Rice Cultivation (+ 1 5%). Years helping grow the Monas warm cloak, sandals and a begging bowl. A complete suit of
tery's main food supply have made the character an accom lightweight, embroidered silk indoor clothing, including slip
plished rice farmer. pers, pants, shirt, long jacket and robe, as well as scarf and
hat. Identification documents, including a passport issued by
Physical Skills: Choose any two from: Acrobatics, Aerobic the religious authorities from the Monastery, and several let
Athletics or General Athletics, Body Building & Weight ters of recommendation from various authorities at the old
Lifting, Boxing, Climbing, Gymnastics, Running, Swimming, Monastery, including the Abbot. Blank book & pen or pencil,
or Wrestling. 4D6+4 sheets of blank paper, solid ink & ink block Gust add
water), bamboo brushes, several packages of tea, a collection
Traditional Chinese Battlefield Weapon Proficiencies: ofherbs (for tea, for flavoring food, and for emergency medi
Choose any one from: Battle Axe, W.P. Paired Weapons, cine), a traveler' s tea bottle, kettle, two sets of chopsticks
W.P. Pole Arm, W.P. Siege Weapons, W.P. Spear, W.P. (one rough, the other delicate), a cooking knife, 1 0 cups of
Large Sword, W.P. Small Sword, or W.P. Trident. uncooked rice, a large traveler' s shoulder bag, a belt pouch,
and one bamboo canteen of water.
Traditional Chinese Makeshift or Peasant Weapon Profi Money: 3D6x 1 00 in credits.
ciencies: Choose any one from: W.P. Blunt, W.P. Chain, Cybernetics: None.
W.P. Grappling Hook, W.P. Knife, W.P. Staff, or W.P.
Whip. Descriptions for Chi-Gung Powers
Traditional Chinese Projectile Weapon Proficiencies: Choose By Erick Wujcik & Kevin Siem bieda
any one from: W.P. Bow, W.P. Crossbow, W.P. Slingshot,
W.P. Small Thrown Weapons, or W.P. Spear (Throwing). Limits of Chi-Gung
Modem Weapon Proficiencies: Choose any one from: W.P. 1. Can only use one power at a time and must either cancel
Automatic Pistol, W.P. Bolt-Action Rifle, or W.P. Automatic that power (at will) or wait for it to end to use another. There are
and Semiautomatic Rifles. a few exceptions, Chi-Gung powers where the character can ac
tivate it and then use a second power while the frrst remains in
Hand to Hand Combat: See #2 of O.C.C. Powers & Abilities, effect, but they are a rarity.
above.
2. Most, though not all, Chi-Gung powers can only be used
O.C.C. Related Skills: Select four starting skills at level one, by the Seng Ren Monk.
and two additional skill at levels 4, 8, and 1 2 . All new skills
start at level one proficiency. 3. All require a certain amount of I.S.P. to activate, and many
require an additional amount every melee round to keep the
Communications: None at first level, but any thereafter. power working.
Domestic: Any (+ 1 0%). Chi-Gung Attack Damage (S.D.C.)
Electrical: None at first level, but any thereafter. Range: Touch.
Duration: One melee round.
Espionage: None at first level, but any thereafter. Saving Throw: None.
I.S.P. Cost: Four I.S.P. per melee round.
Horsemanship: Any.
Works with the character' s own martial art skills, adding a
Mechanical: None at first level, but any thereafter. Chi-Gung boost to any physical attacks. The character automati
cally shapes the Chi-Gung energy into lines of force that give an
Medical: Any (+5%). extra 2D6 damage to any punches and kicks, adding that dam
age to the normal punch or kick damage (and P.S. bonus, if
Military: None. any). Extra damage can only be added to hand to hand strikes,
Physical: Any. where the hand, foot, elbow or other body part impacts with an
Pilot: None at first level, but any thereafter. opponent. It adds nothing to atat cks by weapons such as clubs or
swords, nor to thrown objects.
Pilot Related: None at frrst level, but any thereafter.
Chi-Gung Attack Damage (M.D.C.)
Rogue: Only Calligraphic Forgery (+5%), Concealment and
Dickering are available at frrst level, but any thereafter. Range: Touch.
Duration: One melee round.
Science: None at frrst level, but any thereafter. Saving Throw: None.
I.S.P. Cost: Fifteen I.S.P. per melee round.
Technical: Any (+5%).
Works with the character' s own martial art skills to add a
W.P. : Any, except Heavy Weapons, Heavy Energy Weapons Chi-Gung boost to any physical attacks. In this case, the charac-
and Sharpshooting.
Wilderness: Any.
Chi-Gung Seng Ren Secondary Skills: The character also gets
to select three Secondary Skills from the previous list at level
one, and one additional skill at levels 3, 5, 7, 9, 1 1 and 1 3 .
All Secondary Skills start at the base skill level. Also, skills
are limited (any, only, none) as previously indicated in the
list.
Chi-Gung Seng Ren Standard Equipment: Choose up to four
traditional Chinese weapons (with 3D6 units/rounds of am
munition for each projectile weapon). Simple but sturdy trav
eling clothes, made of cotton, wool and leather, including
boots, hat and gloves, with a set of heavy winter/mountain
over-garments. A simple set of temple garb, including robe, a
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