Nerima Martial Artist


Original creator is unknown, but it is altered by LunarYoma. This O.C.C. is based to resemble the unique forms of martial arts from Ranma �. This was created & altered for the nonprofit enjoyment for myself & my fellow Role Players. Palladium system & everything that is theirs is copyrighted by PalladiumBooks. As for the inspiration for altering this from its original form when I found it, Ranma � & anything that is associated is owned & copyrighted by its owners &/or distributors. This was created to be used by role players for nonprofit enjoyment.

There exists in Nerima a group of martial artists. Although their specific styles are vastly dissimilar they share one thing in common, they are ridiculously powerful. Normal martial artist are capable of amazing feats, however the common place events and actions demonstrate how little they have in common with a Nerima martial artist. The main difference appears to be the use of Chi. Chi is the life energy generated by every living thing. By consciously tapping into this source and focusing it toward physical manifestation, amazing things are possible. For lack of a better analogy we will equate this energy to PPE, it is used for different effects than normal magic but can be treated in much the same manner in terms of focusing, recovery and tapping outside sources. Most Nerima martial artists focus their Chi in minor ways, by manifesting a visible Battle aura they are afforded limited protection from combat injuries, they appear very intimidating, and they can enhance various physical reactions. The less obvious results of this constant discipline are that normal training is more effective, thus gymnastics which may afford minor advantages in combat now becomes an impressive aid to dodging and confusing an enemy, and bonuses usually gains through these skills are greater as the Chi flowing through one�s body shapes the body into a more efficient form. A practitioner of these arts can seem supernatural, his abilities overshadowing his mundane counterparts. The vast effort and concentration that goes into training can have unfortunate side effects. The martial artist develops quirks, phobias, and obsessions that make obvious the sacrifices they made for their art. The training methods can most kindly be said to be odd, many bordering on the insane. Most would be fatal to normal humans without a large degree of control over the bodies Chi. Still despite escaping physical harm few escape the minor insanity induced by these training methods, the greatest masters of this art are often the most deranged.

There are specific techniques that lie outside even the realm of the �average� Nerima martial arts. These are incredibly powerful ways to focus the artist�s Chi to monstrous effects. Some like the �Chestnut Fist� and the �Breaking Point� are entire training regimes made to instill certain permanent physical characteristics as well as some other abilities that require Chi (PPE) to activate. Others like the �Dragon Ascension Defeat� and the �Roaring Tiger Bullet� are simply devastating attacks brought forth through mastery of Chi. The most dreaded (to the user as well as the enemy), are techniques like the Neko Ken or �Cat Fist� which mentally or physically transform the user into a nigh unstoppable force, for a price. There is no limit (except ones own endurance and skill) to the number of techniques a martial artist can know, however there are other problems to overcome. Each master is likely to only show his most powerful techniques to a very few special students. To find a master is one thing, to convince him to teach is quite another. Sometimes all it takes is winning a challenge against all competing students. Other times a student may be required to prove himself on a dangerous quest, a promise of loyalty, or even trickery. Some techniques almost seem to be the opposite of one another, and are very difficult or impossible to simultaneously master. Such are the �Chestnut Fist� and the �Breaking Point�.

Nerima martial artists, whether they love or hate each other, tend to be drawn to each other�s presence. They are the only ones who understand the lifestyle they life, and the frequent conflicts that seem to result by their mere presence. When two artists are in each others presence it is almost guaranteed that a battle(usually inflicting massive property damage) will ensue. Despite the heated emotions usually displayed there are usually few fatalities or even serious injuries. To be a martial artist is to constantly test their battle skills with others of similar skill. Without a worthy opponent you might as well spend your entire life practicing katas in a closet. Most, except for the extremely unbalanced will not kill without extreme provocation. They have very extensive knowledge of anatomy and know exactly how much damage a body can take and still survive. After all an opponent you beat today may come back to fight you tomorrow with an extremely nice technique to show you. The learning of it might be agonizing but isn�t hardship and pain the best teacher? The average Nerima martial artist has a code of honor making them principled or aberrant, one almost universal tenant is that a martial artist will not attack or allow to come to harm a non-martial artist or creature/being of power. Despite their power, these people live, work, and play among normal humans, property damage is acceptable, casualties are not. By the same token there is usually very little crime in an area inhabited by Nerima martial artists, after all even though only the most violent martial artist would kill an offender, to a martial artist extreme pain is merely an excellent learning tool.

This class is meant to be used by humans. Humans developed it over thousands of years to make optimum use of the human physical form. With these skills and abilities most Nerima martial artists can easily expect to defeat minor demons. The masters of these martial arts can usually challenge Greater Demons on a equal footing. Gods, Ancient Dragons, Splugorth etc. really aren�t worried about these disciplines, advanced though they are, the techniques are still only wielded by relatively weak mortals. Of course a GM can make his own decisions however keep in mind that as it is the class can give a Cosmo Knight a run for his money. If another non-human type is allowed the class with no further limitations a very cautious eye should be kept on the player. I encourage the GM to devise their own advanced Chi techniques with only a warning that not all techniques are balanced for all campaigns, again beware. Keep in mind these techniques are hard to get training in. Finding a willing master is like pulling teeth. It is possible, even encouraged for a player to devise his own Chi techniques as long as the GM is careful, see above warnings. Also if a character devises his own technique make sure it's appropriate to his level. Most of the powerful techniques were developed by ancient masters (15th level or higher). It�s one thing to learn a technique, it�s quite another to make your own up.

Nerima Martial Artist OCC/RCC

Alignment: Any, but usually Principled or Abherant Attribute Requirement: At least 15 PS, PP, PE, ME, and 10 IQ (In the likely event the character cannot meet these requirements give him the minimum in that statistic).

Racial Requirement: Normally human only but that�s up to the GM.

Magic/Chi: PPE is P.E.x2 +1d4x10+20, with an additional 2d6+5 PPE per level. If using the Ninjas & Superspies system use normal human starting chi (PE plus martial arts bonuses) then times it by 3, in which case give the character normal PPE for his race. Cannot do spell magic, however if given explicit directions he can perform ritual magic at 5% per level success. If the character fails his roll the magic rebounds on the caster or has the opposite effect, 50% of either happening. They have a reputation of being more dangerous to themselves than anyone else.

Psionics: At least minor psionics, 10% chance of major, 2% of master. The character may never actually exploit his psionic powers to their full potential due to his concentration on martial arts.

ISP: M.E. + 1d8 per level.

HP: P.E. + 4d6 per level.

SDC: P.E.x5 plus 2d6 per level of experience.

Symbiotes & Bio-Wizardry: This class evolves around developing the characters own potential. If the character wanted to develop the power of it's symbiote or warp himself through magic he would be in a different occupation. Cybernetics will cripple his abilities until he figures a way to regenerate the lost limb. In short the character will never willingly submit to such processes, but then again most are deranged, so it is possible.



Multiple OCC: The Character maintains his ability through constant training. Stopping his training will actually reverse his conditioning to the effect of 1 level per month (this includes all abilities for that level). The degeneration will stop at the loss of 4 effective levels. Resumption of training will allow the character to regain his abilities at 1 level per month. Only hard training will allow the character to regain his conditioning, regardless of how much experience he receives. No new techniques can be learned until he has regained his full abilities. However, if the character is determined to neglect his training he can train for other OCC but requires twice the amount of experience listed.



OCC Skills: Languages: Native tongue at 98% plus 2 of choice (+20%) W.P. five of choice Recognize Weapon Quality (15%) Biology (+15%) First Aid (+15%) Detect Ambush (+5%) Athletics (General, all statistical bonuses x2, including attribute bonuses) Wresting (All statistical bonuses x2, including attribute bonuses) Acrobatics (All statistical bonuses x2, including attribute bonuses, & +15% to all subskills.) Martial Arts Analysis & Tactics (see description) Hand to Hand: Any Martial Arts, select only one at first level. (Please keep in mind that this counts as a physical skill, thus the benefits are doubled. If at subsequent levels multiple Hand to Hand styles are selected use the highest bonuses. As per standard Palladium rules they are not cumulative).



OCC Related Skills: Select a total of 6 other skills. Plus two additional skills at levels 4, 8, 12, 15, after 15th level the character may study 1 new skill per level of experience. Communications: None Domestic: Any Electrical: Basic Electronics only (-10%) Espionage: Any (+15%) Horsemanship: Any Mechanical: None Medical: Any (+15%) Military: Any (+15%) Physical: Any (+15%, all statistical bonuses x2, including attribute bonuses)) Pilot Skills: Any related to combat (+10%) Rogue: Any, except Computer Hacking(+10%) Science: Any Scholar/Technical: Any, except Computer Programming WP: Any Wilderness: Any (+10%)



Secondary Skills: The character also gets to select four secondary skills from the previous list at level 1, and two additional skills at levels two, five , seven, ten , and thirteen. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses.



Martial Arts Analysis: This is the skill that separates Nerima martial arts from normal martial artists. Not only does this represent how well the character can fight, but it represents how well he can counter a new styles or moves, & learn new styles and moves. Most significantly it represents how well the artist controls the Chi he has access to. Most new Chi techniques require a roll of 1/10 the base to successfully learns a new Chi technique. Failure usually merely means more time required learning a Chi technique, however many of the most powerful having grave consequences for failure. The normal Nerima martial artist starts with a skill of 25% base an additional 5% per level of experience.



Starting Equipment: If there is no income associated with the character's martial specialty he starts with a spare change of clothes, camping equipment, and any weapons he has weapon proficiency in. If he can make money with his skill he will have the appropriate props. This can be a yata cart or even their own restaurant (GM's option).



Armor: Prefer none, but will wear if it is lightweight or has properties helpful in his specialty, or needs it to survive..

Weapons: Although the artist may know many WP, it is likely that he only carries weapons of his specialty.

Money: 1d4x10 gold or credits, unless specialty involve trades, or services in which case he starts with 6d6x10000 gold or credits.



Training: Due to the lifetime of training and Chi channeling the character gains the following abilities. Psionic abilities require the expenditure of ISP as normal.



0- 2,900 Level 1, Strength counts as Supernatural, Resist Thirst, and Meditation 2,901-4,800 Level 2, Sixth Sense, Resist Hunger 4,801-9,600 Level 3, Leap 5ft per level of exp., Resist Fatigue, Sense Evil 9,601-19,200 Level 4, Regenerates 1d6 HP/SDC/MDC per 10 minutes, Deaden Pain, Sense Magic 19,201-29,200 Level 5, Suppress Fear, Presence Sense 29,201-49,000 Level 6, Summon Battle Aura(Lesser), Summon Inner Strength. 49,001-79,000 Level 7, Death Trance, See Aura 79,001-119,000 Level 8, Mind Block 119,001-169,000 Level 9, Intuitive Combat 169,001-230,000 Level 10, Psychic Purification 230,001-300,000 Level 11, Impervious to Poison 300,001-380,000 Level 12, Summon Battle Aura(greater) & regenerates 1d6 HP/SDC/MDC per minute. 380,001-470,000 Level 13, Impervious to Cold 470,001-600,000 Level 14, Impervious to Fire 600,001-800,000 Level 15, Select Chi Technique of choice



Training/Powers: Regardless of the specialty, the character receives 1 character point each level to apply to any physical characteristic. They receive a +1 versus Horror Factor at level 1, 3, 5, 9, and 13. They also gain an additional +2 versus poison and magic at levels 7, 11, and a +1 versus psionics at 4, 8, 12, and 15.



Superpowers: Unless the GM is running an incredibly high powered campaign I would not recommend the usage of super abilities.



Specialties: When the character begins training (usually in early childhood) he selects his primary weapon. Although the character is familiar with many weapons he usually chooses one type to master. This may depend on the family he was born in (many particular styles are handed down through generations of families) he may choose almost any. Some examples are the Okiymiyaki which uses a huge spatula for the main weapon, small throwing spatulas, thrown okyomiyaki, and flour bombs. Martial arts tea ceremony, martial arts origami, martial arts figure skating are also common forms found in Nerima. Traditional forms are welcome as well, including Samurai and Ninja. Specific weapons vary from Mega-spatulas, bokkens, chopsticks, musical instruments, paper weapons, umbrellas, bandanas, belts, chains, sinks, bonbori, staves, and brooms. A weapons user chooses a primary and two secondary weapons, these are weapons he is a master in, channeling Chi into these weapons they are indestructible and receive a bonus of +4 strike/parry while using these weapons. They receive a penalty of -4 Strike/parry in bare-handed combat. The primary weapon will do 1d6 MDC/HP per level of Exp, secondary weapons will do 1d4 MDC/HP per level of Exp(this is in addition to the damage the weapons normally do).

The alternate is bare-handed combat. The bare-handed specialist receives a +20% to his martial arts analysis skill, an initial +4 strike/parry/dodge, 6 initial character points to distribute to any physical attributes. He is a master of unarmed combat, able to analyze his enemy's moves and non-Chi techniques and almost instantly counter them. Give them a few hours to train and the opponent will find his own techniques flawlessly used against them. They have the best chance of learning Chi techniques and even coming up with their own. He does 1d6 points of damage every other level of experience with his hands and 2d4 points of damage every other level of experience with his feet(or use what ever damage is greater on the supernatural damage chart or here). He is truly a master of his own body. At first level he is a master in his own school, each additional level he can master another complete martial arts style. What this means that any opponent attacking him in a style he has mastered is at a -4 to strike, parry, & dodge unless he knows the character's primary school of combat. In this case both characters suffer no penalties in combat



Notes On Hand to Hand: Just a few of the styles that exist are Street Fighting, Gunmaster, Nikar Lo, Boxing, Wrestling, Ukora, Triad, Kung Fu, Kick Boxing, Karate, Ninjitsu, and Anything Goes (also known as Perfect in Every Style, and the School of Indiscriminate Grappling). The character does not gain the bonuses inherent in the combat style but is able to use any non-chi maneuver under the Hand to Hand Style. After level two, at the cost of two OCC related skill slots he may learn the Hand to Hand style in the standard way and gain the benefits of the combat table. He cannot hoard unused skill slots from level one for this. However, unlike the first primary Hand to Hand technique learned he cannot learn additional chi techniques (as per N&SS) unless taught by a master or researched normally. Some martial arts defined in N&SS and Mystic China states that a specific Hand to Hand styles are considered 'Exclusive'. These can be chosen as the initial specialty or when the character has the above mentioned skill slots, but they cost an additional four skill slots.



Chi Techniques - Chi attacks are not magic. Negate magic will not work, however, a Psi-Stalker or other PPE draining type attack will work if it hits. All Variants are GM's option to keep, use as separate techniques, modify or throw away. Also see Ninjas & Superspies for addition Chi techniques.



Battle Aura (Lesser) Cost: 10 PPE. Duration: 2 minute per level of experience level. Permanent statistic change: N/A. Requirement: Chi Control

This creates a small battle aura that surrounds the character. The aura protects them by cushioning blows and damage received(works against all attacks made against the character, weather it is magical, technological, psionic, or whatever; for spells or psionics that don�t do damage but create negative effects for the character, they are also half effective). Characters take half damage while the battle aura is up. In some dire instances certain huge energy attacks cannot be avoided, by concentrating all his energy into the into the battle aura this last ditch technique can reduce the damage by 1/10. The character must successfully roll a dodge while expending 100 PPE. As a secondary effect, while the battle aura is active the character is considered an MDC creature in MDC type environments(combine HP & SDC to figure out MDC), or in SDC type environments take SDC & HP then times it by 5 plus they have an AR of 12(after battle aura is deactivated, whatever damage the extra SDC &HP taken is gone & the character retains his normal HP & SDC. If enough damage was taken while the aura was activated to where the characters HP & SDC go below their normal level, then subtract that damage from the characters HP & SDC). If Battle Aura(greater) is taken & this power activated, ignore secondary effect(above) & double the characters MDC for the duration of this power. For an SDC setting take HP & SDC times 10.



Battle Aura (Greater) Cost: 100 PPE.( when reaches level 12 Cost is 50 PPE) Duration: 2 minute per level of experience level. Permanent statistic change: +2 MA, +50 PPE. Character becomes an MDC being(combine HP &SDC to figure out MDC; or use the secondary effect of Battle Aura lesser if using an SDC setting) Requirement: Battle Aura (6th Level)

This creates a huge battle aura that surrounds the character. Those that see the aura are stricken with terror and unable to effectively act or move (HF 18). The aura also protects the user with 100 MDC/SDC per level.(in SDC settings the aura has an AR of 15) Repeated exposure to this technique will reduce the effect 1 HF per exposure unless the character witnesses the aura user doing something truly awe inspiring while under the effects. NOTE: this power can be learned before level 12, if it wasn�t learned before character reached level 12 then he/she automatically gets it at level 12.



Bean Jam Blowout Cost 50 PPE. Range: 10ft per level of experience level. Area Affect: 5ft per level of experience level.

Creates a directed tornado-like funnel that sweeps the opponents, and carries them hundreds(1d6x100) of feet away, taking 1d4 MDC/HP damage per level of Exp, are knocked down and confused for 2 rounds (-5 strike, parry, & dodge) and suffer the effects of Wind Rush. Opponents/objects weighing over 10 tons are merely knocked down for a round (15 sec). Once targeted the only way to escape the effects of the funnel is to roll a natural 18, 19, or 20 dodge. Takes four attack actions.



Breaking Point Cost: 20 PPE. Requirements: Must be able to channel Chi, minimum 25 PE. Permanent statistics change: +10 PS, +6 PE, -2PP, 1d6x10 MDC/HP per level of character(this is in addition to what the character normally receives). Minus 3 attacks. Damage: 1d6 points of damage per level of Exp times 10 MDC/HP.

This is a technique originally used for mining. Merely touching objects like a rock, ceramic, steel, etc. caused it to explosively shatter. The theory behind this is that everything has a breaking point or a point where it is weakest. By sensing this point, touching it and channeling Chi in a certain way into this point the object is violently disrupted. The training for this technique is ingenious. The trainee is hung from a rope while tied up like a mummy, with only his arm sticking out. Meanwhile an approximately 10 ton boulder is swung at the victim�er� trainee. The trainee must find the breaking point of the boulder or be smashed by the boulder. This serves two purposes, one since it is very rare to succeed on the first few tries each impact toughens the character's body making more resistant to impact and damage for the next attempt. It is quite common to be knocked unconscious on the first few tries. People who do not have sufficient control over their Chi and who do not meet the minimum requirements are will most likely die if they attempt this training. If some talented freak of nature were to actually succeed in the first few tries the second purpose of this training would be demonstrated. Without the toughening up process the boulder will explosively shatter and the trainee will take full damage at ground zero. Said talented freak of nature would be wise to just sit back and let himself be pounded by the boulder and concentrate his Chi on getting more resistant to damage. Training takes 1d6 week, unless 1/10 martial arts analysis skill is rolled. The effect of this technique is awesome but has limitations. Most living creatures are soft and do not fracture in this manner, however robots, armor, most walls, floors and so on are rigid enough to explode quite nicely. Sentient rock creatures, magic object and other borderline creatures roll a save versus magic 12 or less, or suffer normal damage. The attack counts as two actions. Any creature within 5 ft of the blast point receives 1/5 damage. The character takes no damage from this technique. Masters of this technique are MDC in MDC type environments. Variants: There are rumors that it might be possible to strike a breaking point in one place and if calculated correctly it may cause a chain reaction or travel along a "fault" to take effect at another place. This is unverified and would take extra-ordinary skill (1/10 martial arts analysis and GM approval).



Butterfly Kiss Cost: 30 PPE per base transfer Requirements: Must be able to channel Chi. Permanent statistic change: +50 SDC/MDC.

Through this method the martial artist is able to translate chi energy directly into kinetic energy and apply in to an object. The lightest touch can carry the energy of a truck. This is of limited use when used directly on people or creatures of large mass. The energy is applied to the object as a whole and cannot be applied to part of an object such as a hand or appendage. If this is attempted the energy will be distributed to the entire object. An example of this is applying the technique to a person's hand, the energy will be evenly distributed throughout the subject's body and the entire body will be moved in the direction it was applied. It can be applied directly to objects such as guns, swords, and other parts not an integral part of a larger mass. To a martial artist trained to take falls this is merely a method to put lesser skilled opponents in their place. When used on those without such capabilities or indirectly applied through missiles it can be a deadly technique. The initial transfer does no damage do to the entire mass being given a kinetic charge. When the object impacts with another is where true danger lies. Each level of experience the character may impart up to 3,000 Joules of Kinetic energy to an object. Impact with another rigid body will cause 1d10 per 3000 Joules. Successfully rolling with the impact/fall will reduce the damage to 1/4. When carefully applied by the martial artist it is possible to partially, or completely negate the effects of an external impact.



Chestnut Fist Cost: 10 PPE per melee round (15 sec). Requirements: Must be able to channel Chi, minimum 25 PP, minimum of 7 attacks. Permanent statistic change: triple speed attribute, +4 to PP; +2 to dodge, +3 to parry & strike; two additional melee attacks(plus 1 additional attack every 3rd level of Exp from the level they learned this) & auto parry.

This is also a technique which involved a complete speed training regimen, in some ways it is the antithesis of the "Breaking Point". Once the character gets his speed up to the minimum required the training is simple. Toss several dozen chestnuts into an open fire and grab them out without getting burned. If you succeed you have achieved the basic chestnut fist. This gives you paired weapons with bare hands and an additional 1d6MDC/HP per level of Exp. With further training it is possible to parry or catch projectiles up to and including bursts. This also includes shrapnel (such as caused by the Breaking Point). The basic technique including the preliminary speed training takes 1d6 weeks unless 1/10 martial arts analysis is rolled. This was meant to be a bare handed technique, however with practice this speed technique could be applied to weapons (roll 1/10 martial arts analysis each week per weapon).



Stinging Fist Cost: N/A Requirement: Chi Mastery, Chestnut Fist. Permanent statistic change: Auto-dodge, +4 to PP, +2 to dodge, +3 to parry & strike, two additional melee attacks.

The training for this technique is painful. A hive of bees or hornets is smashed to the ground at the trainee's feet. The trainee must stun the insects while avoiding being stung. Each week the martial artist rolls 1/10 martial arts analysis success means the technique has been mastered. This technique was designed to further increase a person�s speed & reaction time in combat.



Dimensional Cloak Cost: 20 PPE. Duration: 10 minutes per level. Permanent statistic change: Sense dimensional anomalies, rifts etc.

Originally used for evil and perverse purposes, it is hoped that someday the name of this technique will have the original taint purged through noble actions. It is doubtful. The user becomes invisible as he has removed himself from our plane of existence. He can see, hear, and talk but has no other ability to interact with the people he watches as long as he employs this technique. Physical barriers also seem immaterial to a user of this technique. Magical, psionic, and dimensional barriers seem to reflect themselves into whatever dimensional hole the martial artist has thrown himself and will stop bar his progress. Of course he is also invulnerable and undetectable (unless you�re a Shifter, Temporal Wizard etc.). Variants: Time does not seem to affect to user in that place. It might even be possible to hibernate or go into some state of suspended animation and just wait out a bad millenium or two.



Dragon Ascension Defeat Cost: 100 PPE. Requirement: Chi Control, minimum +10 to dodge, 15 ME. Permanent statistic change: +4 to ME, +2 to dodge. Area of Effect: 10ft radius per level experience.

This powerful technique relies on using the enemy's own power against him. By leading the enemy/enemies in a spiral and tuning your Chi to be "opposite" your enemy's you lead him/them to the center of the spiral. Once the center is reached your opposing Chi's final attack is triggered. The character punches at the air near the primary enemy (doesn't even need to strike, gesture is enough of a focus) and a huge vortex of conflicting Chi is formed. Once triggered there is no effective defense even those not originally attacking will be swept straight up hundreds of feet (2d4x100), in a maelstrom of opposing Chi energies and bombarded with debris. Those of the enemy will who are within the spiral will take damage equaling half the MDC/HP of the primary foe plus 1/10 the MDC/HP of each enemy in the spiral at the time of triggering. Those who were not attacking are still swept up in the vortex but take a mere 1/5 damage. The person who initiates this attack has only limited control at this point. If for some strange reason he decides he must rescue someone accidentally caught up in the whirlwind he can just up the center of the funnel and attempt to reach his target. At this point he can shield his target with has own body and Chi. He will now take the 1/5 damage, and can guide them both to the ground taking a mere 1d6x10 SDC of falling damage. The maelstrom lasts 1 melee round per level of experience, however if the enemy survives the initial damage, once he recovers from being stunned/"knocked down" be can try to leave the vortex if he has some means of self locomotion. If he cannot leave the whirlwind he will be spun around until it dissipates on it's own where upon he will be forcibly thrown to the ground and take 1d6x10SDC falling damage per hundred feet in the air. Although devastating, this attack has several flaws. First if the enemy doesn't attack the character he can't form a spiral. Second the character must constantly and successfully dodge into the spiral form, if he actually gets hit, he must start the spiral anew. Third the setup of the spiral takes a full melee round that�s a long time not to get hit. You might say "what kind of moron am I fighting if I can always lead him by the nose into a spiral?". The answer might very likely be he's never hear heard of the damn technique and never even noticed a spiral pattern while he was chasing that damned irritating character all over the yard. Unless someone actually is watching the battle (or already knows the technique), and rolls 1/10 his martial analysis roll and then informs sir bozo he may never find out how you keep tossing him up several hundred feet all the time. Because of the conflicted Chi energy ravaging the enemy, regeneration and healing will not work for 1d6 hours even with powerful supernaturals creatures. There is a similar variation that can be used for stationary foes where the character spirals around the center and the enemy forms the heart of the storm. This is dangerous as the technique wasn't created for this use. The character must make his normal martial arts analysis roll or suffer the same effect as the enemy. The training for this is very simple, forming spiral paths while dodging and keeping iron control over your Chi. To successfully learn this technique you MUST roll 1/10 your martial arts analysis skill. You may try once a week for as long as your teacher has patience.

Variants: It is rumors that a single individual could create and trigger this phenomenon without a spiral or an enemy to fuel to attack. This would be incredibly difficult and very painful as it would involve simultaneously manipulating conflicting Chi energies. If it could be done it would allow not only the traditional vertical attack but allow a horizontal version of this technique. Roll 1/10 martial arts analysis skill each attempt. Character will take half damage done to hostiles unless he can perfect the technique. GMs option.



Hadou Ken Cost: 40 PPE. Damage: 1d6x10 per level experience. Range: 100ft per level experience. Requirement: Chi Control, minimum 100 PPE. Permanent statistic changes: Sense PPE, tap into ley lines, nexus, and creatures, as amagic user for PPE and ISP purposes (keep in mind that Chi users are masters of their PPE and that like mages they cannot have their Chi/PPE taken without their consent), and increases PPE/ISP regeneration with meditation(double the normal amount of PPE/ISP normally regained). Extra 2d6 PPE per level experience.

This special technique often spoken of with a mixture of disrespect and awe. With it the character gathers Chi from the earth, plants, animals, etc. around him and throws this as fiery ball toward the enemy. Unfortunately it takes quite a while to gather this energy (4 actions), and if the characters concentration is disrupted he must start again.. Variants: It is rumored that it possible to unleash this energy through a punch, or other technique. If so it would still require the same time to gather the energy. Not many enemies will allow that at close range, however, if they did you would be able to use any hand-to-hand bonuses available.



Hidden Weapons (Lesser) Cost: 3 PPE per summons. Requirements: Chi Control.

With this skill the user can hide and summon 1 major item/weapon per level experience. and 5 smaller/lesser items per level experience in a pocket dimension or subspace and summon them at will(counts as 1 melee attack/action). They will appear instantly in his hands and does not require and action. The character also has the fast draw skill when dealing with summoning any summoned weapons. These items are fixed and cannot be changed without several weeks of training. Roll half martial arts analysis skill once per week. A success indicated you have learned to store a specific item in a particular "place" in subspace(normally the �place� is located so where around the persons body so it can easily be reached). NOTE: Magical items/weapons & projectile weapons count as a major item. Non-magical items/weapons count as lesser items.



Hidden Weapons (Greater) Cost: 5 PPE per summons. Requirements: 15 IQ, Chi Control.

Same as above except character may store 5 major item/weapons per level experience and 10 minor items/weapons per level experience. There are no fixed slots. The character may store whatever he wishes in the appropriate "location".



Levitate/Flight Cost: 10 PPE. Duration: 10 minutes per level experience. Speed: 40-mph +10 mph per level experience.

Through the careful use of Chi it is possible to fly. They may never win any speed records but it will get you where you're going.



Mega Glomp Cost: N/A or 50 PPE Requirements: If the character is not a pervert (see insanities), he must roll versus ME to learn this technique or apply it. Also requires the ability to channel chi. See aura. Permanent statistic change: +100 SDC/MDC, +100 PPE base, gains PPE shield as per psionic abilities.

The training involved in this technique requires the trainee to latch on to a woman's bust and attempt to sense the woman's aura. If the trainee is not beaten unconscious and makes under 1/10 the martial arts analysis he can learn this technique after only a week of training. Alternate training methods are possible but require 1/100 the martial arts analysis skill roll. If the trainee fails and survives the probable beatings he can try again each week. Once learned the user can drain half the PPE of his victims. Once the martial artist has grappled his victim they are �10 strike/parry/dodge versus the user of this technique. If the martial artist expends 50 PPE he does not receive any energy from the victim but may drain the victim of all personal PPE. The victim of the drain is tired and listless and will be -10 strike/parry/dodge and 1/2 PE until all PPE is regained through the normal course of time. Users of magic receive a save vs magic at +5 in their favor due to the control these classes have over their PPE reservoir. If the user does not already have the insanity 'pervert' he must make a saving throw versus insanity (include ME bonus) per use, or receive it. This technique is half effectiveness if used against males or the female improperly grasped (ie not grasped around the bust), however no roll versus insanity is required. The martial artist can hold twice his usual maximum PPE while employing this technique, but will lose PPE at the standard recovery rate until he is again at his normal PPE maximum or he employs this technique again.



Neko Ken (Cat Fist) Cost: All current PPE. Requirements: Chi Control, (Since it is impossible to force yourself to submit to this training, it usually requires a third party to force the character through the training), minimum 15 PP, 15 ME (failure means death or being reduced to a gibbering idiot). Permanent statistic change: Severe phobia of cats, +2 PP, +50 PPE.

Any manual concerning this subject may go on and on regarding the power granted by this technique. If you keep reading you will also read about how it was banned for causing severe physiological trauma to the trainees. Most also state that only an idiot would try to teach or learn the technique. The training is deceptively simple. "Tie the trainee up in fish sausages and throw him into a pit of starving cats. Repeat as needed." Roll martial arts analysis to survive the initial training. Each time the character is thrown in the pit roll for survival, making under 1/10 the martial arts analysis means the neko-ken has been learned. Congratulations. The training induces a severe phobia of cats. At the slightest sight of a cat the characters strength is doubled. Unfortunately this enhanced strength is only useful for escaping the horror before him. Woe unto any person, vehicle, wall, or mountain between the character and the shortest path away. Coherent thought is impossible, technique or skill is irrelevant all that the character thinks about is leaving. Even if for some horrible reason the feline attaches itself to the character he will be unable to bring himself to further touch it. He will simply run until it jumps off on its own or the neko ken takes hold. When the terror becomes too much for the character's psyche his personality retreats. He gets down on all fours and meows. This is the fabled neko-ken. While in this state the character's PS, and PP are increased by 12, Speed, and HP/MDC are twice what they are normally. They also receive 4 extra attacks, heightened smell, and the incredible "Cat Fist" attack. Of course they now think they are a cat. This means that the character has no memory of any enemies, he has an effective animal IQ of 4, and he will only fight for territory, family, mates, and domination. The horrible foe who was slaughtering towns and laying waste to the countryside while now be ignored. Heaven help the poor SOB if he's unfortunate enough to catch the attention and earn the displeasure of the character while in this state. He won't fight to the death, cats only fights until the rival cat submits, of course most people don't know this and if the enemy continues to fight he will most likely die. The Neko-ken attack is actually cat claws made of pure Chi. The character does not even need to touch his enemy the claws of Chi will do that. Although he cannot actively use other Chi techniques he naturally has the effects of the "Chestnut Fist" in reference to parrying and paired hand-to-hand/claw attacks. With his "claws" he can even parry energy weapons and bursts with no penalties. The only way to exit the neko-ken is sudden shock or relaxing so completely he comes out of the neko-ken. Some examples of this would be being pummeled unconscious, being involuntarily shape-changed into another species or sex, or falling asleep curled up in the lap of a loved one. There is no cure for the phobia. If by some miracle the phobia is removed the technique can no longer be accessed. Desensitization is an especially futile method for curing this phobia.

Variants: It is rumored that other similar techniques exist, the shark-ken, bird-ken, etc. They are all equally devastating and all equally debilitating for the character.



Pressure Points Cost: 40 PPE. Requirements: Chi Control, biology minimum 50%, minimum 20 PP, +10 Strike, See Aura. Permanent statistic change: +2 Strike, Psychic Diagnosis.

All living things have Chi. This energy flows in channels throughout the body, if they are blocked odd, usually bad, things happen to the body. Likewise if this energy is made to flow more smoothly or redirected along more efficient routes usually creatures have very good things happen to their state of health. These paths are well known in the human body along with the pressure points and the correct amount of Chi to use for various effects. On a successful roll of the martial arts analysis skill the pressure point is applied correctly with the desired results, if the roll is failed there was either no effect or a drastically different one than what was expected. Even if the roll succeeds and unwilling participant gets a save vs magic15 (only count PE bonuses toward save) or less to resist what was done. The effects of these pressure points vary to a huge degree from blindness, deafness, dizziness, paralysis, muteness, pain, paralysis, confusion, amnesia, full body cat tongue, etc. The effects of these last 1d6 hours per level experience or until countered. The more beneficial results such as healing, negate poison, regeneration, or faster PPE/ISP recuperation are far more fleeting last a mere 1d6 minutes per level experience. It seems it really is easier to destroy than to create. Very few people know all these pressure and those who do guard this knowledge jealously. After all who would you trust with the power to cripple or heal with a touch. Although meant for the human body, with enough study of a particular race's anatomy and Chi flow it is possible to use these points on non-humans. Without such study there is no chance of successfully applying pressure points to a non-human race. After several weeks of study (roll 1/10 martial arts analysis skill once per week) the character may apply this skill to the race he has been studying and expect 1/5 martial arts analysis skill roll chance of success. This study may be repeated until the character has his normal chance success.



Regenerate Cost: 20 PPE. Duration: 10 minutes per level of experience. Requirements: Chi Control, Biology minimum 25%, & Summon Inner Strength.

Through control of his own Chi the character can regenerate even devastating damage very quickly. Can instantly heal 1d6x10 HP/MDC for 50 PPE. Healing rate: 2d6 HP/MDC per minute. (also works on battle auras if activated)



Roaring Tiger Bullet Cost: 10 PPE. Permanent statistic change: +1 MA. Requirements: minimum 15 ME. Damage 1d6 MDC/HP per level experience.

A simple blast of pure chi, generated using emotions to focus and help project the energy. The chi blast can also transmit the emotions that help focus the blast having the effect of Empathic Transmission. The drawback is that the character suffers the same penalties (appropriate for the emotion) as his target. Characters who often summon specific emotions find these emotions easier to reach the more often its used. Each time this Chi Blast is used more than 10 times in one day, roll a save versus insanity. A failure gives the character the appropriate insanity (Confidence with give Overconfident, Depression will lead to chronic depression etc). Variant: It is rumored that if a master (roll 1/10 martial art analysis skill) were to combine this Chi attack with the Chestnut Fist a burst (1per level) of smaller attacks (1d4 per level) would be sent at the enemy. GM's option if practice will improve the reliability of this variant.



Roaring Tiger Bullet (Perfect) Cost: All PPE but must have at least 50. Damage: 2d6x10 per level experience. Range: Visual (If the character knows where it is, he can hit it). Area Affect: 5ft/level. Permanent statistic change: +1 MA. Requirement: The appropriate insanity gained by the overuse of the "Roaring Tiger Bullet".

One must almost be insane to be able to use this version of the previous Chi Blast. The character is so overwhelmed with the particular emotion he is able to channel an incredible amount of Chi. It wells up inside him until he shoots it straight up into the sky in a huge blast. It almost immediately comes roaring down like the hand of god to smite it's target. +10 strike (very fast, very unpredictable). It's very unhealthy. Side Effects: User takes 1/4 damage and character falls unconscious immediately after attack. Fortunately, after channeling all that emotion his particular insanity is gone. Note: Roaring Tiger Bullet is actually the name of the variant that uses confidence, Depression Blast is the name of the variant using depression as fuel and focus).



Splitting Cat Hairs Cost: 50 PPE. Requirements: Chi Control, minimum 15 ME. Permanent statistic change: +2 ME, detect illusion 5% per level experience.

This ancient technique makes up to 1 image per level experience of the character. The images split and rotate around the target. They are indistinguishable from the real form in all but the sense of touch. The character may attack at will and the subject will still be unable to tell truth from fiction. Each time an image is attacked roll 100%/image to see if the real character is aimed for. Even if the character is hit once the enemy must still roll the same percentage to choose the correct image next time. The only weakness in this technique is that it requires intense concentration. No other special attacks are usable and if something truly unexpected happens the character must roll versus ME, or the images will fade due to his distraction. The images also all rotate about a single point and are therefore not as effective on multiple attackers. Area affect attacks also work well since for the character to actually hit hand-to-hand all images must be within 10ft. If attacking is not an issue or the character has a long distance weapon the maximum radius is 5 ft per level.



Vacuum Blades Cost: 10 PPE. Requirements: Chi Control, minimum 7 attacks. Damage: 1d4x5 per level experience. Permanent statistic change: A side effect of the training is that the character can survive 10 minutes per level of vacuum or airlessness.

By the use of Chi the character swipes his hands in an X shape in the air in front of him. The air is disrupted leaving two travelling "blades" of vacuum and negative Chi. This is actually a physical cutting attack that is very difficult to parry, requiring a magical weapon, a countering Chi technique, or dodging to avoid the attack.
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