By: Reed Schaffer and modified for this RPG by Glenn Dyer
This is the study of the internal workings of Ki. In order to do this a character needs to roll within a given percentile to create a new attack or improve on an old one. Each experience level has only two of these tries to make\improve a technique. If it fails, that is that, no Ki technique. Since the penalties are cumulative a character can have a chance to create that technique as powerful as he or she wants to, but those who choose powerful techniques may find themselves regularly failing they're roll. However others may make and improve techniques gradually and prudently probably succeed at there rolls more often than not either way it is a risk in losing a powerful technique or falling behind in power. However if it is a pivotal moment in a adventure a character may summon up another try or two in a heartbeat with a little dramatic role-playing (YOU BASTARD, YOU WILL PAY, KABOOOOM!). 60%/+10% per level.
Basically here's an explanation. The 60% is the character's beginning chance at creating a technique. Now if the character wanted to make an attack that does 3d6x10 damage, which is -25% on the chart. Subtract that from the character's Ki Invention Skill, in this case 60%, and you will be left with 35%. To succesfully create the attack, roll two ten sided dice. The number rolled will the be the first number in the percentile, and the second will be the second number in the percentile. In this case it must be below 35%. If a higher number was rolled, the creation process has failed, leaving the character with only one try left. (Note that every character has this ability regardless of race.)
Damage: +1d6-3d6 -2%/die +4d6-9d6 -3%/die +1d6x10 -10% +2d6x10 -15% +3d6x10 -25% +4d6x10 -30% +5d6x10 -35% +6d6x10 -40% +7d6x10 -50% +8d6x10 -60% +9d6x10 -70% +1d6x100 -80% +2d6x100 -90% |
Range: touch +5% 100-5000ft -0.5% each 100 feet 6000-10000ft -1% each 100 feet 11000-25000ft -1.5% each 100 feet 26000-50000ft -2% each 100 feet 76000-100000ft -3% each 100 feet Note that the ranges correspond to a certain level of damage, 100-5000ft/+4d6-9d6, and 76000-100000ft/+4d6x10. The penalties with the range are for extra distance for that damage level.
|
Ki Expenditure:
For every 1d6x10, it costs the character 10 Ki. If a character has the Charge power, he can use that beyond his normal limit until he has enough energy to use the attack. If a character has 40 Ki left, and his attack does a total of 6d6x10 damage, and he has already charged past his limit, he can use it again for one action giving him enough Ki to attack.
Sample Special Abilities:
Armor piercing -10%
Shield piercing -20%
Remote Attack (roll to strike again if you miss for half original ki) -20%
Stasis Attack -. 5% per strength point times duration in rounds
Wide radius -5% per minus to dodge against up to -15
Multiple attack -50% times each six sided die
Optional: two "tries" may be given up for an established power if that character has a teacher, of course it is of varying difficulty to get a teacher to show you that technique. Also a GM may limit more powerful attacks by coming up with reasons such as "You are too inexperienced to wield such an attack as of yet, but later it will be available" or "that much Ki sent from your body is a wracking experience for some one who is not used to it, if you do you risk (insanity, fainting, misfire or whatever)".