| Rules for Buying Qi Techniques in my Campaign: Qi Techniques (as described HERE) may be bought by the players either as normal powers, or as part of a Multipower framework. It is recommended that any "instant" offensive or defensive techniques be bought within the multipower framework using Ultra Slots, while any other techniques (such as leaping), be bought outside of the framework. All powers must fit the Martial Arts "concept" of the character, and the GM retains final say on whether a power is acceptable or not. Powers are purchased as follows: Max Active Points in any powers: 45 All PC's are required to purchase an END Reserve which represents their body's ability to manipulate and control Qi energy. The maximum beginning size of the END reserve is equal to the character's EGO X5, and Max REC is equal to the Character's EGO/2. (ie a character with an EGO of 10 has a Maximum Qi Reserve of 50, and a Max Qi Recovery rate of 5.) The REC of the Reserve must also be bought with the limitation: Requires 1 Day to Recover (-3 limitation total) to simulate that the END in the reserve is gained back through a night's sleep. [Note: Characters who have exhausted their Qi Reserve will have the option to spend STUN instead to power their Qi Techniques in game.] All powers are required to Cost END (-1/2), and cannot be bought with reduced END. Special Rules: -Wearing Armour restricts the flow of "Qi" around the user, and the muscle control and flexibility required to do most Qi Techniques. Therefore if a character is wearing clothing with a DEF greater than 1, their Qi Techniques gain an activation roll of 15-(Average DEF of armour worn-1) or less by default unless the GM rules otherwise. (ie someone wearing DEF:4 armour must roll 12< to use their Qi Techniques without the armour interfering.) -In order to gain new Qi Techniques after initial character creation, one of 3 things must happen: 1) The character must seek out a master who knows the technique they wish to know and get that person to teach it to them, which will take a length of time determined by the GM. Other PCs can teach techniques to each other of the same Style (Hard/Soft). To teach it to them requires a roll (KS: their own Martial Art) of -1 per 5 active points in the power being taught (ie a 40pt technique requires a roll made at -8), but they can get bonuses from the "Extra Time" chart by taking extra time in doing the teaching. The roll is made when the time requirement is fulfilled. 2) The character must gain access to a "Martial arts manual" (usually a scroll, sometimes a book or even wall carvings) which explain the technique and decipher them, then practice them. These are rare and usually closely guarded by those who have them, only shown to a rare few. Their ability to use these manuals is based on their own skill (KS: their own martial art), -1 per 5 active points in the technique the scroll is teaching. Of course they can use Extra Time to increase their chance in this roll as well. 3) The character must develop their own technique variations. This is done by making an 6< Inventing roll at -1 per 5 active points in the power they wish to develop. (They cannot raise the default Inventing skill without GM permission.) However, they can take Extra Time to develop the Technique at +1 to their roll per level on the Time Chart. (pg 29) (ie a 40pt Technique will require a roll of 6-(40/5=8)=-2 or less to develop in 1 minute's time. But, the chance goes up to 6< again after a full Day's effort, and up to 8< after a Year's effort.) Generally it's best to find a Master. -Qi can also be recovered at a rate of 1 point of END per hour of un-interupted Meditation. The player should roll at the end of each hour of meditation to see if that hour was successful or not. Power Notes: AID: -Arrays: Max 6D6 DEX AID. -Kiai AID: Max 8D6 Presence. Clinging: Must buy Requires a Climbing Roll or Requires an Acrobatics Roll(-1/2) Damage Reduction: Not Allowed. Desoldification: Not allowed. Energy Blast: Must have –1 worth of limitations on it and GM permission. Enhanced Senses: See Ulimate Martial Artist or Discuss with GM. Extra Damage Classes: Cannot go above the 10 DC Max. Healing: Simplified, must require a skill roll (-1/2), Must cost at least X2 END (-1/2), must have Gradual Effect limitation of a minimum of 6 hours time (-1 3/4). Chinese Medicine Healing is also available (as per UMA Healing Power Entry.) Killing Attack, Ranged: Same as Energy Blast. Leaping: Must buy Requires an Acrobatics Skill Roll (-1/2). Max 8”. Missile Deflection and Reflection: Any. Stances: The following basic stances are available at a cost of 1pt each, they cost 1pt END/phase (from the character's normal END) to maintain. Cat Stance (+2 Lightning Reflexes) Crab Stance (+1 OCV with Punches and similar attacks) Crane Stance (+1 OCV with Block, requires a DEX Roll) Horse Stance (-1” Knockback Resistance) Phoenix Stance (+1 OCV with Block and Legsweep, requires a DEX Roll) Snake Stance (+1 OCV with Block or +1 DCV with Dodge.) Tiger Stance (+1 OCV with a Crush or Killing Strike Maneuver) Teleportation: Must be bought with "character must pass through the intervening distance" (-1/4) Advantages: Discuss with GM. All power concepts must be approved by the GM, if you have a question, please ask. |