Combat Styles and Bonuses

In the World of Chi, all fighting styles were taught to humans by the intelligent animal spirits. Each style linked to the animal that taught it.

APE

BEAR

CARP

CANARY

CAT

CHAMELEON

CRAB

CRANE

DOG

DRAKE

EAGLE

ELEPHANT

FOX

HARE

LEOPARD

MANTIS

MONKEY

RACCOON

RAT

SNAKE

STEED

TIGER

TURTLE

WOLF

WOLVERINE

Combat Moves

Maneuver Damage/Effect Speed/Limitation
Defense:
-Dodge
-Parry
-Roll
-Escape
Hand:
-Finger: 0 0
-Elbow/Forearm: 1 1
-Punch: 1 2
-Chop: 2 3
-Uppercut: 3 5/can only be used once per round
-Power Punch: 4 4/uses 2 attacks
Foot:
-Knee: 2 3
-Kick: 3 4
-Sweep: knock down 4
-Wheel Kick: 4 6/can only be used once per round
-Power Kick: 5 5/uses 2 attacks
Weapon:
-Slash: by weapon by weapon
Grab:
-Grab: 0 1
-Choke/Hold: 3/att 1/requires opponent to already be grabbed
-Disarm: 0 3
-Catch: 0 3/must first successfully dodge
Throw:
-Flip: 6 6/requires grab
-Pin: 1 3/requires grab

Special Katas

Kata/Ability Chi Speed damage
Auto-Hold 0 0 grab
Any melee attack that is parried can automatically be countered with a grab
attempt,(must strike opponent can defend)
note: auto-attacks cannot be counter attacked
Auto-Punch 0 0 2 or claw
Any melee attack that is parried can automatically be countered with a claw
or punch if the claw is used it uses up the one claw strike for that round
attempt,(must strike opponent can defend)
note: auto-attacks cannot be counter attacked
Auto-Slash 0 0 by weapon ignore STR mod to damage
Any melee attack that is parried can automatically be countered with a
slash attempt,(must strike opponent can defend)
note: auto-attacks cannot be counter attacked
Auto-Throw 0 0 half normal throw damage
Any melee attack that is parried can automatically be countered with a
Throw attempt,(must strike use grab bonus to strike opponent can defend)
note: auto-attacks cannot be counter attacked
Blindness strike 1 1 blindness for 2d4 minutes
Break fall 0 0 0
character can defend against throw attacks for no damage and no loss of
attack(instead of usual half and still lost attack)
character can also defend against falls roll vs (height/50ft) to take 1
point of damage for every 50ft fallen, failure is still half normal damage
Calm minds 10 3 calm for 10 min
EVERYONE in 100' gets an overwhelming sense of calm. useful to talk out
situations or make guard's security a little more lax.
Chi Gung 0 0 adds 5 to reduce damage mod
Claw strike 0 5 2d4
can only be used once per round
Finger tip chi attack x 0 2x ignore both STR mods
Grab/Head bash 0 6 3
the character first grabs his opponent(roll grab) then he bashes him with
his head (roll second strike grab with extra +5)
Grab/Kick 0 8 3
form 1:
the character first grabs his opponent(roll grab) then he kicks him (roll
kick with extra +5)
form 2:
the character first grabs one opponent(roll grab) then he kicks another
(roll kick)
Grab/Punch 0 6 2
the character first grabs his opponent(roll grab) then he punches him (roll
punch with extra +5)
Grab/Slash 0 weapon+2 by weapon
the character first grabs his opponent(roll grab) then he slashes him (roll
weapon with extra +5 to hit only)
Jump kick 0 6 6
uses two attacks
Jump punch 0 5 4
uses two attacks
Jump slash 0 (by weapon x 2)
uses two attacks
K/O attack 1 3 Stun opponent for 1 minute
Lightning attack 1 5 -
character can use all attacks at once in the beginning of the round,
character gets 1 extra attack, character is -4 to all defenses.
Lock 0 1 4/round
if the locked person escapes or is forced out he takes 3d6 damage
Paralysis attack 1 3 target loses all remaining attacks
Push Open Hand 1 2 1d6 damage
knockdown and back chi feet
Stomp 5 5 knock down
creates a mini earth quake knocking over everyone who doesn't defend
within 20 ft
Vibrating Palm 0 0 1 to start
each successive hit doubles the damage damage done
Weight reduction 1 0 for 5 min
+10 to applicable skills
can climb at normal walking speed
can jump/fall 10x normal