By Damien Hunt and Justin Killam
Attributes: 6/4/3
Abilities: 11/7/4
Backgrounds: 5
Virtues: 7
Freebie Points: 21
It is also possible to play an aware sleeper (one who is still asleep and plugged into the Matrix, but understands what the world really is, an illusion) or a partially-aware sleeper who has some idea of what the Matrix is. In this way you can adapt Numina and hedge magic to the Matrix or play Wild Cards.
Ronin Character Creation: Pre-Awakening
Attributes: 6/4/3 (Mental Attributes start at 2 and have a max score of 6 + 2 extra dots)
Abilities: 11/7/4 (Max Score of 3. Start with 2 in both Computer and Hacking + 5 extra dots with max score of 5)
Backgrounds: 5 (Matrix "Reality" Backgrounds only)
Virtues: 7
Willpower: 2 extra
Ronin Character Creation: Awakened
Backgrounds: 5 extra (Start with Arcane of 3)
Freebie Points: 15
Gifted Character Creation: Pre-Awakening
Attributes: 6/4/3 (Mental Attributes start at 2 and have a max score of 6 + 2 extra dots)
Abilities: 11/7/4 (Max Score of 3, start with 2 in both Computer and Hacking + 5 extra dots with max score of 5)
Backgrounds: 5 (Matrix "Reality" Backgrounds only)
Virtues: 7
Willpower: 2 extra
Gifted Character Creation: Awakened
Backgrounds: 5 extra (Start with Arcane of 3)
Spheres: 5 (start with 1 in Mind)
Ascendance: 2
Freebie Points: 15
Attributes: 6/4/3 (Physical Attributes start at 2 and Max score is 6 + 3 extra dots)
Abilities: 13/9/5 (Max Score of 3 +10 extra dots with Max Score of 5)
Backgrounds: 5
Virtues: 7
Freebie Points: 15
One disturbing rumor is that the First is actually the Matrix itself and that the minds of the sleepers are needed to house its immense size. This would seem to answer many questions, such as why the machines would use our bodies for energy but then allow us to be conscious even if it is only in a mental construct. It would also explain some of the odd things that the Matrix just seems to do of its own accord, but other similar incidents have actually seemed to help some awakened so this theory is usually nervously laughed at.
Nature and Demeanor: Always a cold commanding presence
Strength 5 | Charisma 1 | Perception 5 |
Dexterity 5 | Manipulation 5 | Intelligence 5 |
Stamina 5 | Appearance 2 | Wits 5 |
All Abilities at Level 5
Empower Self: Roll 5, Difficulty 3. # of successes add to a physical attribute for a scene or multiply the success by each other and add to initiative and # of actions that turn.
Jump Avatar: Roll 5, Difficulty 4. Target resists with Willpower (difficulty=8). Cannot be used upon an awakened or Wild Card.
Intelligence Central: Roll 5, Difficulty 2. Gain intelligence reports from Central (?). If a Paradox roll was just completed the Agent may use the successes to ask central to manipulate the Matrix in his favor. This is up to the Storyteller.
Equipment: Roll 5, Difficulty 4. Allows the agent to appear as the stereotypical Man in Black as well as having a fully loaded Sig Sauer P225 .9mm Automatic Pistol (Difficulty=7 Dam=4 Rate=4 Clip=15).
* | Disguised: Different looks, but same sex and attributes. |
** | Altered: May be altered sex and attributes may be shifted. |
*** | Enhanced: Extra Point to place in a Physical Attribute (including Appearance). |
**** | Established: Another Extra Attribute Point or an extra 5 Background Points to spend specifically on this Avatar. |
***** | Connected: Another Extra Attribute Point or another extra 5 Background Points or a solid connection between Avatars so each can use the others backgrounds. |
Paradox in the Matrix is gained the same way as in Mage. It is not the collective disbelief in what the awakened is doing, but the detection of what the awakened is doing and the warning of the Matrix to the Machine that someone is breaking its carefully crafted illusion. Paradox leads to being traced and agents.
Hacking programs work a little differently. Hacking details the ability of free born to create specific programs instead of directly willing change from within the Matrix. Foci are no longer a necessity except for operators and hackers which need computers, time, skill and the such to create their programs which are run from reality and feed through a pirate signal into the Matrix, or loaded into a private Matrix used and under control by the awakened.
The combined skill of hacking and intelligence substitute Arete for making ability rolls for specific effects, but hackers cannot create effects instantly; they must create and save programs and then load them. Hackers still need to know the spheres to create hacking programs since detailed knowledge of each sphere of influence and its effects within the Matrix are necessary to create effective programs. The best way to handle Hacking is to create rotes in the form of programs that the operator can slot and load into the Matrix, but they still must be created before they are needed.
Traced characters will have their location within the Matrix found, or worse, the physical location of the real world ship that they are hacking the Matrix from, and may have other information about their activities found out if enough extra successes are gained. Unfortunately all Paradox points are not lost when the character leaves the Matrix, but for every week spent out of the Matrix the character will loose a number of Paradox equal to his Arcane + 2.
It is rumored that the Matrix is alive or sentient. The rumors are fueled by strange occurrences that happen when Paradox is rolled. But beneficial occurrences happen as much as hindering ones confusing the already enigmatic issue, no one knows if the Matrix is attempting to destroy or help or if it is the Matrix at all. When Paradox is rolled, if any of the dice rolled are 10's then something very bad, like a botch or worse, will happen hindering the characters. If any 1's are rolled then the effect is similar but beneficial.
Some Storytellers may look at this system for Matrix Paradox and see it as a limitation of their ability to run the game. They have to wait for the characters to fuck up before unleashing the Machine's agents upon the characters. This is not true; the system for Paradox is to be used only as a supplement and as a way of making the characters control themselves and think before acting too rash or relying to heavily on their powers. It is to help the story not direct it or take control out of the hands of the Storyteller. Disregard it whenever it does not suit the needs of the story and unleash the Machine's Agents anytime you think it prudent. Use your judgment and allow the players to have fun. That is what role playing is for.
Correspondence works within the Matrix identically to the sphere's use in Mage. It will only work within the current Matrix that the Gifted is in. In order to sense hidden links to other Matrix constructs requires the use of Spirit. With both Spirit and Correspondence the Gifted can extend his senses into other linked Matrix.
Entropy and Forces
Entropy as well as Forces continue to work in the Matrix as in Mage. Entropy will discern weaknesses as both entropy and probability are programmed realities in a Matrix construct. Forces too are a programmed reality in a normal Matrix construct.
Life
The Sphere of Life is the same within the Matrix, but since damage inflicted within the Matrix causes similar damage, psychosomatically, to the real body, Life healing within the Matrix can psychosomatically heal the body. This is limited to damage inflicted recently and can only heal real wounds causes by psychosomatic effects. Growing stronger or similar effects within the Matrix through use of Life do not effect the real body in any way. Within the Matrix the avatar (physical representation of the character within the Matrix) is not limited by the rules of reality, as such the physical attributes and appearance can be exceeded beyond 5 temporarily through invoking Life or permanently through experience to a maximum of 5 + Life level.
Matter
Matter simply continues to work in a normal Matrix construct as it would in Mage.
Mind
The Sphere of Mind takes on a special strength within the Matrix as the mind is really the only thing that truly exists and is the true source of an awakened's power within the Matrix. Any effects created from the use of Mind will work on all sleepers and awakened as in Mage, but not on Agents of the Machine as they are not minds, but sentient programs. Any Mind effects that refer to the target's physical body affect the person's Matrix body, not the body of the real world. At high levels the masters of mind may travel the Matrix without form (Astral Travel). The greatest power of a master of Mind is the ability to create a Mind from nothing and program a body. However, this requires that a fresh body is available (one that has just had his mind killed within the Matrix or destroyed by the Mind master). Mind cannot create a conscience within the Matrix without a body to inhabit.
Mind also allows the awakened to think and interact with the Matrix at higher speeds of data transfer, allowing him to empower his entire Matrix being with speed. In effect an awakened can invoke his Mind at level One to Empower his mind (add the number of successes to his initiative and as additional actions). This becomes incredibly powerful when used in conjunction of Time Three (Accelerate Time) to slow time around you so that you move at speeds almost incomprehensible. This is allowing the character to empower his mind to gain extra actions every turn and then multiplying it by the number of turns the character can have while everyone else has only one. Mind 1 and Time 3 effect (difficulty = 6), take the total number of successes and times it by itself +1 (4 successes = 20 actions total this turn).
The machine uses the sleepers as power sources, but also uses the minds of the sleepers as memory banks for the Matrix leaving the small amount we normally only use free to continue as usual. But an awakened with skill within the Sphere of Mind can open up these sections of his mind formally used as memory and use it in a similar way to store knowledge and strengthen his mental attributes. In effect this allows the awakened to learn skills at incredible levels of ability and increase the potential of all mental attributes to superhuman levels (Max skill and Mental attribute level that can be potentially attained is 5 + Level in sphere of Mind), even more incredible is that all this carries over into the real world. One powerful effect of Mind that will have an adverse effect on the now open memory banks of an awakened is the ability to copy a psyche, but if an awakened can do this the small loss will be worth it. A master of Mind can copy his own psyche and store it within his own mind dormant until the original is destroyed, but this will deduct one from the maximum potential of skills and mental attributes as a psyche does take up a lot of memory. It should also be noted that if the awakened dies in the Matrix and the copy takes over, although he is in effect resurrected, the original psyche still dies. What this means then is that by copying your psyche before you go into the Matrix your character does not become immortal, but leaves a clone of himself to continue the fight in his place, a second character that is just like the last one. Awakening with the knowledge that your original just died and you are only a clone can have strange psychological effects on your character; Storytellers can have fun with this.
Finally, while jacked into a computer an awakened can have skills slotted directly into his mind, gaining numerous skills. These can be copied directly from another mind or from chipped copies, but few people or chips have skills at extremely high levels and no chips can have them at levels higher than five. If your character has a skill level limit of above five he can copy a skill up to five, but must learn it from there on his own unless he is lucky enough to find another person with extremely high levels of proficiency. This technically allows a character the potential to learn unlimited skills, but in effect this is not so for to learn each skill takes time and resources such as power that will most likely be needed, so to learn an incredible amount of skills would require an incredible amount of time. With all the efforts to win the war the time and resources required are rarely available. Skills can be learned rather quickly for short periods of time however and can be slotted to a character in times of emergency, such as when Trinity needed to pilot the chopper. For characters to start with extra skills the chipped background must be taken; otherwise they start with no extra skills, but can in times of need load chipped skills for a short duration.
Prime
The sphere of Prime is largely changed only in theory. The Prime of the Matrix is the base binary code that composes everything. The Sphere of Prime allows an awakened to perceive and manipulate it. Major changes that must be noted are that, although the primary code of the matrix can be manipulated in existing objects and diverted into creating new objects, it cannot be stored as raw power like in Mage. No pool of "free" Quintessence exists in the Matrix, neither do Nodes or Tass exist. Although this may seem to limit the power of Prime for those familiar with the Mage system, within the Matrix Prime is extremely important. All other spheres allow an awakened to alter existing codes of the Matrix, but only with Prime can purely original code be formed. Although the powers of Prime having to do with free Quintessence, tass and nodes are no longer relevant charging an attack with Prime does do aggravated damage as it corrupts the base code of the target. Aggravated damage is healed in the Matrix the same as in Mage, over long periods of time in the Matrix, or with extensive reprogramming to avatars of the awakened. An awakened that does nothing to repair his avatar will go back into the Matrix still wounded.
Spirit
Spirit is also greatly changed in theory within the Matrix. Spirits are sentient programs of Artificial Intelligence such as the Agents of the Machine. To affect the Agents you must use Spirit; Mind has no effect on them, although Spirit and Mind can be combined to force an Agent out of the Matrix body of a possessed person. Within the Matrix there is no Umbra or spirit realm, but there are alternative Matrix constructs that are usually linked to each other. The links can be perceived with Spirit and gateways can be opened to them similar to the uses of Spirit in Mage. The awakened master of Spirit can also create original Matrices, but this requires the use of the other spheres to fuel and define them, and create original AI of their own design (Spirit sphere can be used to create AI similar to Mind), although again the other spheres are required to fuel and define it. Spirit can also be used to perceive and effect the pirate signals of the awakened hackers. The use of Spirit is required to form an exit from the Matrix and those that master Spirit no longer require an operator to do so.
This in not the only thing that can be done with the Matrix. The Matrix can be anything that the Machine wishes it to be and there may actually be many other mirror Matrices in existence in which any kind of world can be constructed. The only guideline is that the first Matrix was a paradise which was rejected by the minds of the human race, so the existence of something really unbelievable will exist for very specific purposes and for a minority of sleepers. Still, any number of mirror Matrices could exist and the highlight of a story could the finding and exploration of a new mirror and what purpose it serves for the Machine. It is also possible for a powerful awakened to create his very own mirror Matrix, but such an event would almost be suicidal as the Paradox it would generate would most likely lead the agents right to the creator.
Correspondence Gifts
Name | Level | Description |
Skysight | ** | Allows the Ronin to concentrate and extend his senses beyond his Avatar; usually above to get a view of his surroundings. |
Flicker | *** | Allows the Ronin to flicker suddenly short distances away. |
Preytrail | *** | Allows the Ronin to sense the location of a person or object and track it. The more well known the target the easier the hunt. |
Gate | **** | Allows the Ronin to create a large gate from one place to another. This gate is big enough to transport other people or objects through. |
Quickclone | **** | Allows the Ronin to create a number of mirror images of himself in any place familiar to him. Each mirror image will copy his exact movements and the Ronin will see each place in which a copy exists. This may require Wits rolls to make sense of. |
Entropy Gifts
Name | Level | Description |
Sageear | * | Allows the Ronin to know if something said is the truth or not. |
Luck | ** | Allows the Ronin to become extremely lucky (Extra Successes). |
Fudge | ** | Allows the Ronin to inflict a target with bad luck (loss of Successes). |
Forces Gifts
Name | Level | Description |
Catseye | * | Allows the Ronin to see perfectly in even complete darkness. |
Chistatic | ** | Allows the Ronin to focus surrounding static electricity and discharge it though a hand to hand attack (Extra damage). |
Deflect | ** | Allows the Ronin to deflect missiles by redirecting their kinetic energy (success equals a deflection, successes equaling the attackers roll mean a reflection back towards the attacker). |
Farleap | ** | Allows the Ronin to increase the length of a leap (multiply distance of a normal jump roll by successes) or to perform unbelievable acrobatic feats by channeling kinetic energies around the Ronin to add to, and manipulate, the user's maneuver. |
Strikeback | *** | Allows the Ronin to redirect a melee attack against him back to the attacker. Damage equal to successes is instead inflicted upon the attacker. |
Flight | *** | Allows the Ronin to harness surrounding energies and transmute them into kinetic energy that allows him to fly. |
Pyro | *** | Allows the Ronin to harness surrounding energies and transmute them into a blast of fire or some other harmful energy blast (chosen when gift is learned). |
Life Gifts
Name | Level | Description |
Palmread | * | Allows the Ronin to read the avatars of Matrix citizens to know their general health, age, sex and similar knowledge. With deeper concentration the Ronin can learn the same information about the target's real body. |
Regen | ** | Allows the Ronin to heal damage to his Avatar, and psychosomatically heal any real damage caused by the Matrix at the same time. |
Potence | *** | Allows the Ronin to increase his Avatar's physical strength. Other similar gifts exist to increase other physical attributes (Agility and Fortitude). |
Disguise | *** | Allows the Ronin to alter the physical appearance of his Avatar. |
Aid | *** | Allows the Ronin to heal the Avatars of others. |
Mind Gifts
Name | Level | Description |
Vibesight | * | Allows the Ronin to read the emotional status of people around him. |
Flash | * | Allows the Ronin to function at accelerated speeds. |
Mindsight | ** | Allows the Ronin to read the specific thoughts going through the targets mind. |
Impulse | ** | Allows the Ronin to implant a quick mental or emotional impulse into a target. A specific emotional or mental impulse must be chosen when the gift is first learned. This gift can be learned over again with different impulses. |
Prime Gifts
Name | Level | Description |
Matrixsight | * | Allows the Ronin to see the primary binary code of the Matrix and understand or decode it. |
Binaryblight | ** | Allows the Ronin to cause damage to the base binary code of an object or person (aggravated damage) which takes longer to heal. |
Spirit Gifts
Name | Level | Description |
Agentsense | * | Allows the Ronin to sense the presence of sentient programs, Agents. |
Exit | *** | Allows the Ronin to create an exit for himself without the operator (works only for himself). |
For example, a programmer is attempting to create a time acceleration program for his awakened's next run, a Time 3 effect. So he needs a total of 15 successes at difficulty of 6 and time of work for each roll is 15 hours, quite a long time. With a programming ability of 8 (intelligence of 4 and hacking at 4) with an average of 4 successes every working time period it will take him a total of 57 hours (working for 8 hour shifts a day straight until done equals 8 days).
When an operator has some pre-made programs and wishes to use them he simply loads them up and runs them. Unless the program is in constant effect, in which case the effect successes may already be programmed, the operator must roll hacking to use the program properly and effectively. In cases of emergencies and stress it does become appropriate for the operator to have to make hacking rolls to search and load the right programs and if he botches he causes the program to shut down or worse they work perfectly, but generate extra Paradox.
This scrambles the pirate signal that the awakened use to enter the Matrix so that Paradox effects have a hard time being used to trace the physical location of the awakened's ship in the real world. It is the program that works as the awakened background of Arcane by confusing and redirecting any tracing effort made by the Machine. Any Paradox roll must have successes equaling the rating of the Anti-Fuzz program, which is rolled just before the Matrix run. The successes rolled equal the rating for the entire run so it is wise to put extra effort into running this program. (Correspondence ** and Spirit **, Difficulty 5).
The Phone
The phone allows any Matrix runner to dial her operator or visa versa. The actual phone can be any one; it is the number that is the program effect, but this can be traced, being one the easiest ways for a Storyteller to use up some previously acquired Paradox. (Mind ***, Difficulty 6).
Exit
Exit allows the operator to gate in and gate out his Matrix runners. The exits always take the form of phones and are not always in the most convenient places. The exit program also has a location subroutine to obviously locate the closest exit and then open it. The exit program is actually a very complex and powerful program which gates in pirated signals, creates avatars within the Matrix for the runners and masks its own signal. It was the first talisman program created and then cracked so that the war could start. (Correspondence ***, Forces ***, Life *****, Matter **, Mind ***, Prime ** and Spirit * and ***, Difficulty 8).
Eye in the Sky
Eye in the Sky allows the operator to keep tabs on his runners and their surroundings. It also allows him to call up important information about the surrounding buildings, such as schematics and hidden information, and people, if any are Agents or not, and allows him to see sudden shifts in the Matrix such as agent manipulations. (Correspondence **, Difficulty 5).
Touch of Grace
This is an advanced Eye in the Sky program that allows the operator to help one of his runners who is in trouble by luckily finding exits, escape routes and the like as well as allowing the operator to inflict minor changes in order to help the runner. (Correspondence **, Entropy **, Matter ***, Prime **, Difficulty 6).
Each style will have the same basic maneuvers although in a role-playing sense many emphasize a specific way to fight. Many believe in acting defensively and turning the attacker against himself while others are fierce and aggressive. In terms of the system, each style will differ in the kinds of Budo Maneuvers it will offer. Whenever a character makes a martial arts attack he must choose which style to use and roll with that skill level. The same applies to Budo Maneuvers, the skill with the specific style is used. Many styles also train the artist in the use of melee weaponry. If this is so only one weapon may be learned through the martial art unless another one is taken instead of a Budo Maneuver. Any melee weapon used other than the one taught through a style of martial arts must use Melee as usual.
The first level of a martial arts style teaches the basics to the styles way of maneuvering (attacks, kicks, blocks, dodges, etc.). When the character reaches level three in a martial arts style he can begin to learn the style's Budo maneuvers at a cost of 10 experience each. When the character reaches level five in the style he may also begin to learn Ki-Forces. Each Ki-Force has a specific experience cost. Ki-Forces sometimes mimic some Ronin gifts or the powers of the Gifted, but no Ki-Force will ever generate Paradox.
Block | Dex, Difficulty 6 | Every success subtracts from the assailant's attack roll. |
Dodge | Dex, Difficulty 6 | Every success subtracts from the assailant's attack roll. |
Hold | Str, Difficulty 6 | Attack roll minus target's strength (+ Style if possessed) successes. If still successful the target is held immobile for another turn and takes one damage for every extra success. |
Kick | Dex, Difficulty 7 | Straightforward kick. Damage is Str + 1. |
Parry | Dex | Difficulty is the used weapon's normal difficulty. Every success subtracts from the assailants attack roll. |
Strike | Dex, Difficulty 6 | Straightforward punch or chop. Damage is Str. |
Sweep | Dex, Difficulty 7 | Sweeps the legs out from under the target. Damage is Str - 1 and target is knocked prone. |
Tackle | Str, Difficulty 7 | Tackle or charge that knocks the target down. Damage is Str and target is knocked prone, but attacker must then roll Dex (difficulty 6) or fall as well. |
Throw | Dex, Difficulty 7 | After a successful hold attack the holder may throw the target. Damage is Str and target is prone. |
Weapon | Dex | Difficulty is the normal difficulty of the used weapon and damage also normal for the weapon. |
Budo maneuvers include Break Weapon, Circle Cut, Evasion, Ground Fighting, Iaido, Kiai, Knock Out, Lightning Attack, Strangling Grip and Whirlwind.
Budo maneuvers include Break Grip, Circle Kick, Elbow Strike, Flying Kick, Joint Lock, Knee Strike, Knock Out, Lightning Attack, Strangling Grip, Tornado Kick and Uppercut.
Budo Maneuvers include Break Grip, Break Weapon, Counter Throw, Deflect / Catch, Evasion, Kiai, Knock Out, Return Attack, Root and Strangling Grip.
Budo Maneuvers include Breaking Blow, Eagle Claw, Elbow Strike, Flying Kick, Kiai, Knee Strike, Lightning Attack, Tiger Leap, Tiger Paw and Whirlwind.
Budo Maneuvers include Break Weapon, Circle Cut, Evasion, Ground Fighting, Iaido, Kiai, Knock Out, Lightning Attack, Tiger Leap and Whirlwind.
Budo Maneuvers include Break Grip, Breaking Blow, Circle Kick, Elbow Strike, Kiai, Knee Strike, Lightning Attack, Root, Tiger Paw and Tornado Kick.
Budo maneuvers include Break Grip, Circle Kick, Evasion, Flying Kick, Kiai, Knock Out, Tail Sweep, Tiger Leap, Tornado Kick and Uppercut.
Budo Maneuvers include Break Grip, Break Weapon, Circle Kick, Counter Throw, Deflect/Catch, Evasion, Kiai, Knock Out, Return Attack, Root and Tiger Paw.
Break Grip | Style + Dex, Difficulty 6 | With this a martial artist may break instantly from any hold or grip attack. This does not cost any action if a successful roll is made, but even if it fails the hold is still broken. |
Break Weapon | Style + Dex, Difficulty weapon | With a successful attack the opponent's weapon is destroyed. |
Breaking Blow | Style + Str, Difficulty 6 | After a turn of intense concentration the martial artist can make a powerful strike capable of breaking wood, stone and bone. Every success on the Breaking Blow roll is an automatic damage success on the next turn's strike attack (if the strike hits). |
Circle Cut | Style + Dex, Difficulty weapon, Dam weapon | Circle strike with the sword or other melee weapon (not necessarily a cutting weapon) hitting all opponents around the martial artist. Make a circle cut attack roll for each opponent surrounding the martial artist without splitting the dice pool, although the difficulty goes up 1 for every extra opponent beyond the rating of the style. |
Circle Kick | Style + Dex, Difficulty 7, Dam Str | Same as Circle Cut but is a Kick. |
Counter Throw | Style + Dex Difficulty 7, Dam Str | The martial artist uses the attacker's own momentum to throw the assailant. The maneuver roll is a defensive roll against the assailant's attack roll, each success taking away from the attacker's successes. |
Defensive Kiai | Style + Sta, Difficulty 6 | A short intense scream that accompanies an attempt to soak damage from an attack. This is a defensive maneuver, not a reflexive one, and counts as an action. Every success soaks an extra level of damage after the regular soak roll is done. |
Deflect / Catch | Style + Dex | Allows the martial artist to deflect or catch incoming missiles with a successful roll. Thrown missiles difficulty 6 to deflect and 7 to catch. Arrow difficulty 7 with 2 successes to deflect and 8 with 2 successes to catch (+1 difficulty for crossbow bolts). Bullets difficulty 10 with 3 successes to deflect and 10 with 5 successes to catch. |
Eagle Claw | Style + Dex, Difficulty 6, Dam Str | This is a normal strike with the fingers curled into raking weapons. Although the damage is normal the strike is quite painful and all wound penalties (from pain) are 1 extra (Hurt -2 penalty) for the rest of the scene. |
Elbow Strike | Style + Dex, Difficulty 5, Dam Str | Because of the unsuspecting nature of this attack the opponent has a +2 difficulty to defend against it. |
Evasion | Style + Dex, Difficulty 6 | This allows the martial artist to make an incredible acrobatic dodge evading many attacks at once. May make an automatic Dodge roll against as many opponents as the level of the style without splitting the dice pool. |
Flying Kick | Style + Dex Difficulty 7 Dam Str +4 | . |
Ground Fighting | No Roll | Trains the martial artist to be able to effectively fight while in ineffective positions, including prone, without penalty. |
Iaido | Style + Dex, Difficulty weapon, Dam weapon | Martial artist may draw his sword and strike at the same time in one motion. |
Joint Lock | No Roll | This maneuver allows a martial artist to inflict extra damage on a target already within a hold attack. Every turn that the target is in a hold the martial artist may add a Str + 1 damage roll to the hold. |
Knee Strike | Style + Dex, Difficulty 5, Dam Str +1 | Because of the unsuspecting nature of this attack the opponent has a +2 difficulty to defend against it. |
Knock Out | Style + Dex, Difficulty 6 | Strike exactly to do no harm but put an opponent out cold. Opponent must make a Stamina roll (difficulty Style level +3) every 15 minutes to try to wake up (-1 to difficulty for every roll after the first). |
Lightning Attack | Style + Wits, Difficulty 6 | Automatic free strike first in every turn. If two or more have this then they must roll to see who goes first. |
Offensive Kiai | Style + Dex, Difficulty 6 | A short focused scream that accompanies an attack which places the opponent off balance. The opponent must make a Willpower roll to be able to defend the attack (difficulty 6, must make as many successes as Kiai roll). |
Return Attack | Style + Dex, Difficulty 6 | Allows the martial artist to redirect the energy of the attack back around to the attacker. Must make a contested roll against the attack or the maneuver fails completely. |
Root | No Roll | The martial artist is immune to sweeping or tackling attacks. He cannot be knocked down. |
Strangling Grip | Style + Str, Difficulty 6 | Opponent is held and must make a contested Stamina roll against the martial artist or loose consciousness. The martial artist may continue the grip after the opponent falls unconscious. If so the contested roll continues. If the opponent succeeds he wakes; if he fails he takes damage equal to the number of extra successes the martial artist makes. If left unconscious the opponent must make a Stamina roll (difficulty style level+3) every 15 minutes to try to wake up (-1 to difficulty for every roll after the first). |
Tail Sweep | Style + Dex, Difficulty 7, Dam Str - 1 | Allows the martial artist to spin around sweeping the legs out from all targets surrounding him. Make an attack roll for each target without splitting the dice pool but the difficulty of every roll goes up by one for every extra target after the number equaling the martial artists style level. |
Tiger Leap | No Roll | Can leap a great distance (Style + Str + Dex feet) from a stand still and make an attack simultaneously. |
Tiger Paw | Style + Dex, Difficulty 6, Dam Str + 3. | |
Tornado Kick | Style + Dex, Difficulty 7, Dam Str + 1 | Allows the martial artist to jump up, spin around, kick an opponent behind him and return to his original stance without penalty. The opponent is +2 difficulty to defend against this surprising tactic. |
Uppercut | Style + Dex, Difficulty 6 Dam Str + 3 | |
Whirlwind | Style + Wits Difficulty 6 | With a successful roll the martial artist may attack as many times as he can normally with the bonus of one free extra action, but any actions that would be required to change positioning or cover a distance is negated as the style's attacks themselves propel the martial artist around the area with blinding speed and acrobatic agility. |
Air Attack | 25 | Can attack in a way that sends a blast of air up to 30 feet away, projecting the attack through the air to strike as normal. |
Coma | 20 | Can enter a coma like deep trance for up to a month. |
Combat Mind | 30 | By reading the movements of an opponent the martial artist gains a -3 to the difficulty of all defensive maneuvers against his attacks. |
Endurance | 25 | No longer tire and only need four hours of sleep every 24 hours. |
Enhanced Senses | 25 | All senses become enhanced to at least twice their former ability. |
Fast Reactions | 30 | Gain one extra action every turn and a +5 to Initiative. |
Final Blow | 20 | Once in the martial artists life he may ignore all wound penalties, including death, for a number of turns equal to his style rating. |
Iron Skin | 30 | Strengthens the Chi around the martial artist, giving him an armor rating of 1. |
Levitation | 25 | Through intense meditation the martial artist may levitate himself at a movement rate of 6 feet per turn. |
Regeneration | 30 | All damage heals at a rate of three times normal human healing. |
Resist Pain | 25 | With a Stamina roll (difficulty 6) the martial artist may negate any wound penalties for the scene. |
Resist Temperature | 25 | Through intense meditation the martial artist may resist extremes of temperature for short times without injury. |
Resist Hunger | 25 | The martial artist's body needs little to sustain itself. The martial artist can go without food for a month and water for two weeks. |
Sixth Sense | 25 | The martial artist gains an extra sense that warns him of immediate danger. |
Vitals Strike | 40 | Martial artist makes a regular attack with +1 Difficulty. If successful the opponent must make a Stamina roll (Difficulty Style + Dam inflicted). If this roll is successful the opponent is stunned and loses his next action. If failed the opponent is knocked unconscious as a knock out. If the roll is botched the opponent is killed instantly. All Damage inflicted with the strike is lethal instead of bashing. |
Voice Control | 30 | Target must make a Willpower roll (Difficulty Style + 3) or obey simple commands given by the martial artist. |
Nature and Demeanor: Same as generic agent, except filled with rage and human contempt.
Strength 7 | Charisma 1 | Perception 7 |
Dexterity 7 | Manipulation 7 | Intelligence 7 |
Stamina 7 | Appearance 2 | Wits 7 |
All Abilities at Level 7
Willpower: 7
Access: 7