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Kensai



===Kensai - the Sword Saints O.C.C.: ===


Dedicated to the beauty of the Sword and its use, the Kensai are monks who have forsaken the use of any other weapon. These are powerful warriors with their own sense of honor and fair play. Unlike Paladins or the Warrior Monks, they will accept any challenges, bear little to no allegiance to gods, and will always take their sword into battle. Each Kensai will develop a Unity with their weapon, making it an extension of their own body, and, if they are lucky enough, upon their death they will become one with their blade (effectively making it a rune weapon).
With each plateau of experience, new challenges develop for the Kensai. When at low levels, the Kensai must find warriors greater then themselves and challenge the master in order to receive training. This is a mystical experience for the young Kensai, as they are instinctively drawn to the master. Once the Kensai achieves Master status, young Kensai will seek him out, and challenge him for training.
NOTE: There are 'saints' of other weapon types; however, they are not common.
Special Skills:


  1. Mastery of the Sword - if you have a copy of Ninjas and Super spies handy, then select any 'Sword Based' martial art (Eg. Zanjishinjinken-Ryu)+ the bonuses below,
    if not, then the Kensai get Hand to Hand Martial Arts, WP: Sword, and the following bonuses:
    level
    1. +2 strike and parry with sword
    2. +1d6 damage with sword
    3. gains 'parry/strike' combination
    4. Can draw and strike in one action, +3 to initiative
    5. gains 'Awareness' (use 6th sence bonuses ALL melee, covers 12'+2/level)
    6. +1 strike and parry, +1 attack
    7. +20 SDC, +2d6 HP, +4d6 PPE
    8. heals at twice normal
    9. Can boost 1 attribute by 2 points per 5 PPE for 1 minute.
    10. Resistant to Fire and Cold (half damage)
    11. +1 strike, parry, and throw with sword
    12. gains auto-dodge at +3
    13. Can cast Armor of Ithan at 10th level proficiency
    14. can call Critical damage with personal sword once per melee.
    15. +1 strike, parry, throw and attack with sword
  1. One With Sword - can sense the location of their personal sword anywhere within 100+50' per level. Also, because of this ability, the Kensai can control the damage dealt by his weapon. Damage can be regulated from 1 point of damage, all the way to full dice, and incremented iby d6 values.
  2. Penalties -
    1. Practice - must practice 5 hours per week with their weapon. Any missed practice must be made up before the next level is achieved.
    2. Training - at levels 4 and 8 must seek out a 10th level or higher Kensai and challenge them (which means the two actually fight). Should the character prove they are worthy, they will study for 1d4 months with the Master. Until this is done, the level bonuses cannot be attained.
    3. Master Status - upon reaching 10th level, the Kensai must seek out another Master, and make a challenge. Again, the Kensai must prove his worth. Until this is done, the bonuses cannot be attained.
    4. Should the Kensai find he is in a world without others of his kind, he will seek out and challenge other swordsmen until a superior warrior is found, then he must request training from the superior fighter. Should a Kensai be forced to do this, it will be 2d4 months before he gains the bonuses and may continue. Also, to achieve Master status in such an environment, the Kensai must defeat a warrior of equal or greater power to attain his Master status.
  1. the Code of Honor -
    1. Control-
      Never shows emotion.
      Never strike out of Rage.
      Never exceed the rules of a challenge.
      Always Respect a Master.
      Never Pride yourself on victory.
    2. Challenge-
      Accept all challenges.
      Accept the victory of a better opponent.
      Clarify rules before engagement.
      Never berate the defeated.
    3. Fairness-
      Defend the defenseless.
      Teach those who ask.
      Discipline the dishonorable.
      Identify yourself before a Challenge.


Also the character gains the following abilities of:


===Physical Superiority & Psionic Resistance + Combat Instinct & Quickness ===


The character's physical body is naturally strong, healthy, and toned. The character is at the peak level of normal human biology and looks as perfect as a human might be able to get, but is not superhuman unless extraordinary attributes are also possessed. Extraordinary attributes will increase these even further. When adding bonuses from physical skills, change the attributes to the following levels and then add bonuses. Also the character's brain and body are partially masked from psychic influence, giving greater resistance to psychic attacks. Also,


The character has an extraordinary combat skill. This is enough to turn an untrained character into a capable fighter and transform an experienced combatant into a deadly adversary. Follow this experience chart for the bonuses and abilities - the combat instinct functions like a hand to hand form with bonuses that are added to any fighting style. The character can perform many complex combat maneuvers, but relies more on P.P. bonuses than skill bonuses.
Note: This minor ability, unlike Natural Combat Ability, is fully compatible with hand to hand combat skills. A character cannot have both this power and Natural Combat Ability. Your GM wouldn't like that. I've also toned it down to make it more of an enhancement instead of a complete hand- to- hand combat form.
The character is extremely swift in melee and grappling combat range. This might be from a heightened awareness, a super- adrenaline surge, a feral nature, etc. The character gains the following:



The character gains a +2 bonus to save vs psionics, +1 more at levels four, eight, and twelve. Even if the psychic attack takes effect, it only lasts for half the normal duration. Tracking, sensing, and mind reading by psionic means is -30%. Also add +2 to M.E. and +1 vs. possession, mind altering drugs and magic, and non- psionics illusions. This resistance applies to helpful psychic influence as well. Note that physical psionics attacks, like psi- swords and electro kinesis, do full damage. The character can also sense whether a target has psionic powers or is a supernatural creature (30ft range with visual contact).


  • Add +4 to P.E. (minimum of 20).

  • Add +2 to P.P. (minimum of 14).

  • Add +1d4+2 to P.S. (minimum of 18)

  • Add +1d4+2 to Spd. (minimum of 16).

  • Add +1d4+2 to P.B. (minimum of 14).

  • Add +2d6+8 S.D.C.tm (10 to 20)


First level knowledge:


  • Parry, dodge, pull punch, roll with punch, fall, or impact, entangle, and disarm.

  • Automatic dodge (no bonus).

  • One hold of choice (see page 68 HU).

  • Snap kick - 1d6 damage.

  • Karate kick - 2d4 damage.

  • +1 melee action at levels one

  • +2 on initiative at levels one

  • +4 to dodge (normal).

  • Automatic dodge, +1 bonus at level one. Add +1 at levels two, five, and nine.

  • Character can dodge multiple attacks with a single normal dodge.

  • When knockdown is imminent, the character does not suffer the loss of one melee action and loss of initiative. He loses one melee action or initiative (his choice) so the penalty is effectively halved. Critical knockdown, the loss of two melee actions and initiative, is also reduced to normal knockdown.

  • At level three the character is fast enough to attack twice for each melee attack! However, these attacks can only be hand attacks (maybe a knife, but no other weapons) and the strike and damage bonuses are halved. One- two punches, double kicks, and punch/ kick combos can be performed. This does not impede automatic parries.


Abilities gained with experience:


Level 2: +1 on automatic dodge, +2 to entangle.
Level 3: +1 melee action, +2 to disarm
Level 4: One kick or hold of choice.
Level 5: +1 to initiative, +1 to strike, +2 to dodge.
Level 6: +2 to parry, body throw/flip (1d6 damage plus knockdown), +2 on initiative.
Level 7: One kick or hold of choice, +1 melee action.
Level 8: +1 on automatic dodge.
Level 9: Critical strike (double damage) or knockout from behind, pick one.
Level 10: +1 to initiative.
Level 11: One kick or hold of choice, +2 on initiative.
Level 12: +1 melee action.
Level 13: +1 to disarm and entangle.
Level 14: +1 to strike.
Level 15: +1 on automatic dodge.
Level +16: Add a +1 to any one combat skill (strike, pull punch, entangle, etc.) at each level past 15.



===Living Anatomy ===


The character has a natural knowledge of the human body nearly exceeding that of an anatomist. He can perceive a target's heart rate by simply watching the blood vessels of the skin. He can also diagnose some conditions using only hearing and touch. The character also gains +20% to all medically related rolls, and gets combat bonuses! Add a +1 to strike, +5 to damage, and the character has a Critical Strike (applies to any attack) on a roll of 19 - the character has an instinct to aim for vital targets.


===Personal Weapon (major) ===

  • A composite power by Brett Hegr, created with ideas by Dave Crowe and The Magus

    A more powerful version of the same minor ability. In addition to summoning weapons is the option to create an energy field around any existing object or weapon, to boost its damage potential. The same abilities of creating thrown and hand weapons exist but are much stronger, have more bonuses, more damage, and less restrictions.

    Weapon Type and Damage: Choose one or roll to determine type. This is a one time decision only. Each type has different properties.

    In Rifts® all the weapons become mega- damagetm equivalents, able to both inflict and parry mega- damagetm attacks.



Hand-Held Weapon: These are swords. The hand weapon is +1 to strike, +2 to parry (or entangle, for whips and chains), and +1 on initiative when using the weapon exclusively. Add a +1 to strike and parry/ entangle at level two and a +1 on initiative at level four.


  • Gains a extra melee attack with the weapon at level one and again at level six.

  • All bonuses are in addition to whatever P.P. or W.P. bonuses the character might have.

  • The weapon requires one melee action to generate and lasts for as long as the character concentrates on the weapon (or until he becomes unconscious).

  • Others can use the weapon within 100ft of the character, but there is only ever one in existence at a time when loaned out and others do not get any of the above bonuses.

  • Disarming attacks are useless against the character's weapon (it can never be knocked away) but entanglement is a valid option. Of course, if the weapon is entangled the character can let it vanish and create a new one.

  • The weapon does 2d6 damage at level one, +2d6 more at levels two, four, six, eight, ten, and twelve. The damage can be fully regulated in increments of 1d6.

  • Paired weapons can be created at level three, and the maximum damage for one weapon is halved (so the 8d6 whip would become two 4d6 whips). The character can instinctively use his own personal weapon in the paired form, but no other weapons may be used paired unless the proper W.P. or the necessary combat experience is acquired.

  • The weapon does damage to all supernatural beings and inflicts full mega- damagetm in a Rifts® type environment.


Energized Weapon:


In addition to the abilities of the Summoned Weapon under Personal Weapon (minor), this power allows a character to create a powerful energy field around any object (whether it is a summoned weapon or not). The character can either create the energy field around a weapon and hold the weapon or throw it, in which case the energy fades once it strikes something. There is no limit to how long the energy field can be maintained, but it can only be produced around one melee weapon at level one and one more (for paired weapons) at level three. Energizing one (or two weapons at level three) requires one melee action.
The energy field gives the weapon a +1 bonus to strike, parry (or entangle for whips), disarm, and throw the weapon. Add +1 more to each at level four. No strike bonuses are given to ranged weapons. If the held object is a bonded weapon, as per the Summoned Weapon, add the bonuses together.
Range is also increased too, to 50% more than before. However, at the normal range to the increased range (100% to 150%) the energy field fades and the thrown weapon or projectile does normal damage. The focus of this ability isn't in range or accuracy - it's power!


For an energized hand held weapon, add a +8 damage bonus, +2 more per level of experience. For paired hand held energized weapons, cut the damage bonus in half and add it to the damage of each weapon.
Energized thrown objects do an extra +4, damage +1 more per level of experience. This also applies to ranged melee weapons such as bows and crossbows.
Modern projectile weapons such as pistols, rifles, and machineguns can be energized too, but the bonus damage is reduced to +2 points of damage, +1 more per level. For bursts and sprays, change this bonus damage to an additional +2 to the multiplier.
Energy weapons, artillery weapons, explosive rounds, and vehicle mount weapons (generally anything over .50 Caliber and all missile weapons) cannot be energized.


Example - a 4th level character with this power could use a long sword doing 2d6+2 damage (4-14) and crank it up to do 2d6+18 damage (20-30). If he threw it, he would only do 2d6+10 damage (12-22). If he chose to whip out his .45 Automatic (4d6 damage) he would be able to charge up the bullets and do 4d6+6 damage (10-30). An full- clip burst of seven bullets at a target would normally cause one round times 5 in damage (4d6x5, or 20-120, or 70 points on average), but when energized it does a lot more on average (4d6x7, or 28-168, or 98 on average).
The player must decide exactly what form the energy field takes (plasma, electrical, kinetic, light, etc.) for damage purposes. If the character has an APS or control power the energy field should be a derivative of that power. Energized weapons are considered indestructible for parrying purposes, and attempts to disarm them from the character are made at a -4 penalty. The energy field is lost if the weapon is knocked away. The energized weapons can damage all APS beings and most supernatural creatures.
In Rifts® the additional damage becomes mega- damagetm. If energizing an S.D.C.tm weapon the extra damage is halved and the object does one- third of its normal S.D.C.tm damage in M.D.C.tm So, a 4th level character energizing a 2d6+2 long sword in Rifts® would produce a 1d4+1 sword with a damage bonus of +8!



===Personal Weapon (minor) ===


In some cases, the character can create a weapon of glowing energy, not unlike a light saber. This can be used to strike and parry like an ordinary weapon. The character can turn the weapon on or off at will, and can be considered indestructible. In other cases, the character can generate fields of kinetic energy that are shaped like throwing weapons. Still more do not create a force weapon, but are somehow able to bond with a specific weapon and summon it at will. The weapons are fully compatible with W.P. skill bonuses.
Weapon Type and Damage: Choose one or roll to determine type, then (for the thrown and hand-held weapons) pick a specific form. These are one time decisions only and cannot be changed later on. Each type of weapon has different properties.


Hand-Held Weapon:


These are swords, The hand weapon is +1 to strike and parry, +1 more to each at levels three and seven, in addition to whatever weapon proficiency bonuses the character might have. It requires one melee action to generate and can last for up to three minutes per level of experience before requiring re- creation. Others cannot use the weapon. The damage is pretty standard for all weapons, doing 3d6 damage plus 1d6 at levels three, six, and nine.
Disarming attacks are useless against the character's weapon (it can never be knocked away) but entanglement is a valid option. Of course, if the weapon is entangled the character can let it vanish and create a new one.


Summoned Weapon:


This power allows a character to bond a a hand weapon (such as a knife, small axe, small throwing weapon, short sword, or even a handgun) to his unique bio- signature. This allows him to summon the weapon (or object) at will, teleporting it into his hand - this act requires one melee action. Bonding a weapon permanently costs one hit point and requires ten minutes of concentration (a first level character is assumed to already have one special, bonded weapon whose cost has already been paid). The character can bond one object at level one, plus one more at levels three, six, and nine. Bonding to a new weapon is of course possible if the limit is already possessed, but the cost must be paid again and an old bonded weapon returns to normal. Magic and psionic weapons can be bonded, but the bonding costs two hit points instead of one and the character may or may not be able to use any paranormal powers of such weapons if they require I.S.P. or P.P.E.
The summoning only works if the weapon is in range. The range is 900ft +100ft per level of experience. If it is in range, the character can sense it - and if it isn't in range, the character knows what direction it is in and about how far away. The maximum weight of the weapon is equal to one pound per two points of M.E. (an M.E. of 10 means you can handle up to five pounds, enough for the average handgun). The weapon can be loaned to, taken away, or disarmed by others and snatched right back via the character's minor teleportation power.
If the weapon is summoned as the character's first act of a melee the character gains a +2 bonus on initiative for that melee, due to the element of surprise. The weapon is also +1 to strike and parry (for whips change the parry to an entangle, for guns change the bonus to +1 to strike aimed and wild), but only in the hands of the character. It is also physically altered such that it can parry weapons wielded by beings with supernatural strength with no danger of breaking, and can parry mega-damage attacks.



===Harm Invulnerable & Supernatural ===


The character's bio- energy is such that his powers and his body are extremely effective against supernatural & invulnerable creatures! This is an equalizer against those who are normally invulnerable. With this ability, all super abilities and hand strikes used by the character do half damage to beings with the Invulnerability major power. In fact, the attacks even do one- third damage to supernatural creatures like vampires and werebeasts with limited invulnerability. Also all his attacks do double damage against standard supernatural beings and normal damage against vampires, werecreatures, and other limited invulnerability creatures. Weapons of any kind are not affected (unless this power is granted by an Enchanted Weapon, or the character also has a Personal Weapon power).
If the targeted being has an immunity to energy attacks (like with Energy Absorbtion) and the character has an energy blast power, the power will still do half damage to the target, except in the cases where you are attacking an APS: Electricity character with electricity or a Control Radiation character with radiation blasts. You can't hurt like with like.
The character also gets a special bonus of +8 vs. horror factor and a bonus of +1d4 to four attributes of choice.


OCC Bonuses: +2d4 PP, PS, and PE, +1 to roll,
Alignments: Any,
Attribute Requirements: PS: 10, PP: 8, MA: 8
OCC Skills


 

Literacy and Language: Native and 1 of choice (+5%)

Regognize Weapon Quality (+30)

WP: Sword-paired and Weapon mastery

Acrobatics (+10%)

Gymnastics (+10%)

Boxing

Dance (+10)

Prowl (+5)

Meditation (+20%)

HtH: Martial Arts 1 of choice Sword Based









OCC Related skills:

 Select 8, and another 2 every 5 levels.

Communications: Any

Domestic: Any

Espionage: none

Horsemanship: general and exotic only

Medical: Holistic medicine only

Military: none

Physical: any

Rogue: any (+10)

Science: any 

Technical: any (+15)

Weapon proficiencies: none

Wilderness: any (+20)












Secondary Skills:

select 3, and another 2 at levels 4,8, and 12.






Starting Equipment: 2 top Quality swords (+5 s/p, +14 damage), with 4 enchantments of choice.  Padded or leather armor, never wear restrictive armors/clothing.






Plus automatically gain these Martial arts powers:


Martial Arts Analysis: This is the skill that separates dedicated martial warrior from normal martial artists. Not only does this represent how well the character can fight, but it represents how well he can counter a new styles or moves, & learns new styles and moves. Most significantly it represents how well the artist controls the Chi he has access to. Most new Chi techniques require a roll of 1/10 the base to successfully learns a new Chi technique. Failure usually merely means more time required learning a Chi technique, however many of the most powerful having grave consequences for failure. The normal martial artist starts with a skill of 25% base an additional 5% per level of experience, plus add +2 % per Chi Mastery skill already known.



Layout Tracking: This is special technique that allows a character to memorize the terrain of an area just by glancing at it (takes one melee attack). At that point, they can do any feats in that area without seeing where they are going! They have a base chance of 75%+5% per level to successfully perform layout tracking and it has a 60 foot radius maximum.



Combat Sync:


The character is so comfortable with feats of agility that they can perform any acrobatic, gymnastic and/ or feats of balance in combat with no penalties! So, they can forward flip and front kick someone or back flip and fire a gun at someone, with no penalties, full bonuses apply.


 


One Life, One Shot, One Hit, One Kill: In spite of the long name, this skill does one simple thing. It allows the character to focus entirely on the result of a single shot. It can be used with any weapon, ancient or modem. The result is a Critical Strike. Here’s how it works: The character starts by concentrating for one full melee (15 seconds) on the one target. By the beginning of the next melee (IS seconds) the character will have a + Ito Strike. Each melee (15 seconds) of concentration will add another + I to Strike. Any other actions, whether a hand to hand attack or a defense, even simply talking to another character, will disrupt the bonus to Strike, negating it completely. However, if the concentration remains uninterrupted, and if the Strike, with bonuses, is 20 or better, then the result wilt be a Critical Strike (double damage). Note: This bonus applies only to attacks made with “weapons” and can nor be part of a hand to hand attack.



Martial Art Awareness or Zanshin.:


In Japanese, this is often called Tsuki No Kokoro which means “Mind like the Moon.” That’s because it is said that the martial artist’s mind floats above the body, calmly sensing all activity around it. A threat, no matter how slight, will disturb the calm. Zanshinshi might put it, “As someone thinks to attack me, that person’s Chi comes toward me. I have only to follow the Chi, and I will know the source of the attack.’ This ability is one of readiness and awareness. Training involves being constantly on the alert, even while sleeping or when in the bathroom! The martial artist will instantly sense anybody who enters his Zanshin circle, including animals and even those with intangibility and/or invisibility (although he can not see the invisible). Bonuses: +6 on initiative, +2 to parry, +4 to dodge, and can not be surprised from attacks from behind. When fighting an invisible foe (or character with superhuman speed) these Zanshin bonuses do not apply, but his other combat skills remain unimpaired due to his mystic awareness (this character does not suffer the usual penalties from fighting an invisible foe). Characters with this ability also have a reduced form of Chi Awareness that allows them to evaluate the Chi of anyone they can see who is inside their Zanshin circle. At first level, Zanshin extends for an area of 600ft ( Sm) around the character. This is increased by 20ft for every level of advancement.



Sword Chi Technique:


An ancient technique, where a martial artist focuses Chi through the hands and into the blade of a sword. This fills the sword with a portion of the wielders Positive Chi. Half the character’s Chi, rounding downward, is put into the weapon. Thus, a character with seven points of Positive Chi would channel three points into the sword. Attempting to do anything else with Chi, such as performing Chi Mastery, with draws the Chi from the sword and ends the Sword Chi Tech Technique. The character can’t lose the Chi that’s being concentrated in the sword, nor is there any loss of Chi in using the Sword Chi Technique. If the character stops using the technique, or drops the sword, then the borrowed Chi is instantly returned to the character. Note': that it’s impossible to do any of the Sword Chi Techniques without a sword that is known and named by the character. In other words, the character can’t just pick up any old sword and start doing Sword Chi It doesn’t work that way! Characters with Sword Chi should have a favorite weapon that can be drawn and used with Sword Chi instantly, without any other preparation. It is possible to have other, stand-by weapons attuned for Sword Chi, but the character must spend at least a week practicing with any new sword, and must give that sword a unique name. Then, anytime the character wants to switch from the usual blade (even in mid-combat), it will take one full melee round of concentration before the character can invoke Sword Chi with the secondary sword. Using Sword Chi Technique, the sword wielder can perform any of the following three actions: Sword Chi Awareness: Concentrating through the sword, the user can sense creatures of Chi including anyone with over four points of Chi (Positive or Negative) within immediate sword range; less than 10 feet (3.0 m). This works even in total dark ness, through opaque objects (curtains, bamboo screens, etc.), or against invisible opponents. The character can strike at them with no penalty. Also, if facing a sword or other weapon that’s filled with Chi from another wielder using Sword Chi Awareness, or an object that’s been filled with C by Chi Mastery or Chi Magic, or an artifact filled with a Chi-using spirit, the character can also parry and dodge without penalty. Sword Chi Damage: Opponents, such as creatures of Pure Negative Chi, demons, and other supernatural or magical beings, can be hurt by the sword’s Positive Chi. The amount of damage inflicted on the opponent’s Negative Chi is equal to the usual damage inflicted by the sword with the current Positive Chi level being the maximum. Note: In Rifts, BTS and Heroes Unlimited, the weapons do double damage to supernatural beings and creatures of magic.


Sword Chi Defense: Acting as a ground,” the sword automatically intercepts incoming Negative Chi attacks. Sword Chi Defense neutralizes incoming Negative Chi equal to the current charge of the sword. An Example of Sword Chi Combat: Shen Xian is currently at 19 Positive Chi, so his damaged sword is charged with 9 points of Chi. His opponent is O Wai, a demon currently in bodily form, but magically invisible and charged with 30 points of Negative Chi. Shen Xian senses, through his sword, an entity of massive Negative Chi just a few feet away. Shen Xian chooses to attack! Using his usual combat bonuses to strike the invisible intnider. A successful strike! The sword does 2D8 damage and Shen Xian has a +4 bonus to damage. The roll comes up 12 (+4), for a total of 16 points of damage to O Wai’s SDC. The sword’s Chi also does damage, but only enough to subtract 9 points from O Wai’s Negative Chi, leaving 21. Remember, the sword was only charged with 9 points of Positive Chi. The demon responds with a Negative Chi attack! By this point, O Wai knows that the sword contains at least 9 points of Sword Chi (although, from O Wai’s point of view, it could be more). The demon uses 11 from his remaining Negative Chi for a Chi attack. Shen Xian’s sword automatically intercepts 9 of the incoming Chi, leaving 2 points that get through. For each point of Negative Chi that hit Shen Xian, he loses 3D6 of Positive C so Shen Xian will lose 6d6 of Chi There’s a good chance that Shen Xian will lose his entire base of Positive Chi at which point his Sword Chi will no longer function.



Sung Chi (resistance to fear):


Comes from the term, Sung, which means looseness or relaxation. When used, the character is resistant to fear, horror factor, panic, and similar re acts. Bonuses: +5 to save vs. horror factor, horrific illusions, hallucinations, nightmares, and magic or psionic induced fear. Applicable so long as the character retains at least one point of Positive Chi.



Deception (also an invisibility technique)


Ninjutsu, Capoeira. Drunken Style Kung Fu and even Aikido will use feints and deceptive body movements to gain advantage over an opponent. Any martial art can incorporate deceptive techniques, if the instructor is willing to teach them (or even knows how), Deception is not necessarily a sinister thing — it’s just another way of manipulating an opponent, and isn’t that what all martial arts are about? A character with this power may use it at any time, at no cost in actions. He weaves the deceptions into his normal movements. By spending three (3) Chi, once per melee, he can force his opponent to make an attribute check vs. his ME. (attempt to roll under it on a D20; 20 automatically fails). If the attribute check fails, the opponent has a -2 to dodge or parry any of the martial artist’s techniques that round. More Chi must be spent and new attribute checks must be made each melee round. The martial artist may affect as many people as he is in hand to hand combat with, at multiple Chi costs.



(Seeking with Ears/The Ear That Sees):



This is a very potent and dangerous, Arashikage Clan ninja technique called The Ear that Sees, an uncanny ability to tune his hearing to a super human degree. When using this technique, the ninja can locate a target by the sounds they make - no matter how quiet they may be. This allows them, when doing nothing else, to find or locate and see the opponent just by the sound of their heart beat or breathing alone. This ninja-enhanced hearing ability is so potent that the ninja can target opponents without seeing them, even through solid objects such as walls or a door, thus ending their threat before they know what hits them.


Training in this technique allows the character to attack a foe or target that is only heard, but not seen. This technique enhances the character's hearing to allow this aural detection of an opponent. Base Skill: 40%+5% per level of experience. A loud noise is automatically detected. The base skill is used to detect a slight noise, to hear a particular noise in a noisy environment gives the character a penalty of -30%, and to hear an almost inaudible noise, for instance, a snake sliding over a carpet, the penalty is -45%.This technique provides two advantages to characters who train in it. The character can attempt to defend, with no bonuses, against ambushes or sneak attacks from behind, if they successfully hear an opponent make a noise. When fighting in darkness or against invisible opponents, they suffer none of the normal penalties, as long as the opponent is successfully heard.



Bonuses: All negative modifiers for blindness are reduced to zero, , Sense of Direction: 75%. enables the character to hear tiny, almost inaudible sounds several hundred feet away. 656ft/lv


At 656ft/lv he/she can hear sounds as quiet as one decibel. At 1476ft/lv he/she can hears sounds as quiet as 10 decibels. At 3609 ft/lv the audible perception is greatly taxed, allowing him/her to barely hear a normal conversation in the 30 decibel range. Loud or constant noise will reduce the quality of hearing perception. If surrounding noise in the 70 decibel area, the hearing range will be reduced by 98ft/lv. Continue to reduce by 7ft/lv for every additional ten decibels.


Other Abilities Include:


Estimating the distance of the sound at 60%+5% per level


Estimating the speed and direction of approach at 50%+5% per level


Recognize a voice or sound through intense concentration at 40%+5% per level (-10% if the person is trying to disguise his voice and -20% if the person is using ventriloquism and /or impersonation/imitate).


Imitate a voice at 30%+5% per level of experience.


Bonuses:


+1 to Mental Endurance


+1 to Rearward Attacks


+1 to parry


+2 to dodge


+6 to initiative


+2 to Perception



Okugi Yaiba (Hidden Blade) This is an Iaijutsu variant where character can draw and strike in one action with hidden or concealed weapon. At first level, this skill provides a +3 to initiative, and an additional +1 is added at third, fifth, eighth, eleventh, and fourteenth levels.



MARTIAL ART TECHNIQUE: WEAPON GRASP:


This training (combined with a bit of Body Hardening in the hands and forearms) allows a skilled Martial Artist to catch incoming weapon attacks! This includes blades (caught by catching the flat(s) of the blade, not actually catching the edge), staves, spears, pole arms, and blunt weapons. This does not apply to thrown weapons or projectiles. To catch an incoming attack, the defender must roll a certain number higher then their attackers total strike roll (yes, your parry bonus counts in there). For staves and blunt weapons, it's +3 (caught without receiving any damage). For spears and pole arms, it's +4 (often caught by the shaft). For bladed weapons, it's +6 (this is very risky). Weapons surrounded by spikes or extra blades (like maces or morning stars) are +7 or even +8 (depends on weapon



Kacchu-Tenshin-Amiguriken (Chestnuts Roasting on an Open Fire Technique)


With this Chi ability, a martial artist can literally strike a foe a hundred times in an instant! This ancient Chinese Chi ability takes its name from one of the training exercises used when learning it: the trainee must grab a handful of sweet chestnuts from an open flame without getting burned. This power is formidable, but exhausting to its user. It takes 8 Chi to push the character up to speed to use this ability. At first level, the character can strike two times with a single hand or foot attack in the same action (they strike twice that action), and their opponent is at a -2 to dodge. Each additional level, the character can do two more attacks during that action (four attacks in an action at second level, eight attacks at fourth, etc.) and the opponent is at an additional -Ito dodge per level. This only lasts one action.


The character can also use this ability to duplicate an autoparry if they normally do not have one (it lasts one round and the character does not get any bonuses when attacking). If the character already has an auto parry, this gives them a +8 bonus to parry.



Focus Strength:


You may sacrifice all your attacks for a focused punch or kick strike, or weapon strike to do quadruple damage.



Kawasu 1:


Can use a melee weapon which are skilled in to deflect any thrown missile at a rate of 1 per 3 PP within 1 combat melee



Kawasu 2:


Can use a melee weapon which are skilled in to deflect any arrows or bolts at a rate of 1 per 4 PP within 1 combat melee



Yuk Gum Techniques (Inverted Sword Techniques)

These are a set of techniques that stress using, and drawing, a sword 

in an ice pick grip, rather than the standard method. These techniques also stress circular and spinning motions while fighting. This allows you to draw and fight more quickly, and in a smaller area.

Bonuses: +1 to Initiative when drawing a sword, +2 to Circular Parry 

with W.P. Sword, +2 to Rear Attacks with W.P. Sword. Learn to perform Back Strike (A backwards thrust with the sword), Spinning Slash (Combination Strike/Dodge), and Circular Parry with W.P. Sword. Pre-Requisites: W.P. Sword




Titan Sword Technique

The user can create 1 sword in each hand if wished at double the cost.

1. Generate Sword: The Titan can generate the sword in an instant (less 

than a second). The sword does 1D6 damage per 4 P.P.E. invested in the 

blade. The size and style of the sword depend on what the character wants at the moment. The blade cannot be changed after its been created, but if its dispelled and recreated, it can appear differently. Generating the sword to parry an attack is done at +2; -6 against a projectile/missile weapon. The sword lasts for an impressive half hour per level of experience.2. Teleport Sword: The Titan can teleport the sword back to him if it was knocked out of his hands at the cost of 3 P.P.E. It is so fast he can even teleport the sword to parry an attack; same penalties as above3. Intercept Attack: The Titan can attempt to intercept any magical energy or projectile attack by focusing on the sword and letting it mystically guide itself against the attack. The P.P.E. cost is 2, and adds a +6 bonus to parry the attack. It has no effect on spells that affect the Titan but don't create a physical manifestation, such as agony or life drain.4. Automatic Attack: One of the more spectacular powers of the mystic sword, it can be released by the Titan and will fly towards the victim! After the attack t he sword just drops to the ground. The strike has a special bonus of +4 to strike (no other strike bonuses are applicable) and costs the 

Titan 1 P.P.E. To draw the sword back costs 1 P.P.E. or he or she can 

teleport the sword back. Of course, if the sword is grabbed it can't be drawn back by any method other than teleportation. The range of the attack is 60 feet (20m).5. Other notes: The sword can affec any creature vulnerable to magic, those who are invisible, ethereal, or even astral beings! The sword is efectively invulnerable to damage, but can be picked up by anyone and used although the special abilities are limited to the Titan who created it.6. Bonuses: The Titan is +4 on Initiative when using this magical blade, and gets a special strike and parry bonus of +3 due to the fact that the blade is perfectly balanced.




Suwari Waza (Seated Techniques)

The character has learned to fight from seated or kneeling positions. Bonuses: +1 to Strike, Parry, and Dodge when in a seated or kneeling position.




Sha Nang Kung (Sa Nong Gung)(SandBag Training)

By training with a number of sandbags on a frame, this technique teaches you how to fight multiple opponents. Bonuses: character can fight 2 opponents @ level 1, +1 opponent @ levels 4, 6, 8, 10, 12, and 14. The character also learns the combat skills Circular Parry and Multiple Dodge.




Ochiotoshi

This technique involves striking an opponent's weapon with enough force to cut through it. This technique only works against a successful parry. If the defender successfully parries, the attacker using this technique rolls a D20 to determine whether or not the defending weapon was cut through (and likely broken). A Natural 12 or higher, with no bonuses, must be rolled to successfully cut through an opponent's weapon.




Mizu no Kokoro

Mizu no Kokoro (Mind like Water) indicates a type of mind that is 

uniformly calm as the unruffled surface of a lake which reflects clearly everything existing or moving in the vicinity, without undue emphasis upon anything in particular. This is a chi defense skill which allows the character to disguise the projecting chi of their attacks and intentions. Effectively this power blocks the Martial Art Technique of Zanshin, rendering those bonuses null against someone using this power. This power also reduces the effectiveness of Chi Awareness, and will only show if the character has positive or negative chi and, obviously Chi Skills (since this is a Chi Skill). Use of this skill does not prevent the character from using Zanshin.




Judgment:

The technique of Judgment represents the ability of a Fencer to take the measure of their opponent and figure out how to react appropriately against them. To use this power, the Fencer must spend two melees sizing up their opponent. This takes the form of applying basic attacks and defenses to certain moves, allowing the Fencer to judge what methods of attack their opponent can use. Note that this is two melees of watching the opponent fight, but not necessarily against the Fencer. If they have the opportunity to watch the combatant fight for two melees and are using the Technique on them, the same results will occur. In game terms, this means that the character will be able to determine the following things about the opposing character: approximate level of their HTH form as Low (1-3), Medium (4-7), and High (8 and up); the HTH form being used and the approximate moves they can use (tell them what form and let them look at the book to see what they can do); the enemy's physical attributes; and indicate the general possibility of other abnormal powers and abilities (only shows generalities, like odd eyesight, exceptional hearing, abnormal flexibility, and so on, not give them a description of the exact powers used.). It also grants a few bonuses, as the Fencer begins to be able to predict how their opponent will react and move.

Bonuses +2 to Initiative +2 to Parry/Dodge +2 to Time Thrust +1 to Strike

 

Instant Stand

The character is able to deftly return to his feet after being knocked down. He loses no actions when he is the victim of a knock-down attack.




Ground Fighting

The character has been trained to fight from the ground. He loses no actions when he is the victim of a knock-down attack, unless he chooses to get up, and he can attack from the ground with no penalty.




Battojutsu

Similar to Iai-Jutsu, this art concentrates on quickly drawing a sword and attacking, while simultaneously dodging an attack. The effect this ability has means the character only requires on melee action to both draw a weapon and dodge an incoming attack. Bonuses: At first level the character gets a +1 to Initiative, Dodge, and Strike. At levels 5, 10, and 15 an additional +1 to Initiative is gained. At levels 3, 9, and 12 a bonus of +1 to Dodge is gained. At levels, 4, 8, and 13 a +1 to Strike is acquired. Cannot be combined with Iaijutsu bonuses, though other bonuses to Initiative, Dodge, and Strike can be added.




Ankokutoshijutsu

This is the technique for seeing in the dark. Training includes on techniques such as not looking at lights, paying attention to movement in peripheral vision, and how to study objects at night by not looking 

directly at them. A character with this skill can detect movement at night up to 30 feet plus one foot per level of experience. Discerning what an object is at night is also possible with a 25%+4% per level of experience chance.





'Dirty Tactics': This is a catch-all category that covers everything from throwing dirt in your opponent's eye to stabbing him in the foot with a fork. Every Game Master handles special, out-of-the-ordinary attacks in a different fashion, but these are my recommendations:
1. Dirt in the Eye: This is the typical "pick up a handful of dirt and throw it in his eye" move. Requires a strike roll of 15 or better. If successful, the opponent is stunned, losing one action, and suffers a -4 to all combat rolls until he gets his eyes washed.
2. Hit to the Groin: This can be performed with the hands, knees, feet, clubs, or whatever. Requires a strike roll of 13. If successful, the victim must roll a saving throw versus pain of 13 or better. If the saving throw fails, the victim loses initiative and two attacks. Inflicts 1D4 damage.
3. Eye Gouge: This is an attempt to plunge one of your thumbs into the opponent's eyes. Requires a strike roll of 14. If successful, the opponent must roll a saving throw versus pain, or be incapacitated for 1D4 melee rounds. He will be blind in that eye for 3D6 hours, and there is a 75% chance of permanent blindness. Inflicts 1D6 damage.
4. Nose Bite: This is an attempt to bit the tip of the opponent's nose off. Requires a strike roll of 16. If successful, the victim will be stunned for 1D4 melee rounds, losing initiative and two attacks, and he will suffer a -3 penalty to all actions. Inflicts only 1D3 damage, but bleeds at twice the normal rate.
5. Foot Stomp: This is simply bringing your foot down on the opponent's arch. Requires a strike roll of 14. If successful, the victim is reduced to 75% normal Spd., loses initiative and one action for 1D4 melee rounds. There is a 25% chance that the foot will be broken, in which case, the penalties remain until it is healed. Inflicts 1D6 damage.



5 Deadly Venoms Strike:


One of the most deadly of the attacks of the Arashikage Ninjutsu style capitalizing on the serpents precise deadly strikes; mixing snake kung fu, Tai-jutsu and Atemi it is one of the most feared abilities as it introduces sickness or death through the blood stream. This can be done two ways; this is not as much magic as a means of attack, forbidden due to the fact this style corrupts two known martial arts making it simply a deadly offensive attack due to the amounts of ki used. The first method: calls upon the Ki/Chi/PPE/ISP of the attacker centering it around the two striking fingers, so much of the bodies Ki/Chi/PPE/ISP is gathered at this single point to make this attack even possible, the striking hand is said to hold a green aura prior to the strike. The attacker then strikes at key pressure points causing internal damage, ranging from temporary paralysis, blindness, loss of hearing to simple stunning, loss of bodily functions or in more serious cases causing death. Or the most difficult form: specialized training and a very special elixir, and finger fangs, which slip over the finger tips forming hollow pointed fang like spikes to inject an actual poison of choice into the victims system this way.


A very little known, very rare and forbidden Arashikage Ryu Ninjutsu Martial Arts Attack technique, mentioned in very few texts. It's existence is very questionable, as most skeptics point out the absurdity of such an ability.


This technique involves taking a large very poisonous centipede, a very venomous snake, a scorpion, a very poisonous lizard, and a very toxic toad, and placing them into a clay pot. The pot is then sealed, and buried underground for 30 days. During this time, the animals fight each other, as the animals die; the other venomous creatures eat their corpses, who in turn, are also eaten. By the time the jar is pot is reopened, there is only one large corpse. The venomous remains are then mashed up, and mixed with other very poisonous herbs, and then made into a very special elixir. This elixir is then drunken in VERY LITTLE sips SLOWLY, VERY SLOWLY! If successful, the drinkers very body becomes used to the toxin, and it itself, becomes venomous. The blood, saliva, sweat, urine, everything. All bodily fluids are toxic to living things. During combat, as the martial artist fights, he/she begins to sweat. Eventually, the artist is sweaty enough where a single palm strike has enough deadly sweat to kill a person. In game terms, any contact with the artist's bodily fluid, especially sweat, requires a save vs. lethal poison. A failed save means a victim suffers 1D6+PS HP damage, and continues to suffer 1D6 HP damage for 1D4x10 melees. Additional contact with the bodily fluid (aka, more hand strikes), add ANOTHER 1D4 melees. Ingesting any of the artist's body fluid does DOUBLE damage instantly. The problem with 5 Deadly Venoms is that while obtaining this technique, only 1 person out of 50 actually finished the elixer, and lived to become a venomous person. That means there is only a theoretical 2% of surviving the process! Realistically, it's about 1D6%. Another problem with 5 Deadly Venoms, contact with anyone is potentially lethal. The flesh itself isn't venomous, but sweat, blood, and spit is. A kiss is very lethal, and of course, no prostitute for you unless you want a dead hooker in your bed. On the plus side, the user is also immune to poison. Or the artist can use their chi to



NOTE: The character must already have the death blow ability to take this ability. However, to even have a successful strike requires a roll of 14+ with bonuses, and the attacking character can neither dodge nor roll, only parry. Unsuccessful death blows that are not parried or dodged, inflict 1D4 damage plus bonuses to SDC. Successful death blows inflict the following (roll percentile): [All blows also have a 30% chance of instant coma and possible death within 1D6 minutes, except for snake hand to the eyes] this attack power can be a layered attack, and bypasses armor its effects are:


Dragon claw to the throat. Crush and tear out throat. (1D6+damage bonuses)*4 to hit points. Additional 4 hit points lost per minute. Equivalent to double critical damage and shock.


Crane forearm to the temple. Potentially lethal if the attacker breaks the temporal bone. 1D6+ damage bonuses)*2 to head SDC and another half of that to hit points. Speed, attacks, and skills reduced by 25%. Equivalent to medium injury and shock.


Tiger palm to the nose. Drive the cartilage into the brain. (1D6+damage bonuses)*3 to hit points. Additional 2D6 hit points lost per minute. Equivalent to triple heavy injury and shock.


Snake hand to the eyes (or crane hand or mantis hand etc.). Poke out the eyes. (1D4+damage bonuses)*2 to hit points. Additional 2 hit points lost per minute. Blindness with all its penalties! 50% chance of irreparable damage to the eyes. Equivalent to triple medium injury and shock.


Panther paw to throat. Crush the throat. (1D6+damage bonuses)*3 to hit points. Double medium injury and shock. [On the other hand, you can just use the table for normal death blows...]


Hit to the Groin: This can be performed with the hands, knees, feet, clubs, or whatever. Requires a strike roll of 13. If successful, the victim must roll a saving throw versus pain of 13 or better. If the saving throw fails, the victim loses initiative and two attacks. Inflicts 1D4 damage.
Eye Gouge: This is an attempt to plunge one of your thumbs into the opponent's eyes. Requires a strike roll of 14. If successful, the opponent must roll a saving throw versus pain, or be incapacitated for 1D4 melee rounds. He will be blind in that eye for 3D6 hours, and there is a 75% chance of permanent blindness. Inflicts 1D6 damage.
Agony: A particularly cruel and painful attack that incapacitates its victim with pain. Under the influence of the attack, the victim has no attacks per melee, cannot move or even speak; only writhe in agony. Although there is no physical damage (no S.D.C. or hit points are lost), the pain is very real, and it will take another minute for the victim to regain his full composure. During that minute his number of attacks per melee are reduced by half, speed is reduced by half, and he suffers a penalty of — 1 to strike, parry and dodge.


Blind: Temporarily knocks out the victim's optic nerves, rendering that person quite helpless. Victims are -10 to strike, parry and dodge.


Deafness: Can be caused by manipulating the eardrum. Victims cannot hear anything, and are -6 to parry or dodge attacks from behind. In addition, the shock of suddenly becoming deaf makes them -3 to strike, parry or dodge any other attacks, and they automatically lose the initiative on all attacks while deaf.


Ecstasy: This attack is a very dangerous reversal of the Agony attack. While the Agony attack activates all of the victims pain centers, the Ecstasy power does the reverse and activates all of a victims pleasure centers. The attack creates the same effects to a targets activity that the agony attack does but does it for the opposite reasons. For the first minute, the victim will be able to do nothing but writhe in pleasure. After that initial minute, the target takes another full minute to regain full composure and during that time the number of his attacks will be reduced by half, speed will be reduced by half, and will have a penalty of -1 to strike, parry, and dodge, and has a 10% chance of victim being addicted to it per application cumulative.


The big danger of the power is not the effect the power has in combat but that some psychics have used the spell to profit off of victims similarly to the way drug dealer will addict people to drugs. They can do this by using the power for free or a reduced price and then once the person is addicted, they raise the cost of the power astronomically or make the person do jobs for them under the threat of not using the power anymore. The process of addiction takes from two to four weeks normally. The other disadvantage is that addicts of this power will get no save against the power even if it is cast on them in combat


Rumored and only whispered is that some psychics have used the powers agony and ecstasy together. For every two sessions of this, the target must save against insanity. If this power combination is used often for over two months, their pleasure and pain centers will get mixed up and whenever a person feels pain, they will feel pleasure as well (GM's choice of actual effects).


Mute: Impairs the victim's vocal cords, making speech impossible. Victims are likely to be shocked and panic, making them -2 to strike, parry and dodge for the first melee ONLY.


ORGASM': Effect: Probably the gentlest and most pleasurable incapacitation attack to date that functions by stimulating the victim's body into feeling an intense sexual orgasm. While under the power of the attack the victim will have no melee actions, can barely move, and cannot make any intelligible sounds other than a faint moan of pleasure. There is no physical damage inflicted by this attack , although the character may wish to clean their shorts shortly after succumbing to the spell's effects. After the brief incapacitation period, the victim will need another 1D4 minutes to regain their composure. Until such time the characters attacks per melee and speed will be reduced by half. They will also suffer a -1 penalty to all combat bonuses and -5% to skill performance. Only one person may be affected per use of this attack. It should be noted that although this attack suffers from a shorter incapacitation time than the Agony attack, of which it is derived, it is more sought by characters of good alignments who would not bring such pain as the Agony attack on any living creature while at the same time, totally incapacitating the victim of the attack.


Pain: By manipulating the nerve centers the psionic can induce terrible pain, shooting throughout the body. Victims are -6 to strike, parry, and dodge, and take one point of damage off their Hit Points (not S.D.C.) per each minute affected.


Paralysis: Immobilizes the motor part of the brain, causing legs and arms to stop functioning. Victims are completely incapacitated for the duration. Note: A paralyzed character can still use psionics but only if he has line of sight on his intended target. Spell casters need to speak, so they cannot cast spells while paralyzed.


PINS & NEEDLES: Effect: This unique attack causes its victim to experience the stinging "pins and needles" sensation as if the blood flow in that particular limb of the casters choice has been temporarily cut off and then restored. If used on a leg the victim will run at 1/2 speed, -4 to dodge, and have a -5% skill penalty from the distraction. Any skill requiring the use of a leg will be at -25%. If used on an arm, that particular arm will be -4 to strike and parry, and any skills requiring manual dexterity will be at -25%, other skills will only have a -5% penalty. If used on the head, the victim's face will become flush and is very distracting giving them a -1 on initiative, strike, parry, and dodge bonuses as well as a -5% skill penalty unless trying to speak in which the character has a -40% language penalty! They will also have a temporary -2 to their M.A. and P.B. as no one can take their appearance and voice seriously. Using this attack on the torso will give the victim a -2 initiative, -1 strike, parry, and dodge, and a -5% skill penalty. Also when used upon the torso, sex will be no pleasure less no matter how hard the victim tries, even if affected by the orgasm spell. On the plus side, however, any limb affected by this spell is impervious to all other pain, which can be a boon to wounded people with no anesthetics handy.


Release: The attacker manipulates the victim's pressure points in such a way that the victim either vomits or defecates or urinates. This attack requires a natural Strike roll of 14 or better. The attacker chooses the effect. If the attack is successful, the victim loses initiative, and 1D6 melee actions, must have art of offense and art of defense to gain


Stun: This attack disorients and confuses its victims. Victims forfeit one attack per melee, speed is cut by half, and the character is -4 to strike, parry, dodge, disarm, and all combat moves.


Tissue Manipulation: Affects the tissue's connecting nerve fibers which can cause a variety of effects. By irritating the nerve fibers, a victim will suddenly feel itchy, as if breaking out in a severe rash. Through endothermic manipulation the victim can also be made to suddenly feel cold or hot while everyone around him feels fine. ALL three conditions are more annoying or frightening than physically impairing. In each case the victims are -1 to strike, parry and dodge.



(Special Note: You may sacrifice all your attacks and Spend Ki/Chi/ISP/PPE for a focused punch or kick strike to do quadruple damage: ''Every Chi spent while concentrating on the target gives either an additional +1 to strike or +1 to damage (must decide before using it).



Chi Awareness (positive): The ability to sense the level and type of chi in others, The range of Chi Awareness is limited to 400ft. The character will be able to instantly recognize any of the following conditions: (1) A person with zero chi. (2) A person with only 1 or 2 points of chi. (3) Anyone with more than 10 points of chi. (4) Anyone with chi skills ( Arts of Invisibility, Body Hardening, Katas or Martial Art Techniques). (5) Anyone with Chi Mastery skills. (6) Anyone with more chi than the character’s own (7) The presence of negative or positive chi in any person, place or thing. Living things are usually charged with positive chi. This is the force of life and healing that makes it possible for things to grow and survive. Negative Chi is used by those trained in Snake Style or Tien Hsueh. This negative chi is not necessarily evil, but it is based on the forces of non life, and it prevents healing in living things.



Chi Relaxation (positive):


The ability to “calm” the mind. This means the character can go to sleep instantly, eat without indigestion, relax in the face of danger, and otherwise ‘cool it” whenever necessary. This also gives the character great resistance to the effects of insanity or drug addiction. Of course, the character can still have an insanity, be a drug addict or an alcoholic, it’s just that the character can hide the symptoms and resist the temptations. This resistance will disappear when the character chi is weakened and drops below 10.


For example, let’s look at our old friend Kajo, who is a recovered alcoholic. So long as Kajo has a high level of chi, he can easily resist the temptation of drink. However after a battle has depleted his chi, he finds himself shaken and tense, suddenly, he needs that drink. Rather than meditating to recover his chi he succumbs to his desire for a beer, from that point on the character is lost, either too drunk or too shaken to recover his lost chi, Kajo will continue to drink and have the affects of an alcoholic until he is made to recover. Affects of alcohol & drugs on chi in the Insanity Section. Any character with Chi Mastery can use Chi Relaxation to regain lost chi. A full hour’s meditation will recover all lost chi no matter what the amount. Note: that this does not cure Chi “damaged” Dim Mak nor does it work if the character is infected with Negative Chi.



Defend against Chi Attacks (positive):


Chi Combat is pretty unusual. It’s something that’s only used by those rare characters with Negative Chi and its only used against opponents with Positive Chi. Defending against Chi Attack is automatic and takes no melee round action Here are the main features of Chi Attacks: Defensive Chi: Each point of Positive Chi used to defend is capable of destroying 1d6+6of attacking Negative Chi points. Offensive Chi: The amount of Positive Chi destroyed by one point of Negative Chi is 3D6 points. Once the victim has reached zero Chi then each point of Negative Chi will enter the victim’s body. Non-Chi Masters in Chi Combat: Those without training in Chi Mastery are totally vulnerable in Chi Combat. Their Chi can be easily destroyed and, once they’re at zero, they can be filled with negative chi. Getting Rid of Negative Chi: There are two ways to dispel Negative Chi The easiest is to be treated by someone with the Chi Healing (Chiatsu) ability. The only other way of purging Negative Chi is by meditating in a place of great Positive Chi. By staying in a wild forest, or by a waterfall, or in some other natural place, the character can eliminate 1D6 Negative Chi points per day.



Find Weakness (neutral): A character can “focus” Chi on an opponent (or an object) and eventually “feel” any inherent weak nesses. The first melee round the character must devote his/her energies on “focusing” the Chi. this might be though of as a sort of combat meditation. During this first melee of intense concentration, the martial artist can not attack/strike, but only defend. The next melee round, the character can add a + 1 to Strike and a + 2 to Damage on the person or object of the focus. As long as focus is maintained on that one target only, the bonuses will remain for all subsequent combat melees until the opponent is defeated or a new opponent is engaged. This skill requires no expenditure of Chi points, and can be used so long as the character isn’t drained of Chi.



Fill Object with Chi: The idea is to fill up an object, usually a weapon of some kind, with Chi so that it becomes “solid” from the perspective of the flow of Chi. For example, creatures of pure Negative Chi are usually unaffected by daggers and arrows. However, if the dagger or arrow is filled with Positive Chi, then the weapon will do the usual amount of damage, direct to the creatures Negative Chi. How long the object will stay filled with Chi depends on how it is handled. As long as it stays in physical contact with a creature filled with the same kind of Chi, the effect will last indefinitely. So a spear filled with Positive Chi will stay “charged” as long as it’s held by the bare hand of a character filled with Positive Chi. The same spear, slung on a strap over the character’s back, will only maintain its ‘charge’ for an 4 hours or so in a place of Positive Chi. In a place of Negative Chi, where the Chi of the environment is disrupting the Positive Chi of the spear, the Chi will only last for 4 melee rounds per level of the characters experience.


Another way of making objects come along when characters Mind Walk (see Zenjorike power) or otherwise move around in Pure Chi Form (transforming the body, or leaving it behind). The “Chi Aspect” of the object can then be carried or used as an object of Pure Chi. For example, a creature of Pure Negative Chi could carry the Chi Aspect of a sword or gun and use it as a weapon, - inflicting damage based on Negative Chi. When used in this way, the Chi Aspect of the object will last as long as it is held or in contact with the character. Cost: 1 point of Chi per object, plus the amount of Chi used to fill the object.


The amount of Chi needed to fill an object depends on its size. Small items, like daggers, bullets, arrows and shurikens, take only one point of Chi. Medium sized objects, like swords and spears, take two points of Chi. Larger objects, anything twenty pounds (9 kg) and over, usually require three points of Chi for every twenty pounds (9kg) of mass.



Rapid Blows:


For every 5 Chi spent each successful hit counts as one extra blow. eg. 15 Chi = 4 blows instead of normal 1, so roll damage 4 times



Whirlwind: For every 1 Chi used can hit one additional foe in range in hand to hand combat or if using a melee weapon



Focused Attack: Every Chi spent while concentrating on the target gives either an additional +1 to strike or +1 to damage (must decide before using it).

 

Channel Chi: This is a very simple ability that allows the character to channel P.P.E.  The character can channel an amount of P.P.E. equal to the amount they spent to activate this power; however, the maximum amount that may be pumped is equal to the characters’ M.E.  This ability only lasts for only one melee and must be activated again if the character wants to use this ability next melee.  It can be used to restore lost P.P.E. or to store P.P.E.  Stored P.P.E. will remain for an amount of melees equal to the characters’ M.E.—after that it does one damage to the character for every point not used.  The act of channeling burns a characters’ action, not attack—only one action within an attack may be used to channel P.P.E.



Chi Spirit: First let’s start with the nature of this ability. It is meant to impose fear or awe into others. It purely a move to use as defense or a move to use to stop a battle. Whatever way this ability manifests, it has the same effects, has the same duration and costs the same amount of P.P.E. This ability will effectively give the character a temporary Horror Factor of 12 +1 per point of M.A. (negative or positive depending on what the character is trying to achieve) above 15. It costs 10 P.P.E. per melee and also acts as a sort of probe wall to the character A side effect of this ability, due to it’s nature (P.P.E. oriented), makes the character resistant to magic—+5 to save vs. magic for the duration. Now, as for the manifestations. This can be anything the player thinks of. The character could glow bright with any color they want, they could seemingly catch on fire with the fire being an unusual color, or a bigger “spirit” of the character could eminent from them. Or it can be as simple as the characters' eyes glowing unnaturally, they can have a god like voice, their attacks could seem energized, etc. These are just a few examples; feel free to come up with your own.



Chi Weapon: A very useful ability for those that select mastered weapons. It allows a character to channel P.P.E. into a weapon that the character has practiced with and exclusively uses or has used for at least a month. The character must put at least 5 P.P.E. into the weapon after which the weapon will have some visible effect (i.e. glow, vibrate, etc.). This power will give the character several abilities. First, the character is able to sense anything with P.P.E., Chi or I.S.P. in it at a radius of 1 foot per P.P.E. point in the weapon. This is useful in that the character can sense the location and movements of anybody within the radius even if they cannot see them—allowing them to combat them with no penalties. However, if they can see the person, they will not receive any bonuses to combat them, they simply cannot be the victim of a sneak attack. The second ability will let the weapon wielder inflict damage to those in pure energy form and creatures normally invulnerable (this is considered a magic weapon). However, the character may only inflict up to one damage per point of P.P.E. in the weapon—they will still have to roll damage, this is just the maximum damage that can be done. The exception is critical strikes (natural only), which will allow the character to do more damage than the maximum allowed. Third, the character is able to perform projectile type attacks of pure Chi with the weapon! However, the projectiles have limitations. They burn the P.P.E. in the weapon and they do relatively little damage, however, they are nonetheless very effective. Damage is one point per point of P.P.E. being used. The wielder has to make some sort of gesture with the weapon in order launch the projectile. They will have no bonuses to strike with the projectile and range is 2 feet per point of P.P.E. still left in the weapon. The act of channeling is instant, it will burn no attacks or actions, no matter how much P.P.E. is used.



Battle Aura(Superior):


This creates a huge battle aura that surrounds the character. Those that see the aura are stricken with terror and unable to effectively act or move (HF 18). The aura also protects the user with The aura protects them by cushioning blows and damage received(works against all attacks made against the character, weather it is magical, technological, psionic, or whatever; for spells or psionics that don’t do damage but create negative effects for the character, they are also half effective). Characters take 1/10damage while the battle aura is up. In some dire instances certain huge energy attacks cannot be avoided, by concentrating all his energy into the into the battle aura this last ditch technique can reduce the damage by1/10


100+100 (SDC/MDC)/level =20/chi invested acts like a force field 10chi to activate positive chi is white colored, negative chi is black colored, while aura is up it emittes light equivalent to true sunlight up to 1000ft radius, 12dmg from touch/chi invested   duration is 4+1hrs/chi invested, absorbs 15chi either positive or negative chi/chi point invested.




Chi/Manna Claws:

P.S.+1d10= removes 20 ISP/Chi/PPE from target/blade 

typically 3-3ftlong blades that are invisible -10 s/p/d/r against attack  provides a bonus of +5p/s/int can link to melee weapons to provide bonus to damage and to extend reach.




Elemental Aura: 

can link to battle aura, also provides immunity to element used

Fire (Red):+12protection/chi +12 damage/chi 1ft radius/chi

Water/Ice (Blue):+12protection/chi +12damage/chi 1ft radius/chi

Earth/Acid (Brown):+12protection/chi +12damage/chi 1ft radius/chi absorbs 15ppe/chi

Metal/Electricity (Silver):+50protection/chi +12damage/chi 1ft radius/chi

Wood/Poison (Green):+5protection/chi +12damage/chi 1ft radius/chi absorbs 15isp/chi 

Wind/Gas (Yellow):+5protection/chi +12damage or KO 2d6melee/chi 20x20x20 

Cloud/chi 20+20ft/lv/chi

Manna (Gold):+7protection/chi  +12damage/chi  1ft radius/chi absorbs 

15chi/ppe/isp/chi




Lightning Speed Positive or Negative

By focusing his Chi, the character is able to move at an increased 

rate. He gains double his normal Attacks per Melee and Spd., along with a +5 initiative bonus. He cannot use any other Chi abilities while this one is being used, and he must rest for one round per round that the ability is used. This costs 15 Chi per round ( P.P.E. if you're using that method ).





Butterfly Kiss


Cost: 30 PPE per base transfer


Requirements: Must be able to channel Chi.


Permanent statistic change: +50 S.D.C. /H.P. /M.D.C. Through this method the martial artist is able to translate chi energy directly into kinetic energy and apply in to an object. The lightest touch can carry the energy of a truck. This is of limited use when used directly on people or creatures of large mass. The energy is applied to the object as a whole and cannot be applied to part of an object such as a hand or appendage. If this is attempted the energy will be distributed to the entire object. An example of this is applying the technique to a person's hand, the energy will be evenly distributed throughout the subject's body and the entire body will be moved in the direction it was applied. It can be applied directly to objects such as guns, swords, and other parts not an integral part of a larger mass. To a martial artist trained to take falls this is merely a method to put lesser skilled opponents in their place. When used on those without such capabilities or indirectly applied through missiles it can be a deadly technique. The initial transfer does no damage do to the entire mass being given a kinetic charge. When the object impacts with another is where true danger lies. Each level of experience the character may impart up to 3,000 Joules of Kinetic energy to an object. Impact with another rigid body will cause 1d10 per 3000 Joules. Successfully rolling with the impact/fall will reduce the damage to 1/4. When carefully applied by the martial artist it is possible to partially, or completely negate the effects of an external impact.


Chestnut Fist


Cost: 10 PPE per melee round (15 sec).


Requirements: Must be able to channel Chi, minimum 25 PP, minimum of 7 attacks.


Permanent statistic change: triple speed attribute, +4 to PP; +2 to dodge, +3 to parry & strike; two additional melee attacks(plus 1 additional attack every 3rd level of Exp from the level they learned this) & auto parry. This is also a technique which involved a complete speed training regimen, in some ways it is the antithesis of the "Breaking Point". Once the character gets his speed up to the minimum required the training is simple. Toss several dozen chestnuts into an open fire and grab them out without getting burned. If you succeed you have achieved the basic chestnut fist. This gives you Automatic paired weapons with bare hands and any weapon proficiencies known, and an additional +1d6MDC/HP per level of Exp. With further training it is possible to parry or catch projectiles up to and including bursts. This also includes shrapnel (such as caused by the Breaking Point). The basic technique including the preliminary speed training takes 1d6 weeks unless 1/10 martial arts analysis is rolled. This was meant to be a bare handed technique, however with practice this speed technique could be applied to weapons (roll 1/10 martial arts analysis each week per weapon).


Stinging Fist


Cost: N/A


Requirement: Chi Mastery, Chestnut Fist.


Permanent statistic change: Auto-dodge, +4 to PP, +2 to dodge, +3 to parry & strike, two additional melee attacks.


The training for this technique is painful. A hive of bees or hornets is smashed to the ground at the trainee's feet. The trainee must stun the insects while avoiding being stung. Each week the martial artist rolls 1/10 martial arts analysis success means the technique has been mastered. This technique was designed to further increase a person’s speed & reaction time in combat.


Dimensional Cloak


Cost: 20 PPE/Chi/ISP.


Duration: 10 minutes per level.


Permanent statistic change: Sense dimensional anomalies, rifts etc. originally used for evil and perverse purposes, it is hoped that someday the name of this technique will have the original taint purged through noble actions. It is doubtful. The user becomes invisible as he has removed himself from our plane of existence. He can see, hear, and talk but has no other ability to interact with the people he watches as long as he employs this technique. Physical barriers also seem immaterial to a user of this technique. Magical, psionic, and dimensional barriers seem to reflect themselves into whatever dimensional hole the martial artist has thrown himself and will stop bar his progress. Of course he is also invulnerable and undetectable (unless you’re a Shifter, Temporal Wizard etc.). Variants: Time does not seem to affect to user in that place. It might even be possible to hibernate or go into some state of suspended animation and just wait out a bad millennium or two.


Pressure Points


Cost: 40 PPE.


Requirements: Chi Control, biology minimum 50%, minimum 20 PP, +10 Strikes, See Aura.


Permanent statistic change: +2 Strikes, Psychic Diagnosis.


All living things have Chi. this energy flows in channels throughout the body, if they are blocked odd, usually bad, things happen to the body. Likewise if this energy is made to flow more smoothly or redirected along more efficient routes usually creatures have very good things happen to their state of health. These paths are well known in the human body along with the pressure points and the correct amount of Chi to use for various effects. On a successful roll of the martial arts analysis skill the pressure point is applied correctly with the desired results, if the roll is failed there was either no effect or a drastically different one than what was expected. Even if the roll succeeds and unwilling participant gets a save vs. magic15 (only count PE bonuses toward save) or less to resist what was done. The effects of these pressure points vary to a huge degree from blindness, deafness, dizziness, paralysis, muteness, pain, paralysis, confusion, amnesia, full body cat tongue, etc. The effects of these last 1 minute to 48 hours per level experience or until countered. The more beneficial results such as healing negate poison, regeneration, or faster PPE/ISP recuperation are far more fleeting last a mere 1d6 minutes per level experience. It seems it really is easier to destroy than to create. Very few people know all these pressure and those who do guard this knowledge jealously. After all who would you trust with the power to cripple or heal with a touch. Although meant for the human body, with enough study of a particular race's anatomy and Chi flow it is possible to use these points on non-humans. Without such study there is no chance of successfully applying pressure points to a non-human race. After several weeks of study (roll 1/10 martial arts analysis skill once per week) the character may apply this skill to the race he has been studying and expect 1/5 martial arts analysis skill roll chance of success. This study may be repeated until the character has his normal chance success. Regenerate Cost: 20 PPE. Duration: 10 minutes per level of experience. Requirements: Chi Control, Biology minimum 25%, & Summon Inner Strength. Through control of his own Chi the character can regenerate even devastating damage very quickly. Can instantly heal 1d6x10 HP/MDC for 50 PPE. Healing rate: 2d6 HP/MDC per minute. (also works on battle auras if activated)


Splitting Cat Hairs


Cost: 50 PPE.


Requirements: Chi Control, minimum 15 ME.


Permanent statistic change: +2 ME, detect illusion 5% per level experience.


This ancient technique makes up to 1 image per level experience of the character. The images split and rotate around the target. They are indistinguishable from the real form in all but the sense of touch. The character may attack at will and the subject will still be unable to tell truth from fiction. Each time an image is attacked roll 100%/image to see if the real character is aimed for. Even if the character is hit once the enemy must still roll the same percentage to choose the correct image next time. The only weakness in this technique is that it requires intense concentration. No other special attacks are usable and if something truly unexpected happens the character must roll versus ME, or the images will fade due to his distraction. The images also all rotate about a single point and are therefore not as effective on multiple attackers. Area affect attacks also work well since for the character to actually hit hand-to-hand all images must be within 10ft. If attacking is not an issue or the character has a long distance weapon the maximum radius is 5 ft per level.



Tree splitter


This power only works on inanimate objects, power armor and robots count, but Borgs do not. Now while unless in an attack. (–5 to strike) it’s very useful for opening locked doors and other such things.


Damage: Automatically does 100 points of damage for per 3 points of Chi spent.



Unseen Cut


An unusual technique, but strangely effective, Now while the attack only does Sword damage X2 it the attack does more damage then opponents limb can stand then the limb is severed, but done so neatly( like a razor cut) that there is and 85% chance that they don not notice, until they move.. at which point they take and added 10 points of damage and Lose 3 melee attacks writhing in pain.( For the 15% that do notice. If they have any sort of increased healing, Bio regeneration and the such they must remain PERFECTLY still and wait until 10 S.D.C./ H.P./ M.D.C. is healed before they can move again. The limb is still useless until completely healed but at least they still have the limb.


Damage: Blade x2


Cost:12 chi per cut



Blade beam:


It’s a simple technique of channeling chi into a blade and then releasing it.


At level 5 you can create a sword of Pure chi. Or extend the size of your sword by 1 foot per level of exp


Damage Blade beam: equal to damage of blade plus 1D6 every 3 levels


Damage Chi sword*: 3d6 plus 1d6 per 3 levels of exp


Range Blade beam: 100 feet plus 10 per level


Range Chi sword: 3-4 feet


Cost blade beam: 3 chi per shot


Cost Chi sword: 30 points for 4 mins.


* Note: Chi sword can attack and harm beings of pure chi, astral beings, Spirits, Vampires, Werewolves and other supernatural beings.




Unseen Cut of 1000 blades


This technique is a bit misleading; however the results are still just as deadly. An unusual technique, but strangely effective, It a Strike is so fast that the opponent actually sees what look like 10 swords coming at them. Not only Incurring –12 to dodge this attack, but there is No parry for the attack due to the number of blades coming at you. Now while the attack only does Sword damage X20 it the attack does more damage than opponents limb can stand then the limb is severed, but done so neatly( like a razor cut) that there is and 85% chance that they don’t not notice, until they move.. at which point they take and added 10 points of damage and Lose 3 melee attacks writhing in pain.( For the 15% that do notice. If they have any sort of increased healing, Bio regeneration and the such they must remain PERFECTLY still and wait until 10 S.D.C. / H.P. / M.D.C. is healed before they can move again. The limb is still useless until completely healed but at least they still have the limb.


Damage: Blade x20


Cost: 62 Chi per cut

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