thus how much they cost. 
  Appendix 2 includes a selection of artifacts, but the 
  GM should feel free to create new ones as needed. 
  Attuned (4): The character naturally attuned to the 
  spiritual nature of things. By making a Focus roll, 
  they can estimate the Chi of an opponent (requires 
  one turn/1 AP of concentration). Also, by spending 2 
  Chi points, you can open yourself up to the forces 
  around you, thus sensing the general levels of Chi 
  and other energy forms in the immediate area for the 
  next few hours. 
  Aura of Power (3): The character radiates a sense of 
  incredible power. Those who face them that are less 
  powerful (GM discretion) will be overcome by a 
  sense that the character is stronger and can crush 
  them (even if that isn't really the case). The Aura of 
  Power adds +4 to any intimidation rolls, and incurs a 
  -2 penalty to all rolls for any opponent less powerful 
  than you. 
  Calm (1/level): The character is nearly always calm and 
  serene. As such, any time the character would gain 
  Rage points, roll 1d10 + Calm, reducing the amount 
  of Rage gained by that amount, to a minimum of 1 
  point. Naturally, this makes it very rare for the 
  character to reach their Rage Threshold, and thus 
  they will have a hard time doing Super Attacks. 
  Instead, they can attempt to use the Super Attack 
  through their mental control -- this requires a roll on 
  1d10 + Focus + Calm, against a difficulty of 20 or 
  more. 
  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. 
  Desperation (6): It‘s said that when death is staring in 
  your face you tend to move beyond the realm of what 
  is normally possible. And just wait until this happens 
  when the Epic Battle Rules have been invoked… A 
  character with this advantage can and will do so; any 
  time they have 1-6 Health remaining, they receive 
  the following modifiers: 
   They are considered to always be able to attempt to 
  use super maneuvers, regardless of Rage. 
   They may spend any number of Chi points to increase 
  the damage of a maneuver by +1 per point spent. 
   They may perform a ―berserker attack‖ version of any 
  non-focus attacking maneuver, which is at +2 to  
  Damage and Move and -2 to AP cost, by spending 2 
  Chi points, but they will be completely unable to 
  defend themselves the following turn. 
  Double-Jointed (2): The character is unusually flexible, 
  reducing the difficulty of escape and climbing rolls by 
  one fourth. 
  Exceptional Attribute (2/level): Normally characters 
  cannot have their basic attributes above 10; for every 
  level 
  of 
  Exceptional 
  Attribute 
  purchased, the 
  character may have one attribute one point higher 
  than 10, to a maximum of 15. Exceptional Attribute 
  does NOT actually give you points to raise the 
  attribute (you must reassign them appropriately), but 
  merely facilitates it being that high. 
  Fame (2): You are well-known and even liked by other 
  fighters and the public. Add +4 to all social rolls when 
  dealing with other martial artists. 
  Fury (1/level): Fury means that the character is 
  constantly seething with rage and hatred. In game 
  terms this also means that they always have some 
  Rage. They are considered to always have Rage 
  equal to the level of their Fury. 
  Inverse Rage (3): While most people gain Rage points 
  by having the tar beaten out of them, a character 
  with this advantage gains Rage by doing the same to 
  others. The total damage rolled on any blow the 
  character lands before blocking and whatnot is 
  added to their current Rage. They do not, however, 
  gain rage from being hit. 
  Light Feet (6): The character is naturally very light on 
  their feet, and thus is able to move faster, jump 
  higher, 
  and 
  generally 
  move 
  around 
  quickly. 
  Examples of characters with this ability include Vega 
  (Balrog in Japan) and Rolento, both of Street Fighter 
  fame. All character‘s with Light Feet receive a bonus 
  of +1 to the Move of all maneuvers they possess 
  (assuming the character can move while using that 
  maneuver in the first place). 
  Manager (1/level): The character has a manager, who 
  handles the business end of their career (i.e., 
  arranges fights, transportation, schedules, etc.). The 
  level of the Manager Advantage determines how 
  well-connected the character is. 
  Mental Link (2): This advantage grants a telepathic link 
  between two (or occasionally more) characters, 
  usually ones who are twins, and nearly always by 
  psychic characters. Mental Link must be paid for 
  
  once by each person involved. Characters with a 
  mental link can communicate telepathically over any 
  distance, though the messages sent become more 
  and more indistinct when they are get further away. 
  Mentor (1/level): The character still has contact with their 
  teacher or another mentor. The reputation of one‘s 
  mentor can have an effect on how they see the 
  character. The level of the Mentor Advantage 
  determines the Mentor‘s overall skill level and 
  renown. 
  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. 
  Resources (2/level): Resources determines how well-off 
  the character is financially, as follows: 
   
  Level 1: $10,000 
   
  Level 2: $30,000 
   
  Level 3: $50,000 
   
  Level 4: $100,000 
   
  Level 5: $500,000 
   
  Level 6: $1,000,000 
   
  Level 7: $5,000,000 
   
  Level 8: $10,000,000 
  Self-Taught (2): Beyond the basics, the character taught 
  themselves most everything they know about the 
  martial arts. This has both advantages and 
  drawbacks; the character will not be quite as skilled 
  as someone with formal training, but will be much 
  more flexible overall. 
  Spontaneous Moves (4): In anime, the acquisition of new 
  maneuvers is not accomplished by months of 
  practice. Rather, it sort of happens suddenly. Out of 
  nowhere, they think of a new way to do something, 
  or they see someone else do it and imitate. Even if 
  it‘s a chi blast or something else. 
   
  To use this ability, the character must make a roll on 
  1d10 + Intelligence + Style; if successful, they can 
  learn a maneuver, be it observed, thought of, or 
  whatever, instantly, though they must still spend 
  experience for it. 
   
  Disadvantages 
  Amnesia (-2): The character remembers nothing about 
  his or her past, or anything about themselves or their 
  family. However, their past may some day come 
  back to haunt you. 
  Anachronism (-2): For whatever reason, the character is 
  ill at ease with the modern world. They may have 
  been raised in a monastery or some other odd place. 
  Regardless, the character tends to dress and act 
  strangely by most people‘s standards, sometimes 
  drawing unwanted attention. 
  Area Difficulty (-3): The character has trouble with one 
  category of maneuvers (this cannot include Supers). 
  For all maneuvers in this category, the character is at 
  -2 Accuracy, -2 Damage, and all such maneuvers 
  cost an additional 0.1 APs. 
  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. 
  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 
  something 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. 
  Infamy (-2): For whatever reason, you have a bad 
  reputation amongst other fighters as well as the 
  public at large. Apply a -4 penalty to social rolls when 
  dealing with other martial artists. 
  Negative Chi (-2): Somehow, the character has negative 
  Chi, yet you live on and heal normally. This is not 
  outwardly obvious to others most of the time, unless 
  their Focus is 8 or higher, in which case their 
  physical appearance is affected by it, becoming 
  more sinister and demonic. Energy and flame 
  attacks you perform are typically black or purple in 
  color. 
   
  Regardless, the Negative Chi's biggest effect is on 
  the mind and soul. The more powerful the character 
  becomes, the more warped each becomes, and the 
  more power they will desire. Mundane concerns, 
  especially those relating to others quickly become 
  unimportant, and they start to lose touch with 
  humanity. Reduce the dice pool for all social rolls by 
  half (rounded down) of the character‘s Focus, except 
  for intimidation, for which it is added. 
  No Kick Training (-3): The character simply does not 
  know how to kick properly; they never learned how 
  for some reason or another. This Disadvantage is 
  only appropriate for characters whose styles do not 
  rely too much on kicks. Thus, it would be reasonable 
  for a character who knows Brawling, Wrestling, or 
  Boxing, but should be disallowed completely (and not 
  wanted in the first place) for Wu Shu, Karate, and 
  especially kickboxing. 
   
  In game terms, the character does not have the 
  normal basic kick maneuvers. If you do have to kick, 
  you do so somewhat awkwardly, and the statistics of 
  the maneuver are as follows: 
   
  Prerequisites: None 
   
  Character points: Free 
   
  Accuracy: -2 
   
  Action Points: 1 
   
  Chi Cost: None 
   
  Damage: -3 
   
  Move: None 
   
  If you want to learn the normal kick maneuvers later, 
  they cost one CP each. 
  
  Phobia (-1): The character has an overwhelming fear of 
  something, from which they will illogically retreat and 
  avoid. There are numerous types of phobias, though 
  among the more common are insects, crowds, open 
  spaces, certain types of animals, closed spaces, etc. 
  Going near the object of the character‘s fear requires 
  a roll on 1d10 + Will. 
  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. 
  Power Self (-2): This are and often terrible disadvantage 
  means that the character (who must be a Psychic or 
  Elemental) has an alternate personality which has 
  near total command over their power, but little or no 
  compassion or humanity (or vocabulary, for that 
  matter), acting as a force of nature rather than a 
  person. The Power Self may be brought out under 
  any number of conditions, though usually only when 
  the character is under great stress (the old 
  ―Incredible Hulk Syndrome‖), and at times simply 
  when they reach their Rage Threshold. 
   
   
  Psychics 
  see 
  the 
  level 
  of their Psychic 
  advantage double and the chi costs of all maneuvers 
  and psychic disciplines halved (round up). 
   
   
  Elementals will perpetually have Elemental Form 
  and are considered to have Fury 4. 
   
   
  The Power Self will usually only stay active for as 
  long as the danger/object of anger/whatever that 
  brought it out passes. The character will normally 
  have no memory of what happens, or if they do it will 
  be only bits and pieces. 
  Chapter 4: Styles 
   
  “The way of Koukugenryu Karate is invincible! Real 
  tough!” 
   
   -- Takuma Sakazaki, King of Fighters ‗95 
   
  The Thrash system is designed to encompass nearly 
  any style of fighting. The following are descriptions of a 
  some 23 real-life martial arts. They vary a great deal in 
  sophistication and accessibility, some limited to only a 
  few locations in the globe, but in many cases teachers of 
  these styles can be found all over the place. 
   
  For fighting game/anime purposes, the most 
  common styles are probably karate, ninjutsu, muay thai, 
  and kung fu, in that order, but practitioners of nearly any 
  style can be found from time to time. 
   
  Learning Multiple Styles 
   
  In the Thrash system, characters can learn as many 
  styles as they have points for (though styles cost 4 
  character points per level). A character can use 
  maneuvers that move from one style to the next freely, 
  though the accuracy is always determined by the level of 
  the style that it is considered to fall under. 
   
  Another option is to combine two styles into a single, 
  general fighting ability, called a Hybrid Style. This is 
  similar to a normal style, but it costs 8 CPs for level one, 
  and 5 CPs per additional level. A Hybrid Style provides 
  the Basic Maneuvers of both original styles, though 
  additional maneuvers are purchased at whichever 
  modified cost is lowest -- cost modifiers may NOT be 
  combined. 
   
  Style Descriptions 
   
  Discipline Style: A style with "(Discipline Style)" next 
  to its name means that it counts as a Discipline with 
  regards to cost -- only 2 CPs per level at character 
  creation -- but only increases the character's Base APs 
  by +1 for every 2 levels. 
   
  Availability: This is a description of how readily and 
  where training in the style is available. 
   
  Prerequisites: Certain styles have requirements to be 
  met, usually in the form of skills of some sort, attributes 
  above a certain level, etc.; if any such prerequisites are 
  listed, your character must meet them in order to learn 
  the style. 
   
  Bonuses: Styles may provide bonuses of some sort 
  to attributes or skills; these should be added to the 
  character‘s total for those stats. Attribute bonuses from 
  styles ignore the normal maximums for attribute levels. 
   
  Basic Maneuvers: These are maneuvers which are 
  automatically gained when the character learns this style. 
   
  Cost Modifiers: This section determines what 
  additional maneuvers are available and if their cost will 
  be different from the basic cost given in the Maneuvers 
  section. 
   
  Quote: A quote from a practitioner of the style that 
  sort of sums it all up. 
   
  Aikido 
   
  Partly derived from the earlier Aikijutsu style, Aikido 
  was created by Morihei Ueshiba in 1942, in an attempt to 
  create a more disciplined, philosophical approach to self-
  defense. It is a defensive martial art based around using 
  
  the opponent‘s motions against them, concentrating 
  more on disabling than harming opponents. Offensive 
  strikes are not absent from Aikido; they are sometimes 
  necessary to provoke an opponent to attack, thus 
  resulting in something to counteract, and some schools 
  of Aikido train (to varying degrees) with melee weapons, 
  most often the jo, bokken, and tanto (a knife), in order to 
  deal with armed attackers, as well as to further improve 
  the student‘s understanding of Aikido‘s movement, 
  distancing, and timing. 
  Availability: Aikido schools can be found in most major 
  cities throughout the world, though the best training can 
  only be had in Japan. 
  Prerequisites: None 
  Bonuses: +1 to Agility, +5 to base Chi 
  Basic Maneuvers: Body Flip, Joint Lock 
  Cost Modifiers: Reduce the cost of all Focus and 
  Grappling maneuvers by 1 point (to a minimum of 2). 
  Increase the cost of all Kicks and Punches, except for 
  Knife Hand and all foot sweeps by 1 point. Breakfall 
  costs only 1 point. 
  Quote: ―Anchor yourself, and do not allow yourself to be 
  moved. That is the essence of Aikido.‖ 
   
  Arnis/Escrima/Kali 
   
  These are three closely related styles that are all 
  stick-fighting arts from the Philippines. Although they 
  provide some training with knives and basic unarmed 
  techniques, they primarily rely on a pair 30‖ wooden 
  sticks. The primary forms within these styles are muton 
  (one two sticks), solo baston (one stick), and espalda y 
  daga (a stick and a knife). Kali stylists use knives more 
  than practitioners of Arnis or Escrima, though there are 
  dozens, even hundreds of substyles within these three. A 
  practitioner is known as an estocador or bastonero. 
   
  The statistics for this style can also be used for 
  Jojutsu, the Japanese art of fighting with the jo, or short 
  staff. 
  Availability: These styles are usually only found in large 
  cities, though in the Philippines they are very common. 
  Prerequisites: None 
  Bonuses: +1 to Agility 
  Basic Maneuvers: Double Strike, Riposte 
  Cost Modifiers: Reduce the cost of all Weapons 
  maneuvers by 2 points (to a minimum of 1). May not 
  select any Punch maneuvers (except for Head Butt). 
  Quote: ―I use two sticks; you might avoid one attack, but 
  not both.‖ 
   
  Bojutsu (Discipline Style) 
   
  Bojutsu is the Japanese art of staff-fighting, using 
  the rokushakubo, or bo, a six-foot-long wooden staff. 
  The bo is a deceptively simple weapon, and can be lethal 
  in the hands of a skilled user. Further, it has a greater 
  reach than most weapons, including swords. 
   
  The stats for Bojutsu may also be used to describe 
  the English Quarterstaff Fighting style, or any number of 
  other staff-fighting styles throughout the world. 
   
  The level of Bojutsu may be used as a skill for using 
  any type of staff. 
  Availability: Bojutsu schools can only be found in Japan. 
  Prerequisites: None 
  Bonuses: +1 to Agility 
  Basic Maneuvers: Staff Sweep 
  Cost Modifiers: Reduce the cost of all Weapons 
  maneuvers by 1 point. May not select any Punch 
  maneuvers (except for Head Butt). 
  Quote: ―I don‘t have to get close to hit you.‖ 
   
  Boxing (Discipline Style) 
   
  Boxing is a style of fighting that relies solely on 
  punching, and various forms of boxing were practiced by 
  many different civilizations. The form of boxing that is 
  widely practiced today, a multimillion dollar sport, is said 
  to have begun some 700 years ago when St. Bernard 
  taught it to young men to keep them from fighting with 
  knives. Matches were fought bare-fisted and illegally, 
  until in 1865, when the Marquis of Queensberry created 
  a formalized set of rules for boxing that made it a safer, 
  more ―merciful‖ sport. 
  Availability: Although it is not taught in the manner of 
  other fighting arts, finding a gym or somewhere similar to 
  learn boxing is exceedingly easy. 
  Prerequisites: Strength 6 
  Bonuses: +2 to Strength 
  Basic Maneuvers: Head Butt, Uppercut 
  Cost Modifiers: Reduce the cost of Block maneuvers by 
  1 point (to a minimum of 1). May not select Kick or 
  Weapons maneuvers. 
  Quote: ―Don‘t give me any of that fancy crap. I hit ‗em, 
  they go down. Simple.‖ 
   
  Brawling (Discipline Style) 
   
  Brawling is not so much a martial art as a practiced 
  skill in kicking ass. Brawlers are rarely a match for real 
  martial artists, but a handful (like Birdie in SFA2) insist 
  on trying anyway. 
  Availability: If you live on the streets, you can learn to 
  brawl. 
  Prerequisites: None 
  Bonuses: None 
  Basic Maneuvers: None 
  Cost Modifiers: May not select any non-Grappling 
  maneuvers that cost more than 2 CPs, and may not 
  learn any Focus maneuvers other than Focus Rage. 
  Quote: ―If you think I can‘t fight, you got another thing 
  coming.‖ 
   
  Capoeria 
   
  Capoeria is an unusual martial art that originated in 
  Brazil. It was created by slaves brought to Brazil from 
  Africa, who created it in a manner parallel to karate, 
  using whatever was available to them for defense, 
  including sugar cane knives and 3/4 staffs. As slaves, 
  they had to disguise their study of the art, and did so by 
  making dance central to its principles, making it a highly 
  acrobatic, rhythmic form. It was also designed to allow 
  them to fight while their hands were chained, and thus 
  relies heavily on kicks and little on maneuvers which 
  require the use of the hands. 
   
  Capoeria is normally practiced almost as a stylized 
  dance, carried out in a circle known as a roda, to the 
  tune of various percussion and other instruments. 
  
  Availability: Capoeria is virtually unheard of outside its 
  native Brazil, though there are a few schools scattered 
  here and there throughout the world. 
  Prerequisites: Agility 6 
  Bonuses: +1 to Agility 
  Basic Maneuvers: Foot Sweep, Spinning Thrust Kick 
  Cost Modifiers: Reduce the cost of all Kick and Athletics 
  maneuvers by 1 point, may not select Punch maneuvers 
  (except for Head Butt). 
  Quote: ―Let‘s dance a little...‖ 
   
  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 7 CPs. 
  Maneuver Modifiers: None  
  Quote: "What style do I practice? Well... er... uh... " 
   
  Hwarang-Do 
   
  One of the most complex of the martial arts, 
  Hwarang-Do is a Korean style created some 2,000 years 
  ago. It originated with a Buddhist monk named Won 
  Kwang Bopsa, who developed the style that ultimately 
  became Hwarang-Do. 
   
  A master of Hwarang-Do prefers to take time to 
  evaluate his opponent before attacking, and tends to 
  counter incoming attacks more than initiating his own. 
  The response to an attack will usually be in some way 
  opposite; linear attacks such a punches and kicks will be 
  countered by circular responses such a parries or 
  throws. Hwarang-Do makes considerable use of weapon 
  techniques, and also is reputed to grant a number of 
  supernatural abilities. 
  Availability: Finding a Hwarang-Do school is difficult in 
  the U.S., and the easiest way to find such a school is to 
  go to Korea; in South Korea there are a number of 
  monasteries where it is taught, and in North Korea the 
  Communist government has converted two monasteries 
  into martial arts schools, often used to train agents for 
  other Communist countries. 
  Prerequisites: None 
  Bonuses: +1 to Will 
  Basic Maneuvers: Crescent Kick, Foot Sweep, Wheel 
  Kick 
  Cost Modifiers: Reduce the cost of all Kick maneuver by 
  1 point and increase the cost of all Punch maneuver by 1 
  point. 
  Quote: ―The ability to fight is a gift to be used for self-
  defense. You must never fight to create violence.‖ 
   
  Jeet Kune Do 
   
  Jeet Kune Do, ―the way of the intercepting fist,‖ is the 
  martial art created by the legendary Bruce Lee. He 
  assembled JKD after studying countless other styles, 
  cataloguing the various techniques and ways in which 
  the human body could be used in combat, and 
  synthesizing them into a simple, versatile fighting style 
  with no patterns or preconceived notions. 
  Availability: Since Lee‘s death, JKD has become an 
  extremely 
  popular 
  and 
  widely 
  taught 
  style, 
  and 
  instructors of the style can be found in nearly any city. 
  Prerequisites: None 
  Bonuses: Add +1 to Agility, Strength, or Stamina (choose 
  one) 
  Basic Maneuvers: Select any punch or kick maneuvers 
  totaling up to 7 CPs in cost. 
  Cost Modifiers: None 
  Quote: ―Hey, whatever works.‖ 
   
  Jujutsu/Judo 
   
  Jujutsu is a Japanese fighting style based on fighting 
  techniques that go back more than 1,200 years, though 
  the term ―Jujutsu‖ (also spelled ―Jiujitsu‖) was not used 
  until the 1600s, a time when Japanese martial arts as a 
  whole were moving away from weaponed styles to 
  weaponless ones, which were collectively called Jujutsu. 
   
  Jujutsu is primarily a grappling art, the various strikes 
  and weapon techniques having been removed some 
  time ago. Practitioners can make use of leverage, 
  weight, and momentum to throw opponents three times 
  their weight. 
   
  More popular is the modern sporting form of Jujutsu, 
  called Judo, which is a little bit simplified. Judo is 
  commonly taught for self-defense purposes, and also 
  distinguished as being the only martial art to be included 
  in the Olympics. 
  Availability: Jujutsu and Judo can be found in schools all 
  over the world. 
  Prerequisites: None 
  Bonuses: +1 to Agility and Stamina 
  Basic Maneuvers: Body Flip, Breakfall, Foot Sweep 
  Cost Modifiers: Reduce the cost of all Grappling 
  maneuver by 2 points (to a minimum of 1), may not 
  select any Punch maneuvers (except for Disarm and Ear 
  Pop), or any Kick maneuvers (except for Iron Broom). 
  Quote: ―The harder you attack, the harder you will fall 
  down. You must bend and become stronger for the 
  flexibility it affords.‖ 
   
  Kalaripayit 
   
  Kalaripayit, ―battlefield practices,‖ is a style from 
  southern India, based on a form of boxing used by the 
  Brahman caste which dates back to the 6th century AD 
  Kalaripayit stylists train in four levels of fighting; verumkai 
  (unarmed), 
  kolthari 
  (stick-fighting), 
  angarthi 
  (other 
  weapons), and marumadi (knowledge of vital points).
   
  Master of Kalaripayit are known as gurus, who are 
  skilled in the Ayurvedic healing system of India. 
  Availability: Kalaripayit is not taught outside India, where 
  practitioners 
  train 
  under 
  gurus 
  whose 
  training 
  compounds also serve as ―hospitals‖ for the practice of 
  the healing arts. 
  Prerequisites: Medicine at 2 or higher, at least one level 
  in Vital Points. 
  Bonuses: +1 to Will and Focus, +5 base Chi 
  Basic Maneuvers: Body Flip, Breakfall 
  Cost Modifiers: Reduce the cost of all Focus maneuvers 
  by 1 point. 
  
  Quote: ―Fight only for self-defense; whenever possible, 
  heal rather than hurt.‖ 
   
  Karate 
   
  Karate-do, or ―the way of the empty hand,‖ is a 
  martial art that originated in Okinawa, and has since 
  spread all over Japan. It is believed to have been started 
  when Kung Fu was mixed with the Okinawan style 
  known as ―te,‖ meaning ―hand,‖  which, at the time, was 
  a very rough fighting style similar to Western boxing. 
  There are countless different substyles of karate, largely 
  divided into the categories of being Japanese or 
  Okinawan, the difference being that Okinawan styles 
  tend to concentrate more on rigorous physical training, 
  while Japanese styles have longer, more stylistic 
  movements. 
   
  Most Okinawan forms of karate also train to some 
  degree in kobudo, the ―ancient martial ways.‖ This is 
  essentially training in a variety of melee weapons, 
  including the bo, sai, nunchaku, rope/chain, kama, and 
  tonfa, and occasionally others. 
  Availability: Dojos for various styles of karate can be 
  found all over the world. It has become one of the most 
  widespread martial arts in existence. 
  Prerequisites: None 
  Bonuses: +1 to Strength 
  Basic Maneuvers: Knife Hand, Roll With Impact 
  Cost Modifiers: Reduce the cost of all punch or kick 
  maneuvers (choose one) by 1 point. 
  Quote: ―A fight shouldn‘t be about money, or even 
  winning or losing. It‘s about giving all you have and 
  improving yourself through combat.‖ 
   
  Kenjutsu 
   
  Kenjutsu, the art of the sword, is the swordfighting 
  style of the Samurai, which uses various types of 
  Japanese swords, including the katana, wakizashi, and 
  no-dachi. Begun in the fifth century AD, Kenjutsu was a 
  very popular style among Japanese warriors, and in 
  present times has been converted into the sport of 
  kendo. 
   
  Kenjutsu is divided into many styles, but all place 
  little emphasis on blocking, as the valuable katanas 
  would be damaged by it. Instead, warriors are taught to 
  strike first. The styles vary in terms of their preference for 
  speed or power, choice of weapons (though the Nito 
  style, which uses the combination of a katana and 
  wakizashi is probably the best known). 
   
  Very closely related to Kenjutsu is a more advanced 
  Japanese swordfighting art known as Zanji Shinjinken-
  Ryu. It is a killing art, even more so than Kenjutsu, and it 
  trains the warrior to carefully evaluate an opponent and 
  react to their actions instantly. Training in this style is 
  generally much more rigorous. Even being accepted by a 
  teacher of the art usually requires months of rejection, 
  repeatedly asking for instruction and being turned away. 
  Once accepted the instruction is a constant, one-on-one 
  ordeal, with constant discipline and physical punishment. 
  The student is made to change everything about 
  themselves; the way they stand, think, move, even the 
  most minute habits of everyday life. 
   
  The level of Kenjutsu may be used for the use of any 
  sword weapon. 
  Availability: Kenjutsu is taught all over Japan, and 
  occasionally in some hard-to-find schools in major cities 
  in other parts of the world. Zanji Shinjinken-Ryu, on the 
  other hand, requires seeking out a master of the art, 
  which nearly always requires going to Japan. 
  Prerequisites: None 
  Bonuses: +1 to Agility, +2 to Will 
  Basic Maneuvers: Fleche, Foot Sweep, Power Block 
  Cost Modifiers: May not select any Punch Maneuvers 
  (except Knife Hand) or Kick maneuvers. Reduce the cost 
  of all Focus and Weapons maneuvers by 1 point. 
  Quote: ―The value of swordfighting cannot be seen within 
  the confines of swordfighting technique.‖ (Miyamoto 
  Musashi) 
   
  Kempo 
   
  Kempo is an unusual art which dates back hundreds 
  of years. It is believed to have originally been based on a 
  form of Kung Fu known as Chuan Fa (―fist method‖), 
  which at that time integrated portions of both the original 
  Chuan Fa style and the art of Shih Pa Lo Han Sho, the 
  original series of exercises that became the basis of 
  Kung Fu, which has been lost until then. Chuan Fa 
  ultimately came to Okinawa, Ryukyu, and Japan, 
  supposedly from a wandering Chinese monk who taught 
  the style to other monks all across Japan. The Chuan Fa 
  style was also brought to Japan by many others over the 
  next few centuries. 
   
  In the 17th century Kempo came to the island of 
  Kyushu in Japan, and was modified over the years to 
  reach its current form, which mixes techniques from 
  different styles of Kung Fu and Jujutsu, though it also 
  shows 
  similarities 
  to 
  Tae 
  Kwon 
  Do, 
  Karate, 
  Aikido/Aikijutsu, Ninjutsu. 
  Availability: Kempo is taught to varying degrees all over 
  the world, though it is most common in Japan. 
  Prerequisites: None 
  Bonuses: +1 to Strength, +1 to Agility 
  Basic Maneuvers: Knife Hand, Roll With Impact 
  Cost Modifiers: Reduce the cost of all punch or kick 
  maneuvers (choose one) by 1 point. 
  Quote: ―The road to perfection is always paved with 
  difficulties. If you have the strength to overcome them, 
  then you will be a true warrior.‖ 
   
  Kung Fu 
   
  Kung Fu (―skill and effort‖) is an ancient martial art 
  that originated in China. It is said that a Buddhist monk 
  named Bohdihama traveled from Tibet to China, and 
  came upon the Shaolin monastery. The monks there 
  sought spiritual enlightenment, but while doing so 
  neglected their bodies, and thus were weak and frail. 
  The Tibetan monk taught them a series of exercises for 
  health, that were ultimately developed into the Shaolin 
  Kung Fu style, which is regarded as the first. 
   
  No other style has more sub-styles than Kung Fu, 
  however. There are estimated to be over 1,500 of them, 
  though many are closely guarded secrets, known only on 
  mainland China. Kung Fu includes both internal and 
  external styles, though it is common for students to study 
  two or more such styles. 
   
  Because of the tremendous variety of kung fu styles, 
  a character who selects this style is assumed to have 
  
  studied a number of such styles to some degree; see the 
  Thrash Sourcebook for information on specific styles of 
  Kung Fu.. 
  Availability: Various styles of Kung Fu are taught in 
  schools all over the world, and is up there with Karate in 
  terms of being widespread. 
  Prerequisites: None 
  Bonuses: +1 to Strength, +1 to Will 
  Basic Maneuvers: Crescent Kick, Knife Hand 
  Cost Modifiers: Reduce the cost of all Focus maneuvers 
  by 1 point. 
  Quote: ―Just because you have found peace with 
  yourself doesn‘t mean you‘ve found peace with others.‖ 
   
  Muay Thai 
   
  Muay Thai, also known as Thai Kickboxing, is the 
  national sport of Thailand, and one of the most brutal 
  martial arts in the world, dedicated entirely to combat. 
  Training is as intense as the application of the style, and 
  all aspects of it are mixed to some degree with ritual and 
  superstition. Every fight is begun with a ritual dance, 
  known as the Ram Muay, which can tell a great deal 
  about a fighter. 
   
  Practically every boy in Thailand dreams of being a 
  champion kickboxer, and there are some tournaments 
  for women as well, though these are a relatively recent 
  development, resulting from them finally overcoming 
  superstitions regarding women bringing bad luck to 
  matches. 
  Availability: Muay Thai is, for the most part, taught 
  primarily in Thailand; outside its native country it is very 
  rare. 
  Prerequisites: Strength 6, Stamina 7, Agility 8 
  Bonuses: 
  Basic Maneuvers: Crescent Kick, Drop Kick, Elbow 
  Strike 
  Cost Modifiers: Reduce the cost of all Kick maneuvers by 
  2 points (to a minimum of 2). 
  Quote: ―You must train hard, fight hard, and honor your 
  school with victory!‖ 
   
  Ninjutsu 
   
  Ninjutsu, the ―art of perseverance,‖ is derived from 
  traditional fighting techniques that originated in the Iga 
  area of Japan. The style is a combination of the Taijutsu 
  fighting techniques and the stealth and disguise abilities 
  of Ninjutsu. The art of Ninjutsu was most widely used 
  during Japan‘s feudal era, from 1200 to 1600 AD, when 
  they were employed by samurai to spy on and 
  assassinate their enemies. Legends also attribute the 
  ninja with mystical abilities, using complex hand signs to 
  mesmerize opponents, and other applications of chi 
  power. Whether this is true is a source of controversy, 
  but for roleplaying purposes these legends will be 
  assumed to be quite true. 
   
  The ninja are warriors of the night, who use a 
  powerful arsenal of tricks, gadgets, and techniques. They 
  are taught to finish a fight as quickly as possible, by 
  whatever means are necessary. Killing the opponent is 
  unimportant unless absolutely necessary. 
   
  Not everyone who learns ninjutsu is a ninja, but 
  those who are not will not be able to learn all of the 
  secrets of the art. To become a ninja is to become a 
  member of a ninja clan, and thus become part of a 
  secret society. There are many different ninja clans, 
  thought the Mie and Omi (the modern-day incarnations 
  of the ancient Iga and Koga, respectively). There are 
  believed to have been more than 70 different ―ninjutsu  
  ryu,‖ though the majority have since died out. 
  Availability: To learn the physical aspects of ninjutsu is 
  comparatively easy, though most such instructors can 
  only be found in Japan. To learn the ―true‖ Ninjutsu, with 
  the mystical aspects included, requires that one be 
  accepted by a ninja clan, 
  Prerequisites: Agility 6, Focus 6 
  Bonuses: +1 to Charisma, +1 to Agility 
  Basic Maneuvers: Foot Sweep, Knife Hand 
  Cost Modifiers: Reduce the cost of all Athletics and 
  Focus maneuvers by 1 point. 
  Quote: ―The ninja do not fail.‖ 
   
  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. 
  Grappling maneuvers are not available. 
  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. 
   
  Savate 
   
  Savate (also known as la boxe Franciase) is the 
  French art of kickboxing. It is said to have been 
  developed from the fighting techniques of French 
  mariners (who are rumored to have picked up some 
  techniques from Eastern ports) in the 1600s. 
   
  Savate is based primarily around kicking, though it 
  also includes some punching techniques derived from 
  conventional boxing and fencing. A practitioner of Savate 
  is known as a savateur, and such people are ranked by 
  means of a colored band on the wrist of the gloves (the 
  colors, from lowest to highest, are: purple, blue, green, 
  red, yellow, bronze, silver and gold). A schools of Savate 
  are known as a salle, though the best are located in 
  Marseilles and Paris. 
  Availability: Savate is practiced primarily by people of 
  French descent, though others may learn it -- the difficult 
  part is finding a salle. 
  Prerequisites: Agility 6 
  Bonuses: +1 to Agility 
  Basic Maneuvers: Displacement, Spinning Thrust Kick 
  Cost Modifiers: Reduce the cost of all Athletics and Kick 
  maneuvers by 1 point. 
  Quote: ―If it were just boxing, you might have a chance. 
  But it‘s far more.‖ 
   
  Special Forces 
   
  Special Forces groups were first implemented after 
  World War II. Elite military squads, they were and still are 
  taught an advanced form of the basic commando hand 
  to hand training, a fairly powerful and very pragmatic 
  style of combat. For fighting game purposes, most of the 
  various military-type characters will know this style; 
  examples include Guile and Cammy of Street Fighter, 
  Ralph, Clark, Heidern, and Leona of King of Fighters, 
  and others. 
  Availability: Characters must have had advanced military 
  training to select this style. 
  Prerequisites: The character must have been part of a 
  military organization of some sort, and must have the 
  Firearms skill at at least level 2. 
  Bonuses: +1 to Agility, +1 to Strength 
  Basic Maneuvers: Body Flip, Foot Sweep, Pin 
  Cost Modifiers: Reduce the cost of Disabling and Killing 
  maneuvers by 2 points (to a minimum of 1), reduce the 
  cost of Grappling maneuvers by 1 point (to a minimum of 
  1), and increase the cost of all Acrobatics, Focus, and 
  Super maneuvers by 1 point. 
  Quote: ―And while you were a little kid, taking karate 
  classes, I was busting my ass for Uncle Sam!‖ 
   
  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, +1 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!‖ 
   
  Swordfighting 
  
   
  The sword has been the weapon of the bravest 
  warriors all over the world for centuries. Characters who 
  practice the Swordfighting style are skilled in one or more 
  such styles. This covers fencing, knightly swordfighting, 
  Florentine fighting (rapier and dagger), and any number 
  of other styles. Japanese swordfighting is a separate 
  style (see Kenjutsu, above). 
  Availability: 
  Of 
  the 
  various 
  styles 
  of 
  Western 
  swordfighting only Fencing is formally taught, and then 
  as a sport -- though it certainly can still be used in 
  combat; it is practiced by people in all walks of life. Other 
  swordfighting styles are a little harder to come by, except 
  among the growing subculture of medieval enthusiasts 
  and live-action role-players, who make use of swords 
  (preferably wooden or padded) in their activities. 
  Prerequisites: Blades at +3 or higher 
  Bonuses: +1 to Strength 
  Basic Maneuvers: Fleche, Riposte 
  Cost Modifiers: Reduce the cost of all appropriate 
  Weapon maneuvers by 1 point. May not select and 
  punch maneuvers (except for Disarm and Head Butt). 
  Quote: ―The blade is a means to victory. You must 
  choose the right one, and know it as yourself.‖ 
   
  Tae Kwon Do 
   
  Tae Kwon Do, ―the way of kicking and punching,‖ is 
  a Korean style that dates back to the seventh century 
  AD, which was constantly refined until it was forced 
  underground by the Japanese invasion of Korea in the 
  early 1900s. Since W.W.II is has spread across the 
  world. 
   
  Like most of the Korean fighting arts Tae Kwon Do 
  favors kicks over punches. Depending on the teacher, it 
  can be a simple sport or a deadly combat art. A place 
  where Tae Kwon Do is taught is known as a dojang, and 
  the uniform of a Tae Kwon Do stylist, similar to a karate 
  gi, is called a dobok. 
  Availability: Tae Kwon Do schools can be found all over 
  the world. 
  Prerequisites: None 
  Bonuses: +1 to Stamina, +1 to Agility 
  Basic Maneuvers: Drop Kick, Foot Sweep, Knife Hand 
  Cost Modifiers: Reduce the cost of all kick maneuvers by 
  1 point. May not select Weapons maneuvers. 
  Quote: ―Punches may seem more direct, but kicks are 
  more powerful, and, with the proper training, faster.‖ 
   
  Tai Chi Chuan 
   
  Derived from Taoist philosophies, Tai Chi Chuan 
  (―Supreme Ultimate Fist‖) is one of the greatest pacifist 
  martial arts. It is very common all over the world in its 
  basic form as a means of exercise, but further training, 
  over the course of many years, allows it to be used as a 
  form of self-defense which exemplifies the Taoist ideal of 
  ―effortless motion;‖ a Tai Chi master in combat seems to 
  act almost in slow motion, yet anticipates every attack of 
  the opponent and responds gently, thus defeating the 
  opponent with ease. He acts in harmony with the Tao and 
  understands the use of opposites, countering a hard 
  attack with a soft defense and vice versa. 
  Availability: Tai Chi is taught all over the world as an 
  exercise form, but to learn it to the point that it is useful in 
  combat requires finding a highly skilled teacher. 
  Prerequisites: None 
  Bonuses: +5 to base Chi, +1 to Will 
  Basic Maneuvers: Backhand, Chi Push 
  Cost Modifiers: May not select any Kick maneuvers 
  (except for Crescent Kick, Foot Sweep, Iron Broom, 
  Slide Kick), or Punch Maneuvers (except for Backhand 
  and Monkey Grab Punch), or any Weapons maneuvers. 
  Reduce the cost of all Focus maneuvers by 2 points and 
  all Evasion maneuvers by 1 point. 
  Quote: ―To be come strong, one must first become 
  weak. To become tall, one must become short. To 
  become rigid, one must bend. That is the way of the 
  Tao.‖ 
   
  Wrestling (Discipline Style) 
   
  Wrestling is perhaps one of the oldest fighting styles 
  known, easily going back more than 15,000 years. It was 
  and still is practiced all over the world, known to 
  countless different cultures. Wrestlers rely on speed, 
  coordination, strength, and leverage to grapple with 
  opponents. Basic wrestling is commonly taught as a 
  sport in amateur clubs, high schools, and the local 
  YMCA. 
   
  Other styles of wrestling, especially the more 
  formalized ones such as Japanese Sumo and Russian 
  SAMBO are a bit harder to come by, and require far 
  more of the student. 
  Availability: Common wrestling styles can be learned 
  nearly anywhere by nearly anyone. More intensive ones, 
  like Sumo and SAMBO require that one go to the style‘s 
  native country and find and instructor. 
  Prerequisites: None 
  Bonuses: +1 to Strength 
  Basic Maneuvers: Bear Hug, Roll With Impact 
  Cost Modifiers: Reduce the cost of all Grappling 
  maneuvers by 1 point. May not select any Kick or 
  Weapons maneuvers. 
  Quote: ―Yeah, ‗yer mom! I was captain of the wrestling 
  team in high school! Let‘s see what you‘ve got!‖ 
   
  Wu Shu 
   
  Partly derived from Kung Fu, Wu Shu (―military art‖) 
  was created during the period between 2,000 and 771 
  BC, ultimately forming a complete martial art. During the 
  Warring States period (770 to 221 BC), the leaders 
  advocated Wu Shu in their armies, and hoarded masters 
  of this art. Over time, Wu Shu was further refined, 
  ultimately reaching its present-day form. In communist 
  China, Wu Shu is the official national martial art, and is 
  practiced by millions of people, including virtually all 
  Chinese espionage agents. 
   
  Today, it is a highly structured style of kung fu, which 
  emphasizes continual motion and highly acrobatic 
  movements, and attacks are by far emphasized over 
  defensive 
  maneuvers. 
  Students 
  will 
  spend 
  time 
  mastering bare-handed and melee weapon fighting 
  techniques, and will also receive some amount of 
  political indoctrination. 
  Availability: Wu Shu can be found nearly anywhere in 
  China, but is very rare elsewhere. 
  Prerequisites: Agility 6 
  Bonuses: +1 to Agility, +1 to Base APs 
  Basic Maneuvers: Axe Kick, Crescent Kick, Knife Hand 
  
  Cost Modifiers: Reduce the cost of all Athletics, Evasion, 
  and Kick maneuvers by 1 point, to a minimum of 1. 
  Increase the cost of Focus and Punch maneuvers by 1 
  point. 
  Quote: ―I do not seek merely to fight; I seek to find 
  perfection in fighting technique.‖ 
   
  Creating New Styles For campaign Purposes 
   
  It may often be necessary to create one or more new 
  fighting styles to make a game fit together. This is 
  especially true where villains are concerned. In fighting 
  games the villains nearly always have one of two types of 
  styles. Either a very deadly form known to very few, often 
  created by them (e.g., Shan Tsung‘s style, Bison/Vega‘s 
  Ler Drit style, Krauser‘s House Strolheim style), or a 
  reversed, ―dark side‖ version of the style used by one or 
  more of the heroes (like Akuma/Gouki‘s version of 
  Shotokan Karate). The latter is a bit easier to create in 
  that you basically need to just beef up the original style a 
  little and make up some really nasty new maneuvers. 
   
  And of course, if you‘re going to be doing a silly 
  campaign, then anything goes (so to speak); martial arts 
  based around the preparing of food or ice skating or 
  other equally ludicrous combinations, or Dark Catch-As-
  Catch-Can, Llap Goch (the secret Welsh art of self-
  defense), and so forth. But let‘s avoid a Jackie Chan 
  does Monty Python for now… 
   
  For guidelines for the creation of new styles, refer to 
  Appendix 3. 
  Chapter 5: Maneuvers 
   
  “You‟ll have to defeat my Dragon Punch to stand a 
  chance!” 
   
   -- Ryu, Street Fighter II 
   
   
  In Thrash, the term ―maneuvers‖ is a fairly inclusive 
  one. It covers not only a character‘s ―special moves,‖ but 
  all of their various throws, punches and kicks, and so 
  forth. They make the character more powerful in combat, 
  and, for the purposes of this genre, are simply vital for 
  cinematic purposes. 
   
  As was aforementioned, Thrash takes an unusual 
  approach to the selection and creation of special abilities; 
  as the player, you need to try to think about what you 
  want, and then let the rules describe it. Thus, it‘s not so 
  much a matter of ―choosing‖ special moves as 
  ―designing‖ them. It will occasionally prove necessary to 
  create a new maneuver or modifier, but with the existing 
  maneuvers and modifiers, as well as combo maneuvers, 
  super attack combos, mega-attacks, and super normals, 
  the possibilities are nearly limitless. 
   
  Purchasing Maneuvers 
   
  All maneuvers will cost your character CPs. The 
  base cost of a maneuver is listed in its description. 
  Styles, Weird Powers, and the like can reduce the cost of 
  various maneuvers. However, styles, powers, and such 
  cannot reduce the cost of any maneuver by more than 
  half (round up the final cost if need be). 
   
  Maneuver Modifiers (see below) can also applied to 
  maneuvers, though these are applied after cost modifiers 
  as noted above, and cannot push the cost of a maneuver 
  below 1 point. 
   
  Using Maneuvers 
   
  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). 
   
  By Any Other Name: One important thing to 
  remember about special maneuvers is that the character 
  can call them whatever they want. Further, the 
  appearance of maneuvers can be determined by the 
  character as well. The quintessential example of this is 
  the chi blast; everyone has a different style and name for 
  theirs (e.g., Bison/Vega‘s Psycho Shot, Ken & Ryu‘s 
  Hadouken, Athena‘s Psycho Ball, the Koukugenryu Tiger 
  Flame Punch, etc.), and each is a different color and 
  shape. When creating a character, you should name all 
  of their major special maneuvers as you wish. Most of 
  the maneuver names given here are pretty bland, and it 
  shouldn‘t be too hard to think of more interesting ones. 
   
  Power Words: Characters will frequently, though not 
  always, shout out the name of their special moves as 
  they used them. This comes from anime and manga, 
  where characters did that basically just so that the 
  audience would know the nifty name that the creators 
  had come up with. Since it started, it has become cliched 
  
  beyond belief. As such, you may wish to include these 
  Power Worlds in Thrash games. Normally, they don‘t 
  really do anything in the game (other than sounding 
  cool), but characters with the Ki-Ai maneuver can use 
  the Power Words as a Ki-Ai, thus receiving the usual 
  bonuses. 
   
  Outside Combat: Not all maneuvers in Thrash are 
  designed to hurt people. Most are, mind you, but some 
  aren‘t, especially in the Focus category. Maneuvers such 
  as Healing, Ghost Form, and so on can be very useful at 
  times. 
   
  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 
   
  Modifiers 
   
  Modifiers are special additions to various maneuvers 
  to make them more or less effective in various areas. 
  Certain maneuvers will include additional maneuver 
  modifiers unique to them. Certain modifiers also have 
  Prerequisites; as with maneuvers, these must be met 
  before the modifier can be selected. 
   
  Modifiers must normally always be used. However, 
  certain characters may wish to have more than one 
  variant of a single maneuver (this is especially true of Chi 
  blast). If this is the case, you must purchase the 
  maneuver once at full cost, and each additional variant of 
  the maneuver costs only 2 CP (1 if the base cost of it is 
  1, or zero for Basic maneuvers), plus/minus the cost of 
  the various modifiers. 
   
  Aerial Usage (+1): This modifier allows the 
  maneuver to be used in the air. It only applies to those 
  maneuvers for which it would be logical for this to be the 
  case, but normally isn‘t possible; most punching and 
  kicking maneuvers can be used in the air anyway, 
  though Chi Blast, Whirlwind, and other maneuvers with a 
  Move of None normally cannot. With this modifier, they 
  can be used during a jump or other times when the 
  character is airborne. 
   
  Air Charge (+2): Regardless of whether is would be 
  logical to do so, the character can perform the maneuver 
  in mid air; this differs from Aerial usage in that for all 
  intents and purposes, the character creates a tiny patch 
  of ground out of chi to push off of. Thus, it can be applied 
  to a Rising Uppercut, Body Missile, Flying Reverse 
  Turning Kick, Blade Runner, Slice Upper, etc. All such 
  maneuvers will see their Chi cost increased by 4 points. 
  Prerequisites: Focus 6 
   
  Chi Charge (+6): Using Chi energy, you propel 
  yourself forward at incredible speed while performing the 
  maneuver. This requires that 4 Chi points be spent when 
  performing it, but provides the following bonuses: +4 to 
  Accuracy, reduce AP cost by -3, and add +2 to damage. 
  Prerequisites: Focus 7 
  
   
  Dashing 
  Move 
  (+5): 
  While 
  performing 
  the 
  maneuver, you run at your opponent. This reduces the 
  AP cost by -3 and increases the Move to 6 (or adds +3; 
  whichever is higher). Prerequisites: Agility 5 
   
  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. 
   
  Extended Duration (+2): This modifier allows a 
  given maneuver to be carried out for an extended period 
  of time; this is normally applied to Focus maneuvers. In 
  this case, the AP cost is increased by +2, and that 
  amount must be spent each turn it is maintained. 
  Damage (if any) is reduced by 20%, and applied each 
  turn of use. If the maneuver has a Chi cost, this must 
  also be paid each turn it is maintained. 
   
  Extended Range (+1): For projectile attacks only, 
  this effectively doubles the range of the attack. 
   
  Extra Force (+3): You deliver the attack with such 
  force that it inflicts +2 damage and counts as a 
  Knockdown. This requires the expenditure of one Chi 
  point. 
  Flash Strike (+6): 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 
   
  Grabbing 
  Maneuver 
  (+1): 
  When 
  using 
  the 
  maneuver, the character grabs onto the opponent first. 
  This means that the character must attempt to slip out of 
  the way rather than parrying, in the manner of a 
  Grappling maneuver (see Thrash). The AP cost of the 
  maneuver is increased by +3, however. 
   
  Increased Chi Cost (-1 per level): For every level of 
  Increased Chi Cost, the Chi Cost of the maneuver is 
  increased by 2 points. 
   
  Increased Speed (+3): You can deliver the 
  maneuver with exceptional speed, reducing the AP cost 
  by -3, to a minimum of 1. 
   
  Lunging Strike (+3): 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. 
   
  Power Strike (+2): The maneuver can be performed 
  with the fist/foot/weapon/whatever surrounded by an 
  aura of energy/fire/electricity/etc., increasing its damage 
  by +3 at a cost of 2 Chi and +1 AP. This can be used 
  with nearly any physical attacking maneuver, though in 
  the case of Grappling maneuver, the energy is force into 
  the opponent, causing them to be zapped on impact. 
   
  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. 
   
  Reduced Chi Cost (+2/level): For every level of 
  Reduced Chi Cost purchased, the Chi cost of the 
  maneuver is reduced by 1 point, to a minimum of 1. 
   
  Reduced Force (-2): The character is somewhat 
  limited in how hard they can deliver this maneuver; 
  reduce the damage by -3. 
   
  Reduced Speed (-2): The character is a little slow 
  on the draw with this maneuver. As such, increase the 
  AP cost by 3. 
   
  Rising Strike (+3): There are a handful of 
  maneuvers that functions like this already – the character 
  essentially 
  performs 
  the maneuver while leaping 
  upwards. The maneuver becomes and Aerial one which 
  can be used to Counter other Aerial Maneuvers, and 
  further adds +3 to damage. 
   
  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. 
   
  Combo Maneuvers 
   
  “What‟s the matter? Are my combos too much for 
  you mon?” 
   
   -- Dee Jay, Super Street Fighter II 
   
  In fighting games a combo is simply a series of hits 
  done in rapid succession. For the purposes of Thrash, 
  this definition, however vague, still holds, but combos are 
  used a little differently. For game purposes there are two 
  types of combos; Combo Maneuvers and Spontaneous 
  Combos. 
   
  A Combo Maneuver is basically a combo that the 
  character has practiced and can perform consistently; 
  the sort that in a fighting game you do just by making a 
  single controller motion and button press as though it 
  
  were a fireball or whatever. A combo maneuver costs a 
  number of CPs equal to the number of maneuvers it is to 
  include, minus one (i.e., a 2-hit cost one, a 3-hit costs 
  two, etc.). There are no particular limits on what 
  maneuvers may be combined into a Combo Maneuver, 
  except that the total base APs of the maneuvers used 
  cannot exceed the number of hits times 7. A Combo 
  Maneuver is considered to be one maneuver for the 
  purpose of declaring actions, APs (find normal total and 
  multiply by 0.8, rounding up) and further, all strikes in the 
  combo count as one for the purpose of determining 
  dizzies. Although each individual strike in a combo 
  requires a separate roll, if the first hit of a Combo 
  Maneuver hits, attempts to defend against the others are 
  made with a -5 die roll penalty. If the character dodges a 
  blow, however, they may move out of range, and thus 
  avoid the rest of the combo. If a combo maneuver uses 
  more APs than the character has, it will carry over into 
  the next turn. You may use Modifiers for Combo 
  Maneuvers as normal. 
   
  A Spontaneous Combo is one that comes up on 
  the fly, made up by the character as they go along. 
  These won‘t be as powerful as a normal combo 
  maneuver, but also don‘t cost anything, and can be 
  made up at any time. In essence, a Spontaneous Combo 
  is simply stacking a number of maneuvers into a quick 
  series of attacks. You must declare all of the strikes to 
  be used in the combo (the number of maneuvers cannot 
  exceed the character‘s Agility) in advance, though if the 
  character misses with the first strike it can be aborted 
  (though they will lose an extra 5 APs). A Spontaneous 
  Combo does receive the usual -5 penalty to defend 
  against strikes after the first, but not the AP modifier. 
   
  Simultaneous Combo Maneuvers 
   
  A simultaneous combo is a special type of combo 
  maneuver in which the character delivers two or more 
  blows at a time. Obviously, this one requires a little bit of 
  common sense, since it has to be a combination that the 
  character can actually pull off physically. These may be 
  flashy to the point of uselessness, but that‘s beside the 
  point. A character could, for example, punch with both 
  hands and kick with one foot all at once, or throw two chi 
  blasts at once, or whatever. For that matter, simul 
  combos can be designed for use against more than one 
  opponent (a punch and a back kick, for example), or just 
  be used that way. 
  In any case the cost of such a maneuver is equal to 
  the total number of maneuvers involved (usually no more 
  than 2 or 3) plus 1. The AP cost is equal to that of the 
  maneuver with the highest AP cost, plus 2 per additional 
  maneuver. To determine damage, take the most 
  damaging one, and add the bonuses (not the damage 
  from the base attribute) of the others. The Move for such 
  a maneuver is None. 
   
  Team Attacks 
  Joined Attacks 
   
  A joined attack is one in which the various 
  participants all contribute power to one mammoth attack, 
  in a manner reminiscent of the Double and Triple Techs 
  of Crono Trigger. Joined attacks normally cost one CP 
  from each of the characters who participates. 
   
  This is most often used with chi blasts and other 
  ranged attacks, by having all of the participants fire a 
  projectile that combines into one big one (like Ken and 
  Ryu did in the Street Fighter anime movie). For such 
  projectiles, the damage and range are equal to the sums 
  of the component blasts. Such attacks are considered to 
  take place during the turn of the character with the 
  lowest AP total. Needless to say, such a joined attack 
  requires that the character possess such a ranged attack 
  in the first place. 
   
  Other types of joined attacks are trickier to create in 
  game terms, and are generally left up to the GM. They 
  will usually require that a full maneuver description be 
  created, and for especially difficult maneuvers the cost 
  may be 2 CP from each character, or occasionally even 
  more. 
   
  Team Combos 
   
  “I see! We all have to get you at once!” 
   
   -- Tai Kwon Lee, Boot to the Head 
   
  A Team Combo is a special type of combo used by a 
  group of people. Each of them contributes a single strike 
  to the combo (and must spend one CP for its purchase). 
  Needless to say, audiences love these. Team combos 
  are divided into two types; Instant and Extended. 
   
  In an Instant Team Combo all of the team members 
  attack at the same time (thus effectively using the 
  initiative total of the slowest among them). For this, the 
  maneuvers used need to be such that they can be used 
  at the same time (no throws, etc.) The opponent can only 
  block up to two of these attacks (and then with a -5 
  penalty to the roll). The damage of all the attacks is also 
  considered cumulative for the purposes of determining 
  Dizzying. 
   
  An Extended Team Combo works just the same as 
  a normal combo (including the defensive penalties and 
  AP cost reduction), except that each blow is carried out 
  by a different team member. 
   
  Maneuver Descriptions 
   
  In addition to the basic description and rules, all 
  maneuvers include the following information: 
   
  Classification: Certain maneuvers will have an 
  additional label written in parenthesis next to its name; 
  these are used primarily to determine where cost 
  modifiers apply for certain styles. Among these 
  classifications are Acrobatics (maneuvers which involve 
  great agility and speed), Disabling (maneuvers intended 
  to incapacitate but not kill the opponent), Killing 
  (maneuvers intended to incapacitate and kill the 
  opponent), Energy (chi blasts and the like – ones that 
  create an energy outburst), Mental (maneuvers that 
  primarily involve the mind) 
   
  Prerequisites: These are requirements which must 
  be met in order to learn that maneuver. If there are any 
  prerequisites (which isn‘t always the case), the character 
  must meet all of them; these usually consist of other 
  maneuvers that must be known, and/or attributes 
  (typically Focus or Agility) that must be at or above a 
  certain level. 
  
   
  Character Points: This is the cost of the maneuver in 
  Character points. 
   
  Accuracy: This is a bonus or penalty to the roll for 
  using the maneuver. 
   
  Action Points: This is the total number of APs 
  needed for using the maneuver. If you wish to use a 
  maneuver whose AP cost is greater than your available 
  APs, you may, but the difference is subtracted from your 
  available APs for the next turn. 
   
  Chi Cost: Certain maneuvers (mostly Focus ones, 
  but nowhere near all) require that a certain number of 
  Chi points be expended for them to be used. 
   
  Damage: This is the bonus to damage (assuming 
  the maneuver does damage) which is added to the 
  appropriate damage base (normally Strength or Focus). 
   
  Move: This is the maximum number of hexes the 
  character can move while using this maneuver. You 
  cannot move more hexes in a turn than your character‘s 
  Agility. 
   
  Maneuver Advantages 
   
  Maneuver Advantages are various special abilities 
  given to certain maneuvers. If they are possessed by a 
  given maneuver (or granted by a modifier, etc.), then the 
  effects listed in the appropriate descriptions below apply. 
   
  Aerial Maneuver: An Aerial Maneuver is one that 
  involves jumping or otherwise being airborne, and thus 
  cannot be affected by Crouching Maneuvers and cannot 
  be used against those who are using Crouching 
  Maneuvers. 
   
  Counter: A Counter is a maneuver which, under the 
  right circumstances, can interrupt other maneuvers in 
  progress, thus causing them to be forfeit if the 
  character‘s attack roll exceeds that of the opponent. 
   
  Crouching Maneuver: These are maneuvers which 
  are performed very close to the ground, and thus cannot 
  normally be interrupted by Aerial Maneuvers, and cannot 
  be used against characters who are performing Aerial 
  Maneuvers. 
   
  Knockdown: 
  When 
  a 
  maneuver 
  causes 
  a 
  Knockdown, the opponent is thrown off his or her feet. 
  As a result, they spend the remainder of the turn getting 
  up (only defensive maneuvers can be used). For the next 
  turn the character‘s APs are halved, and they are -4 to 
  initiative. 
   
  Stun Damage: Certain maneuvers are notes as 
  inflicting Stun Damage. Stun damage is kept track of in a 
  separate total from normal damage, but if the sum of the 
  normal damage taken and the stun damage taken is 
  greater than the character‘s total Health, they are 
  knocked out. 
   
  Sustained Hold: A Sustained Hold is a grappling 
  maneuver which allows the attacker to grab the 
  opponent and keep holding them, inflicting damage each 
  turn. 
   
  Maneuver Index 
  Basic Maneuvers: Light Punch, Heavy Punch, Light 
  Kick, Heavy Kick, Grab, Dash, Movement, Dodge, 
  Parry, Grapple 
  Basic Weapon Maneuvers: Light Strike, Medium Strike, 
  Heavy Strike, Block 
  Athletics: Air Jump 4, Backflip 2, Body Missile 5, 
  Breakfall 2, Drunken Monkey Roll 2, Jump 1, Kippup 
  2, Roll With Impact 2, Shoulder Smash 2, Somersault 
  2, Tackle 1, Wall Spring 3 
  Block: Circular Parry 4, Power Block 3, Projectile 
  Deflection 4, Projectile Reflection 2, Weapon Block 2 
  Evasion: Displacement 3, Leap Dodge 3, Multiple 
  Dodge 4 
  Focus: Absorbing Barrier 4, Chi Blast 6, Chi Gong 5, Chi 
  Push 5, Column Blast 5, Danger Sense 4, Dim Mak 8, 
  Drain Chi 5, Drain Life 7, Energy Reflection 4, Fire 
  Breath 6, Flare 4, Focus Rage 2, Ghost Form 7, 
  Healing 6, Ki-Ai 2, Kongjin 4, Levitation 5, Music Focus 
  2, 
  Reduce 
  Weight 
  5, 
  Reflecting 
  Barrier 
  4, 
  Regeneration 6, San He 5, Shockwave 5, Teleport 5, 
  Thunderclap 7, Whirlwind 6 
  Grappling: Air Slam 4, Air Throw 4, Backbreaker 4, 
  Bearhug 2, Body Flip 2, Choke Hold 2, Choke Throw 
  3, Counter Grab 3, Joint Lock 4, Leaping Slam 4, Pin 
  4, Rolling Back Throw 2, Slam 3, Spinning Back 
  Throw 3, Thigh Press 3 
  Kick: Axe Kick 3, Backflip 4, Crescent Kick 3, Drop Kick 
  3, Flying Reverse Turning Kick 4, Foot Sweep 2, 
  Handstand Kick 2, Iron Broom 2, Knee Strike 2, Multi-
  Kick 7, Reverse Front Kick 3, Rising Handstand Kick 
  5, Slide Kick 3, Spinning Thrust Kick 2, Wheel Kick 2 
  Punch: Art of Breaking 2, Backhand 2, Claw Hand 2, 
  Deflecting Punch 3, Disarm 3, Double Punch 2, Ear 
  Pop 2, Elbow Strike 2, Eye Rake 2, Fingertip Attack 2, 
  Head Butt 2, Knife Hand 2, Knuckle Fist 3, Monkey 
  Grab Punch 2, Multi-Punch 5, Palm Strike 2, Rising 
  Uppercut 6, Slapdown 3, Uppercut 2 
  Weapons: Blade Runner 4, Dazing Blow 2, Double 
  Strike 4, Fleche 2, Multi-Strike 5, Reflection Slice 6, 
  Riposte 2, Slice Upper 5, Spin Slash 4, Staff Spin 4, 
  Staff Sweep 2 
  Super: Chi Star 5, Fury Super Attack (varies), Mega-
  Attack (varies), Power Storm 7, Rage Burn 4, Super 
  Attack Combo (varies), Super Normal Maneuver 
  (varies) 
   
  Basic Maneuvers 
   
  The following maneuvers are assumed to be 
  automatically known to all characters with martial arts 
  training, unless stated otherwise. 
   
  Light Punch 
  Prerequisites: None 
  Character Points: Free 
  Accuracy: +2 
  Action Points: 2 
  Chi Cost: None 
  Damage: 1d4 
  Move: 1 
   
  Heavy Punch 
  Prerequisites: None 
  Character Points: Free 
  Accuracy: +0 
  Action Points: 7 
  Chi Cost: None 
  Damage: 1d6 
  
  Move: None 
   
  Light Kick 
  Prerequisites: None 
  Character Points: Free 
  Accuracy: +1 
  Action Points: 3 
  Chi Cost: None 
  Damage: 1d4+1 
  Move: 1 
   
  Heavy Kick 
  Prerequisites: None 
  Character Points: Free 
  Accuracy: -3 
  Action Points: 9 
  Chi Cost: None 
  Damage: 1d6+2 
  Move: None 
   
  Grab 
   
  This is simply grabbing onto the opponent, usually to 
  set up for another maneuver. Grab is most useful for 
  combos. 
  Prerequisites: None 
  Character Points: Free 
  Accuracy: +0 
  Action Points: 3  
  Chi Cost: None 
  Damage: None 
  Move: 2 
   
  Dash 
   
  This is simply all-out running. 
  Prerequisites: None 
  Character Points: Free 
  Accuracy: N/A 
  Action Points: 4 
  Chi Cost: None 
  Damage: None 
  Move: 6 
   
  Movement 
   
  This is just normal movement, a hex at a time, which 
  can be combined with other maneuvers (i.e., you can 
  increase the Move and any maneuver by +1 at a cost of 
  1 AP). 
  Prerequisites: None 
  Character Points: Free 
  Accuracy: N/A 
  Action Points: 1 
  Chi Cost: None 
  Damage: None 
  Move: 1 
   
  Dodge 
   
  A dodge is the simplest form of evasion; the 
  character simply slips out of the way of the attack before 
  it hits. A successfully executed dodge means that the 
  attack misses the character entirely. 
  Prerequisites: None 
  Character Points: Free 
  Accuracy: +0 
  Action Points: 5 
  Chi Cost: None 
  Damage: None 
  Move: 3 
   
  Parry 
   
  A parry is simply blocking the attack with one‘s arm 
  or something similar. A parry takes up less time and 
  effort to perform than a dodge (and thus takes fewer 
  APs). When a character parries an attack, reduce the 
  damage by the amount of the parry roll, though a 
  character will always take at least 1 point of damage 
  from a parried attack. 
   
  Attempting to parry a melee weapon is problematic, 
  mainly because the damage is more directed and difficult 
  avoid than a normal one. Consequently, parry rolls are 
  halved with regard to reduction of damage from melee 
  weapons. 
  Prerequisites: None 
  Character Points: Free 
  Accuracy: +1 
  Action Points: 2 
  Chi Cost: None 
  Damage: None 
  Move: 2 
   
  Basic Weapon Maneuvers 
   
  The following maneuvers are automatically available 
  to characters who are using melee weapons. 
   
  Light Strike 
  Prerequisites: None 
  Character Points: Free 
  Accuracy: +2 
  Action Points: 7 
  Chi Cost: None 
  Damage: -3 
  Move: 1 
   
  Medium Strike 
  Prerequisites: None 
  Character Points: Free 
  Accuracy: +1 
  Action Points: 9 
  Chi Cost: None 
  Damage: +0 
  Move: None 
   
  Heavy Strike 
  Prerequisites: None 
  Character Points: Free 
  Accuracy: +0 
  Action Points: 11 
  Chi Cost: None 
  Damage: +2 
  Move: None 
   
  Block 
   
  Block is essentially the same as a Parry, save in that 
  because it is done with a weapon (or shield) that object 
  
  takes what little impact there might be, and thus a 
  successful Block will negate the damage. 
  Prerequisites: None 
  Character Points: Free 
  Accuracy: +2 
  Action Points: 3 
  Chi Cost: None 
  Damage: None 
  Move: 2 
   
  Athletics 
  Air Jump (Force) 
   
  Through chi power, the character is able to propel 
  themselves upwards while airborne, executing a jump in 
  mid-air. This functions exactly the same as a normal 
  jump, except for where it is used. This is an Aerial 
  Maneuver. 
  Prerequisites: Jump, Focus 5 
  Character Points: 4 
  Accuracy: +1 
  Action Points: 4 
  Chi Cost: 5 
  Damage: None 
  Move: 8 
   
  Backflip (Acrobatics) 
   
  The character is able to flip completely over, landing 
  on their feet. This can be used in place of a Dodge 
  (though failure means the character cannot Roll With 
  Impact, etc.), or offensively, combined with an Axe Kick, 
  basic Punch or Kick, or Backhand, adding +2 to 
  Accuracy and Damage. 
  Prerequisites: None 
  Character Points: 2 
  Accuracy: +2 
  Action Points: 4 
  Chi Cost: None 
  Damage: None/Special 
  Move: 2 (backwards) 
   
  Body Missile (Acrobatics) 
   
  This maneuver allows the character to hurl 
  themselves at an opponent, head or feet first, or 
  occasionally spinning through the air. 
   
  Diving Body Missile (+1): In this variant, the 
  character comes diving down at the opponent. This 
  increases the Accuracy by +1 and reduces the AP cost 
  by 2. 
  Prerequisites: Jump, Agility 6 
  Character Points: 5 
  Accuracy: -2 
  Action Points: 11 
  Chi Cost: None 
  Damage: 1d10 
  Move: 8 
   
  Breakfall 
   
  Many 
  styles, 
  including 
  Aikido 
  and 
  Jujutsu,  
  emphasize throwing. Most of these teach students how 
  to fall without injury before learning how to throw others. 
  To do this, the character lands as a roll onto the 
  shoulders, with the head tucked in to avoid damage. 
   
  Against attacks which cause via a Knockdown (such 
  as throws), the character may add their Agility to soak 
  rolls. 
  Prerequisites: None 
  Character Points: 2 
  Accuracy: N/A 
  Action Points: None 
  Chi Cost: None 
  Damage: None 
  Move: 2 
   
  Drunken Monkey Roll (Acrobatics) 
   
  This maneuver, originally from Monkey Style Kung 
  Fu, is a series of evasive tumbles, said to have been 
  created when a man unjustly imprisoned watched a 
  group of monkeys who, while drunk on wine, evaded the 
  attempts of the guards to catch them. 
   
  The Drunken Monkey Roll is a Crouching Maneuver 
  that can be used in much the same manner as a Dodge 
  (see Basic Maneuvers, above), though it can also be 
  used to move into combat range (in which case it adds 
  +4 to the character‘s initiative total), or to charge forward 
  while going under normal projectile attacks. 
  Prerequisites: Somersault 
  Character Points: 2 
  Accuracy: +3 
  Action Points: 5 
  Chi Cost: None 
  Damage: None 
  Move: 6 
   
  Jump (Acrobatics) 
   
  Virtually all fighting game and anime characters can 
  jump. Well, maybe jump isn‘t sufficient to describe it, 
  especially where anime is concerned. Some of these 
  characters habitually jump from the ground to the roof, 
  and then from rooftop to rooftop. 
   
  A character can jump a number of hexes up to their 
  Agility. Any physical attack that is used while jumping 
  inflicts an additional +2 damage, due to the increased 
  force, and jump can be used to avoid projectile attacks 
  by going over them (works as a Dodge). Oddly enough, 
  this is an Aerial Maneuver. 
  Prerequisites: None 
  Character Points: 1 
  Accuracy: +3 
  Action Points: 3 
  Chi Cost: None 
  Damage: None 
  Move: Special 
   
  Kippup 
   
  This useful and rather basic maneuver allows the 
  character to almost instantly get to their feet from a 
  prone position. It is done by raising the legs and kicking 
  out while arching the back upwards, resulting in the 
  fighter becoming upright in a fraction of a second. A 
  Kippup can be used to immediately recover from a 
  Knockdown. 
  Prerequisites: Agility 5 
  Character Points: 2 
  Accuracy: +2 
  Action Points: 3 
  
  Chi Cost: None 
  Damage: None 
  Move: 1 
   
  Roll With Impact 
   
  This maneuver is used after a blow has successfully 
  landed; the character rolls back in an attempt to minimize 
  the degree to which the force of the blow affects them. 
  The character moves back at least one hex after being 
  hit, and takes half normal damage from the blow. 
  Prerequisites: None 
  Character Points: 2 
  Accuracy: +0 
  Action Points: 3 
  Chi Cost: None 
  Damage: None 
  Move: 4 
   
  Shoulder Smash 
   
  This Simple and effective maneuver is commonly 
  used by wrestlers, brawlers, and the like. The attacker 
  jumps at his opponent as hard as possible, slamming 
  into them with his shoulder, much like a football player 
  making a tackle. 
   
  The opponent must be standing in the same hex or 
  an adjacent hex. The fighter moves into the opponent‘s 
  hex, rolls damage for Shoulder Smash, and then finishes 
  his movement. 
  Prerequisites: Tackle 
  Character Points: 1 
  Accuracy: -1 
  Action Points: 10 
  Chi Cost: None 
  Damage: 1d6 
  Move: 6 
   
  Somersault 
   
  This is an escape maneuver used to quickly move 
  out of combat range. It is used in a manner similar to a 
  dodge, only faster. When it is used, the character moves 
  backwards one or two hexes. If a Somersault is used 
  unsuccessfully, the character may not attempt to Roll 
  With Impact. 
  Prerequisites: None 
  Character Points: 2 
  Accuracy: +2 
  Action Points: 3 
  Chi Cost: None 
  Damage: None 
  Move: Special 
   
  Super Jump (Acrobatics) 
   
  This maneuver is, essentially, an improved version of 
  the basic Jump maneuver, allowing the character to 
  jump even higher and farther than before. When using 
  this, a character‘s base Move is increased by +4, and 
  they can go up to that distance during the course of the 
  Super Jump. As with Jump, physical attacks performed 
  during a Super Jump are at +2 to damage, though up to 
  two such attacks can be initiated over the course of a 
  Super Jump. 
  Prerequisites: Jump, Agility 6 
  Character Points: 3 
  Accuracy: +4 
  Action Points: 5 
  Chi Cost: None 
  Damage: Special 
  Move: Special 
   
  Tackle 
   
  The attacker dives at his opponent and grabs onto 
  them, throwing them to the ground. If successful, the 
  opponent suffers a  knockdown. Both the attacker and 
  the defender end up on the ground in the same hex. 
  Prerequisites: None 
  Character Points: 1 
  Accuracy: -3 
  Action Points: 10 
  Chi Cost: None 
  Damage: 1d6 
  Move: 4 
   
  Wall Spring (Acrobatics) 
   
  Known to fighting game aficionados as the ―Triangle 
  jump,‖ this maneuver allows the character to jump at a 
  wall, and spring off of it, propelling themselves further 
  along, going up to their full Move in hexes. Characters 
  may continue this wall springing a number of times equal 
  to their Stamina divided by two (round down), moving up 
  each time. 
  Prerequisites: Jump, Agility 6, Strength 6 
  Character Points: 3 
  Accuracy: +2 
  Action Points: 5 
  Chi Cost: None 
  Damage: None 
  Move: 8 
   
  Block 
  Air Block 
   
  When a character is airborne, blocking is not 
  normally 
  possible, 
  basically 
  because 
  their 
  own 
  momentum makes such attempts useless. The Air Block 
  maneuver enables a character to carry out a normal 
  parry while airborne. This cannot be used against direct 
  physical attacks carried out from below, and any attack 
  that was being carried out by the airborne character is 
  effectively interrupted and thus is not carried out. 
  Prerequisites: Agility 5, Stamina 5 
  Character Points: 3 
  Accuracy: +2 
  Action Points: 3 
  Chi Cost: None 
  Damage: None 
  Move: N/A 
   
  Circular Parry 
   
  This is a special parry maneuver which allows the 
  character to block ALL incoming attacks that turn. When 
  it is used, the character may parry an effectively 
  unlimited number of incoming attacks with no further AP 
  cost. 
  Prerequisites: None 
  Character Points: 4 
  
  Accuracy: +2 
  Action Points: 5 
  Chi Cost: None 
  Damage: None 
  Move: 3 
   
  Power Block 
   
  This is a rather forceful parry which damages the 
  opponent (assuming they aren‘t attacking with a melee 
  weapon). 
  Prerequisites: None 
  Character Points: 3 
  Accuracy: +0 
  Action Points: 3 
  Chi Cost: None 
  Damage: +0 
  Move: 1 
   
  Projectile Deflection 
   
  This maneuver enables the character to actually 
  catch incoming projectiles (i.e., knives, shuriken, etc.; 
  NOT 
  energy 
  attacks). 
  This 
  maneuver 
  is 
  used 
  defensively, and thus requires a contested roll against 
  the attacker‘s roll to hit. If the defender is successful, 
  they will actually catch the incoming projectile in their 
  hands and thus be able to do as they wish with it 
  afterwards. 
  Prerequisites: Agility 5 
  Character Points: 4 
  Accuracy: +3 
  Action Points: 4 
  Chi Cost: None 
  Damage: None 
  Move: 1 
   
  Projectile Reflection 
   
  This is an advanced version of Projectile Deflection, 
  which allows the character to catch a thrown weapon and 
  instantly throw it back at the attacker in one smooth 
  motion (make a separate attack roll, but the AP cost is 
  included in that of the Projectile Reflection maneuver). 
  Prerequisites: Projectile Deflection 
  Character Points: 2 
  Accuracy: +3 (to catch)/+1 (to throw) 
  Action Points: 6 
  Chi Cost: None 
  Damage: None (to catch)/Standard (to throw) 
  Move: 1 
   
  Weapon Block 
   
  This maneuver allows the character to block melee 
  weapons without being hurt by them. Otherwise it works 
  exactly the same as a normal block. 
  Prerequisites: Stamina 6, Body Hardening 2 
  Character Points: 2 
  Accuracy: +1 
  Action Points: 2 
  Chi Cost: None 
  Damage: None 
  Move: 2 
   
  Evasion 
  Displacement 
   
  This maneuver consists of a quick sidestep that may 
  be followed by a punch if the character is still in range. 
  The sidestep part works basically the same as a normal 
  dodge, only a little faster, and a punch (which cannot use 
  more than 6 APs) may be immediately used afterwards, 
  which will be at +3 Accuracy. 
  Prerequisites: Agility 5 
  Character Points: 3 
  Accuracy: +2 
  Action Points: 4 
  Chi Cost: None 
  Damage: None 
  Move: 3 
   
  Leap Dodge (Acrobatics) 
   
  This potentially powerful maneuver allows the 
  character to jump with incredible speed in order to avoid 
  any attack with lightning speed. This is used in much the 
  same manner as a Dodge, but is considerably faster, 
  and the character can choose where to land (within their 
  total Move). 
  Prerequisites: Jump 
  Character Points: 4 
  Accuracy: +4 
  Action Points: 2 
  Chi Cost: None 
  Damage: None 
  Move: 8 
   
  Multiple Dodge 
   
  This maneuver enables the character to dodge 
  several attacks simultaneously. At the beginning of the 
  turn the player must declare that he is attempting a 
  Multiple Dodge. Wait until all opponents have attempted 
  attacks against them before making the roll; if it is 
  successful, the character will avoid ALL of the incoming 
  attacks. 
  Prerequisites: Agility 5 
  Character Points: 4 
  Accuracy: +2 
  Action Points: 8 
  Chi Cost: None 
  Damage: None 
  Move: 3 
   
  Focus 
  Absorbing Barrier (Energy) 
   
  This is the ability to create an energy barrier which 
  will absorb the chi from incoming energy attacks. 
   
  The Absorbing Barrier lasts for one turn; if used to 
  block an energy attack (chi blast, whirlwind, etc.), the 
  total damage inflicted by that attack is instead added to 
  the character‘s current Rage. If the Absorbing Barrier is 
  used offensively it functions in the same manner as a 
  Reflecting Barrier (see below) 
  Prerequisites: Focus 6 
  Character Points: 4 
  Accuracy: +1 
  Action Points: 7 
  Chi Cost: 6 
  Damage: Special 
  
  Move: 1 
   
  Chi Blast (Energy) 
   
  “You countered my Blitz Ball; that‟s never been done 
  before.” 
   
   -- Wolfgang Krauser, Fatal Fury OAV 2 
   
  The chi blast maneuver allows the character to hurl a 
  sphere of pure chi energy at the opponent. This has a 
  range equal to the character‘s Focus + Will in hexes. 
   
  One of the more spectacular methods of dealing with 
  an incoming chi blast is to use one‘s own to counter it. 
  Doing so requires that the character at least match the 
  opponent‘s roll to hit. If the two blasts do strike one 
  another, figure out their damage as usual; if one does 
  twice as much as or more than the other, it will obliterate 
  it and continue to strike the opponent, but does half 
  damage. Otherwise the two blasts annihilate one 
  another. The following are special modifiers specific to 
  Chi Blast. 
   
  Armor Piercing (+2): The chi blast passes through 
  armor of all sorts; the normal protection bonuses of 
  armor are halved. 
   
  Chi Bomb (+0): For this unusual chi blast, the 
  character forms a sphere of energy and lobs it at the 
  opponent. Because it has both advantages and 
  disadvantages, its overall cost comes out as +0, leaving 
  it at the same cost as a normal chi blast. First of all, the 
  range of a Chi Bomb is equal to half the character‘s 
  Strength in hexes (rounded up). However, it is also 
  automatically considered an Exploding Blast (the +1 
  version; for it to be as per a +2 requires one additional 
  CP). The Chi Bomb is normally thrown overhand, such 
  that it can be used to go over things. 
   
  Chi Burst (+1): Rather than a ranged attack, the chi 
  blast simply creates a large energy formation between 
  the character‘s hands, which is pushed into the opponent 
  to inflict damage. The character must move into the 
  same hex as the opponent to use it, but the damage is 
  increased by +3, and the Move is 1. 
   
  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. 
   
  Continuous Blast (+1): Rather than a sphere, the 
  blast forms a coherent beam for its duration. This 
  increases Damage, Accuracy, and Chi Cost by 1 point 
  each. 
   
  Double Blast (+1): The character is capable of 
  throwing two blasts at once, one from each hand. You 
  must pay chi for each blast individually, and make a 
  separate attack roll for each, but they are performed 
  simultaneously, and doing both only takes up APs as per 
  a single one. 
   
  Electric Blast (+1): The chi blast is electricity-based, 
  increasing damage by +1 and reducing the AP cost by 1 
  point. 
   
  Exploding Blast (+1 or +2): When the blast strikes, 
  the energy affects its target, but also explodes outward. 
  This increases the base damage by +2 points, and 
  anyone in the same hex as the one it lands in (or in any 
  hex adjacent to that if +2 CP are spent) takes half 
  damage as well. 
   
  Extended Range (+1): Double the range of the 
  attack. This can be purchased as many times as desired, 
  but after the second time it is purchased, it increases the 
  range multiplier by one (i.e.; after doubling comes x3, 
  then x4, x5, and so on). 
   
  Eye/Foot/Mouth Blast (+1): The character can fire 
  the Chi blast out of their eyes, feet, or mouth (choose 
  one). This allows it to be used hands free, and reduces 
  the AP cost by -1. 
   
  Flaming Blast (+1): Normal chi blasts are just pure 
  chi energy; this one is an actual ball of fire. The damage 
  is raised by +2 points, and whenever it is used there is a 
  risk of a fire. 
   
  Forceful Blast (+1): Anyone struck by the chi blast 
  suffers a Knockdown. Damage is increased by +1. 
   
  Ground Wave (+1): Rather than going through the 
  air, the chi blast zooms along the ground. While this may 
  limit who can be hit by the blast, it also means that 
  anyone hit by it must make a roll on 1d10 + Strength + 
  Stamina to avoid being thrown back one hex. 
   
  Guided Blast (+2): This rather unusual and 
  spectacular modifier enables the character to sort of 
  ―remote control‖ the chi blast, mentally guiding it to strike 
  the target. Thus, the character may have the blast 
  maneuver around corners and such. Further, if it misses 
  the opponent, the character may spend 1 Chi to maintain 
  the existence of the blast for another turn and make 
  another roll to try to hit, though each attempt to re-aim 
  costs 2 APs. 
   
  Homing (+3): The blast will automatically aim itself at 
  the target, effectively increasing it‘s Accuracy by +4. 
   
  Ice Blast (+1): The chi blasts consists of freezing 
  energy. This increases the damage by two points, and if 
  it inflicts enough damage to cause a Dizzy, the character 
  is Dizzied for two turns instead of one. 
   
  Ice Crystal Blast (+2): The chi blasts produces an ice 
  crystal, which shatters (painfully) on impact. This 
  increases the damage by +3, and the Chi cost by 2 
  points. 
   
  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. 
   
  Moving Blast (+1): The character can move while 
  delivering the chi blast (Move 2). 
   
  Multiple Blasts (+2): The character can divide a large 
  blast into several smaller ones (up to six), each of  which 
  can be directed at a different opponent, all at one 
  opponent, or anything in-between. Each individual 
  projectile takes an equal portion of the damage (i.e., if six 
  are fired, each does 1/6th, if 4, each does 1/4th, etc.) 
  plus 2 points of damage each. 
  
   
  Reduced Range (-1): The range of the blast is 
  halved. 
   
  Short Blast (-2): The blast can only be used on those 
  in the same hex or an adjacent hex. 
  Prerequisites: Focus 6 
  Character Points: 6 
  Accuracy: +0 
  Action Points: 10 
  Chi Cost: 5 
  Damage: 1d10 
  Move: None 
   
  Chi Gong (Aura) 
   
  Chi Gong is a mystical form of body hardening, 
  which toughens the skin to the point that it can neither be 
  cut by blades nor pierced by arrows. Well, in broad 
  terms, it protects against virtually all physical and energy 
  attacks, adding a bonus equal to the character‘s Focus + 
  Will to all soak rolls when it is in use (costs 1 Chi per 
  turn). 
  Prerequisites: Focus 7 
  Character Points: 5 
  Accuracy: N/A 
  Action Points: 1 
  Chi Cost: 1 per turn 
  Damage: None 
  Move: N/A 
   
  Chi Push (Force) 
   
  One of the more advanced chi powers, commonly 
  taught only to advanced students of Tai Chi Chuan. 
  Using this maneuver, the character forces Chi into the 
  target not to heal, but to topple or destroy. This 
  maneuver is normally done with physical contact, but can 
  be performed from a distance, by spending one 
  additional Chi point per hex the target is away. 
  Opponents struck by the Chi Push will be knocked back 
  2 hexes (may be increased at a cost of 1 Chi per 
  additional hex) and suffer a Knockdown. The damage 
  noted below may also be increased at a cost of 1 Chi per 
  +1 damage. 
  Prerequisites: Focus 8 
  Character Points: 5 
  Accuracy: -2 
  Action Points: 9 
  Chi Cost: 5 
  Damage: 1d6 
  Move: None 
   
  Chi Shock (Energy) 
   
  In 
  this 
  maneuver 
  the 
  character 
  must 
  be 
  touching/holding the opponent – then they can send a 
  charge of chi into them, causing them to seemingly 
  ―explode‖ with energy. 
   
  Electric Shock (+1): Rather than chi energy, the Chi 
  Shock consists of electrical current. Increase the 
  damage by +2. 
   
  Extended Use (+1): This allows the Chi Shock to be 
  maintained a bit longer, instead inflicting +1 damage per 
  turn, at a cost of 4 Chi and 6 APs per turn. 
   
  Flame Shock (+1): Rather than chi energy, the Chi 
  Shock consists of fire. Increase damage by +1 and 
  reduce the AP cost by 2. This cannot be combined with 
  Extended Use.  
   
  Shock Self (+2): The character instead surrounds 
  their body with the shocking power, thereby inflicting 
  damage based on their Focus (no bonus) to anyone who 
  comes in direct physical contact with them. 
  Prerequisites: Focus 5 
  Character Points: 5 
  Accuracy: N/A 
  Action Points: 5 
  Chi Cost: 6 
  Damage: 1d6+1 
  Move: None 
   
  Column Blast (Energy) 
   
  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 
   
  Danger Sense (Mental) 
   
  Also known as Zanshin, this power grants the 
  character a natural sense of when others are 
  approaching them with hostile intent. The character 
  cannot be taken by surprise while conscious. 
  Prerequisites: Focus 6 
  Character Points: 4 
  Accuracy: N/A 
  Action Points: N/A 
  Chi Cost: None 
  Damage: N/A 
  Move: N/A 
   
  Dim Mak (Chi/Vital Points) 
   
  One of the most feared moves in existence is the 
  dreaded Dim Mak Death Touch. Known only to a select 
  few styles of kung fu, Dim Mak enables the character to 
  cause incredible damage to an opponent. 
   
  Dim Mak can be used in three ways. Firstly, it can be 
  combined with any normal hand strike, in which case it 
  increases the damage by +1d6, though the damage can 
  be delayed for any length of time, not actually affecting 
  the opponent until it is used (this costs 10 Chi). 
  
   
  Second, it can be used to temporarily impair one of 
  the opponent‘s physical attributes (Stamina, Agility, or 
  Strength). To do this, the attacker must spend 14 Chi, 
  and make a successful strike. If they succeed, they will 
  reduce one physical attribute of the opponent‘s by 1 point 
  per 3 Chi spent in addition to the base cost. Lost attribute 
  points can be restored through use of the Regeneration 
  or Healing powers; the cost is determined as though the 
  attribute points were three times as many Health points 
  (e.g., to use Healing to restore 4 attribute points would 
  cost 12 Chi). 
   
  Lastly, characters with a Focus of 10 or higher can 
  attempt to use the true Dim Mak Death Curse. To do 
  this, they must spend ALL of their Chi (an amount equal 
  to their base Chi -- not just all they have currently) and 
  reduce their current base Chi points by 2 points. If it is 
  delivered successfully, the opponent‘s Chi capacity is 
  destroyed. This means that they cannot use chi powers, 
  have zero Chi points, and are incapable of healing. 
  Prerequisites: Focus 8, Vital Points 9 
  Character Points: 8 
  Accuracy: -1 
  Action Points: 10 
  Chi Cost: Varies 
  Damage: Varies 
  Move: None 
   
  Drain Chi 
   
  This power enables the character to actually drain 
  chi points from another person and add them to one‘s 
  own total. To do this, the character must stay in physical 
  contact with the victim for at least one turn; after that, the 
  attacker makes a contested roll on 1d10 + Focus + Will 
  against the same for the opponent. For every point that 
  the attacker‘s roll exceeds the victim‘s, two of the victim‘s 
  (temporary) chi points are transferred to the attacker‘s 
  current pool. 
  Prerequisites: Focus 7 
  Character Points: 5 
  Accuracy: +0 
  Action Points: 10 
  Chi Cost: 1 
  Damage: Special 
  Move: None 
   
  Drain Life 
   
  Just as Drain Chi enables characters to steal Chi 
  points, Drain Life enables them to take Health points in 
  precisely the same manner. 
  Prerequisites: Focus 7 
  Character Points: 7 
  Accuracy: -1 
  Action Points: 11 
  Chi Cost: 4 
  Damage: Special 
  Move: None 
   
  Energy Reflection 
   
  This maneuver enables the character to send chi 
  blasts and similar energy attacks back to their source by 
  ―catching‖ the energy and sending it back where it came 
  from. This works in precisely the same manner as the 
  Projectile Reflection maneuver, but applies to energy 
  attacks. 
  Prerequisites: Projectile Deflection, Projectile Reflection 
  Character Points: 4 
  Accuracy: +1 
  Action Points: 7 
  Chi Cost: 3 
  Damage: Special 
  Move: 1 
   
  Fire Breath (Energy) 
   
  Made infamous by Dhalsim and similar characters, 
  this maneuver allows the character to expel a large fire, 
  in a manner similar to a flame-thrower. This gout of 
  flame covers one adjacent hex and the three behind it; 
  anyone in those areas takes damage as noted below, 
  though damage is rolled separately for each victim. 
  Prerequisites: Focus 4 
  Character Points: 6 
  Accuracy: +2 
  Action Points: 10 
  Chi Cost: 6 
  Damage: 1d10+1 
  Move: None 
   
  Flare (Energy) 
   
  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 
   
  Focus Rage (Aura) 
   
  This is the ability to form Rage in oneself from 
  nowhere. Doing this requires that the fighter stand 
  completely 
  still 
  and 
  concentrate. 
  The 
  physical 
  appearance of this depends on the power of the 
  character's Chi. Those with relatively low Chi (1-3 points) 
  will not have any outward sign that they are doing this 
  (except for them grimacing or something), while those 
  with higher Chi (6+) will often create a crackle of 
  electricity, a glow of energy, or something  else 
  (depending on their powers) as they do this. 
   
  For every turn spent concentrating, the character 
  must make a Focus roll. If successful, the character 
  gains 1d6 points of Rage. 
  Prerequisites: None 
  Character Points: 2 
  Accuracy: N/A 
  Action Points: 10 
  Chi Cost: None 
  Damage: None 
  Move: None 
  
   
  Ghost Form (Aura) 
   
  This rare power enables the character to ―phase 
  out,‖ so that normal physical attacks pass right through 
  them. While it is maintained, the character cannot be 
  harmed by physical attacks (energy ones do full damage) 
  and can pass through solid objects. 
  Prerequisites: Focus 8 
  Character Points: 7 
  Accuracy: N/A 
  Action Points: 3/turn 
  Chi Cost: 3/turn 
  Damage: None 
  Move: N/A 
   
  Healing (Chi) 
   
  This power enables the character to heal damage to 
  others by a ―laying of the hands‖ and infusion of chi 
  energy. For every point of Chi spent, the Healing power 
  can restore 1 Health point in another person. The healer 
  can restore a number of Health points equal to their 
  Focus for each usage of Healing. 
  Prerequisites: Focus 5 
  Character Points: 6 
  Accuracy: N/A 
  Action Points: 10 
  Chi Cost: 1/Health Point 
  Damage: None 
  Move: None 
   
  Induce Fear (Mental) 
   
  This mental attack causes the victim‘s mind to be 
  filled with fear; anyone who looks at the character when 
  this is used must make a roll on 1d10+Will+Focus or 
  become terrified and attempt to flee from the character. 
  Prerequisites: Telepathy 5 or Ninjutsu 3 
  Character Points: 6 
  Accuracy: N/A 
  Action Points: 14 
  Chi Cost: 9 
  Damage: None 
  Move: None 
   
  Ki-Ai 
   
  The Ki-Ai, or martial arts yell, if often used in martial 
  arts to increase the power of blows, by channeling 
  energy through one‘s lungs and vocal cords. A ki-ai can 
  be used with any maneuver, and adds to it the 
  maneuvers noted below. 
  Prerequisites: None 
  Character Points: 2 
  Accuracy: +1 
  Action Points: +1 
  Chi Cost: None 
  Damage: +1 
  Move: -1 
   
  Kongjin (Force) 
   
  The power of kongjin, or ―empty force‖ allows one to 
  strike from a distance. It is also known as ―one finger‖ 
  from the training method used, whereby the student 
  attempts to move an iron bell suspended from a well or 
  hallway by projecting chi through one finger. 
   
  Kongjin can be played with any Punch or Kick 
  maneuver. When it is used, a maneuver may affect 
  opponents up to 1 hex away per point of Focus, without 
  touching them, and the modifiers below are applied to 
  those of the punch or kick used. A Kongjin strike cannot 
  be parried. 
  Prerequisites: Focus 8 
  Character Points: 4 
  Accuracy: +1 
  Action Points: +2 
  Chi Cost: 4 
  Damage: +0 
  Move: 1 
   
  Levitation (Force) 
   
  This maneuver, which requires intense inner control, 
  enables the character to lift themselves off the ground, 
  and move at a rate of one hex per turn. While levitating, 
  the character‘s APs are halved. 
  Prerequisites: Reduce Weight 
  Character Points: 5 
  Accuracy: N/A 
  Action Points: Special 
  Chi Cost: 1/turn 
  Damage: None 
  Move: Special 
   
  Meditative Levitation (Mental) 
   
  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. 
   
  Mind Reading (Mental) 
   
  This maneuver lets the character open themselves 
  to the opponent‘s mind during combat, and use that to 
  anticipate what they are intending to do. This effectively 
  provides a bonus of +3 to all combat rolls against that 
  one person (it can only be used against a group by a 
  psychic with the the Open Mind ability, gained at 
  Telepathy level 9). 
  Prerequisites: Telepathy 2 or Ninjutsu 4 
  Character Points: 6 
  Accuracy: N/A 
  Action Points: 2/turn 
  Chi Cost: 1/turn 
  Damage: None 
  
  Move: None 
   
  Mind Walk (Mental) 
   
  This power lets the character move into the Astral 
  Plane, leaving their body. In this state they can perceive 
  things happening in corresponding parts of the physical 
  world, and can even affect the physical world in limited 
  ways, normally by using various Focus abilities and/or 
  psychic powers. Once in this state, the character can 
  move at incredible speeds through the Astral Plane, able 
  to circle the Earth in a few minutes, though after a short 
  time (around 2 minutes per point of Focus) the character 
  will be pulled back into their own body. If their body has 
  been destroyed, on the other hand, they will be stranded 
  in the Astral Plane. 
   
  In the Astral Plane it is also possible to fight against 
  other astral beings. The Astral Body one possesses will 
  function in precisely the same manner as their physical 
  one, and if it sustains too much damage the character‘s 
  essence can be destroyed, though damage to this Astral 
  form is separate from that done to the physical one. 
  Prerequisites: Focus 8 
  Character Points: 4 
  Accuracy: N/A 
  Action Points: 30 to activate 
  Chi Cost: 6 
  Damage: N/A 
  Move: None, until the Mind Walk begins 
   
  Music Focus (Mental) 
   
  Certain styles, most notably Capoeria, make use of 
  music to coordinate their fighting, by moving to the 
  rhythm. When music of the character‘s preferred type is 
  playing in the background, they can add +2 to Damage 
  or +2 APs (choose one) each turn. 
  Prerequisites: None 
  Character Points: 2 
  Accuracy: N/A 
  Action Points: None 
  Chi Cost: None 
  Damage: None 
  Move: N/A 
   
  Power Blade (Energy) 
   
  The Power Blade maneuver allows the character to 
  create a sword out of crackling chi energy. This lasts for 
  one turn, used for a single strike with the modifiers noted 
  below. Besides those below, the following Chi Blast 
  maneuver modifiers can be applied to power blade: 
  Double Blast (two power blades at once), Electric Blast, 
  Flaming Blast, and Ice Blast. 
   
  Extended Use (+2): Rather than a single use, the 
  Power Blade can be maintained for extended periods of 
  time, by spending 1 Chi point per turn after the first. In 
  this case, it functions more or less as an actual sword, 
  with the following modifiers: Accuracy +1, Damage +3, 
  AP Cost -1, Move +1 
   
  Rising Blade (+1): The Power Blade is formed 
  vertically, and rockets upwards, carrying the user up with 
  it. This is an Aerial Maneuver, and can Counter other 
  Aerial Maneuvers. Increase damage by +2. 
   
  Throwing Blade (+1/+2): The power blade can be 
  used as a thrown weapon. In this case it can be tossed 
  as far as the character‘s Strength in hexes (or Strength + 
  Focus for an additional CP). 
  Prerequisites: Focus 5, Blades skill (or equivalent) 2 
  Character Points: 5 
  Accuracy: +2 
  Action Points: 6  
  Chi Cost: 5 
  Damage: 1d6+1 
  Move: 3 
   
  Power Channeling (Energy) 
   
  This maneuver enables the character to surround his 
  fist or foot with energy, in much the same manner as a 
  Power Strike, except that it can be applied to any such 
  maneuver. The modifiers listed below are applied to the 
  (Punch or Kick) maneuver used. 
  Prerequisites: Focus 5 
  Character Points: 5 
  Accuracy: +0 
  Action Points: +1 
  Chi Cost: +2 
  Damage: 1d6 
  Move: +0 
   
  Reduce Weight (Force) 
   
  This mystic power, called Karumi-Jutsu in Japanese, 
  enables the character to reduce their own body weight by 
  as much as 85%. This will reduce damage from falls to 
  one fifth, enables the character to jump ten times higher 
  than usual, adds +10 to any climbing rolls, and enables 
  the character to tread lightly in general (+4 to stealth 
  rolls), walking over fragile bridges, teacups, etc. without 
  causing damage. 
   
  Reduce Weight can be maintained indefinitely, 
  though it requires a roll on 1d10 + Focus + Style each 
  turn to maintain concentration; failure means that the 
  character returns to their usual weight. 
  Prerequisites: Focus 6 
  Character Points: 5 
  Accuracy: N/A 
  Action Points: 6/turn 
  Chi Cost: 1/turn 
  Damage: None 
  Move: 2 
   
  Reflecting Barrier (Energy) 
   
  This power enables the character to create a small 
  wall of energy in front of them. This can be used to 
  reflect energy attacks, or it can be slammed into 
  opponents to inflict damage. 
   
  The Reflecting Barrier causes any projectiles that 
  strike it to bounce back, usually at the attacker (the 
  defender must make a successful parry; otherwise it will 
  reflect normally). The reflecting barrier will always 
  counter such attacks (due to its size) unless they are 
  delivered from behind. A Reflecting Barrier lasts for one 
  turn. 
   
  A Reflecting Barrier can also be used offensively, by 
  slamming it into the opponent. This inflicts 1d6+1 
  damage, and otherwise uses the modifiers listed below. 
  Prerequisites: Focus 5 
  Character Points: 4 
  Accuracy: +1 
  
  Action Points: 7 
  Chi Cost: 6 
  Damage: Special 
  Move: 1 
   
  Regeneration 
   
  This power is very similar to Healing (see above) 
  except that it heals the user rather than others. For every 
  Chi point spent, the character will heal one Health point. 
  Prerequisites: None 
  Character Points: 6 
  Accuracy: N/A 
  Action Points: 10 
  Chi Cost: 1/Health point 
  Damage: None 
  Move: None 
   
  San He (Chi) 
   
  This power, taught in some forms of kung fu and a 
  few other styles, enables the character to root 
  themselves to the ground through chi power. The energy 
  is spread out across the character‘s body and then 
  anchored to the Dragon Lines in the ground, leaving the 
  fighter rooted to the ground in an unmovable stance. 
   
  When San He is used, the character adds his Focus 
  + Will to all soak rolls, and is immune to Knockdowns. 
  Against very large objects, the character must make a 
  roll on 1d10 + Strength + Stamina to stay standing, 
  though for some it will not be possible to stay standing. 
  Kicks cannot be used while using San He. 
   
  San He can be maintained indefinitely. 
  Prerequisites: Focus 5 
  Character Points: 5 
  Accuracy: N/A 
  Action Points: 5 
  Chi Cost: 6 
  Damage: None 
  Move: None 
   
  Shockwave (Energy) 
   
  This power enables the character to strike the 
  ground with a punch, stomp, or other means, causing the 
  ground to shake, toppling objects and people. Everyone 
  within a number of hexes equal to the character‘s Focus 
  must make a roll on 1d10 + Stamina + Agility to avoid 
  taking a Knockdown. 
   
  Linear Shockwave (-1): Rather than going out in all 
  directions, the shockwave travels out in a straight line, 
  affecting anyone in the affected hexes, for a number of 
  hexes equal to the character‘s Focus + Will. 
  Prerequisites: Focus 6 
  Character Points: 5 
  Accuracy: N/A 
  Action Points: 10 
  Chi Cost: 6 
  Damage: 1d4 
  Move: None 
   
  Stunning Shout 
   
  This power enables the character to emit an ear-
  piercing shout. It must be aimed at one person, who can 
  be a number of hexes away equal to the character‘s 
  Stamina. Roll the ―damage‖ – 1d10 + Strength modifier; 
  if this exceeds the target‘s Stamina, the target is 
  effectively dizzied. 
  Prerequisites: Focus 5 
  Character Points: 5 
  Accuracy: +3 
  Action Points: 10 
  Chi Cost: 5 
  Damage: Special 
  Move: None 
   
  Teleport 
   
  This power enables the character to disappear and 
  reappear in a different location the next turn. This power 
  is rare, to be sure. Teleport can be used defensively, by 
  shifting out of range of an attack, or offensively, by using 
  it to move into position to attack. The character can 
  move a number of hexes equal to his Focus + Will. 
   
  Burst Teleport (+2/+3): This variant of the normal 
  teleport maneuver causes a large explosion of energy (or 
  fire/electricity/whatever) around the character which 
  appears to consume them. Anyone in the same hex (or 
  an adjacent hex if +3 is paid for this) takes damage 
  based on the character‘s Focus. 
   
  Delayed Teleport (+1): The character can delay the 
  time before his reappearance by one turn by spending 2 
  Chi points. This can be continued for a number of turns 
  equal to the character‘s Focus. 
   
  Extended Range (+1): Double the range of the 
  teleport. This can be purchased as many times as 
  desired, but after the second time it is purchased, it 
  increases the range multiplier by one (i.e.; after doubling 
  comes x3, then x4, x5, and so on). 
   
  Instant Teleport (+2): The character can teleport 
  spontaneously, and doesn‘t have to wait until the next 
  turn to reappear. As such, Teleport for them uses only 4 
  APs, and they are at +4 APs for the next turn if it is used 
  for an attack. 
  Prerequisites: Focus 6 
  Character Points: 5 
  Accuracy: +1 
  Action Points: 9 
  Chi Cost: 6 
  Damage: None 
  Move: None/Special 
   
  Thunderclap 
   
  The fighter claps his hands together, creating a 
  deafening sound of thunder and sending a powerful 
  shockwave outwards. Everyone within three hexes of the 
  character takes damage as noted below. 
  Prerequisites: Focus 7 
  Character Points: 7 
  Accuracy: N/A 
  Action Points: 14 
  Chi Cost: 9 
  Damage: 1 
  Move: None 
   
  Whirlwind (Energy) 
   
  Rarely seen outside of SNK titles, and known by 
  several different names (Tiger Claw, Tornado Upper, 
  
  Hiryuu Shoten-Ha, etc.), in this maneuver the character 
  hurls a small but powerful tornado at the opponent. 
  Anyone struck by a Whirlwind will be thrown up into the 
  air, taking damage as noted below from the fall and 
  suffering a Knockdown. 
   
  The following modifiers from Chi Blast can be 
  selected for Whirlwind: Electric Blast (+1), Extended 
  Range (+1), Flaming Blast (+1), Guided Blast (+2), 
  Moving Blast (+1), Reduced Range (-1), and Short Blast 
  (-2), as well as the following: 
   
  Horizontal Blast (+2): The whirlwind can be fired off 
  sideways, in a manner similar to a Continuous Chi Blast. 
  This increases the damage by +2, accuracy by +1, and 
  Chi cost by +1. Range is equal to the character‘s Focus 
  in hexes. 
   
  Sky Column (+2): The Whirlwind is roughly twice as 
  tall, increasing the damage by +1d6. 
  Prerequisites: Focus 7 
  Character Points: 6 
  Accuracy: +2 
  Action Points: 10 
  Chi Cost: 8 
  Damage: 1d4 
  Move: 1 
   
  Grappling 
   
  "I'll crush you, eh!" 
   
   -- Zangief, Street Fighter II 
   
  Evading Grappling maneuvers is a little different 
  from others; Dodging works fine, but trying to parry is 
  useless, making it easier for the opponent. On the other 
  hand, if the opponent can‘t get a good grip on you -- or 
  can‘t lift you -- then a throw is more or less impossible; to 
  knock away their arm when they try to grab you requires 
  a roll on 1d10 + Agility + Style, and counters a block if 
  the total is higher than the attacker‘s roll (costs 2 APs). 
   
  Naturally, using any Grappling maneuver requires 
  being in the same hex as the opponent -- but that‘s the 
  case for most any hand to hand strike. 
   
  Air Slam 
   
  This maneuver enables the character to grab 
  opponents right out of the air and slam them to the 
  ground. It can only be used on airborne opponents, but 
  such opponents are defenseless against it. Victims suffer 
  a Knockdown. 
  Prerequisites: Slam 
  Character Points: 4 
  Accuracy: +2 
  Action Points: 7 
  Chi Cost: None 
  Damage: 1d6+1 
  Move: 1 
   
  Air Throw 
   
  This maneuver enables the character to be able to 
  execute another throw while airborne. This can be 
  combined with nearly any throw, and allows it to be used 
  against other jumping opponents. Use the basic throw, 
  and apply the modifiers noted below. 
  Prerequisites: Jump 
  Character Points: 4 
  Accuracy: -1 
  Action Points: -1 
  Chi Cost: None 
  Damage: 1d4+1 
  Move: +1 
   
  Backbreaker (Killing) 
   
  In this exceedingly painful move, the character grabs 
  the opponent and slams them over his knee or 
  shoulders, then drops them. 
  Prerequisites: None 
  Character Points: 4 
  Accuracy: -2 
  Action Points: 8 
  Chi Cost: None 
  Damage: 1d6+2 
  Move: 1 
   
  Basher Hold 
   
  In this somewhat vicious maneuver, the character 
  grabs the opponent and proceeds to bash them 
  repeatedly in some way (usually with the knees, fist, or 
  even head butts). This is a Sustained Hold. 
  Prerequisites: None 
  Character Points: 3 
  Accuracy: -2 
  Action Points: 8 per turn 
  Chi Cost: None 
  Damage: +1 
  Move: None 
   
  Bearhug 
   
  In this maneuver, the fighter simply grabs the 
  opponent and squeezes them against their chest; it is 
  considered a Sustained Hold. 
   
  Prerequisites: None 
  Character Points: 2 
  Accuracy: -2 
  Action Points: 9 per turn 
  Chi Cost: None 
  Damage: 1d4 
  Move: 1 
   
  Body Flip 
   
  Basic to many grappling styles (especially Judo), this 
  throw consists of grabbing the opponent and flinging 
  them over one shoulder. 
  Prerequisites: None 
  Character Points: 2 
  Accuracy: +0 
  Action Points: 7 
  Chi Cost: None 
  Damage: 1d6 
  Move: 1 
   
  Choke Hold (Disabling) 
   
  In this simple maneuver, the character grabs the 
  opponent by the neck and squeezes. This is a Sustained 
  Hold that inflicts 1d6 Stun Damage as noted below each 
  turn. 
  Prerequisites: None 
  Character Points: 2 
  
  Accuracy: +0 
  Action Points: 9 
  Chi Cost: None 
  Damage: Special 
  Move: 1 
   
  Choke Throw 
   
  The attacker leaps up and catches the opponent 
  either in mid-leap or upon landing. Either way, the 
  attacker grabs the opponent by the throat and uses his 
  momentum to force the opponent to the ground and 
  choke her. 
   
  This is an Aerial Maneuver, and can be used to 
  interrupt an opponent performing an Aerial Maneuver or 
  to attack a standing opponent. If the victim takes any 
  damage, he suffers a knockdown. Once the actual 
  Choke Throw is executed, the attacker has the opponent 
  pinned by the neck, as per a Choke. Both the attacker 
  and the victim end the round in the same hex. 
  Prerequisites: Choke Hold, Jump 
  Character Points: 3 
  Accuracy: -1 
  Action Points: 8 
  Chi Cost: None 
  Damage: 1d6/Special 
  Move: 6 
   
  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 
   
  Disengage 
   
  This defensive maneuver allows the fighter to simply 
  slip out of an opponents grasp, thereby freeing 
  themselves from a Sustained Hold. The character makes 
  a contested roll – 1d10+Style+Agility, against the 
  opponent‘s 1d10+Stamina+Strength. If the defender rolls 
  higher, they escape. 
  Prerequisites: Agility 4 
  Character Points: 2 
  Accuracy: +2 
  Action Points: 7 
  Chi Cost: None 
  Damage: None 
  Move: 2 
   
  Joint Lock (Disabling) 
   
  The fighter grabs one of the opponents limbs and 
  twists it around in a manner it was never meant to be 
  twisted, forcing them to the ground in pain. 
   
  This is a Sustained Hold; the victim takes damage 
  each turn it is maintained. For the duration of the Joint 
  Lock the victim is considered to be crouching and cannot 
  use the locked limb, though he may attack with another 
  limb by spending a point of Willpower. 
   
  The damage from a Joint Lock is Stun damage only; 
  even if the victim is incapacitated from the pain, he will 
  not be physically damaged by it. Armor does not effect 
  the damage taken from this. 
  Prerequisites: None 
  Character Points: 4 
  Accuracy: -1 
  Action Points: 8 per turn 
  Chi Cost: None 
  Damage: 1d4 Stun 
  Move: 1 
   
  Leaping Slam 
   
  In this powerful (and painful) throw, the attacker 
  grabs the opponent and leaps high into the air. When the 
  two land, the attacker is on top of or next to the 
  opponent, 
  who 
  gets 
  slammed 
  into 
  the 
  ground. 
  Opponents suffer a Knockdown and lose 4 APs. 
  Prerequisites: Jump, Slam 
  Character Points: 4 
  Accuracy: -2 
  Action Points: 12 
  Chi Cost: None 
  Damage: 1d6+2 
  Move: None 
   
  Pin 
   
  This maneuver enables the fighter to grab an 
  opponent and immobilize them on the ground. Victims 
  must already be on the ground, and will be held in place 
  if the Pin is executed successfully. Once initiated, the 
  opponent must make a contested roll of 1d10 + Strength 
  in order to escape, though the attacker adds in the level 
  of their Style as well. The attacker may, if they choose, 
  inflict damage as noted below each turn. 
  Prerequisites: None 
  Character Points: 4 
  Accuracy: -1 
  Action Points: 10 
  Chi Cost: None 
  Damage: 1d4/turn 
  Move: None 
   
  Rolling Back Throw 
   
  In this maneuver, the attacker grabs the opponent 
  and swings back, to that his back ends up flat against the 
  ground, and the opponent is thrown clear past them (up 
  to 1/3 the attacker‘s Strength in hexes) by the 
  momentum. 
  Prerequisites: Body Flip 
  Character Points: 2 
  Accuracy: -1 
  Action Points: 11 
  Chi Cost: None 
  Damage: 1d6+2 
  Move: 1 
   
  
  Slam 
   
  In this comparatively basic throw, the attacker grabs 
  the opponent and slams them to the ground. Victims 
  suffer a Knockdown. 
  Prerequisites: None 
  Character Points: 3 
  Accuracy: +0 
  Action Points: 8 
  Chi Cost: None 
  Damage: 1d6+2 
  Move: 1 
   
  Sleeper Hold (Disabling) 
   
  This is a Sustained Hold in which the attacker holds 
  the opponent‘s head and neck, hitting a few pressure 
  points and cutting off circulation so that if the hold is 
  maintained for four turns, the opponent is automatically 
  Dizzied. 
  Prerequisites: Strength 5, Stamina 5 
  Character Points: 3 
  Accuracy: -1 
  Action Points: 10 per turn 
  Chi Cost: None 
  Damage: Special 
  Move: None 
   
  Spinning Back Throw 
   
  Another powerful throw, in this one the attacker 
  grabs the opponent and swings backwards, the both of 
  them spinning backwards through the air (up to 6 hexes) 
  until they land, the attacker on top of the defender. 
  Prerequisites: Rolling Back Throw 
  Character Points: 3 
  Accuracy: -1 
  Action Points: 12 
  Chi Cost: None 
  Damage: 1d10 
  Move: 2 
   
  Thigh Press 
   
  Made (in)famous by such characters as Cammy, Mai 
  Shiranui, and Sonya Blade, the Thigh Press (more 
  accurately called the Reverse Suplex) consists of doing a 
  handstand to grip the opponent by the head with one‘s 
  legs, and flipping back over to slam them to the ground. 
  In fighting games, this maneuver is possessed primarily 
  by scantily clad female fighters. 
  Prerequisites: None 
  Character Points: 3 
  Accuracy: -1 
  Action Points: 12 
  Chi Cost: None 
  Damage: 1d6+1 
  Move: None 
   
  Weapon Toss 
   
  This unusual throw allows the character to use their 
  weapon(s) to lift up and toss the opponent. This is best 
  done with a blunt weapon (a staff is ideal), but nearly any 
  reasonable weapon will do. Apart from the manner in 
  which it is performed, however, this effectively functions 
  like a Body Flip (see Thrash). 
  Prerequisites: Strength 6, weapon skill (required to 
  perform the maneuver successfully) 3, Body Flip 
  Character Points: 2 
  Accuracy: +0 
  Action Points: 8 
  Chi Cost: None 
  Damage: +3 (do not add weapon damage) 
  Move: 1 
   
  Kick 
  Axe Kick 
   
  The attacker lifts their leg as high as possible and 
  slams it down on the opponent‘s head or shoulders. 
  Victims suffer a Knockdown. 
  Prerequisites: None 
  Character Points: 3 
  Accuracy: -1 
  Action Points: 8 
  Chi Cost: None 
  Damage: 1d6+2 
  Move: One 
   
  Backflip Kick 
   
  This powerful kick is executed as a backflip, striking 
  with ones feet on the way up. Opponents suffer a 
  Knockdown. 
  Prerequisites: Backflip 
  Character Points: 4 
  Accuracy: -1 
  Action Points: 10 
  Chi Cost: None 
  Damage: 1d10 
  Move: One 
   
  Crescent Kick 
   
  This is a swivel-hipped kick in which the foot is sent 
  out in a sweeping arc. 
  Prerequisites: None 
  Character Points: 3 
  Accuracy: +1 
  Action Points: 8 
  Chi Cost: None 
  Damage: 2d4 
  Move: 1 
   
  Drop Kick 
   
  In this combination defensive/offensive maneuver, 
  the character drops to the ground when attacked, and 
  delivers a kick, effectively dodging and attacking at the 
  same time. Both characters are considered to suffer a 
  Knockdown. 
  Prerequisites: Displacement 
  Character Points: 3 
  Accuracy: +4 
  Action Points: 12 
  Chi Cost: None 
  Damage: 1d4+1 
  Move: 2 
   
  Flying Reverse Turning Kick 
   
  The character jumps into the air, holding one leg out, 
  and spins around while airborne, striking as they come 
  
  around. Opponents who take damage greater than their 
  Strength suffer a Knockdown. 
  Prerequisites: Jump, Crescent Kick 
  Character Points: 4 
  Accuracy: -1 
  Action Points: 10 
  Chi Cost: None 
  Damage: 1d6 
  Move: 1 
   
  Foot Sweep 
   
  This is a low, powerful kick intended to knock an 
  opponent off their feet. Foot Sweep is a Crouching 
  Maneuver, and victims suffer a Knockdown. 
  Prerequisites: None 
  Character Points: 2 
  Accuracy: -1 
  Action Points: 8 
  Chi Cost: None 
  Damage: 1d6 
  Move: 1 
   
  Handstand Kick 
   
  In this rather flashy maneuver, the character does a 
  handstand, 
  shoving 
  their 
  feet 
  at 
  the 
  opponent. 
  Handstand Kick can be used to Counter Aerial 
  Maneuvers, in which case it causes a Knockdown. 
  Prerequisites: None 
  Character Points: 2 
  Accuracy: -1 
  Action Points: 8 
  Chi Cost: None 
  Damage: 2d4 
  Move: None 
   
  Iron Broom 
   
  This is a more powerful version of the basic foot 
  sweep, in which the character swings their leg around in 
  a circle, striking all opponents the same hex and inflicting 
  damage as noted below. 
  Prerequisites: Foot Sweep 
  Character Points: 2 
  Accuracy: +2 
  Action Points: 14 
  Chi Cost: None 
  Damage: 1d6 
  Move: None 
   
  Knee Strike 
   
  In this somewhat vicious maneuver, the fighter 
  stands close to his opponent and jumps up to knee him 
  in the stomach, chest, or face, using the momentum of 
  the jump to increase the damage. 
  Prerequisites: None 
  Character Points: 2 
  Accuracy: +1 
  Action Points: 7 
  Chi Cost: None 
  Damage: 1d6 
  Move: None 
   
  Multi-Kick 
   
  In this legendarily powerful maneuver, the character 
  lashes out again and again with their foot with lightning 
  speed (think of Chun Li‘s Lightning Leg). If an opponent 
  is struck with the Multi-Kick, make one damage roll (1d4; 
  do not add base damage) per strike. Each counts as 3 
  APs; there is no limit to how many may be delivered in a 
  turn, though it cannot be maintained for more turns than 
  the character‘s Stamina. 
   
  The Great Wall of China (+3): The Multi-Kick affects 
  all targets in all three of the adjacent hexes that the 
  character faces. The chi cost is increased to two. 
  Prerequisites: Agility 6 
  Character Points: 7 
  Accuracy: -1 
  Action Points: 3 per strike 
  Chi Cost: None 
  Damage: Special 
  Move: None 
   
  Reverse Front Kick 
   
  The fighter launches a feint kick past the head of his 
  opponent, then quickly reverses it with a sharp snapping 
  motion, driving his heel into the back of the opponent‘s 
  head. 
  Prerequisites: None 
  Character Points: 3 
  Accuracy: +3 
  Action Points: 7 
  Chi Cost: None 
  Damage: 1d6 
  Move: 2 
   
  Rising Handstand Kick 
   
  This maneuver consists of a Handstand Kick in 
  which the character pushes off hard enough to rise into 
  the air. The Rising Handstand Kick can be used against 
  both airborne and grounded opponents in the same hex 
  or an adjacent one. This is an Aerial Maneuver, and can 
  Counter other Aerial Maneuvers. 
  Prerequisites: Handstand Kick 
  Character Points: 5 
  Accuracy: -1 
  Action Points: 10 
  Chi Cost: None 
  Damage: 1d10 
  Move: 1 
   
  Slide Kick 
   
  This is a kick in which the character slides along the 
  ground for a short distance, causing opponents to suffer 
  a Knockdown. 
   
  Standing Slide Kick (+1): This is essentially the same 
  as a normal slide kick, except that the character can 
  remain standing up while doing it, thereby reducing the 
  AP cost by -2 and increasing the Move by +1. 
  Prerequisites: None 
  Character Points: 3 
  Accuracy: +0 
  Action Points: 6 
  Chi Cost: None 
  Damage: 1d6 
  Move: 2 
   
  
  Spinning Thrust Kick 
   
  The fighter spins and then thrust-kicks at the 
  opponent, using the momentum from the spin to 
  increase the power of the kick. Sometimes the fighter will 
  hit his opponent with his heel as his foot whips around; 
  this is called a Spinning Back Kick. 
  Prerequisites: None 
  Character Points: 2 
  Accuracy: +0 
  Action Points: 6 
  Chi Cost: None 
  Damage: 1d6 
  Move: 2 
   
  Wheel Kick 
   
  This is a powerful kick in which the leg is brought 
  completely around the body. 
  Prerequisites: Crescent Kick 
  Character Points: 2 
  Accuracy: -1 
  Action Points: 10 
  Chi Cost: None 
  Damage: 2d4 
  Move: None 
   
  Punch 
  Art of Breaking 
   
  Tamashiwara, or the "Art of Breaking", can more or 
  less be described as practice in board breaking. A 
  character with this maneuver will have learned how to 
  use nearly any part of their body to break wood, ice, 
  glass, and stone, by breaking the Chi of the object. 
   
  This power can be used on nearly any non-living 
  object. Make a Focus roll against a difficulty determined 
  as follows: 
   
  Ice: 10 
   
  Wood: 14 
   
  Stone/Brick/Cement: 16 
   
  Metal: 22 
   
  Hardened Metal: 30 
   
  If you roll successfully, you will shatter the object. 
  You cannot use Art of Breaking on living things, or 
  cybernetic implants (attempting to do so delivers damage 
  as per a Heavy Punch). 
  Prerequisites: Strength 5, Focus 5 
  Character Points: 2 
  Accuracy: +0 
  Action Points: 10 
  Chi Cost: 2 
  Damage: Special 
  Move: None 
   
  Backhand 
   
  The character swings his hand backwards to strike 
  an opponent behind them. 
  Prerequisites: None 
  Character Points: 2 
  Accuracy: +1 
  Action Points: 6 
  Chi Cost: None 
  Damage: 2 
  Move: 1 
   
  Claw Hand 
   
  In this strike the character holds their hand in a claw 
  position and uses it to rake the flesh of an opponent. 
  Prerequisites: None 
  Character Points: 2 
  Accuracy: +1 
  Action Points: 6 
  Chi Cost: None 
  Damage: 1d6 
  Move: One 
   
  Deflecting Punch 
   
  This maneuver, common to certain styles of karate 
  and kung fu, is used defensively, to interrupt an 
  opponent‘s punch with a quick counterpunch. When it is 
  used, the opponent‘s punch is effectively Parried. Unless 
  Dizzied, the character then delivers a punch as noted 
  below. 
  Prerequisites: None 
  Character Points: 3 
  Accuracy: +1 
  Action Points: 3 
  Chi Cost: None 
  Damage: 1d4 
  Move: None 
   
  Disarm 
   
  Using this maneuver a character may deliver a blow 
  that, if successful, will knock a weapon from an 
  opponent‘s hands. This maneuver can also be used with 
  melee weapons. 
  Prerequisites: None 
  Character Points: 3 
  Accuracy: +2 
  Action Points: 6 
  Chi Cost: None 
  Damage: None 
  Move: None 
   
  Double Punch 
   
  The character punches simultaneously with both 
  hands. If it hits, roll damage twice. 
  Prerequisites: None 
  Character Points: 2 
  Accuracy: -1 
  Action Points: 10 
  Chi Cost: None 
  Damage: 1d4-1 
  Move: 1 
   
  Ear Pop (Disabling) 
   
  In this rather desperate move, the fighter cups his 
  hands and slams them against either side of the 
  opponent‘s head, forcing air into their ears, thus causing 
  intense pain and disorientation; the opponent will suffer a 
  penalty of -4 to all rolls for the next 1d6 turns, and will 
  continue to have a headache after that. 
  Prerequisites: None 
  Character Points: 2 
  Accuracy: -1 
  Action Points: 7 
  
  Chi Cost: None 
  Damage: Special 
  Move: 1 
   
  Elbow Strike 
   
  A quick strike with an elbow. 
  Prerequisites: None 
  Character Points: 2 
  Accuracy: +1 
  Action Points: 4 
  Chi Cost: None 
  Damage: 1d4+1 
  Move: 1 
   
  Eye Rake 
   
  This 
  move, 
  usually 
  reserved 
  for 
  desperate 
  circumstances, involves raking ones fingers across the 
  opponent‘s eyes. Though painful, this rarely results in 
  permanent damage. Opponents damaged by an Eye 
  Rake effectively blinded (-5 on all rolls, APs are halved). 
  Prerequisites: None 
  Character Points: 2 
  Accuracy: -2 
  Action Points: 5 
  Chi Cost: None 
  Damage: 1 
  Move: 1 
   
  Fingertip Attack 
   
  The fingertip attack is one of the more unusual hand 
  strikes possible; the fighter attacks with but a single 
  finger. This is not normally used for the damage it inflicts 
  (which is small but painful), but in order to deliver vital 
  point strikes. This inflicts 2 points of damage only, but 
  this damage cannot be soaked. 
  Prerequisites: Focus 4 
  Character Points: 2 
  Accuracy: +4 
  Action Points: 5 
  Chi Cost: None 
  Damage: 2 points (non-soakable) 
  Move: 2 
   
  Haymaker 
   
  For this rather crude (but powerful) punch, normally 
  used only by brawlers, the character winds up in the 
  manner of a baseball pitcher, the actual strike coming 
  when the character swings as hard as they can from as 
  low as possible into the opponent‘s face. 
  Prerequisites: None 
  Character Points: 1 
  Accuracy: -2 
  Action Points: 14 
  Chi Cost: None 
  Damage: 2d4 
  Move: 1 
   
  Head Butt 
   
  A crude but often very effective maneuver, the 
  character slams their head into the opponent. Needless 
  to say, this requires having a pretty hard head. 
  Prerequisites: None 
  Character Points: 2 
  Accuracy: +0 
  Action Points: 7 
  Chi Cost: None 
  Damage: 1d6 
  Move: 1 
   
  Knife Hand (Killing) 
   
  This is an open-handed strike with the blade of the 
  hand. 
  Prerequisites: None 
  Character Points: 2 
  Accuracy: +1 
  Action Points: 5 
  Chi Cost: None 
  Damage: 1d6 
  Move: 1 
   
  Knuckle Fist 
   
  This is a punch in which the hand is not held rigid 
  and the first set of finger knuckles are used as a striking 
  surface rather than the flat of the first finger sections as 
  in a normal punch. 
  Prerequisites: None 
  Character Points: 3 
  Accuracy: +2 
  Action Points: 5 
  Chi Cost: None 
  Damage: 2d4 
  Move: 2 
   
  Monkey Grab Punch 
   
  This relatively easy maneuver, originally from 
  Monkey Style Kung Fu, consists of grabbing an 
  opponent‘s arm with one hand and punching quickly with 
  the other. This attack cannot be parried. 
  Prerequisites: None 
  Character Points: 2 
  Accuracy: +2 
  Action Points: 6 
  Chi Cost: None 
  Damage: 1d6 
  Move: None 
   
  Multi-Punch 
   
  This maneuver allows the character to deliver a rapid 
  flurry of punches. Each individual punch takes up 2 APs, 
  and damage for each strike is 1d4-2 (minimum 1; do not 
  add base damage). It can be maintained for a number of 
  turns equal to the character‘s Stamina. 
  Prerequisites: Agility 6, Stamina 6 
  Character Points: 5 
  Accuracy: +2 
  Action Points: 2 per strike 
  Chi Cost: 1 per turn 
  Damage: Special 
  Move: None 
   
  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 
   
  Rising Uppercut 
   
  This is a powerful uppercut in which the character 
  leaps upward. It is basically the same as the infamous 
  Dragon Punch (though that would require a few Modifiers 
  to improve the damage and speed), though there are 
  some other instances of this sort of maneuver (in 
  particular the uppercut moves used by Ryo Sakazaki and 
  Robert Garcia). The Rising Uppercut can be used 
  against both airborne and grounded opponents in the 
  same hex or an adjacent one. This is an Aerial 
  Maneuver, and can Counter other Aerial Maneuvers. 
  Prerequisites: Uppercut, Strength 6 
  Character Points: 6 
  Accuracy: +1 
  Action Points: 10 
  Chi Cost: 3 
  Damage: 1d10 
  Move: 1 
   
  Slapdown 
   
  Used against an airborne opponent, the character 
  must get above them and slam both fists down on them, 
  throwing them to the ground. This is an Aerial Maneuver 
  Prerequisites: Jump 
  Character Points: 3 
  Accuracy: +2 
  Action Points: 6 
  Chi Cost: None 
  Damage: 2d4 
  Move: 3 
   
  Uppercut 
   
  This is a powerful punch that starts low and ends 
  above the character‘s head. Although a fairly simple 
  maneuver, it is effective. Uppercut can be used to 
  Counter Aerial Maneuvers (in which case it will score a 
  Knockdown). 
  Prerequisites: None 
  Character Points: 2 
  Accuracy: +1 
  Action Points: 5 
  Chi Cost: None 
  Damage: 1d6 
  Move: 1 
   
  Widowmaker 
   
  This is a more powerful variation of the Haymaker, in 
  which the character makes a short jump, adding to their 
  momentum and causing a Knockdown if it connects. This 
  cannot affect airborne targets, though it is an Aerial 
  Maneuver. 
  Prerequisites: Widowmaker 
  Character Points: 2 
  Accuracy: -3 
  Action Points: 18 
  Chi Cost: None 
  Damage: 1d10 
  Move: 2 
   
  Weapons 
  Blade Runner 
   
  The character dashes at his opponent, sword 
  outstretched, to impale them. 
  Prerequisites: None 
  Usable With: Swords 
  Character Points: 4 
  Accuracy: -3 
  Action Points: 12 
  Chi Cost: None 
  Damage: 1d10 
  Move: 6 
   
  Dazing Blow 
   
  Although it takes a great deal if skill, it is possible to 
  use a weapon to do Stun rather than Kill damage. With a 
  blunt weapon the attacker hits less forcefully; with a 
  sword he hits with the hilt or the flat of the blade. This 
  causes Stun rather than Kill damage. At the GM‘s option 
  it may not work with some weapons; knocking someone 
  out with a sword or club is relatively easy, while doing so 
  with a switchblade is hard. 
  Prerequisites: None 
  Usable With: Any (see above) 
  Character Points: 2 
  Accuracy: +0 
  Action Points: 7 
  Chi Cost: None 
  Damage: 1d4-1 Stun 
  Move: 1 
   
  Double Strike 
   
  This maneuver enables the character to strike 
  simultaneously with two weapons; an opponent can 
  block one, but not both. 
   
  The 
  attacker 
  makes 
  two 
  (basic) 
  strikes 
  simultaneously. Defenders can only block one of the two 
  strikes. If they dodge instead, they must move at least 
  one hex away. 
  Prerequisites: None 
  Usable With: Any paired weapons 
  Character Points: 4 
  Accuracy: +2 
  Action Points: 8 
  Chi Cost: None 
  Damage: Special 
  Move: 1 
   
  Fleche 
   
  This maneuver takes its name from Fencing; it is 
  most often used with swords, and is also known as a 
  charge. The fighter moves forward quickly, using his 
  momentum to increase the damage inflicted. 
  Prerequisites: None 
  Usable With: Any melee weapons 
  Character Points: 2 
  Accuracy: +1 
  Action Points: 6 
  Chi Cost: None 
  
  Damage: 1d6 
  Move: 3 
   
  Multi-Strike 
   
  Similar to the Multi-Kick and Multi-Punch maneuvers, 
  Multi-Strike enables the character to lash out several 
  times in rapid succession with their weapon, delivering 
  as many blows as they have APs for, each strike 
  counting as 3 APs. Each strike does 1d4 damage (do not 
  add base damage). 
  Prerequisites: Strength 6, Agility 5 
  Usable With: Any 
  Character Points: 5 
  Accuracy: +1 
  Action Points: 3/strike 
  Chi Cost: None 
  Damage: Special 
  Move: 1 
   
  Reflection Slice 
   
  This exceptionally deadly and difficult maneuver 
  allows the fighter to take hold of the sword of an attacker 
  and, in one fluid motion, swing it around and strike at 
  them. If this is successful, then the character has taken 
  the opponent‘s sword; make a normal sword attack roll, 
  for which the victim is at -6 to defend. 
  Prerequisites: Body Flip, Strength 6, Agility 5, Focus 5 
  Usable With: Special 
  Character Points: 6 
  Accuracy: +2 
  Action Points: 7 
  Chi Cost: None 
  Damage: 1d6 
  Move: 1 
   
  Riposte 
   
  This maneuver is a rapid strike following a block, and 
  may only be used after the character has made a Parry, 
  and is intended to take advantage of an opponent‘s 
  temporary inability to react after attacking (i.e., the Speed 
  bonus received from Parrying the attack). 
  Prerequisites: None 
  Usable With: Any melee weapons 
  Character Points: 2 
  Accuracy: +1 
  Action Points: 3 
  Chi Cost: None 
  Damage: 1d4 
  Move: None 
   
  Slice Upper 
   
  The Slice Upper is a leaping sword strike in which 
  the attacker begins with the sword down, and swings it 
  upwards in an arc while jumping up. Slice Upper counts 
  as an Aerial Maneuver and will affect any one grounded 
  or aerial opponent. Aerial opponents will suffer a 
  knockdown. This maneuver also carries the attacker into 
  the air, and it can be used to avoid a projectile attack. 
  Prerequisites: Strength 6 
  Usable With: Swords, Axes, Polearms 
  Character Points: 5 
  Accuracy: +0 
  Action Points: 10 
  Chi Cost: None 
  Damage: 1d10 
  Move: 2 
   
  Spin Slash 
   
  The character holds out their sword and whirls 
  around in a circle, striking all opponents in the same hex 
  and adjacent hexes. 
  Prerequisites: Strength 6 
  Usable With: Swords, Axes, Polearms 
  Character Points: 4 
  Accuracy: +3 
  Action Points: 14 
  Chi Cost: None 
  Damage: 1d6 
  Move: None 
   
  Staff Spin 
   
  In this somewhat unusual maneuver, the character 
  spins his staff around very quickly, inflicting damage to 
  anyone who comes close. Anyone who enters the same 
  hex in front of the character takes damage as noted 
  below. 
  Prerequisites: Staff Sweep 
  Usable With: Staves 
  Character Points: 4 
  Accuracy: -2 
  Action Points: 10 
  Chi Cost: None 
  Damage: 1d6 
  Move: None 
   
  Staff Sweep 
   
  The character uses his staff to knock the opponent 
  off his feet. In addition to any damage taken the 
  opponent will suffer a Knockdown. 
  Prerequisites: None 
  Usable With: Staves, Polearms 
  Character Points: 2 
  Accuracy: +2 
  Action Points: 7 
  Chi Cost: None 
  Damage: 1d4 
  Move: None 
   
  Super Attacks 
   
  Super Attacks are maneuvers which may only be 
  performed when the character‘s Rage is at or above his 
  or her Rage Threshold. 
   
  Chi Star (Energy) 
   
  This is a vastly powerful chi blast. When it is initiated, 
  a sphere of glowing energy expands outward from the 
  attackers hands, affecting all targets within its area. A 
  Chi Star covers a 2-hex radius around the attacker; 
  everyone within that area takes damage as noted below. 
  Prerequisites: Chi Blast 
  Character Points: 5 
  Accuracy: N/A 
  Action Points: ALL 
  Chi Cost: 20 
  
  Damage: 1d10+12 
  Move: None 
   
  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. 
   
  Mega-Attack 
   
  This refers to a super attack which is simply an 
  extra-powerful version of a normal attack. To create a 
  Mega-Attack, start with the basic maneuver. If the 
  character already possesses a normal version of the 
  maneuver, the cost of the Mega-Attack is that reduced 
  by 2 points (minimum of 2 CPs); otherwise it is the base 
  CP cost plus one. 
   
  Damage (if applicable to begin with) is increased by 
  +2d6, but Accuracy is reduced by -2 and the Mega-
  Attack takes up ALL of the character‘s APs for that turn. 
  The Chi cost is also either doubled or increased by 12 
  points, whichever is higher. For ranged attacks, the 
  range is normal, but by spending one additional CP it can 
  be doubled. 
   
  Power Storm (Energy) 
   
  This fearsome attack creates a whirling vortex of chi 
  energy that quickly expands outwards before expiring. In 
  the first turn it affect others in the same hex. The second 
  turn it expands to cover all adjacent hexes, the third turn 
  it covers a two-hex radius, the fourth turn a three-hex 
  radius, and so on until the radius is equal to the 
  character‘s Focus, when it dies out. Each turn all those in 
  the area of effect take damage as noted below. 
  Prerequisites: Focus 5 
  Character Points: 7 
  Accuracy: N/A 
  Action Points: Special; the character cannot take any 
  actions for the duration of the Power Storm, which is 
  effectively equal to their Focus+1 in turns, but all 
  opponents are at -10 APs as well. 
  Chi Cost: 20 
  Damage: 1d6 
  Move: None 
   
  Rage Burn (Aura) 
   
  This technique enables the fighter to concentrate all 
  of their Rage into one brief flurry of attacks, lashing out 
  with astonishing speed and force. 
   
  When this is activated, the character has double 
  their base APs, and are at +2 to Move and Accuracy for 
  all maneuvers (even those which normally have a move 
  of None). 
   
  All maneuvers are possible in this state, and can be 
  carried out while moving. A rage burn will last for four 
  combat turns, after which point the character's Rage 
  points are reduced to zero. 
  Prerequisites: None 
  Character Points: 4 
  Accuracy: Special 
  Action Points: 2 to activate 
  Chi Cost: 10 
  Damage: Special 
  Move: Special 
   
  Super Attack Combo 
   
  This refers to a special type of combo which is 
  considered a super attack. Super Attack Combos vary in 
  power, ranging from a few powerful hits to a devastating 
  flurry of kicks and punches, often ending with a fireball, 
  uppercut, or similar maneuver. Such attacks are difficult 
  to learn, but nearly impossible to counter. 
   
  A super attack combo is purchased in a manner 
  similar to a Combo Maneuver (see above), except that 
  the cost is 1 CP per 3 hits, there is no AP limit, and once 
  hit by the first strike, opponents are defenseless for the 
  remainder of the combo. 
   
  Super Normal Maneuver 
   
  This refers to when an ordinary maneuver is used as 
  a super. It functions exactly the same as usual, but can 
  only be used when the character has reached or 
  exceeded their Rage Threshold. The cost of a Super 
  Normal Maneuver is as per the basic cost, minus 2 (to a 
  minimum of 2 CPs). 
   
  
  Chapter 6: Rules 
   
  “All things will die and everything will be broken; that 
  is the law of the samurai.” 
   
   -- Samurai Shodown II 
   
  This section presents the basic rules of the game. As 
  you should have expected, the rules for combat take up 
  an awful lot of this. 
   
  Rule Zero 
   
  Running an RPG, especially one that screws around 
  with reality as much as Thrash, requires discretion on the 
  part of you, the GM. As such, it is important to keep in 
  mind what I call ―Rule Zero,‖ variously known as ‖The 
  Golden Rule,‖ ―fudging,‖ and other names. It has been 
  said many times in many ways, but my favorite comes 
  from the Project A-ko RPG: 
  ―If a rule annoys you, ignore it.‖ 
   
  That is to say, as the GM you need to remember 
  that, where roleplaying is concerned, all the rules in the 
  world are secondary to the story. Not only that, but it‘s 
  your game. The job of a game designer is not to dictate 
  how games will be played, only to open up possibilities. 
   
  Success Tests 
   
  While a number of things that a character attempts 
  may be more or less assured in success, a lot of other 
  things, especially during the course of an adventure, are 
  more tricky. It‘s safe to assume that a character can 
  drive home under normal circumstances without making 
  a roll, but doing so while dodging missiles is a bit harder. 
  In Thrash, as with most other RPGs, when there is a 
  possibility of both success and failure, you roll dice to 
  determine the outcome. The basic formula for a success 
  test in the Thrash system is: 
  1d10 + Attribute + Skill 
   
  This is used in two ways; unopposed and contested 
  rolls. A contested roll is one where two characters are 
  directly competing at something; the classic example of 
  this is an arm-wrestling match. Unopposed rolls are used 
  for just about any other task. 
   
  For an unopposed roll, the GM sets a target number 
  that must be exceeded in order to succeed. The 
  recommended target numbers, based on the difficulty of 
  the task, are as follows: 
   
  Difficulty 
  Target 
  Simple 
  10 
  Average 
  15 
  Difficulty 
  20 
  Very Difficult 
  30+ 
   
   
  In a contested roll, the two characters make their 
  usual rolls, and the one whose total is highest succeeds. 
  In the case of a tie, the result is generally assumed to be 
  a tie -- if you really need a tiebreaker, have both roll 
  1d10; whoever rolls highest wins.  
   
  Contested Difficulty: In cases where a contested roll 
  is being made, but one character has a particularly 
  strong advantage the GM may rule that one character 
  must have a total that exceeds the opponent's by a 
  certain amount. 
   
  For example, suppose Carlo the Crusher, who 
  weighs about 500 pounds in all, is trying to hold Sayoko, 
  a 120 pound karate practitioner, in place with a Pin 
  maneuver. The GM rules that Sayoko's roll must exceed 
  Carlo's by 5 points in order to succeed. 
   
  Combat 
   
  Combat in the Thrash system is divided into turns. A 
  turn is described in real time as ―a few seconds.‖ In a 
  turn each character present gets a chance to act in some 
  capacity, circumstances permitting. 
   
  Initiative 
   
  “It has begun!” 
   
   -- Shang Tsung, Mortal Kombat 
   
  To determine who goes when, all characters roll 
  1d10 + Base APs; this determines the number of APs 
  with which the characters act during that turn, and 
  characters will act in order of their current AP totals, from 
  highest to lowest. 
   
  Actions 
  Movement 
   
  Distances in Thrash are measured in terms of 
  hexes, referring to a hex grid on which combat may be 
  kept track of if desired. The normal scale used is such 
  that a single hex is roughly three feet/1 meter across. 
  Characters may move a number of hexes equal to their 
  Agility, though the number of hexes they can move 
  during a certain maneuver is noted in the maneuver 
  description. 
   
  Attack & Defense 
   
  To make use of an attacking maneuver, the 
  character rolls 1d10 + Style + Agility + The maneuver‘s 
  Accuracy. If the opponent attempts to defend themselves 
  from the attack, they must make a similar roll with their 
  defensive maneuver and get a higher total. However, the 
  GM may require a minimum target number of either 
  attacker or defender in exceptional circumstances, 
  especially where ranged attacks are concerned. 
   
  Defensive maneuvers can be used at any time, 
  regardless of whose turn it is, as long as the character 
  has enough APs left to perform the maneuver. 
   
  Damage 
   
  If an attack is successfully delivered, it inflicts 
  damage. The normal formula for damage is to take the 
  base damage of the maneuver, and add the base 
  damage of the appropriate stat (Strength for most, Focus 
  for Focus maneuvers). Damage of a successful 
  damaging attack (one which is supposed to inflict 
  physical harm) can never go below 1 point. 
   
  Basic Damage Table 
  Level 
  Base Damage 
  1 
  -3 
  2 
  -2 
  3 
  -1 
  4 
  +0 
  5 
  +1 
  6 
  +2 
  
  7 
  +3 
  8 
  +4 
  9 
  +5 
  10 
  +6 
  +1 damage per point above 10 
   
   
  Once the total damage is determined, the defender 
  gets to make a Soak Roll on 1d10 + Stamina. For every 
  4 points of the total, reduce the damage inflicted by 1 
  point. Other abilities (most notably the Body Hardening 
  discipline) may add to the  total of a Soak Roll. 
   
  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). 
   
  Dizzying 
   
  When in combat characters take blows in rapid 
  succession, it will tend to cause them to be briefly dazed. 
  If a character takes more damage than their Dizzying 
  Threshold (determined as Stamina + 8) in a single turn, 
  they are dizzied and may not take action the following 
  turn unless they can make a Stamina roll against a 
  difficulty of 20. 
   
  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). 
   
  Faking Moves 
   
  "McFly! Your shoe's untied!" 
   
   -- Biff, from Back to the Future 
   
  Faking people out has long been a pastime of the 
  obnoxious and sadistic, but starting with Street Fighter 
  Alpha 2, it‘s also something done by fighters, even 
  honorable ones like Ryu. 
   
  To fake a move, the fighter simply makes the motion 
  of the particular maneuver without actually doing it. To 
  determine if the opponent was fooled, make a contested 
  roll; the "attacker's" normal attack roll, against the 
  opponent's Intelligence + Focus. 
   
  If the opponent was faked out, they will react as 
  though the attack were real (i.e., prepare a defense, 
  etc.). If not, then they can attack normally, and the 
  "attacker" receives a penalty of -4 to defend during the 
  next turn. 
   
  Rage 
   
  “Do you feel the storm? It‟s coming.” 
   
   -- Terry Bogard, Fatal Fury the Motion Picture 
   
  Rage is a measure of the character‘s anger, 
  frustration, and pain during combat. In general, any time 
  an attack connects with the character, they gain Rage 
  Points equal to the total damage rolled by the attacker 
  before soaking, blocking, and so on. 
   
  A character‘s Rage Threshold is determined as 
  their Stamina + Will + Focus. When they reach a 
  number of rage points equal to their Rage Threshold 
  they are ―charged up‖ and the following conditions apply: 
   
   Super maneuvers may be performed. If such a 
  maneuver is performed, the character‘s Rage drops back 
  down to zero. 
   
   Damage of all non-super attacks is increased by +2 
  points. 
   
   Available APs are increased by +3. 
   
   After a number of turns equal to the character‘s 
  Focus their Rage will drop at a rate of 2 points per turn, 
  until it reaches zero. 
   
  Emotions and Rage 
   
  Needless to say, Rage is far more than simply a 
  game mechanic for roleplaying purposes. It is a powerful 
  emotion, which a fighter learns to channel to become 
  more effective in combat, to move beyond what they are 
  normally capable of for a brief time. 
   
  As such, the character‘s emotional state has a direct 
  effect on their Rage point total. There is no real way to 
  describe this in game terms, since human emotions are 
  so varied. However, in general, becoming more angry 
  will add a few rage points, and becoming more calm will 
  subtract a few. Really strong emotions will have a more 
  pronounced effect. This is especially apparent when a 
  close friend or love one is killed -- fighters have a habit of 
  jumping up beyond their rage thresholds when such 
  things happen, as evidenced by both Terry Bogard (in 
  Fatal Fury the Motion Picture, when Sulia dies), and 
  Gokuu (who achieves Super Saiya-jin form only when his 
  best friend Krillin is blown up). 
   
  Blind Rage (Optional) 
   
  "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. 
   
  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. 
   
  Lifting Weight 
  Strength 
  Bench Press 
  1 
  40 lbs. 
  2 
  70 lbs. 
  3 
  100 lbs. 
  4 
  175 lbs. 
  5 
  250 lbs. 
  6 
  325 lbs. 
  7 
  400 lbs. 
  8 
  525 lbs. 
  9 
  650 lbs. 
  10 
  800 lbs. 
  11 
  900 lbs. 
  12 
  1000 lb. 
  13 
  2000 lb. (One Ton) 
  14 
  3000 lb. 
  15 
  4000 lb. (Two Tons) 
   
  Weapons 
   
  “You may be tough, but I‟ve got my big iron ball!” 
   
   -- Chang Goehan, King of Fighters ‗95 
   
  In Thrash there are three basic types of weapons to 
  be concerned with. Melee weapons are those which are 
  held in the hands and must be swung directly at an 
  opponent. Missile weapons are various primitive ranged 
  weapons, including bows, crossbows, slings, darts, 
  shuriken, and so on. 
   
  Firearms are, of course, guns. Generally speaking, 
  only melee weapons are commonly seen in Thrash, but 
  the others can pop up from time to time. However, 
  firearms should be pretty limited in that respect. As it 
  said in the Street Fighter Storytelling Game, ―It‘s no fun 
  to have E. Honda wasted by a bunch of wise guys with 
  automatic weapons...‖ Thus, even though such things do 
  not happen in real life, martial artists can usually make 
  short work of people with guns, dodging bullets and so 
  on. 
   
  The basic weapon strikes are designated Light Strike 
  and Heavy Strike, and use the same modifiers as Light 
  and Heavy Punch (see the Maneuvers section), but with 
  the modifiers of the weapon added in. 
   
  Weapons are described by a series of five stats. 
  Hands is how many hands it takes to wield the 
  weapon, 1 or 2. Certain characters may be able to wield 
  a 2-handed weapon in one hand. Take the character‘s 
  Strength, and add to than half the level of the appropriate 
  weapons skill/discipline/whatever; if the total is 12 or 
  higher, they can wield it in one hand, and if it should be 
  15 or higher, they can even wield one of these ―two-
  handed‖ suckers in each hand. 
  Acc is short for Accuracy, and is a bonus or penalty 
  that is applied to the roll to hit with the weapon. 
  AP Mod is a modifier to the basic AP cost of using 
  the strike used. 
  Damage is the damage bonus, in addition to the 
  character‘s Basic Damage and the basic strike‘s 
  damage. 
  Reach is the number of hexes away the weapon can 
  hit an opponent; 0 means they must be within the same 
  hex. 
   
  Ranged weapons work a little differently; the damage 
  may be determined in the usual way, but if it is not listed 
  as a bonus (i.e., without the ―+n‖), then that is the total 
  damage. Further, the use of a ranged weapon does not 
  make use of the basic strike maneuvers, and thus lists a 
  total AP cost rather than a modifier. 
   
  Melee Weapons 
   
  Type 
   
  Hands 
   
  Acc 
  AP 
  Mod 
   
  Damage 
   
  Reach 
  Bagh Nakh 
  1 
  +2 
  -2 
  +1 
  0 
  Battle Axe 
  2 
  +1 
  -1 
  +3 
  1 
  Bo 
  2 
  +1 
  -1 
  +2 
  2 
  Bokken 
  2 
  +2 
  -2 
  +2 
  1 
  Dagger 
  1 
  +2 
  -2 
  +1 
  0 
  Flail 
  2 
  +1 
  -1 
  +3 
  1 
  Hook Sword 
  2 
  +1 
  -1 
  +2 
  1 
  Jo 
  1 
  +1 
  -1 
  +2 
  1 
  Kama 
  1 
  +2 
  -2 
  +2 
  1 
  Katana 
  2 
  +1 
  -1 
  +3 
  1 
  Kris 
  1 
  +2 
  -2 
  +2 
  1 
  
  Kusarigama 
  2 
  +2 
  -2 
  +2 
  1/2 
  Longsword 
  2 
  +2 
  -2 
  +3 
  1 
  Mace 
  1 
  +2 
  -2 
  +3 
  1 
  Morning Star 
  1 
  +1 
  -1 
  +3 
  1 
  Naginata 
  2 
  +1 
  -1 
  +3 
  2 
  Ninjato 
  1 
  +2 
  -2 
  +3 
  1 
  No-Dachi 
  2 
  +0 
  +1d6 
  +0 
  1 
  Nunchaku 
  1 
  +1 
  -1 
  +1 
  0 
  Rapier 
  1 
  +1 
  -1 
  +2 
  1 
  Sai 
  1 
  +2 
  -2 
  +2 
  0 
  Scimitar 
  1 
  +1 
  -1 
  +3 
  1 
  Shikomi-Zue 
  2 
  +2 
  -2 
  +2 
  2 
  Shortsword 
  1 
  +1 
  -1 
  +2 
  1 
  Spear 
  2 
  +2 
  -2 
  +2 
  2 
  Steel Whip 
  1 
  +0 
  +0 
  +1 
  2 
  Three-Section 
  Staff 
   
  2 
   
  +0 
   
  +0 
   
  +1 
   
  1 
  Tonfa 
  1 
  +1 
  -1 
  +2 
  0 
  Two-Handed 
  Sword 
   
  2 
   
  -1 
   
  +1 
   
  +1d6 
   
  1 
  Wakizashi 
  1 
  +2 
  -2 
  +2 
  1 
  Whip 
  1 
  +2 
  -2 
  +2 
  2 
   
  Bagh Nakh: This Indian weapon consists of a metal 
  bar held in the palm of the hand, with four metal ―claws‖ 
  protruding from the fingers. 
   
  Battle Axe: A large axe used for combat. 
   
  Bo: A wooden staff from Japan, the bo is some 8-9 
  feet long. 
   
  Bokken: A blunt wooden sword once widely used for 
  practicing kendo – it was later replaced by the relatively 
  harmless shinai. 
   
  Dagger: This describes any number of short fighting 
  knives. 
   
  Flail: This weapon consists of a handle with one or 
  more spiked balls attached to it by a chain. Attempting to 
  parry a Flail is very difficult, and incurs a -4 penalty to the 
  accuracy. 
   
  Hook Sword: A sword whose blade curves around to 
  form a large hook, making attempts to Disarm more 
  effective (+2 to Accuracy for attempts to Disarm). 
   
  Jo: The Jo is a short Japanese staff, about 2-3 feet 
  long. The stats for the Jo can also be used for Escrima 
  sticks. 
   
  Kama: The kama is a Japanese rice sickle, 
  consisting of a handle with a curved metal head attached 
  at a right angle. These are often used in pairs. 
   
  Katana: The Katana was the sword of the samurai. 
  No other weapon was so revered; an elaborate code of 
  conduct governed its use, and a sword would be tested 
  on executed criminals, or occasionally whatever peasant 
  happened by at the time. 
   
  Kris: While the Katana is Japan‘s most famous 
  weapon, the Kris is likewise the greatest of Indonesia. It 
  is a wavy-bladed knife/sword weapon, the snaking 
  curves of its blade making it more deadly in that it makes 
  larger wounds and can penetrate bones with greater 
  ease. The number of waves in the blade is always odd, 
  and the blade is often cracked, supposedly granting it 
  magical powers. 
   
  Kusarigama: The kusarigama is essentially a kama 
  with a rope attached that has a metal ring or weight on 
  one end.  
   
  Longsword: This is a long double-edged European 
  sword with a crossbar at the hilt, used throughout much 
  of Europe in Medieval times. 
   
  Mace: Maces are used by many cultures; essentially 
  a mace is a handle with a large, (usually metal) blunt 
  head attached. 
   
  Morning Star: Also known as a ―Holy Water 
  Sprinkler,‖ the morning star is essentially a mace with 
  numerous spikes coming out of its head. 
   
  Naginata: A Japanese polearm, whose use, in the 
  form of the martial art of Naginatado/Naginatajutsu, is 
  commonly taught to female warriors. 
   
  Ninjato: The sword of the Japanese ninja, the ninjato 
  is similar to other Japanese swords in design, except in 
  that its hilt is longer than normal and the blade shorter, 
  with an oversized hand guard. This allowed it to be used 
  as a small stepladder, and also the hilt and scabbard 
  were used for various purposes, including storing cord 
  for climbing and such. 
   
  No-Dachi: A massive two-handed Japanese sword, 
  typically worn over the shoulder or on the back. 
   
  Nunchaku: This weapon consists of a pair of wooden 
  sticks, connected by a short rope or chain. Used by a 
  skilled practitioner, it can be a deadly weapon. These 
  can be used in pairs, but are equally effective when used 
  with both hands. 
   
  Rapier: A light, thin sword used primarily for fencing. 
  As such, it is used almost exclusively as a thrusting 
  weapon. The stats for the Rapier can also be used for 
  other fencing swords (epee, foil, fencing saber, etc.). 
   
  Sai: A Japanese parrying weapon, consisting of a 
  metal bar with smaller side hook on either side, parallel 
  to the bar. Closely related to the Sai is the Jitte, which is 
  basically the same, except that it only has one sidebar. 
  There are a few variations of this – sai and jitte with 
  blades, or combined with a gunsen (metal fan), though 
  all have more or less the same statistics. 
   
  Scimitar: A long, narrow, curved sword invented in 
  Arabia. 
   
  Shikomi-Zue: A deceptive weapon used by the ninja, 
  a shikomi-zue is a staff which conceals a weapon, either 
  a blade or a chain on the end. 
   
  Shortsword: This describes any number of short, 
  double-edged swords used throughout Europe. 
   
  Spear: Spears come in incredible variety, having 
  been created by different cultures all over the world. All 
  are essentially the same; a long pole with a dagger 
  attached to the end. It can be used for melee combat, or 
  as a thrown weapon 
   
  Steel Whip: This consists of a series of short metal 
  bars linked together, sometimes with a small blade at the 
  end. 
   
  Three-Section Staff: This weapon, known to exist 
  both in China and Malaysia, consists of three 16-20‖ rods 
  connected together by short lengths of rope or chain. It is 
  a very effective weapon in the hands of a skilled user, 
  adding +2 to the Accuracy of attempts to Disarm, and +1 
  to that of Blocks. 
   
  Tonfa: This Okinawan weapon consists of a wooden 
  bar with a handle towards one end, sticking out at a right 
  angle. The tonfa can be used for swinging and jabbing 
  attacks, and is an effective parrying weapon. 
  
   
  Two-Handed Sword: A large, straight, double-edged 
  sword which must be held with both hands. 
   
  Wakizashi: This Japanese sword is shorter than a 
  katana, and the wakizashi is most often used as a 
  companion sword for such. 
   
  Whip: Your typical bullwhip; around eighteen feet 
  long, it is used by certain animal trainers, pulp adventure 
  heroes, torturers, slave drivers, and other people, 
  unpleasant and otherwise. It has no effect on armored 
  targets. 
   
  Missile Weapons 
  Type 
  Hands 
  Acc 
  AP 
  Dam 
  Move 
  Blowgun 
  2 
  +1 
  6 
  2 
  None 
  Boomerang 
  1 
  +1 
  7 
  +2 
  4 
  Crossbow 
  2 
  +1 
  7 
  1d6 
  2 
  Javelin 
  1 
  +0 
  8 
  +3 
  3 
  Long Bow 
  2 
  +1 
  10 
  +2 
  None 
  Short Bow 
  2 
  +1 
  10 
  +1 
  None 
  Shuriken 
  1 
  +2 
  5 
  -2 
  4 
  Throwing Axe 
  1 
  +0 
  9 
  +2 
  3 
  Throwing Knife 
  1 
  +0 
  7 
  +1 
  3 
   
  Firearms 
  Type 
  Hands 
  Acc 
  AP 
  Dam 
  Move 
  Auto Pistol 
  1 
  +1 
  4 
  2d6 
  1 
  Auto Rifle 
  2 
  +0 
  3 
  2d6+3 
  None 
  Blaster Pistol 
  1 
  +0 
  3 
  2d6+3 
  2 
  Blaster Rifle 
  2 
  +0 
  3 
  3d6 
  1 
  Revolver 
  1 
  +2 
  8 
  2d6 
  1 
  Shotgun 
  2 
  -2 
  10 
  3d6 
  None 
  Sub-Machinegun 
  2 
  -1 
  3 
  2d6+2 
  None 
   
  Range 
   
  For Thrash purposes, Range isn't usually a factor for 
  projectile attacks, as the game concentrates on close-
  range combat. However, you might need them anyway, 
  so here you are. 
  Blowgun 
  Strength x 6 feet 
  Boomerang 
  Strength x 5 feet 
  Crossbow 
  600 feet 
  Javelin 
  Strength x 20 feet 
  Long Bow 
  600 feet 
  Short Bow 
  400 feet 
  Shuriken 
  Strength x 5 feet 
  Throwing Axe 
  Strength x 15 feet 
  Throwing Knife 
  Strength x 10 feet 
  Auto Pistol 
  150 feet 
  Auto Rifle 
  1000 feet 
  Blaster Pistol 
  2000 feet 
  Blaster Rifle 
  3000 feet 
  Revolver 
  120 feet 
  Shotgun 
  100 feet 
  Sub-Machinegun 
  600 feet 
   
  Armor 
   
  Most fighters don‘t wear armor in matches; it is 
  generally considered poor form, and, in some people‘s 
  eyes, borders on cheating. Of course, there are plenty 
  who like to cheat or who were taught that they should 
  wear armor. In any case, armor in Thrash works as 
  follows. All armor has four values; Coverage, Impact, 
  Thrust, and Encumbrance. 
  Coverage determines how well the armor covers the 
  wearer, and thus is used to determine if a blow hits on an 
  armored or unarmored location. Roll 1d10; if the roll is at 
  or under the Coverage, the armor defends normally. 
  Impact is the soak roll bonus given by the armor 
  against impact attacks (punches, kicks, chi blasts, blunt 
  weapons, etc.), while Thrust is a similar bonus against 
  blades, firearms, and so forth. 
  Firearms is the soak roll bonus against various types 
  of guns; modern armors are a considerably better 
  defense against these. 
   
  Encumbrance is a measure of how much the armor 
  impedes movement, and thus is applied as a penalty to 
  the character‘s Agility. 
   
  Armor Types 
  Type 
  Cover. 
  Imp. 
  Thrust 
  Fire. 
  Enc. 
  Flak Vest 
  4 
  +0 
  +4 
  +20 
  +0 
  Leather Armor 
  5 
  +4 
  +10 
  +0 
  -1 
  Chainmail 
  6 
  +8 
  +16 
  +2 
  -2 
  Scalemail 
  7 
  +10 
  +20 
  +3 
  -2 
  Platemail 
  8 
  +12 
  +22 
  +5 
  -3 
  Samurai Armor 
  8 
  +10 
  +20 
  +4 
  -3 
  High-Tech Armor 
  9 
  +16 
  +30 
  +25 
  -3 
   
  Epic Battle Rules (Optional) 
   
  “This will stop! I will pay you back! Because for one 
  such as you, forgiveness is never an option...” 
   
   -- Achika, Tenchi Muyo! In Love 
   
  The normal Thrash rules are just fine to handle the 
  small fights that are so common, but for the really big 
  fights, the (allegedly) final confrontations that usually 
  serve as the climactic scenes, the laws of physics usually 
  change a bit, upping the power level a few notches, so 
  that the fight takes a lot longer, and when the final attack 
  does come, it will be vastly more powerful. 
   
  There are entirely too many examples of this, but the 
  best I know of (and the most extreme) is the final battle 
  in Fatal Fury: The Motion Picture, when Terry Bogard 
  single-handedly fights, and defeats, Mars, the god of 
  war... 
   
  The GM may invoke the Epic Battle rules for any 
  fight they deem sufficiently important to the plot, but be 
  forewarned; such fights can and usually will take even 
  longer than usual. While an Epic Battle is taking place, 
  the following conditions apply: 
   
   All characters see their Health multiplied by 5. 
   
   All characters have unlimited Chi 
   
   Dizzying Thresholds are doubled. 
   
   Rage Thresholds are multiplied by 4, but attacks 
  performed while charged up do triple damage. 
   
   Double APs of all characters 
   
   If a character wishes to take a moment to talk 
  about something important to the plot, all concerned 
  must stop to listen to at least part of it before attacking 
  again. 
   
  Healing 
   
  Real-life combat can be very dangerous. A skilled 
  martial artist can kill his opponent with relative ease, 
  especially compared to a fighting game, where all it 
  takes is another quarter to resurrect a fighter. Thrash 
  
  tends to be a little more realistic than that, closer to 
  anime, where characters can sometimes sustain serious 
  injuries, and may even end up in the hospital. 
   
  When a character takes damage, they have been 
  hurt. In general, they will restore 1d6 Health per day, 
  provided they are given appropriate care for whatever 
  injuries they have sustained. 
   
  If a character takes enough damage to reduce their 
  Health to zero (or less), they are rendered unconscious 
  and will need immediate medical attention. 
   
  Death and Other Unpleasantness 
   
  Characters in fighting games and martial arts anime 
  do, in fact, die sometimes. Oh boy, do they ever. By then 
  end of Street Fighter Alpha 2, for instance, according to 
  one version Adon, Charlie, and Rose are all dead. 
   
  The point at which a character will die is generally 
  left up to the GM, but can usually be assumed to be 
  when their Health is forced below a negative amount 
  equal to their Stamina times 2. Of course, the GM should 
  feel free to ignore this if it is inconvenient for story 
  purposes. 
   
  For that matter, if you are doing comedic martial arts, 
  a la Ranma ½ and the like, you might as well remove 
  death from the picture for all practical purposes. Such 
  characters more or less never die. They get knocked 
  unconscious, hurled hundreds of feet into the air, and so 
  forth on a regular basis, and even get injured now and 
  then, but they never do seem to actually get killed. Even 
  so, they are apparently required to act as though it were 
  a very real possibility. 
   
  Cinematic Healing 
   
  “I AM REVIVED!” 
   
   -- Tatewaki Kuno, Ranma ½ Movie 3: Ranma Team 
  Vs the Legendary Phoenix 
   
  Ever notices how characters  in movies and anime 
  tend to have rather phenomenal recovery times? This is 
  another example of the cinematic nature of the genre at 
  work. When not directly fighting, a character may (with 
  GM approval) spend 1 experience point to heal all 
  damage and restore Chi points equal to their Focus + 
  Will. 
   
  Chi Recovery 
   
  If a character doesn't have any special means to 
  increase the recovery of chi points (e.g., Meditation, 
  Dragon Chi, etc.), they'll still naturally restore it at a rate 
  of 1d6-1 points per day, or 1d10-1 if they're in a place 
  with strong natural chi (for a character with Negative Chi, 
  this would have to be somewhere with strong Negative 
  chi, though such places are usually even rarer than they 
  positive ones). 
   
  Non-Combat Damage Sources 
   
  Obviously, getting into fights is not the only way to 
  get hurt. There are more than enough other ways to get 
  hurt and killed. In general, the damage for such is left up 
  to the GM; fires or electric shocks will usually inflict 
  around 1d6-2 to 6d6 damage, depending. 
   
  As for falling, a character will take 1d10 damage per 
  story for the first four stories, and an additional 1d6 
  damage per story thereafter. 
   
  Social Interaction 
   
  “Hey man! You wrecked my new place!” 
   
   -- Duck King, Fatal Fury the Motion Picture 
   
  In RPGs, as in real life, you will inevitably have to 
  deal with other people. Some will be nice, others not so 
  nice. In a genre where personal vendettas and seeking 
  out new techniques are so important, social interaction 
  most definitely deserves some attention. The important 
  thing to remember is that rolls shouldn‘t really be all that 
  important. Certainly you could just make rolls to see if 
  your character can fast-talk the guard into giving you 
  some information, but it can be infinitely more fun to 
  actually carry out the conversation. Besides, it means 
  that you actually have to come up with some good 
  reasons for it all. 
   
  Martial artists interact with society in a manner that is 
  a little different from most other types of characters. 
  They are celebrities of a dubious sort; not everyone 
  approves of such fighting contests, but many people 
  enjoy watching a good fight. And the best fighters are 
  known all over the world. This kind of fame can be a 
  mixed blessing; a character who is known all over the 
  world will have to deal with other people‘s preconceived 
  notions of what they are like, as well as having fans, 
  contending with reporters, and even see their faces in 
  the tabloids (just imagine a Street Fighter tabloid, with 
  cover stories on Chun Li‘s Miracle Diet, and M. Bison‘s 
  Love Child). The point is, fame means a lot of things to 
  different people; the media is very fickle, and stars can 
  be made or undone in a matter of minutes. 
   
  Experience 
   
  At the end of each adventure the GM assigns some 
  experience points to each character, depending on how 
  well they did overall during the course of the adventure. I 
  recommend assigning 2 to 10 points per adventure. 
  Experience points may be spent as follows: 
  Trait 
  Cost 
  Attribute 
  Current level x 6 
  Skill 
  Current level x 3 
  New Skill (Level 1) 
  3 points 
  Discipline 
  Current level x 4 
  New Discipline (Level 1) 
  6 points  
  Style 
  Current level x 5 
  Hybrid Style 
  Current level x 7 
  New Style (Level 1) 
  10 points 
  New Hybrid Style (Level 1) 
  12 points 
  Chi 
  3 per point 
  Health 
  3 per point 
  Maneuver 
  CP x 3 points 
  Advantage (Level Type) 
  Current level x 3 
  Advantage (Others) 
  CPs x 3 
   
  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 
   
  Training 
   
  “Wax on, wax off.” 
   
   -- Miyagi, The Karate Kid 
   
  Many martial artists spend an amazing amount of 
  time training, to make themselves better than they were 
  yesterday. After all, the true objective of pursuing the 
  fighting arts is to improve oneself. As such, PCs will likely 
  want to find time to spar, punch at training dummies, sit 
  under waterfalls, and so forth. 
   
  For every week spent training, the character will 
  accumulate one Training Point. Training points are 
  recorded on the character sheet, beside Experience 
  points. Training points can be spent on any trait directly 
  related to the martial arts (Strength, Agility, Stamina, 
  Focus, Will, Style, maneuvers, health, Chi,  Disciplines, 
  and appropriate skills) by spending a 50/50 mixture of 
  Training and Experience Points. Thus, if your style is at 
  +4, it would normally cost 20 Experience to get to +5, but 
  you could instead spend 10 Experience and 10 Training 
  Points. 
   
  Spontaneous Learning (Optional) 
   
  “Secret technique; sweet chestnuts roasting on open 
  fire.” 
   
   -- Shampoo, Ranma ½ 
   
  A lot of times in anime a character will discover a 
  new technique, maneuver, or whatever very suddenly. 
  The quintessential example of this is Ranma Saotome, 
  of Ranma ½ fame, who rarely needs more than two tries 
  to pick up a new move, or sometimes even an 
  understanding of an entire style. Needless to say, this 
  kind of learning curve is rather difficult to simulate under 
  the normal rules, since there are actual limitations on 
  how much new stuff a character can pick up. Even with 
  the Spontaneous Moves Advantage, you still have to 
  spend experience points for that sort of thing, but Ranma 
  would seem to have a virtually unlimited supply of 
  experience available. 
   
  And that‘s where the Spontaneous Learning rule 
  comes in. If the plot demands it, the GM may allow a 
  character to get a new maneuver either without paying 
  for it, or by ―borrowing‖ from the experience they will get 
  in future adventures (record an amount of ―negative 
  experience‖ which must be earned back to zero before 
  the can accumulate normal experience again). 
   
  Especially in the former case, GMs should be 
  hesitant to invoke this rule. For most characters, new 
  maneuvers will be pretty rare, and in any case, the 
  character will still have to do something in the way of 
  training to pick up the maneuver. It may be rather short 
  compared to what normal training is assumed to involve, 
  but should be required nonetheless. 
   
  Generally, this means they need to pass some sort 
  of ―test‖ to be able to learn the maneuver, as was the 
  case when Ranma learned the Sweet Chestnut Fist; he 
  had to pluck the chestnuts from a roaring fire without 
  burning his hands; once he was able to do that, he‘d 
  mastered the maneuver. In game terms, this would 
  probably require some kind of roll to do whatever 
  (ridiculous) task is required of them. 
  
  Chapter 7: GM Section 
   
  “GAME OVER!” 
   
   -- M. Bison, Street Fighter: The Movie 
   
  This section is not something that players shouldn‘t 
  see. Actually it might not be a bad idea for prospective 
  players to at least skim through it. Herein you will find a 
  general guide to GMing a Thrash campaign, with 
  suggestions for all different types of martial arts 
  campaigns. 
   
  Running A Martial Arts campaign 
   
  Running a martial arts campaign isn‘t too different 
  from normal roleplaying. The main difference is that the 
  genre has certain conventions attached to it. You can 
  ignore these if you want, but should at least be aware of 
  them. 
   
  Genre Conventions 
   
  ―Genre Conventions‖ is a fancy name for the ―rules‖ 
  under which works of a given genre function. These 
  rarely have anything to do with real life, like how crashing 
  vehicles in cop movies often seem to be loaded with 
  TNT. And anime and fighting games are guilty of some 
  of the most extreme defiances of reality imaginable. 
   
  Creating Your Martial Arts World 
   
  “The world... is a dark and lonely place...” 
   
   -- Ryouga Hibiki, Ranma ½ The Movie: Nihao My 
  Concubine 
   
  The first step is to figure out what kind of game world 
  you‘re dealing with here. Thrash is, to a significant 
  degree, geared to what we will call the Fighting Game 
  Mold, the cliched stuff where the game takes place in the 
  20th century, and centers around a fighting tournament, 
  which is usually run by some evil being(s) unknown. You 
  want examples of this? Look at nearly any fighting game 
  today. There are only a few that break this mold 
  (Samurai 
  Shodown, 
  Time 
  Killers, 
  Primal 
  Rage, 
  DarkStalkers, etc.). 
   
  If you are creating a game world along these lines, 
  then there are only a few considerations: 
   
   Who are the major villains & heroes? 
   
   What are the major tournament(s) called and who 
  runs them? 
   
   What special styles are involved in the campaign? 
   
  Apart from that, you can more or less infer the rest. 
   
  Being Creative 
   
  Of course, as a roleplayer you should be able to 
  think of quite a few other possibilities for using martial 
  arts in campaigns. The first an most obvious thing to do 
  is to get rid of the tournament structure, or make it 
  something minor in your campaign. After all, they are 
  time-consuming and require gobs of combat (which 
  means more time) and a supply of NPCs to get beaten 
  up (which means more time beforehand), and so on. 
   
  Time Period: Try changing the time period. Look at 
  Samurai Shodown; it takes place in feudal Japan. The 
  past has a lot of possibilities, though for the purposes of 
  martial arts roleplaying most of them are in various parts 
  of Asia. Of course, there were a number of Chinese 
  immigrants in Old West... 
   
  A more interesting (if time consuming) prospect is in 
  the future. In the near future you could combine martial 
  arts with cyberpunk (see the cybernetics rules in 
  Appendix 1) or post-apocalyptic (Fist of the North Star), 
  or further into the future with tournaments taking place 
  on the interplanetary scale (like in Star Gladiator or 
  Xenophage), though this would require a bit more work 
  in terms of designing all the aliens and their various 
  combat styles... 
   
  Location(s): One possible issue is the location of the 
  campaign. Most fighting games are rather international in 
  that respect, involving the best fighters from around the 
  world. However, as noted above, the time period makes 
  a big difference. In the past the locations for the 
  campaign will typically be a lot smaller, while in the future 
  they will usually be considerably bigger. Of course, that 
  need not be the case. In the future you might have a 
  campaign centering around colonists on a far-off world, 
  incapable of leaving there for another century. And in the 
  past, given the help of magic, who knows what might 
  happen. You could even make up an original world of 
  some sort, leaving Earth behind entirely. 
   
  Technology: The level and type of technology can 
  make a big difference as well. The most visible example 
  of high-tech in fighting games is the occasional presence 
  of cyborgs and robots. How such new technologies affect 
  the society, and thus the sub-culture of martial artists, is 
  left up to the GM. 
   
  Elements 
   
  Regardless of when or where the campaign takes 
  place, there are certain things that it needs. 
   
  Action: Face it; the thing that makes fighting games 
  so cool is the challenge, the nifty visual effects, and the 
  cool action. Whatever happens in a martial arts 
  campaign, there should be some amount of high-octane 
  action tossed in if at all possible. Don‘t just put fights in 
  arbitrarily, mind you; they should be there for a reason in 
  some way related to the plot most of the time. In true 
  action movie tradition, it doesn't have to be a good 
  reason, though. 
   
  Humor: Most fighting games have some amount of 
  humor in them. Take a look at street fighter, which now 
  includes characters like Sakura and Dan, or check out 
  the ending of King of Fighters ‗96 with the Koukugenryu 
  Karate team (Robert, Ryo, and Yuri). The humor in 
  fighting games tends to be pretty damn funny, but it is 
  always kept in its place, saved for the times between 
  fights and usually confined to characters who are 
  ―designated‖ as being silly (Dan, Sakura, Yuri, the 
  Psycho Soldier Team, Mai, etc.).Of course, depending 
  on the campaign you might want to tone down or play up 
  the humor. Fist of the North Star is fairly depressing all 
  the way through, while Ranma ½ rarely fails to be 
  hilarious. 
   
  Weird Powers: In fighting games and anime it is 
  pretty easy to create effects that would be impossible to 
  do convincingly in a live-action film, and in Hong Kong 
  films they rarely care. Thus, in all three cases weird, 
  flashy, and  above all, extremely cinematic powers are a 
  constant. In Thrash the rules pay a lot of attention to real-
  
  life martial arts stuff, but there is also plenty of info on 
  more cinematic abilities, and if the maneuvers aren‘t 
  enough, you can refer to Appendix 1 for more strange 
  powers. 
   
  Subplots: 
  Especially 
  in 
  anime, 
  subplots 
  are 
  important. The individual characters all usually have their 
  own lives to worry about in addition to the overall plot of 
  the campaign; lovers, relatives, personal enemies, and 
  so on are all important to keeping an anime feel to the 
  game. 
   
  More Action: Just a quick reminder; action is 
  important. The idea is to have a good mix of action and 
  pathos in the game. 
   
  Power Level: The overall power level is an important 
  consideration -- most Thrash characters are in the 
  business of ass-whipping, but the question is, how good 
  at it are they? Of course, for anime purposes, power 
  levels for martial arts have classifications along the lines 
  of 
  Powerful, 
  Very 
  Powerful, 
  Extremely 
  Powerful, 
  Unbelievably Powerful, and Dragonball Z, though the 
  latter two would probably stretch the boundaries of the 
  system a bit too far (to say that running a DBZ type 
  campaign would be problematic in terms of mechanics 
  would be an understatement). 
   
  Anyway, as GM it‘s up to you to decide how powerful 
  you want your PCs to be. After all, you‘re the one who 
  has to come up with NPCs that can variously be beaten 
  by them and kick their asses (thugs and main enemies, 
  respectively). Characters created using the basic rules 
  can be fairly powerful, depending, but you may wish 
  them to be more so -- high powered campaigns can be 
  fun if you do them right. If this is the case, I recommend 
  giving them an allotment of experience points to spend 
  after character generation, typically anywhere from 20 to 
  60, maybe even more. Just remember, though, that if the 
  PCs are powerful, they need enemies who are even 
  more powerful. 
   
  Cliched Enemy Types 
   
  Needless to say, anime is full of clichés. It‘s what the 
  genre thrives on. As such, most major villains fall into the 
  following five categories: 
  1. Evil Warlord: The evil warlord is a vastly powerful, evil 
  warrior with a military theme; he will usually run some 
  small country and/or terrorist organization. Examples: 
  M. Bison/Vega, Omega Rugal 
  2. Ultimate Martial Arts Evil: This is a vastly powerful evil  
  warrior who is dedicated to the martial arts. This is the 
  most common enemy to use a ―dark side‖ version of 
  the heroes‘ style. Examples: Akuma/Gouki, Wolfgang 
  Krauser, Goenitz 
  3. Crime Lord: Take your average crime boss and give 
  him martial arts abilities, preferably very powerful 
  ones. Often works for the Evil Warlord. Examples: 
  Geese Howard, Mr. Big, and all of M. Bison/Vega‘s 
  henchmen. 
  4. The Demon: It has come from another world, 
  summoned by an evil sorcerer (or something similar) 
  and wants only destruction! Examples: Zankuro 
  (SS3), Akuma/Gouki, Demon (Tekken 2), Ogre 
  (Tekken 3) 
  5. The Minion: These are the least of the baddies; the 
  small fries who get beat up by the heroes. They will 
  usually practice the same style as their boss (unless 
  it‘s supposed to be a big secret, in which case they‘ll 
  know some other one), and tend to be rather powerful 
  compared to the heroes in the beginning, but get 
  mowed down on a regular basis by the end of the 
  series (this is known as the Ronin Warriors Effect). 
  6. Dark Necromancer: This is the usual enemy with great 
  mystic powers derived from Magic, or occasionally 
  psionics. This sort is usually seeking to perform a 
  dark ritual that will call forth an even greater enemy – 
  The Demon (see above). Examples: Amakusa (SS3) 
   
  Roleplaying Anime 
   
  Most fighting games are made in Japan, and as a 
  consequence, they have a tendency to feature themes 
  reminiscent of Japanese animation, or anime. The art, 
  storylines, and characters are all routinely created with a 
  distinct anime feel to them. 
   
  That said, the question is, what does it mean as far 
  as roleplaying goes? 
   
  The answer to that question is rather complex. What 
  makes a drawing anime-style is easy to say; the huge 
  eyes, small noses, and (usually) tiny mouths are a dead 
  giveaway, along with the careful use of shading. But what 
  makes a story anime-style is another matter entirely. 
   
  Anime is a little different from any other style of 
  telling stories. The fact that it's animation rather than live 
  action means that anything that can be drawn is 
  possible. The fact that this has been done routinely 
  means than anything that looks cool is permissible -- 
  that's the only real rule as to what is and isn't possible. 
  Of course, the specifics and permutations of this 
  principle are too numerous to describe, but are best 
  though of as a series of clichés. 
   
  The important thing, however, is the story. The best 
  anime not only have great art, but masterful plots. An 
  anime story is an epic, with the main characters at the 
  heart of it. Few serious anime stories leave the world 
  quite as it was before. This can be difficult to do in a 
  roleplaying game, especially if you intend to keep the 
  game world resembling the original one, but can make 
  the game all the more exciting because of it. 
   
  Of equal, if not greater importance, however, are 
  subplots. No matter who they are or what they do, anime 
  characters nearly always have other things to worry 
  about besides the main plot. This can be nearly anything, 
  but love interests are extremely common, and old 
  enemies are a close second. 
   
  Another thing which is present in nearly all anime is 
  humor. Of course, unless the feature is a comedy, it isn't 
  likely to be laugh-out-loud funny, but any series has its 
  lighter moment, as shown by the comments of 
  characters like Mai Shiranui, Athena Asamiya, Dan 
  Hibiki, and Sakura, and that‘s to say nothing of how such 
  characters appear in anime adaptations of their 
  respective games. 
   
  Roleplaying Vs. Kicking Ass 
   
  As the GM of a game which emphasizes combat as 
  much as Thrash, you have to deal with the important 
  concern of balancing the combat with the actual 
  roleplaying. As with any RPG, it is best to think more in 
  
  terms of an overall story than anything else. Granted 
  you‘ll want to fit in a few fights here and there throughout, 
  but in anime and fighting games the pathos is what 
  makes the characters really cool, and, more importantly, 
  makes them human. Your NPCs need goals  and 
  problems every bit as much as the PCs do. 
   
  This is especially true of rivals. For villains this isn‘t 
  always true; a lot of fighting game and anime villains are 
  just really mean and want to get their way all the time 
  (Bison/Vega, Akuma, Amakusa, etc.). A rival, on the 
  other hand, is often of roughly equal power to the hero, 
  and typically is in the sort of conflict where both sides are 
  absolutely convinced that they‘re right. When they do 
  finally meet in battle, these tend to be the really cool 
  fights, with lots of yelling and such thrown in between 
  attacks. Not that other fights won‘t have a lot of talking. 
  Major villains are especially notorious for gloating, yelling 
  about how powerful they are, and so forth. 
   
  Send In The Clones! 
   
  “If you‟re going to copy me then at least be prettier 
  about it!” 
   
   -- Nakoruru, Samurai Shodown 
   
  Starting with the Championship Edition of Street 
  Fighter II, every fighting game allows for contests in 
  which both participants use the same character. Of 
  course, one would end up being a different color to let 
  you tell them apart. This wouldn‘t usually look too bad, 
  given that it usually was only their clothes that changed, 
  but a few of them had rather interesting changes to skin 
  colors... 
   
  How all this relates to the campaign depends on how 
  you wish to use it. In Samurai Shodown III they 
  introduced the idea of their being a ―Slash‖ and ―Bust‖ 
  version of each character. The Slash was their normal 
  self, while the Bust version was a dark(er) version. Thus, 
  while Slash Genjuro is merely vengeful and evil, Bust 
  Genjuro runs around yelling ―Blood! Blood! I need more 
  blood!‖ The storyline justifications for the existence of 
  such copies could be nearly anything; supernatural 
  creatures with the ability to transform (like the ―Copy 
  Cats‖ of Kabuki Klash), genetic cloning, magical 
  duplication, android copies, themselves from a parallel 
  universe, a long-lost (evil/good) twin... Whatever the 
  reason for their existence, if you do use clones, use them 
  for a good reason. 
   
  A conflict with someone who has your own face is 
  unnerving to all concerned, and could very easily be the 
  focus of an entire campaign. For that matter, an actual 
  mirror fight would be one of the most challenging of all, 
  since you‘d be dealing with a person who knows all of 
  your techniques in detail, and thus can anticipate what 
  you‘ll be doing. Of course, you can do the same to them. 
   
  Other Genres 
   
  "What, do you only know how to play fighing 
  games?" 
   
   -- Ryu, Super Puzzle Fighter II Turbo 
   
  Thrash is not necessarily limited to the martial arts 
  genre; you can easily use it to run games in other 
  genres. 
   
  Action Movies: Doing gun-toting heroes and all that 
  fun stuff is very easy to do. Characters who know martial 
  arts should rely mainly on fairly typical real-life type 
  maneuvers, combined with skill in using guns. Action 
  movie characters get things done by skill, luck, big guns, 
  and occasionally brains, rather than raw power. But then, 
  Extreme Vengeance might be better for this kind of 
  roleplaying. 
   
  Anime: The basic system can be used for nearly any 
  anime-style campaign; romantic comedies, magical girls, 
  and so forth are quite easy to do, especially with the 
  Transformation power available. Take a look at Rob 
  Pool's Anime Thrash sourcebook for ideas. 
   
  Fantasy: Creating a fantasy style campaign with 
  Thrash shouldn't be too hard. You just have to make up 
  quick stats for Elves and Dwarves, and add some new 
  styles -- Chivalry (for your knights and paladins), 
  Barbarian Fighting, etc. -- and set off on your bold quest. 
  Okay, so maybe you want to do a little more preparation 
  than that, but you get the idea. 
   
  Mecha/Sci-Fi: The information provided in the high-
  tech chapter of this book, combined with cybernetics and 
  whatnot should be sufficient to deal with cyberpunk or 
  other forms of science fiction roleplaying at a basic level. 
  To deal with mecha is a little trickier, and I would have to 
  recommend Mekton Z. Again, Rob Pool has something 
  for us in this genre too -- Mecha Thrash. 
   
  Monsters 
   
  “Look into it‟s eyes! It‟s… evil!” 
   
  “Man, that is one butt-ugly bird.” 
   
   -- Sasuke, Ranma, Ranma ½ Movie 3: Ranma 
  Team Vs. The Legendary Phoenix 
   
  They don‘t pop up too often, but an occasional 
  Snarling Monster (i.e., one that is not sentient, or at least 
  not humanoid) can be exciting to fight and such. 
  Examples include the Legendary Phoenix and the Orochi 
  (no relation) of Ranma ½. Such critters tend to be 
  extremely powerful, such that even the most powerful 
  martial artists should at least think twice before taking 
  one on. 
   
  Creating detailed rules on such monsters would be 
  both time-consuming and, in my opinion, pointless. As 
  such, monsters like this will use a very simple rule; the 
  GM decides what they should do, and they go for it. 
  Obviously, you have to be at least somewhat fair about 
  this – granted a character isn‘t likely to be able to survive 
  long against a dragon, but it‘s just no fun for the dragon 
  to toast him right away. 
   
  Of course, if you really want, you can refer to some 
  bestiary type of sourcebook from an RPG of your choice 
  and use that. 
  
  Appendix 1: Weird Powers 
   
  This section deals with various sorts of unusual 
  powers that show up from time to time in various fighting 
  tournaments. Most are fairly rare, though it would not be 
  hard to think of at least a few examples of each, 
  especially in the case of Elementals (Benimaru Nikaido, 
  Rimururu, Sogetsu, etc.). The inclusion of these in a 
  campaign are entirely up to the GM, especially since they 
  can make characters even more overpowered than 
  usual. 
   
  Aliens 
   
  “What are „ya?! Some kind of bottom-feeding scum-
  sucking algae-eater?!” 
   
   -- Duke Nukum 
   
  Extra Terrestrials do pop up occasionally in fighting 
  games, though usual only ones which take place in the 
  future, in which case the make up the majority of the 
  characters in the first place. In general, creating alien 
  races shouldn‘t be all that hard as far as the game stats 
  go, but the amount of information that is offered here is 
  somewhat limited, short of some general suggestions: 
   
  1. Attributes: Aliens will often have their basic stats 
  be different from humans in some way. The way I prefer 
  to do this is to have attribute points assigned as usual, 
  and then include a set of bonuses and penalties to the 
  various attributes, which ignore the normal maximums 
  and minimums when applied. 
   
  2. Special Powers: XTs will quite often have some 
  sort of weird powers. These should basically be 
  described in game terms, and generally be made to 
  count against the character‘s CPs. 
   
  3. Maneuvers: Dealing with tentacle creatures brings 
  up one big problem for a game like this; maneuvers. A 
  thing without legs or arms can‘t really punch or kick per 
  se, but on the other hand there are plenty of other things 
  it could do with its slimy limbs. Even humanoid aliens 
  may necessitate the inclusion of some new maneuvers, 
  especially if they have special powers that can be used in 
  new and interesting ways. 
   
  4. Styles: While alien characters could learn kung fu 
  or whatnot, it is equally likely that any given race has one 
  or more fighting styles of its own, often built around 
  exploiting the race‘s natural abilities to their fullest. 
   
  Cybernetics 
   
  “Robots with emotional problems...” 
   
   -- The Chairman, Robocop 2 
   
  Cyborgs don‘t show up too often in fighting games, 
  but they definitely exist (Fulgore, Omega Rugal, etc.). In 
  general, cybernetics are assumed to be pretty rare 
  among martial artists; most are the sort to be pretty 
  proud of their natural bodies in the first place (remember 
  Robocop 2?), not feeling any desire to replace parts of 
  them with unfeeling metal. As a result, cyborgs who 
  participate in tournaments will have to put up with a lot of 
  prejudice from other fighters, who see cybernetics as a 
  kind of cheating. For that matter, some tournaments 
  completely disallow cyborgs in the first place. 
   
  Cybernetics is considered to be a special Advantage, 
  costing 2 points per level, to a maximum of 6 levels. 
  Each level of Cybernetics has one major body part 
  replaced (arm, leg, torso, head) with mechanical 
  components, until at level 6 the character is nearly all 
  machine. 
   
  Note: Robots are another matter entirely; see the 
  Thrash Sourcebook for rules on robots, as well as 
  additional gadgets that may be of use to cyborgs. 
  Attributes: All cybernetic limbs function with a Strength of 
  9, or that of the character, whichever is higher. A 
  character whose limbs are all cybernetic may 
  purchase a Strength of up to 15 with normal attribute 
  points at no additional cost. 
  Soak Bonus: Add double the level of the character‘s 
  Cybernetics Advantage to all Soak rolls. 
  Special Maneuvers: Being a cyborg allows the character 
  to use artificially replicate various special maneuvers 
  (presumably through super-advanced technology or 
  whatever). In general, the level of the character‘s 
  Cybernetics Advantage, times two, can be used in 
  place of any attribute requirement, thought the CP 
  cost is increased by 1 point. 
   
  Cybernetic Systems 
   
  These are additional systems available to cyborgs in 
  order to make them more powerful. 
  Armor (1-4): While most cyborgs are equipped with 
  some small degree of armor protection, one with this 
  Merit will have rather heavy and effective armor. Add 
  +3 to the total of all Soak Rolls for each point of 
  Armor. 
  Computer System (1-5): All cyborgs require extensive 
  computer systems in order to operate, but a cyborg 
  with this advantage can actively make use of their 
  computer. 
  The 
  computer‘s 
  overall 
  level 
  of 
  sophistication is determined by the number of points 
  spent on it, and this may be used as an ―Intelligence‖ 
  to determine if the computer succeeds or fails when 
  attempting any given task. 
  Energy Source (4): The cyborg has an internal energy 
  supply, which may be used to supply energy for 
  various special maneuvers. In general, the character 
  can draw the equivalent of a number of Chi equal to 
  their Cybernetics Advantage‘s level per hour. 
  Integrated Weapon (Variable): The cyborg has a weapon 
  of some sort built into them. The cost is equal to half 
  the maximum damage of the weapon (rounded up). 
  For a firearm, add 2 points to that. 
  Sensors (1-4): The cyborg has additional sensory 
  enhancements; this can include thermal imaging, 
  night sight, telescopic sight, image enhancement, 
  enhanced hearing, and so on. In general terms, add 
  +2 to the total for perception-related rolls per point 
  spent on Sensors. 
   
  Elementals 
   
  “Burn in the fury of my flames, you worthless 
  weakling!” 
   
   -- Kyo Kusanagi, King of Fighters ‗95 
   
  An Elemental is someone who, for whatever reason, 
  has an inherent rapport with and control over one of the 
  elements. For game purposes we will not limit 
  Elementals to the four elements for two important 
  
  reasons. First of all, the four elements of earth, air, fire, 
  and water are only the Western version; Chinese and 
  Japanese lores also variously include Wood and Metal in 
  their views of the elements. And besides, fighting game 
  characters never conform to any definition of the 
  elements. Indeed, the two most common ―elemental‖ 
  specializations are Ice and Electricity. 
   
  Being an elemental of a given type counts as a 9 
  point Advantage. It is possible to be an elemental of 
  more than one type, but this is very rare, and usually 
  results in the character having conflicting sides of their 
  personality clashing all the time, or even multiple 
  personalities, each controlling a different element... 
   
  In game terms, the main advantage of being an 
  elemental is that it gives access to various maneuvers 
  which would otherwise either not be available or cost 
  considerably more. The selection of specials elemental 
  maneuvers is relatively small for two reasons. First of all, 
  there are countless possible other maneuvers that can 
  be created by simply combining maneuvers and 
  modifiers (especially for Fire and Electricity, where 
  Power Strikes and Chi Blasts would, in fact, make up the 
  bulk of the special maneuvers for most characters). 
  Second, new ones can always be made later anyway. 
   
  Maneuver Notes 
   
  The following maneuvers are changed in various 
  ways for elementals. The most common variation is in 
  cost, in which case this is normally listed with simply the 
  maneuver name followed by the reduced cost. 
  All: Rage Burn 3 
  Air: Air Jump 3, Ghost Form 5, Levitation 4, 
  Thunderclap 5, Whirlwind 4. 
  Earth: Healing 4, Regeneration 5, San He 3, 
  Shockwave 4. 
  Electricity: All Chi blasts are electricity-based at no 
  additional cost. Power Strike costs only +1. 
   
  Fire: All Chi blasts are Flaming at no additional cost. 
  Power Strike costs only +1. Fire Breath costs 4 points. 
   
  Ice: All Chi blasts are Ice Blasts at no additional cost. 
  Ice Crystal Blast costs only +1. 
   
  Wood: Healing 4, Regeneration 4, San He 3. 
   
  Other Powers 
   
  Generally speaking, there is no reason elementals 
  cannot pursue various chi powers and whatnot per se. 
  However, besides the fact that it isn‘t really keeping in 
  with their style, the various elemental-related powers 
  should be more than adequate. Besides, its reasonable 
  to assume that an elemental‘s innate powers do not 
  allow him to properly focus other forms of energy, or 
  whatever (GM discretion). 
   
  General Elemental Maneuvers 
   
  The following are maneuvers that are available to all 
  elementals, though the form that they take may vary 
  significantly with their element. 
   
  Elemental Aura 
   
  This 
  maneuver causes the character to be 
  surrounded by an aura composed of their element. This 
  lasts for one turn per two points of the character‘s Focus. 
  The basic effects are as noted below: 
   
  Air: The aura is composed of whirling wind. This 
  provides the character with a +8 bonus to all soak rolls. 
  Further, opponents who physically strike the aura with 
  their hands or feet must make a Strength roll to avoid 
  being thrown away from the character (1 hex in a 
  random direction) by the force of the winds. 
   
  Earth/Ice/Metal/Wood: The character is surrounded 
  by solid armor composed of their element. This provides 
  a bonus of +16 to soak rolls, but imposes a penalty of -2 
  to Agility. 
  Wood elementals may instead opt for a Leaf Shield 
  Aura. This consists of a whirling cloud of leaves that 
  surrounds the character, and effectively defends as per 
  an Air Aura. 
   
  Electricity: The character is surrounded by an aura of 
  crackling electricity. Anyone physically striking the 
  character (or doing so with something that conducts 
  electricity) will take damage based on the character‘s 
  Focus. The damage from physical attacks is likewise 
  increased by +1d6. 
   
  Fire: The aura is a raging flame; anyone physically 
  striking the character takes damage based on the 
  elemental‘s Focus, and the damage of all physical strikes 
  is increased by +1d6. 
   
  Water: The aura is composed of swirling water. This 
  provides the character with a +8 bonus to all soak rolls. 
  Further, opponents who physically strike the aura with 
  their hands or feet must make a Strength roll to avoid 
  being thrown away from the character (1 hex in a 
  random direction) by the force of the moving water. 
  Prerequisites: Focus 5 
  Character Points: 4 
  Accuracy: N/A 
  Action Points: 10 
  Chi Cost: 8 
  Damage: Special 
  Move: None 
   
  Elemental Form 
   
  This power enables the character to physically 
  transform into a being composed of their element. This 
  lasts for one turn per two points of the character‘s Focus. 
   
  Air: The character becomes composed of swirling 
  wind. This provides the character with a +15 bonus to all 
  soak rolls. Further, opponents who physically strike the 
  aura with their hands or feet must make a Strength roll to 
  avoid being thrown away from the character (1 hex in a 
  random direction) by the force of the winds. 
   
  Earth/Ice/Metal/Wood: The character becomes a 
  golem-like being composed of their element. This 
  provides a bonus of +24 to soak rolls, but imposes a 
  penalty of -3 to Agility. 
   
  Electricity: The character becomes a dynamo of 
  crackling electricity. Anyone physically striking the 
  character (or doing so with something that conducts 
  electricity) will take damage based on the character‘s 
  Focus + 1d6. The damage from physical attacks is 
  likewise increased by +1d6+2. 
   
  Fire: The character becomes a living inferno of 
  raging flame; anyone physically striking the character 
  takes damage based on the elemental‘s Focus + 1d6, 
  
  and the damage of all physical strikes is increased by 
  +1d6+2. 
   
  Water: The character becomes a being of living 
  water. This provides the character with a +15 bonus to all 
  soak rolls. The character also gains the ability to move 
  and flow like water; this has countless possibilities, 
  including fitting through small places, etc. 
  Prerequisites: Focus 7 
  Character Points: 9 
  Accuracy: N/A 
  Action Points: 12 to activate 
  Chi Cost: 14 
  Damage: Special 
  Move: None during activation 
   
  Elemental Rage (Super) 
   
  This fearsome power, an advanced version of Rage 
  Burn, enables the elemental to summon their full 
  potential for a short time. For the duration of an 
  Elemental Rage the character becomes a fountainhead 
  of power and destruction. 
   
  While Elemental Rage is maintained the character is 
  considered to have an Elemental Aura (as per the 
  maneuver) and may use any non-super maneuvers 
  directly related to their element without any Chi or 
  Willpower cost. The modifiers listed below are applied to 
  all maneuvers attempted while using Elemental Rage. 
  Prerequisites: Focus 5, Elemental Aura 
  Character Points: 5 
  Accuracy: +1 
  Action Points: -2 
  Chi Cost: 18 to activate 
  Damage: +2 
  Move: +2 
   
  Elemental Vortex 
   
  When this power is used, the character seems to be 
  swallowed up by a swirling vortex composed of their 
  element, and then deposited by a similar vortex that 
  descends from the sky. 
   
  The character effectively vanishes from their present 
  location, and reappears somewhere else, which can be 
  virtually anywhere on the planet, though they will not 
  reappear until the end of the scene, a few minutes or 
  even several hours later (GM discretion). Elemental 
  Vortex cannot be used to go anywhere within line of sight 
  of their starting position. 
  Prerequisites: Elemental Aura 
  Character Points: 6 
  Accuracy: N/A 
  Action Points: 8 
  Chi Cost: 10 
  Damage: None 
  Move: Special 
   
  Elemental Wall 
   
  This power calls forth a wall composed of the 
  element, whose surface area in square feet cannot 
  exceed the character‘s (Focus + Stamina) squared. For 
  Ice, Earth, Metal, and Wood this is a physical 
  obstruction, having 4 health points per square foot. Air 
  creates a wall of intensely moving wind, which throws 
  those who try to move through it out unless they can 
  make a Strength roll. Fire and Electricity create a wall 
  that damages those who touch it, inflicting damage 
  based on the character‘s Focus plus 1d4 for each turn of 
  exposure. An elemental wall will last for a number of 
  minutes equal to the character‘s Focus times three in 
  minutes. 
  Prerequisites: Focus 7 
  Character Points: 6 
  Accuracy: N/A 
  Action Points: 12 
  Chi Cost: 8 
  Damage: Special 
  Move: None 
   
  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. 
   
  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 
   
  Sense Element 
   
  This power gives the character an instinctive sense 
  of when their element is present within 100 feet per point 
  of Focus. 
  Prerequisites: Focus 5 
  Character Points: 2 
  Accuracy: N/A 
  Action Points: None 
  Chi Cost: None 
  Damage: None 
  Move: N/A 
   
  Air 
  Control Weather 
   
  This power enables the character to command the 
  weather in somewhat limited ways; they can alter the 
  temperature, summon clouds or fog, and so forth. 
  
  Prerequisites: Focus 8 
  Character Points: 3 
  Accuracy: N/A 
  Action Points: 16 
  Chi Cost: 5 
  Damage: None 
  Move: None 
   
  Flight 
   
  This power enables the character to actually fly by 
  riding the air. This triples the character‘s Move for short-
  range purposes. For distance flying the character can go 
  up to (Focus x 10) + 50 miles per hour. Lifting weight is 
  as per their normal lifting ability on the ground. Ground-
  based attacks cannot normally affect the character – only 
  Aerial and projectile ones. 
  Prerequisites: Focus 8 
  Character Points: 5 
  Accuracy: N/A 
  Action Points: 10 to activate 
  Chi Cost: 9 
  Damage: None 
  Move: Special 
   
  Hurricane Burst (Super) 
   
  The air elemental soars into the air, a swirling vortex 
  of wind forming around them, and then zooms down, 
  slamming the massive funnel of wind, as well as their 
  fists or feet, into the opponent. The elemental spends 
  three turns airborne when this is initially used, and then 
  comes down on a single opponent. Anyone struck by the 
  Hurricane Burst, damaged or not, will suffer a 
  Knockdown. This is considered an Aerial Maneuver. 
  Prerequisites: Flight, Whirlwind 
  Character Points: 5 
  Accuracy: +0 
  Action Points: Special 
  Chi Cost: 24 
  Damage: 2d6+12 
  Move: Special 
   
  Smoke 
   
  This power creates a field of smoke that covers a 
  one hex radius per two points of Focus. This smoke will 
  impede vision, effectively blinding those in the area of 
  effect. The cloud of smoke will remain until something 
  (like the wind) causes it to blow away. 
  Prerequisites: Focus 6 
  Character Points: 3 
  Accuracy: N/A 
  Action Points: 8 
  Chi Cost: 4 
  Damage: None 
  Move: None 
   
  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 
   
  Wind Strike 
   
  This maneuver is effectively the same as Kongjin, 
  except that the damage is caused by a burst of air. 
   
  Earth 
  Fissure 
   
  This power causes the earth to literally split open. 
  This can be made to happen anywhere within a number 
  of hexes equal to the character‘s Focus, and the fissure 
  made will be large enough to cause one person to fall in 
  (thus, the most common tactic is to have it open up 
  under someone suddenly). A fissure will be about 10 feet 
  deep, requiring a short climb to get out of, costing the 
  character 20 APs (10 if they have the Climbing skill). 
  This can only be used in places where there is earth (i.e., 
  dirt, stone, sand, etc.) for ground. An artificial floor 
  cannot be fissured, though it is possible to do so to 
  cement and asphalt, albeit for 16 APs and with a -4 
  penalty to Accuracy. 
  Prerequisites: Focus 6, Shockwave 
  Character Points: 5 
  Accuracy: +2 
  Action Points: 14 
  Chi Cost: 8 
  Damage: The fall will normally inflict 1d6 damage. 
  Move: None 
   
  Pillar 
   
  The opposite of the fissure power, Pillar causes the 
  ground to shoot upwards a good 10 feet, creating a pillar 
  of earth. This has the same restrictions on locations for 
  use as Fissure. 
  Prerequisites: Focus 6, Shockwave 
  Character Points: 5 
  Accuracy: +2 
  Action Points: 12 
  Chi Cost: 8 
  Damage: None 
  Move: None 
   
  Wrath of the Earth (Super) 
   
  This truly frightful display of elemental power causes 
  the very earth to become enraged at the opponent for a 
  short time. For its duration (a number of turns equal to 
  half of the elemental‘s Focus) the target of Wrath of the 
  Earth will be attacked by spikes rising out of the ground 
  
  every time they touch natural earth (stone, sand, dirt, 
  etc.), inflicting damage as noted below. 
  Prerequisites: Focus 8, Shockwave, and either Fissure 
  or Pillar. 
  Character Points: 6 
  Accuracy: N/A 
  Action Points: 17 
  Chi Cost: 30 
  Damage: 1d10/turn 
  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 
   
  Lightning Bolt 
   
  This power will call down a lightning bolt from the 
  sky, striking down an enemy. A lightning bolt attack 
  cannot be dodged unless the defensive roll (normally a 
  dodge) exceeds the attack roll by at least 6 points. 
  Prerequisites: Focus 8 
  Character Points: 6 
  Accuracy: +2/Special 
  Action Points: 15 
  Chi Cost: 12 
  Damage: 3d6 
  Move: None 
   
  Shock 
   
  This power enables the character to electrify their 
  entire body for short periods of time. Anyone touching 
  the character‘s bare skin (or anything they‘re wearing 
  that would conduct electricity) for any reason (including 
  being punched by them) takes damage as noted below. 
  Prerequisites: Focus 6 
  Character Points: 5 
  Accuracy: N/A 
  Action Points: 3/turn 
  Chi Cost: 6/turn 
  Damage: 1d4 
  Move: N/A 
   
  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 
   
  Firestorm (Super) 
   
  This powerful maneuver causes flames to rain down 
  over a large area. A Firestorm lasts for a number of turns 
  equal to the character‘s Focus. Each turn everyone 
  within a radius equal to the character‘s Focus in hexes 
  takes damage as noted below (may be soaked 
  normally). 
  Prerequisites: Chi Blast (Fire Blast) 
  Character Points: 6 
  Accuracy: +2 
  Action Points: 12 
  Chi Cost: 20 
  Damage: 1d10+10 
  Move: None 
   
  Magma Blast 
   
  This powerful and dangerous maneuver creates a 
  stream of molten rock at the opponent. The range is 
  equal to the character‘s Focus in hexes. 
  Prerequisites: Chi Blast (Fire Blast), Focus 8 
  Character Points: 7 
  Accuracy: -1 
  Action Points: 10 
  
  Chi Cost: 8 
  Damage: 1d10+2 
  Move: None 
   
  Smoke 
   
  Same as the Air maneuver. 
   
  Ice 
  Ice Blade 
   
  This power enables the character to call into being a 
  blade made of ice. Ice Blade uses the modifiers listed 
  below, and lasts either 3 minutes per point of Focus, until 
  destroyed, or until it is canceled by the user. 
  Prerequisites: Focus 5, Blades 2 
  Character Points: 4 
  Accuracy: +1 
  Action Points: -2 
  Chi Cost: 4 
  Damage: +1d6 
  Move: +0 
   
  Ice Slick 
   
  This power causes an area of the ground to be 
  covered with a layer of ice that makes it difficult for 
  others to move. The Ice Slick will cover a number of 
  hexes equal to the character‘s Focus, which can be a 
  number of hexes equal to their Focus times two away. 
  Characters (other than Ice Elementals) who walk on the 
  area of the Ice Slick are at -2 to all physical-related rolls, 
  and must make a roll on 1d10 + Agility every other turn to 
  stay standing. 
  Prerequisites:  Focus 4 
  Character Points: 4 
  Accuracy: +4 
  Action Points: 9 
  Chi Cost: 5 
  Damage: Special 
  Move: 2 
   
  Ice Slide 
   
  This power enables the character to move freely on 
  ice, sliding around at rapid speed without the possibility 
  of slipping. The character‘s Move is tripled for moving on 
  icy surfaces (including those they create themselves). 
  Prerequisites: Focus 4, Agility 4 
  Character Points: 3 
  Accuracy: N/A 
  Action Points: N/A 
  Chi Cost: 1 per minute 
  Damage: None 
  Move: Special 
   
  Ice Storm Blitz (Super) 
   
  This maneuver summons forth a great storm of ice 
  crystals. Everyone in a 1 hex radius per 2 points of the 
  character‘s Focus takes damage each turn for three 
  turns. 
  Prerequisites: Chi Blast (Ice Blast) 
  Character Points: 4 
  Accuracy: N/A 
  Action Points: 14 
  Chi Cost: 20 
  Damage: 1d4+1 
  Move: None 
   
  Metal 
  Flechette 
   
  This power enables the elemental to hurl a number 
  of small shards of metal at the opponent. Flechette has a 
  range equal to the character‘s Focus in hexes. 
  Opponents hit by the Flechette receive a -1 penalty to all 
  rolls for every 3 Health points lost from it, due to the pain 
  from the numerous pieces of metal stuck into them. The 
  metal shards will disintegrate after a few hours. 
  Prerequisites: Focus 6 
  Character Points: 6 
  Accuracy: +1 
  Action Points: 7 
  Chi Cost: 6 
  Damage: 1d6 
  Move: None 
   
  Iron Spike Wave (Super) 
   
  This powerful and deadly maneuver causes a series 
  of massive iron spikes to spring up from the ground and 
  them melt back into it. This maneuver affects all targets 
  in a straight line stretching a number of hexes equal to 
  the elemental‘s Focus. Anyone struck by it suffers a 
  knockdown. 
  Prerequisites: Focus 8 
  Character Points: 6 
  Accuracy: -1 
  Action Points: 12 
  Chi Cost: 22 
  Damage: 2d6+10 
  Move: None 
   
  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). 
   
  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 
   
  Summon Wave 
   
  This maneuver sends out a wave of water in a 
  straight line, such that it will strike all who are in the 
  hexes along that line.. It has a range equal to the 
  character‘s Focus in hexes, and causes a Knockdown if 
  it hits. 
  Prerequisites: Focus 6 
  Character Points: 7 
  Accuracy: +2 
  Action Points: 10 
  Chi Cost: 8 
  Damage: 1d6 
  Move: None 
   
  Swimming 
   
  ALL water elementals can swim. Face it, you simply 
  CAN‘T have a natural affinity for water if you don‘t get 
  wet now and then. However, an elemental with this 
  maneuver can do a more than that while in the water. 
  They can move along with ease, going at incredible 
  speed (base move is equal to the character‘s Will times 
  five!), and they are at +1 to the Accuracy and Move of 
  ALL maneuvers while swimming in this manner. 
  Prerequisites: Agility 5 
  Character Points: 4 
  Accuracy: N/A 
  Action Points: N/A 
  Chi Cost: 2/minute 
  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 Vortex 
   
  This maneuver is a water-based equivalent of the 
  Whirlwind maneuver, and apart from its composition, 
  functions as such. 
   
  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 
  Animate Plants 
   
  This power enables the elemental to cause plants to 
  become animated, and mentally command them to 
  move. The only limit to how many can be controlled is in 
  the character‘s mental ability to command them – each 
  plant controlled in this manner takes 4 APs per turn, and 
  2 Chi per turn. 
   
  Animated plants can take any reasonable actions 
  (GM discretion), though they will generally be rather slow 
  (Agility 3 at best in most cases), though larger plants (big 
  trees, etc.) will be very tough and strong. 
  Prerequisites: Focus 7 
  Character Points: 4 
  Accuracy: N/A 
  Action Points: 4 per plant controlled per turn 
  Chi Cost: 2 per plant controlled per turn 
  Damage: N/A 
  Move: None 
   
  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 
   
  Splinterburst 
   
  This power enables the elemental to hurl a number 
  of small splinters of wood at the opponent. This has a 
  range equal to the character‘s Focus in hexes. 
  Opponents hit by the Splinterburst receive a -1 penalty to 
  all rolls for every 3 Health points lost from it, due to the 
  pain from the numerous pieces of metal stuck into them. 
  These splinters will disintegrate after a few hours. 
  Prerequisites: Focus 5 
  Character Points: 6 
  Accuracy: +1 
  Action Points: 7 
  Chi Cost: 6 
  Damage: 1d6 
  Move: None 
   
  Monsters 
   
  If you want to stick werewolves, vampires, and so on 
  into your game, it is entirely possible, though it requires 
  an effort similar to that required for Aliens (see above). 
  Check out DarkStalkers (of which there may be a Thrash 
  sourcebook in the future) for ideas. 
   
  Mutant Animals 
   
  The term ―Mutant Animals,‖ though usually pretty 
  inaccurate, for our purposes refers to a sentient being 
  which is part human and part animal. Which part was the 
  original varies; some may have originally been animals, 
  while others might have once been human. How they 
  reached their current state is up to the player and/or GM; 
  strange chemicals, genetic experiments, and magic are 
  all possibilities, and more often than not the character 
  doesn‘t know where they came from anyway. 
   
  In game terms, being a mutant animal counts as a 3 
  point Advantage, plus the cost of any Special Abilities 
  that the character might possess (see below). This may 
  seem a bit low, but you have to also take into account 
  the potential social disadvantages of being a mutant 
  animal (like angry mobs…). 
   
  Special Abilities 
   
  The following are special abilities that might be 
  possessed by mutant animals. In general, animals have 
  certain abilities that humans do not; these are 
  represented in mutant animals by the special powers 
  below, which count as Advantages. If the natural animal 
  has an ability, it does not necessarily mean that the 
  mutant has to; it is entirely possible for it to have become 
  vestigial in their transformation. 
  Bite (1): The character has sharp teeth, and can execute 
  a bite against opponents. This gives them the Bite 
  maneuver for free. 
  Character Points: Special 
  Accuracy: -1 
  Action Points: 8 
  Chi Cost: None 
  Damage: +2 
  Move: 3 
  Climbing (2): This is a natural ability to climb, and grants 
  the character an effective climbing skill of 8. 
  Claws (2): The character has claws in their hands and 
  feet, which add +2 damage when used in combat. 
  This is in addition to the damage of a normal punch 
  or kick, but claws cannot be used for closed-fisted 
  punches 
  Flight (4): The character has wings which can be used to 
  fly somewhat. I say somewhat, because the fact of 
  the matter is that any creature of human size would 
  need an absolutely massive wingspan to be able to 
  fly (look in a physics textbook under Scaling). 
  Fortunately, this game is based on fighting games 
  and anime, both of which ignore that sort of thing. As 
  a result, the character can fly and glide, tripling their 
  move in combat. Physical strikes made while flying 
  are also at +2 damage due to the increased 
  momentum. 
  Gills (2): The character has retained natural gills as well 
  as grown lungs, and thus can breathe normally while 
  underwater, 
  Regrowth (4): Certain animals, most notably lizards and 
  some amphibians, have the ability to grow back lost 
  body parts. As a result, the character heals an extra 
  1d6 Health per day when damaged, and can even 
  regrow lost limbs. 
  Running (2): Certain animals, such as the Cheetah and 
  Kangaroo can run at great speed; double the number 
  of hexes they can run in a turn. 
  Swimming (2): The animal is an excellent swimmer, 
  considered to automatically have a Swimming skill of 
  8 (can be increased normally if desired), and their 
  Strength is doubled for determining how far they can 
  move in a turn while swimming. 
  Tail (2): Many types of animals have tails, and most 
  mutants will retain them, but a character with this 
  advantage will be able to use their tail for special 
  purposes; either as a prehensile tail, or a ―combat 
  tail‖ (purchasing both costs 4 CPs). A prehensile tail 
  allows the character to use the tail as a rudimentary 
  hand (-5 penalty to perform most tasks), while a 
  combat tail can be used for whipping opponents 
  (same basic damage as a Light or Heavy Punch) 
  and allows the character to select certain special 
  maneuvers which require such a tail. 
  Temperature Resistance (2): Certain animals live in 
  extremes 
  of 
  temperature 
  that 
  could 
  be 
  uncomfortable or even dangerous to humans. An 
  animal with this power will be resistant to either heat 
  (animals from tropical climes, deserts, etc.) or cold 
  (penguins, polar bears, seals, walruses, etc.). This 
  means that they will be entirely comfortable with that 
  range of temperatures, though going to the other 
  extreme will be very unpleasant (thick fur is not a 
  
  good thing to have in a rainforest, and likewise 
  scales are no good in the arctic). This does not grant 
  them any particular damage resistance (i.e., it would 
  not affect freezing or incendiary attacks). 
  Venom (4): Selecting this power requires that the 
  character first be able to Bite (see above), or have 
  some other means by which to deliver the poison. 
  Certain animals have the ability to poison their foes. 
  This usually is done by means of fangs (thus 
  requiring a biting attack), though some animals are 
  known to possess poisonous spurs on their limbs or 
  other parts of the body. When the venom is 
  delivered, it inflicts damage based on the attacker‘s 
  Stamina, divided evenly over the course of 6 turns, in 
  addition to the damage from whatever attack was 
  used to deliver the poison. A character with this 
  power has only a limited supply of the venom, and 
  thus may use this attack only a number of times 
  equal to half their stamina per day. 
   
  Mutant Animal Special Maneuvers 
  Claw Storm Charge (Super) 
   
  The mutant flies forward, lashing out with his claws 
  again and again. Make 4 damage rolls based on their 
  claw damage with the modifiers below. 
  Prerequisites: Mutant Animal, Claws, Agility 7 
  Character Points: 5 
  Accuracy: +0 
  Action Points: 18 
  Chi Cost: 10 
  Damage: 1d6 
  Move: 6 
   
  Leaping Rake 
   
  In this maneuver, the character leaps past the 
  opponent, raking them with their claws as they do so. 
  This is an Aerial Maneuver. 
  Prerequisites: Agility 5, Claws, Jump 
  Character Points: 5 
  Accuracy: +1 
  Action Points: 8 
  Chi Cost: None 
  Damage: +3 
  Move: 6 
   
  Pounce 
   
  The mutant leaps at the opponent and lands on them 
  with their claws. This is an Aerial Maneuver and if 
  executed successfully, causes a Knockdown. After a 
  Pounce the mutant may attempt to grapple with the 
  opponent, in which case the first such maneuver 
  attempted is at +4 to Accuracy. 
  Prerequisites: Agility 7, Claws, Jump 
  Character Points: 6 
  Accuracy: +0 
  Action Points: 10 
  Chi Cost: None 
  Damage: +1d6 
  Move: 6 
   
  Psychics 
   
  “Fool! You can‟t compare to my power!” 
   
   -- M. Bison, Street Fighter the Animated Movie 
   
  Psychics in fighting games tend to be very different 
  from the traditional conceptions of what they ought to be 
  like. There are a lot of reasons for this, but Capcom‘s M. 
  Bison (Lord Vega) is probably at the top of the list. Let‘s 
  face it, a character with powerful telekinesis would simply 
  be no fun to watch characters fight. They come towards 
  him, he mentally smashes them into little pieces. End of 
  round. So, characters like Capcom‘s Bison/Vega and 
  Rose, and SNK‘s Athena Asamiya and Sie Kensou wield 
  psychic power that manifests are a curious form of 
  energy manipulation combined with limited psychic 
  sensitivity and mind control powers in some cases. And if 
  they are capable of telekinetic manipulations, these will 
  be usually limited to the character propelling themselves 
  at the opponent in some way (as show by maneuvers 
  such as Bison‘s Psycho Crusher and Athena‘s Phoenix 
  Arrow). 
   
  As a rule, fighting game psychics always wield the 
  most cinematic abilities, which are usually energy-based 
  and very powerful. Nearly all such characters are 
  capable of chi blasts of one sort or another. Thus it may 
  be better to think of fighting game psychics more in 
  terms of ―psychic energy elementals‖ than anything else. 
   
  Being a psychic counts as a special Advantage, and 
  costs 2 points per level. The level of one‘s psychic power 
  determines how powerful manifestations of that power 
  are, and thus is used in place of the Focus attribute to 
  determine damage and such for psychic effects (as well 
  as the Focus Prerequisite of many maneuvers). Focus 
  maneuvers purchased as psychic powers see their cost 
  reduced by 2 points (to a minimum of 2) as well. 
   
  Adding the Power Strike modifier to a maneuver 
  costs only +1 CPs, always manifests as seething psychic 
  energy, and costs only 1 Chi. 
   
  Psychic Disciplines 
   
  Psychic 
  Disciplines 
  are, 
  in 
  essence, 
  special 
  Disciplines which grant psychic abilities. These may only 
  be possessed by psychic characters, and their level may 
  not exceed that of the character‘s Psychic advantage. 
   
  Astral Power 
   
  The Psychic Discipline of Astral Power grants the 
  character the ability to perceive and interact with the 
  Astral Plane, a level of reality that is wholly mental and 
  spiritual in nature. Beings can exist there only in a non-
  physical manner, but since it overlaps our physical 
  reality, those present in the Astral Plane can observe and 
  possibly even affect those in the Physical Plane. 
  1. Astral Sight: This power enables the character to look 
  into the astral plane, and see whatever might be going 
  on in there.  
  2. Astral Projection: This is effectively the same as the 
  Mind Walk maneuver, except that the Chi cost to activate 
  is 8, and the duration is based on the character‘s Psychic 
  level rather than Focus. 
  3. Astral Healing: This power allows the character to heal 
  astral forms, whether their own or someone else‘s. They 
  can heal 1d6 Health per 3 Chi spent. 
  4. Extended Astral Projection: This is essentially the 
  same as the normal Astral Projection power, except that 
  
  the duration is 30 minutes per point of the character‘s 
  Psychic advantage. Costs 8 Chi. 
  5. Avatar Projection: This power enables the character to 
  project an image of themselves into the physical plane 
  from the astral plane. This has no physical presence, but 
  is very conspicuous. It can be maintained for two turns 
  per level of Astral Power. Costs 6 Chi. 
  6. Astral Transference: This is a variation of Astral 
  Projection in which the character temporarily converts 
  their physical form into an astral one, having the added 
  advantage that they don‘t have to worry about what‘s 
  happening to their body while they‘re off in the astral 
  plane. There is no limit to how long an Astral 
  Transference can be maintained, though each time they 
  move into or out of the Astral plane it costs 5 Chi. 
   
  Aura Power 
   
  All beings naturally generate an aura, a sort of 
  psychic energy field, whose nature is indicative of that of 
  the person. Psychics with this discipline can perceive 
  and later affect these auras. 
  1. See Auras: This power allows the psychic to see and 
  interpret the aura of anyone within line of sight. The 
  psychic must make an roll on 1d10 + Intelligence + Aura 
  Power to interpret the aura, however. From this it is 
  possible to determine if they are psychic, elemental, etc., 
  general level of power, if they have positive or negative 
  chi, and their general age. 
  2. Disguise Aura: The psychic is able to change the 
  appearance of his aura for up to 1 minute per level of 
  Aura Power, so that other psychics with  the See Aura 
  ability can be made to believe him to be of another 
  species, not a psychic, more or less powerful, etc. 
  3. Steal Aura: This power works basically the same as 
  Disguise Aura, except that the character will precisely 
  copy the aura of another person. As a result of this, the 
  original aura being copied becomes somewhat distorted 
  for the next 1d6+1 hours. 
  4. Alter Aura: This power enables the character to modify 
  the appearance of another person‘s aura in the manner 
  of the Disguise Aura power. 
  5. Aura Bolt: This power functions as a Continuous Blast 
  Chi Blast, the only difference being that the character 
  channels the power through their aura, causing them to 
  be surrounded by an intense white glow just before it is 
  unleashed. 
  6. Aura Infusion: With this power, the character infuses 
  their aura with chi energy, causing it to blaze like fire. 
  This provides a bonus of +20 to all soak rolls, and 
  increases the damage of all hand to hand strikes by +3. 
  This costs 14 Chi, takes 14 APs to activate, and counts  
  7. Supreme Aura Bolt: This is a Mega-Attack version of 
  the Aura Bolt power, above. 
   
  Clairvoyance 
   
  The power of clairvoyance enables the psychic to 
  extend their senses to perceive occurrences in other 
  locations, regardless of normal physical limitations. To 
  do this, the character must make a roll on 1d10 + 
  Clairvoyance + Focus, the difficulty being based on the 
  distance between the psychic and what they are 
  attempting to see, and whether there are any 
  obstructions between. The character can only use one 
  sense at a time per level of Clairvoyance. 
   
  Precognition 
  This is probably one of the most fickle of psychic 
  powers. It is the ability to catch glimpses of the future. 
  However, the psychic has almost no control of this 
  whatsoever. In general, the GM may allow a roll on the 
  character‘s Precognition level. If the roll is successful, 
  the character has gained some small insight into the 
  possible future. This is usually a feeling about 
  something—a hunch that will probably turn out to be 
  correct. 
   
  Psychic Healing 
   
  Psychic power can easily be channeled to heal 
  rather than hurt. The Psychic Healing  Discipline 
  provides the same abilities as the Healing Path of 
  Sorcery (see Thrash), except that at level 9 the character 
  acquires the ability of Life Extension rather than 
  Resurrection, which can slow down the character‘s aging 
  to one fourth normal if they wish. 
   
  Psychokinesis 
   
  Psychokinesis is unique among psychic powers in 
  that it is very simple, and yet requires a great deal of 
  discretion on the part of the GM to keep it from becoming 
  unbalancing. As such, the point cost of Psychokinesis is 
  3 points per level at character creation. 
   
  At level 1, the maximum weight is one ounce per 
  point of Will. For levels , the weight is 2 pounds per level, 
  for levels 5-10 it‘s 4 pounds per level, and above level 10 
  it‘s 8 pounds per level. 
  Psychokinesis has numerous uses, so many in fact 
  that listing them all would be difficult, and new ones are 
  fairly easy to come up with. In general, the character can 
  create physical force in any pattern in any place within 5 
  feet per level. Simply lifting an object is amazingly easy, 
  but more complex tasks will require much more skill and 
  practice. For instance, messing with particular vital 
  organs would be hard (and for that matter would 
  probably require some knowledge of biology). As such, 
  the GM may require players to create and purchase 
  maneuvers to make use of this power for combat uses. 
   
  Telepathy 
   
  Telepathy is both subtle and dangerous. It allows the 
  character to sense and even alter the thoughts of others. 
  It is not normally a combative power, but its potential 
  uses out of combat are what make it terrifying. 
  1. Empathic Sense: The character can sense the general 
  emotional state of people and to a lesser extent, animals, 
  within a 6 foot radius per level of Telepathy. The 
  character can either get the overall general emotional 
  state of all the beings within the area, or scan one 
  specific individual, in which case their precise emotional 
  state can be ascertained, and the range is increased to 
  the level of their Telepathy times 20 feet. However, there 
  is a distinct possibility of use of this power causing the 
  telepath to actually feel the emotions they are sensing to 
  some degree, which can be disturbing, and even 
  dangerous. 
  
  2. Telepathic Sense: The character is able to read the 
  actual surface thoughts of others. Short of a Mind Shield 
  (see below), there is little one can do to prevent 
  telepathic probing, save to try and think of something 
  unimportant, and then they must be aware of the 
  telepath‘s probes in the first place. The general range for 
  telepathic sensitivity is 12 feet per level of Telepathy. 
  3. Projective Empathy: The character us able to project 
  their emotions at others. Thus, if they are scared, they 
  can put fear into the hearts of others. The range for this 
  is equal to ten feet per level of Telepathy, and anyone on 
  whom this is used may make a 1d10+Focus+Will roll to 
  prevent themselves from being overwhelmed by the 
  emotion, provided they are aware that the feeling is the 
  result of a psionic projection. When this power is used, 
  the psychic must spend 2 Chi per turn. 
  4. Projective Telepathy: The character is able to project 
  thoughts at others. Thus, they can send mental images, 
  words, or whatever into another person‘s mind. Whether 
  they can understand the telepathic message is another 
  matter entirely. The range for this is equal to the level of 
  Telepathy times ten feet. When this power is used, it 
  costs 1 Chi per turn. 
  5. Mind Shield: This power allows the psychic to maintain 
  a shield around their mind that protects from psychic 
  attacks and probes. It is relatively easy to learn to do, 
  and extremely useful. For rolls to resist psychic attacks 
  that directly affect the mind, half the level of the 
  Telepathy Discipline is added to the appropriate attribute. 
  Telepathic probes used while the mind shield is up have 
  their level effectively reduced by that of the user‘s 
  Telepathy level. Mind shield can be activated in an 
  instant (does not cost any APs), and remains up or down 
  (however the psychic left it) whether they are asleep or 
  awake. 
  6. Rapport: This is ability to enter a psionic rapport with 
  another being. That is, a state of psionic linking, in which 
  all surface thoughts and emotions of one are instantly 
  sensed by another person, and vice versa. The rapport 
  state is extremely disturbing to those who are not 
  adjusted to it. To form the rapport, the participants must 
  be within 6 feet per level of Telepathy of one another (the 
  highest Telepathy level from among the participants), 
  and it can be maintained at a range of up to 100 feet per 
  level of Telepathy! However, every minute of rapport 
  drains all concerned of 1 Chi. 
  There is no real limit to how many beings can par-
  ticipate in a rapport, although, as a rule of thumb, if the 
  sum of the Intelligence of all of them exceeds 50, it is 
  getting ―crowded‖ in there, and it becomes difficult to 
  concentrate. If someone is pulled into a rapport and 
  wants to get out, they must make a roll on 
  1d10+Will+Focus. 
  7. Suggestion: This power allows the psychic to mentally 
  affect another person in such a way that their sub-
  conscious becomes open to suggestions. This can be 
  used in two ways; either to make spoken commands 
  more effective, or to force the victim into a trance state, 
  where they are even more susceptible to suggestion. In 
  the first case, the psychic can make a roll on 
  1d10+Telepathy+Focus and spend 2 Chi before saying 
  something; if the listener (who must be within 4 feet per 
  level 
  of 
  Telepathy) 
  fails 
  a 
  contested 
  roll 
  on 
  1d10+Focus+Will, they will believe that statement, and if 
  it compels them to do something, they will likely do it. 
  If the psychic spends 6 Chi and makes a similar roll, 
  they can cause the victim to enter a trance state; at this 
  point, they will be only semi-conscious (although loud 
  noises, or being struck physically, will bring them to full 
  alertness), and whatever the psychic says will be firmly 
  planted into the victim‘s subconscious mind. However, it 
  is important to remember to tell the victim not to 
  remember being in the trance; otherwise the whole thing 
  will be ineffective. 
  Lastly, the victim always gets a chance to make a roll 
  to resist being compelled to do anything that is contrary 
  to their morals or principles. 
  8. Deep Probe: This power allows the telepath to probe 
  the mind of another on a much deeper level. To use this 
  power, the telepath must be touching the subject, 
  preferably on the forehead. If someone is aware of this 
  and wants to prevent it, they must make a roll on 
  1d10+Will+Focus. When doing a deep probe, the tele-
  path can explore the mental landscape of the subject, 
  and even look at memories. 
  9. Open Mind: The character is able to enter a state of 
  total telepathic sensitivity. Any surface thoughts within a 
  10 foot radius per level of Telepathy will be ―heard‖ 
  clearly by the telepath. This is handy if you want to know 
  where someone is, but is maddening when there is a 
  room full of active people. 
  10. Alter Dreams: This power enables the psychic to 
  forcibly take control of another person‘s dream (the 
  victim must be dreaming while it is used), altering it in 
  any way they can think of. They will be aware of what the 
  victim is dreaming about, and can affect it in any way 
  they wish. The psychic must be within 2 foot per level of 
  Telepathy of the dreamer. The psychic will also be 
  accomplished at controlling their own dreams, and rarely 
  is troubled in their sleep. 
  11. Mind Control: This power allows the psychic to totally 
  seize control of the mind and body of a victim, controlling 
  all mental, psychic, and physical abilities. Initiating mind 
  control requires eye contact; the victim can make a roll to 
  avoid being affected. Once controlled, a victim can be 
  made to do anything normally possible for them, 
  although all actions will be at a -4 penalty. While con-
  trolling someone in this way, they psychic cannot do 
  anything else. While controlled, the victim will be aware 
  of (and likely terrified by) everything that is going on 
  around them, but powerless to do anything about it. Mind 
  control can be maintained for up to 1 minute per level of 
  Telepathy. 
  12. Fantasy Experience: The psychic is able to take 
  control of the perceptions of one person per 2 levels of 
  Telepathy, and cause them to have a hallucinatory 
  experience, over which the psychic has total control. 
  While this is in progress, the psychic and all involved will 
  be effectively unconscious, but apart from the psychic, all 
  will remain so for 1d6 minutes afterwards. 
  People in this fantasy world will generally be 
  unaware of the fact that it isn‘t real, but if they are, or 
  simply try to disbelieve it, they can make a roll; if 
  successful, they will wake up. Remember that unless a 
  telepath, victims will rarely even realize that a fantasy 
  experience has started. 
  
   
  Psionic Maneuvers 
   
  Many Focus maneuvers can be used as psychic 
  powers; Chi Blasts (psychic energy blast), teleportation, 
  and so forth. Included here, however, are some 
  additional maneuvers which should likewise be of 
  interest to players creating psychic characters, which 
  require psychic power (and occasionally a psychic 
  discipline or two) to learn. 
   
  Induce Blindness 
  This power allows the psychic to temporarily knock 
  out the optic nerves. The victim will blinded unless they 
  can make a roll on 1d10+Focus+Will. All rolls requiring 
  sight are at -5 for the next 1d6+1 turns, and their Base 
  APs are halved. This power can be used on anyone in 
  line of sight. 
  Prerequisites: Telepathy 6 
  Character Points: 4 
  Accuracy: N/A 
  Action Points: 14 
  Chi Cost: 5 
  Damage: Special 
  Move: None 
   
  Induce Rage 
   
  This power causes victims to become enraged, such 
  that they quickly enter a fearsome bloodlust. When it is 
  used, Induce Rage causes the victim (can be anyone in 
  line of sight) to gain Rage points based on the psychic‘s 
  Focus damage plus 1d6+3; if this pushes them above 
  their Rage Threshold, they will begin attacking without 
  any regard for personal safety. 
  Characters with the Calm advantage have the 
  amount of Rage gained reduced by two times their Calm 
  level, and characters with Fury likewise have the Rage 
  gained increased by twice their Fury level. 
  Prerequisites: Telepathy 7  
  Character Points: 5 
  Accuracy: N/A 
  Action Points: 12 
  Chi Cost: 5 
  Damage: Special 
  Move: None 
   
  Kinetic Strike 
   
  This power lets the character put additional force 
  behind any physical attack, thereby increasing the 
  damage 
  (check 
  the 
  level 
  of 
  the 
  character‘s 
  Psychokinesis on the basic damage table and add that). 
  If the character‘s PK ability is at 6 or higher the 
  maneuver will also be made to cause a Knockdown. 
  Prerequisites: Psychokinesis 4 
  Character Points: 4 
  Accuracy: +0 
  Action Points: +3 
  Chi Cost: 6 
  Damage: Special 
  Move: +0 
   
  Mind Crush 
   
  This power causes the victim (who must be in 
  touched) to have their mental strength sapped, losing the 
  will to fight back. If this is used successfully, roll damage 
  based on half the attacker‘s Focus. The victim makes a 
  Soak Roll using their Will instead of Stamina; if the 
  ―damage‖ exceeds their Will attribute, they have been 
  affected. 
   
  Those affected become more passive, and are at -4 
  to APs and all attempts at combative activity. Further, 
  their Will is effectively halved for the next 2d6 hours. 
  Prerequisites: Telepathy 6 
  Character Points: 6 
  Accuracy: N/A 
  Action Points: 14 
  Chi Cost: 8 
  Damage: Special 
  Move: None 
   
  Pain 
   
  This causes intense pain to course through the body 
  of the target, resulting in a -6 penalty to any rolls they 
  make and having their APs halved. The range is equal to 
  10 feet per level of Psychic power, and the psychic must 
  concentrate intensely to use this power, which can be 
  used on anyone in line of sight. 
  Prerequisites: Psychic 6 
  Character Points: 6 
  Accuracy: N/A 
  Action Points: 12 per turn 
  Chi Cost: 3/turn 
  Damage: Special 
  Move: None 
   
  Possession 
  This power allows the psychic to transfer his or her 
  intellect into the body of another person, suppressing the 
  person‘s mind; the victim can make a contested roll on 
  1d10+Focus+Will to prevent this. Unlike mind control, 
  the psychic can decide whether or not the victim 
  experiences what is going on. A possession has a much 
  more limited duration, since the original intellect is still 
  within the body, and, whether the person consciously 
  tries to or not, is constantly fighting to remove the foreign 
  presence. For every minute of a possession, the victim 
  may make a roll on 1d10+Focus+Will; if successful, the 
  psychic is forced out, into the astral plane. While the 
  possession is taking place the character uses their own 
  mental attributes, and the physical ones of the person 
  possessed, except for Agility, for which they use the 
  average of the two. 
  Prerequisites: Psychic 5, Telepathy 7 
  Character Points: 6 
  Accuracy: N/A 
  Action Points: 16 
  Chi Cost: 8 
  Damage: None 
  Move: None 
   
  Sorcerery 
   
  Magic isn‘t too common in fighting games, though 
  there are certainly exceptions, most notably Amakusa 
  and Caffeine Nicotine in Samurai Shodown. In general, 
  
  sorcerous effects are not all that different from chi 
  powers (partly because sorcery is based on the power of 
  chi as well). 
   
  Sorcery is not a special advantage as is the case 
  with other types of Weird Powers, but rather a character 
  who is versed in the ways of magic must select one or 
  more of the Magic Paths. These are groups of related 
  abilities, which, in terms of cost, count as Disciplines. 
  Sorcery thus can be powerful, but requires more 
  preparation than other forms of power. Sorcerers must 
  spend a lot of time studying to learn new stuff, and they 
  must be able to prepare wards and whatnot in advance. 
  Further, many of the more powerful effects will require a 
  full-blow ritual, which could take hours to complete. 
   
  The casting of a spell can be accomplished via three 
  possible means. Doing it on the fly, by chanting or 
  concentrating requires two full turns (11 APs out of 
  each), and the Chi cost is doubled. The character can 
  create scrolls or Eastern-style wards to carry out the 
  effect; these cost the normal amount of chi, and have the 
  advantage that they can be prepared in advance and 
  then used immediately (4 APs). The last option is the 
  tricky one -- preparing a ritual. This cannot, of course, be 
  used in combat, and will usually require a number of 
  hours to complete. The character can magnify the effects 
  of the spell vastly in this manner, increasing the range, 
  damage, and so on by 100% by spending Chi equal to 
  the base cost over again. 
  In any case, successfully using a spell requires 
  making a roll on 1d10 + Path Level + Focus. 
   
  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 
   
  It is also possible to specialize in the use of magic; in 
  game terms this is considered to be a special ―style‖ of 
  sorts (though it cannot actually be used for combat 
  purposes, and does not affect your character‘s Base 
  APs). 
  It 
  does, 
  however, 
  provide 
  certain 
  other 
  advantages: 
   The level of a character‘s Sorcery is added to the 
  total for all attempts to use magic 
   It is also is added to their Will for the purposes of 
  determining their base Chi points. 
   
   Characters with the Sorcery style may learn Focus 
  maneuvers with the CP cost reduced by 2 points (to a 
  minimum of 2), though it does not allow for the purchase 
  of any other special maneuvers. 
   
   The following are some additional abilities granted 
  by the Sorcery Style. 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. 
   
  Magic Paths 
   
  This section includes some seven different Paths. 
  Additional ones will be introduced as needed in future 
  sourcebooks, and feel free to create them if you deem it 
  necessary, and, for that matter, extend the existing Paths 
  into higher levels if need be (after all, some only go up to 
  level 6). Also, remember that magical powers can 
  instead take the form of Focus (and occasionally Super) 
  maneuvers. 
   
  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. 
   
  Elemental Power 
   
  The Elemental Power Path is a little different from 
  other Magic Paths in that it grants access to various 
  elemental maneuvers, but does not actually provide any 
  powers in and of itself. When learning this Path, choose 
  one element; for every level of Elemental Power, the 
  character can learn one maneuver of that element, by 
  paying for it normally, though Super maneuvers cannot 
  be selected until the character reaches level 5 in that 
  Path. 
   
  Note that a character cannot select an element that 
  does not fall within the set of elements used by their 
  magic system; western mages are limited to earth, air, 
  fire and water, Japanese to stone, air, fire, water, and 
  wood, Chinese to stone, fire, water, metal, and wood, 
  and so forth. 
   
  Enchantment 
   
  Enchantment is the ability to place mystical power 
  into objects to varying degrees. The most common use 
  for this is in the creation of artifacts. There are no hard 
  and fast rules for enchantment, partly because it isn‘t 
  something that PCs normally do. As a generalization, 
  however, characters with the Enchantment path may 
  create artifacts whose levels are equal to or less than 
  those of their path level. The process will require days or 
  even weeks or months of work, as well as a minimum of 
  40 chi points per level of the Artifact (fortunately this 
  does NOT have to be paid all at once). The GM may 
  (and usually should) require that the sorcerer gather 
  some rather esoteric materials to complete the artifact. 
   
  Healing 
   
  The Healing Path enables the character to heal 
  others in various ways, ranging from the soothing of pain 
  all the way up to actual resurrection. 
  1. Soothe: The character can soothe pain with a touch. 
  This costs 1 chi per minute. 
  2. Cure Minor Diseases: The character is able to cure 
  minor diseases, such as colds and so forth. Costs 6 
  Chi. 
  3. Heal Light Wounds: The character can heal minor 
  physical damage, up to 1d6 Health. Costs 4 Chi. 
  4. Cure Major Diseases: The character is able to cure 
  more serious diseases, such as the flu. Costs 10 
  Chi. 
  
  5. Heal Major Wounds: The character can now heal 
  deeper wounds, up to 2d6 Health at a time. Costs 8 
  Chi. 
  6. Cure Chronic Diseases: Through an extended ritual, 
  the character can put an end to otherwise incurable 
  (but non-lethal) diseases and disorders, such as 
  arthritis, epilepsy, and so forth. Costs 30 Chi. 
  7. Mental Surgery: This potent ability enables the 
  character to perform a ―psychic surgery,‖, mentally 
  performing 
  actual 
  surgical 
  procedures 
  without 
  piercing the skin. The uses and effects of this vary 
  and are left to the GM‘s discretion. Costs 12 Chi. 
  8. Cure Lethal Diseases: At this point the character is 
  capable of truly miraculous feats – they can actually 
  eliminate lethal disorders, such as AIDS and cancer. 
  This requires an extremely lengthy ritual, often 
  lasting many days, and a minimum of 200 Chi. 
  9. Resurrection: The ultimate in healing, the character 
  can cause a person who has died to come back to 
  life. This must be performed within a week, and 
  requires a lengthy ritual and a minimum of 400 Chi. 
  However, resurrection has been known to have 
  some unforeseen effects… 
   
  Illusion 
   
  The Path of Illusion is at once one of the most feeble 
  and powerful of the paths. It enables the sorcerer to 
  create unreality. Illusory magics can deceive the mind as 
  well as the body, and if one is too believing, the effects of 
  an illusionists web of deception can become all too real. 
  1. Sound Illusion: This allows the sorcerer to create an 
  audio-only illusion. Those affected by it will hear 
  whatever the mage wishes, though the sounds will 
  not be real and thus will not show up on sensors or 
  recording devices of any sort. Costs 6 Chi. 
  2. See Through Illusions: This gives the character an 
  innate ability to sense whether or not something is an 
  illusion, and even block out its influence entirely if 
  they so desire. Using this costs no Chi, but does 
  require a roll on 1d10 + Focus + Illusion. 
  3. Multiple Image: This spell causes the caster to appear 
  to split into three separate images. Only one is the 
  real one, but short of chi sensitivity and the like, it will 
  be virtually impossible to determine which it is. In 
  such instances, the GM may wish to roll 1d6 
  whenever an attack is carried out on the mage – a 
  roll of 1-2 indicates they were actually attacked 
  rather than a phantom double. Of course, using an 
  area affect attack could encompass all three images, 
  and thus get the genuine article by default. Costs 6 
  Chi. The mage may also increase the number of 
  images, to a maximum of his level in Illusion, at a 
  cost of 2 Chi per additional image. 
  4. Alter Self: This spell allows the caster to make their 
  own outward appearance seem different. This may 
  be some subtle changes, or they may appear to be 
  an entirely different person. Regardless, they cannot 
  normally be distinguished from what they seek to 
  imitate, provided they make the spell casting roll. 
  Costs 8 Chi and lasts up to 1 hour per level of the 
  Path. 
  5. Invisibility: This enables the character to become 
  impossible to detect by visual means. This effectively 
  allows the character to move unnoticed in most 
  cases, provided they can move quietly and so forth. 
  Invisibility cannot normally be maintained in combat 
  (attempting to do so requires a roll on 1d10 + Focus 
  to maintain the invisibility after each action taken), 
  and thus the mage will normally reappear after 
  attacking or being hit. Costs 10 Chi and will last up to 
  30 minutes per level of the Path. 
  6. Dispel Illusions: The character can cause illusion to be 
  canceled, effectively eliminating all of their effects 
  with this spell. Costs 8 Chi. 
  7. Phantasmal Force: This spell summons forth a 
  complex illusion of a person or creature of some 
  sort. It can be as beautiful, horrific, or plain as the 
  caster‘s imagination can conjure, and can be of 
  virtually anything. Such an illusion will look and 
  sound quite real, but has no affect on one‘s senses 
  of touch, smell, and so forth. Costs 18 Chi. 
  8. Phantom Armor: This spell causes the caster to be 
  surrounded by illusory armor. Against those who 
  believe it to be real (GM discretion) it adds +20 to all 
  soak rolls. Costs 12 Chi. 
  9. Phantom Flame: This spell creates a gout of flame 
  (effectively a Continuous Blast Flaming Chi Blast), 
  which only damages those who believe it to be real. 
  Costs 8 Chi. 
   
  Lines 
   
  The path of Lines enables the character to sense 
  and manipulate the Dragon Lines (also known as Ley 
  Lines) that criss-cross the entire Earth, through which 
  Chi constantly flows. A character‘s level in the Lines Path 
  cannot exceed their level in the Feng Shui Discipline. 
  1. Sense Lines: The character can, by concentrating, 
  mentally sense the presence of Dragon Lines within 
  100 feet, and determine the direction of their flow 
  and whether they contain positive or negative Chi. 
  2. Dragon Chi: Same as the Negative Chi ability. 
  3. Draw Line: This power enables the character to draw a 
  line of Chi in the air. This can serve a number of 
  purposes. All such line drawings will last for one 
  minute 
  per 
  point 
  of 
  the 
  character‘s 
  Focus. 
  Obstructions created by the Draw Line ability can 
  prevent anything containing chi from passing (i.e., 
  anything living, as well as spirits, chi blasts and 
  whatnot). The mage will be unaffected by such, and 
  physical beings can make a roll on 1d10 + Will + 
  Focus to attempt to pass through. 
   
  Barrier: For 6 Chi the character can create a wall out 
  of chi, which things cannot pass through. 
   
  Flowing Spiral: The Flowing Spiral is a chi form that 
  can either gather ambient chi and pull it into the 
  ground (Spiral of Draining Chi), or pull chi out of the 
  earth and spread it through the area (Spiral of 
  Propagating Chi). In either case, this creates a field 
  which completely disrupts chi-based attacks of all 
  sorts. The creator of a Flowing Spiral must declare 
  whether it affects Positive or Negative Chi. Costs 10 
  Chi. 
   
  Knot of Obstruction: The mage draws a complex 
  ―knot‖ of chi that covers an area of up to 5 feet per 
  level of the Path. The Knot creates a Chi barrier such 
  
  that things can neither enter or leave the area of 
  effect. Costs 12 Chi. 
  4. Line Drifting: This allows the character fly, carried 
  along by the flow of Chi through the Dragon Lines. 
  This has the limitation that they cannot fly where 
  there aren‘t any Lines. Multiply the character‘s Move 
  by the number of Chi points that could be drawn with 
  Dragon Chi. Costs 10 Chi. 
  5. Line Sight: This allows the character to actually see 
  the Dragon Lines with their own eyes, at will. 
  6. Redraw Line: This spell lets the character change the 
  path of an existing Dragon Line. This is most often 
  used when the position of the line creates a hurtful 
  flow of chi. This requires an extended ritual and 
  costs a minimum of 30 Chi. 
  7. Line Constriction: This is one of the few combative 
  uses of the lines; the character must strike the 
  ground with their fist, sending a charge of chi through 
  a Dragon Line towards an opponent (who must also 
  be standing on a line). If this is used successfully, 
  the opponent will be held in place (as per San He) 
  for a number of turns equal to the sorcerer‘s Focus + 
  Lines. Using this costs 8 Chi and 8 APs. 
   
  Necromancy 
   
  Necromancy is the mystical art of dealing with death 
  and 
  the 
  dead. Although Necromancers are not 
  necessarily evil per se, they are usually quite insane, and 
  in any case, being one is, in most cultures, a major 
  stigma. 
  1. Pain: Same as the psychic maneuver, can be 
  maintained as long as the sorcerer keeps chanting 
  and concentrating. 
  3. 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. 
  4. 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. 
  5. 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. 
  6. 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. 
  7. 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. 
  8. 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. 
  9. 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. 
   
  Warding 
   
  The Path of Warding enables the character to create 
  wards, 
  pieces 
  of 
  paper 
  inscribed 
  with 
  mystical 
  calligraphy, making them instruments of magical power. 
  This is most often used to prevent beings from entering 
  or leaving an area, but the there are countless other 
  uses. 
  1. Charms: The mage is able to create simple charms. 
  These can have only the most minor of effects, and 
  are usually the sort that grant good luck, good 
  health, wards to repel demons (basically warning 
  signs saying that going in would be bad for their 
  health – only works against really stupid or 
  superstitious ones), and so forth. The magical power 
  contained in these is very minor (such that their 
  effects are left up to the GM‘s discretion) and they do 
  not cost any Chi to create. 
  2. Spirit Ward: Now the character can start to do some 
  serious stuff with their knowledge. Specifically, the 
  character can create a ward to repel spirits. When 
  the ward is created the mage makes the usual roll, 
  and any such evil influences that might attempt to 
  enter the area of the ward‘s influence must make 
  beat the casting total on 1d10 + Will + Focus. This 
  costs 4 Chi, though the caster may increase the 
  effective casting total (thereby making it more 
  difficult for things to get in) by +2 for each additional 
  point of Chi spent. 
  3. Ward of Sleep: Now we‘re getting somewhere. This is 
  a ward which when activated causes someone to fall 
  asleep for a minimum of 5 minutes per level of the 
  Path. The ward must be put near them if they sleep 
  willingly, or on their person (preferably the forehead) 
  if they don‘t want to sleep. Costs 10 Chi. 
  4. Being Ward: This functions exactly the same as the 
  Spirit Ward, but will affect a particular type of 
  physical being (designated by the caster). Costs 24 
  Chi. 
  5. Pain Ward: This is similar to the Ward of Sleep, 
  except that it causes incredible pain to the person 
  being affected, such that they will effectively be 
  incapacitated for its duration (2 turns per level of the 
  Path). Costs 6 Chi. 
  6. Power Ward: The character is able to create wards 
  that produce the effects of other abilities they 
  possess. A power ward must be ―programmed‖ to 
  function in a given way, and you must may double 
  the normal chi cost of all the abilities concerned. 
  Thus, the mage could create a ward that would fire a 
  chi blast at any intruders, heal others upon touch, or 
  whatever. 
  
  Appendix 2: Miscellaneous 
   
  This section basically serves to cover the stuff that 
  didn‘t fit anywhere else, notably the full rules for animal 
  companions, and some sample Artifacts. 
   
  Animal Companions 
   
  “Savor nature‟s fearful wrath!” 
   
   -- Nakoruru, Samurai Shodown III 
   
  This section presents the detailed rules for the 
  Animal Companion Advantage, described in Chapter 3. 
   
  Empathic Rapport 
   
  Any 
  character 
  with 
  the 
  Animal 
  Companion 
  Background shares an empathic rapport with their 
  animal. As a result, the character can mentally command 
  their Animal Companion, and they can communicate as 
  well. To issue commands, the character makes a roll 
  based on the level of their Animal Companion 
  background, as follows: 
  Level 
  Difficulty 
  APs 
  1 
  20 
  10 
  2 
  15 
  6 
  3 
  10 
  4 
  4 
  None 
  2 
  5 
  None 
  None 
   
  Animal Types 
  Type 
  Strength 
  Agility 
  Stamina 
  Health 
  Alligator 
  6 
  4 
  7 
  21 
  Bird of Prey 
  4 
  8 
  4 
  12 
  Camel 
  8 
  4 
  10 
  30 
  Dog 
  4 
  6 
  6 
  18 
  Elephant 
  14 
  3 
  20 
  60 
  Horse 
  10 
  6 
  10 
  30 
  Panther 
  8 
  8 
  8 
  24 
  Snake, Boa 
  5 
  3 
  6 
  18 
  Snake, Poison 
  4 
  3 
  4 
  12 
  Tiger 
  8 
  8 
  8 
  24 
  Wolf 
  6 
  8 
  6 
  18 
   
  Alligator/Crocodile: Special Attacks: Bite, Jaw Lock 
   
  Bird of Prey: Special Attacks: Beak, Diving Attack, 
  Talons 
   
  Camel: Special Attacks: Rear Kick 
   
  Dog: Special Attacks: Bite 
   
  Elephant: Special Attacks: Ram 
   
  Horse: Special Attacks: Rear Kick 
   
  Panther: Special Attacks: Bite, Claw, Pounce 
   
  Snake, Boa: Special Attacks: Bite, Constriction 
   
  Snake, Poisonous: Special Attacks: Bite, Venom 
   
  Tiger: Special Attacks: Bite, Claw, Pounce 
   
  Wolf: Special Attacks: Bite, Pounce 
   
  Animal Attacks 
  Attack 
  APs 
  Accuracy 
  Damage 
  Move 
  Beak 
  4 
  +2 
  1d4 
  +3 
  Bite 
  5 
  +0 
  1d6 
  +0 
  Claw 
  6 
  +1 
  1d6 
  +0 
  Constriction 
  8 
  -3 
  Special 
  None 
  Diving Attack 
  10 
  +3 
  1d6+1 
  +6 
  Jaw Lock 
  10 
  +0 
  Special 
  One 
  Pounce 
  9 
  -1 
  1d6 
  +4 
  Ram 
  10 
  +0 
  1d6+1 
  +3 
  Rear Kick 
  10 
  -2 
  2d4 
  One 
  Talons 
  7 
  +1 
  1d4 
  +0 
   
  Constriction: This is an attack whereby the snake 
  wraps itself around the victim and squeezes. Each turn it 
  is sustained the snake makes a Strength roll to 
  determine the damage, and the victim may make a 
  Strength roll to Attempt to escape. 
   
  Diving Attack: In this dangerous and lightning-quick 
  maneuver, a bird of prey swoops down on the victim, 
  attacking with its talons, and then quickly flying upward. 
   
  Jaw Lock: After biting, the animal is able to lock its 
  jaw in place, effectively holding its victim and inflicting an 
  additional 2 points of damage per turn. 
   
  Pounce: In this maneuver the animal hurls itself at 
  the opponent. This is considered an Aerial Maneuver. If 
  successful, the animal ends up on top of the opponent, 
  who suffers a Knockdown. 
   
  Ram: This is just running into the opponent head-
  first. Opponents suffer a Knockdown if hit. 
   
  Animal Companion Special Maneuvers 
  Focus 
  Beast Focus 
   
  This power enables the fighter to use Focus 
  maneuvers 
  through 
  his 
  animal 
  companion. 
  The 
  character may use any Focus maneuver with the effects 
  originating from their animal companion. Apply the 
  modifiers listed below. 
  Prerequisites: Animal Companion 4 
  Character Points: 4 
  Accuracy: -1 
  Action Points: -2 
  Chi Cost: +0 
  Damage: +0 
  Move: +0 
   
  Share Chi 
   
  This maneuver enables the character to draw on his 
  animal companion‘s chi and vice versa. Animals are 
  considered to have chi points equal to their Stamina plus 
  four; a character with this maneuver may draw on the chi 
  of his animal companion as though it were his own. 
  Prerequisites: Animal Companion 4 
  Character Points: 3 
  Accuracy: N/A 
  Action Points: N/A 
  Chi Cost: N/A 
  Damage: N/A 
  Move: N/A 
   
  Share Life 
   
  The ultimate bond, this maneuver allows the 
  character to temporarily meld their life force with that of 
  their animal companion. The character and their animal 
  companion are both considered to have one Health total, 
  equal to the sum of their individual totals, and damage to 
  either one will harm both. This lasts up to 10 minutes per 
  point of the characters Focus. 
  Prerequisites: Animal Companion 4 
  Character Points: 4 
  Accuracy: N/A 
  
  Action Points: 5 to activate 
  Chi Cost: 5 
  Damage: N/A 
  Move: N/A 
   
  Shared Eyes 
   
  This maneuver enables the character to see through 
  his animal companion‘s eyes and vice versa, at any 
  distance. The character can see whatever their animal 
  companion is seeing and vice versa. Remember that 
  most animals have monochromatic (colorless) vision. 
  Prerequisites: Animal Companion 2 
  Character Points: 3 
  Accuracy: N/A 
  Action Points: N/A 
  Chi Cost: 3 
  Damage: N/A 
  Move: N/A 
   
  Super Attacks 
  Beast Rage 
   
  This 
  fearsome 
  maneuver 
  causes 
  the animal 
  companion to be sent into a berserker rage, attacking 
  the opponent with everything it has. For three turns the 
  animal companion makes two attacks per turn against 
  the opponent, but cannot take any defensive action. All 
  attacks have the modifiers listed below, and attempts to 
  defend against them are receive a penalty of -5. 
  Prerequisites: Animal Companion 4, Focus 4 
  Character Points: 4 
  Accuracy: +3 
  Action Points: -1 
  Chi Cost: 10 to activate 
  Damage: +3 
  Move: +2 
   
  Artifacts 
   
  The following are some Example Artifacts --  
  additional ones may be created by the GM as needed. 
  These are lesser Artifacts, the sort that player characters 
  might own. There are also items of much greater power, 
  but these should be nearly Impossible to find, and can 
  easily be the focus of an entire story or even chronicle. 
   
  Belt of Strength (Level 4) 
   
  When worn, this ornate leather belt increases the 
  wearer's strength by 4 points. 
   
  Boots of Quickness (Level 3) 
   
  These Simple leather boots, when worn, make the 
  wearer very light on her feet, effectively adding +4 to 
  Agility. 
   
  Coat of Concealment (Level 1) 
   
  This long coat (usually a trenchcoat or similar) allows 
  the wearer to conceal in it any weapon or similar object 
  up to four feet long. 
   
  Elemental Shuriken (Level 1) 
   
  This shuriken functions exactly like a normal 
  shuriken, except that it inflicts an additional +3 damage. 
  Furthermore, each of these shuriken has a different 
  elemental symbol on it, and is considered to be an 
  elemental attack of that element. These are normally 
  made in sets of five; Japanese lore includes five 
  elements; fire, water, air, stone, and wood. 
   
  Enchanted Weapons (Variable Level) 
   
  Weapons are the most common types of artifacts 
  possessed 
  by 
  fighters, 
  although 
  they 
  are 
  rare 
  nonetheless. The level of an enchanted weapon depends 
  on its abilities. Start with the basic weapon description, 
  and add extra abilities as appropriate, each of which 
  affects the weapon's cost. Generally speaking, only 
  melee weapons are available, not missile weapons like 
  bows and arrows, and NEVER firearms. 
   
  Conduit Weapon (1): Any reasonable special attack 
  you know can be done through the weapon. Thus, if you 
  could produce a fireball, you could have it fired from the 
  blade of a sword. This can be helpful at times, since 
  virtually all fireball techniques normally require one or 
  both hands, as do all swords and most other melee 
  weapons. 
   
  Extra Damage: 1 point per +2 damage 
   
  Electrical Strike (1): By spending 4 Chi points, the 
  wielder can cause the weapon to become electrified 
  briefly, adding +1d6 to the damage inflicted. 
   
  Fire Strike (1): By spending 4 Chi points, the wielder 
  can cause the weapon to briefly become surrounded by 
  an aura of flames, adding +1d6 to the damage inflicted. 
   
  Indestructible (2): The weapon can NOT be 
  destroyed by any means. It is possible that some 
  extremely powerful magic could weaken or destroy the 
  weapon, but such an occurrence would be rare. 
   
  Magnifier Conduit (2): This enchantment works 
  basically the same as the Conduit weapon power, except 
  that it magnifies whatever attack is channeled through it. 
  Increase damage by +3 and Move by +1 for such 
  attacks. 
   
  Regeneration (1): If the weapon is damaged or 
  broken, and the pieces put together, it will repair itself, 
  becoming whole again within an hour. Also, the weapon 
  never wears out, and never dulls or rusts. 
   
  Speed (1): Reduce the AP cost of all uses of the 
  weapon by -2. 
   
  Spirit Strike (2): Rather than doing physical 
  damage, the weapon can be used to do damage to the 
  opponent's spirit, depleting Chi. The "damage" is inflicted 
  based on the attacker's Focus rather than their Strength, 
  and such an attack can be soaked, but with a Will roll. 
   
  Summoning (2): Wherever the weapon is, you can 
  summon it to yourself by making a Will roll. This requires 
  only one action, though you cannot move while doing so 
  and the Speed for this maneuver is -2. 
   
  Gloves of Power (Level 3) 
   
  When worn, these gloves increase the damage of all 
  punches by +3. 
   
  Hat of the Unseen (Level 2) 
   
  When this hat is worn, people will tend to overlook 
  the wearer, no matter what they might look like. They will 
  be quite obvious if one is staring right at them, but if seen 
  out of the corner of one's eye or in a crowd, people will 
  
  rarely, if ever, notice them, even if they appear 
  monstrous. 
   
  Robe of Blending (Level 2) 
   
  This Artifact appears as a Simple monk's robe, but 
  when activated by a mental command, it blends into the 
  surroundings like a chameleon. This increases the skill 
  level for Stealth and similar skills by 4 points. 
   
  Serpent Staff (Level 2) 
   
  This weapon appears and functions more or less like 
  a normal staff (choose a type), though it's a little bit 
  lighter and easier to use (reduce AP cost of all strikes by 
  -2). When the wielder wishes, however, the staff will 
  transform into a  snake. The size of the snake is roughly 
  equal to that of the staff, and its Strength is equal to the 
  staff's damage bonus times 2. The snake can be 
  mentally commanded by the owner of the staff (as 
  though it were a level 5 animal Companion), and made 
  to attack, flee, or whatever. If the snake is killed (it has 
  14 health) it will return to its true form (a staff), but will be 
  broken. 
   
  The Palladium Book of 
  Weapons, Armor and Castles 
   
  The Palladium Book of Weapons, Armor, and 
  Castles is an invaluable general sourcebook on ancient 
  weapons and other tools of war from all over the world. 
  To convert weapons, use the following formula: 
   
  Compendium Damage 
  Thrash Damage 
  0 
  +0 
  1 
  +1 
  2 
  +2 
  3 
  +3 
  4 
  +1d6 
   
  Dex Rating 
  Accuracy 
  AP Mod 
  0 
  +2 
  -2 
  1 
  +1 
  -1 
  2 
  +0 
  +0 
  3 
  -1 
  +1 
  4 
  -2 
  +2 
   
  Reach: Reach is assumed to be 0 if the length is 
  one meter or less, 1 if it's more than a meter, 2 if it's 2.5 
  meters or more, and 3 if it's over 4 meters. 
   
  Generic NPCs 
   
  The following is a small selection of stock characters 
  that you may need from time to time – minions for the 
  heroes to bash, cops to deal with, and so forth. These 
  are just quick stats, so don‘t read too much into them. 
  Please. 
   
  Beat Cop 
  Attributes: Intelligence 6, Focus 3, Charisma 5, Will 6, 
  Strength 6, Agility 6, Stamina 6, Appearance 4 
  Base APs: 9 
  Chi: 15 Health: 24 
  Dizzy Threshold: 14 Rage Threshold: 15 
  Base Damage: Strength: +2 
  Skills: Blunt Weapons 3, Computer 2, Drive Car 5, 
  Expert: Forensics 1, Firearms 4, First Aid 5, Interrogation 
  2, Streetwise 1 
  Advantages & Disadvantages: None 
  Disciplines: None 
  Styles: Special Forces 1 
  Special Moves: None 
  Other Maneuvers: Body Flip, Foot Sweep 
  Background: This is your average cop or detective, 
  who‘s just trying to do his job (well, usually). 
  Quote: ―That‘s all great Mister… Rugal… but you‘ll still 
  have to come down to the station with us.‖ 
   
  Soldier 
  Attributes: Intelligence 5, Focus 4, Charisma 5, Will 7, 
  Strength 7, Agility 6, Stamina 8, Appearance 4 
  Base APs: 10 
  Chi: 18 Health: 32 
  Dizzy Threshold: 16 Rage Threshold: 18 
  Base Damage: Strength: +3 
  Skills: Blades 1, Drive APC (or other military vehicle of 
  choice) 4, Expert: Demolitions 3, Firearms 7, First Aid 3,  
  Interrogation 2, Survival 4, Swimming 4 
  Advantages & Disadvantages: None 
  Disciplines: None 
  Styles: Special Forces 2 
  Special Moves: None 
  Other Maneuvers: Body Flip, Foot Sweep 
  Background: Your average tough soldier, trying to do 
  the best he can for his country (or savage dictator, or 
  whatever). 
  Quote: ―Let the pros handle this!‖ 
   
  Special Agent 
  Attributes: Intelligence 8, Focus 4, Charisma 7, Will 6, 
  Strength 6, Agility 7, Stamina 6, Appearance 6 
  Base APs: 11 
  Chi: 16 Health: 24 
  Dizzy Threshold: 14 Rage Threshold: 16 
  Base Damage: Strength: +2 
  Skills: Computer 4, Disguise 4, Drive Car 6, Escape 5, 
  Expert: Intelligence 4, Firearms 4, First Aid 3, 
  Interrogation 3, Language (pick one or more) 3+, Stealth 
  5, Survival 2 
  Advantages & Disadvantages: None 
  Disciplines: None 
  Styles: Special Forces 3 (occasionally something else) 
  Special Moves: None 
  Other Maneuvers: Body Flip, Foot Sweep 
  Background: An agent of one of the world's intelligence 
  agencies, be it the CIA, MI6, the the Chinese External 
  Defense Force, or whatever. 
  Quote: ―My name is Bond… Sevins Bond…‖ 
   
  SWAT Officer 
  Attributes: Intelligence 5, Focus 4, Charisma 5, Will 7, 
  Strength 6, Agility 7, Stamina 7, Appearance 4 
  Base APs: 10 
  Chi: 18 Health: 28 
  Dizzy Threshold: 15 Rage Threshold: 18 
  Base Damage: Strength: +2 
  
  Skills: Blunt Weapons 5, Computer 2, Drive Car 6, 
  Firearms 6, First Aid 3 
  Advantages & Disadvantages: None 
  Disciplines: None 
  Styles: Special Forces 2 
  Special Moves: None 
  Other Maneuvers: Body Flip, Foot Sweep 
  Background: The SWAT types are the special division 
  of the police that deal with really dangerous situations, 
  and are in general only a few steps removed from being 
  actual soldiers. 
  Quote: ―Okay clown! Put your hands where I can see 
  ‗em! … Hey! None of that glowing blue shit either!‖ 
   
  Thug 
  Attributes: Intelligence 3, Focus 4, Charisma 4, Will 7, 
  Strength 7, Agility 5, Stamina 8, Appearance 3 
  Base APs: 10 
  Chi: 18 Health: 32 
  Dizzy Threshold: 14 Rage Threshold: 19 
  Base Damage: Strength: +3 
  Skills: Blunt Weapons 3, Chain Weapons 3, Firearms 2, 
  Intimidation 2, Streetwise 7 
  Advantages & Disadvantages: None 
  Disciplines: None 
  Styles: Brawling 2 
  Special Moves: None 
  Other Maneuvers: None 
  Background: Yup, he's a thug allright. Bash his head 
  and keep going - you've got a lot more to thrash before 
  you get to fight the boss. And don't miss the 1-up under 
  the garbage can! 
  Quote: ―Grrr!‖ 
   
  Warrior Thug 
  Attributes: Intelligence 3, Focus 5, Charisma 5, Will 8, 
  Strength 8, Agility 5, Stamina 9, Appearance 4 
  Base APs: 12 
  Chi: 21 Health: 36 
  Dizzy Threshold: 17 Rage Threshold: 22 
  Base Damage: Strength: +4 
  Skills: Blunt Weapons 5, Chain Weapons 5, Firearms 3, 
  Intimidation 3, Streetwise 7 
  Advantages & Disadvantages: None 
  Disciplines: None 
  Styles: Brawling 4 (or occasionally a real martial art at 1-
  2) 
  Special Moves: None 
  Other Maneuvers: None 
  Background: This is the big thug who‘s the leader of the 
  lesser thugs and thinks he knows how to fight. Be 
  careful, because you only get three continues in this 
  game. 
  Quote: ―What‘s this?!?! The two of you?! At once?!?!? 
  FINE THEN!!!!!‖ 
  
  Appendix 3: System Notes 
   
  Style Construction Guidelines 
   
  The following is a quick system for making creating 
  new styles while ensuring game balance (to some 
  degree). 
  Prerequisites: Other prerequisites may be required, at 
  the discretion of the GM, but do not affect point value. 
   
  Attribute Requirement: -1 for each attribute that has 
  to be 6 or higher. -2 for any that has to be 9 or higher. 
  Attribute Bonus: 3 points per +1 to any attribute or +5 to 
  base Chi points. 
  Basic Maneuvers: The basic maneuvers given by the 
  style are purchased at the usual CP cost. 
  Cost Modifiers: 
   
  Maneuver Cost Adjustment: Reducing the cost of 
  one category costs 4 points for -1 CPs, and 9 for -2 CPs. 
  Increasing the cost of a category gives -3 points per +1 
  to the CP cost (to a maximum of +2). Reducing the cost 
  of one sub-category costs 1 point for -1 CP, and 3 for -2 
  CPs. Increasing the cost of a sub-category gives -1 CP 
  for +1 and -2 CPs for +2. 
   
  Maneuver Limitation: -6 points for being barred from 
  a category or limited to one maneuver. -4 for only two to 
  three maneuvers being available to that category. 
  Special: 
   
  Discipline Ability: The style provides the ability of a 
  discipline. 4 points for common disciplines, and 6 for 
  special ones (e.g., Weapon Mastery, Positive and 
  Negative Chi, Vital Points, any mystical abilities, etc.). 
   
  Weapon Limited: The style can ONLY be used with a 
  particular class of weapon. Gives -5 points. 
   
  Weapon Use: The style can double for using a 
  particular type of weapon; how broad a category is left up 
  to the discretion of the GM; a single very specific type of 
  weapon (e.g., a kris) costs only 2 points, while being able 
  to use any sword is 3 points, and any sort of blade 
  weapon is 4 points. 
  Final Cost: When all that is done, the style should not 
  exceed 20 points, regardless of other factors. If you can't 
  do it right without such, then the PC must pay CPs equal 
  to the point value of the style, minus 20. If the point value 
  of the style is 9 or less, it can be considered a Discipline 
  Style. 
   
  For your reference (and mine, for that matter), the 
  point values of the styles included here are as follows: 
  Aikido 17, Arnis/Kali/Escrima 13, Bojutsu 4, Boxing  0, 
  Brawling Special, Capoeria 11, Generic Style 10, 
  Hwarang-Do 11, Jeet Kune Do 10, Judo 11, Kalaripayit 
  13, Karate 11, Kenjutsu 12, Kempo 14, Kung Fu 15, 
  Muay Thai 13, Ninjutsu 16, Pentjak-Silat 14, Savate 15, 
  Special Forces 13, Sumo 16, Swordfighting 10, Tae 
  Kwon Do 11, Tai Chi Chuan 16, Wrestling 0, Wu Shu 19 
   
  Maneuver Construction Guidelines 
   
  The following are guidelines for creating new 
  maneuvers, to make the cost and so on consistent, 
  yadda yadda ya. 
   
  Special Effects 
   
  Aerial Maneuver 1 
   
  Counter 1 
   
  Crouching Maneuver 1 
   
  Knockdown 1 
   
  Projectile Attack 6 
   
  Stun Damage -2 
   
  Sustained Hold 2 
   
  Special Effect -- Varies 
   
  Reduce the cost of most maneuvers which are not 
  attacks by HALF. 
   
  Accuracy 
   
  The Accuracy modifier is simply added to the CP 
  cost (e.g.; +2 to Accuracy raises the cost by 2 CPs). 
   
  Action Points 
  APs 
  Cost 
  2 
  5 
  3 
  3 
  4 
  2 
  5 
  1 
  6 
  0 
  7 
  0 
  8 
  -1 
  9 
  -2 
  10 
  -2 
  11 
  -3 
  12 
  -3 
  ALL 
  -4 
   
  Chi Cost 
   
  Reduce the cost of the maneuver by -1 per 2 points 
  of Chi that must be expended 
   
  Damage 
  Cost 
  1 point or +1 
  -1 
  1d4 or+2 
  0 
  1d4+1 or +3 
  1 
  1d6 
  2 
  1d6+1 
  3 
  2d4 
  4 
  1d6+2 
  5 
  1d10 
  6 
   
  Move 
  Cost 
  None 
  -2 
  1 
  1 
  2 
  2 
  3 
  2 
  4 
  3 
  5 
  3 
  etc. 
  
  Sources 
   
  The following is a list of the various games, books, 
  and other fun stuff that was inspirational/informational or 
  whatever in the creation of Thrash. 
   
  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-
  traveling, action-packed game. 
   
  King of Fighters: One of my favorite fighting games 
  of all time, with neat characters, 3-on-3 play, and some 
  of the coolest special moves ever. 
   
  Mekton Z: Mekton Z is simply the single best RPG 
  currently available for playing anime. Though the system 
  is wholly geared towards mecha, any GM who is 
  interested in anime could learn a lot from this book. 
   
  Ninjas 
  & 
  Superspies/Mystic 
  China: 
  Ninjas 
  & 
  Superspies is one of Palladium‘s less appreciated games 
  (on account of it not being Rifts), but it is still a fairly cool 
  game. In particular, especially when combined with 
  Mystic China (the only sourcebook ever made for it) it 
  has more information on Chi powers and Chinese 
  mysticism that will be found in any other RPG. 
   
  The rec.martial-arts FAQ: From the newsgroup for 
  the martial arts, the rma FAQ contains useful information 
  on several different aspects of martial arts, including a 
  guide to several of the major (and minor) styles of the 
  world. 
   
  Samurai Shodown: Samurai Shodown II was my 
  favorite fighting game until King of Fighters ‗95 came 
  along. The whole SS series is still generally awesome 
  (despite how messed up SS3 was), especially in its latest 
  installment. 
  This 
  game 
  features 
  a 
  collection 
  of 
  characters, all armed with swords and other fun 
  weapons, trying to slice each other up. Taking place in 
  feudal Japan and featuring evil sorcerers, strange 
  demons, and Nakoruru ^_^ this is definitely not to be 
  missed. 
   
  Street Fighter: The Storytelling Game: The Street 
  Fighter STG was an Attempt by White Wolf to get 
  younger people interested in roleplaying. It failed. 
  Furthermore, many of the company‘s fans wanted 
  nothing to do with in, preferring the angst of the World of 
  Darkness, leaving only a select few (myself among them) 
  who love this game. Unfortunately, it is now out of print, 
  since White Wolf never bothered to renew their licensing 
  from Capcom -- that‘s the main reason I decided to write 
  Thrash, that and the fact that Street Fighter was a little 
  messed up in terms of the rules. 
   
  Street Fighter video games: The Street Fighter 
  series is what started this whole mess with fighting 
  games, and I for one am glad it did. Its more recent 
  incarnations continue to get better and better, as 
  evidenced by Marvel vs. Capcom. 
   
  Other Fighting Games: I play a *lot* of fighting 
  games to varying degrees. Among the other games that 
  were in some way inspirational in the writing of Thrash 
  are: Rival Schools: United By Fate, Bloody Roar, Tobal 
  No. 1, Battle Arena Toshinden, Tekken, Fighter‘s History, 
  DarkStalkers, CyberBots, Soul Edge, Tobal No. 1, Star 
  Gladiator, Killer Instinct, and Mortal Wombat, I mean 
  Kombat. 
  
SOURCE: textdata/thevault/Thrash/Thrash Corebook.pdf