Fudojutsu or Art of Immobility
By Kuseru

Training in the ability to remain totally immobile involves being able to remain totally tranquil under any circumstance, as well as suppressing the body's functions (cooling the blood, slowing the heartbeat, and suppressing appetite) for long periods without any ill effects. Requires the Meditation skill. Successfully employing meditation allows the character to suffer no ill effects from inclement weather, constantly be aware of their surroundings, and resist the effects of fatigue, hunger, and thirst.
Characters with this skill can resist bad weather unprotected for one hour per level of experience without ill effect, note that this includes cold and hot weather as well as rain and storms (though flooding can drown the character, lightning can still the character, fires can still burn the character, etc.).
Also included in this martial art power is a lesser version of the Zanshin martial art technique. This ability is one of readiness and awareness. The character will instantly sense anybody who enters his Zanshin circle, including animals, pure chi spirits and those with intangibility and/or invisibility, including beings with zero chi! This includes those using the Mind Walk Zenjorike and the spell Invoke Chi Zoshiki, but does NOT include those who are successfully using the martial art power of Chi Zoshiki/Mystic Invisibility (which shields against chi awareness). At first level, Zanshin extends for an area of 3ft (1m) around the character. This is increased by 1ft (0.3m) for every level of advancement. Bonuses: None, this character does not gain initiative against those in this form of zanshin since the character is in a meditative state, likewise this skill can not be used to evaluate the chi of anybody in their zanshin circle. This ability only alerts the character to the presence of others in the area.
By slowing metabolic functions, the character can also resist the effects of fatigue, hunger, and thirst. As long as this power is successfully employed, the character does not need to sleep, eat, or drink. This ability lasts six hours per level of experience. Note: While the character can suppress the need for sleep, food, and drink, this does not eliminate the body's need for these items. For each six hours of meditation using this ability, the character only requires four hours of sleep. Hunger can be resisted, but for each period of 12 hours that the character does not eat at least once, they lose 1 pound (0.45 kg) of weight. For each 6 hours that the character does not drink at least half a quart of water/liquid, they have a cumulative 12.5% (round up) chance (that means that after 12 hours of not drinking at least one quart of water, they have a 25% chance of becoming dehydrated, after 18 hours, they have a 37.5% chance, and after 24 hours, they have a 50% chance, after 48 hours, they have a 98% chance, this percentage does not increase above 98% after 48 hours) of suffering from the effects of dehydration. Dehydrated characters have all combat bonuses and number of attacks per melee reduced by half. After 60 hours of not drinking however, the character begins to suffer from sustained dehydration, resulting in the character losing 25% of their total hit points. Reduce Hit Points by an additional 20% for each subsequent 24 hour period without at least one quart of water. After 108 hours (four and a half days), characters will have lost 65% of their total hit points, plus speed will be reduced by 90%, attacks per melee round are reduced to one, and no combat bonuses of any kind! NOTE: These are not the rules for normal dehydration, but the rules for the reduced dehydration penalties the character suffers from using this ability.

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