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Chi Mastery
(This skill may be purchased at:  
Level 1: 25 CBP
Level 2: 35 CBP
Level 3: 45 CBP
Each additional level: +10 CBP)

BENEFITS OF CHI MASTERY
The Chi Master has Skill Enhancement to perform seemingly impossible feats (see below).
The hacker adds his Chi Mastery (CM) level to all HT and Will rolls.
The hacker gains extra CB Fatigue points equal to his Chi Mastery Level each time he jacks into the Matrix.
The hacker adds his level of Chi Mastery to the relevant attribute for Chambara Martial Arts skills when they are used.

The hacker may "buy off" disadvantages in the Matrix at a rate of 3 to 1 (rounded down).
The Chi Master may substitute prerequisites as follows:
Karate or Judo may be replaced by Boxing, Brawling, Sumo Wrestling, or Wrestling, and vice versa.

Disadvantages:
The hacker may not use Chi Mastery to enhance Mental skills.
The hacker with Chi Mastery emits a particular signature within the Matrix code.  There is a 20% chance per 30 minutes jacked into the Matrix that his mere presence in the Matrix will attract the attention of Zero-One.  (A Chi Master must consciously "not" use his Chi Mastery abilities upon jacking into the Matrix to disable this, but it also disables all benefits of Chi Mastery.)

 SKILL ENHANCEMENT
The Chi Master may perform incredible mental or physical feats.  When using Chi Mastery, hackers can execute feats impossible (or nearly so) for the average person.  The Chi Master applies Chi to an existing skill of the hacker.  This is limited only by GM discretion, the imagination of the player, and the "impossibility" of the action.

Some examples:

Running full-tilt along the top of a 1"-wide sheer wall (Chi applied to the Acrobatics skill).
Folding a lethal dagger from a sheet of paper (Chi Origami).
Reading the lay of the land" to discern the cosmically-in-all-ways-best place to set an ambush (Chi Tactics).
Kicking out a security camera installed 9 feet up on the wall (Chi Kicking).
Shimmying up between two walls 3 feet apart, leaping and swinging on a pole and landing in the far courtyard (Chi Climbing and Chi Acrobatics)
Shooting a button on a far wall (Chi Guns with the gun used)

Any skill that the character has studied may be enhanced to surpass its mundane limits through the focusing of chi.
Some feats may require more than one skill check and cost additional fatigue.
The GM may apply appropriate modifiers to account for other factors in conjunction with normal GURPS rules (aim, cover, etc.)

Choosing an Appropriate Skill Choice: Running quickly across the tops of enemy helmets is an acrobatic feat, so the skill used should be Acrobatics, even if the player (who knows his Running skill is 15 while his Acrobatics is only 12) proposes Running. Also, some (rare) feats will be crude enough to be handled by an Attribute instead of a skill.

Dramatic Necessity: The proposed feat should fit the tone of the game and the feel of the genre. Some proposed feats will be too silly - or even too graphically violent - for the game. The GM will not hesitate to veto on the basis of style, and ask for an alternate course of action.
Even if the effect (or some haggled-over version of it) is permitted, the GM may levy any additional restrictions he sees fit, such as additional Fatigue costs, skill modifiers, and so on.

When attempting to focus chi to enhance a skill, the Chi Mage must take at least one turn to realign his vital energies. This doesn't necessarily require a Concentration maneuver - a Chi Master can run, jump, and even fight while calling on his powers. At the beginning of the turn following this internal "focus," the player rolls against the skill being enhanced, with a bonus equal to the level of Chi Mastery.

Fatigue Cost: 2 plus 1 for every level under 15 of the skill being utilized.

EXAMPLE OF PLAY: Kenji is running from the Royal Guard, who are gaining on him. He needs a distraction, something to slow the guards down. His player glances at Kenji's skill list and decides to go with Chi Axe Throwing (he keeps a supply of hatchets, and he uses that one a lot). He asks the GM if there are any street-lamps on this street, and if there are, if they are oil-lamps or some sort of electric light-producer. The GM says that there are brass oil-lamps along one side of the street. The player grins. "As he runs past the lamppost, Kenji focuses his chi upon the hatchet in his hand. Two strides past the post, he throws it with force enough to slice right through the metal post. The idea is to send the burning lamp down in front of the guards."

Now it is up to decide the GM will decide if the effect is possible. If it is, then the roll is made (and energy accounted for) as outlined below. GM's should keep the following factors in mind when deciding if a proposed Chi feat is possible:

ANOTHER EXAMPLE: Duncan is in a bind. In a dark corner of a storeroom, he crouches. He's momentarily lost his pursuers, but they're all still in the area. What he needs, again, is a diversion. He sees a perfect set-up: the officer talking to one of the panting guards who had been pursuing him just moments ago directly under the chandelier. His eyes follow back to find the supporting rope, and - luck be praised! - it's easily within his striking range, with no obstructions. Unfortunately, he's down to his last hatchet . . .

Duncan wants to cut down the chandelier without losing his hatchet. "What about a 'striking from a distance' thing?" asks Duncan's player. "My chi would flow into the hatchet, which would spray it across the room in axe-form to cut the rope." The GM disagrees; it sounds thin.

Undaunted, the player asks, "What about a 'boomerang' sort of thing, where I throw it and it'll scale back, or ricochet to come back to me, or somesuch?" The GM mulls for a second, and gives it the thumbs up, if Duncan accepts an additional +1 Fatigue. Duncan's player gulps at that (Duncan's already tired), but agrees.

Duncan throws the hatchet horizontally this time, instead of his usual vertical throw. The whirling axe swings in a wide arc, slices through the chandelier's rope - sending it crashing down on some guards, including the officer!- and continues the arc to return to Duncan's outstretched hand. One he has hold of it, he bolts out the back door of the inn, to freedom.