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Name: Arashi Higashi (Called STORM)

Race: Neo-Human O.C.C.: Wai Chia Wu Shih/Psi-fighter/Auramancer/Wu Shih/Tao Shih Level: (15)15/15/15/15/15
Alignment: Taoist Age: 40 Ht: 6’6” Wt: 200lbs. Gender: Male
P.S.: 65 P.P.: 45 P.E.: 70 Speed: 220 P.B.: 17 I.Q.: 30 M.E.: 50 M.A.: 25
H.P.: 728 S.D.C.: 328 M.D.C.: I.S.P.: 303104 P.P.E.: 864768 Chi: 303104 Save vs. Poison: +19(N/A)
Charm/Impress 45% Skill Bonuses: 17+% Save vs. Coma/Death: 9-% Trust/Intimidate: 98%
Save vs. Psychic attack/Insanity: +19(N/A) Save vs. Pain: +19 Save vs. Poison/Magic: +24(N/A) Save vs. HF: +27
Save Vs. Possession: +24(N/A) Save vs. Mind Control: +11(N/A) Save vs. Illusion: +19 Spell Strength if Applicable: +40
Speed: of X 20 = yards per minute (4400) x .681818181818 = mph (150) yards per 15 seconds (1100) yards per second (74)
Horror Factor: 9 when their identity and powers are revealed.
Combat Stats:

Tai Chi Ch’uan:


Attacks per Melee: 6
+12 on initiative
+14 to roll with punch/fall/Impact,
+12 to pull punch.
+21 to dodge
+19 to Maintain Balance
+15 to parry
+1 to damage
+ 11 to Strike
+17 to Damage on all hand and foot strikes regardless of form, and +2d6+2 to power punch and power kick, and also lower the treat the
characters hand and foot attacks as if it were a P.V. of 2.
+3 to Damage with head strikes,
+2 to Forearm Strike Damage
+2 to Escape Neck Holds

Muay Thai Kick Boxing


Attacks per Melee: 11
+12 on initiative
+13 to Parry
+11 to Dodge
+17 to Maintain Balance,
+12 to Strike.
+ 12 to Roll with Punch/Fall/Impact,
+3 to Damage
+17 to Damage on all hand and foot strikes regardless of form, and +2d6+2 to power punch and power kick, and also lower the treat the
characters hand and foot attacks as if it were a P.V. of 2.
+3 to Damage with head strikes,
+2 to Forearm Strike Damage
+2 to Escape Neck Holds

TIEN-HSUEH TOUCH MASTERY


Attacks per Melee: 3
+11 to Roll with Punch/Fall/Impact,
+11 to Maintain Balance
+ 10 to Strike.
+13 to Parry
+13 to Dodge,
+1 to Damage,
+17 to Damage on all hand and foot strikes regardless of form, and +2d6+2 to power punch and power kick, and also lower the treat the
characters hand and foot attacks as if it were a P.V. of 2.
+3 to Damage with head strikes,
+2 to Forearm Strike Damage
+2 to Escape Neck Holds

Tai Chi Ch’uan & Muay Thai Kick Boxing Combined:


Attacks per Melee: 17
+18 to roll with punch/fall/Impact,
+12 to pull punch.
+20 to dodge
+25 to Maintain Balance
+20 to parry
+4 to damage
+15 to Strike
+17 to Damage on all hand and foot strikes regardless of form, and +2d6+2 to power punch and power kick, and also lower the treat the
characters hand and foot attacks as if it were a P.V. of 2.
+3 to Damage with head strikes,
+2 to Forearm Strike Damage
+2 to Escape Neck Holds

Tai Chi Ch’uan & Tien-Hsueh Touch Mastery Combined:


Attacks per Melee: 9
+17 to roll with punch/fall/Impact,
+12 to pull punch.
+22 to dodge
+19 to Maintain Balance
+20 to parry
+2 to damage
+13 to Strike
+17 to Damage on all hand and foot strikes regardless of form, and +2d6+2 to power punch and power kick, and also lower the treat the
characters hand and foot attacks as if it were a P.V. of 2.
+3 to Damage with head strikes,
+2 to Forearm Strike Damage
+2 to Escape Neck Holds

Automatically Knockout from Behind or on a roll if Natural 17 or better. (Triple Damage),


Critical Strike from Behind or on a roll if Natural 17 or better. (Triple Damage),
Death Blow on a roll of Natural 17 or better.

Special O.C.C. Abilities:

1. See Aura:
Auramancers are so attuned to auras and aura magic that they can see normal auras without having to spend I.S.P./PPE points to activate any
spells or psionic powers. The Auramancer has the benefits of the first level invocation spell See Aura constantly in effect at no I.S.P. /P.P.E. cost.

2. Alter Aura:
In addition to their ability to see the auras of other creatures with little effort, Auramancers have mastered the ability to manipulate their own
auras. Auramancers can use any of the abilities of the Physical Psionic Power Alter Aura at will with no I.S.P. /P.P.E. cost. These changes to the
Auramancer's aura are permanent unless the Auramancer cancels them.

3. Preacher of the Way of Chi: While the Yama Kings are a horrible scourge upon the world, they will only be driven away when enough
people come to hate evil itself, not just the manifestation of evil in demons and other monsters. The main goals are to:
-Dispel the Mist that obscures Rifts China from the Celestial Court of the Jade Emperor.
-Demonstrate to others that the way of the empty hand can prevail, even against the demons of the Ten Hells.
-Stand on the side of the innocent, the helpless, the children and the elderly, no matter who their oppressors might be — for
there are surely humans as evil as any demon, and ambitious mortal leaders as power hungry as any Yama King.

4. Combined Hand to Hand Martial Art, Martial Art Power, and Sense and Manipulate Chi:
From the view of the Wai Chia Wu Shih, the separation of physical martial arts, mystical martial arts, and manipulating Chi is blindness. Clearly,
they are all just aspects of the same thing, and attempting to study them individually just reduces their collective power.
Therefore, the Wai Chia Wu Shih has combined the three into the following singular study, Immortal and Eternal, Mind and Body. This gives the
character the Mystic Martial Art Power, Xian Tai Chi Ch’uan (Chi Manipulation), it can be fully integrated into any and all other martial arts
forms that a Wai Chia Wu Shih learns combining all bonuses and powers and skills; also because of the Wai Chia Wu Shih’s dedication to and
refusal to use anything but bare hands they can also fully learn 2 more Martial Arts forms of choice.

1. Sense Magic: All Wu have attuned themselves to magical sensitivity. That means that most magic, magical items or magical forces will be
detectible. It's also possible, if the character
spends at least one full melee round of concentration, to determine if a person or an object has been magically enchanted.
Note that the most a Wu will notice is the presence of the magic and a general sense of how powerful the magic is (minuscule, low, moderate,
powerful or super-powerful). Range: 120 Feet.
2. Read/Acquire Magic: Wu are intensely interested in any book,' manuscript or inscription related to magic. By learning to read all available
magical scripts, including those of Celestial
Calligraphy, the character can attempt (roll under skill on percentile) to determine the function of any written spell or magical procedure.
Once a spell has been successfully deciphered, the Wu character can then attempt to cast it. Casting requires an additional roll against the Wu's
skill proficiency. However, if the spell casting succeeds, then the character can add that spell to his/her list of known spells. Note: Since Wu do
NOT automatically receive any spells as they advance in experience, one way to gain new spells is to find them in written form and decipher
them (another is to be taught them). Base Skill: 25% +3% per level of experience.

Tao Shih Magic & Magical Writing:


Note: The Tao Shih cannot cast spells directly. The written spell can be activated by burning the paper it is written on. Potency of the spell is
equal to the experience level of the Immortalist
Calligrapher at the time it was written.

1. Sense Magic & Sense Magic Writing: By touching any object, or any living creature, the Tao Shih can get a sense of whether or not magic is
contained, active, or bound up inside of it. The Tao Shih also has the unique ability to sense the subtle aura around a piece of writing that warns
of potential magic, understanding that some piece of magical information is included, even if the writing itself is not magical. Range: Touch

2. Read & Acquire Magic: The Tao Shih is constantly seeking out ancient books, manuscripts or inscriptions that might contain magical spells or
information about magic.
Once a Tao Shih has successfully deciphered a written spell, the character can always transcribe it into another form. Whether or not it can be
used as Celestial Calligraphy depends on the specific spell (see Chi Magic spells), but there will be no need for any additional dice rolls. Note:
Since Tao Shih do NOT automatically receive any spells as they gain new levels of experience, the ONLY way to gain new spells is by finding
them in written form.
Base Skill: 82% +4% per level of experience.

3. Books of the Tao Shih: Unlike other types of mages, the Tao Shih is a writer of magic and devotes a great deal of time creating special Wu Fa
("Magical Arts") books. Since a Wu Fa volume can only hold about forty spells, Tao Shih will find themselves putting together a larger and
larger collection as they advance their knowledge. For travelling purposes, the Tao Shih usually carries a Wu Tsa Tsu, a magical journal, which
includes notes for a dozen or so spells and room to make notes and to transcribe up to two dozen new spells.
If, for whatever reason, the Tao Shih does NOT have access to a book, notes, or other references, then the only way that a spell can be transcribed
or formed into Celestial Calligraphy is if the character can reconstruct the spell. That requires a feat of memory that is not certain and the player
character has to roll under this skill. Base Chance of Reconstructing a Spell: 24% +2% per level of experience (-10% if totally unfamiliar with
the spell).

4. Tao Shih's Inscribing Celestial Calligraphy:


Celestial Calligraphy is sometimes known as Thunder Writing and is the art of writing magical Chinese characters. It is a method of storing a
spell of Chi Magic into a series of mystical characters on paper. Burning the paper with the magically inscribed characters will activate the spell.

5. Choice of Ink: There are five ink pigment colors, each of which is considered to generate a different "active element."
1. Black Ink is strong in the element of water. Used for manipulating Negative Chi.
2. Blue Ink is strong in the element of wood. Used to focus perception, sense or vision.
3. Gold Ink is strong in the element of earth. Used for manipulating magical power/energy (P.P.E.).
4. Red Cinnabar Ink is strong in the element of fire. Used for manipulating or Evoking Positive Chi.
5. White Ink is strong in the element of metal. Used for healing or for altering organisms.

6. Choice of Paper: Each spell calls for a different kind of paper, which corresponds to one of the five elements and/or Positive or Negative Chi.
1. Matte Black (non-reflective): The element of water in a Positive Chi aspect. When used as a paper charm, it is usually hidden away as a source
of secret protection.
2. Glossy Black (reflective): The element of water in a Negative Chi aspect. If any spell or magic is to involve one of the Yama Kings of Hell, or
any of their Infernal servants, this is the appropriate paper.
3. Blue Paper: The element of wood in a Positive Chi aspect. Used for summoning or communicating with Immortals, Heavenly Deities and other
spirits of Positive Chi.
4. Green Paper: The element of wood in a Negative Chi aspect. The paper most associated with geomantic magic and the manipulation of the
flow of Chi.
5. Red Paper: The element of fire in a Positive Chi aspect. Commonly used all over the world as a symbol of good luck and the most common
color for paper charms. Generates an explosive or outwardly moving component to a spell.
6. Pink Paper: The element of fire in a Negative Chi aspect. Considered to be the opposite of explosive, so that imploding or absorbing forces are
generated.
7. Gold Paper: The element of earth in a Positive Chi aspect. Another popular color for paper charms, it is associated with wealth. In magical
spells, it adds a component of forging, molding, or changing physical objects.
8. Yellow Paper: The element of earth in a Negative Chi aspect. Used in spells of protection or warding, especially against entities of Negative
Chi.
9. Silver Paper: The element of metal in a Positive Chi aspect. As a paper charm, it represents good health. Often used with curative or healing
spells.
10. White Paper: The element of metal in a Negative Chi aspect. Associated strongly with ghosts, souls, entities and departed spirits.

7. Other Forms of Writing


Characters can also be carved into hard surfaces. For example, Celestial Calligraphy can be inscribed into a piece of jade or stone. It can also be
painted on solid surfaces (this is generally done with Red Cinnabar Paint), or simply sketched in dirt or sand (usually using a Peach wood wand).

8. Choice of Script: The following eight different styles of script are only a small portion of the hundreds of secret or coded magical scripts that
can be found in ancient manuscripts.
1. Yang Script. A square style of calligraphy with sharp angles and blocky characters. Usually used in conjunction with Positive Chi. Usually
used in paper charms.
2. Yin Script. Rounded characters, which are said to be able to bind in Negative Chi. Typically used in communications with Internals and the
Yama Kings of Hell.
3. Cloud Script. This is the script that most Tao Shih will use in rendering spells into Celestial Calligraphy. It appears to flow smoothly, like
western handwriting (cursive).
4. Constellation Code. A secret set of cryptograph, known only to Tao Shih. While they can be used for spells, they are also used for messages
between Taoists and Taoist Temples. Entirely
made up of dots connected by straight lines, each referring to some constellation in the heavenly night sky.
5. Vortex Script. Confined in the loops and swirls of these characters are stored a bit of P.P.E. Used for containing magical energies.
6. Pen Tshao. This is the mystical script of the Chinese Alchemist.
There are thousands of characters, each with special meanings, that can be used to describe the components, procedures and effects of different
elixirs and other compounds.
7. Eminent Spirits of Purity Script. Stop rain, raise wind, raise thunder, raise hail, stop fog.
8. Brilliant Jade Character Script. At most, the character will be able to recognize these magical runes for what they are.
It is so very secret that only one or two characters have ever been translated by outsiders. Spells found with this script are usually of extraordinary
power, but impossible to decipher.

9. Releasing Joss-Using Celestial Calligraphy


Most spells contained in Celestial Calligraphy are released by burning. Since the Chi Magic is released into whoever is holding the burning paper,
it will be as if that character cast the spell.
Some spells are intended to be used as ashes. In this case, the Joss is first burned in a metal bowl, and then mixed with water or other fluid, and
then consumed.

10. Paper Charms of Celestial Calligraphy


Although the magic is very weak (the amount of P.P.E. is so small it won't even be noticed by a Wu Mage), these bits of paper confer small
amounts of influence over a long period of time. Each takes about an hour to create and should be designed for use in a particular place.
1. Good Luck. In a household or building, the charm serves to change the balance of luck ever so slightly. Perhaps the result might be a +1 to
save (vs. just about anything) just once a day.
Over time, this charm renders accidents less likely to happen, and when they do happen, they are less serious than they could have been.
2. Encourage Positive Chi. Over time the area will build up a slight increase in the flow of Positive Chi, but never increasing it more than a single
point.
3. Good Health. The Positive Chi of the area will tend to scatter into any living bodies, therefore increasing healing and health by a tiny margin
(perhaps an extra point of healing per day or +1 to save vs. disease or poison).
4. Appease Ghosts. Immediately after the paper charm is put up, a quantity of Hell Money is burned. Rather than going to the afterlife, the
transformed Hell Money sticks to the charm. Afterwards, the charm serves to attract ghosts who will take a few bills of the ghostly Hell Money
and (hopefully) go away satisfied. Ghostly entities and minor spirits stay away.
5. Repel Demons. Generally done in Yin Script, the charm is usually a written notice warning demons of dire consequences if they remain in the
area. Most demons loudly scoff at such foolishness, but these superstitious creatures (especially lesser demons) will think twice about hanging
around and causing trouble.

11. Tao Shih Knowledge of Mudra:


With a solid understanding of meditation, the character has also mastered some Mudra
(5 total) and continues to learn more.
Mudra of Self-Possession: Take the Mudra of Tranquility and Collection and the First Mudra of Unmoving.
Mudra of Protection: Take the Mudra of Silent Contemplation and the Mudra for Protection from Magic.
Mudra of Evocation: Take the Mudra for the Collection of Alms.
Mudra for the Manipulation of Objects: None to start.

They make it, by writing the spell on paper, much like a traditional spell scroll from most fantasy games. P.P.E. is spent when the spell is
inscribed for use later on (the stored P.P.E. then fuels the spell). As to time to create, simple spells can be done in 2-3 actions if prepared, while
complex magic may take hours to inscribe before being released. You can prepare as many as you want, but sorting them out etc. if there are too
many mat be a problem.

12. The Auramancer can draw PPE out of creatures and ley lines normally, just like most other magic using classes.
13. Impervious to mental illusions while holding the Chi Ball

O.C.C. /R.C.C. Abilities:

1. Supernatural Transformation: The neo-human can transform himself into a supernatural being. While transformed, the neo-human’s
strength becomes supernatural, and his S.D.C. and hit points become M.D.C. points! The transformation temporarily halves the neo-human`s
I.S.P. base, Any I.S.P. points over half are "spent" and cannot be regained until the transformation is over, Furthermore, every hour after the
transformation, 2 I.S.P. are subtracted from the character's I.S.P. base, and cannot be regained until the transformation is over. When the I.S.P.
base is utterly depleted, the transformation ends.
Example: Mentallia, a 6th level Neo·Human, has 312 I.S.P. She spends 37 I.S.P. on diverse powers during the course of a fight with an Arkhon
cyborg (275 points remain), before she decides to undergo the transformation. This reduces her I.S.P. base from 312 to 156 (of the 275 points she
had, 119 are "l0st"). She spends an additional 60 points in the tight (leaving her with 96 I.S.P.) and after defeating the Arkhon cyborg, she
remains supercharged for two more hours. During that time, her I.S.P. capacity is lowered by an additional 4 I.S.P., to 152; this does not affect
her current I.S.P. (remains at 96), but even if she meditates, she can‘t regain more than 152 I.S.P. until the transformation power runs its full
duration. [Special Note: (Arashi Higashi’s Genetic code has been further altered in such a way that he is Permanently in this state now minus
the halved I.S.P. Base and can now fully regain I.S.P. as if not in transformed state, also all other powers of a Neo-Human are amplified x10
normal for his race, with all powers costing 1/10 normal cost.)]

2. Hyper-Telekinesis
The neo-human can move massive amounts of weight, the equivalent of M.E. *1000 pounds (45 kg), +100 pounds (45 kg) per level! Arashi
Higashi can lift (59,000lbs, [25 tons]). So, a 3rd level psychic with M.E. 20 could lift 2,000 pounds (one ton!). M.D.C. objects thrown with this
power will inflict lD4 M.D. per 200 lbs. (90 kg) of weight or fraction thereof. In the example above, the psychic could do 1D4xl0 M.D. if he
could find an M.D.C. object weighing a ton.
I.S.P. Cost: 5
Range: 1000 feet (30.5 m) plus 500 feet (15.2 m) per level of experience. (46,000 feet, [8 miles])
Bonuses and effects are otherwise identical to normal telekinetic powers.

3. Telekinetic Flight:
The same power that allows the psychic to lift and throw huge weights also allows him to fly at great speeds.
The psychic can fly at a maximum speed of 100 mph (160 kph).
I.S.P. Cost: 2
Duration: 20 minutes per level of experience. (1800 minutes[30hrs])

4. Mind-Wave: The neo-human can attempt to disorient an opponent`s mind by sending it on a "trip." Victims of this attack get to save vs.
psionics at -2 to save (so even a master psionic must roll a 12 or higher to save). A successful save means the character is suddenly overwhelmed
by a splitting headache and is -2 on initiative and -10% on skill performance for 2D4x10 minutes. A failed roll sends the character‘s mind on an
uncontrollable mind trip, as if riding a gentle wave on the ocean or among the clouds in the sky. The victim feels warm, at peace and awestruck.
He or she loses all sense of time, his mission, goal, danger, and everything around him. While in this euphoric state, the character slumps to his
knees and does absolutely nothing for 2D4x10 melee rounds +10 per level of the neo-human (900minutes[15hrs]). Nothing can rouse the
character from the mind wave except being struck with serious physical damage! The shock and pain brings the character around but all his
attacks per melee, bonuses, speed and skill performance are half for2D4 minute! If allowed to snap out of the trance at the end of its natural
duration, the character suffers no ill effects whatsoever. Only 10 persons can be affected by a mind wave per psionic attack and each attack
counts as the equivalent of two melee attacks.
I.S.P. Cost: 3
Range: 3000 feet

5. Touch of Health or Death: This psionic ability requires that the psychic touches the subject (body armor will not stop the touch, but power
armor or the armor of a vehicle will).
If healing is chosen, the subject regains 1D6x100 S.D.C. or M.D.C. points. And any non-magical diseases, infection and fractures (but not
missing limbs) are cured. If the subject was in a coma, he gets a +90% bonus to survive! The Touch of Death literally saps the life force of the
victim; if a save vs. psionics is not made, the victim takes lD4x100S.D.C. Or M.D.C. damage, and must make a save vs. lethal poison or fall
unconscious for 1D4x10 melee rounds! If the save vs. psionics is made, the character takes 1D6x10 S.D.C. (or 2D6x10 M.D.) but suffers no other
ill-effects.
I.S.P. Cost: 2

O.C.C. Skills:

Language/Literacy: Stage 4/Advanced & Ancient Classical Chinese characters/ideograms & Dialects (98%)
Language/Literacy: Stage 4/Japanese (98%)
Language/Literacy: English (at 98%)
Language/Literacy: Thai (at 98%)
Language/Literacy: Spanish (at 98%)
Language/Literacy: Euro (at 98%)
Language/Literacy: Dragonese/Elvish (98%)
Language/Literacy: Demogogian (98%)
Language/Literacy: Trade 4 (98%)
Language/Literacy: Gobbley (98%)
Language/Literacy: Faerie (98%)
Oriental Philosophies: Taoist (+20%)
Oriental Philosophies: Buddhist (+20%)
Oriental Philodophies: Confucianism (+20%)
Chinese History (+20%)
Japanese History (+20%)
Lore: Magic [pro] (+40%)
Lore: Psychic [pro] (+40%)
Lore: Demons & Monsters: Base Skill [pro]: 25% + 5% per level of experience. (+40%)
Lore: Galactic & Alien Base Skill [pro]: 25% + 5% per level of experience. (+40%)
Lore: Faerie: Base Skill [pro]: 25% + 5% per level of experience. (+40%)
Lore: D-Bee: Base Skill [pro]: 25% + 5% per level of experience. (+40%)
Lore: Chinese Mythology - Taoist (+40%)
Lore: Chinese Mythology - Buddhist (+40%)
Lore: Feng Shui/Geomancy (+40%).
Mathematics: Basic: Base Skill: 45% + 5% per level of experience. (+20%)
Japanese Classical Studies [pro] (+30%)
Chinese Classical Studies [pro] (+40%) Note: Specializes in ancient magical writing. Can date, authenticate, and recognize the value of old
manuscripts within the specialty.
Pilot: Bicycle: Base Skill: 44% +4% per level of experience. (1) attain speeds up to three times normal running speed, (3) travel cross-country at
a speed equal to the character's full-out running speed (Spd. attribute)
Artistic Calligraphy [pro] (+40%)
Research [pro] (+25%)
Wei Qi, the Game of Go (+10%).
Ritual Dancing: Base Skill [pro]:
Detect Ambush (+5%)
Land Navigation [pro](+20%)
Radio: Basic Communications (+10%)
First Aid (+10%)
Holistic Medicine (+15%)
Paramedic (+10%)
Wilderness Survival [pro] (+55%)
Cooking (+15%)
Gardening (+35%)
Calligraphy (+20%)
Fasting (+5%)
Identify Plants & Fruits (+35%). Wai Chia Wu Shih believe in living off the land, and are able to add all kinds of weeds, roots and mushrooms to
their dinner
Imperial Bureaucracy & Administrative (+10%)
Meditation
Swimming: Advanced
Boxing
Running
Wrestling
Acrobatics
Gymnastics
Athletics (General)
Climbing
Rappelling
Mountaineering

R.C.C. Skills:

Language and Literacy: Spanish (98%)


Language: One of choice (+15%)
Radio Basic (+10%)
Intelligence (+10%)
Disguise (+10%)
W.P. Energy Rifle
W.P.: two of choice
Hand to Hand: Expert
Hand to Hand: Expert can be changed to Hand to Hand: Martial Arts or Assassin at the cost of one "other" skill.

O.C.C. Related Skills: 

Select 30 starting skills at level one, plus select 2 more per 2 levels, plus select 2 additional skills at level 3, 4, 6, 8, 9, 12, and 15. All new skills
start at a level one proficiency.

Communications: Basic Radio Only (+15%)


Computer: Operations only (+10%)
Cultural: Any (+25%)
Domestic: Any (+25%)
Cultural Games: Any (+5%)
Electrical: None
Espionage: None (+5%)
Horsemanship: General or Exotic only
Mechanical: None
Medical: Any, (+25% to Acupuncture and Chinese Herbal Medicine).
Military: None
Physical: Any (+15%)
Pilot: Sail and Row Boats, Bicycle, and other very basic vehicles only; prefer Horsemanship. (+10%)
Pilot, Advanced: None
Pilot Related Skills: None
Rogue; Begging, Calligraphic Forgery, Concealment, Dickering, Gambling, Palming, Pick Locks and Streetwise only(+20%)
Science: Any (+20%)
Swindler: Any (+20%)
Technical: Any (+30%) (+10% in any language or dialect they select)
Temple: Any (+25%, +35% to Lore and History skills only)
W.P.: None
Science: Any.
Wilderness: Any (+10%)

R.C.C Related Skills:

Principles of Magic Base Skill [pro]: 70% + 2% per level. (108%)


Recognize Enchantments Base Skill [pro]: 35% + 5% per level. (115%)
Recognize Magic Base Skill [pro]: 20% + 5% per level. (100%)
Read Runes:  Base Skill [pro]:  30% + 5% per level of experience. (110%)
Mystic Investigation [pro]: Base Skill: Add the I.Q. and the M.E. as the base skill proficiency, plus 4% per additional level. (146%)

Select 6 other skills.

Communications: Any (+5%)


Domestic: Any (+5%)
Electrical: Any
Espionage: Any (+10%)
Mechanical: Any
Medical: Any (+5%)
Military: Any
Physical: Any
Pilot: Any (+lO%)
Pilot Related: Any
Rogue: Any (+5%)
Science: Any
Technical: Any (+5%)
W.P.: Any
Wilderness: Any (+5%)

Secondary Skills: 

The character also gets to select 30 Secondary Skills from the previous list of categories at level
Plus select 2 more per 2 levels and an additional two skills at levels 2, 4, 5, 7, 8, 9, 11, 13, 14, and 15 Secondary skills do not receive any bonuses
listed above at all new skills start at a level one proficiency.

Special Martial Arts Form:

Xian Tai Chi Ch'uan

Costume: Loose cotton tunic and pants.


Stance: Rear leg bent slightly at the knee, forward leg a few inches off the ground, forward hand loosely outstretched, rear hand loosely at waist.

COMBAT SKILLS:
Attacks per Melee: 4
Escape Moves: Roll With Punch/Fall/Impact, Maintain Balance.
Basic Defensive Moves: Dodge, Parry, Automatic Parry.
Advanced Defenses: Multiple Dodge, Automatic Dodge.
Hand Attacks: Backhand, Push Open Hand (Special! Essentially a knockdown Strike that also does 1D6 damage. Any victim failing to counter
the attack will be knocked back a number of feet equal to the attacker's Chi.), Palm Strike.
Basic Foot Attacks: Kick Attack, Snap Kick, Crescent Kick.
Weapon Katas: None
Special Katas:
Chi Ball Kata:
Stepping slowly forward, walking in synch with Chi flowing in the immediate area, the character works at gathering Chi, eventually pulling it
together into a ball suspended between the character’s hands. To an observer, it seems that the martial artist is slowly gathering an invisible
substance like a mime artist, while simultaneously performing a circular dance step. On the other hand, anyone with the ability to perceive Chi
will clearly see the ball of Chi energy being assembled by the character.
The Chi will be either Negative or Positive, depending on the environment and it doesn’t matter whether the character has Positive Chi, Negative
Chi, or no Chi at all.
Getting the ball started is the hard part. At first level, it takes four full melee rounds to get the ball formed. At third level, it only takes three
melee rounds and at sixth level, just two melee rounds. From ninth level onwards, a character can start a Chi Ball in just one full melee round.
Once the ball has been started, it will contain an amount of Chi equal to the background Chi of the area. As soon as the Chi Ball is released from
the hands of the character performing the Kata (or, for that matter, if the character stops the Kata) the Chi Ball will start to unravel and will cease
to exist within 1d10 seconds. Once brought into existence, a Chi Ball can be used in the following ways:
Chi Ball Lens: Once a Chi Ball has been started, the character can look through it and see all the Chi in the surrounding area up to about 600
feet (180.3 in) away. Any creatures of Chi, the Chi in side any living beings, Chi flows or deposits, and the general amount of Negative or
Positive Chi will be clearly seen through the Chi Ball This sight continues no matter what else is done, so long as the character keeps performing
the Chi Ball Kata and holds onto an intact Chi Ball.
Chi Ball: For each gathering melee round, the character adds an amount of Chi equivalent to the ambient Chi in the area. So, for example, if the
background Chi is 5 points of Positive Chi, the Chi Ball will have 5 points of Positive Chi. After a second melee found of gathering, the Chi Ball
will have 10 points, then 15 points, and so forth. The maximum that any character can gather is 100 times the local Chi level, so the Largest Chi
Bail available in our example would have 500 points of Positive Chi Once the maximum is reached, the character can continue the Chi Ball Kata
indefinitely, maintaining the amount of Chi that has already been gathered.
Chi Ball Defense: As a shield against Chi attacks, the Chi Ball can be used against either the same kind of Chi or against opposing Chi. A
Positive Chi Ball used as a shield against an attack of Positive Chi or a Negative Chi Ball used to block Negative Chi, will just get bigger,
absorbing the excess. If the amount of Chi exceeds the maximum size for a Chi Ball the extra Chi will be harmlessly expelled. On the other hand,
if a Positive Chi Ball blocks Negative Chi, or if a Negative Chi Ball is attacked by Positive Chi, then the incoming Chi will destroy an equal
amount of Chi in the Ball destroying the Ball if the Chi is exceeded. If the Chi Ball is destroyed, the character will have to start the process of
gathering all over again.
Note: As effective as a Chi Ball might be against Chi, it is totally useless as a shield from material attacks from fists or weapons.
Throwing or inserting: the Chi Ball. It’s also possible to use the Chi Ball as a weapon, either tossing it at a target, or pushing it right into an
opponent. However, due to the fragile nature of the Chi Ball it immediately loses half of its Chi when released. Then, if thrown, it loses half of
the remaining Chi within 180 feet (40.6 m), and all of the rest of the Chi after traveling 300 feet (90.1 in). So, if a Chi Ball containing 80 points of
Positive Chi were inserted into a creature of Pure Negative Chi (it would require a successful Roll to Strike, with no bonuses), the creature would
be infected with just 40 points of Positive Chi. If the Chi Ball where thrown at the creature, standing between 50 and 180 feet (1.5 to 4.6 m)
away, the amount of incoming Chi would be just 20 points, or 10 points up to 300 feet (9.1 m) distant. Throwing a Chi Ball more than 300 feet
(9.1 m) is useless, since it will dissolve beyond that point.
Because the Chi Ball is more impressive before it’s thrown or inserted, many users of the Chi Ball Kata find it better to use the Chi Ball as a
threat, rather than as an actual weapon.
Note: If a ball has been formed discarded then the character can continue the Chi Ball Kata, and another ball can be started immediately,
without having to wait the usual ‘start’ melee rounds.
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Death Blow

SKILLS INCLUDED IN TRAINING


If this is your Primary Martial Art Form, then the following other forms can be learned in a shorter time: Taido (7 Years), Fong Ngan
(4Years), Mien-Ch'uan (7 Years), or Xing-Chiao (3 Years).

LEVEL ADVANCEMENT BONUSES


1st: + 2 to Roll with Punch/Fall/Impact, +2 to pull punch.+ 2 to Dodge, Critical Strike from Behind.
l. Evoking the Chi Ball: Stepping slowly, walking in sync with the flow of Chi in the immediate area, the character works at gathering Chi,
eventually pulling it together into a ball suspended between the character’s hands. To an observer it seems that the martial artist is slowly
gathering an invisible substance, while simultaneously performing a circular dance step, as if the character were a mime artist. On the other hand,
anyone with the ability to perceive Chi will clearly see the ball of Chi being assembled by the character. Preparation: Takes four full melee
rounds (one minute).

2. Gathering Chi Ball: For each “gathering" melee round, the character adds lD4 Chi/P.P.E./I.S.P. to the Chi Ball. There is really no maximum,
but if the amount of Chi/P.P.E.I.S.P. in the Chi Ball grows to larger than the user’s base Chi/P.P.E./I.S.P., it becomes too difficult to control.
Once the desired amount is reached, the character can continue the Chi Ball Kata indefinitely, easily maintaining the amount of Chi that has
already been gathered.

3. Chi Ball Damage: The Chi Manipulator can hold the Chi Ball (like palming a basketball) and use it to hit an opponent. While harmless to
mortals, living creatures, devices, machines and robots, the Chi Ball is devastating to demons, disembodied Entities and other creatures of
supernatural evil. For each 10 points of Chi/P.P.E. /I.S.P. stored in the Chi Ball, it inflicts lD6 M.D. (100 points for lD6xl0 M.D.).

Chi Ball Lens: Once a Chi Ball has been started, the character can then look through the Ball and see all the I.S.P. and I.S.P. based phenomena in
the surrounding area (up to about 60 feetflil.3 m away). Any creatures containing Chi or l.S.P., as well as dragon lines and Entities of the
supernatural or spiritual will be clearly seen through the Chi Ball. This sight continues no matter what else is done, so long as the character keeps
looking through an intact Chi Ball. Chi/P.P.E. /I.S.P. Cost: 3 to activate lens effect.

Chi Ball Defense: As a shield against I.S.P. and magical attacks, the Chi Ball can be used to absorb psychic, mystical, spiritual, spectral, or
demonic energies and other non-physical attacks. Note: As effective as a Chi Ball might be against Chi, psionics and magic, it is totally useless as
a shield from attacks from physical weapons, bullets, lasers, and (non-magical) energy blasts. M.D.C.: Equal to the I.S.P. stored within the Chi
Ball. Chi/P.P.E. /I.S.P. Cost: 4.

Evoke Chi Ball in just one melee round.

Chi Ball Calm: Using the Chi Ball to instill looseness or relaxation, the character is resistant to fear, horror, panic, and other ailments of the
mind. Bonus of +5 to save vs. Horror Factor and other types of fearful emotions, at least so long as the character holds the Chi Ball. Chi/P.P.E.
/I.S.P. Cost: 2.
Second Chi Ball Formation: Can create two Chi Balls simultaneously, Evoke Chi Ball in just one melee Action.
Chi Ball Levitation: Willing the Chi Ball to rise, the character is able to levitate with it by holding onto it with his hands or standing on it like an
invisible elevator platform. Maximum Height is 500 feet (152 m) per level of experience. I.S.P. Cost: 10.

Knockout/Stun on Natural 19 or 20,


Throwing the Chi Ball: It’s also possible to use the Chi Ball as a thrown weapon, so it arcs directly through an opponent, and then continues
around to return to its owner. Mega-Damage: To demons and other creatures of supernatural evil, the ball inflicts 2D8 M.D.C./chi used on a
glancing blow, and a full SDIO M.D. from a solid hit (it goes all the way through the victim’s body). Harmless to animals, humans, machines,
and those not possessed by evil spirits. : +2 to strike, plus any other bonuses to strike from attributes or skills. Range: 100 feet per level of
experience. Chi/P.P.E. /I.S.P. Cost: l0 per thrown ball.

Muay Thai Kick Boxing (EXCLUSIVE)


Costume: In the ring, one wears light boxing gloves, trunks, and foot wrappings. Other, optional, items include the Kruang Rang, a religious
artifact (usually Buddhist) tied around the upper arm with a bright cloth wrapping, and the Monkton, a brightly colored headband that identifies
the fighter's teacher.
Stance: Like a boxing stance, except the weight is shifted from leg to leg in preparation for kicking.

COMBAT SKILLS:
Attacks per Melee: 5
Escape Moves: Roll With Punch/Fall/Impact, Maintain Balance.
Basic Defensive Moves: Dodge, Parry, Automatic Parry.
Advanced Defensive Moves: Multiple Dodge, Combination Parry/Attack, Break fall.
Hand Attacks: Strike (Punch), Power Punch, Backhand, Palm Strike.
Basic Foot Attacks: Kick Attack, Tripping/Leg Hooks, Snap Kick, Roundhouse Kick, Crescent Kick, Backward Sweep, and Reverse Turning
Kick (Combination Dodge/Kick), Drop Kick (Combination Fall/Dodge/Kick), and Shin Kick (SPECIAL! Works like a normal Kick Attack, but
does 1D6 damage directly to Hit Points. Only available once per melee round.).
Jumping Foot Attacks: Jump Kick
Special Attacks: Death Blow, Leap Attack, Combination Strike/Parry, Combination Grab/Kick, Knee, Elbow, Forearm.
Weapon Katas: None
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike From Rear.
SPECIAL KATAS:
Lightning Form: This is the style most often used in competition. It allows all the normal attacks per melee round to be delivered in the first
attack. In other words, if the character has five attacks per melee, then all five strikes can be made at one time. It must be done as the first attack
in a melee round and the character must have the initiative.
The problem is that after the attack the character cannot Dodge and has no bonuses to Parry for the rest of that Melee Round.
SKILLS INCLUDED IN TRAINING
Martial Art Powers: (NOTE: Weapon Katas not allowed.)
If this is your Primary Martial Art Form, then the following other forms can be learned in a shorter time:
T'ang-Su (4 Years), Tai-Chi Ch'uan (5 Years), Choy-Li-Fut (2 Years), or Xing-Chiao (3 Years).

LEVEL ADVANCEMENT BONUSES

Why Study THAI KICK BOXING?


Without exception, this is the world's deadliest martial art. Thai boxers have dominated the world's martial art contests for years, forcing most
other forms to adopt their styles and techniques. The only weakness comes from the lack of training in the "internal" arts.

TIEN-HSUEH TOUCH MASTERY (EXCLUSIVE)

Costume: Traditional, Chinese Silk Gowns.


Stance: Upright stance with legs together, one arm up, the other at waist, both hands held loosely with the forefinger pointing.

COMBAT SKILLS:
Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact.
Basic Defensive Moves: Dodge, Parry, Automatic Parry, Combination Automatic Parry/Attack.
Hand Attacks: Fore-Knuckle Fist, Fingertip Attack.
Basic Foot Attacks: None
Special Attacks: Dim Mak (SPECIAL! This is the feared delayed
Death Blow. See Atemi Abilities for more information.), Paralysis Attack (Vital Points).
Weapon Katas: None

SKILLS INCLUDED IN TRAINING:


Martial Art Powers: Select a total of six (6) Powers each from among Arts of Invisibility, Atemi Abilities, and Chi Mastery. Also select 2
Zenjorike Power. If desired, any number of Powers can be traded, one-for-one, for any Basic Skill Program (excluding physical).
Languages: Chinese
Philosophical: Confucianism, Buddhism, Taoism, Go, Chess
Temple: Meditation, Acupuncture, Acupressure, Holistic Medicine, Use Poison, Calligraphy, Biology, Xeno Biology, Geomancy
If this is your Primary Martial Art Form, then the following other forms can be learned in a shorter time: Moo Gi Gong (4 Years), Li-
Chia (4 Years), or Xing-Chiao (3 Years).
LEVEL ADVANCEMENT BONUSES:
Healing-Tien Hsueh: includes a thorough study of the art of acupuncture (healing by inserting needles into the body). The result is the ability to
resuscitate a character by touch alone. Healing Hit Point Injury: 4D6 Hit Points recovered. S.D.C. (Body) Damage: 2D6+10 S.D.C. recovered.
Healing M.D.C. injury: 3D8 M.D.C. recovered. Cure Illness/infection/Fever/Coma: 40% +4% per level chance of instant recovery. Cybernetic
Devicel/Engine/Machine Repair, Installation or Removal: 40% +4% per level chance of success. Duration: Instant. Each act of healing counts as
one of the character’s melee actions. Chi/P.P.E. /I.S.P. Cost: 6 points per healing.
2. Tien-Hsueh Reversal: Can be used to instantly reverse the effect of any other Tien-Hsueh attack inflicted by the character, or any other Tien-
Hsueh Master. It can also be used to snap a character out of a knockout, stun, dizziness, blindness, paralysis, or any other form of temporary
shock. Reversing the Tien Hsueh inflicted by the character, or by anyone of lesser power, will take a single melee round. However, reversing the
Tien Hsueh inflicted by those of greater power will be considerably more difficult, taking 2D6 melee rounds for every level of difference between
the characters. For example, if a 4th level Tien Hsueh Master tries to reverse, say, the blindness inflicted by a 7th level Tien-Hsueh Master, it will
take 2D6x3, or 6D6 melee rounds to do so. I.S.P. Cost: 5 points.
3. One Finger Touch: Does absolutely no damage but serves to channel any Tien-Hsueh attack. Bonus: +4 to strike.

Dim Mak (Death Blow).

Penetrating Tien-Hsueh: When confronted with an M.D.C. body, including demons and creatures of magic, or someone clothed in M.D.C.
armor, the character is able to twist whatever Tien-Hsueh powers they have beyond that boundary, therefore, M.D.C. no longer acts as a barrier.
Chi/P.P.E./I.S.P. Cost: 12.

Long-Distance Tien-Hsueh. Any of the character’s Tien-Hsueh can be projected up to 400 feet per level of experience. The character will have
to either see the victim (although it could be through binoculars or a sniper scope, or even a television monitor), or be speaking with the victim on
a telephone, radio, or other communication device. lf in contact with the detached spirit, animus, or spectral version of a character, the Tien-
Hsueh can be directed all the way back to that character’s body, no matter how far away. Chi/P.P.E./I.S.P. Cost: 24.

Why Study TIEN-HSUEH?


The most powerful of the "Internal" schools of the martial arts. Every effort is placed on the development of the mind and Chi energy. The
exclusive teacher of the dreaded Dim Mak. Relatively weak in physical combat.

List of Touch Mastery Tien Hsueh Powers:

Blindness Tien-Hsueh: A precise two-finger strike to a point just below the victurn’s eyes. It causes total blindness that persists for 2D6 hours. lf
the victim manages to parry or dodge, there is no damage, and no blindness. If the victim manages to roll with punch/fall/irnpact, then the
blindness will only last 2D6
melee rounds. Penalties for blindness are -10 to strike, parry, dodge and other combat rolls. Chi/P.P.E./I.S.P. Cost: 8.

Blood Flow Tien-Hsueh: P.S. +2D8 damage is done direct to Hit Points, bypassing any of the victim’s S.D.C. or S.D.C. body armor; 1D8
damage when bypassing M.D.C. armor. Against supernatural creatures, even M.D.C. creatures, the Tien Hsueh Master can inflict P.S. +1D8
M.D.C. or dispel 2D8 points of the victim’s Chi/P.P.E./I.S.P.. Chi/P.P.E.I.S.P. Cost: 10 points.

Electronic Tien-Hsueh: From the perspective of a Master of Tien-Hsueh, there’s little difference between the flow of energy through a living
being, the supernatural flow of Chi/P.P.E./I.S.P. through a demon, and the flow of power through an electronic or mechanical device. This means
the character can choose to start or stop any machine, device or vehicle with a simple touch. Chi/P.P.E.I.S.P. Cost: 10.

Enlightenment Strike: In a two handed move, the martial artist pushes his palms toward the victim, pulling the hands apart an instant before
they would. Contact the face or head. The result is that the victim will instantly be freed from any Possession, Chi Control or Mind Controlling
magic spell or similar psionic power. The move takes an entire melee round, requires line of sight of the victim and must be done within 30 feet
of the victim. Chi/P.P.E./I.S.P. Cost: 20.

Neural Tien Hsueh: The ability to touch and paralyze different parts of the body. The attacker must declare which body part is to be paralyzed
before the strike. A successful attack does no damage, but automatically (victim cannot roll with punch/fall/impact) paralyzes that specified limb.
It takes 3D6 minutes (12 to 72 melee rounds) to recover the feeling in a paralyzed arm or leg. Attacking a limb requires a roll of 8 or better to
strike, but the victim can attempt to parry with a weapon or object (if he parries with his own arm or foot it can be paralyzed) or dodge; high roll
wins, defender always wins ties. Chi/P.P.E./I.S.P. Cost: 8 I.S.P.

Puppet-Dance Tien-Hsueh: The first step for the attacker is to get a good grip on the back of the victim’s neck. This can be done with any sort
of grab (in combat) or, if the victim is unaware and unalarmed (or helpless), just by moving a hand into place. Once the attacker has a hand on the
back of the victim’s neck, it takes a roll to strike (10 or higher; normal bonuses allowed), and a single melee round action for the Puppet-Dance
Tien-Hsueh to be activated.
Once control is complete (it usually takes about a minute of experimentation to get used to the "controls" of each individual), the attacker can
then manipulate the victim like a living puppet. The victim can be made to walk, skip, dance, run, or otherwise move around. The arms can be
made to move, gesture, pick up or drop objects, scratch, point, etc. Even the face can be made to change expressions, with forced smiles, frowns,
winking and blinking, mouth movements and the like. In fact, the only thing the Puppet-Dance can’t do is get the victim to speak, although
humming and grunting are possible. The victim can be forced to fight, but will move terribly slowly and with minimal dexterity, has just two
attacks/actions per melee round, and with no bonuses allowed.
As long as the Tien-Hsueh Master maintains the hold, the victim can continue to be manipulated like a puppet. However, as long as the Master is
controlling the victim, it is impossible for him to perform any other Tien Hsueh, or do anything requiring spending I.S.P. or P.P.E., and he will
have difficulty in combat (reduce all of his bonuses by half). The controller can continue to talk normally, walk around with the victim, and use
his other hand normally, but since his attention is divided, skill performance is -20% and he can’t do anything that requires two hands unless his
puppet is made to help out. Once the hold is released, the victim will instantly be back in charge of his own body and, since the victim will be
completely aware and awake during the entire puppet phase, will remember everything that he was made to do.
Chi/P.P.E. /I.S.P. Cost: 15 I.S.P. to perform on a human, animal, or other natural being; 20 I.S.P. to perform on a lesser supernatural being
(including Lesser Demons, Goblins, and the Dead and Damned); 30 I.S.P. to perform on Fox or Monkey Spirits (and similar spirits) or dragon
hatchlings; and 50Chi/P.P.E. / I.S.P. to work on
most Greater Demons, Immortals, Ghosts, and disembodied or ethereal Entities. This technique does not work on adult dragons, Elementals (even
Minor ones), Demon Lords, and Demigods, Godlings or deities.

Tien-Hsueh Demon Strike: Disrupts the being’s flow of Chi/P.P.E./IS.P., knocking out all but 1D4x10% of the victim’s M.D.C. While it’s
called the "Demon Strike," it will actually work on any supernatural M.D.C. being and lesser creatures of magic, including dragon hatchlings.
Chi/P.P.E. /I.S.P. Cost: 32.

Withering Flesh Tien Hsueh: Knocks out the entire victim’s natural S.D.C. in one touch, leaving them vulnerable to attacks directly on Hit
Points. The victim can attempt to roll with impact and, if successful, reduce the damage to only 1D6 S.D.C., otherwise the victim has zero S.D.C.
This attack never does any damage to Hit Points. Chi/P.P.E. /I.S.P. Cost: 12.

Tien Hsueh Amnesia: This ability will not work in com bat situations. Victims must either be willing and passive participants, or must be
rendered unconscious before the Tien Hsueh Amnesia can begin. Short-Term Amnesia: If successful, the victim will forget all the events of the
preceding 1D6+5 minutes. Note: The memories of the “lost” time will NEVER be recovered. It will be as if the character never experienced the
events of that time period. This is the only Tien Hsueh Amnesia that is permanent. Traditionally, Short-Term Amnesia is done on those who have
witnessed either the forbidden or the horrific, and when the victim volunteers to have hk memory ‘erased’ forever.
Alignment Amnesia: The victim remembers everything, including his or her name and previous life, but somehow “for gets” his/her
alignment/moral view of life. To those who can detect alignment, the character will seem uncommitted and un formed, as if he had never figured
out what alignment to be come. Usually this is used as a means of infiltrating an enemy group (i.e.: it allows ‘good” alignments to sneak into evil
groups, or “evil” alignments to pass undetected among principled and scrupulous). Lasts 1D6 days. Full Amnesia: The victim remembers
absolutely nothing from his or her life previous to the Tien Hsueh, nor any shred of identity. Although the character still has all his/her usual
skills, abilities, and bonuses, he/she won’t remember what they are (they just occur when needed). Because of the total loss of memory, the victim
is easy prey for anyone who wants to ‘fill in” their memory. The amnesia lasts three hours per experience level of the character who caused the
amnesia in the first place. Chi/P.P.E. /I.S.P. Cost: 15

Finger-Snap Tien Hsueh:


The sharp sound from this special “snap” of the fingers disrupts the victim’s inner ear and he loses all sense of balance. Finger-Snap Tien Hsueh
attacks must be made close to the victim, so the ‘snap” takes place no more than 3 feet from the ears; closer is better. To succeed, the attacker
must roll a natural 8 or better to strike, with no strike bonuses of any kind allowed. After being affected by Finger-Snap Tien Hsueh, the victim
can still think normally and perform most skills and other actions, but he cannot stand, walk or make sudden movements. If the character lays on
the floor, is seated solidly, or stands with their back anchored against a wall, he will be comparatively okay. However, every time the character
attempts to stand unassisted, walk, turn, or make a sudden movement, a wave of dizziness comes over him and he’ll lose his balance and fall
down. Note: Even when “propped up,” the Finger-Snap victim is -3 on initiative, -7 to dodge and cannot kick, leap, or turn quickly without
falling over. There is no defense against Finger-Snap Tien Hsueh, except wearing noise-proof ear plugs or being in the middle of a rock concert
or similar noisy environment. There is also no way for the victim to roll with punch/fall/impact. Recovery takes 3D6 minutes, although a Healing
Tien Hsueh can cure the problem instantly. Chi/P.P.E. I.S.P. Cost: 10

Tien Hsueh Vital strike:


Chi/P.P.E. /I.S.P. Cost: 5 can be a layered attack does no damage and bypasses armor effects are:
Agony: A particularly cruel and painful strike that incapacitates its victim with pain. Under the influence of the strike, 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 can not 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 strike is a very dangerous reversal of the Agony strike. While the Agony strike activates all of the victim’s pain centers, the Ecstasy
strike does the reverse and activates all of a victims pleasure centers. The strike creates the same effects to a targets activity that the agony strike
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. This strike has a 10% chance of victim being addicted to it per
application cumulative.
The big danger of the strike is not the effect the strike has in combat but that some martial artists have used the strike to profit off of victims
similarly to the way drug dealer will addict people to drugs. They can do this by using the strike for free or a reduced price and then once the
person is addicted, they raise the cost of the strike astronomically or make the person do jobs for them under the threat of not using the strike
anymore. The process of addiction takes from two to four weeks normally. Rumored and only whispered is that some martial artists have used the
strikes agony and ecstasy together. For every two sessions of this, the target must save against insanity. If this strike 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 strike to date that functions by stimulating the victim's body into
feeling an intense sexual orgasm. While under the power of the strike 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 strike, although the character may wish
to clean their shorts shortly after succumbing to the strikel'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. It should be noted that although this strikel suffers from a shorter incapacitation time
than the Agony strike, of which it is derived, it is more sought by characters of good alignments who would not bring such pain as the Agony
strike on any living creature while at the same time, totally incapacitating the victim of the strike.
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 strike 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 strike 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 pleasure less no matter how hard the victim tries, even if affected by
the orgasm strike. 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. 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.
Note: Bio-Manipulation will affect an opponent inside M.D.C. environmental body armor and light power armor (under 220 M.D.C.), but not
heavy power armor, giant robots or armored, military vehicles.

Special Martial Abilities:

Standard Equipment Carried: 

Usually starts out with an apartment, or sharing a dormitory house with other martial artists, typically from the same school.
Clearly, the character carries no weapons, nor any mechanical or electronic devices of any kind.
2 sets of Simple but sturdy traveling clothes, made of cotton, wool and leather, including boots, hat and gloves, with a set of heavy
winter/mountain over garments.
1 complete suite of lightweight, embroidered silk indoor clothing, including slippers, pants, shirt, long jacket and robe, as well as scarf and hat.
2D4xl0 blank sheets of paper, solid ink & ink block (just add water), bamboo brushes,
several packages of tea, a collection of herbs (for tea, for flavoring food, and for emergency medicine), a traveler’s tea bottle, kettle, two sets of
chopsticks (one rough, the other delicate),
1 cooking knife,
20 cups of uncooked rice,
1 large leather traveler’s shoulder bag designed to contain most of what might be needed in a compact form,
1 Utility Belt/w40 pouches,
1 small neck pouch,
1 small silver mirror,
1 battle harness/w 40 pouches
300 feet (9.1 m) of climbing rope/w grappling hook
2 bamboo canteens of water.
1 canvas shoulder bag
1 Wu Tsa Tsu Spell/Magical Journal.
25 ink sticks, 5 each of black ink, blue ink, gold ink, red cinnabar ink and white ink (water soluble).
Two ink stones, one large and one small.
10 bottles of purified water, for mixing inks.
10 Chinese brushes of various sizes.
50 sheets of ordinary paper.
10 sheets of parchment paper.
20 slips of each of the ten colored joss papers (200 joss slips total).
500 $10,000 bills of "Hell Money"
5 small packages of wooden matches (100 matches per package),
One brass offering bowl (for incense, or for burning without touching).
20 scented candles.
5 folded silk work cloths (the size of a tablecloth),
Two Peach wood Wands.
10 small bottles of Cinnabar paint.
10 large bottles of cinnabar paint
1 pair of spider silk gloves
1 Choice of human type body armor, usually light and unrestrictive types are favored (M.D.C. 45 to 60),
1 Hand radio,
1 Gas mask,
1 Cut survival kit,
1 Bedroll,
1 week’s rations and survival knife.
Armor: A suit of Soft Leather armor (AR of 10, S.D.C. of 20).
Other: Two sets of clothing, a robe or cloak with a hood, boots, a pair of soft leather gloves, belt, bedroll, backpack, a medium-sized to large
purse / satchel, two small sacks, a water skin, 3D4 sheets of parchment, a 100 page notebook, three crow-quill pens, two bottles of ink, 1D4 sticks
of graphite, 1D4 sticks of chalk, a wooden cross, a small mirror, and a tinder box.

Money: 900,000 credits


Cash: $300,000
Gold: 150,000

Income: Usually an outstanding martial artist, the character can always pick up extra money as apart-time martial arts instructor, or teacher of
self-defense classes, for about $150 per week ($300 to $350 if full-time),
Also Since the character is so devoted to such an esoteric study, any kind of steady income is difficult. However, since the Wu is extremely
literate in ancient Chinese, he is often able to pick up freelance work as a translator, researcher, or as a reference expert (at a bookstore, library or
University). Such jobs are full-time and pay $250 to $600 per week.
Also Tao Shih is rarely pressed for money. They are often supported by a Taoist temple and the local congregation who value the character's
learning and knowledge. All that is expected of the character is that they participate in seasonal celebrations and ceremonies, occasionally assist
in funeral services and to help protect them from demons and mystic forces. Combining their regular stipend and the occasional "tip" from
wealthy worshippers and adventurers, means the character gets around $300 to $700 per week.

Bonuses:
Select one Mudra of Protection.
Select one Mudra of Evocation.
Select one Mudra of Self-Possession.
Select one Mudra for the Manipulation of Objects.
Select one Mudra of Self-Possession.

Select 6 new O.C.C. related skills.

Select six (8) Powers each from among Body Hardening Exercises (including Demon Hunter), and Martial Art Techniques,
Select (19) Powers each from among the Chi Mastery (including advanced)
Select (17) powers from among the Special Katas (including Chi Katas).
Select a total of six (10) Powers each from among Arts of Invisibility, Atemi Abilities.
Also select 11 Zenjorike Power.
(6 new martial powers)

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