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| * Skills for Everyone and Power Techniques (both p.162) | | * Skills for Everyone and Power Techniques (both p.162) |
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| There are a number of chi abilities, known as the [[Standard Chi Powers]] 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. | | 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 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. | | In addition, most styles have one or more secret powers. Work with the GM to define these. |
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| Anatomic Control (HT/VH) [21.25 for level 1 + 6.75/level after 1]
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| Prerequisites: Breath Control.
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| 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].
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| Blind Fighting (Per/VH) [36/81]
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| 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].
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| Breaking Blow (IQ/H) [Varies]
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| 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.
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| Breath of Life (IQ/H) [20/33]
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| 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].
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| Chi Sensing (Per/H) [8/18/36/54/62]
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| 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].
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| Concealment (DX/H) [3.25/level]
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| 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.
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| Flash Step (DX/H) [10/20/30/40/50/57]
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| Prerequisites: Running.
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| 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].
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| Flying Leap [Varies]
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| Prerequisites: Jumping and Power Blow (below).
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| 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]
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| Hand of Death (SI/VH) [9/17 or 10/19]
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| Prerequisites: Pressure Secrets (below).
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| 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].
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| Hypnotic Hands (DX/H) [12/17]
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| Prerequisites: Hypnotism.
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| 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].
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| Immovable Stance (DX/H) [Varies]
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| 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.
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| Invisibility Art (IQ/VH) [4.75/level]
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| Prerequisites: Hypnotism and Stealth.
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| 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]
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| Iron Skin (Special) [29.7/level]
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| 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].
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| Kiai (Damaging) (HT/H) [20/39]
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| 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]
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| Kiai (Forceful) (HT/H) [9/18]
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| 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].
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| Kiai (Stunning) (H/HT) [21/level]
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| 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.
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| Light Walk (DX/H) [9]:
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| Prerequisites: Acrobatics and Stealth.
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| 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]
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| Lizard Climb (DX/H) [9 for level 1 + 2.7/level after 1]
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| Prerequisites: Acrobatics and Climbing.
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| 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].
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| Mental Strength (Will/E; Optional) [14/19/27]
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| 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].
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| Moon Rabbit Dash (HT/H) [16.5 for level 1 + 7.5/level after 1]
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| Prerequisites: Running.
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| 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]
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| Phoenix Heart (HT/VH) [15/30/45]
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| Prerequisites: Anatomic Control (above).
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| 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].
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| Power Blow (Will/H) [Varies]
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| 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.
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| Precognitive Parry (IQ/H) [Varies]
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| 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.
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| Pressure Points (IQ/H) [31]:
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| 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%, Stunning, +10%, and Choking (Accessibility, Only against the torso, -5%), +95% as Alternative Enhancements.
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| Pressure Secrets (IQ/VH) [Varies]
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| Prerequisites: Pressure Points.
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| 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].
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| Push (DX/H) [Varies]
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| 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.
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| Sensitivity (Per/VH) [15.5/level]
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| 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].
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| Throwing Art [40.5 for level 1 + 4.5/level after 1]
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| 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].
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| Vampiric Grip (Chi) (SI/H) [7 for level 1 + 1/level after 1]
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| Prerequisites: Pressure Secrets (above).
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| 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].
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| Vampiric Grip (Energy) (SI/H) [7 for level 1 + 1/level after 1]
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| Prerequisites: Pressure Secrets (above).
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| 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].
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| Vampiric Grip (Life Force) (SI/H) [16 for level 1 + 2/level after 1]
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| Prerequisites: Pressure Secrets (above).
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| 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].
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| Zen Archery (IQ/VH) [10.125/level]
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| Prerequisites: Bow at 18+.
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| 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].
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