Oni Chi Te (Demon Blood Fist)
By Ray Bull

Some martial historians believe that Oni Chi Te may have originated in the Kali worshiping cults of India. The first written mention of the style comes from the Meiji Restoration (1868-1872) when both sides of the conflict were searching for some way to overcome the other. Before that time this style was only mentioned in the hushed whispers of oral histories. The next time this style was put into written history was at the end of World War 2. The Japanese government was seeking a method of training soldiers to resist the coming invasion by the United States of America. Since then no trace of Oni Chi Te has been found. The few martial artists who know of this style also call it Kaiju Do, the Way of the Monster. If the character wishes to find a master of Oni Chi Te, he must journey to the wilds of Japan. Once there, he must seek out any rumors of goblins, evil things, or small villages living in fear. It is here that the master will be found, living in a cave away from the rest of Humanity. If the master is still somewhat human and the hopeful pupil can stand the sight of him then training will commence.

An Oni Chi Te stylist will approach combat from stealth, seeking to surprise his opponent. If possible the Oni Chi Te stylist will lure his opponent into a specially prepared area, so as to gain a greater advantage over them.

Entrance Requirements: Evil alignments only
Skill Cost: 15 Years (Primary), 8 Years (Secondary)
Costume: Any clothes that can fit over their malformed body.
Stance: None

CHARACTER BONUSES

Add 3 to P.S.
Add 2 to P.P.
Add 15 to S.D.C.

COMBAT SKILLS
Attacks per Melee: 3
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance, Leap
Attack Moves: Leap
Basic Defense Moves: Dodge, parry, Automatic Parry
Advanced Defense Moves: Multiple Dodge, Combination Power Block/Parry, Combination Parry/Attack
Hand Attacks: Strike (Punch), Claw Hand, Knife Hand, Single-Knuckle Fist, Power Punch
Basic Foot Attacks: Kick Attack, Snap Kick, Roundhouse Kick
Jumping Foot Attacks: Flying Jump Kick
Special Attacks: Elbow, Knee, One-Hand Choke, Deathblow, Body Flip/Throw, Leap Attack, Crush/Squeeze
Holds/Locks: Arm Hold, Wrist Lock
Weapon Katas: W.P. No-Dachi
Modifiers to Attacks: Pull Punch, Knockout/Stun, Critical Strike, Knockout/Stun from Behind, Critical Strike from Behind

SKILLS INCLUDED IN TRAINING
Martial Art Powers: Automatically receive Body Hardening Exercises: Crushing Grip and Fujimi (Nerve Hardening), and Demon Hunter Body Hardening Exercise: Control Revulsion.
Languages: Japanese
Cultural: Hojo-Jutsu, Spelunking, Mountaineering
Survival: Interrogation
Weapon: W.P. No-Dachi
Physical: Prowl
Philosophical Training: None

If this is your Primary Martial Arts Style then the following other styles can be learned in a shorter time. Fong Ngan (4 Years), Kyokushinkai (5 Years), T'ang Su (4 Years)

LEVEL ADVANCEMENT BONUSES
Level 1: +1 to Strike, +to Roll with punch/Fall/Impact, +1 to Maintain Balance, Critical Strike on a Natural 20, Critical Strike or Knockout/Stun from Behind
Level 2: +1 Attack per Melee, +1 to Parry/Dodge
Level 3: +1 to Damage, +1 to Strike
Level 4: Critical Strike on a Natural 19+, Receive Demon Hunter Body Hardening Exercise: Ao Dah Jong
Level 5: +1 to Damage, +1 to Strike, +1 to Maintain Balance
Level 6: +1 Attack per Melee, Horror Factor: 5, +1 to Roll with Punch/Fall/Impact
Level 7: +1 to Damage, +1 to Parry/Dodge
Level 8: Deathblow on a Natural 20, Receive Demon Hunter Body Hardening Exercise: Feign Death/Coma/ Unconsciousness
Level 9: Horror Factor: 8, +1 to Damage, -1 to M.E., -1 to M.A., -1 to P.B.
Level 10: +1 Attack per Melee, +1 to Parry, +1 to Maintain Balance
Level 11: +1 to Roll with Punch/Fall/Impact, +1 to Strike, +1 to Damage, -2 to M.E., -2 to M.A., -2 to P.B., Roll on Deformity Table [See Below]
Level 12: Horror Factor: 11, Receive Regeneration Power (Add 1d4 to P.E., Add 1d6+3 to H.P., Add 15 to S.D.C., +10% to save vs. Coma/Death, +2 to save vs. Poisons/Toxins, Character recovers 3 S.D.C. per 20 minutes, Character recovers 1 H.P. per 30 minutes, Character can "Superheal" 2d6 H.P. once per 24 hours, Character does not fatigue, Character only takes 3/4 damage from heat or cold, Drugs/Toxins/Poisons only have 2/3 normal effect, Character does not scar and bones heal 10 times faster), Roll on Deformity Table [See Below]
Level 13: +1 to Damage, +1 to Strike, -3 to M.E., -3 to M.A., -3 to P.B., Roll on Deformity Table [See Below]
Level 14: +1 Attack per Melee, +1 to Parry, Roll on Deformity Table [See Below]
Level 15: Multiply character's height by 1.5 and multiply character's weight by 2, Horror Factor: 14, +1 to Strike, +3 to Damage, -4 to M.E., -4 to M.A., -4 to P.B., 1/2 Existing Chi, Roll on Deformity Table [See Below] [Note: The minuses to M.E., M.A., and P.B. represent the character's descent into monsterhood. If M.E. falls to 0 then the character becomes unable to restrain his animalistic urges. If M.A. falls to 0 then the character can no longer relate to other humans. If P.B. falls below 0 then add that number (as a positive integer) to the character's Horror Factor.]

Deformity Table (Roll 1d20):
1.) Albino: Character has pink eyes and white hair/skin. Character takes 1d6 Damage per 5 minutes spent in direct sunlight. Character is blind after 2d4 minutes spent in bright sunlight.
2.) Poor Vision: All skills requiring the judgement of far distances are -25% (Can be the opposite.)
3.) One arm longer than the other: One of the character's arms is 3d4 inches longer than the other. Extraordinary P.S. in the long arm, -1 to P.P., -50% to lifting capacity when using both arms, -1 to P.B.
4.) Blind: -8 to all combat rolls (Strike, Parry, Dodge, Initiative)
5.) Strange Ears (Roll 1d100): 1-20 = Pointy, 20-40 = 2-3 times larger, 41-60 = Tinier (Quarter or dime sized), 61-80 = Alien Appearance (Bat's ears, reptilian, etc.), 81-00 = No Ears (Just two tiny bumps)
6.) Deaf: -6 to all combat rolls (Strike, Parry, Dodge, Initiative)
7.) Odd Skin Color (Roll 1d100): 1-10 = Yellow, 11-20 = Forest Green, 21-30 = Fire-Engine Red, 31-40 = Battleship Grey, 41-50 = Light Blue, 51-60 = Pure White, 61-70 = Dark Blue, 71-80 = Jet Black, 81-90 = Royal Purple, 91-00 = Orange
8.) Cloven Hooves: Add 1d6 to Kick Damage, Add 1 to H.F.
9.) Horn(s): Character now has 1d3 horns that are 2d4 inches long that do 1d3 Damage each
10.) Hunchback; Character has a large lump on upper back and a deformed upper spine. -6 to P.P., -4 to P.B., -50% to Carry/Lift Capacity
11.) Lame: One of the character's legs is longer than the other. -50% to SPD., -2 to P.P., -2 to P.B.
12.) Odd Face (Roll1d100): 1-18 = Skeletal Features (Maximum P.B. = 10), 19-36 = Angelic Features (Add 1d6+4 to P.B.), 37-54 = Animal Features (-1 to P.B.), 55-72 = Insect/Aquatic Features (-2 to P.B.), 73-82 = Mask-like Features (-2 to P.B.), 83-92 = Demonic Features (-1d4 to P.B.), 93-00 = No Facial Features (20/20 Ir/Uv vision, +2 to Initiative due to increased senses of haering and smell, -50% to P.B.)
13.) Unusual Eyes (Roll 1d100): 1-13 = Very Small (1/2 normal size), 14-25 = Very Large (2x normal size), 26-38 = Solid Color (Fremen Eyes), 39-50 = Odd Color (Roll on Odd Skin Color Table), 51-63 Round (Completely Circular), 64-75 = Very Elliptical (Oval), 76-88 = Glowing (+1to H.F.), 89-00 = No Eyes (Just two dots)
14.) Deformed Skeletal Structure: All the bones in the characters body are mishapen and are odd lengths. -4 to P.S./P.P./P.E./P.B./Spd., -20 to S.D.C.
15.) Extreme Body Hair: 1-20 = Very Bushy (Mr. Kotter), 21-40 = Very Hairy (3x Normal), 41-60 = Furry (6x Normal), 61-80 = Short Fur (1/2 inch), 81-00 = Fur (1d4 inches)
16.) Tail: Character has a tail that is 2d4 feet long that has 30% of her P.S.
17.) Forked Tongue: Add 1 to Horror Factor.
18.) Vulnerability: Character takes triple damage from a specific type of metal or wood
19.) Third Eye: Character possesses a 3rd eye. Add 2 to Horror Factor.
20.) Odd Skin (Roll 1d100): 1-31 = Scaly (+30 to S.D.C., -1 to P.B.), 32-62 = Lumpy (+30 to S.D.C., -2 to P.B.), 63-00 = No Body Hair at alll

Why Study Oni Chi Te?

A strong style with many advantages that slowly descends into madness. Only those seeking great physical power will even consider taking this style.
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