Buddhists are followers of the teachings of Siddhartha Gautama, or (as he is widely known) the Buddha, who lived around 500 B.C. Widely considered a religion due to it's mystical leanings, Buddhists nonetheless reject many traditional metaphysical concepts, such as both being an non-being. They also reject the Hinduist tradition of scriptural appeal, and are this highly anti-dogmatic (this has recently led to Zen Buddhism, which rejects, to a large degeee, even the teachings of Buddha!), differentiating them from Hindus. Like other Saraswatian philosophers, Buddhists generally go out not to accrue physical wealth, but simply to experience life and test themselves. Their prime goal is the elimination of suffering in it's many forms, but they believe the initiative to do this must come from within, particularly if one is to alleviate spiritual suffering.
A Buddhist can be a very frustrating opponent, as he is very difficult to damage with arguments. Accustomed, indeed prepared, for suffering, they possess many abilities that lessen the damage normally dealt to them and their party members. They are difficult to catch and hold, and their enraging ability to yield intellectual ground and then uncover previously unseen faults can drive offensive philosophers insane! Of course, in exchange for this philosophical hardiness, Buddhists are somewhat lacking in the damage department, not possessing the raw ability to attack opponents as others would. The only prone opponents to a Buddhist's arguments are those who are already considerably out of balance. The Buddhist is, naturally, too pacifistic to belittle anyone else.
When rolling a Buddhist, the player must choose between one of the three branches of Buddhism. Choosing the Theravada branch gives the Buddhist considerable Conviction, and synergizes the best with the Buddhist Skill abilities. However, choosing one of the other paths allows the Buddhist to branch out into different Skillsets and party roles, as Theravada Buddhists tend to reply only upon their knowledge of Buddhism in arguments and little more.
When rolling a Buddhist, choose between Theravada Buddhism, Zen Buddhism, or Mahayana (Tibetan) Buddhism.
The Middle Way:
Faced by two or more extremes, the Buddhist seeks a middle way. While his/her CHA and CRE are equal values, he takes 1 less Hit Level of damage from all combat attacks. When this character attacks with his/her Buddhism Skill, he deals 1 less Hit Level of damage.
Choose Theravada Buddhism, Zen Buddhism, or Mahayana (Tibetan) Buddhism.
Theravada Buddhism = 1 CHA, 1 CRE, 10 CON
Zen Buddhism = 5 CHA, 1 CRE, 5 CON
Mahayana Buddhism = 1 CHA, 5 CRE, 5 CON
Four Noble Truths: Counter Action.
By observing the Four Noble Truths and the Eightfold Path, the Buddhist can lessen, or even eliminate, his own suffering!
This ability is used as a reaction, in addition to defending, even if this character has not defended. When damage is inflicted upon this character or the character's party, once per combat round, reduce the damage, in hit levels, by one.
Life is Suffering: Standard Action
The Buddhist enlightens his target to the fact that he is suffering. In fact, he's been suffering his whole life! Go figure! This sudden realization causes the target to experience all of his repressed pain at once as he realizes the false nature of his artificial bliss.
The Buddhist attacks for (Buddhism + X) damage, where X = the difference between the target's CHA and CRE divided by 5, or CRE and CHA divided by 5, whichever is higher.
The World is Empty: Standard Action, Ongoing
The Buddhist reveals that all things are empty and nothing has an absolute form, identity, or solidity. This, naturally, gives him the ability to pass through physical matter unhindered.
Thus liberated from the limitations of form, the Buddhist becomes a cloudy mist for a number of turns equal to his Buddhist Skill level. In this state he/she may move at a rate of his CON x 2" per round in any direction, even in defiance of gravity (that's only in your mind, dude!), and may pass through solid matter. He/she cannot be physically attacked in this form, although rank abilities from skills may still effect him. Likewise, while in this form, he/she cannot attack, defend, or summon elements. The Buddhist may end this form at will, but doing so counts as his/her action for the round.
Impermanence: Standard Action
The Buddhist touches upon the nature of reality, and how nothing is permanent. Nothing lasts, not even ideas… and certainly not that obstacle standing in the party's way.
The Buddhist targets a non-living obstacle, such as a locked door or a wall, or an object, like a stone or a cup of coffee, and rolls his/her Buddhism Skill + CON, vs. a difficulty determined by the GM (at least 10, at most 20). This causes the target obstacle to crumble away into nothingness. At GM discretion, the object may simply fall apart, implying that it may someday be put back together.
If targeting an obstacle constructed by an opponent or player, such as an Ivory Tower, some Moral High Ground, a Strawman, a Pillar of Islam, or even something as mundane as a cup of coffee (a.e., the obstacle is "controlled" by an opponent), then the controller of the obstacle may roll his Class Skill + Chosen Stat: the result is the difficulty of the Buddhist's original roll. If the Buddhist's roll fails, the coveted object or obstacle remains intact against the forces of Impermanence, but the owner's effort and desire to keep it intact causes the owner much suffering, in the form of 1 hit level of damage.
Rebirth: Standard Action, Exception
The Buddhist, after being vanquished, is re-birthed in the memories of his fellow party members, which spontaneously gives him a new form! This action may be taken only if the Buddhist has been defeated and has 0 hit levels, and may only be taken once per combat.
As long as there is at least one other remaining party member (other than the Buddhist), the Buddhist recovers from his defeated state and has 1 Hit Level restored to him. This is his/her action for the round.
It should be warned that the Buddhist may not return in the same form; if he has bad karmas, his new form may be somewhat inferior to his normal one. He could be reborn as a talking dog, a hungry ghost, or if especially unfortunate, as a Proselytist. But if his karma is good, then rebirth may be the perfect chance to try out that cleft chin the ladies go crazy for!
Awakening: Counter Action
The Buddhist, after years of contemplation, opens his eyes to the truth and becomes enlightened. Or maybe it happened all of a sudden, without any effort. Whatever. Choose one.
In any case, the Buddhist is free from all delusions of reality and sees through all falsehoods. When targeted by an attack, once per round, instead of defending, the Buddhist may roll his Buddhist Skill + CON against the attack roll. If successful, the Buddhist reduces all damage done to him/her to 0.
This does not affect other targets of the attack; they're not enlightened like you, so tough for them. What do you look like, a Bodhisattva or something?