Air Bender Bloodline

Bloodlines: Air Benders''' '''

In the body politic of humanity at large, there are virtually infinite variations. It amazes other species to no small extent how many combinations there are within the general parameters of one head, two arms, two legs, ten fingers, ten toes, two eyes. 0f course, there are the rare humans who fall outside this categorization, but they almost invariably mutants and thus no longer technically human, or mules and unable to pass along their genetic variation.

Then there are those groups of humanity called “bloodlines” A bloodline is an extended family of genetically similar people who share physical and psychological traits that set them apart from humanity at large, but are still not far removed enough to be considered a new species. The most common source of a bloodline is multigenerational inbreeding (very common among most animal species), closely followed by the supercedence of a dominant genetic trait, thus refining and concentrating all features of that bloodline——both for good and for ill. The creation of a new bloodline is rare indeed, for it takes a bare minimum of several centuries for one to form and can take as long as millennia; this explains why there are only perhaps a dozen bloodlines in the world today.

This work chronicles and explains the origins and abilities of the (comparatively) recently created family bloodline known as: Air Benders

Special Family Martial Arts Form:

The Art of Wind
Entrance Requirements: Minimum IQ of 11, ME of 10. The character must have either magic or psionic or super powers to learn this fighting style.
Skill Cost: 14 Years (7 Years as a Secondary Martial Art.).

The nature of the fighting style incorporates the Character to control the element of Wind into his attacks, maximizing his elemental abilities by infusing them into his physical abilities. All of the movements are mixed in to the form of Ba Gua Kung Fu.

Air Element: The element of movement and speed, evasion, and avoidance, the element of air is focused on improving the Air Bender’s deftness and the speed of his attacks, and defenses. The basic bonus is +2 to Spd attribute, the intermediate bonus is +1 to initiative, dodge, and the advanced bonus is +1 attack per melee with the elemental staff. The level 1st ability is Flight, the level 3rd ability is Flurry of Attacks, the level 6th ability is Concealment, the level 9th ability is Summon Air Kami, the level 12th ability is Presence Sense, and the level 15th ability is the Ultimate Staff of Air. See Elemental Power Abilities for more details on the abilities of this element.

Ba Gua Zhang, or the Eight Trigrams Palm, is a relatively new (within the past 200 years), and very unique style of Chinese Kung Fu. Considered one of the "Three Sisters" internal arts (along with Taiji and Xing-Yi), Bagua can't clearly be traced back to an exact founder. However, the first person to teach Bagua to the public was a man named Dong Haichuan, who lived during the late Qing Dynasty. From his teaching, three separate students eventually formed their own separate, yet related versions of the style, resulting in the Yin Style, Cheng Style, and Liu Style forms of Eight Trigrams Palm. Note that the name Bagua is derived from the 8 Trigrams of the Yi Jing/I Ching, The Book of Changes, which sums up the ever-changing nature of this art.

Bagua as a combat art is rather unique and takes an unorthodox, yet logical approach to combat. In the main styles of Bagua (Yin and Cheng Style), there are typically 64 fighting skills (which is a matching number to the 64 Hexagrams which can be formed from the Eight Trigrams). There are no hard stances in Bagua, as this is considered inflexible and makes footwork and change slower. Instead, all stances are held shallow, and movements are based in a circle. The palm is also used almost exclusively; in training, 90% of Bagua attacks call for palms. In combat, a Bagua artist will use 80% palms. The reason for this is an open hand is a relaxed hand, and relaxation is of utmost importance. Bagua artists will rarely tighten their arm muscles up for anything. Opponents are viewed like a giant door, which is kept closed by their defense. A Bagua artist may have to open side doors, by attacking from the sides and breaking down his opponent's defense, to open the final door. Also, much like its tactical nature, Bagua Zhang also employs some exclusive or extremely rare weapons.

A great deal of internal training is also involved in practicing Ba-gua (hence its status as one of the "Three Sisters" arts. Much time is spent walking the circle; to not only develop the sixty-four combat skills, but also to focus on the building of chi. Artists must learn how to draw upon different types of Jing (sources of power): Guen (rolling), Zuan (drilling), Zheng (piercing), and Guo (wrapping) in order to hurt opponents with their palms. The legs require the artist to develop the power of Qi (lifting-up), Luo (dropping-down), Bai (swinging-out) and Ko (locking-in) Jing. Silk reeling energy, similar to Taiji, is also present in Bagua.

Bagua is a somewhat common art, available in China, Taiwan, and much of North America and Europe.

Ba Gua is among the most intellectual of all the martial arts. Analyzing the eight Trigrams of the / Ching, the creators have translated them into the "eight directions" representing angles of attack and defense; the "eight steps" of movement; and the "eight palms" of strikes and deflections. The result is a graceful martial art, where the circular movement of Chi through the body is reflected in the circular movements of deflection and defense. All the attacks are likewise circular and are well suited to use with Soft Chi. In order to achieve the grace and fluidity needed for true proficiency, students engage in an exercise called "Walking the Circle," where they spend hours stepping around, using their hands in coordination with their feet. In fact, anytime a character with Ba Gua has a few spare minutes, they should spend the time "Walking the Circle."

For an ordinary mortal, watching a Ba Gua artist at work can be pretty boring. For hours on end, all the character seems to be doing is walking in a tight circle, always taking the exact steps, always making exactly the same hand and body movements, and only the motion of the same head and the direction of the eyes changing from one circuit to the next. Of course, if the observer could perceive psychic energy, the flow of dragon lines, or magical power, then they’d see something else altogether.

A mystically attuned character (and those who can see the invisible) would see the ground beneath the Ba Gus walker’s feet filling with lines of power, crisscrossing and layering and thickening, getting more defined with each step. Moreover, they would see that the power being summoned and controlled is mind-boggling in scale, and that for that tiny patch of ground, defined by the character’s little walk, there are limitless possibilities.

What is really happening is that the practitioner of Ba- Gua is engaging in an exercise called “Walking the Circle," repeatedly taking the Eight Steps, in each of the Eight Directions, and with each step binding cosmic forces into that small patch of ground.

The result is a special Map, created by both the cosmic energies represented by the Yin-Yang Sign, as well as the ordering of the universe represented by the eight trigrams of the l Ching.

Costume: Silk Kung Fu Uniform, typically of the northern style (with long sleeves), or a Loose cotton tunic and pants.

Stance: Ba Gua discourages the use of hard stances, believing that they make the body too rigid, instead there are simply relaxed ways of standing, using shallow stances with the feet placed comfortably apart and hands open at hip level. That enables quick stepping, and a constant change in stances.


Add 40 to Chi/P.P.E./I.S.P.
Add +4 to M.E.
Add +4 to P.P.

Add +4 to P.E.
COMBAT SKILLS Attacks Per Melee: 2
Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.
Attack Moves: None.
Basic Defense Moves: Dodge, Parry, and Automatic Parry.
Advanced Defenses: Circular Parry.
Hand Attacks: Fingertip Attack, Palm, Knife Hand, Backhand, and Rotary Palm (SPECIAL! This is essentially a circular palm strike, employing power from the waist. Does normal palm strike damage, but also serves as a knockdown. Note that Soft Chi can be used to add extra damage to this attack.), Push Open Hand (Special! Essentially a knockdown Strike that also does 1D6 damage. Any victim failing to counter the attack will be knocked back a number of feet equal to the attacker's Chi.)

Basic Foot Attacks: Sweep Kick (Special! This low movement is designed to catch the opponent somewhere below the hip, but without sacrificing balance. 1D4 damage.), Kick, Crescent Kick, Backward Sweep, and Tripping/Leg Hook.

Jumping Foot Attacks: None.
Special Attacks: Body Flip/Throw, Disarm, Forearm, and Combination Parry/Attack.
Holds/Locks: Wrist Lock and Elbow Lock.
Weapon Katas (Select Two): WP Jian (Straight Sword), WP Dao (Broadsword), WP Qiang (Spear), WP Ji Zhua Yin Yang Rui (Chicken Claw Yin Yang Sharp (Paired)), WP Lu Jiao Dao (Deer Antler Knives (Paired)), WP Emei Ci (Emei Stingers (Paired)), WP Zhou Dao (Elbow Knives (Paired)) and WP Bagua Dao (Eight Trigrams Broadsword).
Modifiers to Attack: Pull Punch, Knockout/Stun, and Critical Strike, Death Blow.
Martial Arts Powers:
Eight Trigrams Empty Palm, Eight Trigrams Sixty-Four Palms, Eight Trigrams Sixty-Four Palms, Eight Trigrams Palms Heavenly Spin, Eight Trigrams One Hundred Twenty-Eight Palms, Also Select a total of six (6) from Martial Art Techniques, Chi Mastery, or Specialty Katas (including Chi Katas). Also available is the Bagua Circle Kata (see Mystic China). If desired, any number of powers can be traded, one-for-one, for any Basic Skill Programs.
Cultural: Wei Qi (Go) Chess
Languages: Chinese (Mandarin or another dialect; choose one.) Temple: Feng Shui. Philosophical Training: Taoism.
If this is your primary martial art form, then the following other forms can be learned in shorter time: Taiji Quan (5 Years), and Xing Yi (5 Years).
1st: +2 to Parry and +1 to Roll with Punch/Fall/Impact, + 1 to rear attacks (Backward Sweep, Backhand Strike), . Create Ba Gua Map:

The character can, in four full melee rounds, walk the Circle sufficiently to create a functional Ba Gua Map with at least four Chi/P.P.E/I.S.P., or whatever amount the character wishes to invest. As soon as the Map is complete, the character, in effect, creates his own little world; a world in which he is the creator, the all-father, a god. As such, he has become linked to the supernatural and magical aspect of the Megaverse similar to a god. This makes him keenly aware, on a supernatural level, of everything physical, mystical and invisible outside the edges of the Map that may be aware of him. Thus, any attacks or actions directed at him, even something as benign as looking at him or walking toward him, is instantly known to the Ba Gua Master. He may not know who the individual is, but he knows that he is being watched from that direction, being approached from another direction and being shot at from a third, and so on. This means the character is aware of all incoming attacks directed at him, whether physical or magical, or even psychic, and as long as he stands inside the Map (his own little world), he can attempt to parry or dodge all attacks, from every direction, even if there are a hundred of them! Bonuses while inside the Map: +4 on initiative, +2 to parry, +4 to dodge, and cannot be surprised by attacks from behind or from a distance, or those coming from an invisible or otherwise unseen foe. Size ofthe Map: Sixty feet in diameter, never any smaller nor any larger.

Restriction: The Size of the map is limited and if the character steps off of it (even one toe), the Map will suddenly start to unravel at a rate of 100 Chi/P.P.E./I.S.P. per melee round (or 6 Chi/P.P.E./I.S.P. per second), until it is completely gone (zero Chi/P.P.E./I.S.P). If the character manages to get back on the dissolving Map before it completely dissipates, the unraveling stops, but the lost Chi/P.P.E/I.S.P. is spent and no additional Chi/P.P.E/I.S.P. can be added to the Ba Gua Map — once the Map is completed it cannot be changed or enhanced, which is why most masters of this esoteric art place 200-600 I.S.P. into its creation in the first place. Any Chi/P.P.E/I.S.P. lost through unraveling are spent.

Note: Others may enter the diameter that is the Ba Gua Map. Comrades, friends and those under the creator’s protection may enjoy special benefits or protection (see the Eight Pillars of Darkness), but do NOT get the combat bonuses or awareness of the creator, nor can they draw upon the neither Chi/P.P.E/I.S.P., nor control or influence the Map in any way.

2. Tap Map Chi/P.P.E/I.S.P.: The creator of the Ba Gua Map can draw I.S.P. from the Map to fuel any powers, abilities or artifacts that use I.S.P., or just to replenish his personal Chi/P.P.E/I.S.P. reserve. This is done effortlessly, with a thought, and can be done in measured portions as needed or desired for as long as the Map exists. If the Map is completely drained of Chi/P.P.E/I.S.P. in this fashion, it simply disappears. Recreating it will require weaving it again from scratch and a minimum of 4 Chi/P.P.E/I.S.P. However, so long as at least one point of Chi/P.P.E/I.S.P. remains in a Ba Gua Map and its maker remains standing within its diameter, it can keep functioning and providing the creator with special awareness, MDC power, and related abilities. However, its creator must be conscious, not asleep or knocked out.

3. Vulnerability of the Ba Gua Map: The manifestation of the Ba Gua Map is effectively a Mega-Damage magical artifact. It doesn’t provide M.D.C. protection to its creator, but the Map itself has the equivalent of one M.D.C. for every one point of Chi/P.P.E. /I.S.P. Magical, psionic and mystical attacks on the Map itself eliminate one point of Chi/P.P.E/I.S.P. for every one point of M.D. inflicted (S.D.C. attacks do no damage whatsoever). HOWEVER, an attacker must specifically direct his attacks at the Map for it to be harmed, thus M.D. from an area effect spell or explosive does no damage even if the Map was within its radius of effect/impact because the attack was not specifically directed at it.

Note: Outsiders — i.e., anyone from outside of China — as well as ordinary people, peasants, adventurers, warriors and even most Ghosts, Goblins and lesser demons, don’t know anything about the Ba Gua Map or the powers it provides the person standing within its micro universe, and would have no reason to attack it, thus directing their attacks at the maker, not the Map. Only monks, scholars and characters well versed in the ways of magic (including most dragons and Greater Demons) or trained in this particular mystical martial art would know that the Ba Gua Map is a vulnerable target that cannot dodge attacks like its creator.

4. Ba Gua Map Chi/P.P.E/P.P.E.: Absorb energy. If the Ba Gua Map was created at a source of Chi/P.P.E/P.P.E. power, whether it be a dragon line (ley line), nexus point, etc., then the Ba Gua Map can be directed to draw P.P.E. based on the current amount available. When withdrawn into the Ba Gua Map, Chi/P.P.E/P.P.E. is converted, on a one—to-one basis, into Chi/P.P.E/I.S.P. that can be used by the Map’s creator. Once the Absorption is begun, it will continue indefinitely until one of the following occurs: 1) Its maker commands it to stop, 2) the source of Chi/P.P.E/P.P.E. is depleted, 3) the Ba Gua Map is disrupted/dissipates, or 4) the Ba Gua Map overloads by taking in more than ten times the amount of the Ba Gua character’s permanent Chi/P.P.E./I.S.P. Base. (For example, if a character has a Chi/P.P.E./I.S.P.

of 41, the most their Ba Gua Map can absorb is 410 Chi/P.P.E/I.S.P.) This I.S.P. cannot be placed into the Map to give it more M.D.C., but it can be used by the Map’s creator to fuel his own psychic or Ba Gua Kung Fu abilities (i.e., the special abilities that follow).

2nd: +1 to Dodge and Strike, + 1 to rear attacks (Backward Sweep, Backhand Strike), Double the character’s permanent Chi/P.P.E/I.S.P. base!

3rd: Select 2 Abilities from Chi Mastery, or Specialty Katas (including Chi Katas), and +1 Attacks per melee,

Ba Gua Eight Pillars of Darkness: The character can manipulate the Ba Gua Map so that whatever it contains, including the Map’s creator/controller, is completely shrouded in darkness. Those outside the Map see a column of black rising up from the full diameter of the Map 10feet per level high. Even high-tech optics, sensors, magic and psionic sensing abilities are blocked by the Darkness.

Special Features and Bonuses of the Darkness. The Darkness conceals the P.P.E. and I.S.P. energies within the Map, as well as the Chi/P.P.E/I.S.P. or Chi/P.P.E/P.P.E. of anyone standing within the diameter of the Map. Those standing in or on the Map and looking out can see perfectly as if there were no black; pillar. To them it is as if they are standing in the shade of a passing cloud, nothing more. Enemies of the creator or anyone not invited to enter the realm of the Ba Gua Map cannot see a thing and fight as if blinded while in the Darkness (-10 to strike, parry, dodge, disarm, etc.), while the Ba Gua Master and his allies inside the Darkness can see perfectly. Nor can enemies or the uninvited see outside the darkness unless they physically leave the diameter of the Map. Chi/P.P.E/I.S.P. Cost: 4 points to create Eight Pillars of Darkness and one Chi/P.P.E/I.S.P. per melee round to maintain it. The creator also loses one melee attack/action per melee round as long as the Darkness is maintained.

4th: Double Existing Chi/P.P.E. /I.S.P., + 1 attack per melee, knock-out/stun on natural 19 or 20, Weave Ba Gua Map in just two melee rounds.

5th: +1 to Parry, +1 to Roll with Punch/Fall/Impact, + 1 to hand strikes and + 1 to damage, and KO/Stun on Natural 18-20, :

Ba Gua Map Illusions: Other than the Map’s creator, or another Ba Gua Master, anyone stepping on a Ba Gua Map is subject to whatever illusions the Map’s creator wishes to imagine. When someone steps on the Map, they will seem to enter whatever realistic or fantastic room, building, street or landscape that the Map`s creator imagines himself to be in. This is often a beautiful and wonderful place. However, he can instantly change that image to confound and frighten enemies and unwanted guests. From the point of view of the Ba Gua Master, anyone entering the Map suddenly becomes a small light down at his feet, moving inside the imagined landscape of his personal little world portrayed by the Map. Chi/P.P.E/I.S.P. Cost: 4 points per melee round.

For example, the Map’s creator could imagine a huge landscape of rice fields, and an elevated road that corresponds to exactly where a "visitor” has entered the Map. lf the visitor tries to turn around and leave, the Map’s creator could allow them to exit. On the other hand, the Map’s creator could decide to shift the landscape, so the visitor is now miles away from the edge of the Map. From the visitor’s point of view, there is no exit in sight, just miles of rice paddles. To take the example a little farther, the Map’s creator could have a bridge appear in the distance and then, when the visitor was midway across the bridge, it could seem to suddenly collapse, threatening to spill the visitor into the water below. And so on.

Saving Throw: None. The unwanted character has, in effect, entered the Ba Gua Master’s world, and it is the Master who is in control. Note: The illusions cannot be used to harm or kill those trapped within them, instead, they are always used to confuse, occupy and hold off the unwanted guest in much the same way as a maze. When the illusion is in place the creator cannot be seen unless he allows it. If no illusionary landscape is put in place, the unwanted guest sees himself standing in an octagonal shape crisscrossed with lines of blue energy and he stands within reach of the Ba Gua Master. Of course, the Ba Gua Master retains all of his awareness and bonuses to use against the intruder.

Duration: When the Ba Gua Map runs out of Chi/P.P.E/I.S.P., or is otherwise destroyed or dispelled, those caught inside a Map Illusion are instantly released. For example, if a character, in wandering around a Map Illusion, dropped his coat in one spot, and left his dagger sticking in a tree somewhere else, when the Map goes away, the character will appear with the dagger and the cloak right at his feet. Likewise, the Ba Gua Master can choose to release the individual at any time by providing a road, trail, doorway or other obvious way out.

6th: Select 1 Ability from Chi Mastery (including Advanced), Martial Art Techniques, or Specialty Katas (including Chi Katas), and +1 to parry and Dodge,

Map Chi/P.P.E/I.S.P.: in addition to the Chi/P.P.E/I.S.P. Base normally available to the Ba Gua Master, he generates a bonus 100 Chi/P.P.E/I.S.P. that can be placed directly into the Map as he creates it. This bonus Chi/P.P.E/I.S.P. can only be used to create and store into the Map, though this stored Chi/P.P.E/I.S.P. can be drawn upon later for the use of other abilities . . . but each draining of Map Chi/P.P.E/ I.S.P. weakens its very fabric and makes it vulnerable to outside attack.

7th: +1 Attacks per Melee, and +1 to Strike, Select one additional Chi Mastery Ability or Specialty Kata (including Chi Kata), Ba Gua Map Voice: Invoking the Voice means the Map’s creator can now speak to anyone caught in the Map Illusion and listen in to any location on the map (but only to one location at a time; it’s not possible to cast the Voice, or listen in, on more than one location at a time). The Map’s creator can choose to have his voice sound as soii as a whisper, normal volume, loud and threatening like that of a giant, or a thundering voice of a god. When he listens, it is as if he is standing right next to the individuals speaking and he hears every word, even the tiniest whisper. Chi/P.P.E/I.S.P. Cost: One point per melee round.

8th: +1 to Parry, + 1 to rear attacks (Backward Sweep, Backhand Strike), Critical Strike on Natural 19-20, Weave Ba Gua Map in just one melee round.

9th: + 1 attack per melee, knock-out/stun on natural 17 or better, Select One Ability from Chi Mastery (including Advanced), Marital Art Techniques or Specialty Katas (including Chi Katas), Ba Gua Map Mystical Defense: Using the Ba Gua Map as a magical safe haven, all magical and psionic attacks (i.e., any attack that requires I.S.P. or P.P.E. energies) are harmlessly dissipated by the Map before they can touch or harm anyone within the safe confmes of its diameter. However, this protection does nothing to stop physical assaults from thrown objects, bullets, energy beams, or other types of attack. The Mystical Defense also prevents supernatural creatures, including demons, ghosts, Goblins, Entities, spirits and even magical beings such as dragons, Faerie Folk and Elementals, from entering the physical diameter of the Map. Nor can they swing their arms or weapons into the Map’s area while standing outside its boundaries; characters within the Map are safe from them and cannot be touched. Note: The Ba Gua Map can’t be used for Mystical Defense while operating any type of Illusion or Pillar of Darkness, the Ba Gua Master can only do one or the other, not both. Chi/P.P.E/I.S.P. Cost: 5 points per melee round.

10th: Double Existing Chi/P.P.E./I.S.P. +1 to Dodge, Ba Gua Map Combat: in the illusion. When visitors are trapped in a Ba Gua Map Illusion, everything will seem perfectly realistic . . . except that the visitors are never hurt or damaged. No matter what happens, whether it be falling from a bridge, drowning underwater, or caught in a forest fire, it will all be an illusion, with no harm done. In order to inflict damage, the Map’s creator must make a personal appearance and fight one or more of those within his fantasy world. This is a one on one battle as if it were taking place in the real world, so any damage he may inflict (or which is inflicted upon him) is real. In fact, this is the only way characters lost in an illusion can find and attack the Map’s creator. Chi/P.P.E/I.S.P. Cost: 4 points per melee round to appear within the illusionary world.

11th: +1 to Parry, Select one additional Chi Mastery Ability or Specialty Kata (including Chi Kata), Ba Gua Charm of Memory: In order to make it easy to recreate a particular Map Illusion, it’s possible for the Ba Gua Master to weave the look, feel and details into the Map’s memory, as if it were pre-programmed to take on that particular appearance automatically, whenever the creator or outsider enters it. Each time the Ba Gua Master creates a Map, that particular Map Illusion is the automatic default setting that appears to intruders. Chi/P.P.E/I.S.P. Cost: 3 points are automatically drained from the Map’s reserve for each intruder/unwanted guest that enters the illusionary world.

12th: +1 to Strike, and +1 to Roll, + 1 to parry and dodge, + 1 to damage, Ba Gua Map Zone of Destruction: Whoever or whatever tries to enter the Map’s diameter experiences a Mega Damage destructive assault. The amount of the Mega-Damage will equal 10% the amount of Chi/P.P.E/ I.S.P. currently invested is stored in the Ba Gua Map. For example, if the Map is currently at 150 I.S.P., anything touching the outer edge of it would receive 15 M.D. every time they try to step into the Map area. Chi/P.P.E/I.S.P. Cost: 20 points per melee round.

13th: + 1 to rear attacks (Backward Sweep, Backhand Strike), +1 Attack per Melee, and KO/Stun on Natural 16-20, Map Chi/P.P.E/I.S.P.: in addition to the Chi/P.P.E/I.S.P. Base nor- mally available to the Ba Gua Master, he generates an additional bonus 100 Chi/P.P.E/I.S.P. (200 total) that can be placed directly into the Map as he creates it. This bonus I.S.P. can only be used to create and store into the Map, though this stored Chi/P.P.E/I.S.P. can be drawn upon later for the use of other abilities . . . but each draining of Map Chi/P.P.E/I.S.P. weakens its very fabric and makes it vulnerable to outside attack.

14th: Double Existing Chi/P.P.E./I.S.P., + 1 attack per melee, knock-out/stun on natural 15 or better, Ba Gua Illusion Peoples: While the creator of a Map can populate the illusion with any creatures, monsters or people, these shadows of life will be very simplistic, and incapable of having a conversation, much less convincing visitors that they are real. The solution is to invoke a race of Illusionary People, defined by the Map’s creator, and installed into the Ba Gua Map so they appear, move, speak and act completely realistically. Chi/P.P.E/I.S.P. Cost: 20. Note: lf included in a Ba Gua Charm of Memory, each time they are restored the cost is half just 10 Chi/P.P.E/I.S.P.

15th: Select One Ability from Chi Mastery (including Advanced), Martial Art Techniques, or Specialty Katas (including Chi Katas). Plus, select 1 Xian Chi,

Create Independent and Sustained Ba Gua Map: This allows the Ba Gua Master to set up a Map on a place with a renewable or constant source of Chi/P.P.E/I.S.P., and then leave it without having the Map unravel. An Independent Map will persist for as long as there is sufficient Chi/P.P.E/I.S.P., which, if placed on a dragon line or other source of P.P.E., could be indefinitely. However, unless the Ba Gua Map’s creator is present, none of the Map’s powers, abilities or illusions are in place. Actually, that’s not entirely true, the basic illusion will be in place but those who enter the illusion see a clearly marked trail that takes them in a circle regardless of whatever direction they may choose to go, and return to where they started from in 1D6+4 minutes. There is also an obvious exit from the illusion at the point of entry, so they can leave anytime they return to where they started from. Cost: 150 Chi/P.P.E/I.S.P. to create it in the first place.

Note: Most Ba Gua Masters do not create and leave Independent and Sustained Ba Gua Maps unless they live in the area and want an instant place of power; often used for defensive purposes, Weave Ba Gua Map in just one melee action.

Why Study Bagua Zhang? A graceful, flexible, and tactical martial art, Bagua Zhang combines a unique approach to combat, with its circular theory and internal energy, to create a powerful style of Kung Fu, combining internal Chi development with useful, but graceful, physical movements, this is a good all-around choice. Notably, this is the Fang Shih's most common martial art.

New Martial Arts Abilities

In their wanderings, the Air Benders have discovered several unique Chi-based powers, uncovered many long thought lost, and invented more than a few on their own. Some have become so common in their family that they have adopted them as their own, even though others may have invented those moves. Any Air Bender, martial artist or not, may learn one of these moves at each fifth level of experience. Martial artists start with one of these moves on top of those granted by their chosen martial art form, and may select other Air Bender family moves in place of any other martial arts power when advancing in experience level.

Elemental Wind Power Abilities Introduction:'''''

The Bender can specialize in any of the five major elements: air, earth, fire, void, and water. However, it is difficult to specialize in more than one element, and taking even one level in a second element prevents the Bender from taking the ultimate power of any element. Each element has six powers that can be taken after reaching a specific number of levels in that element, but none of these abilities need to be taken, instead the Bender can take a bonus that is unique to that element.

Control Elemental Force: Air
The power to manipulate and control aspects of air and atmospheric conditions.

1. Wind Rush:

Range: 100m
Damage: None
Penetration: None
Duration: Minimum of instantaneous (one attack) or can be maintained for a number of actions equal to double the characters level.
Bonus: +3 to strike
The air manipulator can create a short, powerful wind gusting to 100kmph, and can direct it at a specific target or area. The wind is so powerful that it will stagger or knock people down, and blow away all objects in its path weighing less than 15kg(33.3lbs), as well as break ordinary window glass.
Directed at one specific target, the wind is a hard-hitting, focused blast that has a 01-70% likelihood of knocking down a person and items weighing up to 140kg. If a 6m wide gust of wind, the likelihood of being knocked down is marginally less; 01-60%. Everyone caught in the wind is staggered (if not sent sprawling), speed is reduced to 1/4, one action is lost, and all attempts to attack are -6 to strike. Items weighing 15kg or less, will be sent flying 1d6x10 meters away. Vehicles or characters weighing over 1400kg (3086.47lbs) have no fear of being knocked over, but speed is still reduced and combat penalties still apply. Vehicles are also forced to make a control check at -20% (add -5% to the penalty at levels three, five, eight, and ten).

2. Whirlwind:

The character can summon winds to create a rotating wind storm. Moving in and inward and upward spiral motion, the 120kmph winds will suck, hurl, and dash to the ground anyone or anything within 6m of it. Anyone caught in the wind cannot attack or speak for 14 seconds. They will be snatched up and hurled approximately 1d6x10 meters away, taking 4d6 points of damage. The wind will affect anything weighing less than 3200kg (7054.79lbs).
It is never advisable to fly into or through a whirlwind, at any speed.
Range: The whirlwind has a 6m radius and can be created up to 100m away.
Duration: 90 seconds.

3. Ride the Wind

The ability to glide on currents of air. Equivalent of the minor flight ability of Glide.

4. Change Wind Direction

The character can change the direction of the wind in a small area by manipulating air currents.
Range: 100m radius from the character.
Duration: Four minutes per level of experience.

5. Stop Wind/Control Wind Speed:

Again, by manipulating wind currents, the character can completely stop or merely slow down the wind in a small area.
Range: 50m radius from the character.
Duration: Four minutes per level of experience.

6. Create Air Bubble:

This character can create an maintain a a bubble or pocket of air. This can be done underwater or in a place where there is at least a minute quantity of oxygen. The bubble offers protection from gases, smoke, foul odors, etc. If moving from an area with atmosphere to an area with no atmosphere, the character can pull a bubble with them into the vacuum, however once the duration comes up the atmosphere will swiftly disperse, and most likely flash freeze any ambient moisture.
Range: Self, with a radius of 1m per level of experience.
Duration: 12 minutes per level of experience.
Speed: Limited to a Speed attribute of 10 (about 16kmph).

7. Call Lightning:

The character has incredible control over the chaotic forces that bring about lightning, and can summon it up to strike a specific target. All attempts to dodge are at -3.
Range: 60m+6m per level of experience.
Damage: 6d6+3 per level of experience
Penetration: 6. 3 against dense targets. Automatically damages Power Armours, Cybernetics, Robots, Vehicles, and APS: Metal mutants, dealing double damage.
Bonus: +2 to strike.

8. Atmospheric Manipulation:

This incredible power enables the character to alter atmospheric conditions.
Range: 150m+30m per level of experience radius from the character.
Duration: 15 minutes per level of experience.
Attacks: Each act of manipulation takes up two actions.
Altered Atmospheric Conditions: The character can create any one effect per minute, and maintain it or combine effects, adding one to another. Effects stay in play for the duration without any additional effort on the part of the character, and all effects can be dispelled in about 30 seconds.
1. Darken Sky: Heavy overcast, with black, ominous clouds.
2. Thunderclap: Will frighten animals (01-80% chance of panicking), and startle people (Save vs. Horror Factor 12).
3. Increase/Decrease Wind Speed: +/-10kmph every ten seconds, up to a maximum of +/-60kmph per level of experience.
4. Increase/Decrease Precipitation: +/-10% every ten seconds, up to +/-90%. Can create extremely humid conditions with a 01-45% chance of light fog, and a 01-25% chance of light rain.
5. Create/Dispel Fog: At a rate of 3 square meters every ten seconds.
6. Create Cloud Cover: Within 30 seconds, the skies fill with clouds, making seeing above the clouds impossible (will also hamper radar).

9. East Wind A powerful wind blows from the east, strong enough to lift most people off their feet and send them flying! The wind is hurricane force, but only lasts for a mere 15 seconds (one melee). All things weighing less than 200lbs are lifted up and tossed around like crazy. Anything weighing 200lbs-250lbs suffers knockdown unless it makes a successful maintain balance roll, and even if they succeed, they are unable to move, and the slightest push or impact might cause them to lose their balance and be carried off by the wind. Those weighing over 250lbs are able to move, but do so at 1/4 their usual Speed. Flyers must be able to reach speeds of over 150mph or they will be tossed about haphazardly by the wind.
The powerlasts an additional 15 seconds (one melee) per level at level's 6, 12, and 15.

10. Coriolis Storm This Elemental Power creates a powerful whirlwind blows from the east, bringing with it the sand and dust of the desert, at speeds fast enough to scour the skin.
Range: Can be cast on an area up to 30m (100ft) away.
Area of Affect: Affects a 1d10x10ft by 1d10x10 ft by 1d10x10ft area per level, doubling at levels 4, 8, 12, and 15.
Affect: Those without proper eye protection (goggles work) will not be able to open their eyes during the storm without causing severe damage to their retinas. If they do open their eyes, they will be blinded by searing pain for 5d6 minutes, and their vision will be reduced by 25% for 3 days while their eyes heal up. All unprotected areas of the body are also seared by the strong wind, taking Duration: The whirlwind lasts for 15 seconds (one melee), plus an additional 15 seconds at levels 8 and 15.

11. Hurricane

Range: Affects a 120 foot (36.6 m) area and can be cast up to 500 feet away (155 m).

Duration: Four melees per level of the warlock.

Saving throw: None

P.P.E.: 50

This elemental power creates a great sea storm with 100 to 150 mph winds blowing around within a 120 foot +120 foot area per level. The sea is lashed into huge waves 30 feet (9 m) tall which will batter and destroy all but the largest ships. Inflicts 3D6x10 M.D. per melee. Torrential rains, thunder and lightning accompany these terrific winds. Any person foolish enough to be above decks during this storm will take 1D6 M.D. per melee due to flying debris, wind, and hail.

12. Tornado

This is a storm, caused by causing the collision of a high pressure and low pressure system.
Range: Affects a 100 feet+100 feet per level area and can be cast up to 600 feet +600 feet per level (183 m) away.

Duration: Four melees/one minute per level of the Controller, plus one additional minute at levels 5, 10, and 15.

Saving throw: None

The controller creates the most severe storm possible, a tornado, accompanied by heavy rain, hail, thunder, lightning, and roaring winds. People a hundred feet (30.5 m) away from of the funnel cloud take 2D6 M.D. each melee from flying debris. The awesome, black funnel cloud is the center of the storm, with winds of 120 to 180 mph (192 to 288 km). The funnel sucks in everything within its 100 foot (30.5 m) area of swirling wind, destroying all wood, clay, stone and other S.D.C. structures, and uprooting trees in one melee. Anything actually caught in its funnel suffers 4D6x10 M.D. per melee. After 1D6- 1d6x10 melees, the object will be hurled from the funnel, enduring another 2D6 x10 mega damage with automatic knockout.. If a robot or living creature, the being will be stunned and immobile for 2D6 minutes. The controller can maneuver the tornado as he/she desires, in any direction. This requires the full attention of the controller, so he/she may not cast any other spells for the duration of the tornado. Should the controller be knocked unconscious or killed, there is a 64% chance the tornado will run wild and uncontrolled, disappearing only after the full power duration has elapsed.

13. Alter Physical Structure: Wind & or Electricity

This is an impressive ability That enables incredible the character to convert the molecules of his body and clothing into a gaseous form and or a living electrical conduit and battery, as well as the ability to manipulate and control aspects of electricity. The super being either ripples with electrical energy crackling from the eyes, or actually turns into a humanoid that appears to be an energy being composed of electricity. The character retains his attributes and skills but also becomes semi-intangible. When in gas or electrical form the character cannot be harmed by any form of attack (including psionic) except flame. All electrical attacks do no damage with fire inflicting half damage. The character can manipulate his/her surroundings just like other Alter Physical Structure characters.

1. Expand into fog

The character can fill a room with his gaseous form to either hide or ambush. If he is hiding in natural fog, then the prowl roll is 98%. Note that psionic attacks will not work against the character, but a see invisible spell, sixth sense, see aura, or Pyrokinesis will affect him.

Range: 66ft (20m)3 (60x60x60ft)

Duration: indefinite

Damage: none except hand to hand

Attacks per Melee: none except hand to hand

Bonuses: 80% prowl when not hiding in natural fog.

2. Vapor Combat

The character can alter the density of his molecules so that a section of gas can be used like a psionic ectoplasmic arm. It has the S.D.C of the character in normal form, cannot be regenerated when S.D.C is depleted and can carry 40lbs (18kg) per level of experience.

Range: 30ft (9.1m)

Duration: indefinitely or until S.D.C runs out.

Damage: Same as normal hand to hand as a punch or throttling.

Attacks per Melee: same as hand to hand

Bonuses: +1 to Strike, +2 parry and dodge

Note that characters with Alter Physical Structure: Ice or Control Elemental: Air could be very dangerous to this character. The ice-man could attempt to freeze the character's moisture and thereby bringing all his S.D.C and Hit Points to one each. The Air Elementallist could disperse the fog through atmospheric manipulation. The gas character has a saving throw of 16 against these sorts of attacks. When knocked unconscious he reverts back to human form.

3. Ranged Attack: Air

Range: 90ft +10ft per level
Damage: None
Duration: Minimum of instantaneous (one attack) or a maximum of half a melee (multiple attacks)
Attacks Per Melee: Counts as one hand to hand attack for an instant air burst, while a constant wind takes half of the character's melee attacks.
Bonuses: +3 to strike aimed or +1 on a wild shot.
This minor super ability is a 'shorter' version of the Control Elemental Force: Air power's Wind Rush. A 50mph wind is created that can knock people down, shatter glass, and blow away objects weighing less than 25 pounds. There is a 70% chance of knocking down a single person/ object that weighs less than 250 pounds, while a 10ft wide gust of wind can knock down a group of people (each weighing less than 250 pounds) with a 60% chance. Everyone caught in the wind is staggered - Spd. is reduced by 75%, one melee attack is lost, and all attacks are -6 to strike (penalties apply to those over 250 pounds also). Objects weighing less than 25 pounds will get blown 3d4x10 feet away. Against vehicles, the character can force an immediate control roll with a penalty of -15% (increase the penalty by -5% at levels four and eight).

4. Fire Electrical Ray:

A line of electricity emitted from the fingers or eyes. This is the characters most powerful blast.
Range: 30m+6m per level of experience
Damage: 1d6x10+2 per level of experience
Penetration: 8, 4 against dense targets. Automatically damages Power Armours, Cybernetics, Robots, Vehicles, and APS: Metal mutants.
Bonus: +2 to strike.

5. Mini-Lightning Bolt:

The discharge of a small electrical energy bolt.
Range: 30m+6m per level of experience
Damage: 1d6 per level of experience.
Penetration: 1+1 per level of experience. Divided in half against dense targets. Automatically damages Power Armours, Cybernetics, Robots, Vehicles, and APS: Metal mutants.
Bonus: +3 to strike

6. Lightning Bolt:

This is the character's second most powerful blast and has the most range. A bolt of electricity that can be emitted from the fingers or eyes.
Range: 100m+10m per level of experience
Damage: 5d6+2 of damage per level of experience.
Penetration: 3, 1 against dense targets. Automatically damages Power Armours, Cybernetics, Robots, Vehicles, and APS: Metal mutants.
Bonus: +3 to strike.

7. Electrical Flight:

The individual can transform into a bolt of living energy and rocket short distances.
Range: 1km per level of experience.
Speed: 500kmph+100kmph per level of experience. Minimum speed is 320kmph.
Damage: 1d4x10+10 damage per level of experience.
Penetration: 8+1 per level of experience. Divided in half against dense targets. Automatically damages Power Armours, Cybernetics, Robots, Vehicles, and APS: Metal mutants.
Actions: Counts as two actions
Bonus: +1 to strike.

8. Generate Electricity:

The character generates a field of electrical energy around himself (anyone who hits them will take the listed damage) or can will an electrical field with a radius of 1m per level of experience around himself or anchor it elsewhere. The field can be used to trap and attack. This attack consumes four of the character's actions.
Range: The electrical field can be projected up to 3m away.
Damage: 3d6 damage + 3 per level of experience.
Duration: 30 seconds.

9. Invisibility (improved)

AUTHOR'S NOTE: The original invisibility power was pathetic and suitable only as a minor super ability rather than a major power. The Invisibility power is the ability to warp to entire light spectrum to produce the illusion of invisibility. The improved power warps the infrared spectrum and is truly only susceptible to motion (detection of eddy currents in the air) and olfactory detection. The Light-Shifting ability also enables the character to cancel out any single spectrum of visible or invisible light (infrared, ultraviolet, etc.) Turning invisible/visible takes one melee action.

The following abilities apply:

The ability lasts for as long as the character requires.

Invisible field: A circular field of affect can be created to turn objects invisible. This field has no protective properties and no M.D.C rating. The maximum size is a 13m area plus 3m per level of experience.

If injured, the character's body fluids (blood etc) will remain invisible until the area of affect has been exceeded. A blood trail will appear not from directly under the character but will appear once the Invisible field has moved out of the area of affect. Note that canines would still be able to track the invisible blood trail.

Can make objects or living matter invisible 23kg per level. Range: 100m.

Can turn any part of his/her body (or another person's) invisible or visible (e.g. leg, hand, head).

Automatically receives the Bend Light minor power.

Other Bonuses: +20% Prowl (or use it as a base), +10% pickpockets and +5% to any deceit and "sleight of hand" related skill, +1D6 M.A.

10. M.D.C Durability

The Character can withstand M.D.C damage amounting to his normal body’s Hit Points and S.D.C combined+40 to M.D.C. /S.D.C. per level.

11. Other Abilities & Bonuses:

Impervious to cold electrical attacks (No Damage)

Fire & energy attacks to half damage

Can accurately sense the air temperature within 1d4 degrees.

This power is mental, and so benefits from a high M.E. Add a +1 to strike and deflect/ parry to each of the above powers for an M.E. of 16-21, a +2 to each if the M.E. is 22-27, or a +3 bonus for an M.E. of 28 or higher.

Rasengan, '螺旋丸', literally "Spiraling Sphere"

The Spiraling Sphere is a technique invented by the A ninja Air Bender with the power of aero kinesis after three years of development. It requires a very high level of chakra control. The Spiraling Sphere incorporates the chakra control learned from the tree-climbing and water-walking exercises to create a ball of concentrated, spinning chakra in the user's hand that is slightly larger than a baseball, very similar to the forces in a tornado. For training purposes, teaching the technique is broken into three steps. The first, emphasizing rotation, the user has to learn to pop a water balloon by spinning the water inside in multiple directions with their chakra. The second step, emphasizing power, they do the same with a solid rubber ball. Since the rubber is thicker and air is completely different from water, it forces the user to rely mostly on denser chakra to break it. The final step, emphasizing control, the user has to form a complete Spiraling Sphere by combining what they learned in the previous two steps and making a ball shape shell around the spinning chakra to hold it in regular shape. A regular balloon is often used to train making the shell. In Part II, The Spiraling Sphere requires no hand seals to perform, instead relying entirely on the chakra control of the user. Once the user creates a stable Spiraling Sphere, however, it becomes self-sustaining, so the user does not need to provide any more chakra after forming it. The force of the spinning chakra grinds into whatever it touches, causing major damage. The force of the attack also causes significant internal injury. The user can also release the spinning chakra, creating a violent explosive force at the point of contact. (3D6xl0 SDC), landing 3D4xl00 feet away automatically knocking the opponent down and knocking them out[spinning the whole way], automatically knocking them down and out..The one drawback of the Spiraling Sphere, if it can be considered as such, is that it requires great chakra control. Of course, this will not be a drawback if the user has learned the technique, because they already possess the necessary chakra control. It can be a problem if some force is disrupting the user's ability to mold chakra. Unlike the One Thousand Birds, there is no definite limit to the amount of times this technique can be used in a day. Because it uses far less chakra in comparison, it doesn't carry the same over-use risk as the One Thousand Birds, either.

The technique of the Spiraling Sphere can be used as an "all-purpose jutsu". It can be used to mix the ingredients for noodles quickly and evenly, like a blender. The user can uses it to create a path through a maze of houses, in order to see through everything behind the walls. While outrunning some ninja, the user can use it to as a propeller for a boat. The attack costs 25 Chi/P.P.E. /I.S.P.

Rasengan Nirentotsu, literally "Twin Spiraling Sphere"

First, the Air Bender clones himself. The clone each form a Spiraling Sphere of two different colors in both of the ninja's hands (one red from the fire energy chakra, the other green from wind energy). The ninja's clones take the left hand and right hand and together they hit the opponent.

Doing an attack that hurls the character’s opponent away in a mighty blow (6D6xl0 SDC), landing 6D6xl00 feet away [spinning the whole way], automatically knocking them down and out..

Kazeton Rasengan, '風遁・螺旋丸', literally "Wind Release: Spiraling Sphere"

The Air Bender combines the Spiraling Sphere with Wind based chakra to knock the opponent even farther back away from them: This is an attack that hurls the character’s opponent away in a mighty blow (3D6xl0 damage +3d6x10 wind damage), landing 3D4xl000 feet away[spinning the whole way], automatically knocking them down and out.. The attack costs 50 Chi/P.P.E. /I.S.P.

Ōdama Rasengan, '大玉螺旋丸', literally "Great Ball Spiraling Sphere"

This is simply a larger and more powerful version of the Spiraling Sphere, but also more unstable. The Air Bender will need 4 clones to form and control the energy. This is an attack that hurls the character’s opponent away in a mighty blow doing massive damage: (10D10xl0 SDC), landing 10D10x200 feet away [spinning the whole way], automatically knocking them down and out. The attack costs 100 Chi/P.P.E. /I.S.P.

If the wind master has some sort of device made to allow a normal human to fly such as a hang glider then the Air master can flight with the same bonuses and penalties as the super power of Flight winged and Flight Glide

Flight: Glide This power allows the character to ride air currents to fly and hover in the air. Maximum gliding speed outdoors is 60-80kmph (Approximately 17-23 meters a second); half indoors. Diving with a boost from strong winds or from an airplane or great height (skyscraper's roof top), is 190kmph (Approximately 52 meters a second).
Bonuses when Gliding:

+1 on initiative

+1 to strike

+1 to parry

+2 to dodge

Flight: Winged this super being has actual wings that give him/her the power of flight. Unfortunately, wings are difficult to conceal (average wing span is 3.5-5.5m). They are incredibly hard to conceal. Wings can be carefully folded, tucked and restrained with minimal discomfort. Wings that are pulled back and strapped in place impair the characters mobility. (or use a hangglider)

-1 on initiative.

-1 to strike.

-1 to parry.

-1 to dodge

Reduce on foot speed by 10%

Bonuses in Flight: Applicable only if there is room for the character's wings - he can hover several inches above the ground during combat in order to use full bonuses.

Speed - 250kmph (Approximately 70 meters a second) plus 10kmph (Approximately 3 meters a second) per level.

Acceleration is 20kmph an action.

+2 to P.B.

Add one extra attack per round

+2 to strike

+2 to parry

+4 to dodge when hovering or flying under 120kmph

+6 to dodge when flying 121kmph or faster.

+4 to damage for every 30kmph of speed.

+40 to S.D.C., plus each wing has 30 S.D.C. Attacking a wing is a called shot. No S.D.C. equals crippled wing. Wings heal 1d4+4 S.D.C. per day and membranes, feathers, and tissue will regrow in 1d4 weeks.

Standard Moves

These moves are used by other martial artists, but have (to a certain extent) been adopted by the Air Benders as their own. The following moves are available from those listed in Ninjas and Superspies/Mystic China: All Body Hardening Exercises, including Demon Hunter Exercises (except Control Revulsion and Demon Wrestling); the Atemi Abilities of Neural Atemi, Blood F low Atemi, and Grasping Hand Atemi; Chi Awareness (must be taken separately from any other Chi Power, as must all other abilities that are normally automatic for selecting a Chi Power); the Martial Arts Techniques of Falling and

Breaking, and the Chi Ball Kata.

Ba Gua Circle Kata: This is a highly defensive Kata that involves circling to cover all eight directions from attack. All parries for the entire melee round are made at + 3 and ALL attacks can be parried from any direction. In addition, one attack per melee round may be delivered that inflicts the normal damage with either a Knife-Hand or Backhand.

Pun Gung Bi Weapon Kata: Includes a special W.P. allowing the character to use Pun Gung Bi. These are paired weapons designed for use with the open palm techniques of Ba Gua. Easy to hide on the body, the character slips them on like rings, one on each middle finger. When using Pun Gung Bi, the Knife-Hand and Backhand strikes both do an additional 1D6 point of damage. Plus, the Pun Gung Bi can be used to parry sharp objects without damage to the hand.

Eight Trigrams Empty Palm'

Name: Hakke Kūshō, 八卦空掌, literally "Eight Trigrams Empty Palm" or "Eight Trigrams Vacuum Palm" or "Eight Trigrams Air Palm"

This Technique is similar in practice to Eight Trigrams Palms Heavenly Spin, but has a specific target rather than a general area. To perform it, the character does a palm thrust at an opponent while expelling a large burst of chakra from his palm. This violently pushes the opponent away. The opponent does not need to be within his reach for the attack to be effective, this attack does no damage and bypasses armor effects are: Agony: A particularly cruel and painful attack that incapacitates its victim with pain. Under the influence of the attack, the victim has no attacks per melee, cannot move or even speak; only writhe in agony. Although there is no physical damage (no S.D.C. or hit points are lost), the pain is very real, and it will take another minute for the victim to regain his full composure. During that minute his number of attacks per melee are reduced by half, speed is reduced by half, and he suffers a penalty of — 1 to strike, parry and dodge.

Blind: Temporarily knocks out the victim's optic nerves, rendering that person quite helpless. Victims are -10 to strike, parry and dodge.

Deafness: Can be caused by manipulating the eardrum. Victims cannot hear anything, and are -6 to parry or dodge attacks from behind. In addition, the shock of suddenly becoming deaf makes them -3 to strike, parry or dodge any other attacks, and they automatically lose the initiative on all attacks while deaf.

Ecstasy: This attack is a very dangerous reversal of the Agony attack. While the Agony attack activates all of the victims pain centers, the Ecstasy power does the reverse and activates all of a victims pleasure centers. The attack creates the same effects to a targets activity that the agony attack does but does it for the opposite reasons. For the first minute, the victim will be able to do nothing but writhe in pleasure. After that initial minute, the target takes another full minute to regain full composure and during that time the number of his attacks will be reduced by half, speed will be reduced by half, and will have a penalty of -1 to strike, parry, and dodge, and has a 10% chance of victim being addicted to it per application cumulative.

The big danger of the power is not the effect the power has in combat but that some psychics have used the spell to profit off of victims similarly to the way drug dealer will addict people to drugs. They can do this by using the power for free or a reduced price and then once the person is addicted, they raise the cost of the power astronomically or make the person do jobs for them under the threat of not using the power anymore. The process of addiction takes from two to four weeks normally. The other disadvantage is that addicts of this power will get no save against the power even if it is cast on them in combat

Rumored and only whispered is that some psychics have used the powers agony and ecstasy together. For every two sessions of this, the target must save against insanity. If this power combination is used often for over two months, their pleasure and pain centers will get mixed up and whenever a person feels pain, they will feel pleasure as well (GM's choice of actual effects).

Mute: Impairs the victim's vocal cords, making speech impossible. Victims are likely to be shocked and panic, making them -2 to strike, parry and dodge for the first melee ONLY.

ORGASM': Effect: Probably the gentlest and most pleasurable incapacitation attack to date that functions by stimulating the victim's body into feeling an intense sexual orgasm. While under the power of the attack the victim will have no melee actions, can barely move, and cannot make any intelligible sounds other than a faint moan of pleasure. There is no physical damage inflicted by this attack , although the character may wish to clean their shorts shortly after succumbing to the spell's effects. After the brief incapacitation period, the victim will need another 1D4 minutes to regain their composure. Until such time the characters attacks per melee and speed will be reduced by half. They will also suffer a -1 penalty to all combat bonuses and -5% to skill performance. Only one person may be affected per use of this attack. It should be noted that although this attack suffers from a shorter incapacitation time than the Agony attack, of which it is derived, it is more sought by characters of good alignments who would not bring such pain as the Agony attack on any living creature while at the same time, totally incapacitating the victim of the attack.

Pain: By manipulating the nerve centers the psionic can induce terrible pain, shooting throughout the body. Victims are -6 to strike, parry, and dodge, and take one point of damage off their Hit Points (not S.D.C.) per each minute affected.

Paralysis: Immobilizes the motor part of the brain, causing legs and arms to stop functioning. Victims are completely incapacitated for the duration. Note: A paralyzed character can still use psionics but only if he has line of sight on his intended target. Spell casters need to speak, so they cannot cast spells while paralyzed.

PINS & NEEDLES: Effect: This unique attack causes its victim to experience the stinging "pins and needles" sensation as if the blood flow in that particular limb of the casters choice has been temporarily cut off and then restored. If used on a leg the victim will run at 1/2 speed, -4 to dodge, and have a -5% skill penalty from the distraction. Any skill requiring the use of a leg will be at -25%. If used on an arm, that particular arm will be -4 to strike and parry, and any skills requiring manual dexterity will be at -25%, other skills will only have a -5% penalty. If used on the head, the victim's face will become flush and is very distracting giving them a -1 on initiative, strike, parry, and dodge bonuses as well as a -5% skill penalty unless trying to speak in which the character has a -40% language penalty! They will also have a temporary -2 to their M.A. and P.B. as no one can take their appearance and voice seriously. Using this attack on the torso will give the victim a -2 initiative, -1 strike, parry, and dodge, and a -5% skill penalty. Also when used upon the torso, sex will be no pleasure less no matter how hard the victim tries, even if affected by the orgasm spell. On the plus side, however, any limb affected by this spell is impervious to all other pain, which can be a boon to wounded people with no anesthetics handy.

Release: The attacker manipulates the victim's pressure points in such a way that the victim either vomits or defecates or urinates. This attack requires a natural Strike roll of 14 or better. The attacker chooses the effect. If the attack is successful, the victim loses initiative, and 1D6 melee actions, must have art of offense and art of defense to gain

Stun: This attack disorients and confuses its victims. Victims forfeit one attack per melee, speed is cut by half, and the character is -4 to strike, parry, dodge, disarm, and all combat moves.

Tissue Manipulation: Affects the tissue's connecting nerve fibers which can cause a variety of effects. By irritating the nerve fibers, a victim will suddenly feel itchy, as if breaking out in a severe rash. Through endothermic manipulation the victim can also be made to suddenly feel cold or hot while everyone around him feels fine. ALL three conditions are more annoying or frightening than physically impairing. In each case the victims are -1 to strike, parry and dodge, and this attack pushes opponent back 1-100 ft per time hit.

Duatsu: Includes a thorough study of the art of acupuncture (healing by inserting needles into the body). The result is the ability to resuscitate a character by touch alone. Duatsu can be used to instantly reverse the effect of any other Atemi attack, except Dim Mak! It can also be used to snap a character out of a Knock-Out, Stun, Paralyze or any other form of temporaty shock. It only takes one melee round attack/action to perform Healing Atemi. Note: Healing Atemi does nor restore hit points, SDC. or Chi. Dim Mak: Available to characters with the Tien-Hsueh Martial Art Form automatically. One of the most insidious attacks in the history of martial arts, a successful Dim Mak dooms the victim to a slow and wasting death This works by disrupting the bodies natural ability to regenerate chi and therefore loses the ability to heal. Gradually the victim’s thi wears away to zero. At zero chi the victim can not recover S.D.C. or hit points, becomes more and more vulnerable to injury, disease and death. Unable to heal themselves, the characters are in serious peril and a legendary cure must be sought. Characters must use a one finger attack in order to deliver the Dim Mak. Strike. Parry and Dodge rolls work in the usual way. If successfully parried or blocked Dim Mali is avoided. If the parry or dodge roll fails the character is struck, but can try to roll with the Dim Mak attack to avoid full damage. A successful Roll with Punch/Fallllmpact means the victim takes one (1 point of damage, plus the attacker’s damage bonus, direct to hit points, but is not afflicted by Dim Mak. NOTE: Character’s with good alignments will never use Dim Mak. It’s just too evil. See the Game Master Section for finding a cure to Dim Mak

Chian Hsi Tien Hsuh (Seal the Breath Vital Point)

When this atemi point is struck, it interferes with the target's ability to breath. There are three different points, with three different levels of effect. The first requires a Natural 12 or better to hit, and reduces the targets effective P.E. to 3/4 of what it originally was. The second requires Natural 15 or better to hit, and reduces the targets effective P.E. to 1/2 of what it originally was. The third requires a Natural 18 or better to hit, and reduces the targets effective P.E. to 1/4 of what it originally was. This lasts for 1D4 hours. If the target manages to successfully Roll with Punch/Fall/Impact this is reduced to 3D4 minutes.

Dim Mak: Available to characters with the Tien-Hsueh Martial Art Form automatically. One of the most insidious attacks in the history of martial arts, a successful Dim Mak dooms the victim to a slow and wasting death This works by disrupting the body’s natural ability to regenerate chi and therefore loses the ability to heal. Gradually the victim’s chi wears away to zero. At zero chi the victim cannot recover S.D.C. or hit points, becomes more and more vulnerable to injury, disease and death. Unable to heal themselves, the characters are in serious peril and a legendary cure must be sought. Characters must use a one finger attack in order to deliver the Dim Mak Strike. Parry and Dodge rolls work in the usual way. If successfully parried or blocked Dim Mali is avoided. If the parry or dodge roll fails the character is struck, but can try to roll with the Dim Mak attack to avoid full damage. A successful Roll with Punch/Fall/Impact means the victim takes one (1 point of damage, plus the attacker’s damage bonus, direct to hit points, but is not afflicted by Dim Mak. NOTE: Character’s with good alignments will never use Dim Mak. It’s just too evil. See the Game Master Section for finding a cure to Dim Mak

Eight Trigrams Sixty-Four Palms

Eight Trigrams Sixty-Four Palms

Name: Hakke Rokujūyon Shō, 八卦六十四掌, literally "Eight Trigrams Sixty-Four Palms"

This Technique closes off sixty-four specific chakra points (tenketsu) on an opponent's body with the Ba Gua style, effectively eliminating their ability to use chakra for quite some time and making it quite difficult for them to move. It begins with the closing of two chakra points, followed by four more, then eight, then sixteen, then thirty-two, and then sixty-four strikes. Each set of strikes is done at an increasing pace. The symbol that appears beneath the user while performing this technique is the Taoist symbol, Bagua.

In the Naruto video games the number of strikes is approximately halved, with the number of strikes adding up to sixty-four rather than the final blow consisting of sixty-four individual strikes: (50 chi to activate) Uses all attacks for the melee round 64 hit +1d6+ps dmg per hit can be layered with other techniques, never misses, must be first attack of the round and removes ½ of opponents (P.P.E./I.S.P./Chi) 1-144 hour duration

Eight Trigrams Palms Heavenly Spin

Eight Trigrams Palms Heavenly Spin

Name: Hakkeshō Kaiten, 八卦掌回天, literally "Eight Trigrams Palms Heavenly Spin", English TV "Eight Trigrams Palm Rotation"

This Technique utilizes the chakra control gained through Ba Gua training to release a huge amount of chakra from the user's chakra points when struck. The released chakra blocks any possible attack. The user then spins themselves rapidly to parry the attack, both creating a shield of chakra around themselves and tossing away any would-be attackers: PE+ME x100+100+100/lv 1-100ftr +5parry no actions possible while the technique is in action while up 1hr+1hr/lv.

Eight Trigrams One Hundred Twenty-Eight Palms

Name: Hakke Hyaku Nijūhachi Shō, 八卦百二十八掌, literally "Eight Trigrams One Hundred Twenty-Eight Palms" (a.k.a. "Divination Field: Divine One Hundred-Twenty Eight Strikes")

This technique is essentially a doubled version of Eight Trigrams Sixty-Four Palms. Like the former, it closes off the opponent's chakra points in an exponentially increasing number of quick successive strikes. Unlike the former, it closes off twice as many at twice the speed. Alternatively, it can be used to hit a great number of targets very quickly. It has a slightly different stance than the lesser form in which the upper body is slightly rotated to the right. This stance activates the characters at the edge of the divination field to begin the technique. : (100 chi to use uses all attacks for the melee round) 128hit +1d6+P.S. dmg per hit can be layered with other techniques, never misses, must be first attack of the round and removes all (P.P.E/I.S.P./Chi from the opponent)1-144 hour duration.

Soul spark: touch 1/h 1-1d10 +1d10/lv + P.S.( Can be Layered with other attacks)

Shoryuken: 1d10*10/lv +P.S. + Punch *2 +kb & up 1d20 +20ft/lv +1ft/PS can be used to counter an attack if you have anticipation skill

Flash Kick: 1d10*10/lv +P.S. + kick *2 +kb & up 1d20 +20ft/lv +2ft/PS can be used to counter an attack if you have anticipation skill

Hurricane Kick: 1d10*10/lv +kick *4 +P.S. hits 4 times

Mega Hurricane Kick: hurricane kick *10

Hurricane Grab: 1d6*90 +kb 20ft + auto Knock Down +KO

Multi-Image: creates 4 +4/lv images of fighter when multi-image is active opponents need a natural 18 strike roll to actually hit the real fighter, image is destroyed as soon as it is hit

Sonic boom: 1/h 1-1d10*10 +1d10*10/lv 1-20ftr 4000ft +5s can be used to counter an attack if you have anticipation skill

Sonic blitz: sonic boom x10/h

Lightning bolt: 1/h 1-1d10*10 +1d10*10/lv 1-5ftr 4000ft +5s can be used to counter an attack if you have anticipation skill

Electric blitz: lightning bolt x10/h

Wind Blast Shockwave: 1-100ftr point blank range kb900ft +1d6*90

Wind Fist: P.S. +punch +1d10*10 +auto knock down &knock back 1ft/dmg point.

Wind Kick: P.S. +kick +1d10*10 +auto knock down &knock back 2ft/dmg point.

Wind Leap Fist: P.S. +Wind Fist*2,

Wind Leap Kick: P.S. +Wind Kick*2,

Wind Spirit fist: Wind Fist or just fist attack 5 +5ft/lv,

Wind Spirit kick: Wind Kick or just kick attack 5 +5ft/lv.

Wind weapon: 1/h 15min/lv 1d20*10+10 +1d20*10+10/lv +5p/s/int.

Wind star: 3/h 5min +5min/lv 1d10*10 +1d10*10/lv +5p/s/int.

Defense Aura of Wind: PE+ ME +150 +150/lv aura force field.

Special Weapons:' '

Zhou Dao (Elbow Knives): A pair of knives, roughly 6" long, single edged, with a slight curve. One is used for parrying, while the other is used for thrusting. Originally used by soldiers to disable cavalry, by means of rolling under the horse and driving the blades up (while being held in a backhand slash position supported by the forearms) with their elbows, hence the name. Damage: 1D4 each.

Bagua Dao (Bagua Saber): An extremely large saber, with a single edged heavy blade over 4ft. long. Damage: 3D6.

Lu Jiao Dao (Deer Antler Knives): Looking like a pair of crossed crescent blades, these paired weapons usually from 8-9 inches, to up to 2ft. long. The four points, hooks, and edges of the knives allow a Bagua artist to catch, hook, and lock empty hand and weapon attacks, while at the same time attacking with the other blade. It was thought that this Bagua exclusive weapon may have originally been designed to defeat the sword. Damage: 1D6 each.

Emei Ci (Emei Stingers): Also known as Brass Chopsticks by some, this pair of thin metal rods, connected to a pivoting ring, which fits upon the middle finger, was thought to be an underwater fighting weapon. Its design allows for a Bagua artist to apply his open hand techniques, as well as to deflect weapons. Damage: 1D4 each.

Ji Zhua Yin Yang Rui (Chicken Claw Yin Yang Sharp): A distinctive weapon of Baguazhang, using techniques based off of Bagua's empty handed combat style. Essentially held by a handle, connected to a large blade running down the length of the forearm, ending in a sharp hook. Above the point where it is held, there are 3 sharp hooks, and the blade ends in a double-edged point, useful for stabbing. A large curved and sharp hand guard protects the hand. Techniques for this weapon include thrusting, hooking, cutting and sliding. Like many other claw and hook weapons, they are useful in a pair. Damage: 1D6+2.

Giau Chiz & Giau Chiz Jin (Staff) A man-sized staff, generally tall enough to come up over the wielder's head and narrow enough so the thumb and forefinger can overlap. It can be used to sweep, thrust, or block. A favored martial art technique is to handle the weapon in the center, spinning it in a figure eight motion. Characters with a P.S. of 11 or less will find a Giau Chiz easier to use, while those with a P.S. of 12 or more can use the Giau Chiz Jin with no penalty (-1 to strike and parry if P.S. is under 12). Weapon Proficiency Type: W.P. Staff. Damage: 2D4 for Giau Chiz, 2D6 for Giau Chiz & Giau Jin.