Mudra
By taking a rigid posture of the hand and body, characters with the ability to perform Mudra channel Chi through their bodies. The list of Mudra that follows represents what is available to player characters. There is additional, powerful, secret Mudra practiced by various sects (for example, the Mudra of Tibet and India are more powerful than those of the Chinese).
List of all Mudra by Type
The number in parentheses indicates Chi Points needed to use the Mudra.
Mudra of Self-Possession
Mudra of Tranquility and Collection - An Wei She Chu Yin (0)
Mudra of Fearlessness & Banishment of Fear - Shih Wu Wei Yin (1)
Mudra of Appeasement -An Wei Yin (1)
Mudra of the Ceremony Unction - Kuan Ting Yin (2)
First Mudra of Unmoving - Yi Ting Yin (1)
Second Mudra of Unmoving - Er Ting Yin (2)
Third Mudra of Unmoving - San Ting Yin (4)
Fourth Mudra of Unmoving - Si Ting Yin (6)
Fifth Mudra of Unmoving - Wu Ting Yin (8)
Thousandth Mudra of Unmoving - Qian Ting Yin (20)
Mudra of Protection
Mudra of Silent Contemplation - Yun Yin (0)
Mudra for the Deflection of Negative Chi - Chi Di Yin (2)
Mudra for the Deflection of Positive Chi - Chi Feng Yin (2)
Mudra for the Protection from Magic - / Hui Yin (4)
Mudra for the Reflection of the Dragon's Gaze - Jing Long Yin (4)
Mudra that Quenches Hellfire - Huo Yin (4)
Mudra of Subtracting Oneselfrom the Sight Others - Yin
Hsing Yin (8)
Thre Smoke Mudra - San Yan Yin (6)
Five Smoke Mudra - Wu Yan Yin (12)
Eight Smoke Mudra - Ba Yan Yin (20)
Mudra of Evocation
Mudra for the Colection of Alms - Qian Yin (0)
Mudra for the Evocation of Healing Energy - Huang Yin (4)
Mudra of the Fulfiling Vow - Shih Yuan Yin (4)
Mudra for the Evocation of Power - Chi Long Yin (4)
Mudra of Terible Anger - Chin Kang Yin (4)
Mudra for the Release of Restrained Chi - Kai Chi Yin (8)
Mudra to Prevent Errors of the Six Senses - Liu I Yin (8)
Mudra of Unification - Hsieh Yin (8)
Mudra of Communion with Spirits - Shen Su Yin (16)
Mudra for the Comunion with Yama Kings of Hel - Chu
Ti Yin (20)
Mudra for the Manipulation of Objects
Mudra for the Handling of Jade or Jewels—Jul Chu Yin (2)
Mudra for the Handling of Mystic Mirors - Ching Yin (2)
Mudra for the Handling of a Reliquary - Shuai Tu Po Yin (2)
Mudra for the Handling of Mystic Vajra - Chin Rang Chu Yin (4)
Mudra for the Handling of Weapons Power - Chien Yin (6)
The Meditation Skill
In order to perform any Mudra, a character must have the skil of meditation. The level of expertise in meditation usually determines how long a Mudra can be maintained (duration; see Base Meditation Time below). The skill of meditation involves engaging the mind and body, so that the body remains motionless, but without fatigue or pain, and the mind stays in a clear, calm rested state. While meditating, a character recovers Chi, I.S.P., P.E. and other internal resources at an accelerated rate. Although it is not a substitute for sleeping, characters will usually feel alert and refreshed after any period of meditation. When in a meditative state, the character is, at a subconscious level, well aware of what is happening in the environment around him and can instantly leave the meditation position with no combat penalties. Note: Meditation is required for any character wishing to learn Mudra. Base Meditation Skill: Regardless of the experience level of the character, any rolls based on meditation should use only number provided by the character's Mental Endurance (M.E.) attribute. Base Meditation Time (Duration): The amount of time that a
character can continue to meditate: At first level, duration is one hour +15 minutes at 2nd, 3rd, 4th and 5th levels.
At 6th level, the meditation time/duration jumps to three hours, +30 minutes for each additional level of advancement.
Explanation of Mudra and Mudra Terms Meditation Time Required: This is the amount of "preparation time" that the character needs before the Mudra is activated. Al Mudra require at least one full melee round before it can be
used. If, at any point, the Mudra is interrupted, another full period of meditation time will be needed before the Mudra can be resumed.
Duration/Meditation Level: This is the duration of meditation Mudras related to the skill. Duration can
be less than one hour to several hours depending on the experience level of the character. In special cases, the duration of the Mudra may be extended to days.
Chi Required: Unless otherwise stated, the Chi expended by a Mudra can be Negative or Positive. However, only characters with at least one Negative Chi Mastery Ability can spend Negative Chi points on Mudra. Range: This only applies to Mudra of Evocation. All others, including those of Self-Possession, Protection, and the Manipulation of Objects, are used on one's self or by touch.
Mudra of
Self-Possession
Mudra that Tranquilizes & Colects
An Wei She Chu Yin
The first Mudra taughto any student of meditation. It works
to calm the mind, lending peace to the user. If the character is
hurt, or is mising Chi, I.S.P., or P.E., this Mudra wil help the
character recover the missing points at the usual rate.
In an area of Negative Chi, the Mudra will protect the body
from losing any more Positive Chi, or from going further into
Negative Chi (does NOT protect against Chi-based attacks, just
from the drain of a natural flow of Chi).
Meditation Time Required: At 1st level itakes four mele
rounds, then three melee rounds at 2nd level, two melee
rounds at 3rd level. Any character who has attained 4th level
or higher wil be able to perform the Mudra in a single mele
round.
Duration: Meditation Level (see meditation skill).
Description of Hand Positions: Requires two hands. Right
hand, extended, open, with the palm turned slightly inward,
while the left hand is facing palm outward with the forefinger
bento touch the inside of thumb.
Chi Required: Zero.
Mudra of Fearlessness &
for the Banishment of Fear
Shih Wu Wei Yin
Within two mele rounds of ataining this Mudra, a character's
mind wil be cleared of any disturbance, including those
caused by horor factor or other traumatic experiences. Any penalties
from these experiences will be negated. The character is
imune to horor factor while the Mudra is maintained, as wel
as +5 to save vs magic and psionic attacks that induce fear, confusion,
or panic.
Meditation Time Required: One mele round.
Duration: Meditation Level.
Description of Hand Positions: Requires two hands. Right
hand, palm outward, left hand, palm upward.
Chi Required: One point
Mudra of Appeasement
An Wei Yin
Used to clear the body of unwelcome inhabitants, spirits and
other atempts at posesion. For each minute thathe Mudra is
maintained, all foreign entities must save vs banishment (12 or
better on Twenty-Sided), or be ejected from the character's
body.
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Note: In Rifts, this would include symbiotes and parasites
that have invaded the body in the last 48 hours. If banished, they
leave the body without ill effect.
Meditation Time Required: Four melee rounds (one minute).
Duration: Half the usual meditation level.
Description of Hand Positions: Right hand, extended, cupped,
with palm outward, while the left hand is facing palm outward
with the forefinger bent to touch the inside of the
thumb.
Chi Required: One point
Mudra of the Ceremony of Unction
Kuan Ting Yin
The Character is Immune to Possession while the Mudra is
maintained. It is used to prevent the character's body from being
invaded by any disembodied entities or other spirits. So long as
the body maintains the position of this Mudra, no trespass is possible.
This is especially useful for characters about to take a
Mind Walk (Zenjorike).
Meditation Time Required: Four melee rounds (one minute).
Duration: Meditation Level.
Description of Hand Positions: Hands pointing upward, palms
pointing together, with the forefingers and thumbs extended
upward and touching, while the other fingers are folded with
knuckles touching.
Chi Required: Two points.
First Mudra of Unmoving
Yi Ting Yin
Upon attainment of this Mudra, the character freezes into
near-complete immobility, taking just one shallow breath of air
every minute. Adopting this ability allows the character to go
without food or water for the entire duration of the Mudra without
suffering any ill effects.
Another use for this Mudra is conserving air when it is in
short supply. The amount of air required by the character is six
times less than normal (an oxygen supply would last six times as
long). Examples include being trapped in a cave, or airtight
vault, or being dependent on the air tank in SCUBA gear, etc. If
the air supply would last twenty minutes for an ordinary person,
it would support a character using this Mudra for 120 minutes.
Meditation Time Required: Eight Melee Rounds (two minutes).
Duration: At first level the character can remain in the unmoving
state for three days, and will be able to manage another
day for every additional level of attainment.
Description of Hand Positions: Requires two hands. Hands
are open, palms upward, pointing toward each other, with the
right hand holding the left, and with the tips of the thumbs
touching.
Chi Required: One.
Note: During this Mudra, the character is aware of his surroundings
as if in a dream, and cannot attack, move or communicate.
Second Mudra of Unmoving
Er Ting Yin
Used to recirculate the air inside the body, so the character
doesn't have to breathe. Without air, underwater, buried underground,
or in a poisonous or non-oxygen atmosphere, the character
can refrain from breathing for as long as the Mudra
remains in effect.
Meditation Time Required: Twelve melee rounds (three minutes).
Duration: Meditation Level.
Description of Hand Positions: Requires two hands. Hands
are open, palms upward, pointing toward each other, with the
left hand holding the right, and with the thumbs upward, and
touching each other at the tips to form an opening.
Chi Required: Two points
Note: During this Mudra, the character is aware of his surroundings
as if in a dream, and cannot attack, move or communicate.
The character is still vulnerable to physical attacks and
must end the Mudra to defend himself.
Third Mudra of Unmoving
San Ting Yin
Attaining this Mudra actually changes the body of the character.
Inside, the blod slows and organs of body quiet, entering
a state of suspended animation. Unable to move
physically, the body's senses of sight, smell, taste, and touch
also shut down; although the character can still hear loud
sounds, like the voice of someone yelling nearby.
To an observer, it will seem as if the character turned to
stone! Indeed, the skin takes on a stone-like texture, and becomes
quite tough and durable. The exact appearance of this
"stone" will depend on the character's chi. Characters brimming
with Positive Chi (50 points or more) will appear to be polished
black marble. A character with a modest amount of Positive Chi,
between 15 and 49 points, will appear to be made of dark brown
granite. Lesser amounts of Positive Chi will result in a skin that
looks like baked red clay. A character with Zero Chi will look
like grey slate. If the Mudra is attained while filled with a slight
amount of Negative Chi (less than 10 points), then the appearance
will be that of white marble with only tiny veins of grey.
Finally, characters really charged with Negative Chi (10 or more
points) will seem to be made of pure white quartz, faceted and
gleaming.
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Not only does the character lok like rock, buthe skin actualy
achieves the resistance of stone. Normal punches and kicks
do no damage. Nor does the normal range of hot and cold temperatures.
Damage can be inflicted from those attacks penetrating the
stone's Armor Rating of 16 (roll 17 or better to inflict damage).
So the character can be hurt by hard impacts from hammers,
chisels, bullets, electricity, fire, energy weapons, and explosions.
However, the damage is always spread out and will seem to
cause cracks that spread across the entire body. When the 120
S.D.C. of the stone surface is destroyed, the armor effect of the
Mudra is gone, and the character's usual S.D.C. hit points
become vulnerable.
Meditation Time Required: Sixteen melee rounds (four minutes).
Also note: It takes four melee rounds (one minute) to
release the body from this particular Mudra.
Duration (Special): Up to one year per level of experience (indefinitely
for Imortals and other superhumans).
Description of Hand Positions: Requires two hands. Hands
are open, palms upward, pointing toward each other, with the
left hand holding the right and with corners of thumbnails
just touching.
Chi Required: Four
Bonuses of the Stone Surface: A.R.: 16,120 S.D.C.
Fourth Mudra of Unmoving
Si Ting Yin
Similar to the Third Mudra of Unmoving, except that the character'spirit
iset fre in the same way as Mind Walk Zenjorike
ability.
Meditation Time Required: Twenty melee rounds (five minutes).
Also note: Itakes eight mele rounds (two minutes) to
release the body from Mudra.
Duration (Special): Up to one year per level of experience (indefinitely
for Imortals and other superhumans).
Description of Hand Positions: Requires two hands. Hands
are open, palms upward, pointing slightly forward and out
from the body, with the right hand holding the left so the
hands are crossed.
Chi Required: Six
Bonuses of the Stone Surface: A.R.:16, 120 S.D.C.
Fifth Mudra of Unmoving
Wu Ting Yin
Similar to the Third Mudra of Unmoving, except the character
becomes like an immobile statue. However, instead of turning
to simulated stone, this Mudra turns the
character into apearance of metal. It is
also very diferent in thathe body continuously healed or repaired by whatever Chi, Positive or
Negative, that flows through the area, protecting body from
damage.
Any character initially charged with Positive Chi will appear
to be made of bright brass. Entering into the Mudra with Zero
Chi means the character will take on a dull, dingy brass color.
Being charged with a few points of Negative Chi results in surface
spoted with gren tarnish. Any more than ten (10) points of
Negative Chi and the body will be completely covered with mottled
gren and black tarnish.
Meditation Time Required: Forty melee rounds (ten minutes).
Also note: Itakesixten mele rounds (four minutes) to release
the body from Mudra.
Duration (Special): Up to five years per level of experience (indefinitely
for Immortals and other superhumans).
Description of Hand Positions: Requires two hands. Hands
are open, palms upward, the fingers interlinked, with the tip
of the
ring finger left hand touching tip thumb of the right hand.
Chi Required: Eight
Bonuses of the Metal Surface: AR:16, 200 S.D.C. Regenerates
S.D.C. with the Chi of the surrounding area each melee
round. For example, in an area with a flow of thre (3) Negative
Chi, the body would heal any lost S.D.C. at a rate of
three per melee round.
Thousandth Mudra of Unmoving
Qian Ting Yin
Warning! This is
a self-destruct, suicide Mudra! The idea that the character, because of advanced age, or for some other
reason, decides to voluntary exito the
spirit world, leaving body behind as a permanent monument.
Meditation Time Required: One hour.
Important Note: There is no way for the character to retract the
Mudrand return the body to its normal condition.
Duration: Permanent.
Description of Hand Positions: Requires a full body lotus position,
as wel the positioning of two hands. Hands are
open, palms outward, fingers pointing upwards, wrists
crossed and touching, left hand out, right hand closer to the
body.
Chi Required: Twenty
Bonuses: The body becomes indestructible; efectively A.R. 20,
5,0 S.D.C. (or 50 M.C.) and is not afected by conventional
weapons or the elements, only magic (or mega-damage
weapons) wil inflict half normal damage.
Mudra of Protection
Mudra of Silent Contemplation
Yun Yin
This is the second Mudra taughto al novices. By adopting
this position, the character blocks outhe noise and comotion
of the outside world, alowing for complete concentration. It
means that the character can be quietly alert and aware of what
is going on in the imediate vicinity without having to break
concentration.
For example, if a telephone started ringing in the middle of a
Mudra of Silent Contemplation, it wouldn't interrupt the charac-
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ter's meditation. The character would, on some level, hear the
telephone and would make a decision about whether to answer it
or to let it keep ringing. If the character chooses to answer the
phone, the Mudra would be ended and any benefits from the
meditation/concentration/rest would cease. However, if the character
chose noto answer the telephone, then continued ringing
would not bother the character in least.
Meditation Time Required: One mele round.
Duration: Meditation Level.
Description of Hand Positions: Can be performed with either
the right or left hand. The tip of
thumb touches tips both the ring and little fingers, while the index and middle
fingers are extended next to each other (touching).
Chi Required: None
Mudra of Deflection Negative Chi
Chi Di Yin
When used and directed at the incoming Negative Chi, the
Mudra deflects up to 3D6 of the negative energy. It can be used
once per melee round and the character can continue to move
and fight (one-handed) while the Mudra is in use.
Characters adopting this Mudra can sense the direction of incoming
Negative Chi, so the Mudra can be pointed in corect
way. However, if there is more than one source of Negative Chi,
the character will only sense the largest source. Unless the character
has some other warning, the Mudra can not be used against
more than one stream of incoming Negative Chi.
Meditation Time Required: One mele round.
Duration: Meditation Level.
Description of Hand Positions: Can be performed with either
the right or left hand. The tip of
thumb touches tips the midle and ring fingers, while index pinky fingers
are extended toward the incoming Negative Chi.
Chi Required: Two
Mudra of Deflection of Positive Chi
Chi Feng Yin
The Mudra, when pointed at a stream of incoming Chi, can
deflect up to 3D6 points of Positive Chi. It can be used once per
melee round and the character can continue to move and fight
(one-handed) while the Mudra is in use.
Characters adopting this Mudra can sense the direction of one
source of Positive Chi, so the Mudra can be pointed in correct
way. However, if there is more than one source of Positive
Chi, the character will only sense the biggest one around.
Meditation Time Required: One melee round.
Duration: Meditation Level.
Description of Hand Positions: Can be performed with either
the right or left hand. The tip of the thumb touches the tips of
the index and middle fingers, while the ring and pinky fingers
are held together, pointing toward the incoming Positive Chi.
Chi Required: Two
Mudra for the
Protection from Magic
IHuiYin
Used to deflect any form of magical attack or effect. Once the
Mudra is attained, the character can move and fight, but with
only one hand (the other maintains Mudra position). Useful
against Chi Magic, Celestial Calligraphy, and most other forms
of magic.
Meditation Time Required: Two melee rounds.
Duration: Meditation Level.
Description of Hand Positions: Can be performed with either
the right or left hand. The tip of the thumb is simultaneously
pressed against the tips of the middle, ring and little fingers,
while the index finger is straight and extended.
Chi Required: Four
Bonuses: 4 to save vs AL magic.
Mudra for the Reflection
of the Dragon's Gaze
Jing Long Yin
This Mudra is used to turn away any form of living Chi, such
as that expelled by dragons, demons, characters using Chi
Magic, and by certain talented Immortals. This includes living
Clouds of Chi, living Beams or any atack/touch from an
Animus. The living Chi wil stil engulf the character, buthe
character will not be actually touched or affected by it.
For example, if engulfed in a Cloud of Obscuring Smoke (see
Chi Magic), the character will still be unable to see properly (the
Mudra doesn't stop the smoke from gathering around the character).
However, if engulfed in a Cloud of Burning Smoke, the
character would take no damage and fel none of the heat
or other effects.
Meditation Time Required: Two mele rounds.
Duration: Meditation Level.
Description of Hand Positions: Requires two hands. Hands
are placed back to back, fingerspread apart, with the ring
fingers interlocked.
Chi Required: Four
Mudra that Quenches Helfire
Huo Yin
While maintaining this Mudra, the character is imune from
supernatural/magical flames, fires, burning or sparks, such as
those generated by Infernals, or those created by magic. Provides
no protection against normal fire or heat.
Meditation Time Required: Two melee rounds.
Duration: Meditation Level.
Description of Hand Positions: Requires two hands. The
hands are cuped together with the litle finger of right
hand held inside, the little finger of the left hand between the
litle finger and ring of the right hand. The thumbs are
held together, forming a "lid" over the cup.
Chi Required: Four
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Mudra of Subtracting Oneselfrom
the Sight of Others - Yin
Hsing This is a sort of
invisibility where the pasive, quiet nature the character provides a natural concealment. Of course, the
character isn't really invisible and can be seen, heard, smelled,
or touched normaly, it's justhathe character sems les noticeable.
No attacks or other fighting moves are possible while maintaining
the Mudra. So long as practitioner sits quietly, without
moving, and maintains the Mudra, he/she will be invisible to
most others (75% chance of not being noticed). If the character
i
s moving slowly the chance of detection drops to 50%. Normal
movement negates all effects.
Another important aspect of this Mudra is that it conceals the
Chi of the user, so character blends in with natural flow
of Chin the area. This means thathe Mudra completely shields
a character from detection by means of Chi. For example, entities
of Pure Chi who are able to see Chi, will have no chance of
detecting the character using this Mudra. It is particularly effective
against demons, undead and other creatures of Negative
Chi.
Meditation Time Required: Four melee rounds (one minute).
Duration: Half the usual meditation level.
Description of Hand Positions: Requires two hands. The right
hand is open, palm down, a thumb's width above the left
hand, which is a fist, thumb upward.
Chi Required: Eight
Thre Smoke Mudra
San Yan Yin
Designed to protect the mind against any and all attacks. As
long as the Mudra is in place, character has a bonus against
any kind of psionic or psychic atack, as wel direct
mind-to-mind combat or communication. Not useful against
any kind of physical attacks, and cannot be used while engaged
in combat.
Meditation Time Required: Four mele rounds (one minute).
Duration: Meditation Level.
Description of Hand Positions: Requires two hands. Hands
arextended outward, palms out, crosed athe wrists, with the
left hand outermost, and the two pinky fingers linked.
Chi Required: Six
Bonuses: +4 to save vs psionics or mental atacks.
Five Smoke Mudra
Wu Yan Yin
Works as a kind of mystic "pary" that can be used in an attempt
to deflect any type of physical attack. Physical weapons,
bullets, punches, and kicks, as well as water or ice attacks can all
be deflected. However, it is not useful against fire, electricity,
explosives, air or gas attacks.
In use, the character rolls to parry any incoming attack. If
successful (rolling greater than that attacker's strike roll), the attack
sems to mis and the defender sufers no damage. Note:
No atacks or other combat moves can be used while invoking
the Five Smoke Mudra.
Meditation Time Required: Four melee rounds (one minute).
Duration: Half the usual meditation level.
Description of Hand Positions: Requires two hands. Hands
are extended outward, palms out, crossed at the wrist, with
the right hand outermost and the two ring fingers linked.
Chi Required: Twelve
Bonuses: +5 to magicaly pary (nother bonuses alowed, including
P.P. bonus).
Eight Smoke Mudra
Ba Yan Yin
Another mystic "pary." For the
duration of Mudra, character can deflect any and al kinds of energy atacks away
from the body. Useful against fire, explosions, bursts of electrical
power, lasers or other energy weapons, and even cold-based
attacks. Note that the Eight Smoke Mudra does NOT offer protection
against physical atacks.
Meditation Time Required: Four melee rounds (one minute).
Duration: One-Quarter of the usual meditation level.
Description of Hand Positions: Requires two hands. Hands
are extended outward, palms out, fingers spread, with the tips
of the thumbs and middle fingers touching, while the index
fingers are crosed (right index finger in toward the body, left
index finger away from the body).
Chi Required: Twenty
Bonuses: +5 to parry (no other bonuses allowed, including P.P.
bonus).
Mudra of Evocation
Mudra for the Collection of Alms
Qian Yin
A temple Mudra, it is used simply to call attention to oneself,
so that those who pass by will find their attention momentarily
distracted by the sight of character's beging bowl. Note that
there is
nothing that compels anyone to donate, the Mudra simply an attention-getting device.
Meditation Time Required: Two melee rounds.
Duration: Meditation Level.
Description of Hand Positions: Requires two hands. The two
hands are cuped together, palms upward, with the litle finger
of the right hand crossing the little finger of the left hand,
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and the ring fingers touching at the tips. Usually clasping a
beging bowl buthe cuped hands are suficient.
Chi Required: Zero.
Range: 20 Fet (6.1 m), plus 5 fet 1.5 m) per level of experience.
Note: Those distracted are -1 on initiative for that first melee.
Mudra for the Evocation
of Healing Energy
Huang Yin
Note: Must be performed in an area of Positive Chi. This
Mudra is inefective in any area dominated by Negative Chi.
If performed in an area with Positive Chi, it will automaticaly
cause Positive Chi to wash through the character's body.
Negative Chi will be driven out of the body at a rate of one point
per minute. Then, when the character is at Zero Chi, the body's
normal Positive Chi will be filled, at a rate of one point per minute.
Once the
Chi of body is brought back to its fulevel, body's natural healing mechanisms will then be stimulated. Hit
points are the first to heal, at about one every five minutes.
When hit points are returned to normal, the Mudra will then start
to repair any mising S.D.C. at a rate of one per minute.
Meditation Time Required: Four melee rounds (one minute).
Duration: Half Meditation Level.
Description of Hand Positions: Requires two hands. First of
all, the character must be in a seated in a meditation position.
The hands are positioned so thathe right hand is over the
chest, palm up, fingers losely pointing in toward the heart,
while the left hand is on ground, palm down, fingers
slightly spread apart.
Chi Required: Four Positive Chi.
Range: Self
Mudra of the fulfilling of the Vow
Shih Yuan Yin
Prevents any creatures of pure Negative Chi, particularly demons,
ghosts and any Infernal entities, from touching the character.
This does not preventhe afected creatures from launching
any sort of ranged attack (throwing objects, firing weapons), nor
does it stop them from attacking by Chi or magic means. Note:
Imortals of evil alignment wilikewise fel reluctanto touch
the
character, but Imortals, unlike demons, can overcome feeling.
The character, before beginning to meditate on the Mudra,
can hold on to another object or character, with theiright hand
and extend the protection of the Mudra, so both are under its
spell.
Meditation Time Required: Four mele rounds (one minute).
Duration: Half meditation time or, if the Mudra is extended to
someone or something else, one-quarter of the usual meditation
time.
Description of Hand Positions: One hand, the left, is held outward
and open, with the palm outward, fingers only slightly
bent and pointing downward.
Chi Required: Four Positive Chi.
Range: Self
Mudra for the Evocation of Power
Chi Long Yin
As soon as the Mudra is attained, a pulse or throb of power
will be injected into the target of the Mudra. This is done by
channeling the character's Chi through the Mudra which converts
it into a healing energy. Thefect of
the Evocation Power varies according to the target.
Used on a living thing or an entity of Pure Positive Chi, the
Mudra will generate a sudden influx of energy which is enough
to pull the creature out of sleep, unconsciousness, or any trance
state. It will also inject a single point of Positive Chi.
Against creatures of Pure Negative Chi or Infernals, this
Mudra is most painful. While it only destroys 1D6 of Negative
Chi, any entity affected will feel as if it had just been hit with a
massive electrical shock.
Machines and electronic devices will experience something
like a "kick start" when hit with this Mudra. For example, if
used on a staled automobile, the Mudra wil cause thengine to
turn over at least once. A computer will "reboot" and if a television
is working but the reception is bad, the Mudra will "kick"
the picture into clarity. Any mystic devices, celestial calligraphy
or talisman will be automatically activated by this Mudra. Note
that the character using the Mudra has no control over this.
Meditation Time Required: Eight mele rounds (two minutes).
Duration: Instantaneous, although the character can hold of
"trigering" the Mudra, once it has ben atained, for ful
Meditation Time.
Description of Hand Positions: Requires two hands. The
hands are pointed away from the body, fingerspread
apart, with the
tips of thumbs touching each other, and tips of the little fingers touching each other, such that the fingers
of the left hand are inward and fingers right
hand are outward.
Chi Required: Four
Range: 6 fet (1.8 m), plus 1 fot 0.3 m) per level of experience.
Mudra of Terrible Anger
Chin Rang Yin
This Mudra contacts everyone within range with a direct
mind-to-mind communication that the character is filled with
some kind of justifiable rage or fury!
Animals react especially strongly. Canines, herd animals
(cows, bufalo, der, etc.), and most smal creatures wil in-
109
stantly try to flee. Felines will be less likely to run in panic, but
will definitely shy away and will become very cautious about
aproaching the character. Very inteligent animals (primates,
elephants, dolphins, etc.) wil be very aware of the anger, but
may react in different ways.
Meditation Time Required: One mele round.
Duration: Instantaneous
Description of Hand Positions: Hands formed into tight fists,
crossed and touching at the wrists, palms pointing outward.
Chi Required: Four.
Range: 30 fet (9.1 m), plus 3 0.9 m) per level of experience.
Mudra for the Release
of Restrained Chi
Km CM Yin
This Mudra is used to touch a creature or object which isuspected
of containing some form of restrained Chi. It only works
on Chi, or Chi entities, that are bound, confined, or otherwise restrained.
Once the Mudra touches object or creature, Chi
within wil be fre to either escape (if a spirit of some kind) or
disipate if it's just a bunch of lose Chi. Entities Pure Chi
who are deliberately posesing some creature or object can easily
resisthis Mudra.
Meditation Time Required: Eight melee rounds (two minutes).
Duration: Five minutes for each level of attainment.
Description of Hand Positions: Requires two hands. The
hands are held together, palms touching and thumbs up with
the left index finger pointing outward. The middle finger of
the left hand is folded over the index finger of the right hand.
Then the index finger of the right hand is inserted between
the midle
and index fingers of left hand, finger of the right hand is inserted between the ring and little
fingers of the left hand. Touching the object or creature with
the tip of the left index finger is what releases the bound Chi.
Chi Required: Eight
Range: Touch
Mudra to Prevent
Errors of the Six Senses
Liu I Yin
This Mudra allows the user to penetrate illusions, to glimpse
entities of Pure Chi, and to see any spirit forms or ghosts. It does
not allow the character to see anyone who has been rendered invisible
by magical means, or to see those who have the power of
invisibility (as in Heroes Unlimited).
Meditation Time Required: Four melee rounds (one minute).
Duration: One mele round (15 seconds).
Description of Hand Positions: Can be performed with either
the right or left hand. The tip of the thumb is pressed against
the middle joint of the middle finger, while the other fingers
arextended stifly away.
Chi Required: Eight
Bonuses: +6 to save vs ilusions (magic and psionic).
Range: Self
Mudra of Unification
Hsieh Yin
Used on a body vacant of its spirit, or on someone who is
missing some piece of their soul, this Mudra joins together body
and spirit, or joins severed pieces of soul. When evoked, the
Mudra reaches out to the separated spirit or the lost piece of the
soul (either Por Hun). These disembodied entities wil then
fel a cal back to the
body and sense direction body.
While no spoken communication is possible, the character
performing the Mudra will be able to sense whether or not the
lost spirit or soul piece is in distress (this is usually the case if it
isomehow confined and unable to return).
It also works on Astral Projection (see Beyond the Supernatural
or Rifts), even though it is not based on the same Chi
principles as other spirit travel methods in Mystic China. In the
case of astral projection, the Mudra Unification serves to
strengthen orepair the mysticord and astral self can easily
find its way back to physical body.
Meditation Time Required: Twelve mele rounds (thre minutes).
Duration: Meditation Level.
Description of Hand Positions: Requires two hands. The
hands are placed on opposite sides of the head or body of the
target. The right hand touches with the tip of thumb and
(separately) with the tips of index and midle fingers
held together. The left hand touches with tips of the thumb,
index finger, and little finger all spread apart into a triangle.
Chi Required: Eight
Range: Touch
Mudra of Communion
with Spirits
Shen Su Yin
Establishes a direct, mind-to-mind comunication betwen
the character and any spirits, ghosts, creatures of Pure Chi, or
any other disembodied entities. The spirits wil fel compeled to
talk with the user of Mudra. This is easily resisted, buthe
spirit will definitely notice the character and will not be able to
ignore anything the character has to say.
The Mudra automatically protects the character, so that the
communion link can not be used by spirits to attack or possess.
Thentities can't chanel Chi or magical atacks through the
Mudra.
Meditation Time Required: Four mele rounds (one ful minute).
Duration: Meditation Level.
Description of Hand Positions: Requires two hands. The
hands are formed into tight fists and pointed toward each
other, so that just the tips of the knuckles of the middle fingers
touch.
Chi Required: Sixteen
Range: 60 fet (18.3 m), plus 5 1.5 m) per level of experience.
110
Mudra for the Communion
with the Yama Kings of Hell
Chu Ti Yin
Using this Mudra is said to call to the rulers of the Hells, so
that they will bear witness to whatever the character is seeing,
saying and hearing. To most Infemals, undead, and evil Immortals,
this is a particularly frightening course of action.
Of course, it is extremely rare for any of the Yama Kings of
Hel to actualy respond the Mudra. In most cases, they don't
even pay atention and simply letheir bureaucratic underlings
record the proceedings. However, since a permanent Hell record
is created, Internals wil bextremely cautious about whathey
say and do while the Mudra is being performed. For example,
where Internals usualy fel fre to lie and make promises they
never intend to keep, anything they say during the Mudra must
be true.
Aside from forcing Internals such as demons to speak truthfuly
and preventing false promises, the Mudra is also useful in
either driving them away, stopping attacks, or getting them to
behave politely. Mostly this is because the rules and laws of the
various Hells are so complex and convoluted. From the point of
view of a demon, since there's no way to really tell what actions
are legal and ilegal, it's beter to do nothing when one'superiors
are watching. Always fearful of their masters, demons get
very, very nervous during this Mudra and will often spend the
entire time talking about howonderful it is to work for their
Demon Overlord. They may also describe in detail their particular
mision and how much they've acomplished, while making
lengthy excuses for why they're not yet finished (bot-licking, in
other words).
To inteligent undead creatures and certain kinds of Imortals,
the atention of Yama Kings is also unwelcome. That's
because they're usually avoiding the fate that is in store for their
soul or spirit. The last thing they need is to have their exact
whereabouts revealed to the forces of Hell. Mindless flight is
usualy their instant reaction to this Mudra.
Note thathe chanel to the Yama Kings is a two-way afair.
This means no matter how unlikely it may be, it is possible that
one of the Kings may apear, Infernal servants be dispatched
to that location, or a gateway to Hell could be created.
It's also dangerous to perform this Mudra around certain Taoist
elders and especially around drunken Taoist Immortals.
Given the strange moods of these oddball eccentrics, it's entirely
posible thathey'l take the oportunity to bring up old arguments
with the Yama Kings and then to start delivering insults
and obscenities. Being a witnes to the humiliation of Yama
King is not a god thing for mere mortals.
Meditation Time Required: Two mele rounds.
Duration: One-quarter usual meditation level/time.
Description of Hand Positions: Requires two hands. To be
performed while seated, cros-leged on the ground. The
right hand flat on the ground, palm downward, while left
hand is held in the lap, palm upward.
Chi Required: Twenty
Range: Varies
Mudra for the —
Manipulation of Objects
Mudra for the
Handling of Jade or Jewels
Ju I Chu Yin
The character forms the Mudra while holding a piece of jade,
a jewel of some kind, or smal piece valuable jewelry (gold
or silver is okay). Thiserves to iluminate the object, so that it
becomes clearly visible in the spirit world and can be sen by
ghosts, entities of Pure Chi, or other disembodied creatures.
Since many spirit entities and creatures of Pure Chi are unable
to properly se objects in the material world, this Mudrallows
the character to "illuminate" an object of value. Then it
becomes posible for an objecto be used as a bargaining chip
with gredy or posesive creatures. Note that if the object is a
cheap replica or a fake, this Mudra does nothing to disguise its
value. While the Mudra works to highlight the value of an object,
it will also clearly reveal a piece of junk for what it is.
Meditation Time Required: One mele round.
Duration: Meditation Level.
Description of Hand Positions: Requires two hands. The object
balanced on the tips of the thumb, index, middle and ring
fingers of the left hand (the digits should form a square), with
the litle finger touching palm. The right hand is formed
into a fist, with only the litle finger extended to touch top
o
f the object.
Chi Required: Two
Mudra for the
Handling of Mystic Mirrors
Ching Yin
Performing this Mudralows the character to se whatever
would normally be revealed in the glass of a mystic mirror without
having to gaze into the mirror. It also allows the character to
continue moving or fighting.
The Mudra does not interfere with any other power the miror
might possess, such as that of repelling entities or capturing demons.
Meditation Time Required: Two melee rounds.
Duration: Meditation Level.
Description of Hand Positions: The Mystic Mirror can be
grasped in either the right or left hand, with the back of the
mirror touching the palm of the hand. All five digits are
spread apart and grip thedge of the miror. Once Mystic
Mirror is grasped, the hand is brought up and into the center
of the chest with reflective surface facing outward.
Chi Required: Two
111
Mudra for the
Handling of a Reliquary
Shuai Tu Po Yin
Where the other Mudra for the Manipulation of Objects is
used to activate objects, this Mudra is specifically designed not
to trigger or activate the object being touched.
When this Mudra is used to handle actual Reliquaries, containers
used for the storage of either mystic artifacts or remains
(either the polished bones or remaining ashes of someone who
has died), then no saving throw is required. However, if the
Mudra is being used to handle any other sort of object, the character
will need to roll under the meditation skill to avoid activating
the item.
Meditation Time Required: Eight melee rounds (two full minutes).
Duration: Meditation Level.
Description of Hand Positions: Requires two hands. The left
hand grasps the object, thump pointing straight up, the index
and middle fingers grasping but apart, and the ring and little
fingers held together and extended outward. Then, when the
object is fully held by the left hand, the right hand, flat palm
up, with fingers together but thumb extended, slides under the
object, providing most of the support.
Chi Required: Two
Allows the character to activate a mystic Vajra. Once the Vajra
is turned on, the use of this Mudra lets the character direct
and control its powers.
Meditation Time Required: One melee round.
Duration: Meditation Level.
Description of Hand Positions: The Vajra is held in the palm,
with the fingers wrapped around the handle, but the position
of the fingers is varied according to the number of "tines" or
points on each end of the Vajra.
Chi Required: Four
Mudra for the
Handling of Weapons of Power
Chien Yin
The only Mudra designed for use in a combat situation, it is
used for activating or manipulating a special class of weapons.
Characters performing this Mudra are capable of taking defensive
actions, using their usual bonuses to parry & dodge. However,
the character can perform no attacks. It is only the weapon
that is aggressive. The bonuses, number of attacks per melee
round, and damage are all dependent on the activated weapon —
the character's usual bonuses are not to be included in any attacks.
Meditation Time Required: Weapon dependent.
Duration: Meditation Level.
Description of Hand Positions: If the weapon or the weapon's
handle is small enough, the right hand should be above the
left, with both hands grasping the weapon. The pinky finger
of the right hand should be inserted between the index and
middle fingers of the left hand, while the index finger of the
left hand should be sandwiched between the ring and pinky
fingers of the right hand. The knuckle of the right thumb
should be aligned just above the tip of the left thumb. If the
weapon is too large for this grip, then the hands should be positioned
in the same way, but separately, so there is a gap between
the ring and pinky fingers of the right hand, and a gap
between the index and middle fingers of the left hand.
Chi Required: Six
Bonuses: Dependent on the Weapon
Mudra of Subtracting Oneself from the Sight of Others-- Ongyo-in (kuji-kiri) This is sort of invisibility where the passive, quiet nature of the character provides a natural concealment. Of course, the character isn't really invisible and can be seen, heard, smelled, or touched normally, it's just that the character seems less noticeable. No attacks or other fighting moves are possible while maintaining the Mudra. So long as the practitioner sits quietly, without moving, and maintains the Mudra, he will be invisible to most others (75% chance of not being noticed). If the character is moving slowly the chance of detection drops to 50%. Normal movement negates all effects. Another important aspect of this Mudra is that it conceals the chi of the user, so the character blends in with the natural flow of chi in the area. This means that the Mudra completely shields a character from detection by means of chi. For example, entities of Pure Chi who are able to see chi, will have no chance of detecting the character using this Mudra, it is particularly effective against demons, undead and other creatures of Negative Chi. Meditation Time Required: Four Melee Rounds (one minute) Duration: Half usual meditation level Description of Hand Positions: Right hand covering Left hand. Thumb tips touching Chi Required: Eight Range: Self Mudra for Control over Matter- Nichirin-in (kuji-kiri) This mudra grants the ability to move objects without any means other than directed chi energy similar to telekinesis. The character can make an object hop, fall, roll, rise into the air, suspend it there (hover) or make it fly across the room.In order to move an object by using this power, the item must be clearly visible, within the character's range (60 ft/18.3 m) and the point of focus. The character must concentrate on what he is doing, thus each telekinetic feat counts as one of the character's physical attacks. The total number of telekinetic attacks is equal to the character's number of physical attacks per melee; usually 3 or 4. Telekinetic attacks can include hurling an object as if thrown, or causing it to buzz about a room, or to swing and hit with it as if a club controlled by an invisible hand. Several objects can be thrown around by this power within the same melee round, but not simultaneously. The character can only concentrate on one item at a time. For Example: A character with four hand to hand attacks per melee can perform four attacks with telekinesis. First, he makes a flower vase fly from the table, aiming it at his opponent's head. Second, he makes the lantern hurl at the guard by the door. Third, the table is suddenly flipped up on end and, fourth, the door flung open. Four melee attacks or actions using this power. As we can see in the example, this power can be used to do more than making objects fly around. The telekinetic power can be used to open doors, flick switches, press buttons, turn knobs and dials, open windows, make a rocking chair rock, and so on. The range of possibilities is extensive, when you stop and think about it.It is easiest to move or hurl small objects weighing two pounds (0.9 kg) or less. Maximum height or distance is 60 feet (18.3m). Medium-size objects weighing 3-20 pounds (1.4 to 9 kg) are more difficult to manipulate and the maximum height or distance is reduced by half; 30 feet (9 m). Large or heavy objects weighing over 20 pounds (9 kg) are the most difficult to maneuver, reducing maximum height and distance to 15 feet (4.6 m).Combat Bonuses:· +3 to strike with telekinesis; physical/skill bonuses to strike do not apply when telekinesis is used.· +4 to parry with telekinesis, by using a controlled object to parry or sheer telekinetic force to block an attack. Counts as a medium, heavy object.· Damage from Hurled Objects: Small: 6 ounces to 1 pound (0.17-0.45 kg) m 1D4 Small: 1.1 to 2 lbs (0.5-0.9 kg) -- 1D6 Medium: 3 to 4 lbs (1.0-1.9 kg) -- 2D4 Medium: 5 to 10 lbs (2.0-4.5 kg) -- 3D4 Medium: 11 to 25 lbs (4.6-11.3 kg) -- 3D6 Large: 26 to 40 lbs (11.4-18.1 kg) -- 4D6Add 1D6 for each additional 20 lbs (9 kg) of weight. Note: This power does not create a force field, thus, while it can be used to parry/block a punch, kick, club, knife or even sword, it cannot stop projectiles, arrows, gas/fumes, flying tackles, and similar attacks. Furthermore, a failed roll to parry with this power means the character did not parry and is struck by his opponent. Meditation Time Required: Four Melee Rounds (one minute) Duration: meditation level. Description of Hand Positions: Fingers outspread, palms out. Index fingers and thumbs touching Chi Required: 3 for small objects, 8 for medium, and 8+1 per 10 pounds of weight for large objects. Range: Up to 60 feet (18.3m) away. Mudra of the Knowledge Fist- Chiken-in (kuji-kiri) This Mudra enables the character to see or feel glimpses of the possible future. This is achieved through meditation or intense concentration in which the character thinks about a particular person, event or place. Add +5% to the base skill if the person involved is a friend or loved one. Sometimes this power works (if the roll is under the base skill) and sometimes it does not (when the roll is above the base skill). A failed roll means the character received no insight to the future, despite the expenditure of Chi. A clairvoyant trance can be attempted as often as twice every day. The message can be a sudden feeling that somebody is in need ("... something's wrong. It's ... it's ... Janet! I've got to see her!") or, more often, a sudden flash of insight -- a sudden image that races through the mind. The image is like a brief snippet from a movie or a dream. Often all the details are not clear, but the potential danger is. For example, the character is in a trance or meditation, thinking about his/her friend Janet. Suddenly, the mind is flooded with an image of Janet rushing down a crowded street. It's twilight, like morning or evening. She seems very upset. Janet races into the street, ignoring the traffic. There's a gang of thugs riding down the street like madmen. The squeal of horses (or bystanders). Janet screams. The image ends. Is Janet hurt? Killed? Unknown, but the danger is clear. There are also other hints of information: the time of day, Janet seeming upset, rushing, etc. The glimpse into the future could be twenty minutes, eight hours, 24 hours, or a week. The character has no way of knowing. Of course, he has the advantage of recognizing the potential danger as it begins to unfold and may be able to avoid it, stop it, or change the outcome. The image may last a few minutes or be a sudden flash lasting but a few seconds. The flash could be a peculiar noise, insignia, a face, or a specific image like a particular door, object, or person. Game Masters: Be careful not to reveal too much. Use the examples provided as a guide. Remember, these are brief glimpses of the possible future, not a motion picture. The character cannot engage in any actions, combat or otherwise, while using this power, or the image will instantly stop. It usually requires one minute (four melee rounds) of meditation before the image occurs. Remember, a failed skill roll means absolutely nothing happens, but still burns up the four Chi and time. Meditation Time Required: Four Melee Rounds (one minute) Duration: Half meditation level Description of Hand Positions: Index finger of left hand pointing up with the fingers of the right hand curling round it. The thumb of the right hand should be pressed against the outside edge of the nail on the index finger of the left hand). Chi Required: four Range: Self Mudra for Knowing the Thoughts of Others- Naibakuken-in (kuji-kiri) The power of telepathy allows the character to eavesdrop on what a person is thinking at a particular moment. This is done by focusing on that one person and picking up on his or her surface thoughts. Surface thoughts are those thoughts and musings uppermost in a person's mind. A deep probe into memory is not possible. Although the psychic can read the thoughts of several people, he can only do so by focusing on one person at a time. Simultaneous, multiple mind readings are impossible. Limited telepathic communication is also possible. The character can send a directed thought message to one person at a time. The message must be as brief and as clear as possible. Like, "John, I need you immediately. Hurry!" or "Stop! Don't do that." "Come here," "Look Out" or "Press the green button." However, two-way telepathic communication is not possible except between two characters using this Mudra. Meditation Time Required: Four Melee Rounds (one minute) Duration: meditation level Description of Hand Positions: All fingers interlocked inwards Chi Required: four Range: Read surface thoughts up to 60 feet (18.3m) away or two-way telepathic communication up to 140 feet (32.7m). Mudra of the Outer Bonds Fist- Gebakuken-in (kuji-kiri) With this Mudra the character can attempt to ascertain whether or not there is a danger to him in the near future (the next 24 hours). The Mudra will only give vague impressions of a life threatening event. This will include a rough time estimate (within one hour of the event) and the type of event (such as falling, combat, and accident, etc.) This Mudra will only identify one such danger within the time period, regardless of how many times it is used in that time period. For example, when the character gets up in the morning, he decides to use the Mudra, and gets the impression of combat in the afternoon. Shortly before lunch, he decides to use the mudra again and gets only the impression that the combat will occur around four P.M. After he gets into a fight with a street punk, who he chases off, he decides to use the mudra again, only this time he would get a null reading since he was still well within the 24 hour time period since he originally used the Mudra. The first time the character would be able to use the Mudra to detect a new danger would be the next morning. Meditation Time Required: Four Melee Rounds (one minute) Duration: Meditation level Description of Hand Positions: All fingers interlocked Chi Required: four Range: Self Mudra for the Evocation of Healing Energy- Ushijishi-in (kuji-kiri) Note: Must be performed in an area of Positive Chi. This Mudra is ineffective in any area dominated by Negative Chi. If performed in an area with Positive Chi it will automatically cause Positive Chi to wash through the character's body. Negative Chi will be driven out of the body at the rate of one point per minute. Then, when the character is at Zero Chi, the body's normal Positive Chi will be filled, at the rate of one point per minute. Once the Chi of the body is brought back to its full level (or if it is already there), the body's natural healing mechanisms will then be stimulated. Hit points are the first to heal, at about one every five minutes. When hit points are returned to normal, the Mudra will then start to repair any missing S.D.C. at a rate of one per minute. Meditation Time Required: Four Melee Rounds (one minute) Duration: Half meditation level Description of Hand Positions: Index fingers and thumbs extended, others interlocked Chi Required: Four Range: Self Mudra for Harmony with the Condition of the Universe Sotojishi-in (kuji-kiri) This mudra can be used against any intelligent creature or living creature. It can temporarily bend the will of its victim so that he (it) is under the complete control of the character. The affected person will do absolutely anything the controller requests (other than kill himself or a loved one). All questions will be answered truthfully and in as much detail as requested. However, the controlled character will answer and obey only the person controlling him.A situation in which the controlled character can be made to fight or do something dangerous. All victims of control are -2 on initiative and -1 to strike, parry and dodge because of the disorienting influence of being controlled. Victims will remember their actions after being controlled. This mudra can be used on a victim 12 feet (3.6 m) away +5 feet (1.5 m) per level of experience. Meditation Time Required: Four Melee Rounds (one minute) Duration: One quarter meditation level Description of Hand Positions: Last two fingers extended to form a V (tips touching). Thumbs extended, others interlocked Chi Required: eight Range: Self Mudra for Control over Energy Daikongo-in (kuji-kiri) While this Mudra is in effect the character can channel his chi into energy which can be released as directed pulses. These pulses are directed with and originate from the hands. Damage is equivalent to 1D6 per point of chi channeled, so a character who decides to channel 5 points of chi would do 5D6 damage. Roll to strike as normal with no bonuses from Martial Art forms, Martial Art Powers, skills, natural abilities or Hand to Hand. Meditation Time Required: Four Melee Rounds (one minute) Duration: One Blast. Description of Hand Positions: Index fingers and thumbs extended, middle fingers curled over index fingers. Others interlocked Chi Required: four plus however many chi the character wants to invest in the energy blast. Range: 600 feet Mudra for Strength Dokko-in (kuji-kiri) This Mudra gives the character incredible strength, making the character as strong as a superhuman. Add 20+2D4 points to the P.S. attribute. The character with this Mudra in effect can lift 300 time the new P.S. attribute in pounds and can carry 200 times the attribute. Also, the character will fatigue at one half the normal rate. At the end of the duration P.S. and the other bonuses will no longer be in effect. Meditation Time Required: Two Melee Rounds Duration: One quarter meditation level Description of Hand Positions: Middle fingers extended, others interlocked Chi Required: four Range: Self Mudra of Bewitching- Nosaibaku-in This Mudra allows the character to induce physical trauma to the nervous system of others by manipulating their chi there are seven different effects of this power. Each affects only one person per attack and can be used in any combination. Intended victims must be within line of sight, or have their exact position known by the character. The Mudra allows the character to temporarily manipulate specific biological functions or conditions in human and animal life forms. Blind: Temporarily knocks out the victim's optic nerves, rendering the person quite helpless. Victims are -10 to strike, parry, and dodge. Deafness: Can be caused by manipulating the eardrum. Victims cannot hear anything . The shock of suddenly becoming deaf makes them -3 to strike, parry, and dodge any other attacks, and they automatically lose initiative while deaf. 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. Pain: By manipulating nerve centers the character can induce terrible pain, shooting through 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 minute affected. Paralysis: Immobilizes the motor part of the brain, causing legs and arms to stop functioning. Victims are completely incapacitated for the duration. 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, and dodge. Tissue Manipulation: Affects the tissue's connecting nerve fibers which can cause a variety of effects. By irritating 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. This is done by manipulating the body chemical which absorbs heat. ALL three conditions are more annoying or frightening than physically impairing. In each case the victims are -1 to strike, parry, and dodge. Meditation Time Required: Eight melee Rounds (two minutes) Duration: The effects of this Mudra last for the number of chi points invested in minutes (i.e. if 10 chi points are invested, the effects last 10 minutes) Description of Hand Positions: The right hand clenched in a fist with the thumb extended. The hand is held so that the thumb is touching the ground. Chi Required: 10 plus however many chi points the character is willing to invest. Range: 60 feet Mudra of the Diamond Handclasp- Kongo gassho Performs identically to the Calm Minds Zenjorike power Meditation Time Required: Two Melee rounds Duration: Half meditation level Description of Hand Positions: The hands are joined and held vertically at chest level with the palms pressing, fingers touching, interlocked at the tips and the right thumb covering the left. Chi Required: Two Range: 120 feet Mudra of the Knife Hand-- Shuto-in This Mudra acts as a weapon enhancing technique or it can be used as an attack by itself. When used to enhance a weapon, the Mudra is placed behind the weapon to invest the weapon with the power. Enhancing can only be done on melee weapons, it cannot be done on missile weapons of any kind. If the melee weapon that has been enchanted is thrown, the enhancement is no longer effective. Enchanting a weapon in this manner instills a +1 bonus to strike and adds one die of damage to the blow. The Mudra can also be used to attack supernatural creatures (or those composed of Pure Chi) by making the Mudra and pointing in the direction of the target. The amount of damage is 1D6 times the number of chi invested in the strike. Attacking in this manner has no effect on non supernatural creatures or creatures not composed of pure chi. Meditation Time Required: Two melee actions. Duration: One strike or attack. Description of Hand Positions: The hand forming the Mudra (can be either right or left hand) extends the first two fingers while curling the rest inward. Chi Required: Two to enhance a weapon, Four plus whatever amount of chi the character wishes to invest as a strike. Range: Weapon contact or 60 feet. Mudra of Annihilation of Evil Spirits- Nometsubinayaka-in Note: This Mudra can only be used in areas of Positive Chi. By directing a flow of Positive Chi at a spirit or small (four or less) group of spirits, the character can attack and attempt to destroy the spirits. Determine the amount of Positive Chi flowing in the area to determine the amount of damage done to the spirit(s) each Melee round. The spirit(s) must make a saving throw vs. Horror Factor each Melee Round. Failure means that the spirit(s) must flee the area. Meditation Time Required: Four Melee rounds (one Minute) Duration: One half meditation level Description of Hand Positions: The left hand is held by the knee turned down, with the palm roughly parallel to the ground. The right hand is held at waist level with the fingers folded into a fist with the thumb lying along the index finger. Chi Required: Eight Range: 40 feet Mudra of Subjugating the Earth- Anzan-in With this Mudra a character subtly deters humans and other humanoid creatures from entering the area around the character. This only prevents the average passerby from entering the area where the character is and works by influencing the person to make up a reason to themselves to go around the affected area. People actively searching for the character will not be affected by this Mudra at all. Psychics, Mages, people with Chi Mastery or Zenjorike powers have to make a saving throw vs Psionics to not be affected by this Mudra.Meditation Time Required: Four Melee rounds (One Minute)Duration: Meditation LevelDescription of Hand Positions: The left hand is held by the knee turned down, with the palm roughly parallel to the ground. The right hand is held at waist level open with the palm up.Chi Required: FourRange: 80 feet Mudra of Touching the Ground- Sokuchi-in Use of this Mudra protects the character from all animals in the area for the duration of the Mudra. Meditation Time Required: One Melee RoundDuration: Two times Meditation Level Description of Hand positions: The right hand is held in front of the knee, with the palm turned inward, fingers touching the ground. Chi Required: One Range: 100 feet Mudra of Supplication-Shashu gassho Use of this Mudra allows the character to "surrender" to a supernatural monster, god, godling, demigod, alien intelligence, Pure Chi being, demon, devil, etc. In exchange for sparing the character's life (in the case of evil creatures) or a favor (in the case of good creatures), the character must perform a task determine by the "captor". GMs Note: Such tasks should be within the character's ability but will either involve killing someone/stealing an object (if from an evil "captor") or the sacrifice/loss of an object important to the character or requiring the character to help others (if from a good "captor").Meditation Time Required: Two melee roundsDuration: InstantDescription of Hand Positions: The hands are joined and held vertically at chest level with the palms pressing, fingers touching, and the right thumb covering the left.Chi Required: Four Range: Line of Sight to the creature Mudra of Ubiquity- Mushofushi-in This Mudra magically transmits matter from one place to another. This mudra is limited to non-living substances. Up to 50 pounds (22.4 kg) can instantly be transported from the location of the character to any location miles away. The only requirements are that the character touches the object to be transported and that the location of where it is being sent is known to him. Success Ratio: 80%+2% per level of experience. An unsuccessful roll means that the object never arrived where it was supposed to, and could be anywhere with in the character's range (he has no idea where). Meditation Time Required: Two minutes Duration: Instantaneous Description of Hand Positions: The palms are joined with the middle, ring and little fingers raised with only the ends touching. A space is left between the hands. The index fingers are flexed and join the thumbs are their tips. The thumbs are erect and lie side by side.Range: Five miles (8 km) per level of experience. Chi Required: 90 Range: Self Mudra of the Turning of the Wheel of Law- Tenborin-in A character using this Mudra can adjust his chances in one encounter in the near future (next 24 hours) in a combat situation or situation which requires skill or attribute rolls. This bonus occurs as a +4 to strike, +10%chance on a skill roll or a +4 to an attribute roll. This Mudra can only be used once in a 24 hour period. Meditation Time Required: Four melee rounds (one minute) Duration: 24 hours or one die roll Description of Hand Positions: The right hand is held at chest level, palm facing out, while the index and thumb form a circle. The tips of the thumb and index finger touch the index and thumb of the left hand which is held similar to the right with the palm turned in. Chi Required: four Range: Self Thousandth Mudra of Concentration- Saishosammai-in Known as the Mudra of Supreme Meditation, a character with this Mudra can displace his spirit from his body and move in the realms of Pure Chi in a fashion similar to that of the Mind Walk Zenjorike power. Meditation Time Required: One Hour Duration: One hour for each point of chi the character chooses to expend. Description of Hand Positions: The hands are held in the lap, fingers pointed outward and slightly spread with the palms turned down. The hands are held together along the thumbs.Chi Required: Forty plus however many chi points the character is willing to invest. Range: Self Hundredth Mudra of Concentration- Rengebu no jo-in Also known as he Mudra of Mirror Knowledge, this Mudra allows the character to register the presence of supernatural creatures, beings of Pure Chi, and magic. This Mudra cannot pinpoint the exact location but will give a rough estimate of distance such as near(within 50 feet) or far (more than 90 feet). Number of beings or magic effects cannot be determined precisely either, at most the character will receive an impression of few (less than three), several (four to ten), or many (more than ten). The character will be able to determine roughly what type of creature or magic is present however, such as being able to distinguish between a spell and magic item (but not the type of magic used), or between a supernatural monster and a being of Pure Chi. Meditation Time Required: Twenty minutes Duration: Half Meditation level Description of Hand Positions: The hands are held in the lap, fingers pointed outward and slightly spread and the palms up. The hands are held together along the little fingers. Chi Required: Twenty Range: 120 feet radius (36m). Third Mudra of Concentration- Shiyui-in This Mudra, also known as the Mudra of the Mind at Work, allows the character to use any Chi Mastery ability, without the expenditure of Chi coming from the Character. This means that, with the exception of the Chi used to invoke this Mudra, any Chi Mastery abilities used take Chi from the environment and not the character. To use Positive or Negative abilities does require the character to be in an area of Positive or Negative Chi as appropriate. To determine the available amount of Chi in an area: Underground where Chi is brought down from the surface or in a city crowded with buildings, the flow is usually 2D6 points of Positive Chi. Outdoors, in a wild area, the flow is 5D6 points of Positive Chi. In areas of Negative Chi (Dark and foreboding caverns, wrecked and abandoned houses, stagnant swamps, etc.) have a flow of 4D6 Negative Chi.Meditation Time Required: Ten minutes Duration: Half meditation level Description of Hand Positions: With the hands in the lap, the fingers touch with the index, middle and ring fingers separated to leave a small space.Chi Required: Ten Range: Self Second Mudra of Concentration- Jusammaji-in The Mudra of Perseverance in Meditation allows the character to double his normal meditation time. In this advanced state of meditation the character's metabolism is slowed allowing the character to not require food or drink during the meditation time. Air also becomes less of a problem since the character's breathing slows to one fourth of its normal rate and air requirements. Similar to the First Mudra of Unmoving, this Mudra has the added benefit of allowing the character to heal and restore lost I.S.P., P.P.E. or Chi at the normal rates. Meditation Time Required: Four minutes Duration: Two times Meditation levelDescription of Hand Positions: The hands are placed in the lap, held together with a pronounced space between them.Chi Required: six Range: Self First Mudra of Concentration- Jo-in Doubles the effectiveness of Meditation. I.S.P. is recovered at a rate of 12 per hour. P.P.E. is recovered at a rate of 20 per hour. Chi can be totally restored in a half hour.Meditation Time Required: Four melee rounds (one minute0 to enter the advanced state of mediation.Duration: Full meditation level Description of Hand Positions: The hands lie in the lap, palms upward with the right hand laying on top of the left.Chi Required: Two Range: Self