What Are Kiho?
Monks hail from all walks of life. Samurai, peasants, even lowly eta are
invited to follow the path of Shinsei, but the path is not easy. Shintao
monasteries practice a rigorous program of training and tedious menial
labor for novices, meant to weed out the lazy and curious. Some would-be
initiates return with tales of bizarre and pointless tasks, such as
fetching buckets of water from a river five miles away when a nearby
stream would have done just as well, moving large piles of rocks to the
other side of the courtyard only to then move them back, or peeling the
bark from trees with their bare hands. Most peasants who join the
Brotherhood happily return to work the fields after the first week. A
monk player character is assumed to be one of the rare few that not only
has survived the initial training process, but has triumphed, gaining a
sliver of enlightenment in the form of kiho. Kiho are similar to spells,
for each falls under the domain of a particular element. Unlike spells,
kiho do not use scrolls, but draw upon the monkÕs own elements and
natural skill.
Kiho can most easily be defined as two parts martial arts and one
part magic. Each kiho symbolizes a step in the dance of the elements, a
small piece in the puzzle of creation. Though many of these spectacular
feats can be explained by mental discipline or athletic ability, some
are completely inexplicable. In an attempt by the scribes of the
Brotherhood to clarify the strange powers they possess, kiho have been
classified into four categories: Mushin, Aiki, Kharmic, and Zanshin.
Mushin
The term mushin means "thought without thought" and is suggestive of the
rigorous, repetitious kata practice these kiho demand. Mushin kiho
depend upon physical contact, practiced to the point where action no
longer requires thought. Unless the kiho says otherwise, all are
delivered via unarmed attacks. Only one mushin kiho may be used with
each attack.
Many, but not all, mushin require subtle strikes upon the bodyÕs
nerve centers; these strikes are known as atemi. Atemi often do no
damage; most atemi are delivered by a single fingertip. Clever monks can
use these techniques without initiating combat. Unfortunately, armor
covers many of the vital nerve areas necessary for atemi. An opponent
gains double the TN bonus normally provided by armor against any atemi-based
kiho. A character with the Atemi skill can make additional (not free)
Raises equal to his Atemi skill on all Atemi attacks.
Aiki
The meaning of the word is as ephemeral as the art itself, but "united
life force" is the closest translation. These are the most passive and
defensive of kiho, depending upon deep meditation and strictly regulated
patterns of consciousness. The monk bonds his chi to the power of a
particular element, adjusting the flow of energy through his body and
mind, altering his abilities and natural defenses dramatically. Many
aiki bear terrible drawbacks as well, so it is recommended that they be
used carefully, if at all.
A monk may only use one aiki at a time. Activating an aiki or
switching from one aiki to another requires either fifteen minutes of
meditation or a single action and expenditure of one Void Point.
Kharmic
Kharma is perhaps the most powerful force in Shintao philosophy. The
kharmic wheel spins, distributing every soul its due, and returning
every action to its point of origin. Kharmic kiho draw upon a bit of
this power and are among the most potent kiho. Unfortunately, each
kharmic has a specific trigger, and these kiho have no effect unless
their trigger occurs. A monk may only have one kharmic kiho active at a
time, and can switch from one to another via fifteen minutes of
meditation or a single action accompanied by spending one Void Point.
Zanshin
The term zanshin is abstract, roughly translating to "supreme
awareness." Zanshin kiho defy explanation. Any kiho that does not fit
neatly into one of the other three groups is a product of zanshin.
Zanshin kiho produce incredible effects, comparable only to magic. Only
the most skilled and enlightened monks can master the arts of zanshin,
and even they seldom understand how their powers function. There are no
limitations to how many zanshin a monk may have active at one time,
though most require expenditure of Void in order to be used.
Initial kiho must be chosen during character creation, or when
advancing in rank. A non-monk character may only know one kiho per Rank.
Non-monk characters must pay a number of Character Points or Experience
Points equal to twice the Mastery level of the kiho. Further, the
character must have some knowledge of the Tao (Meditation and Shintao
skills at Rank 1) and spend a great deal of time in private meditation
before learning the kiho (six months is a good minimum).
Non-monks are bound by very strict limitations regarding kiho choice.
Shugenja may add only half their Rank (round up) to their appropriate
Ring to determine Mastery level. Non-shugenja must use only their Ring.
Like monks, a non-monk may never have a greater number of kiho in one
element than his rank in the corresponding Ring. When using a kiho,
effects that depend upon their userÕs Rank function as if their user
were Rank 1 for all non-monk characters.