Katamancy

by Tim Rudloff (trudloff@unknownarmies.com)

    There has long been a connection between martial excellence and personal excellence.  Skill in fighting makes a person more likely to survive, but more importantly, training in violence gives the same person more control over their violent, instinctive selves.  Katamancers seek the height of that control.  Using fighting as a focusing lens through which they refine their souls, the Katamancers are constantly studying and honing their skills, and so, they believe, their selves. Often called Fu Wizards, the Katamancers wander the earth seeking new martial challenges to test and temper their skills.
    However, despite the love affair between the Katamancer and his fighting, the Katamancers are rarely violent people.  In training, they master and reign in their violent impulses.  Fighting is a tool for self improvement, and is used only for that.  They do not fight for the love of inflicting harm, but instead for the love of skill and proficiency.  Many of them, outside of formalized and arranged bouts, are pacifists.  The Fu Wizards refuse to debase their skill by fighting in every day life.  Fighting is an art, and not a tool.
    Fu Wizards have an easy time getting the minor juice, but the stronger stuff requires them to seek out and challenge famous fighters, or other Katamancers.  As a result, they are constantly on the go, looking for the next charge, trudging each step closer to personal perfection.

Katamancy Blast Style: The Fu Wizards use fighting to provide charges, and so would never use their charges to attack.  This is not to say they cannot use charges in a fight, they just don't blast people with them.

Stats:

Generate a Minor Charge: At the most basic level, the Fu Wizard gets charges by honing his (or her) skill.  This means spending three hours in exercise and practice, or in meditation and study.  Many Fu Wizards employed as fighting instructors often have the dual benefits of a modest but steady income of money, and a modest but steady income of minor charges.

Generate a Significant Charge: No longer content to merely practice, the Fu Wizard gains the big mojo by testing their skill
against a worthy opponent, at an auspicious location.  The opponent must be either a fellow Fu Wizard or a mundane Fighter of great and famous ability.  They must fight at the sight of a great contest of arms (battlefields, arenas, etc.).  They must not use any magick during the fight, and they must win to gain the charge.  They cannot fight the same opponent twice in the same place, which is why most Fu Wizards are nomadic.  While it is possible to gain charges from the same opponent multiple times in a row, most Fu Wizards do not particularly like to do this.  Still, it is not unusual to see Fu Wizards travel in pairs, usually in the form of master and apprentice.

Generate a Major Charge: Find and defeat a fourth channel Avatar of an archetype associated with fighting, in single combat.  This must take place in a place symbolic for that archetype, and the fight must be arranged; the Fu Wizard may not assault the Avatar at random.  The adept cannot use charges.  Note that while some Fu wizards channel the Masterless Man, none are known to have achieved the fourth channel.  (Some GMs may opt to require the opponent to be a Godwalker, but I think
this is excessive.)

Taboo: Katamancers may not inflict wounds outside of an arranged battle.  Note that "by attacking me he arranged a fight with me" is not a valid excuse.  The fight must be arranged several hours in advance.  Many Fu Wizards are skilled at "soft" martial arts, so as to defend themselves without breaking taboo.  If the arranged fight involves rules of conduct, then breaking them violates taboo.  Shooting a gun at someone is always taboo, though target practice is not.  Note that "I wasn't shooting at him, I was targeting at his sunglasses" is not a valid excuse.

Random Magick Domain: Katamancers seek self perfection.  Their magic can be used for many feats of physical and mental excellence. "Legendary" feats of martial skill are possible with this magick, unless or course, it would break taboo.  So, punching through a wall is okay, but punching through someone's torso is not.  There is only one gray area in which magick can be used to harm in combat.  In an arranged fight where magick is explicitly allowed, the Fu Wizard can be as nasty as he wants to be.  However, the adept will gain no charges from such a contest, and won't have formula spells for these occasions.

Starting charges: Charges can be easily and safely, and starting Katamancers have six minor charges.

Katamancy Minor Formula Spells

Great Leap
Cost: 1 minor charge
Effect: The magician can jump very high (a number of yards equal to the sum of the dice), and fall without harm (reduce the fall damage by a number of yards equal to the sum of the dice).  This can even be invoked to cushion any large impact, like a car wreck (reduce the mph by the value of the dice).
Shadow Boxing
Cost: 1 minor charge
Effect: The Katamancer can mimic another character's Body or Speed skills temporarily, unless it relies on technology.  The Katamancer can also mimic mind or soul skills related to fighting, such as Tactics or Body Language.
Open Hand Push
Cost: 2 minor charges
Effect: The magician gently pushes the victim, sending him or her sprawling harmlessly a number of feet equal to the sum of the dice.  This spell will not inflict damage, and will fail is the target would be flung on a damaging surface (this includes empty air twenty stories up).  Unless, the conditions of the fight allows the Katamancer to use magic offensively, then all restraints are off.
Impressive Stance
Cost: 2 minor charges
Effect: Other people intuitively respect the Katamancer's fighting skills and self-control.  The Fu Wizard gets a +30 shift on any social skill to issue commands or impress people.
Inner Strength
Cost: 2 minor charges
Effect: The magician draws upon inner stores or vitality to survive grievous personal injury.  The spell will not keep the Fu Wizard alive indefinitely, so medical attention should be sought quickly.  The caster will stay alive a number of hours equal to the higher of the two dice rolled, or until injured again.
Iron Mind
Cost: 2 minor charges
Effect: The caster's mind is hardened against strain through extensive meditation.  The spell is cast instantly and reflexively when the Katamancer fails a stress check.  The Katamancer gains the failed notch as normal but does not lose control.  However, once cast, the magician must meditate a number of hours equal to the level of the stress suffered before this spell can be used again.
 

Katamancy Significant Formula Spells

No Mind
Cost: 1 significant charge
Effect: The Fu Wizard empties his mind of everything but the task at hand, acting without hesitation or indecision, often moving before their opponent can properly react.  The character may flip-flop all initiative rolls, and is at +10% to any skill which effects someone who rolled a lower initiative.  The character suffers no pain penalties.
Focus on the Vital Task
Cost: 1 significant charge
Effect: The caster focuses everything into one skill roll.  The skill must be non-violent.  The caster may ignore all negative shifts and conditions, and may flip-flop the roll.  Obviously, this spell is primarily used when the caster is operating under extremely adverse conditions.
Mantel Armor
Cost: 1 significant charge
Effect: A significant form of Iron Mind, Mental Armor allows the Fu Wizard to resist mental assaults.  However, this spell is unconcerned with stress checks; instead it is for resisting any attacks on the mind.  The character may flip-flop all Mind and Soul rolls to resist mental assaults (either magical, brain washing, psychoactive drugs, demons, astral parasites).  If no resistance roll is made, the "attacker" is at -10% shift on all mental attacks.
Pulling the Lethal Blow
Cost: 2 significant charges
Effect: The magician makes all appearances of dealing a lethal blow, but pulls the attack at the last moment.  This takes the form a supernaturally graceful and powerful attack that stops a hair's width from the victims skin.  The victim makes a Rank-7 helplessness check, and is reduced to shock catatonia on a failure.  The Fu Wizard may cast additional significant charges into this spell, giving the victim a -10% shift for each additional charge.
Like a Reed in the Wind
Cost: 2 significant charges
Effect: The caster cannot be harmed.  The Katamancer lithely dodges and squirrels about, avoiding all attacks.  Even bullets can be dodged. This effect lasts for a number of rounds equal to the lower dice rolled, past the first (example, if the caster rolled a 24, the spell would last for the rest of the round it was cast in, and two more rounds after that).
The Philosopher's Ear
Cost: 5 significant charges
Effect: The Katamancer may experience flashes of insight and understanding. Casting this spell brings one sudden leap of logic, in which the character can instantly grasp the philosophical grounds of another group.  Usually used to understand groups adhering to deviant or fringe morality, which is far from uncommon in the occult underground, this spell makes the Katamancer a surprisingly skilled diplomat and advisor. As an added bonus, if the caster has a skill relating to their philosophical understanding, they may add +5% to it every time they cast this spell
 

Katamancy Major Effects

Learn a new martial technique at a skill level equal to your skill role; it can even be "cinematic," but cannot be used to break taboo. Reduce your effective age without looking any younger, leading to characters who look every bit like 97, but have the health of an 18 year old.  Rearrange your hardened and failed notches however you like.  Beware the lure of sociopathy.
 
 
 

A note on the Bleeders, Katamancers of the Urban Suffocation


    The Bleeders are a younger, hungrier form of Katamancy, quickly surpassing their parent art.  Records of the Fu Wizards extend as far back as the nineteenth century when they achieved dim recognition in the writings of British colonialists in Asia.  Since then, they have wandered the world, seeking charges, but dwindling as their philosophical view on violence became less regarded, and violence less idealized.
    In America, a school has seen a resurgence amongst bitter suburbanites dissatisfied with their humble, predictable lives.
Pursuing violence less as a means of self perfection but as a means of self-discovery, these magicians focus on the brutality aspects of fighting rather than the skill and excellence traditionally associated with Katamancy.
    While the Fu Wizards are all taught, the Bleeder are somewhere between an Adept and a Prodigy.  The magick spreads like a disease or addiction amongst some people.  Most Bleeders see it as "some people are Bleeders waiting to happen."  People become Bleeders after contact with another Bleeder, but only if they were predisposed to pick it up anyway.

Bleeders and Fu Wizards are both considered Katamancers, as they maintain the same Taboo and nearly identical Formula Spells.  However, charges are built up differently, and the spells are called differently and work a little different.  Bleeders are a lot more likely to break taboo than Fu Wizards, and tend to view random violence as almost as good as arranged fights, just not as compatible with magic.

Generate a Minor Charge:  Get in a fight in which you take at least three points of damage.  This fight must be arranged, though Bleeders require much less formality than Fu Wizards.  Also, if you can induce violence in anyone, and get them to inflict at least three points of damage, you can get a change whether the fight was arranged or not.

Generate a Significant Charge:  Get in a fight, and walk away at least twenty points lower.  Many Bleeders says they learn more from a fight they lose than the ones they win.  Alternately, if the Bleeder can insight someone to beat the tar out of him, for at least twenty points, that's a significant charge.  The fight should be arranged, but not as formally as with a Fu Wizard.  If the Bleeder can goad someone into throwing the first punch without threatening them or backing them into a corner, this is sufficient.

Generate a Major Charge:  Leave a fight (walk, crawl, whatever) with an injury that won't heal.  Use the major charge requirements from Epideromancy; if the fighter suffers that sort of injury, it's a major charge.  Note that this must be suffered in an arranged fight.  An ally standing over the Bleeder with an ax planning to lop off a hand is not necessarily a fight, but maybe just a grisly favor, and won't generate the charge.

Changes to formula spells:
 

"Great Leap" becomes "Bounce Back"
The Bleeder cannot jump with this spell, but can fall and take impacts the same.
"Shadow Boxing" remains "Shadow Boxing"
"Open Hand Push" becomes "Knock Back"
"Impressive Stance" becomes "Alpha Male"
"Inner Strength" remains "Inner Strength"
"Iron Mind" becomes "I am Too Crazy to Lose My Mind"
"No Mind" becomes "Everything is Clear"
"Focus on the Vital Task" remains "Focus on the Vital Task"
"Mental Armor" becomes "I am not What You Want Me to Be"
"Pulling the Lethal Blow" becomes "You're Going to Die"
The Bleeder requires some amount of conversation and threatening for this to work, and a little more time.  However, the Bleeder has more control over how the victim freaks out from the Stress check, and is not limited to catatonia.
"Like a Reed in the Wind" becomes "Take it Like a Man"
The Bleeder does not dodge out of the way.  Instead, they take the hit, even bleed and swell, and look wounded.  The Bleeder loses no hit points however.
"The Philosopher's Ear" becomes "No One is Unique"