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All Chi Abilities have the Chi, -10% Modifier. This is explained as follows: Your power emanates from your life force – a mysterious energy often called chi. To strengthen your chi to the point where you can channel it for superhuman feats, you must engage in exercises and meditation for a few hours each day. This requirement is a -10-point disadvantage, most often Disciplines of Faith (Monasticism or Mysticism) or a comparable major Vow. Should you neglect this, your power fails you the first time you call upon it under stress. To restore it, you must take 1d days to rebalance your chi. Until you do, you feel ill:
All Chi Abilities have the Chi, -10% Modifier. This is explained as follows: Your power emanates from your life force – a mysterious energy often called chi. To strengthen your chi to the point where you can channel it for superhuman feats, you must engage in exercises and meditation for a few hours each day. This requirement is a -10-point disadvantage (or two -5-point Disadvantages), most often a Code of Honor, Disciplines of Faith (Monasticism or Mysticism), or a comparable major Vow. Should you neglect this, your power fails you the first time you call upon it under stress. To restore it, you must take 1d days to rebalance your chi. Until you do, you feel ill:


ADD CHI IMBALANCE TABLE
ADD CHI IMBALANCE TABLE


All levels with fractional costs round up '''after''' purchasing all levels. There are also a number of rules that apply to Chi Powers and not to "wild" abilities (those without the Chi Modifier). These can all be found in GURPS Powers:
There are also a number of rules that apply to Chi Powers and not to "wild" abilities (those without the Chi Modifier). These can all be found in GURPS Powers:
* Abilities and Exertion (
* Abilities and Exertion (
* Crippled Abilities (p.156)
* Crippled Abilities (p.156)
* Skills for Everyone and Power Techniques (both p.162)
* Skills for Everyone and Power Techniques (both p.162)


In alphabetical order, the standard Chi Powers are: Anatomic Control; Blind Fighting; Breaking Blow; Breath of Life; Chi Sensing; Concealment; Flash Step; Flying Leap; Hand of Death; Hypnotic Hands; Immovable Stance; Invisibility Art; Iron Skin; Kiai (Damaging); Kiai (Forceful); Kiai (Stunning); Light Walk; Lizard Climb; Mental Strength; Moon Rabbit Dash; Phoenix Heart; Power Blow; Precognitive Parry; Pressure Points; Pressure Secrets; Push; Sensitivity; Throwing Art; Vampiric Grip (Chi); Vampiric Grip (Energy); Vampiric Grip (Life Force); and Zen Archery.
There are a number of chi abilities, known as the [[Standard Chi Powers]], that are considered "common knowledge". Not all styles teach all of them, but students of any style know ''of'' them, and it's easy enough to learn them on one's own.
 
In addition, most styles have one or more secret powers. Work with the GM to define these.
Anatomic Control (HT/VH) [21.25 for level 1 + 6.75/level after 1]
 
Prerequisites: Breath Control.
 
Immunity to Metabolic Hazards (Accessibility, Must be aware of ailment, -10%; Chi, -10%; Onset, 1d hours, -20%; Requires HT roll, -10%; Very Hard Skill, -5%) [13.5] + Metabolism Control 1 (Chi, -10%; Low Signature, Supernatural, +10%; Mastery, +40%) [6.75] + Skill Substitution (Make HT rolls instead of First Aid or Physician when treating yourself) [1]. Further levels add more levels of Metabolism Control [6.75/level].
 
 
Blind Fighting (Per/VH) [36/81]
 
Dark Vision (Chi, -10%; Color Vision, +20%; Hypersensory, Three senses, +40%; Requires Per vs. Stealth Roll, -15%; Very Hard Skill, -5%) [28] + Hypersensory Vision (Three senses) (Chi, -10%) [8]. The improved version adds 360° Vision (Chi, -10%; Hypersensory, Three Senses, +40%, Panoptic 2, +60%) [45].
 
 
Breaking Blow (IQ/H) [Varies]
 
Modified Unarmed Attack (Accessibility, Homogenous Targets, -20%; Armor Divisor
(5), +150%; Chi, -10%; Costs Spirit, 1 SP, -5%; Hard Skill, +0%; Requires IQ Roll, Time-Limited, -20%; Symptom, Any damage, Fragile (Brittle) (Reduced Duration, 1/60, -35%), +65%) [7.09/level]. Buy as many levels as you have dice of thrust damage, treating each +/-1 as +/-0.3 levels. If you bought Blunt Claws, add a 2-point surcharge; if you bought a Crushing Striker, add a 3-point surcharge. These surcharges are cumulative. See Power-Ups 4: Enhancements, pp. 9-10.
 
 
Breath of Life (IQ/H) [20/33]
 
Healing (Based on IQ, Own Roll, +20%; Capped, 6 SP, -15%; Chi, -10%; Contact Agent or Respiratory Agent, Reversed, -15%; Costs Spirit, 1 SP, -5%; Hard Skill, +0%) [19.8]. The improved version removes the Capped limitation and adds Based on Subject’s SP, +40% [+13.8].
 
 
Chi Sensing (Per/H) [8/18/36/54/62]
 
Level 1 is Detect Chi (Chi, -10%; Hard Skill, +0%; Vague, -50%) [8]. Level 2 removes Vague [+10]. Level 3 adds Precise [+18]. Level 4 adds Analyzing [+18]. Level 5 adds Reflexive [+7.5].
 
 
Concealment (DX/H) [3.25/level]
 
Payload 5 (Accessibility, Only items you could reasonably conceal on your person, -10%; Cosmic, Can Fast-Draw objects with DX roll for items without an appropriate skill, +50%; Cosmic, Others can draw from concealment,  +50%; Counts against encumbrance, -50%; Chi, -10%; Hard Skill, +0%; Nuisance Effect, Supernatural senses can detect concealment with roll, -5%; Reflexive, +40%; Requires DX Roll, -10%; Reliable 5 (Accessibility, Only for Fast-Draw rolls, -20%), +20%) [3.25]. Additional levels add another 5 levels of Payload at a time [+3.25/level]. Notes: Weight limit is based on a static BL of 20 lbs. instead of using actual ST-derived BL.
 
 
Flash Step (DX/H) [10/20/30/40/50/57]
 
Prerequisites: Running.
 
Levels 1 through 5 are Basic Move +10 (Accessibility, Only for determining step length, -65%; Chi, -10%; Costs Spirit, 1 QP, -5%; Hard Skill, +0%; Requires DX Roll, -10%) [10/level]. Level 6 is Warp (Accessibility, Only places you could walk/climb to, -20%; Chi, -10%; Costs Spirit, 1 QP, -5%; Extra Carrying Capacity, Up to Medium Encumbrance, +20%; Gyroscopic, +10%; Hard Skill, +0%; Nuisance Effect, Cannot spend extra QP to negate penalties, -5%; Range Limit, 10 yards, -50%; Reliable 10 (Accessibility, Only for negating Preparation Time penalties, -40%), +30%; Requires DX Roll, -10%; Special Movement, must be able to walk, -10%; Visible, -10%) as an Alternative Ability [+7].
 
 
Flying Leap [Varies]
 
Prerequisites: Jumping and Power Blow (below).
 
Each level is Striking ST equal to 1/2 your ST (Accessibility, Only while leaping, -20%; Chi, -10%; Costs Spirit, 1 SP, -5%) [Varies] + Super Jump 1 (Chi, -10%; Maneuverable, +50%) [13.5]
 
 
Hand of Death (SI/VH) [9/17 or 10/19]
 
Prerequisites: Pressure Secrets (below).
 
Each level (maximum 2) is Toxic Attack 1d (Based on lower of HT or SI, +40%; Chi, -10%; Contact Agent, -30%; Costs Spirit, 1 SP, -5%; Cosmic, Lingering special effect, +100%; Cyclic, 10 seconds, 6 cycles, Resistible, +125%; Delay, Triggered, +50%; Extended Duration, Permanent, HT loss, +300%; Extended Duration, 10,000x, Slow Healing, +160%; Low Signature, Supernatural, +10%; Melee Attack, Reach C,1, -20%; No Signature, +20%; Requires SI vs. HT Roll, -20%; Side Effect, Secondary -1 HT, +60%; Side Effect, Slow Healing 3, +65%; Very Hard Skill, -5%) [8.24/level]. The improved version adds Symptom, 1/2 HP damage, Fragile (Unnatural), +100%, for another [+0.8/level].
 
 
Hypnotic Hands (DX/H) [12/17]
 
Prerequisites: Hypnotism.
 
Mind Control (Based on DX, Own Roll, +20%; Chi, -10%; Costs Spirit, 1 SP, -5%; Hard Skill, +0%; Requires Gestures, -10%; Short-Range 1, -10%; Suggestion, -40%; Vision-Based, -20%) [12]. The improved version adds Multiple Contacts (+50%) [+5].
 
 
Immovable Stance (DX/H) [Varies]
 
ST equal to 1/2 your ST (Accessibility, Only for calculating knockback, -80%; Chi, -10%; Hard Skill, +0%; Requires DX Roll, -10%) [Varies] + Attribute Substitution (Use DX instead of HT for knockdown) [1] + Attribute Substitution (Use DX instead of ST for knockback) [1] + Hard to Subdue 3 (Accessibility, Knockdown rolls only, -20%; Chi, -10%) [4.2]. Each level after the first adds a further ST equal to 1/2 your ST and 3 more levels of Hard to Subdue.
 
 
Invisibility Art (IQ/VH) [4.75/level]
 
Prerequisites: Hypnotism and Stealth.
 
Chameleon (Can Carry Objects, Up to Medium Encumbrance, +50%; Chi, -10%; Link, +20%; Must break line of sight if spotted, -5%; Reduced Duration, 1/60, -35%; Requires IQ vs. Per Roll, -20%; Very Hard Skill, -5%) [2.125/level] + Silence (Can Carry Objects, Up to Medium Encumbrance, +50%; Can speak freely without jeopardizing bonus, +5%; Chi, -10%; Link, +20%; Reduced Duration, 1/60, -35%; Requires IQ vs. Per Roll, -20%; Very Hard Skill, -5%) [2.625/level]
 
 
Iron Skin (Special) [29.7/level]
 
Each level is Damage Resistance 4 (Active Defense, -40%; Chi, -10%; Costs Spirit, 1 SP, -5%; Includes Eyes, +10%; No Signature, +20%) [11.7] + Damage Resistance 10 (Accessibility, Cannot exceed damage roll, -10% Accessibility, Only when Damage Resistance is active, -10%; Accessibility, Only to break, not disarm, -20%; Chi, -10%; Limited, Physical attacks, -20%; Provides no DR, -100%; Reflection, +80%) [18].
 
 
Kiai (Damaging) (HT/H) [20/39]
 
Each level (maximum 2) is Crushing Attack 2d (Based on HT, Own Roll, +20%; Chi, -10%; Costs Spirit. 1 SP, -5%; Double Blunt Trauma, +20%; Double Knockback, +20%; Hard Skill, +0%; Malediction 1, +100%; Environmental, Sound-transmitting mediums, -10%) [19.5/level]
 
 
Kiai (Forceful) (HT/H) [9/18]
 
Each level (maximum 2) Crushing Attack 3d (Area Effect, 2 yards, +50%; Based on HT, Own Roll, +20%; Chi, -10%; Costs Spirit, 1 SP, -5%; Dissipation, -50%; Double Knockback, +20%; Emanation -20%; Environmental, Sound-transmitting mediums, -10%; Hard Skill, +0%; Malediction 1, +100%; No Blunt Trauma, -20%; No Wounding, -50%) [8.7/level].
 
 
Kiai (Stunning) (H/HT) [21/level]
 
Affliction (Will; Based on HT, Own Roll, +20%; Based on Will, +20%; Chi, -10%; Costs Spirit, 1 SP, -5%; Environmental, Sound-transmitting mediums, -10%; Extended Duration, x10, +40%; Hard Skill, +0%; Malediction 1, +100%) [21]. Each level after the first gives -1 to the resistance roll.
 
 
Light Walk (DX/H) [9]:
 
Prerequisites: Acrobatics and Stealth.
 
Walk on Air (Chi, -10%; Hard Skill, +0%; Heightened Skill Enhancement, +20%; No Ceiling, -30%; Nuisance Effect, Moving over fragile surfaces reduces move by 1/3, -15%; Requires DX Roll, -10%) [8.5]
 
 
Lizard Climb (DX/H) [9 for level 1 + 2.7/level after 1]
 
Prerequisites: Acrobatics and Climbing.
 
Clinging (Chi, -10%; Hard Skill, +0%; Reduced Duration, 1/60, -35%; Requires DX Roll, -10%) [9]. Further levels add Super Climbing (Chi, -10%) [2.7/level].
 
 
Mental Strength (Will/E; Optional) [14/19/27]
 
Attribute Substitution x5 (Use Will instead of DX, IQ, HT, SI, or Per when resisting mental attacks) [5] + Resistant to Mental Attacks (+3) (Chi, -10%) [9]. Level 2 increases the bonus to (+8) [+5]. Level 3 replaces all of the above with Immunity to Mental Attacks (Chi, -10%;) [30].
 
 
Moon Rabbit Dash (HT/H) [16.5 for level 1 + 7.5/level after 1]
 
Prerequisites: Running.
 
Level 1 is Enhanced Move 0.5 (Ground; Chi, -10%; Costs Spirit, 1 SP, -5%; Hard Skill, +0%; Requires HT Roll, -10%) [7.5] + Walk on Liquid (Accessibility, Only while moving at least 1.5x Full Move, -30%; Chi, -10%) [9]. Further levels add Enhanced Move 0.5 (Ground; Chi, -10%; Costs Spirit, 1 SP, -5%; Hard Skill, +0%; Requires HT Roll, -10% [+7.5/level]
 
 
Phoenix Heart (HT/VH) [15/30/45]
 
Prerequisites: Anatomic Control (above).
 
Regeneration (Fast) (Chi, -10%; Costs Spirit, 1 SP, -5%; Requires HT Roll, -10%; Nuisance Effect, Penalty for low HP, -5%; Takes Recharge, 12 hours, -35%; Very Hard Skill, -5%) [15]. Level 2 raises Regeneration to Very Fast [+15]. Level 3 raises it to Extreme [+15].
 
 
Power Blow (Will/H) [Varies]
 
Each level (maximum 2) is ST (without HP) (Chi, -10%; Costs Spirit, 1 SP, -5%; Hard Skill, +0%; Reduced Duration, 1/60, -35%; Requires Will Roll, Time-Limited, -15%) [2.8/level] equal to your ST.
 
 
Precognitive Parry (IQ/H) [Varies]
 
Cosmic Parry (All; Chi, -10%; Hard Skill, +0%; Requires IQ Roll, -10%) [Variable]. The full cost is ([Half DX, rounded down] x 5) x 0.8 points.
 
 
Pressure Points (IQ/H) [31]:
 
Affliction 1 (Chi, -10%; Fixed Duration, +0%; Follow-up,  Universal (Accessibility, Crushing attacks, -20%), +40%; Hard Skill, +0%; Nuisance Effect, Takes Physiology modifiers, -5%; Pressure Points, +406%; Reduced Duration, 1/10, -20%; Requires IQ vs. HT roll, -10%) [30.03]. Pressure Points is Variable Enhancement (Accessibility, Disadvantages on short list only, -40%), +330% with Disadvantage, Deafness (Accessibility, Only against the ears, -35%), +13%, Stunning (Accessibility, Only against the face, -25%), +8%, Disadvantage, Mute (Accessibility, Only against the jaw, -30%), +18%, Paralysis (Accessibility, Only against the limbs, -10%; Selective, +20%), +165%, Disadvantage, No Sense of Smell/Taste (Accessibility, Only against the nose, -35%), +7%, Disadvantage, Blindness (Accessibility, Only against the skull, -35%), +33%, Disadvantage, Paraplegic, (Accessibility, Only against the spine, -40%), +18% and Stunning, +10%, and Choking (Accessibility, Only against the torso, -5%), +95% as Alternative Enhancements.
 
 
Pressure Secrets (IQ/VH) [Varies]
 
Prerequisites: Pressure Points.
 
Level 1 is ST (without HP) equal to your ST (Accessibility, Only if grapple or lock is successful, -5%; Chi, -10%; Nuisance Effect, Takes Physiology Modifiers, -5%; Reduced Duration, 1/60, -35%; Requires IQ Roll, -10%; Very Hard Skill, -5%) [Varies] + Talons (Accessibility, Only if attack is successful, -15%; Chi, -10%) [6]. The improved version adds Cutting Attack 3d (Chi, -10%; Follow-Up, Grappling to Extremity, +0%; Immediate Crippling, +10%; All or Nothing, -10%) [+18.5] and increases ST (without HP) to 2x your ST [Varies].
 
 
Push (DX/H) [Varies]
 
Modified Unarmed Attack (Double Knockback, +20%; Chi, -10%; Costs Spirit, 1 SP, -5%; Hard Skill, +0%; No Wounding, -50%; Requires DX Roll, -10%) [1.5/level] Buy as many levels as you have dice of thrust damage, treating each +/-1 as +/-0.3 levels. If you bought Blunt Claws, add a 1-point surcharge; if you bought a Crushing Striker, add a 1-point surcharge. These surcharges are cumulative. See Power-Ups 4: Enhancements, pp. 9-10.
 
 
Sensitivity (Per/VH) [15.5/level]
 
Each level is DX+2 (Accessibility, Only against close-combat attacks, -40%; Chi, -10%; Limited by Margin, Full power at margin 3+, -15%; Requires Per vs. DX roll, -15%; Very Hard Skill, -5%) [8/level] + Defense Bonus Meta-Trait 2 (Accessibility, Only when the DX bonus is active, -10%; Accessibility, Only against close-combat attacks, -40%; Chi, -10%; Limited by Margin, Full power at margin 3+, -15%) [7.5/level].
 
 
Throwing Art [40.5 for level 1 + 4.5/level after 1]
 
DX+2 (Accessibility, Only for defaults, -80%; Accessibility, Only to raise Throwing and Thrown Weapon to DX, -20%; Chi, -10%) [8] + Weapon Master (Thrown Weapons; Chi, -10%; Improvised Weapons, +20%) [32.5]. Additional levels add Super Throw 0.5 (Chi, -10%) [4.5].
 
 
Vampiric Grip (Chi) (SI/H) [7 for level 1 + 1/level after 1]
 
Prerequisites: Pressure Secrets (above).
 
Leech (Accelerated Healing, +25%; Chi, -10%; Contact Agent, -30%; Hard Skill, +0%; Only Heals SP, -20%; Requires SI Roll, -10%; Steal SP, -25%) [6.25]. Further levels increase the amount leeched by one QP per level [+1/level].
 
 
Vampiric Grip (Energy) (SI/H) [7 for level 1 + 1/level after 1]
 
Prerequisites: Pressure Secrets (above).
 
Leech (Accelerated Healing, +25%; Chi, -10%; Contact Agent, -30%; Hard Skill, +0%; Only Heals FP, -20%; Requires SI Roll, -10%; Steal FP, -25%) [6.25]. Further levels increase the amount leeched by one FP per level [+2.25/level].
 
 
Vampiric Grip (Life Force) (SI/H) [16 for level 1 + 2/level after 1]
 
Prerequisites: Pressure Secrets (above).
 
Leech (Accelerated Healing, +25%; Chi, -10%; Contact Agent, -30%; Hard Skill, +0%; Requires SI Roll, -10%) [15.625]. Further levels increase the amount leeched by one HP per level [+2/level].
 
 
Zen Archery (IQ/VH) [10.125/level]
 
Prerequisites: Bow at 18+.
 
Telescopic Vision 3 (Accessibility, Range Penalties for Ranged Attacks only, -20%; Chi, -10%; Cosmic, Stacks with Mundane Aids, +50%; Requires IQ Roll, Time-Limited, -20%; Very Hard Skill, -5%) [10.125/level].

Latest revision as of 22:14, 4 August 2021

All Chi Abilities have the Chi, -10% Modifier. This is explained as follows: Your power emanates from your life force – a mysterious energy often called chi. To strengthen your chi to the point where you can channel it for superhuman feats, you must engage in exercises and meditation for a few hours each day. This requirement is a -10-point disadvantage (or two -5-point Disadvantages), most often a Code of Honor, Disciplines of Faith (Monasticism or Mysticism), or a comparable major Vow. Should you neglect this, your power fails you the first time you call upon it under stress. To restore it, you must take 1d days to rebalance your chi. Until you do, you feel ill:

ADD CHI IMBALANCE TABLE

There are also a number of rules that apply to Chi Powers and not to "wild" abilities (those without the Chi Modifier). These can all be found in GURPS Powers:

  • Abilities and Exertion (
  • Crippled Abilities (p.156)
  • Skills for Everyone and Power Techniques (both p.162)

There are a number of chi abilities, known as the Standard Chi Powers, that are considered "common knowledge". Not all styles teach all of them, but students of any style know of them, and it's easy enough to learn them on one's own. In addition, most styles have one or more secret powers. Work with the GM to define these.