

Do Maneuvers are quasi-mystic maneuvers known only to the masters of Do, the Akashic Brotherhood. These maneuvers may only be learned by characters who have at least three dots in the Do Skill. Do is not about hurting people. Do is about how you move, how you breathe, how you think. It is the ability to act in the most correct way in any given situation. It is the ability to see the beauty in everything, and to find those things which detract from that beauty and correct them. Do is simply the Way. It is the process by which a person can act, react think and exist in the best way. A Doist never goes out of his way to do anything, if he is doing something in a particular place at a particular time, it is because that is the way it is supposed to be. It is training your body to exist in the most harmonious form. It is training your mind to be constantly aware of everything and nothing at the same time. Do affects every part of the Doist's life, but it does so in such a way that most people never notice it.
| Maneuver | Difficulty | Damage |
| Punch | 6 | 3 + Successes |
| Kick | 7 | 4 + Successes |
| Flying Kick | 8 | 5 + Successes |
| Throw | 8 | 3 + Successes (thrown 2ft per success) |
| Do Level | Effect |
| 1 | can slow breath, control reflexes |
| 2 | can slow heart, isolate blood flow to/from extremities |
| 3 | can slightly dislocate smaller bones (slip hands out of bonds,eat glass/sharp objects without internal injury |
| 4 | can dislocate mojor bones, cease all physical life signs |
| 5 | can internally neutralize most poisons, simulate death to most magickal perception i.e., auroa,electromagnetic, field or animating spirit (prolonged usage can lead to atrophy of extremities and eventual decay) |
| Missile | to deflect | to catch |
| rock, thrown | 4 | 5 |
| rock, slung | 5 | 6 |
| knife | 6 | 7 |
| shuriken | 6 | 8 (both hands) |
| spear | 5 | 4 (both hands) |
| hatchet | 8 | 7 |
| arrow | 7(2) | 8(2) |
| crossbow bolt | 8(2) | 9(2) |
| bullet | 10(3) | 10(5) |
DIM MAK
Prerequisites: Do 4
Description: "Dim Mak" is the ancient chinese art of the death touch.
Master
of Dim Mak possess secret knowledge oh how "ch'i" (literally, "breath")
flows
through the human body. Ch'i flow is said to vary, depending upon the
time of
day, the season, one's state of health, and other esoteric factors. A
master
of Dim Mak uses his knowledge of these factors to pinpoint the
vulnerable
locations on his opponent's body. By properly striking those locations,
even
with a mere finger thrust or touch, the master can disrupt the body's
ch'i
flow, causing the target to suffer intense pain and death.
Legends say that the greatest masters can "delay" Dim Mak damage, so
that
they touch a victim and he does not suffer any injury for minutes,
hours,
days
or even months. Sometimes the master delays the damage based on how
many
steps
the victim takes after being struck -- he does not suffer damage until
he has
taken nine, 100, 1,000 or however many steps.
Certain Dim Mak strikes can be used to paralyze the limbs, afflict the
victim
with various diseases or, so the legends say, kill with a single soft
blow.
This Combat Maneuver should not be confused with the Entropy effect,
"Dim
Mak", listed in Mage. There's more than one way to disrupt someone's
ch'i.
System: The effects of Dim Mak can vary widely, and the Storyteller
should
feel free to alter what is described below for dramatic purposes.
Whenever a fighter strikes an opponent with Dim Mak, damage is rolled
normally, and the attacker also inflicts two other effects. First, he
may
delay the damage for any number of turns, and the damage will be
applied to
the target at the time specified. The player should write the time down
on a
slip of paper and show it to the Storyteller; he need not tell his
opponent
when the damage will be suffered.
Second, the attacker can temporarily reduce one of the victim's
Physical
Attributes by one point per successful Dim Mak strike. The player who
made
the
Dim Mak attack chooses which Attribute to lower. Physical Attributes
cannot
be
lowered below one by Dim Mak. Of course, the victim's Initiative,
Ddamage,
and
other abilities will drop as the appropriate Attributes are reduced.
The victim can regain these lost Attribute points in two ways. The
first is
to spend one day and 2 points of Willpower per lost point. The second
and
better way is to locate a master of Ch'i Kun healing who can restore
the lost
points at no cost to the victim by using a combination "laying on of
hands"
and acupuncture technique to correct the disruptions in the victim's
ch'i.
Ch'i Kung masters are rare. Anyone who knows Dim Mak by definition
knows
Chi'i
Kung, as does anyone with Do 3 or higher. The healer must roll Stamina
+ Do,
difficulty 6, and achieve 2 successes per Attribute point lost to
restore the
points. This takes approximately one day per point restored.
Delayed Dim Mak damage may be healed by a Ch'i Kung master before the
character actually suffers the damage; delayed damage may not be
"healed" by
expenditure of Willpower -- the character has to wait until he suffers
the
damage befre he can heal it that way.
The quest to find a Ch'i Kung master to heal the character (especially
if the
character knows that the damage has been delayed!!) can create an
interesting
story; maybe the master will require the character to undertake a quest
of
some sort as "payment" for healing him.
Cost: 3 Willpower
Initiative: +0
Accuracy: -1
Damage: +3
Move: +0
KONGJIN
Prerequisites: Do 3
Description: "Kongjin", meaning "empty force", is the chi master's
ability
to strike from a distance, without even having to touch his opponent!
It is
also known as "well fist" or "one finger" from the training method used
to
learn it: the student suspends an iron bell (or similarly heavy object)
from
a
well (or in a hallway) and thrusts at it with one finger from a
distance
until
he is able to project his ch'i sufficiently to move said object.
System: A Kongjin Combat Card may be played with any Punch or Kick
maneuver.
When using Kongjin, the fighter need not be within hand-to-hand
fighting
distance to strike his opponent. He can strike from a distance of 2
hexes per
dot in Do. This strike cannot be blocked.
Cost: 2 Willpower
Initiative: +1
Accuracy: +1
Damage: +1
Move: None
SAN HE
Prerequisites: Dodge 4, Do 3
Description: Some fighting styles teach practitioners the ability to
"root"
themselves to the ground using their internal ch'i energy. The energy
is
spread out across the surface of the body and then "anchored" the
ground,
creating a rigid stance. The name for this maneuver, san he, comes from
Kung
Fu, but other styles use this discipline under different names.
Whatever it
is
called, when the fighter assumes this stance, his body becomes like a
single,
solid piece of iron -- unmovable and resistant to attacks.
System: When executing San He, the character adds Do + Dodge + Stamina
to
determine his soak total. For example, a character with Do 3, Stamina
3, and
Dodge 4 would have a soak total of 10 dice (3 + 3 + 4) when using San
He.
In addition, the fighter cannot be knocked down except by a grab or
throw,
and he cannot be knocked back out of his hex. The San He stance roots
the
fighter to the ground, and no fighting maneuver can knock the character
back.
Against truly massive moving objects like cars, Storytellers should
have the
fighter roll Strength + Dodge to stand his ground. The bigger the
object, the
more successes the fighter needs on his roll to keep from being moved
(a car
might be four successes, a bus seven). Obviously, truly impressive
impacts
(for instance, if the Akashic mage was standing on the tracks staring
down
the
3:15 train) are technically impossible to resist.
A fighter does not get a +2 Initiative bonus for blocking the turn
after he
uses San He.
Cost: 1 Willpower
Initiative: +2
Accuracy: None
Damage: None
Move: None
All difficulty numbers in athletics are reduced by .5 the Doists level.
Internal Style: By focusing energy internally the Doist can release it in sudden bursts (reroll 10's on initiative).
External Style: By being in tune with the environment the Doist knows how best to move (the Doist can roll Dex + Do against a target number of 8 to cancel out dodge blunders).
Special Abilities (gained as per Book of Shadows):
Sparrow Flight: The Doist can jump vast distances landing on small spaces (Dex + Do difficulty 8).
Lightwalking: The Doist can move without leaving a trail (Dex + Do difficulty 8) Dragon stance: The Doist can preform feats of balance [balance on moving car etc] (Dex + Do difficulty 8).
Lung gom: "The art of lung gom in Tibet produces the ability to travel very rapidly across some of the inhospitable upland wastes of that county. The training consists of living in complete darkness and seclusion for 39 months of deep-breathing exercises... It is said that one of these skilled walkers covered a distance of over three hundred miles in about thirty hours" (Lyall Watson, Supernature) (Stamina + Do difficulty 8).
Internal Style: By focusing awareness internally the Doist becomes aware of the cause of emotions and thoughts (Add .5 the Doists level to the difficulty of foes attempting mind/emotion manipulation).
External Style: The Doists awareness is spread out into the world, helping to intuitively understand the world (decrease difficulties of intuition by rolls by .5 the level in Do).
Special Abilities:
One with the World: Through tuning one's Do with the world the practitioner can identify those aspects that are not in harmony (Perception + Do target number 8 to identify objects/people/etc that are out of context with their surroundings [i.e. identify if a room has been searched through the furniture being rearranged]).
One with Nature: If left to themselves things in nature will occupy the place most fitting for them, by harmonizing with nature the Doist understands where those objects/creatures are found (Perception + Do difficulty 8 to locate natural parts of the environment [of course they must be present to be located]).
One with Others: By harmonizing with others the Doist comes to understand other people (By using Perception + Do difficulty 8 the Doist can determine features of group dynamics, who the leader is, tensions within the group, and if the group is complete of itself or is acting in relation to another group).
Moving with the World: By moving in tune with the world the Doist
Does not stand out from the background (Dexterity + Do difficulty 8, the
number of successes add to the difficulty of observers noticing the Doist,
used in addition to stealth).
Because of the lack of prejudice the Doist's difficulties in culture are reduced by .5 the level in Do.
Internal Style: By directing Do internally the practitioner sheds those features that cause others not to accept them (reduce etiquette difficulties by .5 the level in Do).
External Style: By directing their Do outwards those around the Doist feel more secure (adjust difficulty numbers for groups that the Doist is a part of by .5 level in Do in situations involving group loyalty [i.e. npc's fleeing, protester's giving up blockading a police station to demand the release of an innocent person]).
Special Abilities:
Bring Peace: The Doist can quell tensions by exerting Do to establish a mood of harmony (Charisma + Do difficulty 8, 1 success to calm a mildly annoyed person, 5+ to pacify a raging mob).
Peace of Summer: Such is the serenity of the Doist that people wish to befriend the practitioner (Charisma + Do difficulty 8 to cause people to befriend and help the Doist [won't work on actively angry people {see Bring Peace above}, if the Doist subsequently snubs/ignores/abuses the trust of the target of this ability they will become very alienated, if a character takes this ability they should have to act out employing the ability, suggested 1 success will make the postal employee predisposed to help sought out where a mysterious package came from, 5+ successes will cause the Progenitor clone planted in the group want to change sides], once someone is the Doists friend they will remain favorably disposed unless circumstances significantly change).
Friend of Animals: The Doist radiates such peace that wild animals will not attack (Charisma + Do difficulty 8, 1 success to stop the dog from barking, 5+ for the leopard to share it's kill with you).
Harmonize the Light: By meditating on the estrangement between two
people present the Doist can cause the to understand each other and
reconcile (Manipulation + Do target number 8).
Internal Style: By maintaining purity of mind the Doist is strengthened against having others wills enacted upon them (Reroll 10s on willpower resistance checks).
External Style: By maintaining purity of body the Doist allows no place for damage to take place (Reroll 10s on soaks).
Special Abilities:
Mastery of Self: Such is the Doists energy and self control that pain is less significant (for 1 scene the Doist can ignore the pain effects of [number of successes of Stamina + Do difficultly 8] injury levels [start counting where the dice penalties begin]).
Mountain Stance: Such is the internal energy of the Doist that they cannot be moved against their will (Stamina + Do difficulty 8, 1 success they can be pick up by a normal human, 5+ successes will derail a train [though the character still takes damage]).
Stun Attacker: Such is the energy of the Doist that anyone who attempts violence upon the person on the Doist is left stunned (anyone attacking the Doist in hand to hand is subject to a roll of (Doists) Stamina + Do difficulty 8 which they resist against with willpower (difficulty 8), any net successes on the Doists part leaves the attacker unable to act for a number of actions equal to successes, cannot be used a a target more than once per a scene [but hey, how likely would most people be to try attacking again?]).
Becoming One with the Goal: The Doist focuses his/her whole being on the goal they are attempting to achieve, in this state the Doist can ignore distractions up to a level equal to (Intelligence + Do difficulty 8) until the goal is achieved. Of course also in this state the Doist suffers a penalty (equal to the benefit gained) on any attempts to notice anything not directly relating to the task.