CHI MANIPULATION

Chi is a culmination of life energies, both mental and physical which is harnessed through intense training, usually through the martial arts, yoga, meditation, but is not limited to those. The power rank minimum is the combination of Endurance and Psyche. Chi manipulation in and of itself gives the player character the ability to heal (him/herself only) of power rank damage after 1 round of concentration. The character may also use his power rank instead of intuition to detect those invisible, hiding etc. through detecting the chi of others around him. The fun part of this power is the possible power stunts available:

focus chi into a concentrated energy/force burst of -1CS damage after 1 rd. of focus

heal others at power rank (must be flesh-to-flesh contact) by strengthening the chi in that person

cause power rank damage (again flesh-to-flesh contact) by disrupting the bodies flow of chi

Increase a physical stat (maximum of power rank and stat combined) for 1-10 rds

leap as if having strength of the power rank by using the chi of the environment as a carrier wave

Absorb chi from surrounding area (or a living target if you want to be especially harmful to your opponent) for power rank to raise all physical abilities for +1CS after a 3 rd. charge, this effect lasts for 1-10 rds

Raise another person's endurance by 1-10 points for 1 hour (this is helpful if a companion has dropped to 0 endurance)

A special chi-attack (like the finishing moves in Street Fighter or Iron Fist's iron fist) for +2CS power rank energy/force/physical damage after a 2rd charge. Chi manipulation cannot be used again for 24 hours

Use chi as a psi screen at power rank -1CS for as long as the character concentrates (no other actions allowed)

Use chi as a force field for -2CS power rank protection (-3cs if used to protect someone else)

anything else you can logically come up with.

Limitation: except for psi screen character must make a physical gesture to perform action.

I've applied this power to Shang-Chi, and in a limited form to Captain America and Daredevil and it's been pretty successful for me. By Reuel Castillo


Here's my writeup of this limitation for new characters (should they wish to use it):

Power Pool

When this limitation is taken on a character's power(s), he may raise it by an amount of CS allowed by the game Judge, who must determine just how much more difficult the limitation makes the new hero's life, right?

At any rate, each time the power(s) that fall under this limitation are used, they subtract an amount of points equal to their power rank from their power pool.

A character's power pool can take many forms. Some are a bit more difficult to play around than others. The five forms of power pool are listed here:

1. Health Score: the character's power pool is directly tied to his Health score; use of the power drains away like amount of Health points. The damage is only temporary, but if the character runs out of health, he still has to make an End. FEAT (green) or begin losing End. ranks.

2. Health Score: this one functions as per number one, above, except that the power cannot kill you; falling to zero health due to using the limited power won't kill a body; the temporary damage must be kept track of separately, since it is similar to stunning damage (eplained later).

3. Power Score: the character's power pool is a sum of energy on tap, determined by mathematical formulae. To find this sum of energy, apply the following math to each power rank falling under the limitation, and add the results together to find the total power pool.

Essentially, take the power rank number, and add all the successive rank numbers before it on the Universal Table to that number. This will be the power pool. For example, say this limitation is used on a power of Amazing (50) rank. To begin, start with the number 50.

Now, add to this all the rank numbers of all the ranks before Amazing to get the result. In this case, the sum would be:
2 + 4 + 6 + 10 + 20 + 30 + 40 + 50 = 162.

When the character depletes the pool to the point that he can't use his power(s) at full strength, he can either wait for his power to regenerate (see below), or use the power at a decreased rank; the rank will fall within the rank indicated by the remaining amount of the pool.

Depleting the power pool to zero, however, isn't a good idea. This will knock the character unconscious for 1d10 turns. No other adverse effect will befall him, though (unless some nefarious villain gives him a tight wedgie while he's down).

4. Same as 3 above, but instead of falling unconscious when running out of power, the character's power will dip into his health points to function. The same dangers apply to this form of power pool as does those that plague number 1, above.

5. Same as 4 above, but instead of falling unconscious when running out of power, the character's power will dip into his health points to function. Furthermore, the loss of health due to this power isn't so deadly; it acts as is describes in number 2, above.

As one can see, the power pool generation methods grow increasingly less deadly. That is where the column shifts for limitations come in: if a character isn't really limited, why give him a bunch of plusses?

I recommend column shift increases for the limitation to be doled out as follows:

1: +3 CS on primary power, +2 CS on secondary powers under limitation.
2: +2 CS on primary power, +2 CS on secondary powers under limitation.
3: +2 CS on primary power, +1 CS on secondary powers under limitation.
4: +1 CS on primary power, +1 CS on secondary powers under limitation.
5: +1 CS on power. Allowing multiple powers on this form of the limitation isn't recommended, to curb munchkin-type players. I know, nobody who plays Marvel does that. But, just in case.

Power Pool Regeneration

Points in the pool recover rather quickly. Whether in the form of lost health points or reduction of overall power pool, the power points come back as if recovered by regeneration, of a power rank equal to the highest power rank falling under this limitation.

As is normal regeneration, then, this rate is determined by the character's Endurance rank, which in turn determined health recovery rates.

For example, a character with Incredible (40) Endurance, who'se highest power under this limitation is Amazing (50), would recover lost power points as follows:

Player's Handbook Method: the limited character would recover 50 points in their power pool per ten turns, as long as the power isn't used in this time (ack!)

Firebomb's Regeneration Method: this character would recover 5 points of power per turn (for regeneration, I divide the power rank by ten to determine a point-by-turn recovery rate, but that's just me). Simple.

Ultimate Powers Book Method: this character would recover 3.33 power points per turn; healing rate of 1 point per 15 turns (1/15) times 50 (power rank) =
3.333333333333333333333333333333333333333333333333333.

But you can round up or down, as you see fit.

Stun Damage

Another concept to think about is stunning damage. When you want to put a body down, without putting a body DOWN, a body can opt to do stunning damage.

This primarily comes into play with powers that can theoretically generate a stunning attack, such as electrical generation (taser, anyone), or force blasts aimed just right.

The Idea is that stunning damage cannot, in and of itself, kill a body (like heroes should keep in mind). When an attack inflicts stunning damage, he loses health like normal, but not all of it is real damage.

The sum of stun damage is kept separate of regular damage, so the player knows what is real and what isn't. Unless you're a sneaky game Judge. However, when the character hits zero health, he'll still fall unconscious. He just doesn't need to make an Endurance FEAT to see if he starts losing Endurance ranks.

By Firebomb


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