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C.S. Exclusive Krav Mahga


Entrance Requirements: I.Q.10 M.E.10 M.A. 10 and Must be between the ages of 10 & 12 years old. New students often come from one of the military academies common in the CS

                                                                                                                                                          Cost to Learn: The character begins play at 0 level & must sacrifice the first 7,500 XP gained by the character. Loses ½ the normal “other” skill selections normally available

Alignment: 55% Scrupulous, 30% are Aberrant and the other 15% range the whole spectrum.

Skill Cost: 8 years + 2 years O.C.C. training & 2500 xp

Cybernetics:3 Tracking Implants with a 200 mile range that must be pinged with a specific U.L.F. signal , Universal Headjack & Ear Implant with Special Augmentation, Amplified Hearing, Sound Filtration System are implanted immediately upon entering the program, Optic Nerve Implant, Lung Toxic Filter, Oxygen Storage Cell, Molecular Analyzer, Nano-Tech Enhancement: + 2D4 to PP attribute, +1 attack per melee, +3 to parry and dodge, +3 to roll with punch, fall, or impact, +3 to pull punch & +2 to initiative, are Implanted upon passing their final evaluation.

                                                                                                                                                                         Attacks per Melee: 3

Escape Moves: Roll, Maintain Balance Basic Defenses: Parry, Dodge, Auto Parry Advanced Defenses: Combination Parry/Attack (Varies), Power Bock/Parry (does damage), Multiple Dodge                                                                 Hand Attacks: Strike, Power Punch, Backhand, Claw Hand                                                                              Foot Attacks: Kick, Trip/Hook, Snap Kick, Drop Kick (Combination Dodge/Kick)                                             Special Attacks: Body Flip/Throw, Elbow, Forearm, Knee Holds/Locks: Wrist Lock, Elbow Lock, Head Lock    Weapon Skills: W.P. Knife, Knife Paired, Sub-Machinegun, Energy Pistol, Energy Rifle, Grenade Launcher, Heavy Energy Weapons, Grenade                                                                                                                          Modifiers to Attack: Pull Punch, Death Blow, Jump Attack, Knockout/Stun                                                            Martial Arts Powers: None                                                                                                                         Special Knife Attacks: Pommel Strike: Striking with the pommel of the knife rather than the blade. D4 damage Slash: A strike using the length of the blade to make a long, shallow wound. D6 damage Thrust: A simple thrust with the knife, putting a lot of muscle into it. Because of the wind up required, it is easier to avoid (+1 to opponent's parry or dodge roll). D6+2 damage Stab: A quick thrust, not quite as powerful. D6 damage                                                Skills Included in Training; Ranged Combat: Krav Mahga - See Below                                                            Physical Skills: General Athletics, Track & Field, Swimming, Boxing or Kick Boxing, Gymnastics, Climbing/Rappelling +15%. The bonuses from these skills can be used to meet the physical requirements of the chosen O.C.C. as they are trained from childhood in these skills and have learned them before going off to M.O.S. schools. Cultural Skills: C.S. Military Etiquette +30% (+10% to other Military Forces) Languages: American 98%, Literacy; American +10%, One Language of choice +10% Standard Skills: Strategy & Tactics +10%, Intelligence +10%, Computer Operations +10%, Math Basic +20%, Interrogation Techniques +10%, At 5th level they will have learned the equivalent of the Headhunters Find Contraband skill as detailed on Pg:110 World Book 20 at 45%+3% per level of experience                                                                                                                                      Starting Rank: First Lieutenant for the Special Forces, Lieutenant J.G. for the Nautical Commando                   History & Philosophical Training: This program has been a resounding success since its inception in 91 P.A., as much an indoctrination program as it is Martial Arts & Military training, the purpose of this school is ostensibly to “care for orphans & wards of the state with special & advanced needs”. 27% of the students are orphans, many of them coming from among the children of soldiers, so this is even almost the truth. To qualify for this program these children must pass aptitude tests showing that they should be able to qualify for the Special Forces or Nautical Commando O.C.C.’s upon reaching adulthood. Currently the only possible way to go through this program is at a special academy in Chi-Town to which students from every C.S. territory are shipped. Candidates undergo complete physical, psychological and psionic work-ups before being accepted into this program. Roughly 80% of candidates will washout, those who washout in the first five years are considered to have learned Commando or Martial Arts HTH, and are returned to their home cities or villages if they were citizens, the rest are unceremoniously dropped back into the Burb from which they came. Washouts who volunteered for this program to gain citizenship for themselves and their families see their chances for gaining citizenship by serving in the army at a later date reduced to the same as anyone who walks in off the street. Washouts are automatically placed on the “Suspected Dissident List” and monitored closely, if however they decide to join the military later they may be removed from this list. The last two years of this program are generally spent in M.O.S. schools where they pick up the specific skillset of their chosen O.C.C. These soldiers each go through the “regular” training program of the O.C.C. they have chosen as well in order to set up a cover within the service, going through training this way allows them to network with other members of those classes. It also allows the instructors to give them one last, potentially fatal evaluation based on their performance & leadership in this last school. There is an average of 1,000 new “Students” every year, but with the success of these soldiers during the wars with Free Quebec & Tolkeen they plan to try & double that number by 115 P.A. Some of these children voluntarily become wards of the state in hopes of earning themselves and up to ten family members’ citizenship by graduating & serving a twenty year term of enlistment. Dying in the line of duty after graduating will allow the soldiers family to keep their citizenship, but if the soldier deserts or is expelled from the military before his term is up his family will see their citizenship immediately revoked & all of their property seized before they are exiled from the city. If the child does not honestly volunteer for this program after having the basics explained to them, the testers will know and he or she will not be accepted. Many of the recruits are taken from orphanages in the cities or ‘burbs, some are even brought into the program after being arrested for some minor crime. Every facet of their lives from class work to recreation is tightly controlled for the next 6 years, with harsh punishments for deviating from the proscribed activities. After the first 6 years the candidates are allowed the same degree of freedom as any teenagers at an elite military academy, and are closely monitored for any signs of disloyalty, if any are even suspected of such they are quietly eliminated. The Soldier trained in Krav Mahga does not believe in a “Fair Fight”, their motto when it comes to combat is “If you aren’t cheating, you aren’t trying”. They instead seek every means to gain total advantage in a fight. Attacking from concealment, weapons, traps, throwing dirt in an enemy’s face, as long as it works it is an acceptable technique for a follower of this style. Those of a Miscreant or Diabolic alignment can take this to extremes, but thankfully thanks to the psionic & psychological screenings these soldiers regularly undergo during training, those who would have problems working in teams are discovered and the ones who still make it through the program are often given solo missions instead of squad commands. Propaganda over and above that received by normal C.S. citizens inundates their lives, especially in regards to how heroic they are by serving in the C.S. Military & protecting Humanity from the evils of magic and the alien. From the first day they arrive at the school they are taught Strict Military Discipline and loyalty to the C.S. Consequently these soldiers are not only among the most capable young officers in the C.S. Military Machine, but among the most dedicated. They may temporarily join forces with (and befriend) D-bees, mercenaries, bandits and practitioners of magic while on assignment in the wilderness or enemy territory. However, such "associations" are usually arrangements of convenience that are severed as soon as the soldier's mission is completed. In fact, the character may betray, turn in, or even kill his one-time comrades if it seems appropriate and the opportunity makes itself available. However, such dirty tricks are usually reserved for someone who has gotten on the character's bad side or someone who is completely despicable. The character, like any good secret agent, understands the value of having good connections. Consequently, many of these soldiers maintain loose associations with select nonhuman adventurers, mercenaries, and outlaws.                                                                                                                 1691 students have graduated from this program as of 109 P.A. Of those, 250 are on active duty in the Magic Zone & 363 have been K.I.A. or are M.I.A. Despite the comparatively high mortality rate among these soldiers the high command does not consider them to be particularly expendable, however all of them serve in C.S.I.D. as special operatives and regularly receive & complete the most dangerous assignments.

Level Advancement Bonuses;                                                                                                                             1) Critical Strike on a natural roll of 19-20 or from behind/Surprise, Death Blow on a Natural 20, +1 Strike, +1 Parry/Dodge                                                                                                                                                     2) +1 Attack, Knock-out/Stun from behind                                                                                                              3) +2 Parry and Dodge, +1 VS Horror factor                                                                                                         4) Circular Parry, +2 Grapple                                                                                                                                5) +1 attack, +3 Pull Punch, Critical Strike on a natural 18-20                                                                                 6) +2 Strike, + 2 VS Horror Factor, Automatic knock-out/Stun on a natural 18-20                                                      7) +3 Roll with punch/Maintain Balance, Death Blow on a natural 18-20                                                                 8) +1 attack, Auto Wrist/Elbow Locks                                                                                                                 9) Critical Body Flip/Throw, Critical Strike on a natural 17-20                                                                                   10) +2 Parry/Dodge, +3 Grapple, +2 Roll with punch/Maintain Balance                                                                    11) +1 Strike                                                                                                                                                      12) Automatic Death Blow on a natural 20                                                                                                          13) + 1 Attack, +2 Roll with punch/Maintain Balance                                                                                              14) Critical Strike on a natural 16-20.                                                                                                                     15) Automatic knock-out/Stun on a natural 17-20.

C.S. Krav Mahga Ranged Combat Training See Rifter # 11 PG. 20 for Specific Terms                                                01.) Aimed Short Burst/Pulse,+3 to hit, Burst Damage Multiples(Short Burst x2 Medium Burst x3 Long Burst x4), Imposed Dodge Penalty -2 vs High Tech Weapons -1 vs Conventional Weapons                                                  02.) Walking Aim (Able to walk at up to 1/4 speed over flat terrain, slower in rough terrain, and still fire aimed shots with full bonuses)                                                                                                                                            03.) Critical Hit on a roll of 19-20, +2 to Hit, Imposed Dodge Penalty -2 vs High Tech Weapons -1 vs Conventional Weapons                                                                                                                                                            04.) Automatic Critical Strike from Behind/Surprise, Rapid Reload, Burst Damage Multiples (Short Burst x3 Medium Burst x4 Long Burst x5)                                                                                                                                   05.) Snap Shot, Imposed Dodge Penalty -2 vs High Tech Weapons -1 vs Conventional Weapons                            06.) Coldcock, Critical Hit on a roll of 18-20                                                                                                      07.) Pinning Fire, +1 to Hit                                                                                                                                 08.) Leading, Imposed Dodge Penalty -2 vs High Tech Weapons, -1 vs Conventional Weapons                              09.) Burst Damage Multiples (Short Burst x3 Medium Burst x5 Long Burst x6)                                                    10.) + 1 to Hit                                                                                                                                                11.) Critical Hit on a roll of 17-20                                                                                                                        12.) Imposed Dodge Penalty -2 vs High Tech Weapons -1 vs Conventional Weapon                                                   13.) +1 to Hit, Roll of 10 or Better required rather than 12 for a Called Shot,                                                              14.) Speed Loading, Burst Damage Multiples (Short Burst x4 Medium Burst x7 Long Burst x12)                               15.) Double Critical(X4) Damage on a roll of 20                                                                                                       Exp. Table for either of the available O.C.C.’s is the same as the Godling, but starts at -2500 exp                                                                                                      

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