TEXT: Player Character
  Races
  Spirit Folk
  Spirit folk are corporeal nature spirits.
  They typically do not feel so well in the
  crowded cities of mankind and prefer to
  live in a spot that suites their particular
  mentality. All spirit folk are considered
  to be spirits and are thus affected by
  certain spells and magic items.
  Bamboo spirit folk: Survival d6, Stealth
  d6
  Bone spirit folk: +1 toughness, low light
  vision, -1 on all rolls in daylight
  River spirit folk: aquatic, low light
  vision
  Wind spirit folk: flying
  Hengeyokai
  Hengeyokai are shapechangers that have
  three different forms; a human form, a
  hybrid form, and an animal form. The
  animal form takes the values found in
  the beastiary. There are many different
  animals available. Here are some
  examples:
  Badger: Burrow in hybrid form
  Carp: Aquatic in hybrid form
  Cat: +1 on Climbing checks in hybrid
  form
  Crab: +1 natural armour in hybrid form
  Crane: Pace 2 and flight in hybrid form
  Dog: +1 on Gut rolls in hybrid form
  Fox: +1 on Smart vs. Taunt rolls in
  hybrid form
  Hare: +1 pace in hybrid form
  Monkey: +1 on Climbing checks in
  hybrid form.
  Rat: +1 on Stealth in hybrid form 
  New Hinderance
  Extra Taboo (Minor)
  This hinderance can only be taken by a
  Wu Jen and gives him an extra taboo.
  Like the original taboo, any violation
  will cause a loss of powers of 1d6 days.
  Disguised Master (Major)
  This hinderance can only be taken by a
  character 
  with Arcane 
  Background
  (Martial Arts) and a Style. The character
  is the survivor of a massacer against a
  monastery or martial arts school and
  must hide his identity. In particular,
  using any Martial Arts power in public
  is likely to attract unwanted attention.
  New Edges
  Ancestral Weapon
  Requirements: Novice
  The character owns a weapon of particu-
  larly fine quality, which deals an
  additional +1 damage and grants +1 on
  the attack roll. For each rank increase
  the weapon can be improved, granting
  either +1 to damage or +1 to the attack
  roll. If the weapon is lost or destroyed,
  so is the benefit of this edge.
  Extra Element
  Requirements: Wu Jen, Seasoned
  This edge allows a Wu Jen access to an
  additional element besides his first one.
  Whenever an elemental spell is cast, the
  Version 12.01.2007 - Page 1
  Oriental Adventures Toolkit
  A netbook for Savage Worlds covering Wuxia-style settings.
  (www.hardpoints.de)
  
  Wu Jen may decide which element to
  use. This edge may be taken multiple
  times.
  Extra Spirit
  Requirement: Shaman, Seasoned
  The shaman can pick another spirit but
  must also live by its rules.
  Eunuch Sorcerer
  Requirements: Wu Jen or Shaman
  A Wu Jen or Shaman taking this edge
  sacrifices his manhood for additional
  power points. This edge can be taken
  only once but grants 8 additional power
  points.
  Leaf in the Wind Style
  Requirements: 
  Arcane 
  Background
  (Martial Arts), Spirit d6+
  You are a practitioner of the Leaf in the
  Wind style, a school of combat that
  focuses on defense. The duration of the
  Deflection power is doubled. Also, if the
  character is attacked, he may make a
  Spirit(-2) roll. On a success, the charac-
  ter may spend 6 power points to activate
  the Deflection power as a reaction,
  applying the attack penalty immediately.
  Dragon Fist Style
  Requirements: 
  Arcane 
  Background
  (Martial Arts), Strength d6+
  You practice the brutal and direct
  Dragon Fist style that focuses on hard
  punches. The character gains +2 on
  Martial Arts checks for the powers
  Thousand Fists and Touch of Death.
  Also, when using Thousand Fists, the
  character deals d6+Strength damage
  instead of 2d6.
  Roots of the Mountain Style
  Requirements: 
  Arcane 
  Background
  (Martial Arts), Obese hindrance
  The Roots of the Mountain style relies
  on body mass and stability, combined
  with surprising throws. The character
  gets +1 on his Power Throw power
  check as well as +2 on Strength to resist
  a Power Throw.
  Trained by a Master
  Requirements: 
  Arcane 
  Background
  (Martial Arts), Any Style
  You are extremely good at the style you
  have been taught. For each raise on your
  Martial Arts roll, the power cost is
  reduced by one.
  Chi Acolyte
  Requirements: 
  Seasoned, 
  Arcane
  Background (Martial Arts), At least
  Martial Arts Style
  The Chi Acolyte has mastered his perso-
  nal style. He extends all Power durations
  by 1. Also, if any of the Powers he has
  mastered are used against him by
  another Martial Artist, the difficulty is
  increased by 1.
  Drunken Master
  Requirements: 
  Veteran, 
  Arcane
  Background (Martial Arts), At least
  Martial Arts Style
  When unser the influence of alcohol, the
  Drunken Master does not suffer the
  usual penalties. Instead, he gains an
  extra 5 power points while drunken.
  Arcane Backgrounds
  Martial Arts
  Arcane Skill: Martial Arts (Spirit)
  Starting Power Points: 10
  Starting Powers: 2
  Martial Arts are a special Arcane
  Background covering all kinds of
  unarmed combat techniques. Depending
  on what powers a character has, he is an
  adherent of a different school. Martial
  Arts powers cannot be dispelled.
  The arcane skill Martial Arts can also be
  used without the intention of using a
  Version 12.01.2007 - Page 2
  
  power. In fact, it acts as a replacement
  for Fighting in unarmed combat. The
  damage dealt by an unarmed attack is
  based on the skill level of the martial
  artist:
  Str+3
  1d10
  Str+2
  1d8
  Str+1
  1d6
  Unarmed
  Damage
  Skill Level
  Martial Arts allows access to the follo-
  wing powers:
  Deflection (self only), Fly (self only),
  Quickness (self only), Speed (self only),
  Death Drop, Power Throw, Thousand
  Fists, Touch of Death, Whirlwind Kick
  Wu Jen
  Arcane Skill: Spellcasting (Smarts)
  Starting Power Points: 10
  Starting Powers: 3
  The Wu Jen are elemental mages of
  eccentric habits.  A Wu Jen must also
  pick a taboo (some examples are given
  below). If the Wu Jen breaks the taboo,
  he looses all his powers for 1d6 days. At
  the time of creation, pick an element
  (earth, fire, metal, water, or wood). All
  elemental spells can only be cast using
  this element until the Extra Element
  edge is taken.
  The following powers are available to
  Wu Jen:
  Armour, Barrier, Burrow, Detect/Con-
  ceal Arcana, Dispel, Elemental Manipu-
  lation, Elemental Blast, Elemental Bolt,
  Elemental 
  Burst, 
  Entangling 
  Scarf,
  Environmental Protection, Fear, Fly,
  Invisibility, Light, Magnetism, Obscure,
  Shape Change, Smoke Ladder, Snake
  Tattoos, Stun, Telekinesis, Teleport
  Sample taboos are:
  v Food restriction such as no meat, no
  salt, no ginger
  v Must not cut hair
  v Must wear red robes
  v Chastity
  v Cannot light a fire
  Shaman
  Arcane Skill: Spirit Channeling (Spirit)
  Starting Power Points: 10
  Starting Powers: 3
  The shaman is a representative of the
  spirit world and gains his power by
  calling upon the spirit. Each spirit is
  associated with a particular domain. A
  shaman has access to two spirits in the
  beginning but may contact more over
  time.
  The shaman's powers depend on his
  spirits. Also, each spirit incurs a special
  hindrance. If it is violated, the shaman
  looses his powers for 1d6 days.
  Ancestor Spirit: The shaman must
  always honour his ancestors with a
  special 1 hour rite per day. Powers:
  Boost Mental Trait, Dispel, Smite Un-
  dead, Speak Language
  Celestial Spirit: The shaman serves the
  celestial bureaucracy and must never
  refuse to settle a dispute. Powers: Spirit
  Armour, Boost Mental Trait, Invisibility
   Flame Spirit: The shaman must never
  extinguish a fire. Powers: Barrier (fire
  only), Elemental Blast (fire), Elemental
  Bolt (fire), Elemental Burst (fire),
  Elemental Manipulation (fire only),
  Light, Smoke Ladder
  Grave Spirit: The shaman must not
  destroy the undead unless they attack
  Version 12.01.2007 - Page 3
  
  him. Powers: Burrow, Entangle (hands
  from the ground), Fear, Lower Physical
  Trait, Spirit Armour, Zombie
  Guardian Spirit: The shaman must
  always defend those who cannot defend
  themselves. Powers: Armour, Barrier,
  Deflection, 
  Dispel, 
  Environmental
  Protection, Invisibility, Stun
  Healing Spirit: The shaman must heal
  all those that ask his help. Powers:
  Boost/Lower Trait, Greater Healing,
  Healing, Dispel
  Knowledge Spirit: The shaman must
  not lie when asked for information but
  may choose to remain silent. Powers:
  Boost Mental Trait, Detect/Conceal
  Arcana, Speak Language, Wisdom
  Nature Spirit: The shaman cannot
  spend the night in a city. Powers: Beast
  Friend, Burrow, Entangle, Environmen-
  tal Protection, Fly, Shape Change 
  Travel Spirit: The shaman must never
  spend two consecutive nights in the
  same bed. Powers: Burrow, Environ-
  mental Protection, Fly, Speak Language,
  Speed, Teleport 
  War Spirit: The shaman must always
  be armed. Armour, Blast, Bolt, Burst,
  Fear, Quickness
  Modified Powers
  There are some powers, which are based
  on the standard powers provided in the
  rule book but offer special variants.
  Boost Menal Trait
  This variant of Boost/Lower Trait works
  only on Spirit and Smarts and only
  allows to boost them.
  Elemental Blast/Bolt/Burst
  These spells work like Blast, Bolt or
  Burst but deal damage based on the
  element of the Wu Jen. Thus, a creature
  immune against fire damage will not be
  harmed by the bolt of a Fire Wu Jen.
  v Earth deals crushing damage caused
  by rocks
  v Fire deals fire damage
  v Metal deals piercing damage caused
  by sharp metal splinters.
  v Water deals cold damage.
  v Wood deals piercing damage caused
  by wooden splinters.
  Entangling Scarf
  This power works like entangle but
  requires a silk scarf that will magically
  extend in length. The scarf not only
  entangles the target but also allows the
  caster to draw a fully entangled target
  towards himself. The burst option of
  Entangle is not available.
  Lower Physical Trait
  This power limits the Boost/Lower Trait
  to lowering the traits Agility, Strength,
  and Vigor.
  Smite Undead
  This power combines the effects of
  Burst and Bolt but can only damage
  undead creatures.
  Snake Tattoos
  This power works like Bolt but requires
  snake tattoos. Upon casting this spell,
  the snakes on the tattoos become alive
  and can be thrown. The snakes are
  physical projectiles and deal poison
  damage.
  Spirit Armour
  This power works like Armour but
  grants +3/+6. However, this bonus is
  only effective against creatures of the
  spirit type.
  Version 12.01.2007 - Page 4
  
  New Powers
  Death Drop
  Rank: Seasoned
  Power Points: 3
  Range: Touch
  Duration: Instant
  On a successful Martial Arts roll, the
  character deals 3d6 damage to a prone
  and staggered foe. However, after the
  manoeuvre, the character is also prone,
  unless he scored a raise on his roll.
  Magnetism
  Rank: Veteran
  Power Points: 3
  Range: 10/20/40
  Duration: Instant
  You can disarm a foe wielding a metal
  weapon at range. Make an opposed roll
  with your arcane skill (penalized by
  distance) vs. the opponents strength. On
  a success the foe drops his weapon and
  it flies 1d6 meters into your direction.
  On a raise, you now hold the weapon.
  Power Throw
  Rank: Novice
  Power Points: 2
  Range: Touch
  Duration: Instant
  The character rolls his Martial Arts vs.
  his target's Strength score. On a success,
  the target is prone and takes 2d6
  damage. On a raise, the character can
  move the target to any location within 2''
  of himself.
  Thousand Fists
  Rank: Novice
  Power Points: 1
  Range: Touch
  Duration: Instant
  The character performs a powerful
  series of blows on his target. This attack
  uses the Martial Arts skill but deals 2d6
  points of damage.
  Smoke Ladder
  Rank: Novice
  Power Points: 1
  Range: Smarts x 3 m
  Duration: 1 minute
  This spell turns the smoke from a fire
  into a ladder that reaches Smarts x 3m
  into the sky. It is very easy to climb and
  lasts for 1 minute.
  Touch of Death
  Rank: Veteran
  Power Points: 3 (or 6)
  Range: Touch
  Duration: Special
  This powerful unarmed attack (based on
  the Martial Arts skill) deals 2d6 points
  of damage (3d6 if 6 power points are
  spent). Each round, the target takes an
  additional 2d6 (3d6) points of damage,
  unless he makes a successful Spirit(-1)
  roll. Once the roll is passed, the effect
  ends.
  Whirlwind Kick
  Rank: Seasoned
  Power Points: 2
  Range: Touch
  Duration: Instant
  The character performs a powerful
  roundabout kick that hits all targets
  within touch range. This attack uses the
  Martial Arts skill but deals 2d6 points of
  damage to each target.
  Version 12.01.2007 - Page 5
  
  Wisdom
  Rank: Veteran
  Power Points: 3
  Range: Self
  Duration: 3/1
  The character can use his arcane skill
  instead of any knowledge skill for the
  duration of the spell. However, this
  power does not grant access to secret
  knowledge, only to that which the
  character could reasonably know.
  Equipment
  This 
  section 
  describes 
  equipment
  suitable for an oriental setting.
  Armour
  Armour in Oriental settings is typically
  lighter than the one found in classical
  fantasy settings. Some oriental armour is
  somewhat fragile. On a result of a
  wound or more, the armour bonus is
  reduced by 1. Once 0 is reached, the
  armour hangs on the character's body in
  useless tatters.
  Also, armour imposes a penalty on all
  Martial Arts roll. The penalty is the
  same as the armour bonus, except for
  fragile armour, which uses only half the
  armour bonus (rounded down). Thus,
  plate mail is not a very popular option.
  Bone Armour is made out of bones. It
  is typically worn by barbarians and
  breaks easily.
  Cord Armour is a light woven suit that
  offers some basic protection.
  Lamellar is the armour of the nomadic
  horseman barbarians of the north.
  Weapons
  Most of the medieval weapons are
  available in an oriental setting as well
  but a few warrant special attention.
  Some weapons are especially designed
  to be used by Martial Artists (MA).
  Wielders of these weapons can use the
  Martial Arts skill instead of Fighting. 
  The Three-Section-Staff is a powerful
  reach weapon, somewhat similar to a
  flail.
  The Butterfly Sword is a broad-bladed
  sword often used by martial artists.
  The Warfan is a spiked metal fan that
  looks like a normal fan at the first
  glance and is only recognized as a
  weapon with a Notice(+1).
  The Sai is a three-pronged fork that is
  used to disarm enemies. When used to
  make a disarm attack, the opponents Str
  roll is penalized with a -1.
  Nekode are a ninja's climbing claws,
  which deal little damage but grant a +1
  on climbing checks.
  Version 12.01.2007 - Page 6
  Armour
  Covers the whole body
  300
  25
  +2
  Lamellar
  Covers whole body
  except for the head
  250
  20
  +2
  Leather Scale
  Armour
  Covers whole body
  except for head, fragile
  15
  10
  +1
  Cord Armour
  Covers whole body,
  fragile
  40
  20
  +2
  Bone Armour
  Notes
  Cost
  Weight
  Bonus
  Type
  
  Magical Charms
  The following items are magical trinkets
  that are available to the majority of
  people. They can be maufactured by
  shamans and wu jen with an arcane skill
  check (-3) at a cost of half the sales
  price.
  Protection Scroll: Marked with holy
  symbols, this scroll can be used once to
  set up a Barrier against spirits. The
  scroll lasts for 2d8 rounds or until
  crushed by a non-spirit. Cost: 150
  Jade Weapon: Weapons made of or
  inlaid with jade are more effective
  against spirits. They deal an additional
  point of damage against these enemies
  and even affect those that are immune
  against non-magical weapons. Cost:
  weapon cost x3
  Eggshell Grenade: A fragile bomb
  filled with alchemical substances. The
  grenade causes on Obscure effect in a
  small burst template for 1d4+1 rounds.
  Its thrown range is 5/10/20. Cost: 100
  Version 12.01.2007 - Page 7
  Weapons
  Climb+1
  -
  80
  1
  Str
  Nekode
  Disarm(Str-1)
  -
  50
  1
  Str+1
  Sai
  MA
  -
  200
  2
  Str+1
  War Fan
  Parry+1, MA
  -
  10
  1
  Str+1
  Tonfa
  MA
  -
  200
  4
  Str+2
  Butterfly Sword
  Agi d8+, ignores
  shield and weapon
  parry bonus
  -
  50
  5
  Str+1
  Nunchaku
  Agi d8+, Reach 1,
  ignores shield and
  weapon parry bonus
  d6
  200
  10
  Str+2
  Three-Section Staff
  Notes
  Min. Str.
  Cost
  Weight
  Damage
  Type
  
SOURCE: textdata/thevault/Savage Worlds System (SWADE) [multi]/_Fan/Savage Worlds - Oriental Adventures Toolkit.pdf