Rules19
From Champions MUSH
[edit]
WARNING: OBSOLETE. Use the Revised Rules Files instead
[edit]
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)
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& 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.
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& 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.
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& 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.
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& 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.
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& 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!
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& 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.
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& 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.
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& 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).
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& 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
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& 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).
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& 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.
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& 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.
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& 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.
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& 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.
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& 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.
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& 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.
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& 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.
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& skill transport familiarity
& skill tf
----------------------------- [CM 2.0 Rules] -------------------------------
Allows PC to drive/pilot specific type of vehicles.
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& skill two-weapon fighting
& skill two weapon fighting
----------------------------- [CM 2.0 Rules] -------------------------------
PC can use Rapid Fire or Sweep with limited form of Ambidexterity.
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& 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.
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& skill weaponsmith
& skill smith
----------------------------- [CM 2.0 Rules] -------------------------------
Repair and create weapons, depending on the category of weaponsmith bought.
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& 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
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& 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 <art name>
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& 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
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& 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
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& 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
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& 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
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& 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
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& 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
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& 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
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& 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
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& 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
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& 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
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& 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
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