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In the body politic of humanity at large, there are virtually infinite variations. It amazes other species to no small extent how many combinations
there are within the general parameters of one head, two arms, two legs, ten fingers, ten toes, two eyes. 0f course, there are the rare humans who
fall outside this categorization, but they almost invariably mutants and thus no longer technically human, or mules and unable to pass along their
genetic variation.
Then there are those groups of humanity called bloodlines A bloodline is an extended family of genetically similar people who share physical
and psychological traits that set them apart Bum humanity at large, but are still not far removed enough to be considered a new species. The most
common source of a bloodline is multigenerational inbreeding (very common among most animal species), closely followed by the supercedence
of a dominant genetic trait, thus refining and concentrating all features of that bloodlineboth for good and for ill. The creation of a new
bloodline is rare indeed, for it takes a bare minimum of several centuries for one to form and can take as long as millennia; this explains why
there are only perhaps a dozen bloodlines in the world today.
This work chronicles and explains the origins and abilities of the (comparatively) recently created family bloodline known as: Earth Benders
Art of Earth
The nature of the fighting style incorporates the Character to control the element of Earth into his attacks, maximizing his elemental abilities by
infusing them into his physical abilities. All of the movements are mixed in to the form of Hung Gar Kung Fu.
Earth Element:
The element of strength and endurance, and resistance to damage, the element of earth is focused on will power and hurting the enemy, and
withstanding the damage a enemy can deliver. The basic bonus is +1 to damage with the elemental hammer, the intermediate bonus is:
+2D6x10+60 S.D.C./H.P./M.D.C., and the advanced bonus is +10 to PS and PE attribute. The level 1st ability is Penetrate Armor, the level 3rd
ability is Strength of the Earth, the level 6th ability is Stone Armor, the level 9th ability is Summon Earth Kami, the level 12th ability is Will of
the Earth, and the level 15th ability is the Ultimate Hammer of Earth. See Elemental Power Abilities for more details on the abilities of this
element.
Hung Gar is the most widespread and popular of the five dominant Southern Chinese kung fu styles (the others being Lau, Choy, Lay, and Mok).
"Gar" translates as family or clan, while "Hung" refers to the style's creator, Hung Hei Goon. Hung Gar, then, is the kung fu of the family of
Hung. Legends say that Hung originally learned the Shao-lin Tiger system from Master Gee See. From this basis, Hung added elements from the
White Crane, which he learned from his wife, as well as movements and techniques from the Dragon, Snake, Leopard, and Five Elements Fist
systems. Techniques were added and modified to reflect both Hung's own personality and the environment in which he lived. Southern China is a
land of river cities, where wet ground and crowded spaces are the rule. For this reason, Hung Gar employs strong stances, low kicks, and a variety
of ambidextrous, simultaneous blocks and strikes which are best employed in tight quarters. Hung Gar physical training is grueling, building both
strength and endurance, while its philosophical aspect stresses honesty, directness, willpower, and righteousness in all matters. Hung Gar is one
of the most popular of kung fu styles, with training available in most densely populated areas.
ENTRANCE REQUIREMENTS: Any alignment, but tends towards Principled, Scrupulous, Aberrant, and others with a strong sense of honor.
Minimum P.S. and P.E. of 12 required. The character must have either magic or psionic or super powers to learn this fighting style.
COSTUME: Standard kung fu uniform.
STANCE: Many stances are used, but tend towards very deep, strong stance. See Horse Stance under Special Katas.
CHARACER BONUSES:
Add 8 to P.S.
Add 4 to P.P.
Add 6 to P.E.
Add 2 to Spd.
Add 40 to S.D.C.
COMBAT SKILLS:
Attacks per Melee: Four (4)
Escape Moves: Roll with punch/fall/impact, maintain balance
Basic Defensive Moves: Dodge, parry, automatic parry
Advanced Defenses: Multiple Dodge, Power Block/Parry, Combination Parry/Attack
Hand Attacks: Strike (punch), Power Punch, Claw Hand, Palm Strike
Basic Foot Attacks: Snap Kick, Kick Attack, Tripping/Leg Hooks
invented those moves. Any Earth Bender, martial artist or not, may learn one of these moves at each fifth level of experience. Martial artists start
with one of these moves on top of those granted by their chosen martial art form, and may select other Earth Bender family moves in place of any
other martial arts power when advancing in experience level.
Elemental Earth Power Abilities Introduction:
The Bender can specialize in any of the five major elements: air, earth, fire, void, and water. However, it is difficult to specialize in more than one
element, and taking even one level in a second element prevents the Bender from taking the ultimate power of any element. Each element has six
powers that can be taken after reaching a specific number of levels in that element, but none of these abilities need to be taken, instead the Bender
can take a bonus that is unique to that element.
Alter Physical Structure: Earth
The character can become a living creature of crystal, glass, stone, metal or plant. This is a transformation power that turns the character into
living elements of earth. The look can be sleek and seamless or as jagged as a piece of quartz. The color of the body can be any of those found in
nature, and even a few colors that aren't. The benefits of this transformation are brute strength, durability, density, the ability to amplify energy
expulsion powers to some degree, and the ability to control the elemental force of earth.
1. Natural Armor Rating and Immense S.D.C.:
When transformed into a creature of earth, the character is nearly indestructible. A.R. 18, S.D.C. M.D.C. 1800 (This number is added to whatever
physical skills additions added to the character upon creation of the character).
The character takes no damage from heat, fire, magical fire, lasers, cold, radiation, or radioactive heat.
Normal strength hand to hand attacks and normal strength melee attacks do no damage, no matter what the strike roll. Bullets and other
projectiles fired by mechanical means do half damage if they overcome the A.R.
Extraordinary, Superhuman, and Supernatural Physical Strength inflict half damage when failing to penetrate.
Bullets, and hand to hand attacks have to penetrate the character's A.R. to inflict damage.
The character takes full damage from explosions, which bypass the A.R. of the character due to their area effect nature. Powerful explosions,
hurricanes, earthquakes, etc. do full damage and do not require a strike roll above the A.R., since the damaging force is considered to be so
powerful that it can damage everything.
Armor piercing attacks and explosives do full damage when the strike roll is higher than 15 and half damage when 15 or less.
Touching the character (including punching him) without heat protection causes 4d6 damage. For hand to hand attacks, the character gets a +2d4
damage bonus (from the heat and relative solidity of molten stone). If he feels particularly nasty, the character can smother victims and cause
2d4x10 damage per melee (uses all melee attacks, no defense is possible during such an attack). Heroes would never do this to anyone, due to the
painful and disfiguring effects.
Gas, ingested drugs, magic and psionics have full effect.
Can endure underwater pressure up to depths of 250m.
Can function in a vacuum until air supply is gone 120hr supply.
If the character possesses any energy emitting abilities, add +25% to the base range and add an extra +1d6 to damage to them while in the crystal
form. The crystal body is an excellent means of focusing and amplifying energy.
Can identify most minerals and crystals with an accuracy of 60% +4% per level. He also possesses a good knowledge base of their densities and
and integrity/strength.
Horror factor of 12, or adds a +2 bonus to an existing one.
2. Increased Mass & Strength
Weight is tripled. Physical Strength is increased to +30+3d6 points (If strength is already greater than ate). Strength is considered Supernatural.
3. Other Abilities, Bonuses, & Things of Note
The character radiates no heat in stone form and is invisible to infrared and heat sensors.
The character can accurately recognize most types of natural stone and minerals at a skill level of 60%+4% per level of experience. Also has a
good working knowledge of the stone's physical density, weight and integrity/strength.
Speed is reduced by half in stone form.
The character still has to breathe.
Horror Factor: 13
+2d6x10 to S.D.C.
The character is immune to all plant toxins in either form.
Plant Form radiates no heat and cannot be detected by infrared or heat sensors.
Horror Factor 13
This power is mental, and so benefits from a high M.E. Add a +1 to strike and deflect/ parry to each of the above powers for an M.E. of 16-21, a
+2 to each if the M.E. is 22-27, or a +3 bonus for an M.E. of 28 or higher.
4. Photosynthesis
With the Earth form, the character can absorb sunlight and water from his/her environment, allowing him/her to survive indefinitely without food
as long as enough sunlight and water are available.
5. Water Storage
With the Earth form, the character is able to store large amounts of water for survival. He/she can absorb enough water in 1d4 hours to allow
him/her to survive for two days per level of experience. This power also allows him/her to filter salt water into fresh water.
Through concentration, that character can release water through his hands. The equivalent of 0.3 liters can be released, running down the fingers,
per minute, but with a limit of 2.4 liters total per 24 hours.
6. Difficult to Smother & Doesn't Breathe Oxygen
With the Earth form, the character breathes through his/her entire body and is nearly impossible to smother. On the other hand, the character is
more susceptible to gases and chemicals that kill plants (-2 to save vs. lethal toxins). Defoliants inflict serious damage to the character, (A spray
or glass of plant killer dose 2d6 damage, being covered in the stuff does 2d6x10 damage, etc.)
Humanoid plants breathe carbon dioxide and release oxygen, if the applications of this evade you, I suggest you stop role-playing.
underground. Careless magma characters will leave these things lying around almost as a signature.
Rather than a volcano, the character can elect to make a lava tube erupt, crack in the earth break open and leak magma, or whatever the character
wishes, as long as it falls within the dimensions and effects of the power. For example, a crevice would be 5 ft wide per level and 10 ft long per
level - the lava will well up and spread rather than explode out in a shower, etc.
18. Melt Earth:
Range: 5ft +5ft per level radius.
Damage: 6d6 per round of immersion.
Duration: 15 minutes
With this power, the character creates a pool of melted rock and earth, up to 15 ft deep. Those sucked into the pool suffer from the same penalties
due those immersed in quicksand, but at the same time suffer the listed damage. This can also be used on asphalt and concrete (or any artifical
earth- derived substance), but has half the duration.
19. Merge with Magma or earth:
The character can merge into an existing pocket of lava or magma, merging with the substance and traveling through it or hiding within it. As a
mode of travel, it is slow and difficult, and consists of following the lava down the tubes into the mantle, and back up again through the crust and
onto the surface. A 5 km run becomes an epic 70 km journey. However, it is not expected and, if given time, can enable a character to reach
places no one would suspect. As a means of hiding or evading, it is unparalleled. Few people draw close enough to a magma intrusion to get a
good look anyway, and the character is virtually invisible within the mix. Characters can move through magma at one tenth of their normal
running speed.
20. Radiate Heat:
The character can act as a portable furnace to generate heat when they are on fire. The heat either radiates around him or around one particular
area in which he has fixed his gaze. This power is typically used to warm an area from cold and dampness or to make an area uncomfortably hot
and distracting.
Range: Heat can be radiated up to 5m+1m per level of experience. The area most affected is a 4m diameter around the area of heat or the
character, whichever he/she chooses.
Limit: Can go no higher than 90 degrees Celsius + 30 degrees per level of experience. For details on extreme temperatures, see Control Elemental
Force: Fire.
Duration: As long as the character concentrates. No other attacks are possible. Counts as two actions.
21. Generate Hurl Stones:
Range: 500ft +500ft per level .
Damage: 6dx10+60 +1d6x10 per level.
Duration: Instant
Attacks Per Melee: Each use counts as one melee attack.
Bonus: +3 to strike
Standard Moves
These moves are used by other martial artists, but have (to a certain extent) been adopted by the Earth Benders as their own. The following moves
are available from those listed in Ninjas and Superspies/Mystic China: All Body Hardening Exercises, including Demon Hunter Exercises (except
Control Revulsion and Demon Wrestling); the Atemi Abilities of Neural Atemi, Blood F low Atemi, and Grasping Hand Atemi; Chi Awareness
(must be taken separately from any other Chi Power, as must all other abilities that are normally automatic for selecting a Chi Power); the Martial
Arts Techniques of Falling and
Breaking, and the Chi Ball Kata.
Shatter Fist: shatters any armor, weapon, or object struck unless it is a rune or glyph object
EarthStars= <15> 3/h 5min +5min/lv 1d10*10 +1d10*10/lv +5p/s/int can be linked to a regular star
Earth dagger= < 15> 3/h 5min +5min/lv 1d10*10 +1d10*10/lv +5p/s/int can be linked to a regular dagger
Earth sword= < 25 > 1/h 15min/lv 1d20*10+10 +1d20*10+10/lv +5p/s/int can be linked to a regular sword
Intelligent sentry ball= <75> 1-6 +6/lv 1d20*50 10ftw beam 6000ft 5a +10p/s/int 500 MDC will attack all people not designated by creator as
friendly can only face one direction.
Intelligent seeker ball= <50> 1-6 +6/lv 500mdc used vto seek out information and used to scout out areas can link to creator so creator can see
thru their eyes totally in tangible
Multi-Image= <25> creates 4 +4/lv images of fighter when multi-image is active opponents need a natural 18 strike roll to actually hit the real
fighter, image is destroyed as soon as it is hit
Magnetic shockwave: 5h 5ftpath 6000ft 1d6*30/h +kd & kb 1ft/dmg pt/hit +5s
Shockwave: 1-100ftr point blank range kb900ft +1d6*90
Soul scream: touch 1/h 1-1d10 +1d10/lv + P.S. (Can be Layered with other attacks)
Earth shield: PE*10 +100 +100/lv
Earth Blast Shockwave: 1-100ftr point blank range kb900ft +1d6*90
Earth Fist: P.S. +punch +1d10*10 +auto knock down &knock back 1ft/dmg point.
Earth Kick: P.S. +kick +1d10*10 +auto knock down &knock back 2ft/dmg point.
Earth Leap Fist: P.S. +Wind Fist*2,
Earth Leap Kick: P.S. +Wind Kick*2,
Earth Spirit fist: Wind Fist or just fist attack 5 +5ft/lv,
Earth Spirit kick: Wind Kick or just kick attack 5 +5ft/lv.
Earth weapon: 1/h 15min/lv 1d20*10+10 +1d20*10+10/lv +5p/s/int.
Defense Aura of Earth: PE+ ME +150 +150/lv aura force field.
Rasengan, , literally "Spiraling Sphere"
The Spiraling Sphere is a technique invented by the A ninja Earth Bender with the power of telekinesis after three years of development. It
requires a very high level of chakra control. The Spiraling Sphere incorporates the chakra control learned from the tree-climbing and waterwalking exercises to create a ball of concentrated, spinning chakra in the user's hand that is slightly larger than a baseball, very similar to the
forces in a tornado. For training purposes, teaching the technique is broken into three steps. The first, emphasizing rotation, the user has to learn
to pop a water balloon by spinning the water inside in multiple directions with their chakra. The second step, emphasizing power, they do the
same with a solid rubber ball. Since the rubber is thicker and air is completely different from water, it forces the user to rely mostly on denser
chakra to break it. The final step, emphasizing control, the user has to form a complete Spiraling Sphere by combining what they learned in the
previous two steps and making a ball shape shell around the spinning chakra to hold it in regular shape. A regular balloon is often used to train
making the shell. In Part II, The Spiraling Sphere requires no hand seals to perform, instead relying entirely on the chakra control of the user.
Once the user creates a stable Spiraling Sphere, however, it becomes self-sustaining, so the user does not need to provide any more chakra after
forming it. The force of the spinning chakra grinds into whatever it touches, causing major damage. The force of the attack also causes significant
internal injury. The user can also release the spinning chakra, creating a violent explosive force at the point of contact. (3D6xl0 SDC), landing
3D4xl00 feet away automatically knocking the opponent down and knocking them out[spinning the whole way], automatically knocking them
down and out..The one drawback of the Spiraling Sphere, if it can be considered as such, is that it requires great chakra control. Of course, this
will not be a drawback if the user has learned the technique, because they already possess the necessary chakra control. It can be a problem if
some force is disrupting the user's ability to mold chakra. Unlike the One Thousand Birds, there is no definite limit to the amount of times this
technique can be used in a day. Because it uses far less chakra in comparison, it doesn't carry the same over-use risk as the One Thousand Birds,
either.
The technique of the Spiraling Sphere can be used as an "all-purpose jutsu". It can be used to mix the ingredients for noodles quickly and evenly,
like a blender. The user can uses it to create a path through a maze of houses, in order to see through everything behind the walls. While
outrunning some ninja, the user can use it to as a propeller for a boat. The attack costs 25 Chi/P.P.E. /I.S.P.