Hidden away
in a high moutain pass in a remote and rugged corner of the world is the
legendary Temple of Hao, home to an Order of Monks that has existed for over
3,000 years. The Hao have developed an advanced mastery of Ki focusing, and
their arts are powerful indeed. |
Perhaps
their most remarkable and famed skill is the fabled Art of the Clouds, which
allows the Hao Masters to literally walk on air. This skill has proliferated
somewhat over 3,000 years and can be found in some form in other less
legendary arts, but the Hao were the first, and many believe still the best
at it. Legends tell of Hao Masters able to cut through swords from across a
room with a projection of pure Ki energy, and of Hao Masters fighting 100
men simultaneously and winning. |
Their
fighting style is simple but potent. Hao Masters use only very relaxed
stances and dont bother with physical gyrations. Their Ki Mastery is so
advanced that normal weapons cannot even hurt them, rebounding from their
skin, so their art does not bother much with defense. |
The Hao are
an open order and will teach any who can find them and prove themselves
worthy of the Orders ideals. Often the Hao Elders will judge a canidate
unworthy, and give them some task(s) to complete to prove themselves; often
these tasks are not the true test -- the true test is in the doing, not in
the deed. Starting 125 Point characters cannot be Hao Masters, but could
certainly aspire to be one. If the campaign starts at 150 Points or more a
starting character could be a young Hao Master with GM Permission. |
For many
characters, becoming a Hao Master could be their defining goal; they might
already have been to the Temple and given tasks to prove themselves, and in
so doing they become involved with the other characters in the group;
achieving entrance to the Hao Temple could be the culmination of their
character rather than the begining. They could even be a Hao Master in
training (perhaps with an abbreviated form of this package minus
Enlightenment and one or more MPP slots) sent out to develop their skills
(i.e. gain more Experience Points to pay for the Package). |
It should
take a suitably long period of time to learn the Hao techniques, as
determined by the GM, but at least a year (assuming the character has enough
Points), and perhaps as long as 10 years, depending on the student and how
rare the GM wishes Hao Masters to be. |
Cost |
Ability |
55 |
Introlithic Package Deal |
34 |
Enlightenment |
|
Enlightened
Mind: +10 Mental Defense; Real Cost: 10 Points |
|
Enlightened
Damage Reduction: Armor: 20 PD; Not vs Attacks That Affect Desolid (-1/4);
Real Cost: 24 Points |
|
Enlightened
State: Physical Limitation: Affected by Alignment Specific Effects targeting
Law (including Detect Alignment); Real Cost
-0 |
17 |
Cloudfoot: MP, 21-point
reserve, (21 Active Points); all slots Requires A Skill Roll (Active Point
penalty to Skill Roll is -1 per 20 Active Points Meditation; -1/4) |
1u |
1) Cloudstepper:
Flight 10" (20 Active Points); Only In Contact With
A Surface (-1/4) [Costs 2 END per Phase] |
1u |
2) Cloudwalking: Leaping 1"
(Accurate, x16 Noncombat) (21 Active Points); Non-Combat Only (-1), Requires
A Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points
Meditation; -1/4) [Costs 2 END per Use] |
40 |
Ki Multipower (60 Pool); RSR: Meditation all Slots (-1/2) |
4u |
1) Ki Strike --
Hao Strike: HA +12d6 (60
Active Points); HA (-1/2) [Costs 6 END per Use] |
4u |
2) Ki Strike --
Ghost Strike: HA +8d6, Affects Desol Any form of Desolidification (+1/2) (60
Active Points); HA (-1/2) [Costs 6 END per Use] |
4u |
3) Ki Strike --
Cloud Hands: EB (vs PD) 12d6 (60 Active Points) [Costs 6 END per Use] |
4u |
3) Ki Strike --
Storm Hands: RKA (vs PD) 4d6 (60 Active Points) [Costs 6 END per Use] |
6 |
+2 OCV w/ Ki MPP |
6 |
+3 with Meditation |
5 |
Ki Reserves: Endurance
Reserve (40 END, 1 REC) Reserve: (5 Active Points) REC: ; Requires A Skill
Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points
Meditation; -1/4) |
1 |
Literacy w/ Language of
Choice |
150 |
Total Cost of Abilities |
Value |
Disadvantages |
-5 |
Psychological Limitation:
Monastic Devotion (Uncommon, Moderate) |
-10 |
Social Limitation: Espouses
Spiritual Contemplation vs. Worship; censured in some lands and opposed by
the religious (Occasionally, Major, Not Limiting In Some Cultures) |
+135 |
Total Cost of Package |
Cost |
Options |
+1 |
Slow Fall Slot (Cloudfoot
MPP): Gliding 20" (20 Active
Points); Only in contact with Vertical Surface (-1/2), Only to prevent
falling damage (-1/2), No Noncombat Movement (-1/4) |
+2 |
Leap of the
Clouds Slot (Cloudfoot MPP): Leaping 20" (20
Active Points); Requires A Skill Roll (Active Point penalty to Skill Roll is
-1 per 20 Active Points Meditation; -1/4) [Costs 2
END Per Use] |
+2 |
Fleet Slot (Cloudfoot MPP):
Running +10" (20 Active Points); Requires A Skill
Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points
Meditation; -1/4) (uses END Reserve) [Costs 2 END Per
Use] |
+5 |
Strike to Disable Slot (Ki
MPP): Drain DEX 4d6, Reduced
Endurance (0 END; +1/2) (60 Active Points); Requires A Skill Roll (Active
Point penalty to Skill Roll is -1 per 20 Active Points Power Skill:
Meditation; -1/4) |
+3 |
Strike to Stun Slot
(Ki MPP): HA +4d6, Reduced Endurance (0
END; +1/2), AVLD (MD; +1 1/2) (60 Active Points); HA (-1/2), Requires A
Skill Roll (Active Point penalty to Skill Roll is -1 per 20 Active Points
Power Skill: Meditation; -1/4) |
+2 |
Quivering Palm Slot (Ki
MPP): Drain BODY 1 1/2d6,
Uncontrolled (Terminates After 1 Phase per 50 Character Points of Monk When
Trigger Set) (+1/2), Trigger (At Will; +1/2), Continuous (+1), IPE (Fully
Invisible; +1) (60 Active Points); 1 Recoverable Charge which Recovers every
1 Week (-1 3/4), Requires A Skill Roll (Active Point penalty to Skill Roll
is -1 per 20 Active Points Power Skill: Meditation; -1/4) |
+3 |
Ghost Ki Strike
Slot (Ki MPP): HA +4d6, Autofire (3 shots;
+1/4), Affects Desol Any form of Desolidification (+1/2), Reduced Endurance
(0 END; +1) (55 Active Points); HA (-1/2), Requires A Skill Roll (Active
Point penalty to Skill Roll is -1 per 20 Active Points Power Skill:
Meditation; -1/4) |
+5 |
Deflect Arrow Slot (Ki MPP): (Total: 60 Active Cost, 48 Real
Cost) Missile Deflection (Bullets & Shrapnel), Missile Reflection, Reflect
At Any Target (45 Active Points); Requires A Skill Roll (Active Point
penalty to Skill Roll is -1 per 20 Active Points Power Skill: Meditation;
-1/4) (Real Cost: 36) plus +3 with Missile Deflection (15 Active Points);
Requires A Skill Roll (Active Point penalty to Skill Roll is -1 per 20
Active Points Power Skill: Meditation; -1/4) (Real Cost: 12) |
+7* |
Still Mind: +5
EGO, Requires Meditation Roll (-1/2) |
+10* |
Wholeness of
Body: 2d6 Healing, Simplified Option, Self Only (-1/2), Requires Meditation
Roll (-1/2) |
+4* |
Combat Luck (3 PD/3 ED) (6 Active
Points); Not While Wearing Armor (-1/2) |
+10 |
Purity of Body:
(LS: Immunity to Disease) |
+10 |
Diamond Body:
(LS: Immunity to Poison) |
+1 |
Timeless Body: Life Support , Longevity: Immune to Aging Effects |
Introlithics are students of the internal arts, mastery over
ones own vast inner power. Introlithics believe in an internal
power possessed by all living things which they call by many
names, but most often "ki". Through study, Introlithics
come to mastery over their own ki, and this mastery allows them
incredible abilities.
|
This Package is ideal for Martial Artists that favor an "soft",
internal style.
|
Cost
|
Ability
|
10
|
Ki Mastery: +5 CON
|
10
|
Ki Health: +5 BODY
|
10
|
Centered: +5 EGO
|
5
|
Power Skill (EGO): Meditation +1
|
5
|
Wholeness of Body: 1d6 Healing, Simplified Option, Self Only
(-1/2), Requires Meditation Roll (-1/2)
|
15
|
Spell Resistance: Magic Damage Reduction, Resistant, 25%
|
Value
|
Disadvantages
|
0
|
None
|
+55
|
Total Cost of Package
|
Cost
|
Options
|
5
|
Bright: +5 INT
|
10
|
Immovable: +5 EGO
|
+7*
|
Still Mind: +5 EGO, Requires Meditation Roll (-1/2)
|
+5*
|
Wholeness of Body: +1d6 Healing, Simplified Option, Self Only
(-1/2), Requires Meditation Roll (-1/2)
|
+6
|
Abundant Step: Teleportation 10" (20 Active Points); 1
Charges (-2), Requires Meditation Roll (-1/2)
|
+11
|
Tongue of the Sun and the Moon: Universal Translator 14- (23
Active Points); Concentration 1/2 DCV, Must Concentrate throughout
use of Constant Power (-1/2), Requires A Meditation Skill Roll
(-1/2)
|
+14
|
Empty Body: Desolidification (affected by Ethreal Affecting)
(40 Active Points); 1 Continuing Fuel Charges lasting 1 Minute
each (-3/4), Concentration 1/2 DCV, Must Concentrate throughout
use of Constant Power (-1/2), Requires A Meditation Skill Roll
(Active Point penalty to Skill Roll is -1 per 20 Active Points
-1/4), Extra Time Delayed Phase (-1/4)
|
+4*
|
Combat Luck (3 PD/3 ED) (6 Active Points); Not While Wearing
Armor (-1/2)
|
+4*
|
Slow Fall: Gliding 10" (10 Active Points); Only in contact
with Vertical Surface (-1/2), Only to prevent falling damage
(-1/2), No Noncombat Movement (-1/4)
|
+10
|
Purity of Body: (LS: Immunity to Disease)
|
+10
|
Diamond Body: (LS: Immunity to Poison)
|
+1
|
Timeless Body: Life Support
, Longevity: Immune to Aging Effects
|
-5
|
Psychological Limitation: Monastic Devotion (Uncommon, Moderate)
|
-10
|
Psychological Limitation: Respects All Living Things (Common,
Moderate)
|
-10
|
Rivalry with Monks from a different Order (As Powerful, Group,
Professional, Aware, Outdo)
|
-15
|
Psychological Limitation: Overly Introspective (Common, Strong)
|
-10
|
Social Limitation: Espouses Spiritual Contemplation vs. Worship;
censured in some lands and opposed by the religious (Occasionally,
Major, Not Limiting In Some Cultures)
|