Dian Xue/Tien Hsueh- Touch Mastery (Exclusive)
By Hibik
Entrance Requirements: As this art carries a very bad reputation, typically only dishonorable or evil alignments take Dian Xue. An I.Q. and M.E. of 12 are required.
Skill Cost: 20 Years.

Touch Mastery can trace its origins back to the early Ming Dynasty (1368-1644), to a doctor in Beijing, named Bi Ming Shi. Bi, who at the time was an accomplished doctor in many fields, was also a talented Martial Artist (although the original system which he studied is now unknown.), and was constantly searching for new martial knowledge. Near 1400 AD, Bi left on a trip through China, to seek out more Martial information.

If only more of the story could be told. However, for a period of 20 years, no one knew what really happened to Bi. In fact, no one ever saw Bi Ming Shi again. It was merely assumed that he died under mysterious circumstances and that was that. However, 20 years later, a man claiming to be the student of Bi Ming Shi was involved in a tavern fight in a small town in Henan province. He reportedly killed 20 thugs, with mere grabs and touches. This act of power scared the villagers so much; that they eventually reported the presence of this man to Shaolin.

Shaolin didn't have to wait terribly long to meet this man, for the man choose to seek the monk's of Song Shan (Song Mountain) temple himself. The man, who called himself Dian Long, challenged all those who wished to face off against his art, which he called Dian Xue, or Touch Mastery. Six senior monks answered the challenge, and they all suffered the same fate, death. Then, the fighting abbot of the temple showed up, and subsequently made this newcomer a deal: If the master of Dian Xue won, he would have access to some pretty secret information. If the abbot won, however, the Touch Master would have to leave to the north, forever. As he was an honorable person, the Touch Master agreed.

The fight took place in a secluded chamber of the temple grounds, where no other person was allowed to watch. After 3 days of waiting, some of the Sr. monks opened the doors to the temple to see what had transgressed. Neither the abbot nor, the Touch Master was anywhere to be seen, and neither of them was seen again. It was later discovered that several martial manuals and medicinal formula books were stolen from the temple's library. However, found in the chamber room of the former head abbot, was a recently written book, detailing the human anatomy and the secret points of Dim Mak (the death touch), as well as the combat method of Dian Xue.

After much debate, it was decided that the art was far too dangerous to teach, and that the book should be burned. Several monks, however, disagreed, feeling that it would be wrong to destroy this knowledge, and that the temple may someday need it. It was decided that the book should be sealed away, at a location only known to the head abbot, for hopefully, all eternity.

However, the descendants of Bi Ming Shi were not gone, and unknown to Shaolin, they were quickly gaining power in the underworld, using their martial ability to serve as assassins, causing their name to be spoken with fear. However, during the Qing Dynasty, it was discovered that there was a new family of Martial Artists who trained in Dian Xue. These newcomers, who had apparently found the manual in the ruins of the Henan Shaolin Temple, drew the attention of the old family, and fighting quickly broke out. The Qing dynasty, seeing their chance at destroying this threat once and for all, set both families up, convincing that the other had set a final challenge for them in an old Taoist Temple. When both families arrived and began fighting, the Manchurians burned the temple to the ground. However, there were survivors from both sides, who amended their differences and survived to this very day.

In the strictly secret training, a student of Touch Mastery will gain an extremely through knowledge of human anatomy. Every aspect of the body's functions is learned, from blood flow, organ function, muscle movement, and an understanding of the nervous system. The flow of chi, and the location of special points are also studied. These points can be used to stun, knock out, paralyze, hurt, or kill with a mere touch. The student also learns how to reverse this damage.

As a combat art, Dian Xue is extremely precise, and very efficient. One strike to incapacitate or kill is more important then a thousand strikes, so a Dian Xue master is patient, waiting for the exact moment where he can deliver his strike. However, this is a very quick thinking art, so a lot of time will not be spent waiting, but rather, a single evasion and then a strike is often the preferred method of defeating an opponent.

Training for Dian Xue is extremely limited. Its students are all hand picked by its secretive masters, who are typically looking for the twisted and malicious qualities that emulate from themselves. However, as there are (relatively few) artists of higher standing character, it's always possible for someone of a lighter alignment to learn this heart, only very unlikely, as its masters are extremely secretive of their darker brethren. All masters of Dian Xue reside in China, Japan, or Korea.

Note: Recently it was been speculated as to whether or not the legendary Jeng San Feng (the founder of Taijiquan) may be related, or partially responsible for the art of Dian Xue. As Taijiquan has a deep understanding of vital points, it has been speculated that Jeng San Feng and Bi Ming Shi may have met at one point, and exchanged martial knowledge. Or maybe it's something more sinister? No one really knows.

Costume: Typically beautiful silk robes.
Stance: Upright stance, with legs shoulder width apart, with one arm lifted towards the opponent and relaxed. The other arm is relaxed, open handed, guarding across the chest.
CHARACTER BONUSES

Double Existing Chi
Add +3 to M.E.
Add +2 to M.A.
Add +1 to P.P.
COMBAT SKILLS
Attacks Per Melee: 1
Escape Moves: Roll with Punch/Fall/Impact
Attack Moves: None
Basic Defense Moves: Dodge, Parry, and Automatic Parry.
Advanced Defenses: Multiple Dodge.
Hand Attacks: Palm Strike, Fore Knuckle Fist, Duo Knuckle Fist, and Fingertip Attack.
Basic Foot Attacks: Kick, and Snap Kick.
Jumping Foot Attacks: None.
Special Attacks: Paralysis Attack (Vital Points), Deathblow, and Disarm.
Holds/Locks: Finger Lock, and Wrist Lock.
Weapon Katas: WP Shan (Fan, in this case a spring loaded variation capable of firing a set of needles (which do 1D4 damage each) up to 10ft. away.)
Modifiers to Attack: Pull Punch, Knockout/Stun, Knockout/Stun from Rear, Critical Strike, and Critical Strike from Rear.
SKILLS INCLUDED IN TRAINING
Martial Arts Powers:
Automatically receives Dim Mak. Select a total of THREE (3) from Chi Mastery, Atemi/Tien Hsueh (including Advanced), or Arts of Invisibility. Also select ONE (1) Xian Chi. If desired, any number of powers may be traded, one-for-one, for any Basic Skill Programs.
Languages: Chinese (Typically Mandarin or another Northern dialect).
Cultural: Artistic Calligraphy, Feng Shui (Geomancy), Massage, and Wei Qi (Go).
Medical: Acupuncture and Moxibustion, Acupressure, and Herbology.
Philosophical Training: Taoism.
If this is your primary martial art form, then the following other forms can be learned in shorter time: Bak Mei (5 Years), Tang Lang (4 Years), and Ying Jiao (4 Years)
LEVEL ADVANCEMENT BONUSES
1st:
+1 to Roll with Punch/Fall/Impact, +1 to Strike. Successful Dim Mak on a Natural 19 or Higher.
2nd: +1 to Parry and Dodge.
3rd: Select One (1) Additional Martial Art Power from Art of Invisibility, Chi Mastery or Atemi (including Advanced).
4th: +1 Attack per Melee, +1 to Strike.
5th: Successful Dim Mak on a Natural 18 or higher.
6th: Double Existing Chi, +1 to Roll.
7th: +1 to Parry, Critical Strike on a Natural 19 or Higher.
8th: +1 Attack per Melee, +1 to Dodge.
9th: Select One (1) Additional Martial Art Power from Art of Invisibility, Chi Mastery or Atemi (including Advanced).
10th: Successful Dim Mak on a Natural 17 or Higher.
11th: +1 to Strike, +1 to Roll.
12th: Select One (1) Additional Martial Art Power from Art of Invisibility, Chi Mastery, or Atemi (including Advanced).
13th: +1 Attack per Melee.
14th: Select a Xian Chi.
15th: Successful Dim Mak on a Natural 16 or Higher.
Why Study Dian Xue?
The power that comes from the ability to paralyze, stun, cripple, or kill with a mere touch is a powerful temptation for anyone to resist. Touch Mastery provides its practitioners with extensive training in anatomy, chi control and flow, Herbology and Acupuncture, allowing them to exert almost complete control over the human body, making them a force to be reckoned with. Downright deadly and efficient, its only concern is a less then optimal focus on toughening up the body.

Dim Mak Powers (Advanced Atemi/Tien Hsueh): Dim Mak is effectively a deathblow that requires a NATURAL 19 or higher to successfully strike in combat, preferably with a one-finger strike or fore knuckle fist. Note that Strike bonuses can be added, but the natural roll must be 20 or higher or else the correct point isn't touched. Note that the roll needed for a successful Dim Mak is reduced as a person increases in levels (see above). Rolling with Dim Mak reduces the effects to the point of being uncomfortable and possibly weakness, but not necessarily lethal, as mentioned in the below paragraph.
Several of the below abilities have a lesser, non-lethal version of the power. In those cases, a lesser natural strike is needed then what would normally be needed for a full deathblow.
Note: Due to the precise nature of Dim Mak, a lethal strike CANNOT be used as a simultaneous attack.

Lowering Chi: A touch that disrupts the body's natural pooling of chi in the chest cavity, this ability in particular causes the body's chi to overflow into the legs and feet. This, in turn, causes the blood pressure to drastically fall, and slows or stops the person's heartbeat and body functions, causing death within 1D6 minutes.

Rising Chi: This point disrupts the body's "pooling" of chi in the Dantien, and causes it to all spiral upwards, to rebel against mind and body. The brain is over saturated with chi, causing massive hemorrhaging and death, as blood spills out of the eye sockets, ears, nostrils, and mouth. The death of the victim will only take 1D4 melees.

Quick Acting Dim Mak: The classic "delayed" touch of death. This strike will cause a victim to die within 1D6 days after being struck. The chi of the victim is disrupted and drops to 1D6 points, and will no longer regenerate. Victims then become painfully sick within a few hours, and will die shortly unless a cure is sought.

5, 10, and 50 Paced Palm: A delayed deathblow that causes a victim to simply die after they take the appropriate number of steps. To use this power, the user must declare which strike he is using, and then roll Deathblow, as per normal Dim Mak deathblow. At Lv. 1, only the 100 Paced Palm is available. 10 and 5 Paced Palm is available at Lv. 5 and Lv. 10, respectively. In order to survive, the victim must not walk, and must have someone carry him, or bring him a cure.

Disrupted Organs: These are strikes, which can cause disruption (such as spasms) and failure in the organs. Obviously, effecting vital organs (such as the lungs and heart) can cause death. Disrupting the organs without killing the person can be very painful and cause nausea or sickness, as well as be very distracting (A Save vs. Pain is needed). Note that the heart and lungs cannot be lesser disrupted. Permanently causing an organ to fail can be lethal.
Kidneys: One Kidney can be lost with no penalty. Both kidneys will cause the blood to become impure, and will result in blood poisoning. Treat it as having normal Dim Mak.
Liver: Liver failure will cause a gradual poison buildup, which is amplified by consuming any food or drink (treat as Zero Chi).
Lungs: One lung will make breathing slightly difficult, but both lungs will cause asphyxiation and death within minutes.
Stomach: The failure of the stomach will cause death within 1D4+2 days from thirst.
Heart: Instant Death.
All of the other organs are treated as standard Dim Mak. Lesser versions of this ability require a Natural 14 or higher to strike.

Insanity: Several Dim Mak points on the body, even when not lethal, can actually cause severe insanity for life. Victims can eventually regress into raving lunatics with severe nervous disorders. A save vs. Insanity must be made to the victim when striking these points. Note that the lesser version (natural 14 or higher) of this ability only causes insanity for 1D6 days. The more advanced version (full roll needed), however, is potentially permanent (1D6 years, plus a 50% chance of being permanent.). The lesser version of this ability requires a Natural 14 or higher to strike.

Weakness: A strike that causes the person to suddenly become extremely weak. This includes fatigue, inability to speak, difficulty moving, extreme hypochondria, labored breathing, and nausea. This is typically a strike to the point that affects the master alarm of the Pericardium (the membrane surrounding the heart.). This causes -8 to all combat actions, and -30% to skills. This strike only requires a 15 or higher to execute, as it is, in itself, not lethal.







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