Standard Chi Powers

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Anatomic Control (HT/VH) [21.25 for level 1 + 6.75/level after 1]

Prerequisites: Breath Control 14+.

Immunity to Metabolic Hazards (Accessibility, Must be aware of ailment, -10%; Chi, -10%; Onset, 1d hours, -20%; Requires HT roll, -10%; Very Hard Skill, -5%) [13.5] + Metabolism Control 1 (Chi, -10%; Low Signature, Supernatural, +10%; Mastery, +40%) [6.75] + Skill Substitution (Make HT rolls instead of First Aid or Physician when treating yourself) [1]. Further levels add more levels of Metabolism Control [6.75/level].


Blind Fighting (Per/VH) [36/81]

Dark Vision (Chi, -10%; Color Vision, +20%; Hypersensory, Three senses, +40%; Requires Per vs. Stealth Roll, -15%; Very Hard Skill, -5%) [28] + Hypersensory Vision (Three senses) (Chi, -10%) [8]. The improved version adds 360° Vision (Chi, -10%; Hypersensory, Three Senses, +40%, Panoptic 2, +60%) [45].


Breaking Blow (IQ/H) [Varies]

Modified Unarmed Attack (Accessibility, Homogenous Targets, -20%; Armor Divisor (5), +150%; Chi, -10%; Costs Spirit, 1 SP, -5%; Hard Skill, +0%; Requires IQ Roll, Time-Limited, -20%; Symptom, Any damage, Fragile (Brittle) (Reduced Duration, 1/60, -35%), +65%) [7.09/level]. Buy as many levels as you have dice of thrust damage, treating each +/-1 as +/-0.3 levels. If you bought Blunt Claws, add a 2-point surcharge; if you bought a Crushing Striker, add a 3-point surcharge. These surcharges are cumulative. See Power-Ups 4: Enhancements, pp. 9-10.


Chi Sensing (Per/H) [8/18/36/54/62]

Level 1 is Detect Chi (Chi, -10%; Hard Skill, +0%; Vague, -50%) [8]. Level 2 removes Vague [+10]. Level 3 adds Precise [+18]. Level 4 adds Analyzing [+18]. Level 5 adds Reflexive [+7.5].


Flying Leap [Varies]

Prerequisites: Jumping 14+ and Power Blow (below).

Each level is Striking ST equal to 1/2 your ST (Accessibility, Only while leaping, -20%; Chi, -10%; Costs Spirit, 1 SP, -5%) [Varies] + Super Jump 1 (Chi, -10%; Maneuverable, +50%) [13.5]


Immovable Stance (DX/H) [Varies]

ST equal to 1/2 your ST (Accessibility, Only for calculating knockback, -80%; Chi, -10%; Hard Skill, +0%; Requires DX Roll, -10%) [Varies] + Attribute Substitution (Use DX instead of HT for knockdown) [1] + Attribute Substitution (Use DX instead of ST for knockback) [1] + Hard to Subdue 3 (Accessibility, Knockdown rolls only, -20%; Chi, -10%) [4.2]. Each level after the first adds a further ST equal to 1/2 your ST and 3 more levels of Hard to Subdue.


Kiai (Damaging) (HT/H) [20/39]

Each level (maximum 2) is Crushing Attack 2d (Based on HT, Own Roll, +20%; Chi, -10%; Costs Spirit. 1 SP, -5%; Double Blunt Trauma, +20%; Double Knockback, +20%; Hard Skill, +0%; Malediction 1, +100%; Environmental, Sound-transmitting mediums, -10%) [19.5/level]


Kiai (Forceful) (HT/H) [9/18]

Each level (maximum 2) Crushing Attack 3d (Area Effect, 2 yards, +50%; Based on HT, Own Roll, +20%; Chi, -10%; Costs Spirit, 1 SP, -5%; Dissipation, -50%; Double Knockback, +20%; Emanation -20%; Environmental, Sound-transmitting mediums, -10%; Hard Skill, +0%; Malediction 1, +100%; No Blunt Trauma, -20%; No Wounding, -50%) [8.7/level].


Kiai (Stunning) (H/HT) [21/level]

Affliction (Will; Based on HT, Own Roll, +20%; Based on Will, +20%; Chi, -10%; Costs Spirit, 1 SP, -5%; Environmental, Sound-transmitting mediums, -10%; Extended Duration, x10, +40%; Hard Skill, +0%; Malediction 1, +100%) [21]. Each level after the first gives -1 to the resistance roll.


Light Walk (DX/H) [9]:

Prerequisites: Acrobatics 14+ and Stealth 14+.

Walk on Air (Chi, -10%; Hard Skill, +0%; Heightened Skill Enhancement, +20%; No Ceiling, -30%; Nuisance Effect, Moving over fragile surfaces reduces move by 1/3, -15%; Requires DX Roll, -10%) [8.5]


Lizard Climb (DX/H) [9 for level 1 + 2.7/level after 1]

Prerequisites: Acrobatics 14+ and Climbing 14+.

Clinging (Chi, -10%; Hard Skill, +0%; Reduced Duration, 1/60, -35%; Requires DX Roll, -10%) [9]. Further levels add Super Climbing (Chi, -10%) [2.7/level].


Mental Strength (Will/E; Optional) [14/19/27]

Attribute Substitution x5 (Use Will instead of DX, IQ, HT, SI, or Per when resisting mental attacks) [5] + Resistant to Mental Attacks (+3) (Chi, -10%) [9]. Level 2 increases the bonus to (+8) [+5]. Level 3 replaces all of the above with Immunity to Mental Attacks (Chi, -10%;) [30].


Power Blow (Will/H) [Varies]

Each level (maximum 2) is ST (without HP) (Chi, -10%; Costs Spirit, 1 SP, -5%; Hard Skill, +0%; Reduced Duration, 1/60, -35%; Requires Will Roll, Time-Limited, -15%) [2.8/level] equal to your ST.


Pressure Points (IQ/H) [31]

Affliction 1 (Chi, -10%; Fixed Duration, +0%; Follow-up, Universal (Accessibility, Crushing attacks, -20%), +40%; Hard Skill, +0%; Nuisance Effect, Takes Physiology modifiers, -5%; Pressure Points, +406%; Reduced Duration, 1/10, -20%; Requires IQ vs. HT roll, -10%) [30.03]. Pressure Points is Variable Enhancement (Accessibility, Disadvantages on short list only, -40%), +330% with Disadvantage, Deafness (Accessibility, Only against the ears, -35%), +13%, Stunning (Accessibility, Only against the face, -25%), +8%, Disadvantage, Mute (Accessibility, Only against the jaw, -30%), +18%, Paralysis (Accessibility, Only against the limbs, -10%; Selective, +20%), +165%, Disadvantage, No Sense of Smell/Taste (Accessibility, Only against the nose, -35%), +7%, Disadvantage, Blindness (Accessibility, Only against the skull, -35%), +33%, Disadvantage, Paraplegic, (Accessibility, Only against the spine, -40%), +18%, Stunning, +10%, and Choking (Accessibility, Only against the torso, -5%), +95% as Alternative Enhancements.