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Chapter 4: Vital Statistics [ | Introduction | Hitpoints (Shock) | Potential Force Blocked (PFb) | Ki | Chakra | Red Limit | Blood | Mana | Effective Range | Experience Bonus | ]
Chakra Expenditure
Chakra is the character's very soul. Chakra will endow him with superhuman ability and allow him to survive
perhaps a bit longer. Chakra cannot be spent if the character is caught off guard. Also, the GM
may restrict the use of Chakra if the character is sufficiently unprepared or perhaps isn't really stressed
yet. Spending Chakra is an action which costs 6 ticks. Using all of it will kill you; since it is so powerful,
it can only be used if the character has no other options for survival.
Unless used by an Ability, you can only spend Chakra when it is absolutely necessary.
If you spend Chakra, you may not spend Ki for the remainder of the round.
One point of Chakra will do the following:
Automatically succeed any initial Resist and have +40% to that Resist for the remainder of the scene (after a Resist
has been boosted, it cannot be boosted again by Chakra for the same scene or effect).
Completely regenerate Ki. Your Ki is restored to full.
Completely regenerate Hitpoints.
Completely regenerate Mana.
Affect the strength of your magic. This is explained in a world's magic system if it is available.
+10 to a combat bonus for the remainder of the round, or +4 for the remainder of combat (including Command).
Upon a successful strike, do critical damage to your target.
Completely ignore Red Damage on your body for the remainder of combat or scene
(the Red damage no longer imposes penalties or counts towards your limit other than blood loss). This is canceled if you take any damage.
Chakra is not something to be taken lightly. Expending this stat means your character is significantly weaker. Recovering Chakra during the
course of a campaign is likely not an option you have from the GM, so be sure to use it wisely.
Everyone starts with 4 Chakra. Recovering it during the course of a campaign is difficult and will require special activities or abilities.
The GM will likely give you back Chakra if a new story is started or a significant amount of time has passed.
Because Chakra has such nasty side-effects and can be so powerful, a character is only allowed to spend Chakra when he
believes there is no other option. Perhaps he is in a futile struggle or has taken a lot of damage; whatever the case, a GM should not give
permission to use Chakra unless the character really needs it just to barely make it through. In any case, you may not use more than 1 Chakra
per scene/combat unless important or many lives truly do hang in the balance.
If the character has only 2 points of Chakra, he will be completely exhausted and will fail any roll that has a difficulty
attached. The character has no combat bonuses at this stage.
If only 1 point of Chakra remaining, he will simply fall over from exhaustion at the end of the scene.
He must fight to stay awake (Resist Knockout every so often).
If the character is at 0 Chakra at any point, he will die. No Resist. He has perhaps a few minutes to live.
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