Help Me Design New Powers: Chi Manipulation

Posted by Roughouse 
Help Me Design New Powers: Chi Manipulation
July 17, 2017 07:01PM
So I'm writing my own Street Level Hero supplement for MSH. This is to be a guide for those wanting to run Street Level adventures using FASERIP or MSH. In the supplement I'm working on adding some Chi Manipulation powers.

Would you all mind taking a look at the power descriptions and giving me some feedback?

Full disclosure- most of these power ideas came from old forum threads I read. As well as descriptions of heroes like Iron Fist and Shang-Chi.

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Chi Mastery:
The character has developed his Chi and can accomplish a variety of seemingly superhuman maneuvers. For example, he can grab handled blades out of the air and throw them back. Or rapidly dodge attacks from multiple assailants. This requires a successful Psyche and Agility FEAT roll.

Focus Chi:
The player can temporarily increase one his physical attributes (FASE) by +1CS for ten rounds. This requires one turn preparation followed by a Psyche FEAT roll.

Chi Meditation:
The player can go into a deep meditation. This calms the mind so he/she can restore Physical or Mental Health at power rank. The power cannot be used in combat and requires the player to be undisturbed.

Success requires a Psyche feat roll as follows:
Green FEAT - Broken bones and simple wounds
Yellow FEAT - Wounds to organs, terminal diseases and non-fatal poisons.
Red FEAT: Mortal wounds, massive physical trauma.

Chi Fist:
The player can channel psychic force into his hand for one devastating punch at rank intensity. The player must spend one round in uninterrupted concentration followed by a successful Psyche FEAT to land this attack. The player may use this power as often as they like, but each time after the first attempt his/her Psyche FEAT suffers a cumulative -1CS drop.

Weakness Detection:
The hero has the ability to locate the weakest points in physical structures. This allows the hero to ignore effects of armor, resistance, or invulnerability if he makes a successful Psyche FEAT.
Re: Help Me Design New Powers: Chi Manipulation
July 17, 2017 08:12PM
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I think if you rename Chi Mastery to Chi Manipulation, and then take the rest of the powers you listed and turn them into power stunts for Chi Manipulation it would make one well defined power. Change the name of Chi Fist to Chi Strike and let your players create the specifics when they adapt the power to their characters. I think the base power of Chi Manipulation should be decided by Fighting rank ability instead of Psyche. Fighting = Martial Arts training and discipline. Psyche is for mentalists, mystics and wizards.

One world of adventure is never enough.
Re: Help Me Design New Powers: Chi Manipulation
July 18, 2017 01:31AM
Great Suggestions but I disagree on Psyche. Most of those powers come right from the MHS power descriptions for heroes like Iron Fist. Chi is definitely a psychic/magical energy that the super-martial artist is drawing on, to perform superhuman acts. So I'm leaving them as Psyche rolls.

grinning smiley
Re: Help Me Design New Powers: Chi Manipulation
July 18, 2017 02:57AM
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Roughouse
Great Suggestions but I disagree on Psyche. Most of those powers come right from the MHS power descriptions for heroes like Iron Fist. Chi is definitely a psychic/magical energy that the super-martial artist is drawing on, to perform superhuman acts. So I'm leaving them as Psyche rolls.

grinning smiley

Let me clarify, the base power rank of chi should be something like "If rolled lower than the Fighting ability then the power rank of this power should be raised to be equal to the Fighting rank or Fighting rank +1 CS for its starting rank." Having to make a Psyche check in some cases is a great requirement or limitation to the power. But if it requires you to roll a Psyche FEAT instead of a Power FEAT to determine success/use of the power then something seems not quite right. I believe the Ability FEATS listed in these power stunts may be in addition to a Power FEAT roll. Looking at Iron Fist's MU write up, it could do with a slight revision in the description. Most powers from the UPB are not set up like that.

One world of adventure is never enough.
Re: Help Me Design New Powers: Chi Manipulation
July 18, 2017 09:01AM
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Here's some stuff I had on my old website.

CHI MANIPULATION

Chi is a culmination of life energies, both mental and physical which is harnessed through intense training, usually through the martial arts, yoga, meditation, but is not limited to those. The power rank minimum is the combination of Endurance and Psyche. Chi manipulation in and of itself gives the player character the ability to heal (him/herself only) of power rank damage after 1 round of concentration. The character may also use his power rank instead of intuition to detect those invisible, hiding etc. through detecting the chi of others around him. The fun part of this power is the possible power stunts available:
focus chi into a concentrated energy/force burst of -1CS damage after 1 rd. of focus

heal others at power rank (must be flesh-to-flesh contact) by strengthening the chi in that person

cause power rank damage (again flesh-to-flesh contact) by disrupting the bodies flow of chi

Increase a physical stat (maximum of power rank and stat combined) for 1-10 rds

leap as if having strength of the power rank by using the chi of the environment as a carrier wave

Absorb chi from surrounding area (or a living target if you want to be especially harmful to your opponent) for power rank to raise all physical abilities for +1CS after a 3 rd. charge, this effect lasts for 1-10 rds

Raise another person's endurance by 1-10 points for 1 hour (this is helpful if a companion has dropped to 0 endurance)

A special chi-attack (like the finishing moves in Street Fighter or Iron Fist's iron fist) for +2CS power rank energy/force/physical damage after a 2rd charge. Chi manipulation cannot be used again for 24 hours

Use chi as a psi screen at power rank -1CS for as long as the character concentrates (no other actions allowed)

Use chi as a force field for -2CS power rank protection (-3cs if used to protect someone else)

anything else you can logically come up with.

Limitation: except for psi screen character must make a physical gesture to perform action.

I've applied this power to Shang-Chi, and in a limited form to Captain America and Daredevil and it's been pretty successful for me.

By Reuel Castillo

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Here's my writeup of this limitation for new characters (should they wish to use it):

Power Pool

When this limitation is taken on a character's power(s), he may raise it by an amount of CS allowed by the game Judge, who must determine just how much more difficult the limitation makes the new hero's life, right?
At any rate, each time the power(s) that fall under this limitation are used, they subtract an amount of points equal to their power rank from their power pool.

A character's power pool can take many forms. Some are a bit more difficult to play around than others. The five forms of power pool are listed here:

1. Health Score: the character's power pool is directly tied to his Health score; use of the power drains away like amount of Health points. The damage is only temporary, but if the character runs out of health, he still has to make an End. FEAT (green) or begin losing End. ranks.

2. Health Score: this one functions as per number one, above, except that the power cannot kill you; falling to zero health due to using the limited power won't kill a body; the temporary damage must be kept track of separately, since it is similar to stunning damage (eplained later).

3. Power Score: the character's power pool is a sum of energy on tap, determined by mathematical formulae. To find this sum of energy, apply the following math to each power rank falling under the limitation, and add the results together to find the total power pool.

Essentially, take the power rank number, and add all the successive rank numbers before it on the Universal Table to that number. This will be the power pool. For example, say this limitation is used on a power of Amazing (50) rank. To begin, start with the number 50.

Now, add to this all the rank numbers of all the ranks before Amazing to get the result. In this case, the sum would be:
2 + 4 + 6 + 10 + 20 + 30 + 40 + 50 = 162.

When the character depletes the pool to the point that he can't use his power(s) at full strength, he can either wait for his power to regenerate (see below), or use the power at a decreased rank; the rank will fall within the rank indicated by the remaining amount of the pool.

Depleting the power pool to zero, however, isn't a good idea. This will knock the character unconscious for 1d10 turns. No other adverse effect will befall him, though (unless some nefarious villain gives him a tight wedgie while he's down).

4. Same as 3 above, but instead of falling unconscious when running out of power, the character's power will dip into his health points to function. The same dangers apply to this form of power pool as does those that plague number 1, above.

5. Same as 4 above, but instead of falling unconscious when running out of power, the character's power will dip into his health points to function. Furthermore, the loss of health due to this power isn't so deadly; it acts as is describes in number 2, above.

As one can see, the power pool generation methods grow increasingly less deadly. That is where the column shifts for limitations come in: if a character isn't really limited, why give him a bunch of plusses?

I recommend column shift increases for the limitation to be doled out as follows:

1: +3 CS on primary power, +2 CS on secondary powers under limitation.
2: +2 CS on primary power, +2 CS on secondary powers under limitation.
3: +2 CS on primary power, +1 CS on secondary powers under limitation.
4: +1 CS on primary power, +1 CS on secondary powers under limitation.
5: +1 CS on power. Allowing multiple powers on this form of the limitation isn't recommended, to curb munchkin-type players. I know, nobody who plays Marvel does that. But, just in case.

Power Pool Regeneration

Points in the pool recover rather quickly. Whether in the form of lost health points or reduction of overall power pool, the power points come back as if recovered by regeneration, of a power rank equal to the highest power rank falling under this limitation.
As is normal regeneration, then, this rate is determined by the character's Endurance rank, which in turn determined health recovery rates.

For example, a character with Incredible (40) Endurance, who'se highest power under this limitation is Amazing (50), would recover lost power points as follows:

Player's Handbook Method: the limited character would recover 50 points in their power pool per ten turns, as long as the power isn't used in this time (ack!)

Firebomb's Regeneration Method: this character would recover 5 points of power per turn (for regeneration, I divide the power rank by ten to determine a point-by-turn recovery rate, but that's just me). Simple.

Ultimate Powers Book Method: this character would recover 3.33 power points per turn; healing rate of 1 point per 15 turns (1/15) times 50 (power rank) =
3.333333333333333333333333333333333333333333333333333.

But you can round up or down, as you see fit.

Stun Damage

Another concept to think about is stunning damage. When you want to put a body down, without putting a body DOWN, a body can opt to do stunning damage.
This primarily comes into play with powers that can theoretically generate a stunning attack, such as electrical generation (taser, anyone), or force blasts aimed just right.

The Idea is that stunning damage cannot, in and of itself, kill a body (like heroes should keep in mind). When an attack inflicts stunning damage, he loses health like normal, but not all of it is real damage.

The sum of stun damage is kept separate of regular damage, so the player knows what is real and what isn't. Unless you're a sneaky game Judge. However, when the character hits zero health, he'll still fall unconscious. He just doesn't need to make an Endurance FEAT to see if he starts losing Endurance ranks.

By Firebomb

Re: Help Me Design New Powers: Chi Manipulation
July 18, 2017 09:07AM
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The Ultimate Martial Artist

Many thanks go out to Gary Hall, Tormain, Ty States and of course Me
Martial Artists have run rampant through the pages of Comic Books, with characters like Iron Fist, Batman, Daredevil and even Captain America practicing and regularly fighting using Martial Arts. Until now the marvel description of such skills are relegated to the fighting attribute and a set of 5 Martial Arts Talents, that can hardly describe the skills shown in some comics.

Most Martial Artists in the Marvel world can be easily explained using the current system. The usual black belt in karate, represented by Martial Arts A, B, C etc. This text isn't about them. This is about the Super Powered Martial Artist. A normal man who through years of training has attained powers that most normal men can only dream of. They have become the best they can be. They have mastered hundreds of attacks, and know a thousand ways to kill a person before they can move.

To create your Martial Artist
Roll abilities on Table 1. +2CS to Fighting to maximum Amazing
Roll powers but subtract three. If this puts the character at zero, that’s OK
Roll talents and add four. Other talents can be chosen outside the listed.
Contacts must include a sensei /sifu/teacher, unless a suitable reason is provided.

Aliens may also become Martial Artist and should work with the judge to develop an Alien combat technique using the natural abilities of the alien race and the listed maneuvers. Alien abilities are rolled normally but they do not recieve the bonus to Fighting.

The Martial Artist

A martial artist must declare himself such during character creation. This is because a martial artist must follow special rules, different from other heroes, representing the dedication needed to follow the path of warriors.

Firstly, a Martial Artist must train at least 2 hours every day, and at least 8 hours in one day once a week. While most fighters consider fighting villians training, this discipline cuts into their weekly karma gain, giving them half the normal weekly karma gain. Failure to train results in a -1CS per day to martial arts powers to a minimum of Feeble. The martial artist must train 8 hours a day for a week in order to gain 1CS back after losing them in this manner.

Secondly, unless otherwise specified a martial artist uses the edged column when using martial arts powers. This is to represent the sheer deadliness of their style. Martial Artists with powers greater than Remarkable always used the edged column while fighting, unless they fight at a -1CS.

Finally, all super powered martial artists must have a Remarkable or greater fighting. Anything less than this and they lack the skill to use their martial arts abilities. If the initial modified attricute is less than Remarkable raise it to this minimum. If their fighting drops below that point, all martial arts powers are lost until they reach that point again.

Abilities are rolled on Table 1.
Table 1.

Fighting Agility Strength Endurance Reason Inituition Psyche
Feeble 01-05 01-10 01-05 01-05 01-05 01-05 01-05
Poor 06-10 11-20 06-25 06-10 06-10 06-10 06-25
Typical 11-20 21-40 26-75 11-40 11-40 11-20 26-75
Good 21-40 41-60 76-95 41-80 41-80 21-40 76-95
Excellent 41-60 61-80 96-00 81-95 81-95 41-60 96-00
Remarkable 61-80 81-95 96-00 96-00 61-80 61-80
Incredible 81-95 96-00 81-95 81-95
Amazing 96-00 96-00 96-00

Martial Arts Powers


Martial Artists have an array of special powers because of the dedication martial artists have in these skills. Powers are rolled on Table 2.
Table 2.
01-06 Atemi
07-15 Chi
16-25 Chi Absorbtion
26-38 Combat Sense
39-47 Deadly Strike
48-56 Focus Energy
57-63 Hyper-Attack
64-75 Iron Will
76-82 Stealth
83-94 Ultimate Skill
95-00 Weakness Detection

01-06 Atemi: This is the ancient art of using hidden points on the body of others to help or hurt them. Some practitioners of this use their fingers, others needles or sticks. However it is used, it is one of the most powerful martial arts techniques available. The following is a partial listing of some power stunts that may be developed using pressure points.
Healing: By pressing the correct points you may heal up to power rank damage. This takes one full round, and cannot be interrupted or the process is ended.
Stun: A successful hit with this causes the opponent to be unable to act for 1-10 rounds.
Paralyse: Opponent cannot move any muscle in their body on a successful strike. A red results in a full shutdown of lungs, heart, etc. Characters get an automatic 1/2 karma loss when this happens. The paralysis ends only when the character touches the release point. This power stunt costs twice the normal karma to learn
Slow Poison: A successful use of this touch slows the ravaging effects of poison for a short time. Each level of result stops the loss of endurance for 1 hour. This power can only be used once per poisoning.
Death: The dreaded death touch may only be gained if it is taught by a master who already knows the technique. When using the touch, yellow results are kills and red results are kills with a -2cs to endurance check vs death. Upon learning the technique a body section must be picked. If that part is covered by anything thicker than cloth the touch cannot work.

07-15 Chi: channel the body's energy to heal and perform special attacks. The PC can draw on the invisible force of the mind and body called Chi. He can utilize this force to accomplish a variety of Power stunts:
The PC can temporarily increase FASE a +1CS for ten rounds. For this to take effect the Player needs 1 turn to make a Psyche FEAT.
The PC can develop any number of attacks and defenses using Chi. All attacks and defenses are based off Psyche FEATS for the amount of damage. If the intensity of the PC's attack is one less or equal to his/her Psyche rank, then the attack temporarily causes a loss of Health equal to his Psyche's rank number. If the intensity of the attack is more than his Psyche's rank number, then the attack causes unconsciousness for 1d10 rounds. The PC can develop his/her Chi Awareness; an ability to sense the level and type of Chi in others.
He can sense the target's Chi level up to what his/her level is, and tell whether it's positive or negative.
The PC can go into a deep meditation. This can calm the mind to; sleep instantly; eat without indigestion; relax in the face of danger; shake off the effects of insanity and drugs; or regain lost Chi.
The PC can utilize his/her Chi as a force field of Power rank equal to his/her Psyche rank. This force field is similar to the power Force Field.
The PC can heal himself at Psyche's rank.
The PC can Levitate using constant control over the providing gliding at Excellent ability. Through karma, this can be raised to flight, but only while concentrating.
CHI is equal to the amount of Power stunts developed by this power. When creating the Character, the Player automatically gets to choose a stunt to begin with, and has Chi at first level. The type of Chi the Character has reflects the type of Karma the Character has.

16-25 Chi Absorbtion: This power is one of the most dreaded powers to martial artists, as a successful touch drains off their vaunted skill for a short time, while increasing the power of the opponent. This attack takes the form of a strike to the shoulder of the opponent. Upon hitting the attacker makes an contested check vs Endurance to see if the opponent can withstand his power. Success reduces the opponents Fighting by one and increases one Martial Arts Power of the PC by +1 for 1-10 rounds.

26-38 Combat Sense: This power heightens the senses of the PC during times of battle, letting reflexes respond almost as fast as the signals get to the brain. The PC has to choose one of three ways this power works... 1 melee attack per round, in addition to multiple attacks, etc. 1 distance attack per round, in addition to normal attacks 1 dodge per round, in addition to any other actions.

39-47 Deadly Strike: Deadly strike may be used by a martial artist against a human or humanoid oppponent. All attacks made by the martial artist using deadly strike do damage equal to the power rank instead of strength. The power rank for this power must be a least one rank higher than the character's strength. Practitioners of deadly strike may develop several power stunts using this power, including use against non-human opponents, heavily armored opponents, and use of the edged table when calculating attack results.

48-56 Focus Energy: This power allows the Martial Artist to focus their power into one of their physical attributes. Upon creating this power the practitioner must choose which attribute they wish to focus their power into. Activating this power takes one round. When activated, the fighter rolls a power check, with a green result being a +1CS, yellow +2CS and red +3CS. Failure means the power may not be activated for 5 more rounds. Power stunts may be developed to pump the energy into other attributes.

57-63 Hyper-Attack: The PC has an extreme ability to perform a variety of nearly impossible Fighting and Agility FEATS in one round. The PC can perform FEATS while in combat of a Power rank equal to the rank number of his Fighting or Agility rank number added to the rank of this power +1CS. The user may choose to combine his attacks into one attack instead of making several normal attacks. If he does so, the attack is consider +1CS to damage for each additional attack.

76-82 Iron Will: Control your body precisely. Ignore wounds and resist the effects of harsh terrain, flames, cold and more. This power absorbs up to a total of power rank damage, if it is released half of the damage is suffered for real.

76-82 Stealth: The ability to move silently and without leaving a trace. Subtract rank from those tacking him.

83-94 Ultimate Skill: The PC has a talent, which he's honed. The Talent is automatically used at Unearthly rank. Talents that may have the Ultimate skill are:
Weapon skills: All
Fighting skills: All

95-00 Weakness Detection: Study an opponent to learn their weaknesses. Characters with this power may ignore body armor up to his ranking in Armor Bypass on a successful power check. The character must first see the target in action for at least one round to find flaws in the protection. Power stunts may be developed to bypass mystical barriers and force fields on a successful red check.
Martial Arts Talents:


Some of these rules you will have to adapt to your own rule system. The "belt levels" are a guidelineas not all styles have belts, but this system allows you to see relative skill levels between different styles.

Each Martial Art style costs 250 Karma, or a talent slot to gain. You then possess the basic style that allows a +1 CS to fighting when you use this style in combat. Each special maneuver under each style costs an additional 250 Karma or Talent slot to gain and gives whatever bonus the maneuver bestows in addition to the +1 CS to fighting. This system adds a new dimension to the game instead of the old system of Martial Arts A to E.

Talents

Skill / Area of Knowledge / Examples / Game Effects
Martial Arts A Those arts concentrating on utilizing the strength, size, and momentum of an opponent against him Judo, Nihon Jujitsu, Akido, Shaolin Chin Na, etc. With a successful Skill roll, the PC can ignore any size or strength effects that would normally negatively affect his ability to slam, throw, or avoid the enemy, the degree to which he can ignore these modifiers being directly related to his level of martial arts skill.

Martial Arts B Those arts concentrating on inflicting damage in quick, short bursts Most schools of Karate, Tae Kwon Do, Boxing, Muay Thai, Shaolin Hung Gar, etc. The PC gains a specific damage bonus for hand-to-hand combat, directly relative to his level of martial arts skill.

Martial Arts C Those arts concentrating on holds and escapes. Brazilian Jiu-Jitsu, Combat Sambo, Pancrase, etc. The PC gains bonuses both to damage and the ability to hold or break a technique directly related to his level of martial arts skill.

Martial Arts D Those arts concentrating on internal energies (such as chi or ki) and their combat applications. Tai Ch'i Ch'uan, Wing Chun, Sinanju (from the Destroyer novels), etc. The PC is able to ignore certain effects of armor when calculating damage against an opponent provided that he is able to successfully channel his essence into the blow (perhaps a separate roll against Willpower or similar attribute), directly related to his level of martial arts skill.

Martial Arts E Those martial arts concentrating on fakes, range control, and trapping techniques. Concerned with timing and eccentric theories Pencak Silat, Jeet Kune Do, the Filipino arts in general A successful evasion of an attack by this PC puts the PC in a more advantageous position to attack; any effect he wishes to generate may then be attempted with a positive bonus directly related to his level of martial arts skill
MARTIAL ARTS STYLES:

Each basic style adds its standard bonuses and is considered the level of "Black Belt" with the special maneuvers adding special bonuses as stated. These levels are further mastery (Dans) in the style of choice. Cross reference the skill with its description under Martial Arts Table.

When selecting a Talent the Martial Artist should define the "style". Each mastery level costs 250 karma points and each maneuver costs a further 250 karma. All maneuvers must be purchased before advancing to the next level of mastery.

A Martial Artist can only learn those maneuvers given to the style as described below. Each maneuver is outlined in detail in Table 3.
Martial Arts A

AKIDO:

1. Meditation, Fall, Choke Hold
2. Instant Stand, Locking Block
3. Resist Domination, Hurl, Featherwalk
4. Balance, Great Throw
5. Incapacitator, Resuscitation
6. Hand Parry, Immobilizing
7. Contortion, Suppressed Desire

JUJITSU:

1. Meditation, Feint, Fall
2. Sweep, Instant Stand, Pain Touch
3. Leap, Elbow Strike, Choke Hold
4. Balance, Hurl, Jump Kick, Knee Strike
5. Snap Kick, Palm, Stunning Touch
6. Great Throw, Paralyzing Touch
7. Immovability, Suppressed Desire

SHAO-LIN:

1. Meditation, Resist Domination, Pronefighting, Ear Clap, Crescent Kick, Elbow Strike
2. Instant Stand, Choke Hold, Pain touch, Headbutt, Knee Strike, Feint, Sweep
3. Axe Kick, Concentrated Push, Stunning Touch, Double Fist Punch, Hurl, Palm, Balance, Pause
4. Snap Kick, Double Kick, Paralyzing Touch, Hand Parry, Immovability, Backhand
5. Incapacitator, Shatter Touch, Sticking Touch, Eagle Claw, Great Throw, Back Kick, Featherwalk, Steel Cloth
6. Contortion, Resuscitation, Immobilizing, One Finger, Disarm
7. Summon Strength, Power Punch, Reflection, Great Shield

Martial Arts B

BOXING:

1. Iron Fist
2. Feint
3. Spatial Awareness
4. Quickstrike
5. Iron Skin
6. Speed
7. Power Punch

TAE KWON DO:

1. Sweep, Iron Fist, Meditation
2. Roundhouse Kick, Leap, Spatial Awareness
3. Snap Kick, Elbow Strike, Knee Strike
4. Double Fist Punch, Jump Kick
5. Backhand, Flying Kick, Back Kick
6. Palm, Scissor Kick
7. Double Kick, Great Throw

SHOTO KAN:

1. Meditation, Iron Fist
2. Feint, Sweep
3. Crushing Blow, Crescent Kick
4. Ridgehand, Snap Kick
5. Backhand, Axe Kick
6. Eagle Claw
7. Immovability

STREET FIGHTER:

1. Iron Fist
2. Pronefighting
3. Choke Hold
4. Hurl
5. Choose one Kick
6. Blind
7. Great Blow

KOBU JITSU:

1. Meditation
2. Weapon Catch
3. Weapon Breaker, Resist Domination
4. Arrow Cutting
5. Quickstrike
6. Disarm
7. Hand Parry

SAVATE:

1. Meditation, Crescent Kick, Feint
2. Elbow Strike, Instant Stand
3. Knee Strike, Axe Kick, Leap
4. Balance, Flying Kick
5. Backhand, Quickstrike, Stunning Blow, Double Kick
6. Palm, Incapacitator, Back Kick
7. Hand Parry

MUAY THAI:

1. Iron Fist, Sweep, Feint
2. Elbow Strike, Roundhouse Kick
3. Back Hand, Knee Strike
4. Backhand, Snap Kick, Jump Kick
5. Double Kick,
6. Palm, Flying Kick
7. Power Punch

Martial Arts C

PANKRATION:

1. Iron Fist
2. Pronefighting
3. Choke Hold
4. Crescent Kick, Pain Touch
5. Stunning Touch
6. Flying Kick
7. Incapacitation
WRESTLING:
1. Pronefighting
2. Choke Hold
3. Pain Touch, Hurl
4. Great Throw
5. Immovability, Incapacitator
6. Immobilizing
7. Crushing Drop

Martial Arts D

WING CHUN:
1. Iron Fist
2. Crushing Blow
3. Locking Block
4. Palm
5. Speed
6. Backhand
7. Eagle Claw

Martial Arts E

ESCRIMA:
1. Pronefighting, Fall, Choke Hold
2. Disarm, Locking Block, Limb Paralysis
3. Spatial Awareness, Resist Domination, Arrow Cutting
4. Hurl, Sticking Touch, Weapon Catch, Blind
5. Blindfighting, Weapon Breaker, Incapacitation, Backhand
6. Quickstrike, Immobilizing, Back Hand
7. Hand Parry, Speed

PENTJAK-SILAT:
1. Pronefighting, Fall
2. Feint, Instant Stand
3. Hurl, Choke Hold, Crescent Kick
4. Roundhouse Kick, Blindfighting
5. Axe Kick, Leap
6. Incapacitator, Great Throw
7. Hand Parry

NINJUTSU:
1. Iron Fist, Spatial Awareness, Light Step
2. Pronefighting, Fall, Blindfighting, Sweep
3. Leap, Snap Kick, Hurl
4. Quickstrike,
5. Suppressed Desire, Palm
6. Hand Parry, Incapacitator
7. Sticking Touch

Martial Arts Maneuvers

Table 3.
Strikes
Iron Fist +1 CS to damage with each fist attack
Crushing Blow +2 CS to Strength for purpose of breaking objects
Eagle Claw Takes two attacks or only attack, Causes +2CS damage
Double Fist 2 Normal attacks, If both hit then victim makes Endurance check or stunned for 1-10 rds
Thunder Punch Only action, Causes +2CS damage and requires red Endurance check or stunned for 1-10 rds
Thunder Clap Shatters matter with Material Strength -2CS less than your strength within 10'. Causes -1CS Strength damage
Power Punch Requires 2 attacks or only action, Causes +2CS damage and automatic slam
Backhand Normal damage to opponent behind you with no penalties to hit
Palm Normal damage and requires Endurance check at -2CS to resist stun
Ridgehand +1CS damage and Slam/Stun check as if Endurance was 3CS less


Kicks
Back Normal damage to opponent behind you with no penalty to hit
Crescent +1CS damage
Axe +2CS damage and opponent must roll vs. Endurance or be knocked to the ground
Hook +1CS damage and -1CS to opponents defense roll
Roundhouse +2CS damage
Snap Normal damage with a -1CS to opponents defense roll
Scissor 1 attack roll to hit 2 opponents within 6' of each other with normal damage to each
Double 2 attacks at one opponent, if both hit then opponent is slammed automatically
Flying +2CS damage and requires a 5' running start and is the only attack possible for the round
Sweep To avoid sweep you must dodge completely or roll red Endurance check vs. slam or fall to the ground
Jump +1CS damage, attack strikes the head or shoulders, treat yellow hit roll as red


Locks
Choke Hold The victim must roll yellow or red Endurance FEAT to remain conscious. If fail, KO for 1-10 rd's
Locking Block
As defense maneuver: +1 CS to Strength for block & +1 color shift. Hold = normal strength
As attack maneuver: +2CS to Strength for hold & -1CS to escape
Incapacitator Normal damage and opponent rolls Endurance feat vs. Strength +1CS or limb is useless for 24 hours
Hook +1CS damage and -1CS to opponents defense roll
Immobilizing 1 attack causing no damage. Opponent is at -3CS to escape and can not attack. Holder may attack with one hand
Crushing Hug +2CS damage and -2CS to escape roll. You must be large to use this maneuver


Throws
Fall ½ damage from falls and needs to make no Endurance rolls to check for broken limbs
Instant Stand Regain feet with out losing any action
Hurl +1 CS damage and green Endurance check or stunned, also thrown 1-10 ft.
Great Throw +2CS damage and roll Endurance check at -1CS or stunned, also thrown 1-10 ft.
Crushing Drop +2CS damage and Endurance check vs. stun or stunned for 1-10 rd.'s


Push
Concentrated Normal damage and opponent is knocked back 1' per point of Strength
Sticking Touch 1 attack at no damage, if successful all following attacks are at +2CS to hit and -1CS to opponents defense
One Finger As concentrated push but with no contact. Range is no more than 2 areas
Reflection Used as an evasion, redirects an opponents melee attack to an adjacent area


Vitals
Pain Touch Target must roll red Endurance feat to avoid -2 CS to all feats for 1-10 rd.'s do to pain
Stunning Touch Target must roll red Endurance FEAT at -1CS to avoid being stunned for 1-10 rd.'s
Paralyzing Touch Target must roll red Endurance FEAT at -2CS to avoid being stunned for 1-10 rd.'s
Shatter Touch Shatter's an object at +2CS to your Strength


Slash
Blind Normal damage attack, above the eyes. 25% chance to blind opponent for 1-10 rd.'s
Vein Causes normal damage and causes additional damage every round until tended. Does 1 Health point/rd
Arteries Same as vein above but damage is three points/rd


Blunt
Heavy Blow +1CS damage
Limb Paralysis With weapon doing normal damage can also cause paralysis (see Paralyzing touch under Vitals)
Stunning Blow Normal damage and requires red Endurance roll or stunned for 1-10 rd.'s
Great Blow 2 attacks or only attack, causes +2CS damage and requires red Endurance FEAT or KO for 1-10 rd.'s


Weapon
Weapon Catch Use weapon or hand with Excellent protection to catch/block opponents weapon
Weapon Breaker Must catch weapon as above then may break it with yellow Strength feat at Str. +2CS
Steel Cloth Use a scarf or similar cloth as a weapon 6'10" in length, does Strength -1CS damage
Arrowcutting Agility roll at Amazing rank to block missile weapons slower than bullets granting Excellent protection
Disarm Additional +1CS to Fighting to remove weapon from opponent


Movement
Feint Opponent must roll against a normal attack from you. If you succeed you get +2 CS to your following attack and +1 color shift
Pronefighting No penalty for fighting on the ground and opponent gains no bonuses
Immovability Uses 1 action, gives a +2CS to resist slams and stuns with a +1CS
Leap +1CS standing jump and +2CS running jump
Missile Deflection
+2CS to dodge and -1CS to opponents attack roll or
May evade missile attacks with +2CS to Fighting
Speed Double move rate and attacks for 5 rounds and requires 1-10 rd.'s rest after use
Slow Resistance +1CS to resist stun or KO
Featherwalk At ½ move rate opponent gets -3 CS to tracking and hearing
Light Step ¼ move rate, leave no tracks and move in total silence
Great Shield May block or evade all blows & missile attacks using either Agility or Fighting at +3CS. Automatically evades the best attack with no roll needed. Requires all actions except 1


Mental
Meditation 1 hour of meditation equals 2 hours of sleep
Spatial Awareness Aware of all in your immediate area to include behind you
Resist Domination +1CS vs. any mental attack and some magical attacks
Blind Fighting Only penalty is -1CS to FEAT’s in complete darkness
Iron Skin Gives Good protection against physical attacks (admin discretion)
Stillness Allows absolute motionless for 1 hour plus Endurance rank in minutes.
Balance +1CS to any action requiring good balance (admin discretion)
Summon Strength 2 rd.'s of concentration increases Str. +1CS for 1-10 rd.'s, must rest 1turn after use
Contortion +3CS to escape bonds or fit through spaces as small as 1 sq. ft. and hide in places as small as 4 sq. ft.
Controlled Breathing +2CS to any feat for 1 rd and gives Good protection vs. heat and cold permanently
Pause 1 rd concentration to find weakness in style giving additional +1CS to Fighting. Must roll yellow Intuition check at +1CS to find weakness
Resuscitation Use pressure points for 1 rd to bring stunned or KO person back to consciousness
Suppressed Desire Go with out food, water, or sleep for ½ Endurance number in days with no penalties
Quick Strike +2 to initiative rolls


Special Maneuvers
Ear Clap 2 normal attacks with normal damage that if both hit, opponent must roll red Endurance check or stunned for 1-10+2 rd.'s
Elbow Strike No penalty to strike opponent behind you and -1CS to opponent's defense
Hand Parry Can block any melee attack with bare hands, a successful result is automatically upgraded to red equaling a +1CS to Strength in protection
Head Butt Normal damage and -1CS to opponent's defense
Knee Strike Normal damage and -2CS to opponent's defense if done to the front

Re: Help Me Design New Powers: Chi Manipulation
July 18, 2017 04:28PM
Holy Crap... this is so much to read...and AWESOME!!!!

I'm a bit slow on the uptake so it will take me a bit to get through all of this. Thanks guys!!!

Note.. I probably don't need to write a MA guide... Ty did an amazing job.

Ty... do you mind if clean up what you posted and keep for my own personal use? I.e. I wouldn't give or share with anyone..just use it to make my own Martial Arts characters for fun.
Re: Help Me Design New Powers: Chi Manipulation
July 18, 2017 05:33PM
avatar
Personally, I would just assign standard powers appropriate to a chi-using character and then decide the character gets them from use of chi rather than being a mutant or having been bitten by a radioactive chi-master or whatever. Creating one catchall power sounds good for thematics (a chi power for martial artists), but it's not really necessary when all the tools are already there.

A high post count is indicative of little more than one having the time to post frequently.
It does not mean a person is more knowledgeable on any given topic than anyone else.
Re: Help Me Design New Powers: Chi Manipulation
July 23, 2017 04:45PM
avatar
Feel free to use however you wish. I didn't write all of that but had it on my website.

 
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