KI
Skill
KI is the flowing force
of life itself, it surrounds us, binds us, makes us all one and separates
us from one another. With it a man may heal his friends grievous
wound, or destroy entire planets.
KI can manefest
itself in many ways, if concentrated it can make a formidable weapon, or
a healing touch. With KI Skill the player can control his inner strength
and use it as a weapon, with it you can fly, shoot powerful beams of energy,
heal wounds, sense people far away.
It's up
to the player. With KI Skill a character can create new moves
and techniques!
Tell the
GM what you want to do then Roll 3D10 add up the numbers and minus your
level in KI Skill from it, it takes that long to create a new move involving
KI. All chractors with KI Skill start out with one technique already
learned, they mat choose which one. All new powers you make with
KI Skill go under the spells list. (Shiku begin with two skill's,
except under strange circumstances.)
Here are the techniques you may choose from to start with.
Techniques | System |
Regain Anger | The character tells the GM how many turns he wants to do this, for every turn done the player roll's his permanent Anger Points Difficulty 7, for every success he gains back a temporary point of Anger, if he gains more then he has permanent then he automatically Berserks until those are burned off. A huge aura of KI (Color up to player.) Surrounds the character while he is doing this, he is also very vulnerable to attack during this. |
Finger Shot | A small concentrated beam fored from the finger, it
can punch through most armor and walls.
You may spend from one to all Anger on it, it begins with a 4 Aggravated in Damage but can be raised if you spend time charging it, one Anger pur turn. Roll Dex+Firearms Dif 6. |
Palm Blast | A little more powerful then the finger shot, this is an open palm blast from the characters hand that produces a slight recoil. Has a base damage of 6 Aggravated and can be added to. Roll Dex+Firearms Dif 7.. |
KI Ball | A powerful ball of concentrated KI energy!
Think of tossing a grenade into a vat of ether. . . This takes a turns to charge and has a Base damage of 7 Aggravated, you may spend more turns charging it to increase the damage, but remember! While your charging you are vulnerable to attack. Roll Dex+Firearms Dif 7. |
Flight | Just that. Unlimited flight, you can use Anger to increase your speed while flying also. Your normal flying speed would be Dex times 10 MPH. One Anger point gives a five turn boost of 15 MPH. |
Absorb Disipate KI | With this power the student of KI may actually take a KI bolt head on and survive unscathed. Spend 3 Anger and roll your permanent Anger rating against the person who fires at you, if you are successful then you will take no damage, if you are truly successful then you will absorb the Anger he spent on the shot into you, if you fail then the damage of his shot will be doubled. |
Deflect | Ability to deflect Ki blasts.
Spend 2 Anger and roll Dexterity Difficulty 5+(See Difficulty chart.) Depending on the situation. Weak: 1 Normal: 2 Strong: 3 Godly: 4/5 |
Concentrate | With this power the character may concentrate
his KI into one area of his body building up it's defensive and offensive
capabilities.
Say you wish to punch through a wall or cause more damage, with this ability you may do so. Or perhaps you wish to save yourself from a great deal of harm, you can concentrate your KI on the area of your body you think will take the most damage and either lessen or nullify the damage. System: Spend as many Anger points as you think the damage will be for defense. The KI will absorb the damage, but if the damage points exeed the KI spent then you take whats left. Absorbtion Rate: 1 Anger Point for normal damage 2 for Aggravated. *Note* You cannot nullify damage already taken. For offense you may spend Anger Points to lessen the difficulty to lift or destroy something or to add to your damage for an attack. |