Nerima Martial Artist O.C.C.
There exists in Nerima a group of martial artists. Although their specific styles are vastly dissimilar, they share one thing in common, they are ridiculously powerful. Normal martial artist are capable of amazing feats, however the common place events and actions demonstrate how little they have in common with a Nerima martial artist. The main difference appears to be the use of Chi. Chi is the life energy generated by every living thing. By consciously tapping into this source and focusing it toward physical manifestation, amazing things are possible. For lack of a better analogy we will equate this energy to P.P.E.; it is used for different effects than normal magic but can be treated in much the same manner in terms of focusing, recovery and tapping outside sources. Most Nerima martial artists focus their Chi in minor ways, by manifesting a visible Battle aura they are afforded limited protection from combat injuries, they appear very intimidating, and they can enhance various physical reactions. The less obvious results of this constant discipline are that normal training is more effective. Thus gymnastics which may afford minor advantages in combat now becomes an impressive aid to dodging and confusing an enemy, and bonuses usually gains through these skills are greater as the Chi flowing through one’s body shapes the body into a more efficient form. A practitioner of these arts can seem supernatural, his abilities overshadowing his mundane counterparts. The vast effort and concentration that goes into training can have unfortunate side effects. The martial artist develops quirks, phobias, and obsessions that make obvious the sacrifices they made for their art. The training methods can most kindly be said to be odd, many bordering on the insane. Most would be fatal to normal humans without a large degree of control over the bodies Chi. Still despite escaping physical harm few escape the minor insanity induced by these training methods, the greatest masters of this art are often the most deranged.
There are specific techniques that lie outside even the realm of the "average" Nerima martial arts. These are incredibly powerful ways to focus the artist’s Chi to monstrous effects. Some like the "Chestnut Fist" and the "Breaking Point" are entire training regimes made to instill certain permanent physical characteristics as well as some other abilities that require Chi (PPE) to activate. Others like the "Dragon Ascension Defeat" and the "Roaring Tiger Bullet" are simply devastating attacks brought forth through mastery of Chi. The most dreaded (to the user as well as the enemy), are techniques like the Neko Ken or "Cat Fist" which mentally or physically transform the user into a nigh unstoppable force, for a price. There is no limit (except ones own endurance and skill) to the number of techniques a martial artist can know, however there are other problems to overcome. Each master is likely to only show his most powerful techniques to a very few special students. To find a master is one thing, to convince him to teach is quite another. Sometimes all it takes is winning a challenge against all competing students. Other times a student may be required to prove himself on a dangerous quest, a promise of loyalty, or even trickery. Some techniques almost seem to be the opposite of one another, and are very difficult or impossible to simultaneously master. Such are the "Chestnut Fist" and the "Breaking Point".
Nerima martial artists, whether they love or hate each other, tend to be drawn to each other’s presence. They are the only ones who understand the lifestyle they life, and the frequent conflicts that seem to result by their mere presence. When two artists are in each other’s presence it is almost guaranteed that a battle(usually inflicting massive property damage) will ensue. Despite the heated emotions usually displayed there are usually few fatalities or even serious injuries. To be a martial artist is to constantly test their battle skills with others of similar skill. Without a worthy opponent you might as well spend your entire life practicing Katas in a closet. Most, except for the extremely unbalanced will not kill without extreme provocation. They have very extensive knowledge of anatomy and know exactly how much damage a body can take and still survive. After all an opponent you beat today may come back to fight you tomorrow with an extremely nice technique to show you. The learning of it might be agonizing but isn’t hardship and pain the best teacher? The average Nerima martial artist has a code of honor making them principled or aberrant, one almost universal tenant is that a martial artist will not attack or allow to come to harm a non-martial artist or creature/being of power. Despite their power, these people live, work, and play among normal humans, property damage is acceptable, and casualties are not. By the same token there is usually very little crime in an area inhabited by Nerima martial artists, after all even though only the most violent martial artist would kill an offender, to a martial artist extreme pain is merely an excellent learning tool.
This class is meant to be used by humans. Humans developed it over thousands of years to make optimum use of the human physical form and spirit. With these skills and abilities most Nerima martial artists can easily expect to defeat minor demons. The masters of these martial arts can usually challenge Greater Demons on an equal footing. Gods, Ancient Dragons, Splugorth etc. really aren’t worried about these disciplines, advanced though they are; the techniques are still only wielded by relatively weak mortals. Of course a GM can make his own decisions however keep in mind that as it is the class can give a Cosmo Knight a run for his money. If another non-human type is allowed the class with no further limitations a very cautious eye should be kept on the player. I encourage the GM to devise their own advanced Chi techniques with only a warning that not all techniques are balanced for all campaigns, again beware. Keep in mind these techniques are hard to get training in. Finding a willing master is like pulling teeth. It is possible, even encouraged for a player to devise his own Chi techniques as long as the GM is careful, see above warnings. Also if a character devises his own technique make sure it's appropriate to his level. Most of the powerful techniques were developed by ancient masters (15th level or higher). It’s one thing to learn a technique, it’s quite another to make your own up.
Nerima Martial Artist OCC/RCC
Alignment: Any, but usually Principled or Abherant
Attribute Requirement: At least 15 PS, PP, PE, ME, and 10 IQ (In the likely event the character cannot meet these requirements give him the minimum in that statistic).
Racial Requirement: Suggest human only. GM's discretion (think carefully), but any can be used.
Magic/Chi: PPE is PE x10 +1d6x10, with an additional 2d6 PPE per level. If using the Ninjas & Superspies system use normal human starting chi (PEx10 plus martial arts bonuses), in which case give the character normal PPE for his race. If the character uses chi and not PPE they have the common chi mastery abilities listed in Ninjas and Superspies and Mystic China but have a very low PPE base and cannot draw or use PPE. If they are PPE based then they do not have these abilities but can manipulate PPE as per the specific advanced chi technique description. The character cannot do spell magic, however if given explicit directions he can perform ritual magic at 5% per level success. If the character fails his roll the magic rebounds on the caster or has the opposite effect, 50% of either happening. They have a reputation of being more dangerous to themselves than anyone else.
Psionics: At least minor psionics, 10% chance of major, 2% of master. The character may never actually exploit his psionic powers to their full potential due to his concentration on martial arts.
ISP: ME + 1d8 per level.
HP: PE + 2d6 per level.
SDC: +2d6 per level.
Symbiotes & Bio-Wizardry: This class revolves around developing the characters own potential. If the character wanted to develop the power of its symbiote or warp himself through magic he would be in a different occupation. Cybernetics will cripple his abilities until he figures a way to regenerate the lost limb. In short the character will never willingly submit to such processes.
Multiple OCC: The Character maintains his ability through constant training. Stopping his training will actually reverse his conditioning to the effect of 1 level per month (this includes all abilities for that level). The degeneration will stop at the loss of 4 effective levels. Resumption of training will allow the character to regain his abilities at 1 level per month. Only hard training will allow the character to regain his conditioning, regardless of how much experience he receives. No new techniques can be learned until he has regained his full abilities. However, if the character is determined to neglect his training he can train for other OCC but requires twice the amount of experience listed.
OCC Skills: Hand to Hand: Any Martial Arts, select only two at first level. [Including exclusive] (Please keep in mind that these counts as a physical skill, thus the benefits are doubled. If at subsequent levels multiple Hand to Hand styles are selected use the highest bonuses. As per standard Palladium rules they are not cumulative).
Languages: Native tongue at 98% plus 2 of choice (+0)
W.P. five of choice
Recognize Weapon Quality (15%)
First Aid (+15%)
Detect Ambush (+5%)
Athletics (General +15%, all statistical bonuses 2x)
Wrestling (All statistical bonuses 2x)
Martial Arts Analysis & Tactics (see description)
OCC Related Skills: Select a total of 6 other skills. Plus two additional skills at levels 4, 8, 12, 15, after 15th level the character may study 1 new skill per level.
Electrical: Basic Electronics only (-10%)
Espionage: Any (+15%)
Medical: Any (+15%)
Military: Any (+15%)
Physical: Any (+15%, all statistical bonuses 2x)
Pilot Skills: Any related to combat (+10%)
Rogue: Any, except Computer Hacking(+10%)
Scholar/Technical: Any, except Computer Programming
Wilderness: Any (+10%)
Secondary Skills: The character also gets to select four secondary skills from the previous list at level 1, and two additional skills at levels three, seven, eleven, and thirteen. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses.
Martial Arts Analysis: This is the skill that separates Nerima martial arts from normal martial artists. Not only does this represent how well the character can fight, but it represents how well he can counter a new styles or moves, learn new styles and moves. Most significantly it represents how well the artist controls the Chi he has access to. Most new Chi techniques require a roll of 1/10 the base to successfully learns a new Chi technique. Failure usually merely means more time required learning a Chi technique, however many of the most powerful having grave consequences for failure. The normal Nerima martial artist starts with a skill of 25% base an additional 5% per level. This skill gives the martial artist the basic ability to channel chi.
Starting Equipment: If there is no income associated with the character's martial specialty he starts with a spare change of clothes, camping equipment, and any weapons he has weapon proficiency in. If he can make money with his skill he will have the appropriate props. This can be a yata cart or even their own restaurant (GM's option).
Armor: Prefer none, but will wear if it is light weight or has properties helpful in his specialty.
Weapons: Although the artist may know many WP, it is likely that he only carries weapons of his specialty.
Money: 1d4x10 gold or credits, unless specialty involve trades, or services in which case he starts with 6d6x10000 gold or credits.
Training: Due to the lifetime of training and Chi channeling the character gains the following abilities.
0- 2,900 Level 1, Strength counts as Supernatural, Resist Thirst, Meditation
2,901-4,800 Level 2, Sixth Sense, Resist Hunger
4,801-9,600 Level 3, Leap 5ft/level, Resist Fatigue, Sense Evil
9,601-19,200 Level 4, Regenerates 1d6 HP per 10 minutes, Deaden Pain, Sense Magic
19,201-29,200 Level 5, Suppress Fear, Presence Sense
29,201-49,000 Level 6, Summon Battle Aura( Lesser), Summon Inner Strength.
49,001-79,000 Level 7, Death Trance, See Aura
79,001-119,000 Level 8, Mind Block
119,001-169,000 Level 9, Intuitive Combat
169,001-230,000 Level 10, Psychic Purification
230,001-300,000 Level 11, Impervious to Poison
300,001-380,000 Level 12, MDC battle aura effect become permanent
380,001-470,000 Level 13, Impervious to Cold
470,001-600,000 Level 14, Impervious to Fire
600,001-800,000 Level 15, Select Chi Technique of choice
Training/Powers: Regardless of the specialty, the character receives 1 character point each level to apply to any physical characteristic. They receive a +1 versus Horror Factor at level 1, 3, 5, 9, and 13. They also gain an additional +2 versus poison and magic at levels 7, 11, and a +1 versus psionics at 4, 8, 12, and 15.
Superpowers: Unless the GM is running an incredibly high powered campaign I recommend strongly against it.
Specialties: When the character begins training (usually in early childhood) he selects his primary weapon. Although the character is familiar with many weapons he usually chooses one type to master. This may depend on the family he was born in (many particular styles are handed down through generations of families) he may choose almost any. Some examples are the Okonomiyaki which uses a huge spatula for the main weapon, small throwing spatulas, thrown okyonomiyaki, and flour bombs. Martial arts tea ceremony, martial arts origami, martial arts figure skating are also common forms found in Nerima. Traditional forms are welcome as well, including Samurai and Ninja. Specific weapons vary from Mega-spatulas/Baker's Peel, bokkens, chopsticks, musical instruments, paper weapons, umbrellas, bandanas, belts, chains, sinks, bonbori, staves, and brooms. A weapons user chooses a primary and two secondary weapons, these are weapons he is a master in. Channeling Chi into these weapons they are indestructible and receive a bonus of +4 strike/parry while using these weapons. They receive a penalty of -4 Strike/parry in bare-handed combat. The primary weapon will do 1d6 MDC/HP per level, secondary weapons will do 1d4 MDC/HP per level. The alternate is bare-handed combat. The bare-handed specialist receives a +20% to his martial arts analysis skill, an initial +4 strike/parry/dodge, and 6 initial character points to distribute to any physical characteristic. He is a master of unarmed combat, able to analyze his enemy's moves and non-Chi techniques and almost instantly counter them. Give them a few hours to train and the opponent will find his own techniques flawlessly used against them. They have the best chance of learning Chi techniques and even coming up with their own. He does a additional 1d6 every other level starting with level one with his hands and 1d8 every other level starting with level two with his feet. He is truly a master of his own body. At first level he is a master in his own school, each additional level he can master another complete martial arts style. What this means that any opponent attacking him in a style he has mastered is at a -4 to strike/parry/dodge unless he knows the character's primary school of combat. In this case neither characters suffer penalties in combat.
Notes On Hand to Hand: Just a few of the styles that exist are Street Fighting, Gun master, Nikar Lo, Boxing, Wrestling, Ukora, Triad, Kung Fu, Kick Boxing, Karate, Ninjutsu, and Anything Goes (also known as Perfect in Every Style, and the School of Indiscriminate Grappling). The character does not gain the bonuses inherent in the combat style (listed in the combat table) but is able to use any non-chi maneuver under the Hand to Hand Style (these include kicks, punches, holds, throws, etc.). After level two, at the cost of two OCC related skill slots he may learn the Hand to Hand style in the standard way and gain the benefits of the combat table. He cannot hoard unused skill slots from level one for this. However, unlike the first primary Hand to Hand technique learned he cannot learn additional chi techniques (as per N&SS) unless taught by a master or researched normally.
Notes on Ninja's and Super Spies: The N&SS is a way to create incredibly powerful martial artists. I hadn't realized this until I saw a character create one get half dozen martial arts from the book and have all their stats in the 30's, 40's and higher. It was just wrong. If you choose to use these books I suggest you cap how many full martial arts schools they can learn to two. Do not double the statistic bonuses given by these martial arts schools. Only double the statistic bonus from actual skills where the player pays separately for the skill (as opposed to a skill received for free with a martial arts school). Some martial arts defined in N&SS and Mystic China states that a specific Hand to Hand styles are considered 'Exclusive'. These can be chosen as the initial specialty or when the character has the above mentioned skill slots, but they cost an additional two skill slots. N&SS assumes all martial artists have supernatural strength. Nerima martial artist get the Chi Mastery ability which is identical to that used in the N&SS. They learn chi skills from the book normally. Use either the PPE or the chi point system, dod not mix and match... you'll regret it.
Notes on General Balance: I really hadn't pictured a character getting any chi techniques until maybe sixth level. Then one every other level at the GM's discretion. I imagine Ranma at the end of the series to be about twelfth level and he knows the Stinging Fist, Dragon Ascending, Chestnut Fist, Fierce Tiger Domineering, Faux Grax, and the Neko-ken. This is a lot of techniques, but he's the star of the show. These are very powerful, do not give them out like candy. Do not let the characters choose their own without your supervision. They must learn from a master and they'll only be taught what the master decides they're ready for.
Chi Techniques - Chi attacks are not magic. Negate magic will not work, however, a Psi-Stalker or other PPE draining type attack will work at half effectiveness, if it hits. All Variants are GM's option to keep, use as separate techniques, modify or throw away.
Source: Girl Days, supplied by CrystalDrogn
Cost: 10 PPE
Requirements: Must be able to channel ki
Permanent statistic change: 1.5x Speed, +15 SDC, +25 base PPE, gains See Aura as per psionic.
The technique upon which the Mega Glomp was based, the Amazon Glomp must be performed on a member of the opposite sex, and is only truly effective with a willing subject. Against an unwilling subject, the Glomp is merely an almost inescapable hold, the only way for an unwilling subject to escape is to grab and push up and back against the glomper's bust area, as there is no leverage for any other retaliation, and any attack strong enough to break it from a third party will do equal damage to both. A Martial Arts Analysis roll is required to discover this counter. (Note that performing the glomp is considered a marriage proposal and fondling the glomper is considered formal acceptance of that proposal.) Performed on a willing partner, the two can merge their PPE pools for the duration of the glomp, at the end of which the total pool is divided evenly between the two. If either or both have a telepathic power, they will also be mind linked for the duration, and for an hour or so afterwards, without expenditure of PPE or ISP.
Battle Aura (Lesser)
Cost: 10 PPE.
Duration: 1 minute per level.
Permanent statistic change: N/A.
Requirement: Chi Control
This creates a small battle aura that surrounds the character. The aura protects the by cushioning blows and damage received. Characters take half damage while the battle aura is up. In some dire instances certain huge energy attacks cannot be avoided, by concentrating all his energy into the into the battle aura this last ditch technique can reduce the damage by 1/10. The character must successfully roll a dodge while expending 100 PPE. As a secondary effect, while the battle aura is active the character is MDC is Rift type environments.
Battle Aura (Greater)
Cost: 100 PPE.
Duration: 1 minute per level.
Permanent statistic change: +2 MA, +50 PPE.
Requirement: Battle Aura (6th Level)
This creates a huge battle aura that surrounds the character. Those that see the aura are stricken with terror and unable to effectively act or move (HF 18). The aura also protects the user with 100 MDC/SDC per level. Repeated exposure to this technique will reduce the effect 1 HF per exposure unless the character witnesses the aura user doing something truly awe inspiring while under the effects.
Bean Jam Blowout
Cost 50 PPE.
Area Affect: 5ft/level.
Creates a directed tornado-like funnel that sweeps the opponents, and carries them hundreds(1d6x100) of feet away, taking 1d4 MDC/HP per level, are knocked down and confused for 2 rounds (-5 strike/parry/dodge) and suffer the effects of Wind Rush. Opponents weighing over 10 tons are merely knocked down for a round (15 sec). Once targeted the only way to escape the effects of the funnel is to roll a natural 18, 19, or 20 dodge. Takes four attack actions.
Cost: 20 PPE.
Requirements: Must be able to channel Chi, minimum 25 PE.
Permanent statistics change: +10 PS, +6 PE, -2PP, 1d6x10 MDC/HP per level of character. Minus 3 attacks, Strength is defined as Superheroic (100x carry, 200x lift).
Damage: 1d6/levelx10 MDC/HP.
This is a technique originally used for mining. Merely touching object like a rock, ceramic, steel, etc. causes it to explosively shatter. The theory behind this is that everything has a breaking point or a point where it is weakest. By sensing this point, touching it and channeling Chi in a certain way into this point the object is violently disrupted. The training for this technique is ingenious. The trainee is hung from a rope while tied up like a mummy, with only his arm sticking out. Meanwhile an approximately 10 ton boulder is swung at the victim…er… trainee. The trainee must find the breaking point of the boulder or be smashed by the boulder. This serves two purposes, one since it is very rare to succeed on the first few tries each impact toughens the character's body making more resistant to impact and damage for the next attempt. It is quite common to be knocked unconscious on the first few tries. People who do not have sufficient control over their Chi and who do not meet the minimum requirements are will most likely die if they attempt this training. If some talented freak of nature were to actually succeed in the first few tries the second purpose of this training would be demonstrated. Without the toughening up process the boulder will explosively shatter and the trainee will take full damage at ground zero. Said talented freak of nature would be wise to just sit back and let himself be pounded by the boulder and concentrate his Chi on getting more resistant to damage. Training takes 1d6 week, unless 1/10 martial arts analysis skill is rolled. The effect of this technique is awesome but has limitations. Most living creatures are soft and does not fracture in this manner, however robots, armor, most walls, floor and so on are rigid enough to explode quite nicely. Sentient rock creatures, magic object and other borderline creatures roll a save versus magic 12 or less, or suffer normal damage. The attack counts as two actions. Any creature within 5 ft of the blast point receives 1/5 damage. The character takes no damage from this technique. Masters of this technique are MDC in Rifts type environments. Because the technique takes advantage of inherent flaws in materials it does MDC to MDC materials and SDC to SDC materials regardless of the type of environment.
Variants: There are rumors that it might be possible to strike a breaking point in one place and if calculated correctly it may cause a chain reaction or travel along a "fault" to take effect at another place. This is unverified and would take extra-ordinary skill (1/10 martial arts analysis and GM approval).
Source: Ranma and Ryouga in Reikoku, supplied by CrystalDrognCost: 10 PPE
Requirements: Battle Aura (lesser)
Permanent Statistic Change: +1 ME, +5 PPE
Duration: 1 minute per level
This technique teaches the martial artist to focus more hot ki into their battle aura over a small part of the body (typically a hand or foot) to make it blazing hot, hot enough to cause wood and similarly inflammable substances to burst into flames. This adds 1d6 MDC/SDC per level to attacks made with that part of the body for the duration of the technique, as well as making it immune to heat. Water or cold attacks will also be either dissipated or simply boiled off when blocked by the Burning Fist. It can also be used to parry energy weapons, such as a beam saber, ki blade/blast, or even beam weapons, though such beam weapons are extremely difficult to intercept (-6 to parry). The Burning Fist must be used with the martial artist's specialized weapon or barehanded, as it will melt any normal weapon to uselessness, though it will not set their own clothes on fire unless they want it to for some reason. Parried weapons will take 1d6 points of damage, assume that normal weapons have as much SDC/MDC as the maximum damage they can do x 3. This technique is the opposite of the Frost Touch and Soul of Ice techniques, and the Soul of Ice cannot be performed at the same time, however knowing the Burning Fist gives a +5% bonus to learn those techniques.
Source: Akane in the last fight of Ranma's Fiancees, supplied by Crystal Drogn
Cost: 20 PPE/all PPE+
Requirements: Burning Fist for the past level
Permanent Statistic Change: +1 MA, +2 PE, +15 PPE
Duration: 1 minute per level
The Burning Heart technique is similar to the Burning Fist, but extends the fiery battle aura over the entire body. It is not quite as strong unless the user concentrates on a specific area; anything in contact with the aura takes 1d4 SDC/MDC per round and energy attacks lose half their effect, though the martial artist does become completely immune to heat, cold, or water attacks. By concentrating, as for an attack or parry, the user can negate energy attacks entirely or do an additional 1d6+2 SDC/MDC per level damage. The Burning Heart, like the Burning Hand, must only be used with the martial artist's specialized weapon or barehanded. +1 to parry and dodge, +3 to strike. Parried weapons will take 1d6 points of damage, assume that normal weapons have as much SDC/MDC as the maximum damage they can do x 3. This technique is the opposite of the Frost Touch and Soul of Ice techniques, which cannot be performed at the same time, however knowing the Burning Heart gives a +10% bonus to learn those techniques.
Variants: Shin Burning Heart - This variant of the technique is automatically known, and is in fact the way that many learn the Burning Heart, but cannot be tapped unless the user is fighting for the life of a loved one. Its fires rage like the Greater Battle Aura, making the martial Artist an MDC structure and adding 50 MDC of its own, adding a further +3 to parry and dodge, making the user totally invulnerable to non-magical ranged attack by dissipating, absorbing, or simply melting the attack, +5 PS. The martial artist also rerolls any time they should be knocked out to stay awake and keep fighting. Anything touching the character will suffer 2d6 SDC/MDC damage per round, and it WILL burn away their clothing, though woe betide any fool who stops to ogle them in the middle of the fight. Actual attacks must be made barehanded, and do normal damage plus 3d6 +d6 SDC/MDC per level. Parried weapons will take 4d6 points of damage, assume that normal weapons have as much SDC/MDC as the maximum damage they can do x 3. The Shin Burning Heart burns up all the artist's current PPE, divide that number of points by 35 to determine how many minutes they have (round up) before PE drain begins. When that time is passed, each additional minute of combat drains 1 PE point from the martial artist until they reach 5 PE, then drain 3 SDC/MDC per minute until the martial artist wins or dies. The technique cannot be turned off otherwise unless the character is knocked out.
Cost: 30 PPE per base transfer
Requirements: Must be able to channel Chi.
Permanent statistic change: +50 SDC.
Through this method the martial artist is able to translate chi energy directly into kinetic energy and apply in to an object. The lightest touch can carry the energy of a truck. This is of limited use when used directly on people or creatures of large mass. The energy is applied to the object as a whole and cannot be applied to part of an object such as a hand or appendage. If this is attempted the energy will be distributed to the entire object. An example of this is applying the technique to a person's hand, the energy will be evenly distributed throughout the subject's body and the entire body will be moved in the direction it was applied. It can be applied directly to objects such as guns, swords, and other parts not an integral part of a larger mass. To a martial artist trained to take falls this is merely a method to put lesser skilled opponents in their place. When used on those without such capabilities or indirectly applied through missiles it can be a deadly technique. The initial transfer does no damage do to the entire mass being given a kinetic charge. When the object impacts with another is where true danger lies. Each level the character may impart up to 3,000 Joules of Kinetic energy to an object. Impact with another rigid body will cause 1d10 per 3000 Joules. Successfully rolling with the impact/fall will reduce the damage to 1/4. When carefully applied by the martial artist it is possible to partially, or completely negate the effects of an external impact.
(Technical Pseudo-Science: The energy of a person weighing 100kg falling 3 meters given a constant acceleration of 9.8m/s2 ~10m/s2 is 3,000 Joules using the potential energy formula mass x height x gravity(m x h x g). Given that a fall from this height would do approximately 1d10 damage we can assume that every 3000 Joules will do 1d10 HP/SDC on a human body if expended completely upon a rigid object. The formula (2 x h x g)1/2 = velocity gives the speed at which the character/object will land and in turn gives back the kinetic energy of the object by KE=1/2 x m x v2. Warning1: This formulas can be used to give a rough estimate of 1)the distance straight up an object will fly given a specific amount of energy, 2)the initial speed of the object and the final velocity upon landing, and 3)the approximate damage an object similar in consistency to a human's may take upon impact. They do not take into account terminal velocity or the impacted bodies’ resistance given a small high velocity missile (which means it's up to the GM if he wishes to allow a player to use this technique to inflict piercing damage). Warning2: Imparting 3,000 Joules of energy will lift the average 100kg person 3 meters in the air and drop him. The same 3,000 Joules of energy will lift a 1,000kg mech or robot 0.3 meters in the air. This might knock it over or unbalance if applied properly, but is unlikely to cause critical damage to the object. This in turn means that damage is also dependent on the material impacted, and the amount of mass that the kinetic energy is distributed among, as well as the mere amount of kinetic energy).
Source: Zola's whip multi-attack, ribbon dude from X: 1999, supplied by CrystalDrogn
Cost: 30 PPE
Permanent Statistic Change: The character may gain Telekinesis or one of its variants if major or master psionic, or raise their PPE and ISP bases by +20.
Duration: one turn
This technique imbues a long, flexible weapon such as a ribbon, whip, or chain with ki energy, allowing the martial artist an extreme amount of control over its actions. The charged weapon is then used to snare and pick up an opponent, who is held in the air and struck automatically by all further attacks with that weapon, unless they can win a contest of their PS vs. the martial artist's ME, teleport, or the attacker is himself successfully attacked by an ally. The poor sod caught in the Cat's Cradle can only try to escape, being tossed around too much to retaliate usefully. Training involves not only entangling a practice dummy in the whip/ribbon/chain/other weapon but to pull them into the air, then keep them there and spinning as long as possible through repeated attacks. This only needs 1/2 Martial Arts Analysis. This is the first step of training. To actually master the technique an actively resisting opponent is required and needs 1/10 Martial Arts Analysis. Roll once per week.
Variants: The level of control afforded by charging the chosen weapon even further than normal with ki could be developed into any number of useful variations, up to the shikima-possesed Mousse's feat of wielding his chains like tentacles in "The Shikima Interface".
Cost: 10 PPE per round (15 sec).
Requirements: Must be able to channel Chi, minimum 25 PP, minimum of 9 attacks.
Permanent statistic change: 2x base speed (keep track of base speed if it is raised your new speed is still 2x the new base), +2 PP, +2 dodge/parry/strike, two additional attacks.
This is also a technique which involved a complete speed training regimen, in some ways it is the antithesis of the "Breaking Point". Once the character gets his speed up to the minimum required the training is simple. Toss several dozen chestnuts into an open fire and grab them out without getting burned. If you succeed you have achieved the basic chestnut fist. This gives you paired weapons with bare hands and an additional 1d6MDC/HP per level. With further training it is possible to parry or catch projectile up to and including bursts. This also includes shrapnel (such as caused by the Breaking Point). The basic technique including the preliminary speed training takes 1d6 weeks unless 1/10 martial arts analysis is rolled. This was meant to be a bare handed technique, however with practice this speed technique could be applied to weapons (roll 1/10 martial arts analysis each week per weapon).
Source: Schultz's powerball attack, supplied by CrystalDrogn
Cost: 5 PPE/round or 10 PPE/round
Requirements: ME 15 minimum, ability to channel ki
Range: contact/100 feet
Area of Effect: contact/five foot diameter sphere
The Diamond Drill is a ki technique based on the martial artists willpower, forming a football shaped, multicolored crystal in front of the outstretched palm that can bore a 3ft/1m diameter hole through just about any normal ground at the rate of five feet per round (20 feet per minute) or do 1d6 MDC per attack. By paying the extra 5 PPE per round, the martial artist "stores" another 1d6 MD/SDC worth of ki each round in the crystalline construct, saved until it is released. At that point, the ki-crystal blasts forward to the final target and releases this energy in a spherical explosion. The Diamond Drill is another mining technique, training is accomplished by setting up the trainee in front of something that will force their ki back to detonate against them unless they concentrate and "harden" it. This can be done with a high pressure fire hose or waterfall. When they can maintain it against the pressure of the water, mudslides are used, followed by rockslides, then digging holes in soft, loose soil, packed soil, loose rock piles, soft solid stone, and finally hard solid stone. For each stage of the training martial arts analysis must be roll minus 1/10 analysis skill. This means that the first stage, or water stage only the base skill need be rolled. At the final solid stone stage (stage 9), 1/10 the skill must be rolled. Failure means the trainee suffers an explosive backlash equal to 4d6xstage SDC/MDC.
Cost: 20 PPE.
Duration: 10 minutes per level.
Permanent statistic change: Sense dimensional anomalies, rifts etc.
Originally used for evil and perverse purposes, it is hoped that someday the name of this technique will have the original taint purged through noble actions. It is doubtful. The user becomes invisible as he has removed himself from our plane of existence. He can see, hear, and talk but has no other ability to interact with the people he watches as long as he employs this technique. Physical barriers also seem immaterial to a user of this technique. Magical, psionic, and dimensional barriers seem to reflect themselves into whatever dimensional hole the martial artist has thrown himself and will stop bar his progress. Of course he is also invulnerable and undetectable (unless you’re a Shifter, Temporal Wizard etc.).
Variants: Time does not seem to affect to user in that place. It might even be possible to hibernate or go into some state of suspended animation and just wait out a bad millennium or two.
Dragon Ascension Defeat (Hiryuu Shoten Ha)
Cost: 100 PPE.
Requirement: Chi Control, minimum +10 dodge,15 ME.
Permanent statistic change: +4 ME, +2 dodge.
Area of Effect: 10ft radius per level maximum.
This powerful technique relies on using the enemy's own power against him. By leading the enemy/enemies in a spiral and tuning your Chi to be "opposite" your enemy's you lead him/them to the center of the spiral. Once the center is reached your opposing Chi's final attack is triggered. The character punches at the air near the primary enemy (doesn't even need to strike, gesture is enough of a focus) and a huge vortex of conflicting Chi is formed. Once triggered there is no effective defense even those not originally attacking will be swept straight up hundreds of feet 2d4x100, in a maelstrom of opposing Chi energies and bombarded with debris. Those of the enemy will who are within the spiral will take damage equaling half the MDC/HP of the primary foe plus 1/10 the MDC/HP of each enemy in the spiral at the time of triggering. Those who were not attacking are still swept up in the vortex but take a mere 1/5 damage. The person who initiates this attack has only limited control at this point. If for some strange reason he decides he must rescue someone accidentally caught up in the whirlwind he can just up the center of the funnel and attempt to reach his target. At this point he can shield his target with his own body and Chi. He will now take the 1/5 damage, and can guide them both to the ground taking a mere 1d6x10 SDC of falling damage. The maelstrom lasts 1 round per level, however if the enemy survives the initial damage, once he recovers from being stunned/"knocked down" he can try to leave the vortex if he has some means of self locomotion. If he cannot leave the whirlwind he will be spun around until it dissipates on its own whereupon he will be forcibly thrown to the ground and take 1d6x10SDC falling damage per hundred feet in the air. Although devastating, this attack has several flaws. First if the enemy doesn't attack the character he can't form a spiral. Second the character must constantly and successfully dodge into the spiral form, if he actually gets hit, he must start the spiral anew. Third the setup of the spiral takes a full melee round that’s a long time not to get hit. You might say "what kind of moron am I fighting if I can always lead him by the nose into a spiral?". The answer might very likely be he's never hear heard of the damn technique and never even noticed a spiral pattern while he was chasing that damned irritating character all over the yard. Unless someone actually is watching the battle (or already knows the technique), and rolls 1/10 his martial analysis roll and then informs sir bozo he may never find out how you keep tossing him up several hundred feet all the time. Because of the conflicted Chi energy ravaging the enemy, regeneration and healing will not work for 1d6 hours even with powerful supernatural’s. There is a similar variation that can be used for stationary foes where the character spirals around the center and the enemy forms the heart of the storm. This is dangerous as the technique wasn't created for this use. The character must make his normal martial arts analysis roll or suffer the same effect as the enemy. The training for this is very simple, forming spiral paths while dodging and keeping iron control over your Chi. To successfully learn this technique you MUST roll 1/10 your martial arts analysis skill. You may try once a week for as long as your teacher has patience.
Variants: It is rumored that a single individual could create and trigger this phenomenon without a spiral or an enemy to fuel to attack. This would be incredibly difficult and very painful as it would involve simultaneously manipulating conflicting Chi energies. If it could be done it would allow not only the traditional vertical attack but allow a horizontal version of this technique. Roll 1/10 martial arts analysis skill each attempt. Character will take half damage done to hostiles unless he can perfect the technique. GMs option.
Source: Gaia's aerial power ball attack, Supplied by CrystalDrogn
Cost: 40 PPE.
Damage: 1d6x5/per level per two rounds of preparation
Requirement: Ki Control, minimum 100 PPE.
Permanent statistic changes: Sense PPE, tap into ley lines, nexi, and creatures as per magic user for PPE and ISP purposes, and increases PPE/ISP regeneration with meditation. Extra 2d6 PPE/level.
This attack is similar to the Hadou Ken, though less powerful and quicker, and works in much the same way. First, the martial artist draws on local ambient ki for at least two rounds, converting it to be
the polar opposite of the planetary ki. He then jumps, flies, or otherwise positions himself over the target and releases it, the negative ki naturally flowing towards its opposite to ground itself and catking the target in its course.
Variants: A partner on the far side of the target, who was also trained in this technique, could be used to produce a dual, horizontal blast by attuning his gathered ki to the opposite of the martial artist, while both tuning the blast to be relatively neutral to planetary ki.
Source: Bayhou's walk-on-the-ki-ball trick, supplied by CrystalDrogn
Cost: 20 PPE
Requirements: Shishi Houko Dan or variant for the past level
Permanent Statistic Change: +50 SDC, +1 PP.
Area of Effect: five foot radius sphere, moves on command
Duration: 1 minute per level or until a successful attack roll is made
This technique creates a ki-ball that can be directed by the thrower until it hits. The martial artist jumps into the air and creates the ball, about three feet in diameter, then runs on top of it to make it roll towards the enemy. While riding the ki ball, he can dodge or use other non-ki attacks at will and move at the normal rate over any mostly flat surface, even liquids. If he runs out of time the ball can be renewed by paying an additional 5 PPE per round (15 seconds) per level. Like the Shishi Houko Dan and its variants, the Fire Walk can cause mental disorder if used too often. Legend tells of a great fighter who crossed the Sea of Kina to get to Japan using this technique nonstop for several hours. Training first concentrates on forming a "skin" around the ki ball that they can handle as if it was a physical object and attempting to "inflate" it, making it physically larger. Roll 1/10 Martial Arts Analysis. Failure will result in taking maximum damage from the Shishi Houko Dan or variant used. Next, they must practice control of the ball, forcing it to remain stationary rather than flying off. Roll 1/10 Martial Arts Analysis. Failure will result in encapsulated energy streaking out of control in a random direction. Whatever the sphere strikes will result in the unfortunate target taking maximum damage from the Shishi Houko Dan or variant used. Finally, the martial artist has to get the jump-form ball-and run on it coordination down, practiced during the
prior phases of training with the kind of big ball that trained bears walk on. Merely roll 1/2 Martial Arts Analysis. Failure results in loss of balance, loss of energy control, and occasional loss of life. Trainee takes maximum damage from the Shishi Houko Dan or variant used
The Four Winds
Source: Supplied by CrystalDrogn
Cost: 50 PPE.
Requirements: Ki Control, minimum 15 ME.
Permanent statistic change: +2 ME, detect illusion 5% per level.This variant of the Splitting Cat Hairs technique always forms exactly four images, all of which are equally solid and capable of attacking, though the maximum strength and damage the character can use is reduced to 1/2. The benefit of this technique is that all four images have the full Structural capacity and hit points of the original, and that any injury not inflicted on all four is removed when the technique is ended. Most complex (i.e. modern) weapons will fail to function when split with the Four Winds. Otherwise, this technique is the same as the Spitting Cat Hairs. Learning this technique is more dangerous than the Splitting Cat Hair, as if the trainee fails a roll at 1/5 their Martial Arts Analysis skill they are permanently split into four bodies with half the physical characteristics and PPE/ISP each, and only one set of equipment.
Source: Gaia or Vermillion's blue hand slap, Ranma in Reikoku, supplied by CrystalDrogn
Cost: 10 PPE Requirements: Battle Aura (lesser)
Permanent Statistic Change: +1 ME, +5 PPE Duration: 1 minute per level. This technique concentrates an aura of cold ki around a small part of the body (typically a hand or foot) to make it incredibly cold, cold enough to freeze humidity and condense gases right out of the air. This adds 1d6 MDC/SDC per level to attacks made with that part of the body for the duration of the technique, as well as making it immune to cold. Heat attacks will also be either dissipated when blocked by the Burning Fist. It can be used to parry energy weapons, such as a beam saber, ki blade/blast, or even beam weapons, though such beam weapons are extremely difficult to intercept (-6 to parry). The Frost Touch must be used with the martial artist's specialized weapon or barehanded, as it will render any normal weapon uselessly brittle, though it will not cause their clothes to shatter unless they want it to for some reason. Parried weapons will take 1d4 points of damage, assume that normal weapons have as much SDC/MDC as the maximum damage they can do x 3. This technique is the opposite of the Burning Fist and Burning Heart techniques, and the Burning Heart cannot be performed at the same time, however knowing the Frost Touch gives a +5% bonus to learn those techniques.
Golden Lightning Hammer
Source: Schultz's vertical teleport & kick x4 at LOS range, supplied by CrystalDrogn
Cost: 20 PPE
Requirements: Battle Aura
Permanent Statistic Change: +2 or 10% to resist vs. energy effects
Range: Line of sight
When this attack is invoked, a golden column of light envelopes the martial artist, converting them entirely to energy and withdrawing into the sky, then slamming down on their next turn on top of the target, doing 4x normal kick or melee weapon damage and gaining a +2 to hit. Yes, it uses two attacks. It is also handy out of combat for traveling quickly, especially if the user can get to a hilltop to spot his destination.
Cost: 40 PPE per two rounds preparation.
Damage: 1d6x10/per level per two rounds of preparation.
Requirement: Chi Control, minimum 100 PPE.
Permanent statistic changes: Sense PPE, tap into ley lines, nexus, and creatures as magic user for PPE and ISP purposes (keep in mind that Chi users are masters of their PPE and that like mages they cannot have their Chi/PPE taken without their consent), and increases PPE/ISP regeneration with meditation. Extra 2d6 PPE/level
This special technique often is often spoken of with a mixture of disrespect and awe. With it the character gathers Chi from the earth, plants, animals, etc. around him and throws this as fiery ball toward the enemy. Unfortunately it takes quite a while to gather this energy (4 actions), and if the characters concentration is disrupted he must start again..
Variants: It is rumored that it possible to unleash this energy through a punch, or other technique. If so it would still require the same time to gather the energy. Not many enemies will allow that at close range, however, if they did you would be able to use any hand-to-hand bonuses available.
Hidden Weapons (Lesser)
Cost: 3 PPE per summons.
Requirements: Chi Control.
With this skill the user can hide and summon 1per level major item/weapon and 5 per level smaller/lesser items in a pocket dimension or subspace and summon them at will. They will appear instantly in his hands and does not require and action. The character also has the fast draw skill when dealing with summoned any summoned weapons. These items are fixed and cannot be changed without several weeks of training. Roll half martial arts analysis skill once per week. A success indicated you have learned to store a specific item in a particular "place" in subspace.
Hidden Weapons (Greater)
Cost: 5 PPE per summons.
Requirements: 15 IQ, Chi Control.
Same as above except character may store 5 major item/weapons per level and 10 minor items/weapons per level. There are no fixed slots. The character may store whatever he wishes in the appropriate "location".
Hidden Weapons (True)
Source: Based on "A Different Brand of Mousse", supplied by CrystalDrogn
Cost: 5 PPE per summons.
Requirements: 15 IQ, Ki Control, Hidden Weapons (Lesser or Greater) for the preceding three experience levels, permanent expenditure of 10 PPE + 100 PPE to create the subspace pocket.
A master of the true hidden weapons technique may store an unlimited amount of items, so long as they are small enough for the character to lift. How this is done is by binding a large pocket of subspace to the character, within which their will can shape reality itself - the practical upshot of which is that they can create any item they understand and can visualize out of nothing, though such items will only remain in existence when removed from the void for a few hours before sublimating away into nothingness. The weapon master can enter the void at will by spending the 5 PPE, leaving only a basketball sized black ball, visible only to those who can sense the supernatural. Others can be brought into it by physical contact when the owner enters or leaves, for an additional 5 PPE each. The actual binding of the void is a magical ritual that requires 100 PPE, plus 10 PPE permanently lost by the recipient, though it cannot be cast on oneself. If the recipient has not had at least three levels of experience with one of the lesser forms of the Hidden Weapons style they must make a saving throw versus lethal poison or be sucked into the void with no way to escape, even if they succeed they must make an ME roll to successfully store, create, or withdraw an object, and are apt to have things mysteriously vanish or appear in their vicinity, until they have passed another two levels. It is possible to access a Weapon Master's void against his will through the use of a Dimensional Teleport, but very unwise - they can't simply will intruder’s dead, but can easily create restraints to hold even the most powerful opponent.
Source: Veil's weapons, supplied by CrystalDrogn
Cost: N/A or 15 PPE/round
Requirements: Aura Sight, if the PPE-draining version is being used a selfish or evil alignment (sorry, stealing people's life force is NOT a good act.)
Permanent Statistic Change: +50 SDC, +50 PPE base, gains PPE Shield as psionic
This technique forms a pair of transparent energy blades in the martial artist's hands, which drain away 1d6 PPE points per level or 1 PE point on a successful attack, as well as doing 2d6 SDC/MDC from shock. The
martial artist can absorb 1/2 the drained PPE, or 5 PPE per point of PE drained. If the victim's PE reaches zero, they must roll a save versus death or die, falling into a coma even if they succeed. This technique is not recommended for player characters.
Variants: Frost Daggers - the more socially acceptable version of this technique uses cold ki instead of negative ki, and does 2d6 SDC/MDC + 1d6 per level on a successful attack. Hot ki would likely work just as well. The ki-draining version may be considered a "sealed technique" at the GM's discretion.
Cost: 10 PPE.
Requirement: Chi Control, Battle Aura: Lesser
Duration: 10 minutes per level.
Speed: 10 mph per level.
Through the careful use of Chi it is possible to fly. They may never win any speed records but it will get you where you're going.
Cost: N/A or 50 PPE
Requirements: If the character is not a pervert (see insanities), he must roll versus ME to learn this technique or apply it. Also requires the ability to channel chi See aura.
Permanent statistic change: +100 SDC, +100 PPE base, gains PPE shield as per psionic.
The training involved in this technique requires the trainee to latch on to a woman's bust and attempt to sense the woman's aura. If the trainee is not beaten unconscious and makes under 1/10 the martial arts analysis he can learn this technique after only a week of training. Alternate training methods are possible but require 1/100 the martial arts analysis skill roll. If the trainee fails and survives the probable beatings he can try again each week. Once learned the user can drain half the PPE of his victims. Once the martial artist has grappled his victim they are -10 strike/parry/dodge versus the user of this technique. If the martial artist expends 50 PPE he does not receive any energy from the victim but may drain the victim of all personal PPE. The victim of the drain is tired and listless and will be -10 strike/parry/dodge and 1/2 PE until all PPE is regained through the normal course of time. Users of magic receive a save vs. magic at +5 in their favor due to the control these classes have over their PPE reservoir. If the user does not already have the insanity 'pervert' he must make a saving throw versus insanity (include ME bonus) per use, or receive it. This technique is half effectiveness if used against males or the female improperly grasped (ie not grasped around the bust), however no roll versus insanity is required. The martial artist can hold twice his usual maximum PPE while employing this technique, but will lose PPE at the standard recovery rate until he is again at his normal PPE maximum or he employs this technique again. Note: If using chi rules system the victim can only be drained down to a minimum of 10 chi
Neko Ken (Cat Fist)
Cost: All current PPE.
Requirements: Chi Control, (Since it is impossible to force yourself to submit to this training, it usually requires a third party to force the character through the training), minimum 15 PP, 15 ME (failure means death or being reduced to a gibbering idiot).
Permanent statistic change: Severe phobia of cats, +2 PP, +50 PPE.
Any manual concerning this subject may go on and on regarding the power granted by this technique. If you keep reading you will also read about how it was banned for causing severe physiological trauma to the trainees. Most also state that only an idiot would try to teach or learn the technique. The training is deceptively simple. "Tie the trainee up in fish sausages and throw him into a pit of starving cats. Repeat as needed." Roll martial arts analysis to survive the initial training. Each time the character is thrown in the pit roll for survival, making under 1/10 the martial arts analysis means the neko-ken has been learned. Congratulations. The training induces a severe phobia of cats. At the slightest sight of a cat the characters strength is doubled. Unfortunately this enhanced strength is only useful for escaping the horror before him. Woe unto any person, vehicle, wall, or mountain between the character and the shortest path away. Coherent thought is impossible, technique or skill is irrelevant all that the character thinks about is leaving. Even if for some horrible reason the feline attaches itself to the character he will be unable to bring himself to further touch it. He will simply run until it jumps off on its own or the neko ken takes hold. When the terror becomes too much for the character's psyche his personality retreats. He gets down on all fours and meows. This is the fabled neko-ken. While in this state the character's PS, and PP are increased by 12, Speed, and HP/MDC are twice what they are normally. They also receive 4 extra attacks, heightened smell, and the incredible "Cat Fist" attack. Of course they now think they are a cat. This means that the character has no memory of any enemies, he has an effective animal IQ of 4, and he will only fight for territory, family, mates, and domination. The horrible foe that was slaughtering towns and laying waste to the countryside will now be ignored. Heaven help the poor SOB if he's unfortunate enough to catch the attention and earn the displeasure of the character while in this state. He won't fight to the death, cats’ only fights until the rival cat submits, of course most people don't know this and if the enemy continues to fight he will most likely die. The Neko-ken attack is actually cat claws made of pure Chi. The character does not even need to touch his enemy the claws of Chi will do that. The damage inflicted is 1d4x10 HP/MDC per level and cost no PPE to use. Although he cannot actively use other Chi techniques he naturally has the effects of the "Chestnut Fist" in reference to parrying and paired hand-to-hand/claw attacks. With his "claws" he can even parry energy weapons and bursts with no penalties. The only way to exit the neko-ken is sudden shock or relaxing so completely he comes out of the neko-ken. Some examples of this would be being pummeled unconscious, being involuntarily shape-changed into another species or sex, or falling asleep curled up in the lap of a loved one. There is no cure for the phobia. If by some miracle the phobia is removed the technique can no longer be accessed. Desensitization is an especially futile method for curing this phobia.
Variants: It is rumored that other similar techniques exist, the shark-ken, bird-ken, etc. They are all equally devastating and all equally debilitating for the character.
Cost: 40 PPE.
Requirements: Chi Control, biology minimum 50%, minimum 20 PP, +10 Strike, See Aura.
Permanent statistic change: +2 Strikes, Psychic Diagnosis.
All living things have Chi. this energy flows in channels throughout the body, if they are blocked odd, usually bad, things happen to the body. Likewise if this energy is made to flow more smoothly or redirected along more efficient routes usually creatures have very good things happen to their state of health. These paths are well known in the human body along with the pressure points and the correct amount of Chi to use for various effects. On a successful roll of the martial arts analysis skill the pressure point is applied correctly with the desired results, if the roll is failed there was either no effect or a drastically different one than what was expected. Even if the roll succeeds and unwilling participant gets a save vs magic15 (only count PE bonuses toward save) or less to resist what was done. The effects of these pressure points vary to a huge degree from blindness, deafness, dizziness, paralysis, muteness, pain, paralysis, confusion, amnesia, full body cat tongue, etc. The effects of these last 1d6 hours per level or until countered. The more beneficial results such as healing, negate poison, regeneration, or faster PPE/ISP recuperation are far more fleeting last a mere 1d6 minutes per level. It seems it really is easier to destroy than to create. Very few people know all these pressure and those who do guard this knowledge jealously. After all who would you trust with the power to cripple or heal with a touch. Although meant for the human body, with enough study of a particular race's anatomy and Chi flow it is possible to use these points on non-humans. Without such study there is no chance of successfully applying pressure points to a non-human race. After several weeks of study (roll 1/10 martial arts analysis skill once per week) the character may apply this skill to the race he has been studying and expect 1/5 martial arts analysis skill roll chance of success. This study may be repeated until the character has his normal chance success.
NOTE: The character must already have the death blow ability to take this ability. However, to even have a successful strike requires a roll of 14+ with bonuses, and the attacking character can neither dodge nor roll, only parry. Unsuccessful death blows that are not parried or dodged, inflict 1D4 damage plus bonuses to SDC. Successful death blows inflict the following (roll percentile): [All blows also have a 30% chance of instant coma and possible death within 1D6 minutes, except for snake hand to the eyes] this attack power' can be a layered attack, and bypasses armor its effects are: (* denotes a killing strike point)'
*Dragon claw to the throat. Crush and tear out throat. (1D6+damage bonuses)*4 to hit points. Additional 4 hit points lost per minute. Equivalent to double critical damage and shock.
* Crane forearm to the temple. Potentially lethal if the attacker breaks the temporal bone. 1D6+ damage bonuses)*2 to head SDC and another half of that to hit points. Speed, attacks, and skills reduced by 25%. Equivalent to medium injury and shock.
*Tiger palm to the nose. Drive the cartilage into the brain. (1D6+damage bonuses)*3 to hit points. Additional 2D6 hit points lost per minute. Equivalent to triple heavy injury and shock.
*Snake hand to the eyes (or crane hand or mantis hand etc.). Poke out the eyes. (1D4+damage bonuses)*2 to hit points. Additional 2 hit points lost per minute. Blindness with all its penalties! 50% chance of irreparable damage to the eyes. Equivalent to triple medium injury and shock.
*Panther paw to throat. Crush the throat. (1D6+damage bonuses)*3 to hit points. Double medium injury and shock. [On the other hand, you can just use the table for normal death blows...]
Hit to the Groin: This can be performed with the hands, knees, feet, clubs, or whatever. Requires a strike roll of 13. If successful, the victim must roll a saving throw versus pain of 13 or better. If the saving throw fails, the victim loses initiative and two attacks. Inflicts 1D4 damage.
Eye Gouge: This is an attempt to plunge one of your thumbs into the opponent's eyes. Requires a strike roll of 14. If successful, the opponent must roll a saving throw versus pain, or be incapacitated for 1D4 melee rounds. He will be blind in that eye for 3D6 hours, and there is a 75% chance of permanent blindness. Inflicts 1D6 damage.
Agony: A particularly cruel and painful attack that incapacitates its victim with pain. Under the influence of the attack, the victim has no attacks per melee, cannot move or even speak; only writhe in agony. Although there is no physical damage (no S.D.C. or hit points are lost), the pain is very real, and it will take another minute for the victim to regain his full composure. During that minute his number of attacks per melee are reduced by half, speed is reduced by half, and he suffers a penalty of — 1 to strike, parry and dodge.
Blind: Temporarily knocks out the victim's optic nerves, rendering that person quite helpless. Victims are -10 to strike, parry and dodge.
Deafness: Can be caused by manipulating the eardrum. Victims cannot hear anything, and are -6 to parry or dodge attacks from behind. In addition, the shock of suddenly becoming deaf makes them -3 to strike, parry or dodge any other attacks, and they automatically lose the initiative on all attacks while deaf.
Ecstasy: This attack is a very dangerous reversal of the Agony attack. While the Agony attack activates all of the victims pain centers, the Ecstasy power does the reverse and activates all of a victims pleasure centers. The attack creates the same effects to a targets activity that the agony attack does but does it for the opposite reasons. For the first minute, the victim will be able to do nothing but writhe in pleasure. After that initial minute, the target takes another full minute to regain full composure and during that time the number of his attacks will be reduced by half, speed will be reduced by half, and will have a penalty of -1 to strike, parry, and dodge, and has a 10% chance of victim being addicted to it per application cumulative.
The big danger of the power is not the effect the power has in combat but that some psychics have used the spell to profit off of victims similarly to the way drug dealer will addict people to drugs. They can do this by using the power for free or a reduced price and then once the person is addicted, they raise the cost of the power astronomically or make the person do jobs for them under the threat of not using the power anymore. The process of addiction takes from two to four weeks normally. The other disadvantage is that addicts of this power will get no save against the power even if it is cast on them in combat
Rumored and only whispered is that some psychics have used the powers agony and ecstasy together. For every two sessions of this, the target must save against insanity. If this power combination is used often for over two months, their pleasure and pain centers will get mixed up and whenever a person feels pain, they will feel pleasure as well (GM's choice of actual effects).
Mute: Impairs the victim's vocal cords, making speech impossible. Victims are likely to be shocked and panic, making them -2 to strike, parry and dodge for the first melee ONLY.
ORGASM': Effect: Probably the gentlest and most pleasurable incapacitation attack to date that functions by stimulating the victim's body into feeling an intense sexual orgasm. While under the power of the attack the victim will have no melee actions, can barely move, and cannot make any intelligible sounds other than a faint moan of pleasure. There is no physical damage inflicted by this attack , although the character may wish to clean their shorts shortly after succumbing to the spell's effects. After the brief incapacitation period, the victim will need another 1D4 minutes to regain their composure. Until such time the characters attacks per melee and speed will be reduced by half. They will also suffer a -1 penalty to all combat bonuses and -5% to skill performance. Only one person may be affected per use of this attack. It should be noted that although this attack suffers from a shorter incapacitation time than the Agony attack, of which it is derived, it is more sought by characters of good alignments who would not bring such pain as the Agony attack on any living creature while at the same time, totally incapacitating the victim of the attack.
Pain: By manipulating the nerve centers the psionic can induce terrible pain, shooting throughout the body. Victims are -6 to strike, parry, and dodge, and take one point of damage off their Hit Points (not S.D.C.) per each minute affected.
Paralysis: Immobilizes the motor part of the brain, causing legs and arms to stop functioning. Victims are completely incapacitated for the duration. Note: A paralyzed character can still use psionics but only if he has line of sight on his intended target. Spell casters need to speak, so they cannot cast spells while paralyzed.
PINS & NEEDLES: Effect: This unique attack causes its victim to experience the stinging "pins and needles" sensation as if the blood flow in that particular limb of the casters choice has been temporarily cut off and then restored. If used on a leg the victim will run at 1/2 speed, -4 to dodge, and have a -5% skill penalty from the distraction. Any skill requiring the use of a leg will be at -25%. If used on an arm, that particular arm will be -4 to strike and parry, and any skills requiring manual dexterity will be at -25%, other skills will only have a -5% penalty. If used on the head, the victim's face will become flush and is very distracting giving them a -1 on initiative, strike, parry, and dodge bonuses as well as a -5% skill penalty unless trying to speak in which the character has a -40% language penalty! They will also have a temporary -2 to their M.A. and P.B. as no one can take their appearance and voice seriously. Using this attack on the torso will give the victim a -2 initiative, -1 strike, parry, and dodge, and a -5% skill penalty. Also when used upon the torso, sex will be no pleasure less no matter how hard the victim tries, even if affected by the orgasm spell. On the plus side, however, any limb affected by this spell is impervious to all other pain, which can be a boon to wounded people with no anesthetics handy.
Release: The attacker manipulates the victim's pressure points in such a way that the victim either vomits or defecates or urinates. This attack requires a natural Strike roll of 14 or better. The attacker chooses the effect. If the attack is successful, the victim loses initiative, and 1D6 melee actions, must have art of offense and art of defense to gain
Stun: This attack disorients and confuses its victims. Victims forfeit one attack per melee, speed is cut by half, and the character is -4 to strike, parry, dodge, disarm, and all combat moves.
Tissue Manipulation: Affects the tissue's connecting nerve fibers which can cause a variety of effects. By irritating the nerve fibers, a victim will suddenly feel itchy, as if breaking out in a severe rash. Through endothermic manipulation the victim can also be made to suddenly feel cold or hot while everyone around him feels fine. ALL three conditions are more annoying or frightening than physically impairing. In each case the victims are -1 to strike, parry and dodge.
Cost: 20 PPE.
Duration: 10 minutes per level.
Requirements: Chi Control, Biology minimum 25%, Summon Inner Strength.
Through control of his own Chi the character can regenerate even devastating damage very quickly. Can instantly heal 1d6x10 HP/MDC for 50 PPE. Healing rate: 2d6 HP/MDC per minute.
Roaring Tiger Bullet (Shishi Houko Dan)
Cost: 10 PPE.
Permanent statistic change: +1 MA. Requirements: minimum 15 ME. Damage 1d6 MDC/HP per level.
A simple blast of pure chi, generated using emotions to focus and help project the energy. The chi blast can also transmit the emotions that help focus the blast having the effect of Empathic Transmission. The drawback is that the character suffers the same penalties (appropriate for the emotion) as his target. Characters who often summon specific emotions find these emotions easier to reach the more often its used. Each time this Chi Blast is used more than 10 times in one day, roll a save versus insanity. A failure gives the character the appropriate insanity (Confidence with give Overconfident, Depression will lead to chronic depression etc).
Variant: It is rumored that if a master (roll 1/10 martial art analysis skill) were to combine this Chi attack with the Chestnut Fist a burst (3 per level) of smaller attacks (1d4 per level) would be sent at the enemy. This has been called the Lightning Storm by some. GM's option if practice will improve the reliability of this variant.
Roaring Lion Bullet, Perfect (Shin Shishi Houko Dan)
Cost: All PPE but must have at least 50.
Damage: 2d6x10per level.
Range: Visual (If the character knows where it is, he can hit it).
Area Affect: 5ft/level.
Permanent statistic change: +1 MA. Requirement: The appropriate insanity gained by the overuse of the " Roaring Lion Bullet".
One must almost be insane to be able to use this version of the previous Chi Blast. The character is so overwhelmed with the particular emotion he is able to channel an incredible amount of Chi. It wells up inside him until he shoots it straight up into the sky in a huge blast. It almost immediately comes roaring down like the hand of god to smite it's target. +10 strike (very fast, very unpredictable). It's very unhealthy. Side Effects: User takes 1/10 damage and character falls unconscious immediately after attack. Fortunately, after channeling all that emotion his particular insanity is gone.
Note: Roaring Lion Bullet is actually the name of the variant that uses depression, Fierce Tiger Domineering (Mouko Takabisha) is the name of the variant using confidence as fuel and focus).
Song of Sorrow'
Source: Miss Til's wispy-fireballs-out-the-flute trick and Macross, supplied by CrystalDrogn
Cost: 10 PPE
Requirements: Minimum 15 ME, musical skill
Permanent Statistic Change: +1 MA
Range: 9 feet plus 3 per level
Duration: 1 minute
If anything, this technique is even more dangerous than the Shishi Houko Dan, as it imparts the same emotion used to generate the effect in the target, with nearly the same intensity. Additionally, anyone in hearing range will tend to be affected to a lesser extent, though usually not enough to cause any game mechanic effect. The attack generates wispy clouds of ki that gather around the target and drain 2d6 PPE and one ME or PE point (starting with the strongest, then alternating) per level, with the target needing to roll vs. magic or fall unconscious when all ME or PE are drained, though they will be fully recovered with a full night's sleep. Until then, the victim will suffer -5% to all skills and -1 to all rolls per five ME/PE points drained.
Variants: Versions based on other emotions, like confidence or anger. This technique is almost always performed with an instrument of some kind, though a variant could be developed for voice, or a Song of Joy/Peace/Happiness etc. that restores and refreshes.
Soul of Ice
Source: Ranma freezing the furo in Reikoku, and the "Ranma's hot cold" manga story, supplied by CrystalDrogn
Cost: 20 PPE/all PPE+
Requirements: Frost Touch for the past level
Permanent Statistic Change: +1 MA, +2 PE, +15 PPE
Duration: 1 minute per level
The Soul of Ice technique is similar to the Frost Touch, but extends the freezing battle aura over the entire body. It is not quite as strong unless the user concentrates on a specific area; anything in contact with the aura takes 1d4 SDC/MDC per round and energy attacks lose half their effect, though the martial artist does become completely immune to temerature-based attacks. By concentrating, as for an attack or parry, the user can absorb energy attacks entirely or do an additional 1d6+2 SDC/MDC per level damage. The Soul of Ice, like the Frost Touch, must only be used with the martial artist's specialized weapon or barehanded. +1 to parry and dodge, +3 to strike. Parried weapons will take 1d6 points of damage, assume that normal weapons have as much SDC/MDC as the maximum damage they can do x 3. This technique is the opposite of the Burning Fist and Heart techniques, which cannot be performed at the same time, however knowing the Soul of Ice gives a +10% bonus to learn those techniques.
Variants: Shin Soul of Ice - This variant of the technique is automatically known, but only the most unfortunate ever use it, and many who do die of it. Unlike the Soul of Ice, which is based on remaining calm and collected even in the heart of battle, it can only be accessed in the depths of the most terrible despair and loss, when it seems all the world has become empty and cold, fit only for vengeance and then death. The sheath of ice that forms around the Martial Artist is an MDC structure and actually solidifying the outer layers of the body grants 50 MDC of its own, plus a further +3 to parry and dodge, making the user totally invulnerable to non-magical ranged attack by dissipating, absorbing, or simply deepfreezing it into harmlessly brittle trash, +5 PS. Anything touking the character will suffer 2d6 SDC/MDC damage per round. Actual attacks must be made barehanded, and do normal damage plus 3d6 +d6 SDC/MDC per level. Parried weapons will take 4d6 points of damage, assume that normal weapons have as much SDC/MDC as the maximum damage they can do x 3. The Shin Soul of Ice burns up all the artist's current PPE, divide that number of points by 35 to determine how many minutes they have (round up) before PE drain begins. When that time is passed, each additional minute of combat drains 1 PE point from the martial artist untill they reach 5 PE, then drain 3 SDC/MDC per minute until the martial artist saves against insanity or dies, leaving a chunk of ice several meters in diameter as they freeze harder and harder. The technique cannot be turned off otherwise unless the character is knocked out. Even after making the save to break out of the Shin Soul of Ice, the character will likely have gained an insanity from the trauma of their loss.
Splitting Cat Hairs
Cost: 50 PPE.
Requirements: Chi Control, minimum 15 ME.
Permanent statistic change: +2 ME, detect illusion 5% per level.
This ancient technique makes up to 1 image per level of the character. The images split and rotate around the target. They are indistinguishable from the real form in all but the sense of touch. The character may attack at will and the subject will still be unable to tell truth from fiction. Each time an image is attacked roll 100%/image to see if the real character is aimed for. Even if the character is hit once the enemy must still roll the same percentage to choose the correct image next time. The only weakness in this technique is that it requires intense concentration. No other special attacks are usable and if something truly unexpected happens the character must roll versus ME, or the images will fade due to his distraction. The images also all rotate about a single point and are therefore not as effective on multiple attackers. Area affect attacks also work well since for the character to actually hit hand-to-hand all images must be within 10ft. If attacking is not an issue or the character has a long distance weapon the maximum radius is 5 ft per level.
Variant: See Four Winds.
Requirement: Chi Mastery, 30 PP or Chestnut Fist.
Permanent statistic change: Auto-dodge, +2 PP, +2 dodge.
The training for this technique is painful. A hive of bees or hornets is smashed to the ground at the trainee's feet. The trainee must stun the insects while avoiding being stung. Each week the martial artist rolls 1/10 martial arts analysis success means the technique has been mastered.
Source: Balga and Duke's charge-sword-with-lightning trick, supplied by CrystalDrogn
Cost: 10 PPE
Requirements: Ability to channel ki, a metallic weapon or gauntlet
Permanent Statistic Change: 1/2 damage from electricity based effects
This technique borders on weather control, calling down a lightning bolt to charge a metal weapon with energy, then releasing it in an attack that does triple the normal damage for that weapon (normal damage plus damagex2 from energy). Oddly enough, it works just as well indoors or out, whether a lightning bolt could logically penetrate to the location or not. The Thunderer is learned by going to train during storms and concentrating on calling a lightning bolt with one's ki, roll 1/10 Martial Arts Analysis to reliably call lightning. Once the trainee successfully calls the lightning roll vs lethal poison to check if the trainee survived. If the trainee lives roll 1/4 the Martial Arts Analysis value to see if he manages to learn to safely channel electricity for future attacks. If the trainee fails there are no further debilitating effect, simply call the lightning and try again. Remember to roll versus lethal poison for each attempt. The training results in building up a tolerance to electric shock and the ability to hold the charge briefly, as well as being able to call the lightning with more and more ease
Source: Rungo's Hyper Strike, supplied by CrystalDrogn
Cost: 10 PPE
Requirements: Ability to channel ki, +2 bonus to learn if the Bakusei Tenketsu is known
Permanent Statistic Change: +5 PS, +2 PE
Range: 15ft per level
Area of Effect: Ground-traveling attack, a triangle 1/3 as wide at the far end as it is long, or a 5 foot sphere centered on the target.
This technique involves sending a charge of ki into the ground, wall, or other solid surface where it travels along the natural lines of stress before bursting out under the target and blasting them for 1d6 SDC/MDC per level. It does not actually damage the medium of transit, however. The Tsunami Shockwave training begins with a layer of flour or dust on the floor, plus one small stone, with the object being to strike beside the stone and make it fly to a target without disturbing the dust. Roll 1/2 Martial Arts Analysis. Failure results in the energy being reflected back at trainee. Trainee takes 1/4 maximum damage. Later training builds the strength of the effect with larger stones and finally eliminating the stone and hitting the target with ki conducted through or just over the ground. Repeat initial training with a fifty pound rock. Roll 1/4 Martial Arts Analysis. Failure results in the energy being reflected back at trainee. Trainee takes 1/2 maximum damage. Repeat with hundred pound rocks. Roll 1/10 Martial Arts Analysis. Failure results in the energy being reflected back at trainee. Trainee takes maximum damage. Later development works on using other surfaces than what the artist is standing on as a conductor and a master might learn to send it through material to things on the other side of a wall or cockpit. (Roll 1/4 martial Arts Analysis each attempt. GM's option whether this variation is ever reliably mastered. Failure results in reflection and maximum damage to user.)
Source: Yamasen-ken, or Abel's disappear-and-throw-punches trick, supplied by CrystalDrogn
Cost: 50 PPE
Requirements: Battle Aura, Chestnut Fist
Permanent Statistic Change: +2 or 10% to detect the invisible or shadow melders, Night Vision as per psionic power.
Duration: One round (15 seconds)
Through a combination of moving extremely quickly and mystically blocking the senses, the martial artist becomes absolutely undetectable to one opponent for a round, able to strike and dodge with utter impunity, enjoying surprise attacks and the opponent saddled with a -8 penalty to hit (not just fighting blind, but blind and deaf and scentless and ESP-less and everything else). It's not so much use against a group, as the rest of the world suffers only a -2 penalty to hit the martial artist
Variants: combine with Flight to get Herb's Dragon Spirit Flight attack
Cost: 10 PPE or 100 PPE.
Requirements: Chi Control, minimum 7 attacks.
Damage: 1d4x5 per level or 1d6x10 per level.
Permanent statistic change: A side effect of the training is that the character can survive 10 minutes per level of vacuum or airlessness.
By the use of Chi the character swipes his in an X shape in the air in front of him. The air is disrupted leaving two travelling "blades" of vacuum and negative Chi. This is actually a physical cutting attack that is very difficult to parry, requiring a magical weapon, a countering Chi technique, or dodging to avoid the attack. The more expensive attack will continue beyond the initial target if it overcomes the targets SDC/MDC. It will do it's full damage to each object it cuts through until it is fully stopped by a barrier.
Source: Schultz's dash, supplied by CrystalDrogn
Cost: 3 PPE/5 PPE
Permanent Statistic Change: 2x Speed, +1 attack, +2 strike
Range: 30 feet +3 per level in a straight line
This technique allows the user to move blindingly fast, and while it can be combined with an attack (consider it a leap kick/power punch/double-damage strike, 5 PPE version) it is mainly good for getting quickly in and out of striking range or dodging attacks. The Viper Striking is taught by having to leap to and from platforms that collapse as soon as weight falls on them for ever greater distances - when executed it almost acts like a teleport, except for leaving a streak and being intercept able. Combined with an attack the character moves a little slower, but almost flies horizontal to the ground. Roll 1/10 martial arts analysis each week for mastery.
Variations: If the character's PP is over 30 and Speed (Flying or Ground) is over 200 the character can move in bursts of speed that make him almost imperceptible. Opponents must roll versus saving throw of 14, minus 1 for every PP point over 20 to perceive and react to the attack. Failure means that they are -8 to strike/parry/dodge. Simultaneous attacks are impossible unless the opponent makes his saving throw. It is possible for highly intelligent opponents to think fast enough to perceive/sense the character but not move quickly enough to react. Roll versus saving throw of 14, minus 1 for every IQ point over 20 to perceive and react to the attack. Success means they are merely -4 to strike/parry/dodge. The character attempting this maneuver must roll 1/4 of (martial arts analysis +3% per level + 5% per PP over 30) each time. This variation is used frequently on Dragonball Z. Range 15 ft per level.
Reaper Source: Many game chars' 2h weapon spinning strike, supplied by CrystalDrogn
Cost: 50 PPE
Requirements: paired or two-handed weapon(s), ability to channel ki
Permanent Statistic Change: +1 PP, +2 Speed.
This attack is only effective with paired weapons or a single, large two-handed weapon such as a bo, naginata, or greatsword, and involves charging forward while spinning the weapon so rapidly that it makes 1d6 per level strikes with a single attack roll. This attack uses the character full actions for that round and it must be the first action the character makes. Training is similar to the stinging Fist, except faster flying creatures are used. Examples are dragonflies and Misquotes. Each week the martial artist rolls 1/20 martial arts analysis, success means the technique has been mastered. If combined with a chi attack as described below each failure means the trainee lost control of the ki and he sustained maximum damage for that attack.
Variants: Flying with an extra 5 PPE (Dragonfly Whirlwind); throwing 1d6/Level 1d6SDC/MD/Level fireballs for an extra 10 PPE if you know a ki ball attack (Firefly Whirlwind); making a wind blast for an extra 10 PPE as per Wind Rush (Tornado Strike); shield, automatic parry but no attack regardless of number of attackers (Hurricane Wall).
Joke: "Your ass is grass and I'm the Toro!" (toro = bull in Spanish)
This technique allows the martial artist to dematerialize and quickly move to another spot close by. The technique leaves a silhouette of the martial artist for in their original location for a fraction of a second, causing the "blur" effect. This technique can be used in two ways. The first way is to use it to seemingly teleport to a new location within a range of 10' (3.1 m) per level of experience. If this technique is taken twice, increase the range of the "blur" effect to 20' (6.2 m) per level of experience. Using Zanzoken in this manner requires the use of a melee attack. The second way to use this technique is in response to an incoming attack, just like how the martial can dodge in response to an incoming attack. If used in this way, the martial artist moves very quickly away from the incoming attack, providing the martial artist a large bonus to dodge, and moving the martial artist 10' (3.1) per level of experience from his original location with a blur-like effect. This range is also doubled if this technique is taken twice. This second use of Zanzoken does not require a melee attack to activate, but dodging an attack still wastes the marital artist's next melee attack as normal, unless the character has the auto-dodge skill. This technique does not enable the martial artist to teleport through an object, but instead creates an incredible burst of speed that allows the martial artist to move from one location to another very quickly.
((Special Note: The skill can be taken multiple times increasing the distance and bonuses per each increase up to a maximum of 10 times))
Bonuses: If used in response to an attack, the martial artist gains the combat ability of auto-dodge and +8 to dodge. However, no bonuses to dodge are used when using the auto-dodge combat ability. If taken twice, the martial artist gains an additional +4 when dodging normally and +2 when using the auto-dodge combat ability.
Chi/P.P.E. Cost: Permanently reduces the martial artist’s Chi/P.P.E. by 20 points, this cost is paid only when this technique is selected, but the martial artist must have at least 2% of his base Chi/P.P.E, rounding all fractions up, in his reserve in order to use this ability. For example, if the martial artist had a base of 140 Chi/P.P.E. then he must maintain 3 points of Chi/P.P.E in reserve in order to use this technique.