Ultimate Martial Artist O.C.C.

By:
Jason Che-han Yip


  Whether through inherent talent, dedicated study, or more likely a combination of the two, some practitioners of the martial artists gain the insight to attain a superhuman level of ability.

Attribute Requirements: None

Starting Age: Varies, current age is usually in the 20-40 range

Base SDC: 50

Base Chi: PE + 3D6*6, +1D6*6/level

Base P.P.E.: minimal, 1D6

Xp table: Use Fox Spirit RCC table

Martial Art Forms: Choose any one (1) form including "exclusive" forms

Education Level: Varies but usually around High School Level

Superspy Modifications Available: None

Basic Minimum Skills:
  Basic Mathematics
  Speak/Read/Write Native Language

Skills: Like the Worldly Martial Artist but change the Basic: Military skill program to either Basic: Cultural or a Basic: Oriental skill program (choose 5 from Mystic China skills (+5%))
Note: Ignore the special Martial Arts Bonus of the Worldly Martial Artist

Money: 1D6*1000

  The key to the Ultimate Martial Artist's supernatural combative ability is his/her understanding of how to channel and manipulate Chi. This is common to all of these practitioners whether their fighting style is traditionally external or internal.
Note: The following martial art abilities, which are exclusive to the Ultimate Martial Artist, are in addition to any more mundane abilities gained from the martial artist's form.

 

Basic Martial Art Abilities: - Zanshin (10 m +1m/level)
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Note: Martial Artists with over a 1000 Chi will be "felt" by anyone with Chi Awareness at 10 km/1000 chi.

Advanced Fu Zhensong, Mending Chi, and Body Chi
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  At level 1, the Ultimate Martial Artist learns how to draw on the life energy in the surroundings and automatically channel it to restoring his/her own chi as well as augmenting his/her attributes. Without any need to focus, the martial artist will draw in the maximum amount of Positive Chi from the surroundings and channel at least five(5) points into attributes (one point for each of ME, MA, PS, PP, Spd). This gathering and channeling will slow down in Negative Chi areas (refer to Mending Chi Kata in Mystic China). In addition, maximum Positive Chi gathered in any area is double normal and will increase by one(1) point/level (before doubling).
Note: Negative Chi masters will instead have Charkuri Chi, a modified Mending Chi, and a modified Body Chi, with the ability to live on Negative Chi.

Advanced Chi Overcharge
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  At level 3, the Ultimate Martial Artist learns to double the amount of chi energy that his/her body can contain. This ability is essentially the same as normal Chi Overcharging but the excess chi is gathered instantaneously. Just like the normal Chi Overcharge, the excess chi immediately drains away when the martial artist is unconscious.

  At level 6, the practitioner gains the ability to Chi Supercharge (ie. chi capacity is multiplied by 4 rather than 2). A side effect of the Chi Supercharge is that the martial artist will glow with a yellowish, sunny aura of light and even his/her hair will turn bright yellow. Note: Negative chi masters will be surrounded by a dark vortex-like aura and his/her hair will turn pitch black. For both, hair and clothes will float up as if being blown by a breeze. Even the Ultimate Martial Artist cannot maintain this amount of chi in his/her body for long and excess chi will immediately drain off at a rate of four(4) per melee. After one minute, all unused chi will dissipate into the surroundings, including the martial artist's base chi. Note: At this point, the martial artist usually focuses all chi gathering solely to replenishing his/her stores of chi.

Advanced Hardened Chi Ball
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  The chi field has a spherical radius of 1 m/level and only uses the first 10% as a maximum but chi must be pumped in to maintain it. It also prevents the target from approaching roll 1D20 plus PS vs 1D20 plus number of chi points). The victim can however flee in the opposite direction. The first type of chi beam is similar to the chi disc but with longer gather time, greater range and damage. The second type is similar to the chi ball but is not as easy to redirect and has only one initial strike bonus equal to the practitioner's bonus. After that, there are no strike bonuses with a maximum of one melee of repeated attacks. The beam also dissipates 10% per attack.

Note: Just like normal chi combat, characters can nullify the chi attack even though it is hardened chi. One negative chi point will destroy 3D6 points of a positive chi ball and one positive chi point will destroy 1D6 points of a negative chi ball.

Advanced Chi Weight Control and Chi Polarity Control
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  At level 2, the Ultimate Martial Artist combines Karumi-Jutsu and the practice of Chi Weight Control solely to decrease weight in order to gain the Karumi-Justsu abilities except with a 20x jumping distance. The cost is 1 chi/melee.

Note: Without other training, characters can normally jump 4 ft high and 4 ft across +2 ft/level

  Once the martial artist has a minimum of 400 chi, s/he is able to use chi to fly! This costs 8 chi/melee for 80 km/h flight + 1 chi per 10 km/h.
Maximum speed is 350 km/h +35 km/h per level.

  Once the martial artist has a minimum of 1000 chi, s/he is able to use chi to teleport! It costs 20 chi for a maximum 100 m teleport. This ability is usually used to defeat the opponent's Zanshin or other augmented awareness abilities. Penalties to opponent for first attack after teleport: -6 initiative, -2 parry, -4 dodge

  At level 5, the practioner uses a combination of external chi weight control and chi polarity control to develop a type of chi-controlled telekinesis. The same as Rifts Telekinesis(Super) ability except each ISP is equivalent to 6 Chi.


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