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Celtic Cultural Skills

BLOR
Bardic Lore
INT/WIL
+1
Other Cultures Oral / Musical Lore
INT/WIL
+2
SKLR
Skaldic Lore
INT/WIL
+1/+2
LLOR
Legend Lore
INT/WIL
+1
BARD
Bard
INT/PCP/APP
+1
BREH
Brehon Law
INT
+0
NATR
Naturalist
INT/PCP
+0
OGHM
Ogham
INT/PCP
+1
SATR
Satire
WIL/PCP/APP
+2
CHRT
Charioteering
DEX / STR
+2
YPRU
Yoke-Pole Running
DEX / BRV
+2
CHAJ
Chariot-Jumping
STR
+2
SMLP
Salmon Leap
STR
+2
DECH
Del Chiss
DEX
+4
GAEB
Gae Bolga
DEX
+8
SPCT
Spear Catch
DEX
+2
WRSC
Warriors Scream
BRV / CON
+3
SHRM
Shield Rim
DEX
+1
PRST
Precision Stroke
DEX
+2
BTRC
Battle Trance
PCP / INT / BRV
+2
Celtic Cultural Skills: These are skills useful in a Celtic milieu.
Bardic Lore: This is the Thousand Verses (actually many more; its alliterative, not literal) a true bard must
memorize, the many songs and poems, long and short, they must know word for word. On a successful roll, he can
play it accurately; a failed roll means something forgotten or garbled. A separate roll, using Bard or a perform skill
is necessary to make it exciting or interesting. A harper does not necessarily have skill in composing new poems and
songs, although the better ones do, and a true bard will. Those abilities are covered by Poetry and musical
Composition skills. In addition, a bard may make a roll against his skill level in bardic lore to see whether he knows
some relevant information about local notable people, legendary items, or noteworthy places. (If the bard has
history, he gains a +1 per 5 points of history on this check. ) A successful bardic lore check will not reveal the
powers of a magic item but may give a hint as to its general function. For a Celtic Bard, Bardic Lore covers the
known compositions for their milieu. Other cultures would require (Cultural) Oral / Musical Lore to be learned,
which would function much the same as Bardic Lore in that cultures area of influence. For example, Norse Oral /
Musical Lore or Skaldic Lore would be required for a Bard to deduce that a given ring might have once belonged to
Mimir, and thus to guess at the curse it carries.
Bard: This is a skill package, the ability to compose, direct, and/or perform poetry, oratory, music (a capella,
instrumental, or both) or rhetoric. A bard, harper, minstrel or skald may use this package, rather than buying such
skills individually. It does not teach any songs, poems, or speeches; those must be learned separately. Other
cultures would require (Cultural) Oral / Musical Lore to be learned, which would function much the same as Bardic
Lore in that cultures area of influence.
Brehon Law: This is the Celtic Common Law, which any Brehon (judge, lawyer, or other litigant party) must learn. A
Brehon is equivalent to a Bard in standing, and serves as a judge, lawyer, or other legal expert / consultant. In the
absence of a true Brehon, Bards, Rangers, Fili, Druids, and other Draioi may serve as a Brehon. Their judgments
must be accepted unless set aside by a Brehon or Draioi of higher legal standing, and may be challenged by a king,
although a king may not set the ruling aside.
Naturalist: This is a general knowledge of plants and animals, and nature in its various forms. It is the sort of
knowledge you would expect from a good 20 th-century biology teacher. A successful roll will let you identify a plant
and its uses or tell you something about an animal and its habits. Modifiers of up to +3 in familiar territory to as

much as -5 if in an unfamiliar environment. A level of 12 or more is necessary to develop druidic spell casting (Bard,
Ranger, Druid, etc.).
Ogham: pre-requisite: Magical Aptitude, Naturalist 12+. This is the skill of reading and writing in the tree alphabet;
it is the only means by which any Draioi would record any prophecy, magical spell, or magical effect. Even if a given
Draioi were fluent in a written language, they would not use it for such purposes. It is derived from knowledge of
the secret magical nature of each tree type, and is a requirement for learning any spells. Skill in Ogham must equal
or exceed any magical skill bought.
Satire: This skill is the ability to compose a satire or lampoon, a magical ritual wherein a Bard composes a poem,
oratory, song, or other performance piece which denigrates or humiliates the target(s). He then performs this
Satire publicly in the presence of the target. The ritual allows him to bind a magical effect into the piece, making it
a special and unique spell-song. Depending on the desired effect, he must spend 4d4 hours for a temporary curse
effect, or 2d4 days for a permanent curse effect. The initial public performance will then trigger the special
effect, as well as damaging the recipients reputation and Enech, if the bard wins a contest of Will with the target.
The crowd laughs at the loser of the contest, who then suffers the curse effect, which should fit the crime. Minor
boils, drooling (for idiocy), and other disfigurements are typical. The loser of the contest (hopefully the intended
target) loses as much Enech as the Bard rolled for ritual time, and then suffers the intended effect. On rare
occasions, the effect may attack a counselor or other third party who was actually responsible, rather than the
public figure named, bringing intrigues to light. A bard has no way to control this, either to cause it or to prevent it
(i.e., it is GMs judgment). A temporary effect may be renewed by repeat performances; permanent effects are not
renewed, but do serve to spread word of the targets malfeasance. The Bards accusations must be truthful, and
may be rescinded by a Brehon, Ollave, or Druid, or may be ordered rescinded by a high king if there is insufficient
evidence. The Bard must use one point of Power per die for a temporary effect, or 4 points of Power per die for a
permanent effect. Pre-requisites: Ogham, Bardic Ability, or the relevant performance skills.
Charioteering This skill covers the ability to handle chariots including combat and racing use. This is a pre-requisite
to Yoke-Pole Running.
Yoke-Pole Running: This is the skill of running along the yoke-pole of a chariot while it is at full speed a risky
business, since failure will send the character tumbling beneath the horses hooves and the chariots wheels. It is
used to impress. Fighting while running the yoke-pole incurs a 50% penalty to all actions, including yoke-pole
running. Pre-requisites: Balance, Charioteering Yoke-Pole Running
Chariot-Jumping: The ability to jump a a chariot over a stream, chasm, or low obstacle, such as a fallen tree.
Jumping requires a clear approach of at least 30 yards, and a Strength check with a penalty of 2 per foot of
height, 1 per foot of width, and 3 per man-weight in the chariot. Success indicates the chariot lands safely. If not,
it slams full-tilt into the obstacle, damaging the chariot, and injuring the horses and passengers.
Celtic Fighting Arts: The Celts did not have a formal martial art in the same sense as the Asian arts. They did,
however, develop some special maneuvers for armed combat. This skill and the following sub-skills may normally only
be learned by Fianna, Gaesate, and Warrior-Witches. Celtic Fighting Arts serves as Brawling, and is the prerequisite for any of the following special maneuvers.
Salmon Leap: This is a standing high jump in combat, which gives the opportunity to strike over the enemys shield,
leap over a raised weapon, or even possibly leap clean over ones foe to land on the opposite side of them. Every
three kilograms of encumbrance is one point of penalty to the attempt. Each 0.1G variance is a bonus or penalty of
one. Using the Salmon Leap to attack over the foes shield imposes the inverse of your successful Salmon Leap roll
as a penalty on the opponents Shield and/or Parry skill. This use also subtracts 4 from random location rolls.
Salmon Leap to jump over the opponents weapon is a form of dodging. It imposes the inverse of your success roll on
their attack roll. And jumping completely over the opponent has the following effects: they must make a DEX check
to follow your action. Failure indicates that they are unable to attack or effectively respond for 1d6 seconds (1d8
the first time they are attacked in this way). You may attack freely at skill, with a -4 modifier to hit location. If
they succeed at their DEX check, both the character leaping and the foe may attack at skill, but the foe has an
initiative penalty of 3 for the next 1d4 seconds. Attacker subtracts 4 from hit location, foe adds 4 to hit location
rolled. Pre-requisite: Celtic Fighting Arts.

Del Chiss: If the attack roll succeeds by at least 2, the spear is thrown in such a way that it twists on impact,
causing double normal damage. Pre-requisite: Celtic Fighting Arts and Thrown Spear.
Gae Bolga: A Gae Bolga is a cruelly barbed spear, which must be thrown using the foot, rather than the hand. It is
the only action possible for 5 phases before and after the attack, as it requires intense concentration and puts the
user off-balance. If the attack roll succeeds, the spears barbs tear the victims flesh horribly, nearly guaranteeing
death. Damage is multiplied by the average of the pre-requisite skills. Pre-requisite: Celtic Fighting Arts, Thrown
Spear, Balance, and Concentration.
Spear Catch: This allows a character to catch a spear thrown at them and hurl it back immediately, counting both
the catch and return as a single attack. It may be thrown back at the original attacker or any other character
within 5 feet of them. To catch the spear, make a roll against this skill, taking the inverse of the opponents attack
roll as a penalty. To throw it back, roll Thrown Spear normally. The spear may be kept, rather than returned, if
desired. Pre-requisites: Celtic Fighting Arts, Thrown Spear.
Warriors Scream: This must be the characters first and only action on the phase he desires to use it, which must
be the first phase of combat with the foe he attempts it on. If he succeeds, then this skill is used as a positive
modifier to a Bravado check on the foe and on the character, acting as if Fear had been cast on the foe, and
Courage on the character. Pre-requisite: Celtic Fighting Arts.
Shield Rim: This is an attack using the sharpened rim of a specially-made Targe. The shield may be used to attack
or defend each phase, but not both. Pre-requisites: Celtic Fighting Arts, Shield.
Precision Stroke: This skill may only be used with the selected weapon associated with the characters skill in
Precision Stroke. It functions as a called shot to a specific location. If the attack roll succeeds by at least half the
characters skill, it severs that location like a Sword of Sharpness. Pre-requisites: Celtic Fighting Arts, specific
edged melee weapon (non-polearm) skill, such as Falcata, Long Sword, Axe, etc.
Battle Trance: This is NOT Riastarthae, and may not be learned by anyone with that malady. The character enters
a form of auto-hypnotic trance, enhancing combat effectiveness and causing him to disregard his own safety but
imbuing him with tremendous stamina and combat ability. The recipient will automatically succeed any endurance
test for the duration of the trance. The recipient also automatically succeeds at any Fatigue tests and cannot be
rendered unconscious. The Close Combat skills of the recipient receive a +50% bonus for the trances duration.
However, the subject may not parry, dodge, cast any magic spells, or use Ki powers (except those already
activated) while tranced. The character remains tranced at least until there are no more adversaries. In the fog of
combat, allies may not be recognized, and so may be attacked. When facing allies or non-combatants, roll PCP at ,
and if that roll succeeds, roll WIL in order to avoid attacking. Roll WIL to break the trance. Battle Trance adds
POW to WIL to protect against mind-affects.
Occult/Theology
ALCH
Alchemy
INT
+0
DIVN
Divination [public performance] (specify
INT
+0
Augury Astrology Numerology Geomancy
Oomancy / Tarot / etc)
DRML
Dream Lore
INT
+0
Identify Edible Plants
HERB
Herbalism
INT
+0
HYPN
Hypnotism/Mesmerism
INT
+0
MAGE
Magery
One-quarter effect
INT
+0
ABJURATION
One-half effect
INT
+0
CONJURATION
One-half effect
INT
+0
SUMMONING & BANISHMENT
One-half effect
INT
+0
DIVINATION
One-half effect
INT
+0
ENCHANTMENT
One-half effect
INT
+0
BEGUILEMENT
One-half effect
INT
+0
EVOCATION
One-half effect
INT
+0

INVOCATION
ILLUSION
NATURE MAGIC
THAUMATURGY
CHANNELLING / CONVERSION
DARK ARTS
ALTERATION
MYSTICISM
UNIVERSAL SCHOOL
CONVOCATIONS (specify which schools hybridized)
ABJURATION

ABJURANCE(WARDS, GLYPHS, & STATIC DEFENSES)


ABNEGATION (DISPELLING MAGIC)
OBDURANCE (PERSONAL, MOBILE DEFENSES)

CONJURATION

CREATION
SIMULACRA
REPLICATION / CLONING
CALL INTO BEING
FABULISM / PHANTASIE
PRIMORDIAL FORCES
PLANAR FORCES [ASTRAL, ETHEREAL, ETC]
CONJURE
CONSTRUCTS
MAKING / UNMAKING
CONTRA-CONJURATION (ANTI-MAGIC)

SUMMON/BANISH

CALLING
SUMMONING
BANISHMENT / DISMISSAL
HOMUNCULI

DIVINATION

FORETELLING
GEAS
ENHANCE OR MAGIC UP THINGS / PEOPLE

ENCHANT

ARTIFICE
PERMANENCE
RESHAPING
PURIFY PEOPLE
PURIFY OBJECTS
ENCHANT OBJECTS
ENCHANT CREATURES
IMBUE OBJECTS
IMBUE CREATURES
BEGUILEMENT

CHARM / TEMPTATION
CHARM / ENTHRALLMENT
CHARM / POSSESSION
CHARM / OVERLAY OF EMOTION
CHARM / DELUSION
IMPULSION / GEAS
IMPULSION / TABOOS

One-half effect
One-half effect
One-half effect
One-half effect
One-half effect
One-half effect
One-half effect
One-half effect
One-half effect
One-half effect
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT

INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT

+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0

IMPULSION / INHIBITIONS,
COMPULSION / STRICTURES
COMPULSION / CANONS OF LAW
COMPULSION / ADMONISHMENT / REBUKE
ENTRANCEMENT [ALTER CONSCIOUSNESS]
EVOCATION

PRIMORDIAL FORCES / FIRE


PRIMORDIAL FORCES / COLD
PRIMORDIAL FORCES / LIGHTNING
PRIMORDIAL FORCES / FORCE / KINETIC ENERGY
PRIMORDIAL FORCES / SOUND
PRIMORDIAL FORCES / MAGNETISM
PRIMORDIAL FORCES / SHADOW
PRIMORDIAL FORCES / GRAVITY
PRIMORDIAL FORCES / LIGHT
PRIMORDIAL FORCES / DARKNESS
PROBABILITY / LUCK

INVOCATIONS

PRAYER / WORSHIP / REVERENCE


DRAWING ON HIGHER POWER
IMMANENCE
PROPITIATION
ATONEMENT
DESECRATION / DEFILEMENT / BLASPHEMY
STRIKE AWE
SANCTIFY
FIGMENT

ILLUSION

GLAMER
PATTERN
PHANTASM
SHADOW
SPECTRAL
GLAMOUR
NATURE MAGIC

TREE LORE
WEATHER
ANIMAL LORE
PLANT LORE
ELEMENTAL MAGIC (Use only the 3-5 elements given

in the philosophy of the casters culture). (WOOD /


METAL / VOID / EARTH / AIR / WIND / FIRE)
THAUMATURGY

MIRACLE / WONDER WORKINGS / ABUNDANCE


MIRACLE / WONDER WORKINGS / LIFE
MIRACLE / WONDER WORKINGS / WISH
MIRACLE / WONDER WORKINGS / HEAL
MIRACLE / WONDER WORKINGS / CAST OUT DEMONS

CHANNELLING /
CONVERSION
DARK ARTS

ENERGY MANIPULATION
NECROMANCY
BLOOD MAGIC
MALEFICENCE / INFERNAL SUMMONING
MALEFICENCE / MIND / SPIRIT DOMINATION

FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT

INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT

+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
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+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0

FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT

INT
INT
INT
INT
INT
INT
INT
INT
INT
INT

+0
+0
+0
+0
+0
+0
+0
+0
+0
+0

BLACK MAGIC / MALICIOUS INVOCATION


BLACK MAGIC / CURSES / HEXES
DARK ALCHEMY [BREW UP MAGICK VIA CAULDRON.]
ALTERATION

TRANSMUTATION [MATERIAL SUBSTANCE]


CHANGE [ENERGY STATE]
TRANSFORMATION [LIVING CREATURES]
TRANSMOGRIFICATION
TRANSFIGURATION [ASCENSION]
METAMORPHOSIS
SHAPE CHANGING

MYSTICISM

COMBAT MAGIC
MARTIAL ARTS
MIND MAGIC

SELF-ENHANCEMENT /

MYSTIC

FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT

+0
+0
+0
+0
+0
+0
+0
+0
+0
+0
+0

INT
+0
INT
+0
PETTY MAGIC / LOW MAGIC
INT
+0
PETTY MAGIC / CANTRIPS / ORISONS
INT
+0
PETTY MAGIC / SLEIGHT OF HAND / TRICKS
INT
+0
PETTY MAGIC / TAROT
INT
+0
MINOR UNIVERSAL ARCANA
INT
+0
MAJOR UNIVERSAL ARCANA
INT
+0
CONVOCATIONS
UNIQUE Hybrids of 2 or more schools
INT
+0
CONC
Concentration
INT/WIL
+0
Ritual Magic
INT/WIL
+1
ENCH
Enchant
INT/WIL
+1
Specific rote enchantments (specify)
INT/WIL
+0
RELG
Occult/Religion General ______
INT
+0
Occult/Religion Cthulhu Mythos
INT
+0
Occult/Religion Genie Lore
INT
+0
Occult/Religion Celtic
INT
+0
Occult/Religion Christian
INT
+0
Occult/Religion Masonry, Free
INT
+0
Occult/Religion Greek / Roman
INT
+0
Occult/Religion Chinese
INT
+0
Occult/Religion Norse
INT
+0
Occult/Religion Japanese
INT
+0
Occult/Religion Sumerian
INT
+0
Magery: Broad base skill for magic. Use of actual level to determine effective level, but may be used for ANY
magic.
Abjuration through Convocations: Less broad base skill for magic. Use actual level to determine effective level,
but may be used for any spell within that School/Discipline/Sphere.
Abjurance through Universal Arcana: Specific Field of magic, base skill for spells in that field. Use full level as
effective level.
Spell (name of spell): This is a sub-skill of whatever base skill is used, and its level may NOY exceed half the
effective level of the base skill. For example, Magic Missile may be cast using Magery as the base skill. Magery 16
equates to an effective 4, so Magic Missile could be a max of 2, granting 2+4=6 as the roll to cast the spell. If using
Conjuration 12, effective level is 6, so MM3 gives 3+6=9. Using the field Conjure (Conjuration / Conjure) at 8 gives
an effective 8, allowing MM4, for 8+4=12.
Religion: This is knowledge of the various religions of the past and present, and the tenets and preachings of each.
PETTY MAGIC / HEDGE-WIZARDRY

UNIVERSAL

FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT
FULL EFFECT

INT
INT
INT
INT
INT
INT
INT
INT
INT
INT
INT

Most characters will have a few points of specific skill in the religion they were raised with. This skill is useful
when going into the past, to know who not to offend, or what gods or pantheons are currently in favor.
MEDT
-Meditative Trance
INT / WIL
+0
Meditative Trance is the skill of meditating, which allows one to think more clearly, rest when there is not time for
proper sleep, and allow ones subconscious to work out problems concerning the character. It is foundational to
Concentration skill and Ritual Magic.
Ki Powers
Ki Advantage
Ki Potential
20 AP / 50 AP
Ki Advantage
Ki Sensitive
35 AP / +50 AP
Ki Advantage
Ki Aptitude
50 AP / +50 AP
Ki Advantage
High Ki Aptitude
75 AP / +75 AP
Ki Advantage
Deep Ki Connection
100 AP / +75AP
Ki Advantage
Ki Oneness
Duration
150 AP / +100AP
1 Ki Point
Enhance Strength
Scene
POW / WIL
+1
1 Ki Point
Enhance Agility
Scene
POW / WIL
+1
1 Ki Point
Enhance Dexterity
Scene
POW / WIL
+1
1 Ki Point
Enhance Speed
Scene
POW / WIL
+1
1 Ki Point
Enhance Reflexes
Scene
POW / WIL
+1
1 Ki Point
Enhance Endurance
Scene
POW / WIL
+1
1 Ki Point
Enhance Health
Scene
POW / WIL
+1
1 Ki Point
Long Stride
POWER hours
POW / WIL
+0
10 Ki Points
Lightning Speed
Scene
POW / WIL
+2
10 Ki Points
Lightning Reflexes
Scene
POW / WIL
+2
3 or 10 KP
Kamis Scream
1 attack / scene
POW / WIL
+2
1 Ki Point
Precognitive Reflexes
Conscious period
POW / WIL
+1
4 Ki Points
Iron Skin
POW / WIL
10 Ki Points
Living Iron
POW / WIL
10 Ki Points
Flow
POW / WIL
Ki Weapon Technique
POW / WIL
Ki Weapon Technique
POW / WIL
Ki Weapon Technique
POW / WIL
Ki Weapon Technique
POW / WIL
Ki Weapon Technique
POW / WIL
Ki Weapon Technique
POW / WIL
Ki Weapon Technique
POW / WIL
Ki Weapon Technique
Ki Weapon Technique
Ki Weapon Technique
Ki Weapon Technique
Ki Weapon Technique
Ki Weapon Technique
Ki Weapon Technique

KI POTENTIAL ADVANTAGE: This is the rudimentary ability to use ones Ki ability. It provides no Ki pool; the
character uses their POWER attribute directly to use any Ki powers, and may not learn any Ki skills above 5.
KI SENSITIVE ADVANTAGE: This is the ability to use Ki powers. Ki pool is equal to the POWER attribute. Ki skills
may be learned to a maximum of 10.
KI APTITUDE ADVANTAGE: As above, but Ki pool is equal to POWER + WILLPOWER attributes. Ki skills may be
learned to 20.

HIGH KI APTITUDE ADVANTAGE: As above, but Ki pool is equal to POWER + WILLPOWER + PERCEPTION. Ki
skills may be learned to a maximum of 20, but are at -1 to normal cost. Dragons, gods, and the like may learn these
skills to 25, but do not receive the discount.
DEEP KI CONNECTION ADVANTAGE: As above, but Ki pool is equal to POWER + WILLPOWER + PERCEPTION
attributes. Ki skills may be learned to a maximum of 20 at -2 to normal cost. Dragons, gods, and the like may learn
these skills to 25, but do not receive the discount.
KI ONENESS ADVANTAGE: As above, but Ki pool is equal to POWER + WILLPOWER + PERCEPTION attributes. Ki
skills may be learned to a maximum of 20 at -3 to normal cost. Dragons, gods, and the like may learn these skills to
30, but do not receive the discount.
KI Advantages are cheaper to buy in character generation. The first cost listed is for initial creation. The second
cost is for in-play upgrades. Depending on storyline, character may pay for more advantage than they are allowed to
use at first. This represents a neophyte with high potential growing into his full capability. If so, GM should
compensate with XP bonuses or other rewards until the character achieves their potential. Ki Advantages require a
Master to teach them, and Ki Skills also require initial training by a Master. Once Skill Aptitude is reached in a
skill, the character may improve that skill by self-study and practice.
Enhance Strength: for duration of a scene, use POWER attribute as a modifier to STRENGTH for purposes of
lifting, striking, and carrying only.
Enhance Endurance: for duration of a scene, use POWER attribute as a modifier to CONSTITUTION for purposes
of fatigue and stamina tests only. This does not affect healing, disease, toxins, or other uses of CONSTITUTION.
Enhance Health: for duration of a scene, use POWER attribute as a modifier to CONSTITUTION for purposes of
healing, disease, toxins, or other related uses of CONSTITUTION only.
Enhance Agility: for duration of a scene, use POWER as a modifier to STRENGTH & DEXTERITY for jumping,
climbing, tumbling, balance, acrobatics, and catfall only.
Enhance Speed: for duration of a scene, use POWER as a modifier to PHYSICAL SPEED for movement speed only.
Enhance Reflexes: for duration of a scene, use POWER as a modifier to INITIATIVE and to reflex actions, such as
weapon or unarmed strikes, parrying, deflecting, etc. Number of actions remains the same.
Long Stride: for up to POWER in hours, use POWER as a modifier to MARCHING skill and related fatigue rolls
only.
Precognitive Reflexes: for the duration of a waking, conscious period, this ability enhances DEXTERITY for reflex
purposes, such as grabbing Jar-Jars tongue, racing pod-cars, lightsaber parrying/deflecting blaster bolts, etc. It
is a pre-requisite for many Ki Weapon Skills. The enhancement is POWER to DEXTERITY, but only for reflex
actions such as those described above. Sleeping, being stunned, knocked out, and flat-footed situations cause the
character to drop the effect, necessitating that it be re-activated upon recovery. It also applies POWER as a
modifier to INITIATIVE.
Lightning Speed: for duration of a scene, movement is enhanced to Metahuman or superhuman levels. Movement
speed is equal to STR + DEX + CON. Applies to walking, running, swimming and (if character flies by self-powered
wings) flight or other innate locomotion only.
Lightning Reflexes: for duration of a scene, enhances reflexes (as defined above). Reflex actions are conducted as
if the relevant score were equal to STR + DEX + CON. Affects melee and ranged weapon attacks, dodges, parries,
and INITIATIVE.
Kamis Scream / Shrieking Blade / Banshees Wail: for 3 Ki Points, this ability affects ONE and ONLY one attack.
For a cost of 10, it lasts for a scene. For its duration, use POWER as a modifier to any ONE weapons
PENETRATION VALUE (PV). Name of ability depends on milieu.

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