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Mudra



Naruto - HandSeals - (Kuji Kiri)
Kujikiri ninjutsu
















Mudra 1
Mudra 2













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,



108



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

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