Rules19

= WARNING: OBSOLETE. Use the Revised Rules Files instead =

Contents of file: skills.rules
These files are DRAFT files containing proposed house rules for change to 5th edition

& skills - [CM 2.0 Rules] --- Skills are general abilities that can be learned (as opposed to Powers and Talents, which usually you are born with, or obtain by some odd supernormal means, like being bitten by a radioactive parrot). Characters are assumed to have basic knowledge of the world around them (they speak their native tongue, for instance, and have a free set of 'Everyman' skills, see RULES EVERYMAN SKILLOS. However, special important IC knowledge that your character has, must be paid for with points.

See also: RULES SKILL LIST     A list of skills usable in our game

& skill list - [CM 2.0 Rules] --- Below is a list of all the skills in Champions:

Acrobatics             Acting                  Animal Handler Analyze			Breakfall              Bribery Bugging               	Bureaucratics           Climbing Combat Driving        	Combat Piloting         Computer Programming Concealment           	Contortionist           Conversation Criminology           	Cryptography            Deduction Defense Maneuver	Demolitions           	Disguise Electronics		Fast Draw		Forensic Medicine Forgery                Gambling		High Society Interrogation          Inventor 		Knowledge Languages              Lipreading		Lockpicking Martial Arts           Mechanics		Mimicry Navigation             Oratory			Paramedic Persuasion             Professional Skill	Rapid Attack Riding                 Security Systems        Seduction Shadowing              Science                 Sleight of Hand Stealth                Streetwise              Survival Systems Operation      Tactics                 Teamwork Tracking 		Trading                 Transport Familiarity Two-Weapon Fighting	Ventriloquism 		Weapon Familiarity

& skill enhancer - [CM 2.0 Rules] --- A skill enhancer is a special skill that gives a bonus to other skills, hence the name 'skill enhancer'. They are generally as rare as talents or perks. Each skill enhancer gives a +1 point bonus to all skills of the appropriate type. Each skill still costs at least 1 point to purchase, but is as effective as if +1 points were paid.

Jack of All Trades  All Professional Skills (PS) Linguist            All Languages Scholar             All Knowledge Skills (KS) Scientist           All Science Skills (SS) Traveler            All Area Knowledges (AK)

(Any enhancer that is not listed here, is not used on CM 2.0)

& skill vs skill - [CM 2.0 Rules] --- Sometimes, we want to know whether one character's skill can overcome that of another. For example, suppose Captain Destroyer has set a bomb that will blow up Manhattan. The Hero decides to try to disarm it. Both men have the Demolitions skill. Captain D uses his to set the bomb, and Hero uses his to try to disarm it. To see who wins, you have the first character (Captain D in this case since the bomb has to be set before it's disarmed) make a skill roll. If he fails, he does not set the bomb (or it blows up in his face, or whatever). If he succeeds, for each 1 he makes the roll by, the second character (Hero in this case) has a -1 penalty to his roll. If the second character makes the roll, he wins the skill-vs-skill contest.

& skill acrobatics - [CM 2.0 Rules] --- Acrobatics is a skill based on your DEX. With it, a character can perform flips, jumps, rolls, etc. Acrobatics allows the character to jump over something and land upright on his feet ready for battle (or anything else). Acrobatics can, if used properly in battle, get you a slight "surprise" bonus to your OCV of +1 to +3 (it's up to the GM how much, if any).

& skill acting - [CM 2.0 Rules] --- Acting enables a character to alter his motions and speech patterns so that he might seem like someone else. To see if one character can determine if another is acting, Acting skill is made vs. a standard INT roll. Various modifiers include trying to impersonate someone specific (-1 to -3 to the acting roll), and maintaining the role over a long period (-1 to -3). A long period of study ahead of time can give bonuses (+1 to +3). Acting does not allow you to disguise yourself as someone else physically. Use the Disguise skill for that.

& skill analyze - [CM 2.0 Rules] --- Analyze another character's abilies or skills. You must indicate the type of analysis in your character sheet and bg.

& skill animal handler - [CM 2.0 Rules] --- This skill allows the character to train animals, calm them when they are in a panic, etc. The skill also depends on the intelligence and temperament of the animal, of course. Characters should make an animal handling roll whenever they are trying to get an animal to do something unusual or stressful (like making an elephant remain calm in the presence of a mouse). It is NOT necessary to make such a roll for any animal purchased with the character's own points.

& skill breakfall - [CM 2.0 Rules] --- The Breakfall skill allows your character to roll out of a fall and stand up without wasting 1/2 of a Phase (see RULES FIGHTING). Additionally, if the roll is successful, the character takes 1/2 damage from it. Each +2" of distance fallen (downwards) or +2" of Knockback is -1 to the roll.

& skill bribery - [CM 2.0 Rules] --- The Bribery skill allows a character to determine when and how to approach someone to bribe him, and how to make the offer. The Bribery attempt MUST be roleplayed as much as possible before the GM allows the character to make his roll, and if the roleplay itself is very good or very bad, the GM is perfectly justified in deciding that a roll is unnecessary. Having this skill does mean your character is quite good at bribing people, but you still have to roleplay it. Also, please note that there are consequences to failure of this skill roll: police may be called, an investigation may be begun, etc.

& skill bugging - [CM 2.0 Rules] --- The Bugging skill gives the character the ability to successfully secret listening, visual, or other devices ("bugs"), provided a successful roll is made. Bugging allows you to know what the proper placement is for such equipment so as to obtain good reception and clear sound or images. It does not necessarily mean you could hide the bug well (you need Concealment for that). Bugging also allows you to sweep an area to detect if other people have bugged it.

& skill bureaucratics - [CM 2.0 Rules] - With this skill, the character knows how to deal with bureaucrats and red tape, to whom he must talk so that things get done, etc. It helps you quickly get a passport in an emergency, or get through customs, or similar activities. Using this skill takes time -- from a few hours to a week or more. Unsuccessful roles usually mean the red tape is even more tangled than usual.

& skill climbing - [CM 2.0 Rules] --- The Climbing skill allows the character to climb difficult-to-scale surfaces: rocks, trees, walls, the side of a building, etc. The smoother and more difficult the surface, the harder it is, and penalties of -1 to -3 may be assigned. Further, it may be appropriate in some cases for the character to make a STR roll in addition to the skill roll (failure of either meaning a fall). Movement while climbing is 1" per Phase, and OCV/DCV are halved while climbing.

& skill combat driving - [CM 2.0 Rules] --- Combat Driving allows the character to control ground or water vehicles in difficult (combat or emergency) situations. Only characters who make successful Combat Driving rolls can adequately control vehicles in such things as car chases. Success means control of the vehicle through hairpin turns, and also means that the vehicle has its full DCV. Failure of the skill roll probably means a nasty crash, or at least a fender-bender.

& skill combat piloting - [CM 2.0 Rules] --- The Combat Piloting skill allows a character to control and steer flying vehicles, from biplanes to intergalactic warp cruisers. However, keep in mind that this only refers to the ability to steer a craft with which you are _already_familiar_. Characters with this skill are automatically familiar with any one type of craft. Other types must be purchased with Transport Familiarities

& skill computer programming - [CM 2.0 Rules] --- Computer Programming allows a character to program and operate computers. This is essentially a "hacking" ability as well -- it allows the character to discover access codes, passwords, break into accounts, debug computer programs, and conceal tampering. Using this skill generally takes a lot of time (you can't program a computer in 10 seconds, no matter how good you are). An unsuccessful roll may cause alarms to be triggered, or the computer system to crash, but most often you just fail to achieve the desired result. The "free" everyman 8- computer programming skill is good enough to use standard software such as office suites, etc...

& skill concealment - [CM 2.0 Rules] --- This skill allows a character to hide things, and to find hidden objects. The character may also hide himself from a search using this skill. This works only for stationary hiding. Anything that involves both hiding and movement requires the Stealth skill.

& skill contortionist - [CM 2.0 Rules] --- This skill gives the character the ability to contort his body to get out of ropes and similar confinement, as well as work normally inaccessible locks (such as from within a prison cell) -- you still need Lockpicking if you want to actually pick the lock. This skill can also be used in a combat setting. Any Phase after being Grabbed, a character can use this skill to aid an attempt to break free. Contortion may also be used to break free of Entangles in a similar fashion depending on the special effect.

& skill conversation - [CM 2.0 Rules] --- This skill allows the character to extract information from people through careful discussion. Failure of the skill roll means that the subject realizes he's being pumped for information and (usually) clams up. Success means the person goes on talking, often saying things he never intended to say and wouldn't normally discuss if he actually stopped and thought about it. This skill is NOT a substitute for Role-Playing. The GM won't usually even let you make this roll unless you've already role-played appropriately.

& skill cramming - [CM 2.0 Rules] --- A character with this skill is good at quickly acquiring temporary basic knowledge of a non-combat skill. The character must have several quiet hours to study the Skill, and must have access to resources that would allow rapid learning (library, teacher, source books and manuals, etc). If these requirements are met, the character gains a temporary 8 or less roll with the Skill in question. Cramming may be purchased more than once allowing the character to cram more than one Skill per adventure. Cramming can also be used to pick up a language (1-pt) or TF/WF level.

& skill teamwork - [CM 2.0 Rules] --- This skill gives a group of characters a better chance of coordinating their attacks with each other in order to more effectively attack powerful opponents. Each person trying to coordinate teamwork in an attack must make a successful teamwork roll at their own skill level. If they do not succeed they cannot add to the coordinated attack, instead attacking as they normally would.

& skill criminology - [CM 2.0 Rules] - With this skill, a character knows how to look for clues, dust for finger- prints, examine evidence, do ballistics test, search though files, etc. The character might learn who fired a gun, where the victim's body was placed immediately after a murder, etc. Extensive Criminology tests take time, but characters with this skill may also gain quick insight into a crime by an examination of the crime scene. Knowledge of the area and appropriate Science skills also help with an investigation.

& skill cryptography - [CM 2.0 Rules] - The Cryptography skill represents the character's ability to solve codes and ciphers, and to encrypt messages. Codes can be very difficult to break unless there have been a large number of messages. Both encrypting and decrypting can take a lot of time, even with a code book, unless the character has some device (a computer, etc) to help.

& skill deduction - [CM 2.0 Rules] - This skill represents the character's ability to use several facts to leap to a logical, but often not obvious, conclusion. This skill is NOT intended to be a substitute for role-play or for thinking on the part of the players. However, there may be times when the players are stumped, but their characters (due to background or knowledge skills that, of course, the player himself does not have) would logically have a chance to deduce something. In these cases, the GM -may- deem it appropriate to allow a Deduction roll.

& skill defense maneuver - [CM 2.0 Rules] --- Makes the character an expert at moving about in combat. The character never allows an attacker to get a clear shot at his back. Defense Maneuvers have to be bought in order. This skill normally requires half phase (non-attack) action to use.

& skill demolitions - [CM 2.0 Rules] --+ This skill represents the ability to correctly handle explosive devices. A character with this skill can handle, set, and disarm explosives. He also knows where to place the to achieve the desired effect (for instance, he knows where underneath a bridge to place a few sticks of dynamite and have the whole bridge come tumbling down when it's blown). It's usually a good idea to spend a few extra points on this skill. If you fail the roll badly enough... Boom!

& skill disguise - [CM 2.0 Rules] --- This skill represents the ability to change a character's appearance through makeup, costumes, facial expressions, etc. The character can, with a successful skill roll, make himself un-recognizable, or even disguise himself to look like a particular person. While this skill enables you to physically appear to be someone else, -acting- like someone else requires the Acting skill.

& skill electronics - [CM 2.0 Rules] --- This skill allows the character to identify, understand, repair, and rewire electronic devices. This can be anything from plugging a printer into a computer (a simple task) to re-wiring an alien spacecraft's control console (assuming the craft has electronic systems in it at all). The character may also use technical drawings and blueprints to build electronic devices.

& skill fast draw - [CM 2.0 Rules] --- Ability to draw weapon as 0-phase action instead of half phase. This includes reloading of charges etc.

& skill forensic medicine - [CM 2.0 Rules] --- This skill allows the character to make inferences from a corpse about the cause of death, how long the individual's been dead, and other tasks normally performed by a coroner. This includes the ability to perform an autopsy correctly. The character may be able to spot obvious clues about the corpse quickly, but a full autopsy requires several hours, perhaps more than a day (depending on the situation).

& skill forgery - [CM 2.0 Rules] --- This skill represents the ability to duplicate official signatures, documents, seals of office, magnetic codes, etc. This usually requires specialized equipment. The more you make the roll by, the longer the fake documents will be accepted by those encountering them. This skill also allows the character to spot fakes more easily (possibly leading to a Skill-vs-Skill roll between the forger and the victim of the Forgery attempt).

& skill gambling - [CM 2.0 Rules] --- This skill represents the ability to do well at games that require at least some skill, such as blackjack or poker. The character may also use this skill to cheat at games of chance, provided no Sleight-of-Hand is necessary (such as keeping an ace up your sleeve). A character can also use this skill to bet more wisely in games of pure chance (such as craps or roulette), which will make his money last longer before he loses it.

& skill high society - [CM 2.0 Rules] --- This skill gives the character knowledge of the etiquette and protocol of upper class culture: what to wear, how to speak, when to stand, sit, etc. This skill is very useful if the character needs to attend those special parties with heads of state, movie stars, kings, or queens. A failed roll means the character made a serious social blunder that will potentially damage his reputation among other high-class types.

& skill interrogation - [CM 2.0 Rules] --- This skill gives the character the ability to extract information from people. Characters with this skill know how to avoid leaving marks on a victim, can judge how close the victim is to "breaking" or death, etc. The character knows exactly how to exploit the weaknesses and fears of most victims into making them tell him what he wants to know. Please note that this skill is not very heroic, and is generally only found among the villainous types. This skill works against the victim's EGO roll in a skill-vs-skill attempt.

& skill inventor - [CM 2.0 Rules] --- Characters with the Inventor skill can design and construct innovative new devices. To use this skill, the character generally needs complementary skills in the field in question (examples: Electronics, Computer Programming). Inventing new things requires time in the laboratory. The exact amount of time is up to the GM, but it usually takes a week or more. However, this skill may also be used to quickly make slight modifications to items in combat (Dr. Inventor modifies his laser pistol to work as a flashlight).

& skill knowledge - [CM 2.0 Rules] --- This skill is very general and flexible. It is designed to represent knowledge or familiarity with just about anything. Players define how specific their Knowledge is. The more general the Knowledge, the less the character knows about specifics.

& skill languages - [CM 2.0 Rules] --- Each player has a native language (it should be stated in your BG if it is not English, the language spoken most commonly in Colonial Bay). With your BG Language you are assumed to have a level 4 ability. All other languages must be specifically purchased. You can spend from 1 to 5 points on each language, each point giving a more fluent ability. There is no roll associated with Languages. Cost is as follows:

Fluency					   Cost (points) Basic Conversation					1 Fluent Conversation					2 Complete Fluency (w/accent)				3 Idiomatic, native accent				4 Intimate Dialects					5

There are over 70 Languages available in CM 2.0 For a list type RULES SKILL LANGUAGE LIST

& skill lipreading - [CM 2.0 Rules] --- This skill enables a character, with a successful Perception roll, to attempt to interpret the words of another person based solely on lip motion. You need three things to successfully lip read: 1. You must speak the same language as the target. 2. You must be able to see the target's lips (successful PER roll). 3. You must successfully read the motion of the lips (successful Lipreading roll).

& skill lockpicking - [CM 2.0 Rules] --- This skill allows the character to open key, combination, electronic, or magnetic locks. Some locks are connected to an alarm system; disabling it requires Security Systems skill. Locks may be easy (+1 to +5) or difficult (-1 to -5) to pick, depending on the lock.

& skill martial arts - [CM 2.0 Rules] --- Martial Arts skill represents knowledge in any form of hand to hand (HTH) combat requiring specialized training. Martial arts includes Aikido, Boxing, Wrestling, Karate, and Judo, among others. In addition, characters can modify and adapt any art to their liking, and can even invent their own martial art. Martial Arts are designed especially to allow the maximum amount of creativity for the player. Martial arts consist of a few dozen specific maneuvers with generalized names and effects. It is up to the player to define what exactly the maneuver does.

When purchasing Martial Arts, you must pick a name for your art, and then select at least 10 points in maneuvers (minimum) to go along with that art. Additionally, some pre-defined packages are available to make purchasing common arts like Judo or Ninjutsu simple (you can do it with one command).

Martial Arts Styles are listed in RULES SKILL MARTIAL STYLES

& skill mechanics - [CM 2.0 Rules] --- This skill gives the character ability to repair and build mechanical devices. It also gives the character the ability to slightly modify such devices (e.g. re-wiring them for more power, a-la Tim Allen). This skill helps you fix up the engine of the Batmobile when it seems to be sputtering, or repair the antigrav motors of the Fantasticar.

& skill mimicry - [CM 2.0 Rules] --- This skill gives the character the ability to perfectly imitate someone else's voice. It complements the Acting skill (which allows you to duplicate a person's mannerisms) and the Disguise skill (which allows you to duplicate a person's appearance). Mimicry is especially useful on the telephone.

& skill navigation - [CM 2.0 Rules] --- This skill enables a character to determine his and plot courses between two points. Techniques used can range from astronomical to dead reckoning. Appropriate Knowledge skill of the area in question will help the roll substantially, and Navigation cannot be used in an area that is wholly unfamiliar (such as another universe, or a place where familiar stars or landmarks are not visible). Characters need to specify what type of navigation they are specializing in. Ie. Marine, Flight etc.

& skill oratory - [CM 2.0 Rules] --- This skill represents the public-speaking ability of the character. A good orator knows how to modulate his voice, use body language, and speak to an audience. He can also tell if he is losing the attention of an audience, and how to ad-lib to a crowd. Please note that this skill does NOT take the place of good role-playing. You must role-play the speech. Oratory can also help with PRE attacks.

& skill paramedic - [CM 2.0 Rules] --- This skill enables the character to stop the bleeding of someone who is injured and keep him alive until the victim gets to a hospital. A successful Paramedic roll will "stop the bleeding" long enough to get a character to a hospital where he can heal and recover. Please note that this skill does not imply that your character is a doctor. To be a doctor, in addition to Paramedic skill, you need KS: Medicine, PS: Doctor

& skill persuasion - [CM 2.0 Rules] --- This skill reflects the character's ability to convince others to do what he wants them to do. This is normally only used on NPCs (not on other players). Please note that this skill must NOT be used as a substitute for role-playing. It is used in conjunction with good role-playing.

& skill professional skill - [CM 2.0 Rules] --- This skill gives the character the ability to perform the functions of a certain profession. While Knowledge Skill gives the character knowledge of how or why something works, Professional Skill gives him the ability to do it. For example, a character with Knowledge: Computers knows generally how computers work, the history of computer development, how much money computer repairmen earn, etc. A character with Professional Skill: Computer Repairman might not know the intricacies of computer theory, but knows how to add a new sound card to your computer system. Examples of professional skills: Auto Mechanic, Beautician, Barber.

& skill rapid attack - [CM 2.0 Rules] --- Allows Rapid Fire Combat Maneuver or Autofire Skills as 1/2 Phase action Allows HTH Sweep Combat Maneuver at 1/2 Phase. No rolls required.

& skill riding - [CM 2.0 Rules] --- This skill enables the character to ride a living creature. The character can ride the creature in rough conditions, fight while mounted, etc. The skill roll is made any time the character tries to get the mount to do something difficult, such as jumps or trick moves. A character with riding is automatically familiar with one type of creature.

& skill science - [CM 2.0 Rules] --- A character with this skill has a grasp on one type of science (or more, if the skill is bought more than once). Like Knowledge, the type of Science skill must be specified at the time the skill is purchased (example: Science: Physics). Characters with Science have a working knowledge of that particular field. For instance, someone with Science: Biology would know how photosynthesis works, how to classify organisms taxonomically, and so on. Example Sciences: Botany, Zoology, Geology, Mathematics.

& skill security systems - [CM 2.0 Rules] --- This skill allows the character to recognize and evade various alarms and traps, as well as how to set up alarms and traps for use against other characters. Example alarm systems include: electric eyes, sonar, retina scans, and voiceprints. If an alarm system is very complicated, this skill might take hours to perform successfully.

& skill seduction - [CM 2.0 Rules] --- This skill represents the ability to gain the trust of other characters by offering companionship or favors. The roll depends a great deal on the circumstances. Comeliness may also affect this roll (in addition to PRE), depending on exactly what the character is trying to accomplish. Please note that this skill is NOT supposed to be rolled instead of role-playing. Seduction attempts should be role-played first, and then the GM may deem it necessary to make a Seduction roll, possibly assigning penalties or bonuses (-3 to +3) depending on what happened during the role-play.

& skill shadowing - [CM 2.0 Rules] --- This skill reflects the character's ability to follow someone without being detected. The person doing the shadowing should make a new roll every time the person being tailed does something that might make the shadower lose him. This skill also gives the character the ability (through knowledge of how these things work) to spot and lose someone who is following them.

& skill sleight of hand - [CM 2.0 Rules] --- This skill reflects the character's ability to perform hand-eye tricks, like palming an item, sawing a lady in half, and so on. It can be used to draw a weapon without it being noticed, or to subtly hand something to someone else. This skill can also be used to pick someone else's pocket.

& skill stealth - [CM 2.0 Rules] --- This skill reflects the character's ability to hide in dark places, move silently, and avoid detection in combat conditions. This skill is used against the target's Perception in a skill-vs-skill roll. If the character wants to hide for a long time in a stationary place, Concealment is also an appropriate skill.

& skill streetwise - [CM 2.0 Rules] --- This skill gives the character knowledge of the seamy underbelly of society. He knows how to find the black market, talk to criminals, locate bosses of organized crime (and deal successfully with them), and so on. It is of course necessary to have Knowledge (Area) of the place in question, and the appropriate Language skill, if one wishes to be truly successful at negotiating the seamy side of society. As with all other social skills, this skill is NOT to be used in place of role-play, but to go along with it.

& skill survival - [CM 2.0 Rules] --- This skill enables a character to live off the land in the outdoors. It enables him to find food and water, determine which types of fruits and nuts are poisonous or not, and so on. It primarily comes into play any time a character is in an area that he is under-equipped to be in. Failure of the roll means you don't find enough food or shelter that day. This could be dangerous if it goes on for several days in a row.

& skill systems operations - [CM 2.0 Rules] --- Systems Operation allows the character to understand how to properly operate sensing and communications devices (e.g. radar, sonar, Star Trek Scanners, walkie-talkies). It also enables the character to operate electronic counter-measures (and cloaking devices and the like). Does not allow for operation of vehicles. You need Transport familiarity or Combat piloting for that.

& skill tactics - [CM 2.0 Rules] --- This skill reflects the ability to fight effectively and efficiently. Characters with this skill know what is necessary to win small-scale battles. They also know if a battle or tactical situation is clearly lost, and can direct the tactics of a small group (like being a field commander of an army platoon). This skill is generally used in unit combat, not individual combat.

& skill tracking - [CM 2.0 Rules] --- Characters with this skill have the ability to follow a trail by using visual, scent, and other cues. Much information can be gleaned from looking at a trail: the weight of the quarry, his speed, direction, if he was favoring one leg and therefore wounded, and much more. Knowledge (Area) is very, very useful to help track someone.

& skill trading - [CM 2.0 Rules] --- This skill allows the character to strike a good bargain with a merchant, and also gives him knowledge of what is a "good" or "fair" price, versus when he's being "taken to the cleaners" by a salesman.

& skill ventriloquism - [CM 2.0 Rules] --- Characters with this skill can throw their voice, making it seem like the voice is coming from somewhere other than themselves. There is a -1 to the roll for each 1" distance the voice is supposed to sound like it's coming from. Thus, someone trying to throw his voice across a 4" long room would have a -4 penalty.

& skill transport familiarity & skill tf - [CM 2.0 Rules] --- Allows PC to drive/pilot specific type of vehicles.

& skill two-weapon fighting & skill two weapon fighting - [CM 2.0 Rules] --- PC can use Rapid Fire or Sweep with limited form of Ambidexterity.

& skill weapon familiarity & skill wf - [CM 2.0 Rules] --- Allows PC to use weapon without a -3 OCV. Not needed for conventional weapons, smallarms, etc. Vehicle and field weapons (heavy cannons, etc) may require weapon familiarity to use.

& skill weaponsmith & skill smith - [CM 2.0 Rules] --- Repair and create weapons, depending on the category of weaponsmith bought.

& skill language list - [CM 2.0 Rules] --- The following 73 languages are available in CM 2.0

Afrikaans         Albanian           Ancient Malayan    Arabic Armenian          Basque             Bengali            Berber Bulgarian         Burmese            Byelorussian       Cambodian Cantonese         Catalan            Czech              Danish Dutch             English            Estonian           Finnish French            Fukienese          Gaelic             Georgian German            Greek              Hakka              Hausa Hebrew            Hundustani         Hungarian          Indonesian Italian           Japansese          Javanese           Korean Latin             Latvian            Lithuanian         Macedonian Malay             Malayalam          Mandarin           Mongol Native Languages  Nepalese           Norwegian          Persian Polish            Portugese          Punjabi            Romany Rumanian          Russian            Sardinian          Serbo-Croatian Sinhalese         Slovakian          Slovenian          Spanish Sundanese         Swahili            Swedish            Tagalog Tamil             Telugu             Thai               Turkish Ukranian          Vietnamese         Welsh              Wu                Yiddish

& skill martial styles - [CM 2.0 Rules] --- Martial Arts can be purchased one maneuver at a time and custom built to your wishes. However, if you wish to have a "standardized" martial art that's fairly common, one that isn't too personalized (and one that you can purchase in a single command), you can purchase Package Deals. Package Deals don't come with any "price break." It costs exactly the same as if you purchased the various maneuvers for the art one at a time. It's just faster this way. Cost for each art's package deal is listed next to the name of the art in parentheses.

Aikido (19)              Boxing (17)              Classic Comic Book (20) Commando Training (24)   Dirty Infighting (21)    Jiu jitsu (19) Karate (25)              Kung Fu (19)             Ninjutsu (21) Savate (22)              Wrestling (22)

To see the details of any particular art, type RULES SKILL MA

& skill ma aikido - [CM 2.0 Rules] --- This is a defensive art similar to judo that uses the opponent's energy against him. Aikido uses circular movements that re-direct the attacker's motion and put him at a disadvantage.

Maneuver		    	  Cost Throw (Martial Throw)             3 Hold (Martial Grab)               3 Fast Punch (Defensive Strike)     5 Dodge (Martial Dodge)             4 Escape (Martial Escape)           4

& skill ma boxing - [CM 2.0 Rules] --- Boxing is normally considered a sport, but can also be used in a standard street fight. Boxers may find themselves at a disadvantage against other martial artists due to the lack of sweeps and throws, but boxing is a fairly straightforward, effective art.

Maneuver Name                     Cost Jab (Defensive Strike)              5 Hook (Offensive Strike)             5 Block (Martial Block)               4 Clinch (Martial Grab)               3

& skill ma classic comic book - [CM 2.0 Rules] --- This is the generic martial art style practiced by standard four-color comic characters. It's well-rounded and versatile, but has no flashy special maneuvers.

Maneuver Name                     Cost Martial Punch (Martial Strike)      4 Martial Kick (Offensive Strike)     5 Martial Block (Martial Block)       4 Martial Throw (Martial Throw)       3 Martial Dodge (Martial Dodge)       4

& skill ma commando training - [CM 2.0 Rules] --- This style is a mixture of different maneuvers from many arts, and is commonly taught to U.S. and other military personnel as self defense in the event that they are disarmed. It isn't really a true martial art of itself, but just a mixture of maneuvers. It provides well-rounded training.

Maneuver Name                    Cost Boxing Cross (Martial Strike)      4 Aikido Throw (Martial Throw)       3 Karate Chop (Killing Strike)       4 Choke (Choke Hold)                 5 Judo Disarm (Martial Disarm)       4 Kung Fu Block (Martial Block)      4

& skill ma dirty infighting - [CM 2.0 Rules] - This isn't really a true martial art, just skill with fighting in less than ideal circumstances (bar brawling, etc).

Maneuver Name                     Cost Martial Punch (Martial Strike)      4 Roundhouse Kick (Offensive Strike)  5 Low Blow (Nerve Strike)             4 Disarm (Martial Disarm)             4 Kidney Punch (Killing Strike)       4

& skill ma jiu jitsu - [CM 2.0 Rules] - This is the full form of the more limited art known as Judo. It is primarily a defensive art consisting of lots of throws and sweeps.

Maneuver Name                    Cost Slam (Martial Throw)               3 Choke (Choke Hold)                 5 Takedown (Sacrifice Throw)         3 Disarm (Martial Disarm)            4 Escape (Martial Escape)            4

& skill ma karate - [CM 2.0 Rules] --- This is the classic, straight-forward martial art that most people think of when they say the term "martial arts." It is designed to take out an opponent quickly and with a minimum of effort.

Maneuver Name                     Cost Fast Punch (Martial Strike)         4 Front Kick (Offensive Strike)       5 Block (Martial Block)               4 Chop (Killing Strike)               4 Disarm (Martial Disarm)             4 Dodge (Martial Dodge)               4

& skill ma kung fu - [CM 2.0 Rules] --- Kung Fu is one of the broadest and most versatile of all martial arts. Realistically, every possible martial maneuver has a Kung Fu equivalent, but we've only listed a few of the primary ones here. There are hundreds of Kung Fu sub-styles.

Maneuver Name                     Cost Fast Punch (Martial Strike)         4 Block (Martial Block)               4 Legsweep (Martial Throw)            3 Disarm (Martial Disarm)             4 Dodge (Martial Dodge)               4

& skill ma ninjutsu - [CM 2.0 Rules] --- This style is practiced by the Japanese Ninja. It concentrates on stealth to achieve surprise, and then on taking out the opponent as fast as possible. It is the art of choice for assassins.

Maneuver Name                     Cost Punch (Martial Strike)              4 Back Kick (Defensive Strike)        5 Nerve Pinch (Nerve Strike)          4 Escape (Martial Escape)             4 Chop (Killing Strike)               4

& skill ma savate - [CM 2.0 Rules] --- This is a French style that is focuses mostly on kicking (essentially, French kick-boxing).

Maneuver Name                     Cost Back Kick (Defensive Strike)        5 Low Kick (Martial Strike)           4 Side Kick (Offensive Strike)        5 Block (Martial Block)               4 Disarm (Martial Disarm)             4

& skill ma wrestling - [CM 2.0 Rules] --- Wrestling is one of the oldest of the martial arts, and concentrates on taking an opponent to the ground and holding him there.

Maneuver Name                   Cost Body Slam (Martial Throw)         3 Takedown (Sacrifice Throw)        3 Escape (Martial Escape)           4 Hold (Martial Grab)               3 Choke (Choke Hold)                5 Reversal (Martial Block)          4