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The Character Generation Thread · Page 5

Started by M. J. Young · November 27, 2007

295 surviving posts. Original order and wording are retained; deleted and spam-marked entries are excluded. 37 posts have an unresolved display name.

Well, besides mental exercises and meditation, I used to fire walk. That's when you walk barefoot over a bed of hot coals, with a very specific way to avoid being burned. It's a practice used by some cultures to test faith. You will get burned if you step too fast, odd as it may seem, because it causes the feet to come down harder and dig into the coals, increasing exposure by a large amount. You really have to know how to control yourself and banish fear to do it effectively.

The only way I can really effectively show my will is to reveal my past, snippets can't do it. I posted it in Family, it was most appropriate.

More as it comes to me. I have little remembrance of my younger days, besides abuse from my father-but more on that later in the family thread, once it;s all written out.

I read a thing about fire walking once... It lead me to discover:
http://en.wikipedia.org/wiki/Leidenfrost_effect

I've always wanted to actually see someone do that, though.

Mythbusters did an episode on fire walking. It's true.

(Doing Therapy)

The scale for attributes is not completely "fixed" in the way you suggest. Mostly it's seat-of-the-pants a bit better or worse. 1@10 is 95th percentile, generally, and 2@2 is 99th. I'm not uncomfortable with your high hand/eye because I think you've demonstrated the ability to use ranged weapons effectively without training or experience in them, and the easiest explanation for that is a high attribute base supporting a high ranged strike value.

If you think your will power is higher than 1@5, suggest where you think you fall.

--M. J. Young

Finally, I logged back in!

Ok, I understand about the Hand/eye. Thanks.

Willpower: 1@8 or so? It's difficult because it's so seat-of-the-pants. An example I heard earlier was "do you climb the mountain through sheer strength, or through agility, or because you would never forgive yourself if you didn't?'

It would definitely be the latter. My worry is, though, that this particular attribute is the hardest for me to define 'average', and thus compare. I don't know what average will is.

So my question is: How much pressure can an average person withstand before caving?

EDIT: I just remembered a recurring problem with my leg for my weakness section. When I move my leg in a certain way, sort of to the side and up or when a lot of stress is put on my hip, it will massively hurt and seize up. It is incredibly infrequent, and I don't know if it even does it anymore, because it has been 9 1/2 months since the last time. I was kicked by my stepdad in the hip, and about 2 weeks later it started hurting like nothing I ever felt before from any movement or pressure whatsoever. I was by that point used to taking everything thrown my way, and said nothing. You know that pain scale from 1 to 10? This was a nine, constantly. I limped everywhere, hiding it as best I could could. I kept falling over (lack of balance), and after another 2 weeks my mom saw me fall over. She took me to the hospital when she figured out what was wrong, and I was put on morphine, which I hated. One day before my surgery where they were gonna put a pin in my leg to hold the ball relatively still in the socket joint, it just stopped hurting. I was suddenly able to move again. Doctors did another X-ray, and I was fine, so far as they could see.

Since then, it has occasionally acted up under stress with a 6 on the pain scale, and restricted mobility when it does. It lasts about a day or two, then goes away again. Doctors are still mystified, though one conjectured it has to do with a nerve and not bones at all. Who knows?

It used to happen every month or so, but it has been slowly disappearing, and it may be gone entirely now.

I think MJ missed this. I'm bumping this thread to the top of the forum list in the hopes he'll see it.

I think I got to repost my character again :( joy, now I got to remember in detail what i was wearing all convention and what I ended up in my attributes and what I ended up in my carrying stuff, oh well, here it goes.

Name: Ahmetia Andréus Campbell
Attributes :
Attributes @
Persuasion @
Charisma @
Animal Magnetism @
Strength @
Stamina @
Resistance @
Density @
Flexibility @
Agility @
Hand/Eye @
Intellect @
Intuition @
Will Power @
(I need help and will edit later)
Education: High school graduate, current student Brookdale Community College, studying in film and anthrpology(which I imagine is going to come in handy many times later over).
Weaknesses: Wears glasses, allergic to dust and pollen.
Physical: 5'2" 180lbs Dark Brown Hair (really long) 20 years old Blue Eye Fair Pale Caucasian

Tech
Psi
Mag
Bod

Bias
Tech
Psi
Mag
Bod

Skills: Basic Fencing, Basic Sewing, Writing: Fiction Stories, Singing (Specialty: Renaissance/Medieval), Dance (Renaissance/Medieval, Ameture Belly)

Equipment:
Black corset shirt dress w/ studs and lacing
Black ruffle med-short skirt in 4 layers
White chemise style shirt with drawstring sleeves
Black 'fairyland'; shoes with lace high heeled
Black stockings
Black gothic lolita top hat with ribbon and fake lillies
Flower non-digital watch, pink painting for flower (I think stainless steel maybe copper but I got no green markings to be sure)
US Passport
Black linen purse
Pink Indian Style Wallet w/$25usd, Drivers License, credit-debit cards (which I am guessing will be useless)
Pens X2
Erasable Pens x5
Pencils x7
Yellow small hand-cranked plastic pencil sharpener
4 packs of travel tissues
5 journals
2 sketch books
1 journal book of shadows style
1 Irish-style chemise
1 Black renaissance skirt with drawstring
1 Renaissance bodice with gray soft leather and dragon embedding on ones side and black with white strips on the other, lacing
1 gray wool cloak with hood with red ribbon ties
1 tall wooden staff
Career in Film book
Belly Dance Instructional Book
Complete Works Of Shakespeare Book
Drawing Fairies Book
Tales Of Bettle Barb Book
My heart is my own Book (on Mary Queen of Scots)
Pink Dell Laptop w/ac charger
2g Memory Stick on a stainless steel necklace chain.
Black leather bag of watt converter plugs: (1 for Europe Middle East Africa Asia and the Caribbean, 1 for n and s America japan and Caribbean, 1 for Great Britain Ireland Africa Hong Kong Singapore, 1 for Austrailia New Zealand Fiji China,)-From a US Plug, 1 110v-250v converter, 1 50watt-1875watt converter
Violin + 2 like new Bows + Sap thing for it + Learn To Play Violin Book
Music Stand
1 Blue Duffle Bag with long black strap for over sholder and 2 med straps for backpack like carrying and zippers
1 Large Box Matches
1 Green celtic rectangle stash
2 pairs of jeans
3 t-shirts
1 pair of sandals, brown velvro straps
1 pair of black leather shoes
3 pairs of socks
1 Sprint Cell Phone, slide with case covering
1 metal spark tool (it's used to create friction along this rough nut bolt like peice in this enclosed space and you move the long piece of metal along it to create sparks to try and create fire)
((I think that's it))

I forgot about something I can't believe I did because if I forgot those Verser-Me is going be more violently upset.

3 plushies: 1 brown fluffy teddy bear with green ribbon around it's neck (from my current bf), 1 colonial style poppet with a black and green bonnet and dress (from my best friend), and 1 pocket goth bearing a small resemblance to Voltaire (sold by my favorite artist ever)

Yay! Plushies. This makes me happy for some reason.

If MJ were running your game, he'd probably ask that future forgotten equipment be added in the game thread ("this thread is dead to you now"), but since O'Sevens is your ref I don't suppose it matters. (I mention this partly for the benefit of future players reading back through this thread before joining the game under MJ.)

I try to remember everything, looked around my room and wrote things down.

And M. J. would also allow the addition, partly because it's still early in play, and partly because there's no particular game reason why these would be needed right at this moment in play. E.g., if you were in combat, and you said, "Oh, I forgot to bring the fully loaded AK-47 I keep in the closet, I should have listed that," you're going to get a very skeptical response from me, but a couple of plushies aren't going to matter to your conversations in the kitchen.

--M. J. Young

OK, I'm going to agree with MJ - my player(s) post any future new equipment in your thread. Why? Because I wasn't expecting any new players and only bothered to poke this thread because I was curious who was dropping in (unlike MJ I'm not a mod and don't have to read absolutely everything). I wouldn't want to miss something like that and three worlds from now be like "what plushies?" and have you give me the look of death.

In all honesty, I have never done anything like this...but after stumbling upon Multiverser, I suddenly fell into a rabbit hole that I now feel I am convinced I can't get out of. I would like to try and get into this but I don't know where to start at all. May I ask for help to learn to join in this alternate life?

Howdy! Since I saw you first, I'm your friendly neighborhood greeter for today. Getting started, you'll want to go here and here - that's 'Yes, You Can Play, But' and the first post of The Character Creation Thread (that is, this thread), respectively. MJ should be by within a day or two to pick up your game.

If you have any questions at any time (that aren't answered by reading those threads), feel free to ask. Welcome to the boards!

Oh, and you might also want to check out Coding On This Board, which has some useful information about - well . . . yes.

Thank you very much! I just have several more questions; do I need to have the book first at all? Or can I proceed with out it? Will I be hindered in any way if I don't have it? What if I don't understand any concept of dice rolling (attributes, bias, etc.) and what not since I'm a total noob and game illiterate. Will that keep me from enjoying this at all?

You're on the right board and playing the right game. No, you don't need the book to play, the mechanics are all handled by your referee (posted in a separate thread from your game), and ignorance of the game's inner workings probably will not detract from your enjoyment. Don't hesitate to start on that account.

That said, these are teaching games. MJ can justify taking time away from his busy day to run games here on the forums because the players here can learn, through playing under MJ, how to referee their own games back home. The hope is that players here will become referees, buy the book, and teach the game to their friends (all of whom will also buy books, because they love Valdron and want the company to be successful). So the expectation is that you will learn the mechanics as you go along. But, no one expects you to know them now, and it will not even slow you down not to know them in the beginning.

Clear enough?

Clear as day!!! Speaking of which...the sun will be up in a few seeing as it is 5:18am. Haha, but thank you very much! I can't wait to start! But first is time to get some rest. Once again, thank you very much! Can't wait to start exploring all those worlds!

Maybe on your coast; the sun's been up for while on mine. But, aye, rest is rarely a bad idea.

Well...here goes!!

Name: Van-Eric Johnson
AKA: Van (Generally used name)
Eric (Usually friends from middle school)
Enzan (A nickname I was randomly called that stuck.
Also my B-Boy name)
VAN-dalism (My Emcee name)
Mizuren (My online gamer handle)
Ephemeral Dreamer (My self title when I write in my journals.)
Title: Van-Eric, Viking Destroyer of the North Wind Star (Nickname I got because
some friends said my name made me sound like I could be a viking.)

Height: 5'9"
Weight: 160lbs.
Hair Color: Black
-Style: Short, about 1.5inches.
Age: 21 (I can pass as 26)
Eye Color: Brown
Facial Hair: Trimmed moustache and go-t.
Birthmarks: N/A. I've honestly never seen a birthmark on my body.
Tattoos: N/A
Markings: I have a scar, where I stabbed myself in a failed suicide attempt, on my
chest near my heart.
Ethnicity: Filipino, Black, Spanish, Chinese. Usually mistaken for Tongan or
Samoan.

Weaknesses: Allergic to Peanuts. Afraid of spiders. Wear glasses, Near Sighted with a
slight astigmatism in my right eye.

Questions:

1) First, do you believe that you are or might be outstanding, on the order of the top two percent or one out of fifty,
on any of the attributes listed there?

Persuasion

Charisma - (I love talking with people and gained the ability to be able to adapt to
different personality types. I've also studied Body Language and face reading
skills in speech and communication.)

Animal Magnetism

Strength

Stamina

Resistance

Flexibility

Agility

Hand/Eye - (I'm good at video games. I like to Yo-yo and can do a variety of tricks.)

Intellect - (Although I'm not school smart, I have the ability to understand concepts
very easily. Have plenty of street smarts and I love to read. I love
reading any interesting book that comes my way, be it any genre. Mostly
enjoy books about metaphysics, poetry, science, fiction, and comics.)

Intuition

Education Level

Will Power - (I don't know what counts as will power, but I don't feel too highly of
myself and I can be lazy, but if it is something very important to me or
someone nearby then I'll go in all out.)

2) Second, how intuitive are you? Do you notice more than most people, are you aware of details in your
surroundings, do you have good hunches and instincts about people, places, events? How do you compare
to others in this regard?

- I have the uncanny ability to guess when people want to tell me a secret and I usually have a good hunch as to EXACTLY what that secret is even before they tell me. I also have a strange ability to sense if someone is coming near me or if someone is within my range of perception, about 30ft. or so. I'm also good at guessing how somethings work, especially if I had no previous encounter with said object. Also I sometimes consult Tarot cards for further insight to a situation, but I don't know if this should be said here. I also have photographic memory and mixed with my observational skills I can easily make use of my surroundings and bend them to my advantage.

3) Third, what is the last grade of school or degree program you completed or attended?

- Didn't graduate high school, but I got my G.E.D. and I'm currently in College
just working on my general education and trying to tranfer to Argosy University
which specializes in Criminal and Forensic psychology, where I can make use of my
Handwriting Analysis abilities.

Welcome Aboard Van!!!

G.E.D. huh? A Good Enough Diploma. (It's Chris Rock, I couldn't resist)

MJ should be here Sunday to assist you.

Haha, yes! Good Enough Diploma! Anyway, thank you for the warm greeting John -- Sunday it is then! I'm excited to join in on the fun!

Van,
Lots of things to look at in the meantime. There's no problem if you want to read a Game thread (although 'tis better if you post any comments on another thread, although that varies per person.), and of course, there are the Non-game threads where we bat around various ideas, create worlds, and argue about rules which you're welcome to jump in at any time. And you can make your own thread if you have a question or three.

Welcome.

Tadeusz

Thank you Tadeusz! I've taken the liberty to look around a lot more and have found much information! And thank you also for a warm welcome!

Welcome, Van-Eric "Ephemeral Dreamer" Johnson.

What is a "B-Boy" name?

Based on your presented evidence, I'm giving you 2@1 Charisma and 2@1 Intellect, but 1@10 on Will Power. The 2@1 scores mean that of fifty random people you're probably the best; 1@10 means you're the best of twenty random people. The metaphysics impressed me, as did the body language studies and adaptability. I was less persuaded in relation to the will power, but agreed that it was reasonably strong.

I'm very impressed with your intuition, and listing it as 2@4. "Some college" qualifies as 2@1 on education level.

My sons, who have their GEDs, have a different explanation of the anagram, but I don't know what it is and would not want to appear to be denigrating your find education (particularly since it got you into college, at which point the high school is no longer terribly significant).

I'm happy with this so far, so move to skills.

--M. J. Young

Hello! This is so exciting for me right now! Anyway, a B-boy name is sort of like a street name or stage name for those who Breakdance. And those who breakdance are called "B-Boys" so its Just for individuality.

Skills

1) I am a freelance photographer and I have a small business I'm running with my mother.

2) I don't think I have any cutting edge technological skills, but I have built rockets out of kits
and competed in a Team Rocketry Competition where we placed 34 out of the top 100 out of
600 teams.

3) Psionic. I have studied Qi Gong and Reiki so I've gained the ability to be able to move
the energy around in my body and into nearby people or objects. I can see aura around
people and things. I can also see spirits and this
is a shared ability passed in my family.

Magic. I've read a few books with random simple magic ranging from Wicca and Westen Magic (spoken in latin) to Alchemy and Magic tricks, so although I'm not profficient, I have some sort of knowledge of these subjects.

4) I've studied in 3 types of martial arts over the course of 11 years. Only 2 of which
studied Orthodox style and one of which I created myself through street fights growing
up. I've studied:

- Kajukenbo (A style which forged from combining Karate, Judo, Jujitsu,
Kenpo, and Chinese Boxing and a few other infulences. It's an ecclectic and adaptive
art focusing on expression and putting ones heart into their style. Fighting wise, use
of high powered counter moves are more widely used.)
Learned through family because my family is a user of the art.

- Capoeira (A very unorthodox style consisting of quick breakdancing like movement. Quick,
forceful, and flashy techniques which are mainly kicks. Focus of style is in the ability
to adapt to give attacks in rapid succession while keeping a sort of "dance" movement to
keep your pace.)

- Personal Hyrbid Style (A style I honed on my own after enduring street fights and
brawls in school. It's a pretty effective style I've developed by using the
knowledge I have of my studied styles, and by using my ability to learn
by observation. I've watched many people fight and incorporated many styles into one.)

- Weponry Training (Believe it, or not. I trained in how to use a Yo-Yo as a weapon. The
Yo-Yo was used as a weapon in the Phillipines by the indigenous people. I also
learned some Kendo and Fencing from one of my uncles, and around the time I
learned Capoeira I also studied the Broad Sword. I can also weild anything that
resembles a sword [A stick, umbrella, pipe, etc.])

- Breakdancing (I've been breakdancing for almost 6 years now.)

- Parkour//Free Running (A passtime my friends and I would do.)

- Throwing (I'm good at throwing playing cards. Good enough to hit a light pole twice
in a row from 15ft.)

- I did Archery in high school.

It's an interest skills list, but it gives me a lot of questions, so bear with me.

I am a freelance photographer....

Once upon a time that automatically meant reflex lens cameras, interchangeable lenses, skills in developing, use of an enlarger, and quite a few related skills. My best photographer friend recently discarded one enlarger and tossed the other into storage, because now, he says, it's all digital--optical zoom is built into the digital camera, digital zoom enhances that electronically, printing is done from computer to printer.

So I have to ask what skills are involved in what you do--do you use the old style equipment, or are you strictly in the digital age?

...I have a small business I'm running with my mother.

Does your part include accounting and/or administrative work? That is, to what degree do you have skills in running the business, as opposed to doing the photography work?

...I have built rockets out of kits and competed in a Team Rocketry Competition where we placed 34 out of the top 100 out of 600 teams.

In building a rocket from a kit (something I've not done), do you actually assemble the engine, or do you assemble the rocket and install the ready-made rocket engine within it? I'm interested in whether this gives you skill in constructing rocket engines or only in using them.

I have studied Qi Gong and Reiki so I've gained the ability to be able to move the energy around in my body and into nearby people or objects.

I have limited familiarity with these, and get conflicting explanations of them, but what matters to me is what moving the energy around in your body and into nearby people or objects actually does. I had a player once who explained that he was able to focus the energy into a ball in his hand which he could sense, and that if he did this in a dream he could see it in the dream, but the energy in his hand didn't seem to do anything except tell him whether he was awake or dreaming. That's probably useful (as long as it's always true), but I would need to know what you do with your energy control skill to know what to put on your sheet. Controlling the energy is only part of the story.

I can see aura around people and things.

What do you learn from these auras? Obviously it's not very meaningful if it is simply a blurry image (and a skeptic would say that you can get glasses to correct that), but presumably the ability to see an aura means you can tell something from it, and what that is tells us what you are seeing.

I can also see spirits....

Are there any limits to this skill, or do you always see all disembodied spirits? Do you see angels, demons? Ghosts or other spirits of the dead? Spirits possessing living persons?

...I have some sort of knowledge of these subjects.

I'm listing a 1@5 Arcane Knowledge M1@0 on your sheet. That's an average amateur understanding of some kinds of magic.

Kajukenbo (A style which forged from combining Karate, Judo, Jujitsu, Kenpo, and Chinese Boxing and a few other infulences. It's an ecclectic and adaptive art focusing on expression and putting ones heart into their style. Fighting wise, use of high powered counter moves are more widely used.)....

Capoeira (A very unorthodox style consisting of quick breakdancing like movement. Quick, forceful, and flashy techniques which are mainly kicks. Focus of style is in the ability to adapt to give attacks in rapid succession while keeping a sort of "dance" movement to keep your pace.)

Personal Hyrbid Style (A style I honed
on my own after enduring street fights and brawls in school. It's a pretty effective style I've developed by using the knowledge I have of my studied styles, and by using my ability to learn by observation. I've watched many people fight and incorporated many styles into one.)

O.K., I need to clarify details for each of these styles, so I'm going to ask you some questions overall which you need to answer individually for each. It will be easiest for me if you focus on each style in turn and answer all the questions for each.

  1. Is the style more aggressive or more defensive, that is, does it focus more on how to injure the opponent or how to protect yourself from injury? How much so?
  2. Is the style fast or slow? Note that slower styles have more bonuses. The theory is that if you are taking your time you are hitting harder or blocking better, whereas if you are moving faster you are attacking more frequently but not as hard nor with as much protection.
  3. Is it weapon dependent, weapon utilizing, or weapon averse? Some styles (kendo comes to mind) require that a weapon be in your hand to gain most of the style's benefits. Some (such as traditional karate) are impeded by anything in the hands, and so cannot include a weapon. Some include training both with and without weapons. A style that uses no weapons, under Multiverser rules, can be faster than one that includes weapons.
  4. How are the attacks accomplished? Some styles use punches, some use kicks, some focus on striking vital areas or pressure points, some use throws or pushes, some depend on weapons.
  5. If there are any bonuses to the attacks, are they more about increasing the probability that you will hit or increasing the damage done if you do?
  6. If there are any defensive bonuses, are they more about avoiding being hit or more about absorbing or decreasing the damage if you are?
  7. Finally, are there any particular maneuvers included with the style that you think ought to be listed? These points characterize a "maneuver":
    • In the course of a fight, you would be likely to say "I do this".
    • "This" has a specific desired outcome, whether tactical (it causes the opponent to move in such a way that leaves him open), damaging (it hits harder than a normal attack), some combination (it blinds an opponent or disables a limb), or some other definable effect in combat.
    • It usually can be divorced from the style itself, that is, if you have a special feint that you learned in Tae Kwon Do, you can use it in Kung Fu with very little adjustment.
That's all that comes to mind at the moment, but it should give us a pretty solid understanding of your martial arts abilities. I'm assuming that one reason you learned three styles is that they have distinct advantages and disadvantages, and therefore they will be different on the sheet to facilitate those distinctions.

Oh--how good are you with each? Start with whether you are amateur, professional (could be paid for this), or expert (professionals would consult you), then rate yourself on a scale of ten high against others who fall into the same category, based on skill alone (that is, ignoring factors such as strength or stamina).

You list weapons: Yo-yo, a few unidentified swords, broad sword, and what might be random blunt weapon (pipes do not cut like swords). How good are you at each, on the same scale as just given?

I think that Breakdancing falls under tumbling and acrobatics. Tumbling includes such skills as rolls, tumbling from and two your feet, handsprings, cartwheels, shock-absorbing rolls (falls distinguished from blows). Acrobatics includes balance beam stuff, flips and assisted flips, ropes and trapeze, tightropes--mostly stuff that's not applicable, but I don't know whether some of them are. Give me a picture of what you can do, how good you are at it, dissected into individual maneuvers. Most of it probably falls into the category of professional level ground-based tumbling and rolling, but some of it probably touches other skills.

As to Parkour, interestingly enough someone brought that up within the past year or so, but I'm still not entirely clear what it is. Fill me in on the details.

Apart from playing cards, what can you throw accurately?

I did Archery in high school.

And how good are you at this, again on the scale above?

Thanks.

--M. J. Young

My photography skills are all digital. Pretty amateur to be blunt honest. In the business, other than the photography work, I don't do much. Her being the mother, has to run everything her way. Haha, so no real business skills.

As for the rocket, for the team my job was to design and make blueprints of the rocket keeping in mind for aerodynamics, drag, weight, and room for the payload and parachute.. The goal of the competition was to have a payload (which was an egg)inside the rocket, launch the rocket 100ft., and go for the longest flight time and a safe cargo. The engines were pre-assembled.

Moving energy around really is a hard concept to explain, but I'll do my best through an example at the time I was learning. My best friends grandmother, a Reiki and Qi Gong user for 60years, was the one who taught me. She first showed me a small ability gained which was "Energy Transfer". I came to my friends house with a major migrane once in high school. With out even saying anyhting his grandmother comes over to me and says, "Shh...you're at an imbalance." Then she proceeded to put her hands over my head while assuring me to relax. She told me she was tranferring her energy from her hands to the "energy point" on the top of my head to counter act the energy causing my migrane. And surprisingly enough it worked. I was a skeptic about a lot of things growing up as I was toward this, but it changed my opinions. She taught me what she could from that point. So to break this down, a reasonable example of moving energy around in my body and into others could be for healing purposes, or even the opposite like disrupting another persons energy. Moving energy could also be used to channel it into a part of your body you wish to strengthen like say your hands or feet for a little more power. Like a small augment.

The other player you mentioned who made balls of energy in his dreams, and it was to see if he was awake or not? He was probably trying to induce lucid dreaming. That's an interesting method.

Seeing aura helps me to read the energy of another. Aura symbolizes life force, so In a way I can see their "Status". Are they well? Sick? Mad? Upset? Happy? Elated? Friendly? Foe? Do they even have energy to go on? etc. Kind of like an empathic ability. It also helps me decide how to approach someone.

In seeing spirits, for an example, I have this child ghost in my home who likes to play around at the end of my hallway. Seeing auras I could tell he's not a danger to me or anyone, but quite a curious little one. He sometimes helps me to find lost things in my home. I can also see shadows at night, which sometimes symbolize a major event happening in my family or to someone. Sometimes shadows appear when I'm in a -not-so-good mood. So as a skill maybe I can ask the departed for advice and/or information.

Kajukenbo -
A Basic Video of a Kajukenbo Demonstration
- http://www.youtube.com/watch?v=pFBbtRRPY2o

1) Is the style more aggressive or more defensive, that is, does it focus more on how to injure the opponent or how to protect yourself from injury? How much so?
- It's more of a defensive style which focuses on using my opponents movements against themselves and pushing them off balance with a swift forceful counter attack.

2) Is the style fast or slow? Note that slower styles have more bonuses. The theory is that if you are taking your time you are hitting harder or blocking better, whereas if you are moving faster you are attacking more frequently but not as hard nor with as much protection.
- Depending on how my opponent is fighting, this style can be slow. Waiting for the opponent to strike and getting them in close enough for a counter attack which could possibly end up with my opponent on the ground.

3) Is it weapon dependent, weapon utilizing, or weapon averse? Some styles (kendo comes to mind) require that a weapon be in your hand to gain most of the style's benefits. Some (such as traditional karate) are impeded by anything in the hands, and so cannot include a weapon. Some include training both with and without weapons. A style that uses no weapons, under Multiverser rules, can be faster than one that includes weapons.
- In kajukenbo you learn open handed and weapons. The style itself focuses on no weapons, but weapons training is given as extra protection. We learn how to use Eskrima sticks, which are two wooden sticks made from mohogany that are about 2ft. each. We also learn how to fight against armed people open handed, so "learning to use the weapon, to know how to disarm the weapon" was an important lesson.

4) How are the attacks accomplished? Some styles use punches, some use kicks, some focus on striking vital areas or pressure points, some use throws or pushes, some depend on weapons.
- Attacks are accomplished with a combination of: open palm hits to the chest, face, and abdomen // Short ranged punches when getting in close. // Major strikes are made to all joints (elbows, knees, fingers) in an attempt to break them and stop an opponent from fighting further. Throws and pushes.

5-6) If there are any bonuses to the attacks, are they more about increasing the probability that you will hit or increasing the damage done if you do? If there are any defensive bonuses, are they more about avoiding being hit or more about absorbing or decreasing the damage if you are?
- I'd assume it would be a little of both if that's possible. Because it's about dodging and avoiding to get in close to increase the probability of hitting with a forceful attack.

7) Finally, are there any particular maneuvers included with the style that you think ought to be listed? These points characterize a "maneuver":
In the course of a fight, you would be likely to say "I do this".
"This" has a specific desired outcome, whether tactical (it causes the opponent to move in such a way that leaves him open), damaging (it hits harder than a normal attack), some combination (it blinds an opponent or disables a limb), or some other definable effect in combat.

It usually can be divorced from the style itself, that is, if you have a special feint that you learned in Tae Kwon Do, you can use it in Kung Fu with very little adjustment.

- A certain technique in this style is a palm strike right into the Solarplexus to "take the breathe away" from the opponent.
- Throat Grasping Technique.
- Shoulder push
- Inner ring throw
- Elbow/Knee Break
- Ground fighting: Getting opponent to the ground and Kicking or punching from a standing position
- Parry: Parry opponents punch or kick.
- Misdirection: Trickery of sorts, Example: Ugly Facial expression to throw them off guard, Throwing a coin forcefully at them, kicking up dirt, an unexpected movement to get them surprised
- Follow-up: As implied, a follow up to a Misdirection technique, Example: Turning around to pretend to walk away (Misdirection), Then performing a rear kick to their chest (Follow-up)

Oh--how good are you with each? Start with whether you are amateur, professional (could be paid for this), or expert (professionals would consult you), then rate yourself on a scale of ten high against others who fall into the same category, based on skill alone (that is, ignoring factors such as strength or stamina).

- For Kajukenbo, I'd say I'm about Professional since I've done UFC training with a specialized group chosen from the class. But when it came to training it was done Inidividually with my uncle. But out of the class, 10 were chosen (a small tournament was held) out of 20 students, and I came in 5th.

Capoeria
Capoeira Demonstration
- http://www.youtube.com/watch?v=a7U3cu4NKx8&NR=1
Capoeria Video- Sword Demonstration
- http://www.youtube.com/watch?v=USer8hRY2sY

1) Is the style more aggressive or more defensive, that is, does it focus more on how to injure the opponent or how to protect yourself from injury? How much so?
- It can be aggressive or defensive but it's based on how you want to fight. In this case I'm going with defensive since it's not a style made to injure.

2) Is the style fast or slow? Note that slower styles have more bonuses. The theory is that if you are taking your time you are hitting harder or blocking better, whereas if you are moving faster you are attacking more frequently but not as hard nor with as much protection.
- The style is fast, but the speed is focused on dodging and footwork.

3) Is it weapon dependent, weapon utilizing, or weapon averse? Some styles (kendo comes to mind) require that a weapon be in your hand to gain most of the style's benefits. Some (such as traditional karate) are impeded by anything in the hands, and so cannot include a weapon. Some include training both with and without weapons. A style that uses no weapons, under Multiverser rules, can be faster than one that includes weapons.
- This style is not weapon dependent but I have trained in use of two butterfly swords that can be incorporated into the style.

4) How are the attacks accomplished? Some styles use punches, some use kicks, some focus on striking vital areas or pressure points, some use throws or pushes, some depend on weapons.
- Attacks are mostly kicks. Roundhouse Kicks, Straight kicks, and even flip kicks. Cartwheel kicks as well.

5-6) If there are any bonuses to the attacks, are they more about increasing the probability that you will hit or increasing the damage done if you do? If there are any defensive bonuses, are they more about avoiding being hit or more about absorbing or decreasing the damage if you are?
- I'd think I'd get an agility bonus with this style at least.

7) Finally, are there any particular maneuvers included with the style that you think ought to be listed? These points characterize a "maneuver":
In the course of a fight, you would be likely to say "I do this".
"This" has a specific desired outcome, whether tactical (it causes the opponent to move in such a way that leaves him open), damaging (it hits harder than a normal attack), some combination (it blinds an opponent or disables a limb), or some other definable effect in combat.

It usually can be divorced from the style itself, that is, if you have a special feint that you learned in Tae Kwon Do, you can use it in Kung Fu with very little adjustment.

- A Cartwheel to dodge attacks coming from either my left or my right.
- A Feint kick to the head
- Balança (actual name): A series of side to side feints done with the torso to deceive the opponent, throw off their timing, and makes it harder for them to track the centerline. In a similar manner as a speedskater, the bodyweight is shifted from one leg to the other in a slight lateral hopping motion
- Side roll: Left and Right
- "Fall of Four" (actual name): Simply fall backwards into a crab-walk position, often followed by scurrying backwards and away from the opponent.
- "Blessing" (actual name) A straight forward frontal push kick. It is commonly aimed at the abdominal or chest area, and hits with either the whole sole of the foot or with the heel. The level of impact varies with its range and intent from a soft tap to an inward jumping stomp to the torso.
- Flash Kick: Backflip while swiping the leg up in an attempt to get the opponents chin.

Oh--how good are you with each? Start with whether you are amateur, professional (could be paid for this), or expert (professionals would consult you), then rate yourself on a scale of ten high against others who fall into the same category, based on skill alone (that is, ignoring factors such as strength or stamina).

- In capoeria, at best I'm just amateur, but out of the class of 12 I probably came in as 6th.

Hybrid Style

1) Is the style more aggressive or more defensive, that is, does it focus more on how to injure the opponent or how to protect yourself from injury? How much so?
-Very aggressive style focusing on injuring the opponent. It's done by not holding any strength back what-so-ever and not having a care for what damage I take in return.

2) Is the style fast or slow? Note that slower styles have more bonuses. The theory is that if you are taking your time you are hitting harder or blocking better, whereas if you are moving faster you are attacking more frequently but not as hard nor with as much protection.
- This is a fast style used in tandem with Kajukenbo and Capoeria. I use the abilities to dodge from capoeira, the ability to parry and get in close from Kajukenbo, and I use all my strength to take them out.

3) Is it weapon dependent, weapon utilizing, or weapon averse? Some styles (kendo comes to mind) require that a weapon be in your hand to gain most of the style's benefits. Some (such as traditional karate) are impeded by anything in the hands, and so cannot include a weapon. Some include training both with and without weapons. A style that uses no weapons, under Multiverser rules, can be faster than one that includes weapons.
- This style is not weapon dependent but can be accomplished use blunt objects. A weapon mostly used would be brass knuckles.

4) How are the attacks accomplished? Some styles use punches, some use kicks, some focus on striking vital areas or pressure points, some use throws or pushes, some depend on weapons.
- Striking where I can, when I get the chance. Looking for openings in the enemies stance or form, and striking hard.

5-6) If there are any bonuses to the attacks, are they more about increasing the probability that you will hit or increasing the damage done if you do? If there are any defensive bonuses, are they more about avoiding being hit or more about absorbing or decreasing the damage if you are?
- Bonus could be that attack goes up, but defense might lower. Double edged sword type of style you can say.

7) Finally, are there any particular maneuvers included with the style that you think ought to be listed? These points characterize a "maneuver":
In the course of a fight, you would be likely to say "I do this".
"This" has a specific desired outcome, whether tactical (it causes the opponent to move in such a way that leaves him open), damaging (it hits harder than a normal attack), some combination (it blinds an opponent or disables a limb), or some other definable effect in combat.

It usually can be divorced from the style itself, that is, if you have a special feint that you learned in Tae Kwon Do, you can use it in Kung Fu with very little adjustment.

- Throwing
- Choke Hold
- Ground fighting: Getting opponent to the ground and pin them down while giving blows to the head
- Knee to the face

Oh--how good are you with each? Start with whether you are amateur, professional (could be paid for this), or expert (professionals would consult you), then rate yourself on a scale of ten high against others who fall into the same category, based on skill alone (that is, ignoring factors such as strength or stamina).

- Since it's my own style...I'll say I'm the best. But since it's measured by street fights, the most I can say is that I can fight up to 2 or 3 people at a time.

You list weapons: Yo-yo, a few unidentified swords, broad sword, and what might be random blunt weapon (pipes do not cut like swords). How good are you at each, on the same scale as just given?

- Using a yo-yo (as a weapon), I'm very good. Quick forward throws to the face, retract, then horizontal around the world around the opponents neck, then choke them with the string. I'll say 8 out of 10
- Kendo Stick: 6 of 10
- Broad Sword: 5 of 10
- Blunt weapons:
- Umbrella: 8 of 10
- Brass Knuckles: 8 of 10
- Pipe: 5 of 10

I think that Breakdancing falls under tumbling and acrobatics. Tumbling includes such skills as rolls, tumbling from and two your feet, handsprings, cartwheels, shock-absorbing rolls (falls distinguished from blows). Acrobatics includes balance beam stuff, flips and assisted flips, ropes and trapeze, tightropes--mostly stuff that's not applicable, but I don't know whether some of them are. Give me a picture of what you can do, how good you are at it, dissected into individual maneuvers. Most of it probably falls into the category of professional level ground-based tumbling and rolling, but some of it probably touches other skills.

- Most of the skills associated with breakdancing would indeed be in the Tumbling category. I'm able to do a cartwheel into a hand spring into a backflip. I can do one handed cartwheels both left and right. And like you stated, a lot of shock absorbing rolls and falls. As for acrobatics I can do the double bar, but I'm only an amateur. I can flip from the higher bar doing one rotation, releasing then catching the lower bar and going into one more rotation, then dismount.

As to Parkour, interestingly enough someone brought that up within the past year or so, but I'm still not entirely clear what it is. Fill me in on the details.
- I guess the best way to describe what Parkour is would be Ninja Stuff. Getting from point A to point B in the fastest way possible.
- A Video of Parkour/Free Running - http://www.youtube.com/watch?v=WEeqHj3Nj2c

Apart from playing cards, what can you throw accurately?
- Mostly as long as I can fold something like paper into an aerodynamic, solid, thick, and flat I will most likely be able to throw it. I can also throw throwing knives, but out of 5 knives thrown probably only 2 would hit.

I did Archery in high school.
- 6 of 10 for Archery.

1@8 Digital Camera Use T10@0

1@5 Design Aerodynamic Vehicle (Body) T7@6

1@5 Diagnose by Aura Reading P6@1

1@5 Heal Damage to Self by energy manipulation P6@1

1@5 Heal Self of Disease by energy manipulation P6@2

1@2 Heal Damage to Other by energy transfer P6@3

1@2 Cure Disease in Other by energy transfer P6@4

1@3 Heightened Strength by energy manipulation P5@2

Concerning this skill, I need to give it one of two detriments, but I'll rely on you to tell me which is more like your ability. One detriment is that the increased strength is "borrowed" from another attribute, most likely stamina or possibly agility or hand/eye, such that for the duration of the increased strength you have an equal decrease in this other attribute. The other detriment is that you have the increased strength for a measured time, after the tolling of which you have a matching decrease in strength for the same period of time. For an example of the first, if you have a 1@6 strength and a 1@6 stamina, you could boost your strength to 1@10 but during that time your stamina would be 1@2. For the second, you could reduce your strength to 1@10 for perhaps twenty minutes, but then you would have a 1@2 strength for the next twenty minutes. Which is more like your experience?

1@5 Read Emotional State in Aura (Empathy) P1@1

1@8 Perceive and Interact With Spirits P3@10

It should have been mentioned that I don't watch videos on my computer, for a host of reasons top of the list being that the computer doesn't handle them well, and add to that that my time is short and those things are notorious for carrying malware and spyware and viruses. So thanks for the video links, but if the best way to explain something to me is by showing me a video, find the second best way. Thanks.

On the martial arts, first I'm going to list the skills I'm adding to your sheet; if you have questions or comments on them, feel free to ask.

2@3 Kajukenbo B7@1 Style defensive push-based slow weapon-utilizing Att x1 +10 Att SM -15 Def SM

1@10 Capoeria B7@1 Style defensive fast kick-based weapon-utilizing Att x2 -20 Def SM involves kicks while standing on hands

2@5 Van-Eric's Hybrid Style B7@1 aggressive fast weapon-utilzing strike-based Att x2 +15 Att SM +20 Att Dam Mod +10 Def SM

  • Att x is the number of times in a combat minute you have the opportunity to roll an attack. That number is also multiplied by the first number of the skill ability level and the first number of your martial strike value. Styles can have up to 3 attacks, but styles which allow the use of weapons cannot have more than 2. Since the skill ability level and the martial strike value can both reach 3@, the number of possible attacks ranges from 1 to 27 per minute.
  • Att SM is short for Attack Situation Modifier (or Sit-mod), a bonus on your percent chance to hit. Since Multiverser uses a single roll hit and damage system, the roll to hit is also the roll for damage, and the greater your chance to hit the greater your range of potential damage.
  • Def SM means Defensive Situation Modifier (Sit-mod), and when negative is subtracted from your opponent's chance to hit you. Again, since it is a single roll hit and damage system, this also limits the maximum damage he can do to you. If this number is positive, it indicates that the opponent gets a bonus on his chance to hit you.
  • Att Dam Mod means Attack Damage Modifier. This number is added to the roll after success is determined, to increase the amount of damage done.

1@10 Yo-yo B7@1 Martial Arts Weapon blunt and flex
1@6 Kendo Stick B7@1 Martial Arts Weapon blunt
1@5 Broad Sword B7@1 Martial Arts Weapon edged
1@8 Umbrella B7@1 Martial Arts Weapon
1@8 Brass knuckles B7@1 martial arts weapon skill
1@5 Pipe B7@1 martial arts weapon blunt

You listed two weapons with which you were trained, but did not give levels of ability for these:

  • Eskrima sticks B7@1 martial arts weapon skill pair of 2' wooden (mohogany) poles
  • Butterfly swords B7@1 martial arts weapon skill using two

2@5 Ground-based Rolling (sideways, et cetera) B4@1
2@5 Ground-based Tumbling (forward and backward, primarily) B4@2
2@5 Handspring B4@5
2@5 Cartwheel B4@5
2@5 Fall Shock-absorbing Roll B4@6
1@5 Bars transfer/non-contact stunts B6@5
2@5 Backflip B6@7

I think you're going to have to try to describe Parkour to me more clearly. It seems to be distance running mixed with other skills, such as hurdles, high jumps, and long jumps, and if that's what it is we can put that into a skill package and give you an ability level. If there's more to it than that, you'll have to give me something more concrete by way of description.

1@10 Throw paper objects (cards and similar objects) B7@6 improvised ranged weapon

1@5 Throw Knives T3@3

1@6 Archery T2@1

Now we're going to look at Maneuvers. One thing that is inherent in Multiverser is that maneuvers are ultimately independent of style; that is, if you are fighting in one style but want to use a maneuver you learned in another, you'll take some style adjustments but ultimately can transfer maneuvers between styles as desired.

To do the maneuvers, we may have to determine "detriments" for several of them. This is the price you pay to use the maneuver--obviously it costs you something, or you would do it every time. To streamline this, I'm going to give the recommended detriments first, and then with each maneuver that needs detriments give the level of detriment I think it needs.

  1. Damaging Level Detriments: -10 attack sit-mod, uses two attacks, sacrifice initiative.
  2. Dangerous Level Detriments: -15 sit-mod, limit of 2 attacks in the minute (eliminating other multipliers), opponent attack bonus of +10 on next attack, damaging level damage to self on failure, or any two Damaging Level detriments.
  3. Lethal Level Detriments: -20 sit-mod, limit attacks to one in the minute, bonus next opponent attack +15, dangerous level damage on failure, or any two Dangerous Level detriments.

Palm strike into Solarplexus to "take the breathe away" from the opponent: This sounds like a B7@7 incapacitation, if successful it does base damaging damage (it injures the opponent somewhat more than an ordinary attack) and also requires the opponent to check versus Stamina or be winded. I'm thinking that "winded" would mean either that the opponent takes a penalty of -10 against all attacks and defenses for the next minute, but that's a suggestion. This would need a dangerous level detriment, for which I'm thinking that "uses two attacks and sacrifice initiative" are a good fit, but I'm open to discussion.

Throat Grasping Technique. I'm not certain how this is different from a choke hold, below, so I need your input.

Shoulder push. I would expect this to be a standard attack (does base annoying damage) as part of the style, but perhaps I am not grasping how it is different from that.

Inner ring throw seems to be a B7@3 leveraged attack. How far you throw the opponent is relevant (and will be given a range), but of more import is the amount of damage it does (barring defensive actions by the defender, such as fall impact absorption). Damaging (d100/20), Dangerous (d100/10), and Lethal (d100/5) (in all cases, the d100 is your attack success roll, and thus will be capped at the level of your chance of attack success) are the options, and you would need an appropriate detriment for that level of damage.

Elbow/Knee Break sounds like a B7@7 incapacitation, and a rather intense one doing dangerous damage and rendering a limb temporarily useless. It would require a Lethal Level Detriment, for which Only Attack in the Minute seems to fit.

Ground fighting: Getting opponent to the ground and Kicking or punching from a standing position--it's funny, but one of my players just complained bitterly that someone with whom he was sparring did this. Since you have a kick style, and you would be doing the standing, I would think this would be included in the ordinary attacks.

Parry: Parry opponents punch or kick. I have to be careful here. On the one hand, the defensive sit-mods built into the styles above assume that you are blocking as well as dodging as part of the style. On the other hand, it is certainly possible to have a Bod 7@5 Parry maneuver whose purpose is to counter an incoming attack; such a maneuver would cost an attack, but the full value of the roll would become a sit-mod against the opponent, substantially reducing his chance to connect. If that's the kind of maneuver you have in mind, we'll include it.

Misdirection: Trickery of sorts, Example: Ugly Facial expression to throw them off guard, Throwing a coin forcefully at them, kicking up dirt, an unexpected movement to get them surprised
Follow-up: As implied, a follow up to a Misdirection technique, Example: Turning around to pretend to walk away (Misdirection), Then performing a rear kick to their chest (Follow-up)

"Misdirection" as here described seems to be several different skills. "Ugly Facial expression" would be a type of P8@0 Posturing (the same sort of thing that a Samurai does when he stares down his opponent). The thrown coin would be an attack. The unexpected movement is a feint, and turning away is a very similar but distinct feint technique. I'm not even certain what "kicking up dirt" does. We can sort these out now, or add them when they're used.

As for follow-up, it does not appear to be different from ordinary attacks. That is, if you do a feint with a follow-up, the point is that if the feint is successful the next ordinary or special attack is bonused, and you can choose the attack. If a back kick is an ordinary attack in the style, that's sufficient.

Kartwheel to dodge attacks coming from either my left or my right. I will put this down as Evasive Tumbling B4@8 RS=SM. How good are you at this?

A Feint kick to the head--which I assume is a B7@2 Tactical, intended to cause the defender to dodge in such a way that he leaves himself open for the real attack, and thus giving you +10 on the next attack. If that's correct, I need to know how good you are at it.

Balança (actual name): A series of side to side feints done with the torso to deceive the opponent, throw off their timing, and makes it harder for them to track the centerline. In a similar manner as a speedskater, the bodyweight is shifted from one leg to the other in a slight lateral hopping motion

This would be a B7@4 Improved Defense, which usually gives a -10 SM to opponent attacks. How good are you at this?

Side roll: Left and Right--sounds like it would be part of the Evasive Tumbling skill already mentioned, if I'm understanding it aright.

"Fall of Four" (actual name): Simply fall backwards into a crab-walk position, often followed by scurrying backwards and away from the opponent. I could probably create a special listing for this, but I'm going to stick with the Evasive Tumbling set for it.

"Blessing" (actual name) A straight forward frontal push kick. It is commonly aimed at the abdominal or chest area, and hits with either the whole sole of the foot or with the heel. The level of impact varies with its range and intent from a soft tap to an inward jumping stomp to the torso.

We'll grant that if desired you can pull your punches. This sounds like a B7@3 Leveraged Attack, and again we have to choose the base damage (Damaging, Dangerous, Lethal) and match it to a detriment of the same value. I'm guessing it also moves the opponent away some distance.

Throwing--a bit vague; can you clarify?

Choke Hold: Pretty standard B7@7 Special Damage attack, requires the defender to make a successful stamina check (RS=S/D/N) to remain conscious, usually has the detriment that it limits attacks to two (one other) in the minute.

Ground fighting: Getting opponent to the ground and pin them down while giving blows to the head--sounds like another B7@7 incapacitation, needs a Dangerous detriment, and covers the "pinning opponent to the ground" part, leaving the user free to attack. Probably requires a successful strength or agility check to escape.

Knee to the face--sounds like another B7@3 intensified damage attack, and again we need to decide how much damage it does and what detriment it has for that level of damage.

For any maneuver for which I did not ask, we will have to have some idea of your skill ability level with it.

It's looking good.

--M. J. Young

1@3 Heightened Strength by energy manipulation P5@2

Concerning this skill, I need to give it one of two detriments, but I'll rely on you to tell me which is more like your ability. One detriment is that the increased strength is "borrowed" from another attribute, most likely stamina or possibly agility or hand/eye, such that for the duration of the increased strength you have an equal decrease in this other attribute. The other detriment is that you have the increased strength for a measured time, after the tolling of which you have a matching decrease in strength for the same period of time. For an example of the first, if you have a 1@6 strength and a 1@6 stamina, you could boost your strength to 1@10 but during that time your stamina would be 1@2. For the second, you could reduce your strength to 1@10 for perhaps twenty minutes, but then you would have a 1@2 strength for the next twenty minutes. Which is more like your experience?

- The Second detriment sounds more like me.

And sorry for the videos. I think I've done an ok explanation for now, we'll just leave it at that.

You listed two weapons with which you were trained, but did not give levels of ability for these:

?Eskrima sticks B7@1 martial arts weapon skill pair of 2' wooden (mohogany) poles
?Butterfly swords B7@1 martial arts weapon skill using two

-Eskrima 5
-Butterfly Swords 5

think you're going to have to try to describe Parkour to me more clearly. It seems to be distance running mixed with other skills, such as hurdles, high jumps, and long jumps, and if that's what it is we can put that into a skill package and give you an ability level. If there's more to it than that, you'll have to give me something more concrete by way of description.

8 of 10.
It's interesting because I just found a parkour "skill list" on wikipedia.
Parkour - http://en.wikipedia.org/wiki/Parkour

Throat Grasping Technique. I'm not certain how this is different from a choke hold, below, so I need your input.
-This is performed when standing face to face. It's just a straight throat grab with one hand.

Shoulder push. I would expect this to be a standard attack (does base annoying damage) as part of the style, but perhaps I am not grasping how it is different from that.
- We'll just keep it as a standard attack.

Inner ring throw seems to be a B7@3 leveraged attack. How far you throw the opponent is relevant (and will be given a range), but of more import is the amount of damage it does (barring defensive actions by the defender, such as fall impact absorption). Damaging (d100/20), Dangerous (d100/10), and Lethal (d100/5) (in all cases, the d100 is your attack success roll, and thus will be capped at the level of your chance of attack success) are the options, and you would need an appropriate detriment for that level of damage
- The throw is about 2ft. and it's mostly used as a take down, so I'll say it just has a Damaging Detriment.

Parry: Parry opponents punch or kick. I have to be careful here. On the one hand, the defensive sit-mods built into the styles above assume that you are blocking as well as dodging as part of the style. On the other hand, it is certainly possible to have a Bod 7@5 Parry maneuver whose purpose is to counter an incoming attack; such a maneuver would cost an attack, but the full value of the roll would become a sit-mod against the opponent, substantially reducing his chance to connect. If that's the kind of maneuver you have in mind, we'll include it.
- "...it is certainly possible to have a Bod 7@5 Parry maneuver whose purpose is to counter an incoming attack; such a maneuver would cost an attack, but the full value of the roll would become a sit-mod against the opponent, substantially reducing his chance to connect." Exactly what I had in mind.

Kartwheel to dodge attacks coming from either my left or my right. I will put this down as Evasive Tumbling B4@8 RS=SM. How good are you at this?
- Very good. I can also perform it no handed. Scale of 1-10 I'd be a 9.

A Feint kick to the head--which I assume is a B7@2 Tactical, intended to cause the defender to dodge in such a way that he leaves himself open for the real attack, and thus giving you +10 on the next attack. If that's correct, I need to know how good you are at it.
- One of my best moves, 10 of 10.

Balança (actual name): A series of side to side feints done with the torso to deceive the opponent, throw off their timing, and makes it harder for them to track the centerline. In a similar manner as a speedskater, the bodyweight is shifted from one leg to the other in a slight lateral hopping motion

This would be a B7@4 Improved Defense, which usually gives a -10 SM to opponent attacks. How good are you at this?
- 8 of 10. Hopscotch champion.

"Blessing" (actual name) A straight forward frontal push kick. It is commonly aimed at the abdominal or chest area, and hits with either the whole sole of the foot or with the heel. The level of impact varies with its range and intent from a soft tap to an inward jumping stomp to the torso.

We'll grant that if desired you can pull your punches. This sounds like a B7@3 Leveraged Attack, and again we have to choose the base damage (Damaging, Dangerous, Lethal) and match it to a detriment of the same value. I'm guessing it also moves the opponent away some distance.
- We'll go with a Dangerous Detriment level, and yes, it is a distancing move.

Knee to the face--sounds like another B7@3 intensified damage attack, and again we need to decide how much damage it does and what detriment it has for that level of damage.
- We'll also go with a Dangerous Detriment.

I think those were the main questions. But everything else I'd say I'm happy with.

I think the "skill list" Van-Eric mentions is here, under "Basic Movements" in the article.

Yes. Thank you! Sorry for not being specific.

greetings to you, Ephemeral Dreamer!

Hmmm. "- I have the uncanny ability to guess when people want to tell me a secret and I usually have a good hunch as to EXACTLY what that secret is even before they tell me. I also have a strange ability to sense if someone is coming near me or if someone is within my range of perception, about 30ft. or so. I'm also good at guessing how somethings work, especially if I had no previous encounter with said object. Also I sometimes consult Tarot cards for further insight to a situation, but I don't know if this should be said here. I also have photographic memory and mixed with my observational skills I can easily make use of my surroundings and bend them to my advantage."

I can identify pretty well, here. I don't get a 'picture perfect' sense of my surroundings, but other than that, pretty well analagous. We sound fairly similar in a few ways. Should be fun to have you around!

Hello Brock! I hope to meet you sometime in the Multiverse! It should be fun!

Throat Grasping Technique. I'm not certain how this is different from a choke hold, below, so I need your input.
-This is performed when standing face to face. It's just a straight throat grab with one hand.

Ah, but what does it do? That is, is this a sort of intensified damage attack which really severely injures the opponent (in this I am imagining trying to rip out a pharynx, doing possibly lethal levels of damage), or is it more like a choke hold doing very little damage but cutting off the air supply or the blood flow to the brain so that the victim must make a stamina check or black out? Also, there's no skill ability level info here.

Inner ring throw seems to be a B7@3 leveraged attack. How far you throw the opponent is relevant (and will be given a range), but of more import is the amount of damage it does (barring defensive actions by the defender, such as fall impact absorption). Damaging (d100/20), Dangerous (d100/10), and Lethal (d100/5) (in all cases, the d100 is your attack success roll, and thus will be capped at the level of your chance of attack success) are the options, and you would need an appropriate detriment for that level of damage
- The throw is about 2ft. and it's mostly used as a take down, so I'll say it just has a Damaging Detriment.

From what you've said, I'm wondering if this is more of a tactical than an damaging attack--the point is not so much to hurt the target (it would do the damage of an ordinary attack) but to put him on the ground so that he must either have skill fighting from the ground or the ability to regain his feet. That would not require a detriment. If you're thinking that you throw the opponent a couple feet and he might fall and he takes more than ordinary damage, then we need a damaging level detriment; you didn't suggest one that fit the skill, though. Is there a damaging detriment that seems to fit, in your mind? Also, again no rating of how good you are with it.

1@5 Parry B7@5 RS=SM uses one attack against one attack.

2@1 Evasive Tumbling B4@8 RS=SM per minute

2@5 Feint B7@2 faked kick to head causes opponent to dodge such that attacker gets +10SM on next attack.

2@1 Balança B7@4 Improved Defense, -10 SM to opponent attacks, side to side feints with torso to deceive opponent, throw off timing, and make it harder to track centerline, bodyweight shifted from leg leg in slight lateral hopping motion

Again on the "Blessing" manuever and the Knee to the face you did not give me any notion of what the specific detriments might be, and you did not give me your skill levels.

I've both printed and copied the Parkour skill list; I'll deal with the package later. Did you suggest your skill ability level for this?

I know this is taking some time, but you've had some interesting skills. Hopefully we'll have everything wrapped up this time, as long as you remember that we need to choose appropriate detriments for each skill that needs them, and we need to have skill ability levels for everything that does not already have one.

--M. J. Young

Oh no. No worries if it's taking long. All the more to further my experience! I'm the one who's sorry for making this carry on a bit though.

Throat Grasping Technique. I'm not certain how this is different from a choke hold, below, so I need your input.
-This is performed when standing face to face. It's just a straight throat grab with one hand.

Ah, but what does it do? That is, is this a sort of intensified damage attack which really severely injures the opponent (in this I am imagining trying to rip out a pharynx, doing possibly lethal levels of damage), or is it more like a choke hold doing very little damage but cutting off the air supply or the blood flow to the brain so that the victim must make a stamina check or black out? Also, there's no skill ability level info here.

- The point of this move would be to grab their throat, maybe enough to stop them from breathing, but just enough to keep them in place. So basically it's a move to stop their movement.

Inner ring throw seems to be a B7@3 leveraged attack. How far you throw the opponent is relevant (and will be given a range), but of more import is the amount of damage it does (barring defensive actions by the defender, such as fall impact absorption). Damaging (d100/20), Dangerous (d100/10), and Lethal (d100/5) (in all cases, the d100 is your attack success roll, and thus will be capped at the level of your chance of attack success) are the options, and you would need an appropriate detriment for that level of damage
- The throw is about 2ft. and it's mostly used as a take down, so I'll say it just has a Damaging Detriment.

From what you've said, I'm wondering if this is more of a tactical than an damaging attack--the point is not so much to hurt the target (it would do the damage of an ordinary attack) but to put him on the ground so that he must either have skill fighting from the ground or the ability to regain his feet. That would not require a detriment. If you're thinking that you throw the opponent a couple feet and he might fall and he takes more than ordinary damage, then we need a damaging level detriment; you didn't suggest one that fit the skill, though. Is there a damaging detriment that seems to fit, in your mind? Also, again no rating of how good you are with it.

- "If you're thinking that you throw the opponent a couple feet and he might fall and he takes more than ordinary damage" Just as you said. In terms of skill 7.

Again on the "Blessing" manuever and the Knee to the face you did not give me any notion of what the specific detriments might be, and you did not give me your skill levels.

Blessing- It's supposed to hit the ribs or chest with the sole of the foot in an attempt to push away the opponent. So Damaging, but it should also give me distance so I can avoid another attack. 8.

Knee-to-Face - Grabbing the opponent by the back of the head while lunging your knee up in an attempt to knock them out. Maybe break the nose. Damaging. 7.

I've both printed and copied the Parkour skill list; I'll deal with the package later. Did you suggest your skill ability level for this?
- 8 of 10.

1@5 Throat Grasp B7@7 choke hold from front position with one hand opponent save against stamina RS=S/D/N or unconscious RS/20 minutes

1@7 Inner Ring Thrown B7@2 tactical, throws opponent RS/20', ordinary style damage, opponent must save against agility RS=S/D/N or fall.

1@9 Blessing B7@3 leveraged attack foot push on chest base damaging plus RS/10' distance, opponent save against agility RS=S/D/N or fall, -10 Att SM

1@7 Knee to Face B7@7 damaging plus opponent save against stamina RS=S/D/N or unconscious RS/10 minutes, -10SM, uses 2 attacks.

1@5 Choke Hold B7@7 opponent save against stamina RS=S/D/N or unconscious RS/20 minutes

1@9 Parkour Skill Package BX@X running B3@6 in combination with other skills including Climb B1@3 (Dyno, Muscle-up), Crawl at Running Speeds B1@6 (Cat balance), Tumble From and To Erect Position B4@4 (Cat pass/Kong Vault/Monkey Vault), Fall Impact Absorption B4@6 (Landing, Roll), Low Obstacles B5@1 (Underbar), Reaching Jump B5@1 (Arm Jump/Cat Leap), Long Jump B5@3 (Gap jump/running jump, Precision), Assisted Jumping B5@5 (Pop vault/wall hop/wallpass/wallrun, Vault/pass, Speed vault, Lazy vault, Dash vault, Kash vault, Wall Jump/Tic-Tac/Tac Vault), Steerable Jumping B5@7 (Turn Vault/Turn down, Reverse Vault), Balance Beam Walking B6@1 (Balance), Bars Non-contact Stunts B6@5 (Lache/Swing), dropping to ground (not a skill)

I suspect there are gaps. I noticed, for example, that I asked for skill ability levels on all martial arts skills "for which I did not ask", and I noticed that because you never gave me a skill rating for Choke Hold I hadn't added it; but I've added that one now. If there are skills that don't have skill ratings yet, I may have missed transfering them to your sheet, but you'll have several chances to correct that--

--so let's start on equipment.

--M. J. Young

Equipment

Currently Wearing:
Head: Two earrings in left ear lobe. One diamond, the other a small silver hoop.
Body: White dress shirt with a black suit vest. Kukui Nut necklace. Black/Brown reversable
belt.
Arms:
L: Leather Bangle on my left wrist.
R: Black wristband with a metal Pentagram on it. (Usually reversed so the pentagram is facing my skin so not to offend anyone who disproves of it.)
Legs: Dark jeans and black dress shoes.
[In Pockets]
- Android G1 Cellphone
- Wallet: Drivers License, Pictures, Reciepts, Credit Card, Debit Card, Notes, Scrap paper
- Carmex
- Pen

Messenger Bag: (Typical Messenger bag, Flap that has two pockets on it. Under the flap
One front pocket with many smaller ones for random items. Main zipped
pocket has a hidden smaller pocket inside the bag itself.)
Inside bag:
- Main journal
- Pen Pouch: Pens, Pencils, Erasers, Ink, and 9 containers of Lead
- Books; "The Five People you Meet in Heaven", "The Tao of Pooh", "Physics of the Impossible", A Wrinkle in Time".
- Magnetic Poetry Set
- Black Pouch; Tarot Cards and assorted moonstones
- Playing Cards

Extra Stuff:
- My 3 journals form the shelves in my room.
- My Blue Freehand Yo-yo and belt carrying pouch
- PolarFleece fabric in the garage about the size of a comforter
- Portable Solar Style 002 Solar Charger (Multi Purpose) on my dresser and accessories. (All Cables with it)
- Magnifying Glass
- Gold Plated pocket watch, Dragon with a Ruby Red gem engraved on the cover
- Nikon D2X
- Death Note
- Fork
- Spoon
- Steak Knife
- Chop Sticks

Weapons:
- Surgical Steel Hunting Knife from my shelf. Knife is in a flat leather sheath that has a loop to be tied to a belt.
- Blast Knuckles from underneath my bed (Brass Knuckle type defnesive weapon with a
taser built into the tip.

What is a Carmex?

What is Death Note?

Once we've satisfied that, you can start.

You are home in your room. You just got a new high-resolution digital image processor on loan, something with the latest technology including a label that says "Scriff Inside". It does some remarkable things, and you find it intriguing and thinking about whether you can afford one for yourself.

Then you drop it on the floor.

Concerned that it might have broken, you pick it up. Some sort of gold metallic liquid is leaking from it, and when you touch it you get a severe electrical shock and black out.

You are starting to awaken somewhere on the third page of the thread Brock and Roll

--M. J. Young