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Arcane Background (Chi Mastery)
Requirements: Novice, Martial Arts
Arcane Skill: Special (Spirit)
Starting Power Points: 20
Starting Powers: 2
A few folks in the Weird West have studied the ancient oriental fighting arts. A very few of these supremely skilled fighters have achieved spiritual discipline necessary to channel supernatural force through their own bodies, called chi. These enlightened fighters use the Arcane Background (Chi Mastery) Edge to reflect their astonishing abilities.
Spell List:
Aim, Armor, Beast Friend, Blast, Bolt, Boost/Lower Trait, Burrow, Burst, Curse, Damage Field, Darksight, Deflection, Drain Power Points, Elemental Manipulation (Air only), Entangle, Environmental Protection, Fly, Gambler, Growth/Shrink, Havoc, Healing, Pummel, Quickness, Slow, Smite, Speed, Succor, Wall Walker, Warrior's Gift, Wilderness Walk
Find all of the spell descriptions on the Arcane Powers page.
The Secrets Of Shaolin
Chinese immigrant labor has helped build the West as we know it today, and much as it sometimes causes friction with the white settlers, they brought heir customs with them. The Chinese inhabitants of the Maze brought many secrets from their homeland, too, the most famous of which are those of their ancient fighting arts. For centuries, practitioners of kung fu have made extraordinary claims about their fighting traditions. According to legend, the most accomplished martial artists can perform superhuman feats. As with many other legends in the Weird West, this one’s true.
The Cup Overflows
Once upon a time (in China), the secrets of kung fu took decades to master. Though wizened teachers (called sifu) could manage all sorts of amazing stunts, most students couldn’t muster as much mystic mojo with their entire being as those fellows had in their little fingers. In the last fifteen years or so, all that’s changed. Sure, the masters are having a much easier time levitating while they contemplate their navels, but the upcoming spitfires are advancing faster than they have in hundreds of years. Most sifu—generally a conservative bunch—aren’t too keen on what they see as a shortcut, but few immigrants and inhabitants of the Maze are the sort to be balked by custom. In other words, while there are a few learned masters wandering the Weird West, most students of these ancient arts are a bit younger—and definitely more headstrong!
Fighting Styles
While most folks out West think there’s only one way to fight someone—dirty—the Chinese have actually developed a menagerie of subtly different styles. Unless you take an Edge that specifies your fighting style, though, you’re just doing kung fu.
My Kung Fu is Superior!
Regardless of his specific style, a martial artist must train for years under the tutelage of a sifu. This sifu might have been the head of a renowned martial arts school, or just a wandering wise man most mistake for a saddletramp. Either way, he taught you the secrets of fi ghting, both mundane and mystical. He also taught you spiritual philosophy, which many martial artists use to achieve harmony with nature, which lets you harness your inner potential. This is also handy when you want to spout poeticaltype proverbs before going out to bust heads. Thanks to this training, your character has achieved the spiritual discipline required to focus and control your chi energy.
Playing a Martial Artist
Would-be martial artists must take the Martial Arts Edge to reflect the physical aspect of their training. The Arcane Background (Chi Mastery)— the second half of the butt-kicking equation—covers the more spiritual side of things. Martial artists with both of these Edges are called “enlightened.” Chi Mastery works much as Arcane Background (Super Powers) described in Savage Worlds, each power available to these characters has a skill of the same name, which is used to activate that power and that power alone. In Deadlands: The Weird West, all such skills are linked to Spirit. This reflects the supreme force of will required to channel supernatural energy from the Hunting Grounds through one’s own body, so be sure to put a few points into your hero’s Spirit, or his arcane skills are going to get a mite pricey! What’s more, you start with two powers in your arsenal. Of course, this means you need to spend points on another skill. Other than that, Arcane Background (Super Powers) works exactly as described in the Savage Worlds rulebook.
The Chinese Fighting Arts (from the Flood)
The following Hindrance and Edges are available only to “enlightened” characters—those who have both the Arcane Background (Chi Mastery) and Martial Arts Edges.
Enlightened Hindrance
The Cup Overflows (Major)
Your chi energy is potent enough to wreak havoc on your character's surroundings. Whenever your hero makes a Fighting roll to attack with bare hands or feet or uses a chi power, her internal energy manifests as external displays of chaotic energy. If your kung fu character uses a power to land a blow, it's accompanied by the sound of a spectral gong. Spin kicks throw up dust devils, showers of sand and pebbles, or flurries of leaves. Punches sound like thunderclaps. Got a chi power listed as having “No visible effect”? You can forget about that, amiga—even an innocent boost trait or aim causes your hero's aura to glow and pulsate with arcane energies. Normal folk flee your hero's chaotic displays like you're the abomination that devoured their Uncle Merl, and when they come back they're typically armed with pitchforks, torches, and a hangman's noose. More knowledgeable folk might target your character first in a fight, guessing that she's the most powerful of the bunch. Anywhere your hero goes, she's challenged by all manner of martial artists eager to prove their salt.
New Edges
The following Edge represents the myriad Eastern fighting styles and lets your hero specify his own brand of mayhem. It is only available to those with the Arcane Background (Chi Mastery).
Superior Kung Fu
Requirements: Novice, Martial Arts, Spirit d6+, Fighting d8+
Through years of concentrated study under his wizened teacher, your character has mastered at least one of the mysterious martial arts of the Orient. His master (called a sifu) also fed him enough spiritual philosophy to choke a horse, all so he can spout Eastern wisdom before proceeding to crack heads. When you take this Edge, pick one of the martial art styles below and take the listed bonus. This Edge can be taken more than once, but you must pick a different style each time. A character can only benefi t from one style during his action, but can change styles as a free action at the start of a turn.
Drunken Style: You weave around like you’re out of your tree on firewater, making your moves hard to follow or predict. Your hombre has +1 Parry but has his Pace reduced by 2 when using this style due to his staggering gait.
Eagle Claw: This is a fast, vicious style where you hold your hands like claws and tear away at some poor sodbuster’s pressure points. Your Fighting attacks now inflict Str+d4 damage at AP 1.
Mantis: A mantis student holds his hands like hooks, and moves from mesmerizing calm to sudden strikes in a terrifying instant. Discard and redraw cards of 5 or lower dealt to your character in combat. If he has the Quick Edge, discard and redraw cards of 8 or lower.
Monkey: In this style, you hunker down, screw up your face, and then move with sneakiness and speed. This surprises opponents, who often underestimate you because you look so dang funny. Your sneaky hombre gets +2 when making Taunt rolls or performing Agility Tricks.
Shaolin Temple: Moves are based on five animal styles. In the Crane, you jab at people with your fingers pressed tightly together like a beak and stand on one leg a lot; the Snake is sneaky and fluid; the Dragon relies on good old-fashioned punches to inflict crushing damage; the Leopard style is all knuckles; finally, Tiger style is all about ripping away at your opponent’s muscles. Regardless of which form of Shaolin you choose, your hero’s Fighting attacks inflict Str+d6 damage. The specific branch is just a matter of preference.
Shuai Chao: The practitioner grabs or throws his opponent, all the while sneaking in all sorts of jabs and rabbit punches. Watching this style in action is usually pretty confusing for your average cowpoke. If your cowpoke Grapples an opponent and elects to inflict damage, he causes Str+d4 damage from a combination of the hold and sneaky punches.
Tai Chi: You focus your chi to such an exceptional degree that your attacks can knock your opponent halfway to Philadelphia, despite appearing as gentle as the breeze. Opponents are knocked back 1d4” per success and raise your character’s Fighting roll. If they strike a solid object, such as a wall, they are automatically Shaken.
Tan Tui: This style relies predominantly on kicks, and we don’t mean can-can style. Up in Shan Fan, this one’s very popular with spectators at various martial arts tournaments. Your hombre’s kicks cause Str+d6 damage. He
can use his powerful legs to rise from Prone at no movement cost.
Wing Chun: This style emphasizes flurries of powerful blows, usually both offensive and defensive at the same time. Your hero attacks as if he had the Two Fisted Edge when using his bare hands and feet
Enlightened Edges
Celestial Kung Fu
Requirements: Veteran, Superior Kung Fu, Spirit d8+, Fighting d10+
Some fighters of the Maze have the skills to knock just about anyone out of their way. Then there are the grand masters, whose blows shake the very pillars of heaven. That's what we mean by celestial—even the spirits sit up and take notice when the hombre with this Edge adopts a fightin' stance. When you take this Edge, the martial arts style you picked for Superior Kung Fu is improved as listed below. The benefit for Celestial Kung Fu replaces Superior—it doesn't stack on top of it! If your character has mastered multiple styles of Superior Kung Fu, you may take this Edge multiple times to improve them.
Drunken Style: Your hombre now has +2 Parry, and his Pace is only reduced by 1.
Eagle Claw: Your Fighting attacks inflict Str+d6 damage at AP 2.
Mantis: Discard and redraw cards of 8 or lower dealt to your character in combat.
Monkey: Your peerlessly aggravating hombre now gets +4 when making Taunt rolls or performing Agility tricks.
Shaolin Temple: Your hero's devastating Fighting attacks inflict Str+d8 damage.
Shuai Chao: When your cowpoke elects to inflict damage to a Grappled foe, he now causes Str+d6 damage.
Tai Chi: Opponents are knocked back 1d6” per success and raise on your character's Fighting roll.
Tan Tui: Your hombre's kicks now cause Str+d8 damage.
Wing Chun: Your hero ignores the off-hand penalty of –2 (as though he were Ambidextrous), and gains a +1 Parry when using bare hands and feet.
Chi Focus
Requirements: Novice, Spirit d6+
Martial Arts Chi is the inner force certain martial artists can tap into. The hero uses his Spirit for damage instead of Strength when using martial arts.
Death Touch
Prerequisites: Legendary, Spirit d12+
This technique is considered mere rumor by most, but those who proceed far in their schooling will discover it is quite real. You must make a successful touch attack against your opponent's unarmored chest right above his heart (a -2 penalty for the called shot). If you succeed, your opponent must make a Vigor roll opposed by your damage or begin to suffer 1 wound every round from internal bleeding. This blood loss will continue until they die, are magically healed, or (GM's discretion) make
another Vigor roll. Even if the opponent succeeds in the initial roll, he is still Shaken.
Elemental Strike
Prerequisites: Heroic, Spirit d10+
Upon first learning this technique, you must select one element (fire, stone, etc.) which cannot be changed. You can infuse your unarmed attacks with that elemental energy, adding an additional +1d4 damage of that element. Enemies with the Environmental Protection Power active or have immunity to the element you selected are not harmed by this extra damage. You may turn this element on or off at will.
Entangling
Prerequisites: Seasoned, Agility d8+
By using a scarf, cord, or other similar object, you can tangle your opponent. You must make a grapple check as normal (see Grappling, SWEX pg. 68). However, once a grapple has been established, the opponent is held by the object and not by you, so you may take other actions.
Feet of Fury
Requirements: Veteran, Agility d8+, Fighting d8+
Your hero has mastered a variety of kicks designed to engage foes quickly, knock them off-balance, or simply deal gratuitous damage. This Edge may be taken multiple times; choose a different kick each time.
Foot Sweep: Your martial artist has learned to drop into a crouch and deliver a spin kick with blinding speed. This attack does no damage, but if it hits the target is knocked off his feet and has to make a Vigor roll or be Shaken. With a raise on the Fighting roll, the Vigor roll is made at –2. A character may not move during the round a foot sweep is attempted.
Flying Kick: A flying kick is a running attack that begins with a leap, followed by the attack, and ends with the attacker running past his opponent, all in a single movement. If the hero moves at least 2” before making an attack against an adjacent opponent, he may kick and then Withdraw from Combat without his foe, or other adjacent opponents, receiving a free attack. All movement after the attack must be in the same direction as the original movement (the character must move in a straight line). Note that the attacker is still subject to First Strike attacks from foes he moves adjacent to during a flying kick.
Spin Kick: The spin kick is feared for its quickness and the power it packs. The martial artist suffers a –2 to the attack roll but gains +4 to damage. A hero may not move in the round he spin kicks, nor can it be combined with a Wild Attack.
Lightning Strike
Requirements: Seasoned, Strength d8+, Fighting d8+
Just as lightning splits the mighty oak down its center, so this martial artist can sunder objects with his bare hands. When rolling to Break Things, make a Fighting roll at –4. If the attack succeeds, the fu fighter does double damage to whatever object he's trying to bust.
Mind of Quicksilver
Requirements: Legendary, Smarts d12+, Notice d8+
The grand masters of the Chi-nese fighting arts are so observant, so wise, they can learn an oppo-nent's techniques just by observing her for a few moments in battle. Whenever a character with this Edge sees another martial artist use an Enlightened Edge or arcane chi power he can make a Smarts roll as an action. Subtract 1 from the roll for each point of Grit the target has. If your hero succeeds, he gains the use of that power for 3 rounds, or 5 with a raise.
The Mind of Quicksilver can't be used to raise the level of a power or Edge that's already known, and it can't be used against a target who doesn't have Arcane Background (Chi Mastery).
Mongoose Leap
Requirements: Novice, Fighting d8+
The Mongoose Leap allows a martial artist to strike enemies who aren't adjacent by hopping and lunging toward them. The character gains +1 Reach when attacking with hands or feet. He may not combine this Edge with First Strike, Frenzy, or Sweep.
There Is No Spoon
Requirements: Seasoned
A martial artist who uses the Wall Walker spell has double starting pace, and can pay double power points to quadruple his pace.
To Defy Gravity
Requirements: Veteran, Fly Spell
A martial artist who uses the Fly spell has double his starting pace, and can pay double the power points to quadruple his pace, and can move this pace horizontally, or vertically, but must momentarily "touch down" on a suitable surface at the end of each round. You can skate through treetops, touching down momentarily on thin branches before leaping for your next target, even skim across the surface of a lake. But if there is nowhere to touch down, you simply fall and will suffer damage from that fall.
The Temple of the Falling Leaves has reaquired Sifu Musashi. He has agreed to take on the students of the fallen Master Pain, and has agreed to teach them The Way of the Five Rings.
Here is a link to some martial arts Oriental Gear.