I Can Break 3 Bricks With My Head So you want to Hopsaki Chop your way through a door or show off by smashing a block of ice. OK. Here's how it's done. The maneuver must be a strike. It must contain Breaking, a modifier unique to this trick. The player must aim one phase at a stationary target and the target must remain staionary until after the player strikes it. The player will deliver damage equal of 1/2 his Strength in KD. The player will add his (St) to the damage dice pool as opposed to his strength. The hit is automatic. Roll the di(c)e to determine a fumble or a critical. A fumble means the player glances off of the target skinning the crap out of his knuckles. A critical indicates full damage on all of the dice. Jon Batist is going to attempt to punch through Metal Gear armor. The target is stunned and is unable to move. His armor has an SD of 25. Jon Batist focuses on his target and dilivers his blow in the next round. He rolls a 7. A normal hit nothing special to worry about. Now he adds 3 dice for the strength (St). He has an 8 strength of his own so that gives him 4 more dice. He has a total of 7 dice. He rolls a 28. He punches through the armor and delivers 3 hits to the target. If the target is a rigid substance (like brick or metal) and the player only fractures or bends the target then he will take half of the delivered damage to his striking surface. If he doesn't even phase it, then he will take full damage to his striking surface. In the same example if Jon Batist had only rolled 23 points of damage, he would have taken 23 KD to his hand. Being that he only has a 6 Body he will take 23 Stun and 12 KD smashing his hand. That Son of a Bitch Broke My Sword! Some weapons are designed to do just that. Sais and Juttes are both good for that sort of thing. Any weapon with a breaking hook can accomplish it rather well. Standard weapons can take double their maximum delivery damage +1. Thus if a 2d knife where weilded by a person with a 6 strength we know the delivery damage will be 5d. But the weapon can only handle 25 points of structural damage. So, if the player does not pull his attack by 2 dice he could break his weapon upon attack. If a weapon breaks, the target will only take o damage from the attack. A parry does not indicate a damage effect. A parry is done as a misdirection of force and if it done correctly neither weapon should take damage. When using a weapon with a breaking hook, Game Masters may wish to modify the damage to the weapon. Raising Shields Captn' Sheilds were very commonly used in all parts of the world. Most games do not include enough information about sheild usage to reflect that. As is the case with FUZION. Well, now it does! There are many kinds of sheilds in all shapes and sizes. But we have broken them down into three chategories; sizes 1 through 3. The material will also be a factor in the sheild along with any extra add-ons like spikes or sharp edges. Power Core will handle the actual numbers for generating sheilds but FOF will supply the fighting rules. Some of the following rules have been supplied to be used until Power Core is released and will be more acuratly covered at that time. If the player uses a multi-part maneuver, the sheild must be acounted for in the maneuver. So, no doubling up on multiple maneuvers. Sheilds have an additional modifier when blocking of +1 per size level. A sheild can be used as a weapon as well, add +2 SD (or +1 KD for for spikes or sharp edge) per size. The down side is that every round that you use the Studio187: Fists of Fusion Page-19 sheild you will expend 1 point of endurance per level of sheild. This is weather you attack or defend. Your move will be at -1 for a size two sheild and -2 for a size 3 sheild. Additionaly you should apply a +1 strength requirement per level of sheild. Again we will use Sir Bryant as our example. He is weilding a level 2 sheild and his strength is a 6. Every round that he uses his sheild, he will use 2 extra points of endurance. If he uses the sheild for a block, he will recieve an extra +2 on his defence roll. Should he smash his opponent with his sheild the target will take 8 dice of sd (6 strength -2 required +4 sheild damage). Mounting an Offence and Above all Else If a player is mounted on an animal or a vehicle (like a motorcycle) or has the advantage of elevation things change a bit. If a player is above the target he will gain a +2 to AV and Evasion to reflect his advantage. If the player is on a moving object like a horse, a motor cycle or flying carpet then don't forget to add his movement modifier to his damage. A ranged attack from a moving target does not get this bonus however. Last, But Not Least Here are a few notes that just didn't seem to fit anywhere else, were not covered sufficiently or we felt as though they needed to be reiterated. ? Endurance usage is equal to the cost of the maneuver. Unless it's a defense that does not include an attack of any kind or has an aerial modifier. ? One roll is made between the player and the target. The winners maneuver is successful. Ties between an attack and a defense indicate a non result. And, a tie between two attacks indicates a duel success. ? Any maneuver with a defensive portion in it is considered a defense. Even if it has an attack attached to it. ? Powers and Ranged weapons as a part of Martial Art is completely optional. You don't need it, but it's fun. ? All maneuvers are subject to GM approval BEFORE purchase. He's the one who has to deal with you. ? There is not a required cap on maneuver costs but Munchanisim is strongly discuraged. We at STUDiO187 hate munchins. ? If it a rule makes things too complicated or bulky, take it out. This is your suppliment! ? If a player wants to uses two weapons in an attack he must have a maneuver that allows it. Thus, he cannot use two maneuvers (one per weapon) in a single phase. One maneuver per player per phase. ? A player does not need to aim at a limb he is blocking or that he currently has in a hold. ? If a player is stunned and grounded he may not get up until he recovers from the stuning effect. ? When using a killing attack on a move-through or a move-by the player will take the equivilent damage in SD. Sir Bryant charges the Black Knight with his sword. He impales the Black Knight at full speed. His long sword delivers 5KD and has a strength requirement of 2. His strength is 6 so he adds 2KD to his damage. His movement adds another 1KD (2SD coverted) He delivers 8KD total. Sir Bryant will take 8SD (4KD converted to SD) for plowing into the guy. Studio187: Fists of Fusion Page-20 What kind of Kung Fu do you do? Forms are structured groups of maneuvers often taught to students along with general fighting concepts. Forms will vary from school to school, sometimes radically. This plug-in consists of forms that are either common or interesting and will make for good game play. Most are 100% accurate in their descriptions. Some forms had limited information at our disposal (and time allowance) so we have taken poetic license with a few things. All maneuvers are made up by us and are our interpretations as to how the art should work and are provided for the players as a guideline for making maneuvers for this form. Players should also choose maneuvers from the standard maneuvers that fit their chosen art. A player may also choose to switch from one school to another and that is perfectly fine. They will still be able to do any maneuver they have purchased. Forms have a set of numbers in parentheses following their name. These numbers represent the standard construction of the martial art. They stand for Strike : Defense : Grapple and the numbers indicate the ratio of how many of each type of maneuver should exist in comparison to each other. Thus, if a set reads 2:1:1 then for every 2 Strikes the player should also have 1 Defense and 1 Grapple. This would indicate a mostly offensive and probably "hard" art but a 1:0:2 would indicate a defensive or probably "soft" art. Offensive does not mean hard and defensive does not mean soft. That is how it generally works but is not always the case. Hapkido is mostly defensive but every defense leads to a potential broken bone. Hard and soft are determined by what the victim looks like after the fight. If he is bruised and stunned after the altercation then we are dealing with a soft art. If is bloodied, broken or killed then we are dealing with a hard art. You will find though that most arts have elements of both and will lean towards one or the other. While martial arts incorporate weapons rather regularly there are some weapons styles that have no martial art attached to them in a verbal sense (by name). Entire Roman troops were trained to use the Gladius and even though there was no formal name or exact style that they were learning, it was very effective and would qualify as a martial art for this system. So, if you want to have a guy who is really good with a hammer and has a bunch of maneuvers associated with it then go right ahead. Call it Hammer Fu if you want. Everybody knows about fencing because they gave it a name, it was very popular and it also became a sport. Little John didn't know Kung Fu but he could kick ass with his staff and I'm sure he could punch and kick as well. In this example the staff may or may not have been fused into his martial art. It's up to you how you want your art to work. Aikido (0:3:1) A soft martial art based solely on defense. No attacks or weapons are learned in this form. Practitioners are taught how to defeat their opponents by using their opponent's strength against them. This form is heavily enveloped in chi development. Aikijitsu (1:2:2) This is a fighting art heavy on defense and throws. Much like Aikido but also includes vital point attacks. No weapons are allowed in this form. Arnis (3:2:1) A martial art most popular in the Philippines developed during Spanish occupation and has fencing influences throughout. This martial is not dependant upon but commonly incorporates weapons as a core study. These weapons include Escrima sticks, knife and sword. It is very common that the knife and sword, two sticks or stick and knife are used simultaneously. Escrima and Kali are both variations of this form. Bandesh (2:2:1) This is an Asian Indian martial art that is heavy on weapons but disallows killing. This is mostly practiced as a sport whereby the winner is the one still holding his weapon. Its weapon grappling techniques also characterizes this form. Bando (1:1:1) The main art practiced in Burma. It is a parental art that combines Wushu, Karate and Judo. It may incorporate Escrima sticks, sword or knife. Unlike Arnis, however, paired weapons are not frequently taught and more focus is placed on empty hand techniques. This form includes the following twelve animal forms: Boar, Bull, Cobra, Deer, Eagle, Monkey, Paddy Bird, Panther, Python, Scorpion, Tiger and Viper. See animal forms near the end of this plug-in for examples. Studio187: Fists of Fusion Page-21 Bersilat (2:1:1) A Malaysian Art much like Wushu. It is heavy on kicks and is a very secretive art. Chinese weapons and animal forms are very common. See Wushu for examples. Boxing (4:2:1) This could cover many different forms of boxing to include: Burmese, sport (English), street fighting, Savate, Greek or Thai. In the case of Thai or Greek boxing, cestus were often used to wrap the hands to deliver more damage. In the sport of English boxing, practitioners are not taught to deal with kicks or grappling maneuvers. Many gangs and nomads often train in a modern form that is known as Slash Boxing. Opponents are placed in a ring armed with cestus on the hands and shins. This form greatly resembles a mixture of street and Thai boxing. Capoeria (2:2:1) A Brazilian martial art based mainly on leg movements. It is masked by dance and can even be done effectively with bound hands. Capoeria was developed by African slaves and will work best under captive situations. No weapon forms are taught. In addition, defenses are based on evasion rather blocking. Most maneuvers are strung together to form a flowing stream of rapid-fire dodges and attacks. Most attacks are preceded by a dodge. Commando (2:1:1) This is a martial art designed for Special Forces soldiers of the American Military. However, most countries teach their Special Forces soldiers a fighting art of one kind or another and this could suffice for any of them. This art is designed to be practical, silent and deadly. Soldiers are taught to use rifles, pistols and especially knives as melee weapons as well as a number of powerful kicks, punches and breaking grapples. El Cuchillo (3:2:1) Directly translates to The Knife and was a rare martial art that has grown in popularity. It stems from Mexico and has branched out into Central and Southern North American areas. It is most popular with Californian gangs. It has many elements of Arnis but only encompasses the use of the knife. Most maneuvers are designed around knife attacks. Other then knife attacks maneuvers may include unbalancing, disarming blocks and Re-Route defenses. All maneuvers should eventually lead the artist to ultimately deliver the deathblow. This art is never practiced as a sport and other then training it is usually to the death. Fencing (3:3:1) This is the most well developed weapon style of Europe. The fighters use a long thin sword (Rapier, Epee, Foil or rarely a Cutlass) and sometimes a dagger (or Main Gouache). This form of fighting resembles Arnis and there seems to be a direct correlation between the two forms. This form is very flashy and calculating. Often putting you in the mind of two chess players using swords rather then pieces. Hapkido (1:3:2) This is the Korean version of Aikido. The Koreans added hand and foot strikes but maintained the defensive aspect. Many of the attacks either follow or are built into defensive maneuvers. No weapons are taught in this form. Jeet Kune Do (No standard) Based on Wing Chun Wushu this form was developed by Bruce Lee. No forms are taught but different students may develop their own. This form is a completely free flowing system allowing the student to develop that which he does well and to discard that which he does not do well. Most maneuvers should contain multiple basic modifiers (block and damage, block and grapple, grapple and damage, and so on). Weapons are common and if the player has opportunities to learn maneuvers from other styles it is encourage. Jujitsu (1:1:1) This is Japan's parental martial art. There are many different types of jitsu to include weapon and grappling arts. Samurai were taught Jujitsu to fight whenever disarmed. Ken-Jitsu, Bo-Jitsu, Kusarigama-Jitsu, Nagatanata-Jitsu, Sai-Jitsu and Jo-Jitsu are all forms that include weapon training. Kalari Payat (1:1:1) This is the art believed to be the spawn of Wushu. It is believed that the Bodhidharma brought this art to China and later developed into Wushu. This is an Indian parental martial art and encompasses hand to hand, weapon and grappling combat. It is, however very heavy on weapon usage. Students often start with a weapon before they even learn empty hand techniques. Weapons of choice are daggers, clubs and lances (spear). Karate (3:2:0) Karate comes from Okinawa and is a mixture of Jujitsu and Wushu and was developed by peasants to defend themselves because they were not allowed to carry Studio187: Fists of Fusion Page-22 weapons. However, it did not incorporate grappling techniques into the art. Karate does provide weapon training in the forms of farming tools. The nunchaku, tonfa sticks, long and short staffs are about the only weapons from traditional Karate. Kenpo (1:1:1) This is a modernized form of Karate. It was developed in the west in the mid-twentieth century to be more practical and adaptive then traditional Karate. Kenpo teaches the same weapons as Karate but is not very big on weapon usage and it is rare to find a school that teaches weapons at all. Krabi-Krabang (3:3:1) This is a Thai weapon form designed around fighting with the sword or staff. Not much is written on the subject. Ninjitsu (1:1:1) Much the same as Jujitsu. The differences are that, practitioners are not above using poison and dishonesty to win a conflict. The art itself is based in stealth, disguise and subterfuge and was very popular among assassins. Ninjitsu was also used by farmers but is more widely used by the assassin. Arasaka has developed a more modern version to incorporate rifles, pistols and stun batons as weapons. All of their operatives are trained in Arasaka-Ryu-Jitsu (School of Arasaka Jitsu). Pankration (1:1:1) This is a very old art whose origins lie in ancient Greece. It is a parental martial art that includes wrestling, joint locks, punches, blocks and kicks. Not as showy as oriental forms, but just as effective. It is believed that this art had influences in the orient but that has never been proven. The only known weapon taught for this art are the cestas. The Romans probably fused the Gladius, javalin and the tower shield into the art for the soldiers and Gladiators would have fused weapons like the net, trident and spear. Pentjak Silat (2:2:1) This is the main form of martial arts in Indonesia and Malaysia. It is a combination of Chinese and Indian arts. It relies heavily on weapons but can be performed without them in a pinch. It teaches strikes with all parts of the body and the weapons of choice are the Kris Knife (almost always), sword, stick, chain and the tjabang (similar to the Okinawan Sai). Secrets of this martial art are sworn to be kept by students and loyalty is sworn to the master teacher. Qwan-Ki-Do (3:2:0) This is a Vietnamese art very similar to Karate. Due to Frances occupation in Vietnam this art is most popular in France. The only weapon is the Vietnamese sword. Sambo (1:2:3) This martial art was developed in Russia. It is a wrestling art teaching takedowns, throws and joint locks. In combat, winning is usually achieved by injury (usually broken bones), knockout or death (most common). In sport competition, winning is usually achieved by submission or knockout. Broken bones are frowned upon and death is prohibited. Shotokan (3:2:0) This is the Japanese version of Karate. Sumo (0:0:1) This is purely a sport and basically teaches students to force the opponent off of his feet or out of a ring. Tae Kwon Do (2:1:1) This is a modern Korean martial art heavy on areal and kicking maneuvers. All forms of martial maneuvers are taught but kicks seem to be the most focused upon. This art depends heavily on flexibility and agility. Tai Chi Chuan (1:3:2) This is a very relaxed and slowly performed art. The artist practices his moves slowly and with ultimate serenity and concentration. It is designed to generate relaxation and harmony throughout the mind and body. This is not an offensive martial art and one would find it hard to use on something like a battlefield or a gang war. Tai Chi should not to be underestimated and those who do generally wind up in a lot of pain. It is mostly used as an exercise and a way of life, generally learned along side Wushu. It is very heavy on chi focusing and many legends of chi usage are rooted in Tai Chi. The sword is the most common weapon used in Tai Chi. Wrestling / Wrastlin' (0:0:1) / (1:1:2) Wrestling pertains to college Grecko-Roman grappling. This is a sport and can be used in combat but is rarely done so. Wrastlin' is a popular sport that is highly televised and uses many punches and kicks along with holds and takedowns. Although Wrastlin' is obscenely fake and is quite choreographed it could be used as fighting form. That is what one chain of schools has done. Master Billy Steel opened his first school in Night City and has since opened twelve other schools across North and South America. People soon realized why these fighters didn't really make contact. Wushu (1:1:1) This is the most practiced and imitated style of martial Studio187: Fists of Fusion Page-23 arts to ever exist. There are over 300 different schools of Wushu alone. Wushu is often referred to as Kung Fu or Gung Fu. This is an incorrect reference. Kung Fu means Time and Energy and can be applied to any aspect of life that requires both of these things. Wushu means War Art or Martial Art. There are many forms including animal, elemental and weapon. There are also several forms that have splintered from traditional Wushu but are still considered Wushu forms. Wushu utilizes the following animal styles: Crane, White Crane, Tiger, Snake, Dragon, Eagle Claw, Monkey, Drunken Monkey, Praying Mantis (or Mantis), Leopard. Wushu also has at least one form for each Chinese weapon. Chin-Na (1:1:3) This is a form of Wushu that specializes in grappling techniques. It is very heavy on joint locks, dislocations, breaking maneuvers and throws. Almost every maneuver leads to disabling a limb, grounding of or killing of the target. Chin-Na is often referred to as Chinese wrestling. Choy Li Fut This is a very popular form of Wushu which is commonly studied by full contact fighters. It is very traditional to the teachings of Wushu and incorporates oriental medicine and philosophy in its teachings. On a special note, the ninedragon trident is unique to this form. Drunken These forms rely on the erratic movements of an inebriated person. In fact, they are not erratic at all but very precise and calculated movements. The purpose of this form is to lure the opponent into a false sense of security and to confuse them. There are not specific drunken maneuvers; the practitioner will use existing maneuvers in a drunken stance. To make a drunken maneuver, modify an existing maneuver by adding stance-Drunken, add one point to initiative, and whatever you subtract from AV add to Evasion. Wing Chun This is a direct off shoot of Wushu and was designed to fight soldiers who knew Wushu. It stresses maneuvers with both striking and blocking and is heavy on the use of hands. As opposed to the circular movements of Wushu, Wing Chun uses direct straight-line movements. Wing Chun is not an aerial form and the only leg movement used are low kicking techniques. Animal Forms These are forms that imitate the movements of and exsensuate the characteristics of animals. Many martial arts use animal forms. The same principals carry over from art to art, based on the animal. Below is a list of the different animals and their characteristics. Each style will have rules to create animal maneuvers based on modifying existing maneuvers for that art. Every maneuver coming from an animal style will have the Stance X modifier, whereas X is the animal. If an animal style does not list a weapon then that form will have no weapons that can be used in that stance. Boar This is one of the 12 Bando animal forms and is a very brutish style of fighting. It relies on strength, body and constitution. It is characterized by elbow and knee strikes. To create maneuvers for this form, keep it simple. Mostly strikes and blocks with enhanced strength and AV. Evasion and initiative often suffer from modification as this form relies on simple movements. Bull Another Bando form, bull is quite similar to boar in its concept. This form is also quite brutish and relies on the same characteristics. The difference being that Bull is a wrestling style. There are few strikes and fewer kicks. Mostly grappling maneuvers and ground fighting with enhanced strength and AV. Evasion and initiative often suffer from modification as this form relies on simple movements. Cobra / Viper In Bando Cobra and Viper styles rely mostly on blisteringly fast hand strikes often to vital areas. The Cobra stance is a high stance with maneuvers striking the upper portions of the body. To generate these maneuvers, boost initiative and boost AV by sacrificing strength. The Viper stance is a low stance and with maneuvers striking the lower portions of the body. To generate these maneuvers, enhance initiative and boost AV by sacrificing strength. No kicks exist for either of these forms. Studio187: Fists of Fusion Page-24 Crane This is a very complex style that requires a lot of balance and dexterity. It is a very flowing style and often puts the player into complex movements. The Crane Fist is always kept in the form unless being used in a grappling maneuver. This form relies on powerful counter strikes. To generate maneuvers for this form simply add AV and Evasion and use follow-defense or Defense / Strike maneuvers frequently. White Crane: Slightly differing in that it is more of a boxing style and is solely used in Wushu and can incorporate weapons. Deer Another Bando animal form, deer is designed as the key to success. It is heavy on footwork, leaps and is usually quite defensive. Boost Evasion at the cost of AV and boost initiative to represent awareness. This is a great form to use against multiple targets. Dragon This is a Wushu form that is deadly on offense. It is designed to deliver a series of rapid attacks that do not let up until the opponent is down. The key here is endurance. The player should not purchase many defenses and should develop several strings of attacks. There are no modifiers that are standard to this form except follow. Every attack should lead into another attack and any defense should also be an attack. The flurry of attacks should be like a flash flood sweeping over a small village. Eagle Claw This form relies on speed and strength. In Wushu it resembles Jujitsu or Chin-Na in its massive numbers of grappling maneuvers. In Bando it is more of a strike heavy form. The Eagle Claw Hand is used in Bando much the same as the Tiger Claw and is pretty much the same thing. In Wushu the claw is the same but it is used for grabbing. The palm, fist, rolling fist and chop are used to deliver blows. Neither of these forms uses kicks too often. To create maneuvers for this form boost the initiative and strength and you can lower Evasion. Leopard This style is based on movement and strength and uses the Leopard Fist. Also known as Pao, this form utilizes a very offence rich technique in addition to pouncing, feinting and complex footwork. To modify maneuvers for Leopard Style you can add feint, aerial, and/or strength. Monkey This style relies on tumbling, jumping and rolling techniques along with confusing footwork. The player uses feints and unpredictable movements to defeat his opponent. For every point you add to Evasion or AV subtract a point from initiative or strength. Feel free to add feint, ground modifiers, standing or aerial to any maneuver. Paddy Bird This is another of the 12 animal styles of Bando. It is based on the movements of the
Studio187: Fists of Fusion Page-25 Paddy Bird, which jumps to and from. The idea is to stick and move. This style is very heavy on movement and dexterity being that the player never stays in one place for any given period of time. Feel free to add aerial to just about every maneuver. Evasion and AV are common modifiers as strength and initiative are often compromised. There are no holds in this form. Panther Differing from other cat styles, the panther is an extremely sleek form. The Panther's Paw is part Leopard Fist, part Tiger's Claw and is used for punches, grapples and clawing attacks. This is the only cat style that uses a variety of kicks and has two stances. The Hunter is a low stance used for aerial “pouncing” maneuvers. The Fighter is a midlevel stance used for grappling and short range attacks. The Panther will engage in ground fighting when going for the kill. To modify maneuvers for this form add Evasion and Initiative. AV can suffer due to complexity. Add aerial to all Hunter stance maneuvers and grappling maneuvers to most fighting stance maneuvers. This is the only style that commonly uses kicks with ground fighting. Praying Mantis Northern: This style uses the mantis claw used for grappling, palm strikes for attacking. There are a lot hand strikes and blocks along with complicated footwork but not many kicks. This style emphasizes lightning quick techniques and employs the practitioner to be quick, wary and alert. Add initiative and strength as modifiers to maneuvers for this form. Southern: Unlike the northern style, the mantis claw is not used. This style uses the Phoenix Eye Fist and palm strike for its damage delivery, relying on a relentless series of blows to disable the opponent. Add initiative and string maneuvers together as much as possible to generate maneuvers for this form. Python This is the third snake form for Bando and is used primarily for grappling. The Python Stance is only used to get the player and the target grounded. At which point the player will disable knockout or kill the target. Almost every Python maneuver or strings of maneuvers are designed to this end. This style is mostly used in competition because it is ineffective against multiple targets. To generate maneuvers for this form incorporate holds, reversals, ground fighting and strength while sacrificing Evasion and Initiative. Scorpion This is a deadly Bando form designed as a killing art. It is very popular with Burmese assassins and is often associated with poison use. Much like Ninjitsu the practitioners who practice this form are often mistrusted and feared. To modify maneuvers for this form add Area, killing or weapon (knife, shurikin or spike; usually poisoned). See Ninjitsu for some examples. Snake This is a form that relies on very low stances incredible speed and reflexes. In Wushu snake contains many grappling elements along with Snake Fist strikes. Snake Style is not known for kicking maneuvers. To make Snake maneuvers boost the Initiative, AV and Evasion. For Wushu, make sure to include grappling maneuvers to your repertoire. Tiger This style emphasizes power. It is comprised mostly of hand techniques forming the Tiger Claw. For this reason rippers are very common among street thugs who know Tiger Style. To incorporate maneuvers into Tiger Style all you need to add is strength. Studio187: Fists of Fusion Page-26 Five Elementals Here is an example custom form. It is an ancient Chinese art that has been resurrected from scrolls found in a ruined Shaolin temple. The temple was secret and no records of it exist other then those found within. Apparently, the students were never allowed to leave or they never revealed their secrets to anyone. The founder of the art was named Li Chow. He developed it from Wushu and incorporated the elements as he saw them in a vision. Oddly metal was included with earth and Sky was added as the most complicated element. It is not known when or how long the school was in operation. Four master Wushu artists were presented with the scrolls by the Chinese government to develop it for their secret service. It took them 10 years to master the form and they began to train top agents. Currently, there are only two of the original modern masters alive. They have managed to train over 100 artists in the form but only 8 of them have mastered Sky Stance. The elements are Earth, Wind, Water, Fire and Sky. Each element of Five Elementals has it's own stance. The maneuvers listed are a small fraction of each element to give the player an idea of how to develop the style. The stances are described below their form description. Earth: These movements encompass the powerful nature of combat. Earth is the most tangible and rigid of the elements. These maneuvers are always direct and powerful. No aerial modifiers may be used and strength may be added. Stance: This stance is very low to the ground. The player will keep his fists at shoulder height and breath about 18" from his body. Every maneuver is powerful and encompasses the full body to deliver damage. There are few defenses and they are always blocks. Wind: The wind is elusive, reach out but you can not grab it. Look but you can not see it. These maneuvers are mostly defensive and always enhance Evasion. Aerial and throws are common. Stance: The player stands very tall with his arms out stretched. The arms are bent at the elbows (45 degrees) and the palms face the opponent. The player flows back and forth, flattening one foot at a time while raising up on his toes with the other foot. This motion causes him to sway like a leaf in the wind. Water: It envelops and swirls, holds tight but is slippery to the touch. Grappling is the essence of water. Only grappling maneuvers are allowed and ground fighting modifiers are extremely common. Stance: The player stands low, one foot in front of the other with knees bent and his ass in level with his knee. His arms are stretched out in front of him with his hands in a tiger claw like formation. Fire: Flickering flames strike without warning. Speed and Evasion are instrumental with fire. Add Initiative and Evasion and sacrifice strength. All maneuvers should be fast and killing strikes are common. Stance: This is a hard stance to envision. The player stands bent knee and bobs up and down while stepping left, right, forward and back. It is done in no particular order. The player also moves his arms in front of him in seemingly erratic motion while closing and opening his fists. His attacks seem to come out of no where and his dodges seem like he was never there to begin with. Sky: The sky resides above all of the elements and will encompass all of their strengths. There are very few maneuvers for sky and only master students are permitted to learn them. They will comprise of additions to 2 or more stat bonuses along with at least 2 beneficial advanced modifiers (modifiers that cost you points) and often have more then 1 Basic Modifier. The average cost for a Sky Maneuver should be about 10 points. Stance: This stance is the most difficult to perfect. The stance is east to assume but using it with maneuvers is difficult at best. The player practices for hours on end to assume maneuvers from this stance but once Studio187: Fists of Fusion Page-27 it has been learned the player's maneuvers seem to be unbelievably fast. The player stands straight with his arms at his side slightly bent. One foot and the corresponding arm are slightly in front of the other. The stance is deceivingly simplistic and lures most opponents into a false sense of security. And that is point. Targets never see it coming. The player engages incredibly complex maneuvers that are beyond belief. The first time a target experiences this, he may even be stunned by the sheer magnificence of it. Most practitioners study two to three elements in their early training and will learn all four upon reaching their instructor level (6th or 7th). They will always be most proficient in the one they specialize in. Upon reaching 7th level they will become instructors or go on to become masters. Only a few hand picked members are permitted to go on to master training. Master classes consist of one to three students and the Master instructor. These students will learn the sky stance and maneuvers for the stance. What about mystical Chi powers? As a standard rule of thumb you can place a power within any maneuver. To do this, add 3 OP per PP the power would normally cost. Power modifiers modify the final cost of the maneuver by the same amount they normally do. This should not be done with powers the player already has because it would be waste. He can already use his powers with his maneuvers by purchasing Effect. Remember that he only can use this power with the maneuvers he has purchased them for. Thus, if he had a punch with a power drain attached it would only work with that punch. As always, consult the GM before purchasing any powered maneuvers. Qi Quan Kane has a punch maneuver and he attaches 3 levels of power drain to it. Normally, power drain would cost him 6 PP. By attaching it to his Strike, it only costs him 18 OP (just over 3 PP). But he must perform that punch any time he wishes to use the power. He must also pay the normal endurance cost for the use. Mr. Tojo has a Skykick that gives him two power levels of super leap. This would cost him 2 PP normally, so he will pay 6 OP for this modification but he must do a Sky Kick to get this leap. This is very much like the flying Samurai's of Saturday Morning Kung Fu theater. The Black Dragon purchases Armor Ignoring for his Chi Strike. He chooses force field as the only defense. The maneuver he is modifying costs him a total of 4 OP's and by adding Armor Ignoring it doubles his cost to 8 . There are several powers that enhance martial arts and flow very well with the mystical abilities of the ancient masters. These should be purchased by normal means and will cost normal PP's. The player should try to stay true to the ideals of chi legends. Or perhaps you wish to be able to do some of the things your favorite manga characters do. Below are a few good examples of powers that go well with martial arts. Friends with Shadow. Purchase Radar Sense for being able to sense targets in pitch-blackness. Ancestor's Armor. The Boxers believed that their ancestor's would protect them from the barbarians bullets by letting them pass through their bodies. It didn't work for them but if you purchase Desolidification it will work for you. Iron Skin. By purchasing armor, you can say that the player has undergone extensive training to develop the fabled Iron Skin Technique. Try not to get to high a level to stay somewhat true to the genre (stay below 18 points). And no skin-weave can be added. Lightning Slap. By purchasing missile deflection the player could slap arrows and knives out of the air. In a more Manga like setting a player could even slap bullets and lasers aside. Chi Healing. Monks are said to possess the ability to heal with the lying of hands. Purchase Aid – Hits for this effect Achilles Heel. Some fighters have learned how to study their opponent's and are able to spot their weak points. Find Weakness is an excellent power for Martial artists to purchase. Flying Fist. In many video games the characters can hurl energy beams at their opponents. Buy purchasing Attack Blast with Gestures (Any kind of punching or kicking motion) the player could duplicate this effect.