Chi
Skills with Trained by a Master as a Prerequisite include:
Blind Fighting
Body Control
Breaking Blow
Flying Leap
Immoveable Stance
Invisibility Art
Kiai
Light Walk
Mental Strength
Power Blow
Pressure Points
Pressure Secrets
Push
Throwing Art
Zen Archery
While acquiring these skills, chi masters may also learn:
Breath Control
Erotic Art
Esoteric Medicine
Meditation
Martial Arts
Mostly treats passive chi abilities as advantages (e.g., Resistant to Chi Abilities) while modeling active ones as cinematic skills – Lizard Climb, Power Blow, etc. – in order to make them easier to tie into the styles in Chapter 5. Comic books and video games, however, often depict all such capabilities as something akin to psi powers or super-powers. They might be evident at birth, awakened by initiation or ordeal, or even learned (see Learnable Advantages, p. B294).
Like a psi power, a chi power consists of a set of advantages that must be bought with a power modifier (see Power Modifier, p. B254). Adept users may purchase levels of a Talent that aids die rolls to use those abilities, comparable to a psionic Talent (see Psionic Talents, p. B255). Below are two examples.
Body Control
The Body Control power lets you channel your chi internally in order to heal injury, perform amazing athletic feats, purge your body of poison, and so on.
Body Control Talent:
You get +1 per level to use any Body Control ability, and can use earned points to acquire new abilities. In some worlds, Inner Balance (p. 47) replaces Body Control Talent and benefits both Body Control abilities and the skills listed for Inner Balance. 5 points/level (15 points/level for Inner Balance).
Body Control Abilities:
Breath Holding; Catfall; Damage Resistance, with Tough Skin; Enhanced Defenses (any); Enhanced Move (Ground); Extra Attack, with Multi-Strike; Lifting ST; Metabolism Control; Perfect Balance; Protected Sense (any); Radiation Tolerance; Reduced Consumption; Regeneration; Resistant, to any physical threat; Sensitive Touch; Silence; Striking ST; Super Climbing; Super Jump; Temperature Tolerance; and Universal Digestion.
Power Modifier:
Body Control. The advantage is a chi ability within the Body Control power. To maintain it, you must spend a few hours a day exercising and meditating. Take a -10-point Disciplines of Faith or Vow disadvantage to cover this. If you fail to roleplay your disadvantage, your entire power fails the first time you call upon any of its abilities. Once it does, none of your abilities will work and you’ll feel ill, suffering an affliction chosen by the GM from those under Irritating Conditions (p. B428); e.g., coughing/sneezing, drowsy, nauseated, or pain. The only cure is to take 1d days out from other activities to rebalance your chi. -10%.
Chi Projection
The Chi Projection power lets you direct your chi externally in order to blast enemies, project force fields, fly, and so forth.
Chi Projection Talent: You get +1 per level to use any Chi Projection ability, and can use earned points to acquire new abilities. In some worlds, Forceful Chi (p. 47) replaces Chi Projection Talent and benefits both Chi Projection abilities and the skills listed for Forceful Chi. 5 points/level (15 points/level for Forceful Chi).
Chi Projection Abilities:
Damage Resistance, with Force Field; Flight; Healing; Obscure (any); Rapier Wit, with Based on HT; Scanning Sense (Para-Radar); Terror, with Based on HT; and Vibration Sense. Chi Projection can justify nearly any Affliction or Innate Attack – and sometimes Telekinesis. The GM will usually restrict you to one or two “signature” attacks and set an upper limit on damage. Be sure to come up with elaborate names and special effects for your attacks! See Innate Attack (pp. 45-47) for examples.
Power Modifier:
Chi Projection. The advantage is a chi ability within the Chi Projection power. Otherwise, this is identical to the Body Control limitation. -10%.
Other Powers
The GM who wants to create additional chi powers will get a lot of use out of GURPS Powers. Body Control and Chi Projection (as “Bioenergy”) are both there, and the Body Control power modifier appears as a generic -10% modifier – “Chi” – for use with many powers. For instance, Chi can replace the modifiers given for the Antipsi, ESP, Psychic Healing, and Psychokinesis powers on pp. B255-257, converting them from psi powers to chi powers.
Chi Talents:
Forceful Chi:
Breaking Blow, Erotic Art, Flying Leap, Hypnotic Hands, Hypnotism, Invisibility Art, Kiai, Power Blow, Precognitive Parry, Pressure Points, Pressure Secrets, Push, Throwing Art, and Zen Archery. Reaction bonus: honorable opponents, those who practice “hard” or “external” styles (including potential students and masters), and lovers (past or present). 15 points/level.
Inner Balance:
Autohypnosis, Blind Fighting, Body Control, Body Language, Body Sense, Breath Control, Dreaming, Immovable Stance, Light Walk, Lizard Climb, Meditation, Mental Strength, Mind Block, and Sensitivity. Reaction bonus: pacifists, ascetics, and those who practice “soft” or “internal” martial arts styles. 15 points/level.
These Talents don’t guarantee access to cinematic skills. If a skill lists Trained by a Master or Weapon Master as a prerequisite, you must possess the relevant advantage to learn it.
CHI MASTERY
This power channels the user’s life energy, or chi. All of its abilities have the Chi limitation. Rolls to use them enjoy a bonus equal to the wielder’s Chi Talent level.
Power Modifier: Chi -10%
Chi abilities depend on special diet, exercise, and meditation. The user must take the disadvantage Disciplines of Faith (Chi Rituals) [-10] to reflect this. Each day, roll 1d; this is how many hours less he has for sleep, standing watch, etc. Moreover, he must pay double for rations, which reflects not just an unusual diet, but incense, ointments, etc. If deprived of these things, or if he fails to sacrifice the necessary time, he must take a day out to rebalance his chi. His entire power will immediately burn out for 1d days if called upon before he does this.
Chi Abilities
Catfall (PM, -10%) [9]; Damage Resistance 1 or 2 (PM, -10%; Tough Skin, -40%) [3 or 5]; Danger Sense (PM, -10%) [14]; Enhanced Move 0.5 or 1 (Ground; PM, -10%) [9 or 18]; Extra Attack 1 or 2 (PM, -10%) [23 or 45]; Metabolism Control 1 to 5 (PM, -10%) [5 to 23]; Perfect Balance (PM, -10%) [14]; Regeneration (Slow, Regular, or Fast; PM, -10%) [9, 23, or 45]; Resistant to Metabolic Hazards (+3) or (+8) (PM, -10%) [9 or 14]; Striking ST 1 or 2 (PM, -10%) [5 or 9]; and Super Jump 1 or 2 (PM, -10%) [9 or 18].
Chi Talent 15 points/level
Chi Talent adds to both Chi Mastery rolls and the special chi skills below. In general, a power’s Talent doesn’t add to its special skills – this one is an exception!
Chi Skills
Those with any points in Chi Mastery can learn:
Autohypnosis (p. B179), Blind Fighting (p. B180), Body Control (p. B181), Breaking Blow (p. B182), Breath Control (p. B182), Esoteric Medicine (Chi) (p. B192), Flying Leap (p. B196), Immovable Stance (p. B201), Invisibility Art (p. B202), Kiai (p. B203), Light Walk (p. B205), Mental Strength (p. B209), Mind Block (p. B210), Parry Missile Weapons (p. B212), Power Blow (p. B215), Pressure Points (p. B215), Pressure Secrets (p. B215), Push (p. B216), Throwing Art (p. B226), and Zen Archery (p. B228).