ChibiRPG:
Techniques and Abilities
These items must be purchased pre-game, unless the GM makes a special allowance. Some items like Ammo and Medical packs can be bought 'on the fly', even in the middle of battle, to prevent untimely demise. Make sure you have the appropriate skills to USE the equipment!
| Weapons of the Body (Brawling) | |||
| Note: Brawling can do only Physical Damage | |||
| Fists | 0 CP | Use with: | Basic Brawling, Martial Arts |
| Does 4 damage for Brawling, 5 for Martial Arts. | |||
| Fists of Iron | 2 CP | Use with: | Basic Brawling Only |
| Does +3 damage for Brawling. Can be bought multiple times, up to a total of +12 damage. | |||
| Cybernetic Body | 8 CP | Use with: | Basic Brawling Only |
| Successful Brawling (not a Martial Arts weapon!) dishes out 15 damage, adds an overall 10 HP to your base, but can only be healed by 10 HP a turn with successful Advanced Weapons rolls each other turn. | |||
| Weapons of the Mind and Body (Martial Arts) | |||
| Note: Martial Arts Special/Super/Final Attacks can do Physical, Projectile, Beam, and Aura damage. | |||
| Fists | 0 CP | Use with: | Basic Brawling, Martial Arts |
| Does 4 damage for Brawling, 5 for Martial Arts. | |||
| Special Attack | 2 CP | Use with: | Martial Arts |
| Does 7 damage. Basic enhancement over straight fists, unlimited use. | |||
| Super Attack | 3 CP | Use with: | Martial Arts |
| Do 15 damage. Costs 3 Chi per use. | |||
| Final Attack | 8 CP | Use with: | Martial Arts |
| Does 40 damage. Costs 8 Chi to use. Character is stunned for 1 round after use. | |||
| Chi Shield | 2 CP | Use with: | Martial Arts |
| Costs 3 Chi per 10 damage prevented. Can block Physical, Projectile, Beam, Area, and Aura attacks. Costs +1 Chi per additional person shielded. | |||
| Weapons of the Soul (Magic) |
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| Note: Magical Basic/Super/Final Attacks can do Projectile, Beam, and Area damage. | |||
| Basic Magic | 1 CP | Use with: | Magic |
| Does 10 damage. Basic magic attack, costs 2 Chi to use. | |||
| Super Magic | 3 CP | Use with: | Magic |
| Does 20 damage. Costs 4 Chi. | |||
| Final Magic | 8 CP | Use with: | Magic |
| Does 50 damage. Costs 10 Chi, stuns for one round after use. | |||
| Magic Shield | 3 CP | Use with: | Magic |
| Costs 3 Chi per 10 damage prevented. Can block Mental, Projectile, Beam, Area, and Aura attacks. Costs +1 Chi per additional person shielded. | |||
| Weapons of the Mind (Psychic Powers) |
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| Note: Psychic Basic/Super/Final Attacks can do Mental, Physical, Projectile, Area, and Aura damage. | |||
| Basic Psychic Attack | 1 CP | Use with: | Psychic Powers |
| Does 10 damage. Basic psy attack., costs 2 Chi to use. | |||
| Super Psy Attack | 3 CP | Use with: | Psychic Powers |
| Does 20 damage. Costs 4 Chi. | |||
| Final Psy Attack | 8 CP | Use with: | Psychic Powers |
| Does 50 damage. Costs 10 Chi, stuns for one round after use. | |||
| Mental Shield | 3 CP | Use with: | Psychic Powers |
| Costs 4 Chi per 10 damage prevented. Can block Mental, Physical, Projectile, Beam, Area, and Aura attacks. Costs +1 Chi per additional person shielded. | |||
| ABILITIES | |||
| Healing Power | 2 CP | Use with: | Psychic, Magic or Martial Arts |
| You can heal other people any amount of HP you need to! But, it drains 1/3rd of that HP amount from you. No need to know Medicine or buy health kits, mind you. | |||
| Henshin Power | 5 CP | Use with: | Psychic, Magic or Martial Arts |
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Henshin comes in two varieties. You must pick one when the ability is
bought. You must take one turn to transform, but no roll is necessary.
You can combine the effects of the two forms, if the ability is purchased
multiple times. This power can also be combined with the Henshin
Device (see Equipment) . a) You can deal out 1.25x damage through all Zen/Kata attack techniques. Henshin blocks all Magic and Psychic Techniques in a non-transformed state, but not Martial Arts. You can buy this multiple times; each time is another .25x into the mix. (1.5x, 1.75x, etc). or b) Henshin can halve the Chi cost of Psy/Magic Attacks. This ability cannot be stacked -- you cannot further reduce Chi usage. Regardless of choice, 'Final' techniques will un-henshin you, whether they work or not, and you must wait three turns before transforming again. |
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| Flight Ability | 5 CP | Use with: | none |
| You're a bird, you're a plane, you're SUPERMAN! No die roll needed, but boy, it's expensive. | |||
| Summoned Monster | 2 CP | Use with: | Magic / Psychic |
| If you can call the beast (2 Chi), he dishes out 15 damage. He also has has 20 hit points and a 10 Defense against any attack. You can only summon one monster at a time, and they will leave after battle, unless you make a successful Motivation roll. | |||