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Fei Lu Lei Mao



· Fei Lu Lei Mao


By Strider Kage in RIFTs characters that have been created · Edit Doc · Delete



Name: Fei Lu Lei Mao


Race: Phase Warrior O.C.C.: Kensai Level: 1 Alignment: Taoist


Age: 25 Ht: 5’11” Wt: 160lbs


P.S.: 50 P.P.: 45 P.E.: 36 Spd: 198 P.B.: 24 I.Q.: 24 M.E.: 28 M.A.: 28


H.P.: 132 S.D.C.: 355 M.D.C.: 487 I.S.P.: N/A P.P.E.: 12 Chi: 76 Save vs. Poison & Magic: +


Charm/Impress 78% Skill Bonuses: +11% Save vs. Coma/Death: 96% Trust/Intimidate: 98%


Save vs. Psychic attack/Insanity: +10 Save Vs. Pain: +18 Save Vs. Poison/Magic: +8 Save vs. HF: +21


Spd: of X 20 = yards per minute (3960) x .681818181818 = mph (135) yards per 15 seconds (264) yards per second (66)


Gui Long Combat Stats:


(BH) P: +14 D/AD: +22 S: +15 R: +20 Damage: +57 Disarm: +14 Int: +20 A: 10 Balance: +7


(S) P: +24 D/AD: +22 S: +20 R: +20 Damage: +64 Disarm: +24 Int: +20 A: 12 Balance: +7


+59 damage with forearm, +60 damage from head butts, +2 to escape holds, cannot be caught by surprise, does not lose iniative or attack from being knocked down,


Special O.C.C. Abilities:


(Tumbling/Acrobatics/Gymnastics/Parkour skills:)


While usually used on a cooperative partner, this judo-type flip can be used on an opponent, doing 1D6+ P.S. damage, plus the victim loses initiative and one attack that melee (Note: The tumbler must be weaponless, using both hands to grab his opponent and throw/flip him to the ground).


Sense of Balance:


is the ability to maintain grip, hold or footing, 90%+5% per level. (135%)


Stilt Walk: To construct and walk on stilts, 50%+5% per level of experience. A failed roll means a fall off the stilts (roll every 15 feet walked). (61%)


8 feet for every other level of experience. Success ratio is 50%+5% per level. Failure means only half the intended height is achieved, or the tumbler has vaulted into a wall or other solid object (2D4 damage).The character will always land in a tumbling roll unhurt, when successful. (61%)


Walk Tightrope or High Wire: 60% + 5% per level - (71%)


Rings & Bars: 60% + 3% per level - (71%)


Back Flip and Somersault: +4 to dodge quickly by flipping out of harm's way or over one's opponent. Always ends in a tumble and crouched stance. Like all dodges, it takes place of one attack that melee. However, because the tumbler has flipped a fairly great distance, the attacker also loses one attack, as he must turn around or lunge forward to renew his attack. 70%+8% per level. (121%).


Climb Rope''': 80% + 5% per level - (91%)


Climbing: Knowledge of the tools and techniques for climbing up sheer surfaces. Players should roll once for every 20 ft of a vertical climb. Every "skilled" climber gets a second roll to recover his/her hold. Base Skill: 50% + 8% per level of experience. (91%)


Rappelling is a specialized, rope climbing skill used in descending from helicopters, scaling walls, and cliff facings. For game purposes, rappelling will include ascending and descending climbs. Base Skill:


30% + 5% per level of experience. A failed roll means a slip or fumble; roll again to regain hold or fall. (71%)


Prowl: This skill helps the character to move with stealth; quietly, slowly and +20% carefully. Techniques include balance and footing, short steps and pacing, rifle positioning, prone positions for low visibility, and crawling. A failed Prowl roll means that the character has been seen or heard. If the Prowl is successful, then the character is not seen and may make a Sneak Attack. Base Skill: 46% + 8% per level of experience. (82/102%)(+20% when moving slow)


Leap: 66’0” long +9’6”ft/level 55’4”” high 7’4”ft per level


Direction Sense:''' (80 %)


Vault: is a skill where the character runs, gains enough acceleration over a certain obstacle and uses either a hand or foot to “vault” over the obstacle. Timing is critical in the use of a vault but it can propel the character either up to gain a hand or foothold, or over an obstacle that a character without this skill cannot climb. Like several skills the GM requires a 1D20 roll to determine a successful vault;18 for a difficult vault, 14 for a tough vault, 12 for a standard vault, 8 for a mediocre vault and 4 for an easy vault. A failed vault means not climbing it, and being trapped or requiring successive attempts. Vaults can be attempted once per melee action unless there is a failure; then it costs three melee actions before the next Vault can be attempted (hope you have the climbing skill if you need to climb fast). Also, add 1d4 feet to leap distance, and allow for precision landing


Damage from falls 1D6 from a 10 foot height plus 1D6 for each additional 10 feet of height, or fraction thereof.


(Note: Characters with Leap Attack can use these distances in a strike.)


+17 to Damage on all hand and foot strikes regardless of form, and +2d6+2 to power punch, and power kick, and also lower the treat the characters hand attacks as if it were a P.V. of 2, +10 feet to leap distance, and the character can hit fist size targets without any penalties


Feet and Hands are immune to heat and fire up to lava temperatures suffer ½ damage from magical fire/plasma, Gain Trip/Leg hook and Backward sweep now do +1D6 damage each.


+3 to Damage with head strikes, +2 to Forearm Strike Damage, +2 to Escape Neck Holds


+10 to save vs. Pain, +7 to Maintain Balance


O.C.C./R.C.C.Abilities:


Phase Senses The ability to instantly know what dimension the character is in and how to get home (Note: it may be possible for Cosmic beings in another dimension to block his senses). He can also perceive wormholes, gates, planar portals, etc and where they go.


Phase Shift:


This is the power to alter one's dimensional frequency and shift between universes. The location must be within line of sight, a place well known to the person or a location which have an image of. If the location is not known then the character simply transports over to the same geographical location in the other universe


This power can affect self or victim and 450kgs +10kgs per level. As the hero rematerializes, gases and liquids move aside before he solidifies. Normal safeguards prevent the hero from consciously phasing into a solid mass. Extremely dense materials like Neutronium or black holes are not impassable to this character.


This character can also partially shift his body keeping the majority of it in his present dimension, but in effect rendering him intangible to normal matter. This enables him to pass harmlessly through any object. He can make himself and an additional amount of material equal to his own bodyweight phased. The character is only vulnerable to mind attacks and electricity (1/4 damage but forces him to turn solid)


Phase Sight:


This character can see the true image of any person or object regardless of any form of concealment, disguise, illusion or invisibility (yes, you can see the invisible) and recognize what dimension or universe they originate from. This also includes the ability to detect whether it is magical, but not the exact nature of the magic aside from whether it is harmful or helpful. +see aura (no i.S.P.Cost)


Phase Skin:


The character is able to survive not only in the pressure less environment of outer space, but also in high pressure ones. He does not have to breathe, that is under conscious control. He is also immune to the ravages of crossing dimensions and time


Phase Tracking:


Can Psionically locate a chosen target, this differs from normal tracking in that no physical or sensory contact, however tenuous, is required. Consequently, the Power is not hampered by the concealment, erasure, or absence of the target's scent. It can operate over immense distances. The only factors that can hinder the Power are those that diminish any Psionic activity. The character can track a specific person or life form anywhere within the same dimension


Animal MetamorphosisThe character can completely transform into any and all animals that they are familiar with. As an animal, the character retains their intellect and self, so I.Q., M.E., and M.A. remain unchanged, whats more the nature of the metamorphosis makes the character into something of an above average creature (This looks like a job for SUPER MOOSE!). In fact, many super abilities work in conjunction with Animal Metamorphosis.


For detail and depth of information on over 200 specific (and general) types of animals, see the Palladium Book of Monsters & Animals.


For those who don't have those books, use the following guidelines for determining the advantages of certain animal forms. Of course, this list doesn't even begin to cover the variety present within the animal kingdom, for such creatures like Elephants, Hippos, the Platapus, so GM's feel free to come up with your own stats and renditions.


Note: A character must come into physical contact with a creature at least once before they can transform into it. Of course, children with animal metamorphosis often find themselves drawn to interact with animals, so it could be assumed that at level 1, the character has a fair repeitore of metamorphosis. Discuss this with your GM.


1. Bats!


Bats are the flying mammals of the night. They have a incredible acoustic orientation (so-called bat sonar), and they are quit nimble.


Size and Stature: Bats have a very full range of sizes, from 1.5 grams to 1 kilogram.


S.D.C.: 1/2 that of the character's usual.


P.P.: +2d6


Claws & Bites: 1d6+P.S. bonus


Heightened Sense of Hearing: Identical to the minor ability.


Glide: Same as the minor ability of Glide.


Light Sensitivity: Flashes and concussion grenades inflict double their usual penalties for twice the duration.


2. Bears!


Bears are mighty and fearsome, a most advantageous form if coupled with certain other abilities.


Size and Stature: Able to stand on it's haunches at 2.6m, weighing in around 600kg.


S.D.C.: +2d6x10 to the characters S.D.C. (Roll only once when the character is created)


P.S.: +1d6, counts as Superhuman


P.E.: +3d6


Claws & Bites: 3d6+P.S. bonus


Maul: A ferocious attack wherein the bear grabs its victim with one or both of it powerful arms, tearing it with its claws and then takin' big ole bite! Uses up three actions, but if successful 1d4x10+P.S. bonus damage is inflicted. Even half damage is still inflicted against dense targets.Extraordinary Sense of Smell: Tracking by smell/recognizing common scents is possible at 40%+4% per level of experience.


Recognize Person by Scent: With a 48%+1% per level of experience. Scent must be well known and studied.


Other Bonuses: Cold attacks do half damage, +1 to perception. When rearing up on haunches and letting out a big roar, HF is equivalent of 12.


3. Birds!


Becoming a small flying critter has it's advantages, especially if you're a coward.


Size and Stature: Can vary, usually less than .3m tall, sometimes more when taking the form of a bird of prey. Wing span ranges from 1m-1.6m


S.D.C.: Equal to half the character's usual.


Glide: Same as the minor ability of Glide.


Diving Claw Strike: When taking the form of a bird of prey, the character is able to make a relatively effective attack on others by gaining altitude and then using gravity to swoop in and rake or grasp with claws. Damage is equal to 2d6+P.S. bonus, or can be used to give a +3 to disarm.180 Degree Vision: This superior peripheral vision makes it extremely difficult to sneak up on a bird.


Extraordinary Vision: Approximately six times better than a normal human's.


Combat Bonuses: +2 on initiative, +1 to parry, +2 to dodge, +2 to perception.


4. Canines


Good trackers and loyal critters. A bit noisy and can even be frightening.


Size and Stature: Can vary, usually less than 1m tall, sometimes more when taking the form of a large breed. Length is usually 1.1-1.3m. Weighing in around 30-40kg.


S.D.C.: Equal to the character's usual.


P.S.: +1d6


P.E.: +1d6


Claws: 1d4+P.S. bonus


Bite: 2d4+P.S. bonusExtraordinary Sense of Smell: Allows the character to detect very faint scent traces and follow them. Tracking by smell, like a bloodhound, is possible at a 50%+4% per level. Recognize common scents is 70%+3% per level.


Recognize Person by Scent: With a 56%+2% per level of experience.


Keen Hearing: Twice as well as an ordinary human.


Other Bonuses: +2 to Perception.


5. Cats: Domestic


Sly and stealthy, excellent if you're looking to get somewhere unnoticed.


Size and Stature: Can vary, usually less than 0.3m tall. Length is usually 0.7m. Weighing in around 4-10kg


S.D.C.: Equal to 3/4 the character's usual.


P.P.: +1d6


Claws & Bites: 1d6+P.S. bonus


Exceptional Prowess: Natural Climbing Skill: 50%+3% per level, Natural Prowl Skill: 56%+3% per level of experience. 60% to Maintain Balance and walk a tight rope. Leap up to 2m straight up or double that lengthwise.


Superior Vision: Allows the cat to see about twice as well as a normal human. Nightvision: 20mCombat: +1 to initiative, +4 to roll with impact.


Other Bonuses: +3 to Perception.


6. Cats: Big


Powerful predators, even more ferocious than some would guess.


Size and Stature: Varies, plains dwelling predators like lions are 1.8-2.1m long and stand about 1.2m tall, weighing 170-230kg. Tigers on the other hand are about 2.2m long, standing at only 1m tall, and can weigh from 160-290kg.


S.D.C.: +1d6x10 to the character's S.D.C. (roll only once when the character is created).


P.S.: +1d6


P.P.: +2d4


Claws & Bites: 3d6+P.S. bonus


Pounce: A ferocious sneak attack where the cat coils all it's strength and leaps. Equivalent of a leap attack (but only requires one action to prepare, and one action to spring), inflicting an automatic critical hit, while also inflicting knockdown on many foes who could not withstand the might of a big cat.


Exceptional Prowess: Natural Climbing Skill: 60%+5% per level of experience, Natural Prowl Skill: 60%+3% per level of experience. Can leap 3m straight up or 6m length wise.


Superior Vision: Allows the cat to see about twice as well as a normal human. Nightvision: 30m.


Combat: +1 to intiative, strike, and dodge.


Other Bonuses: +3 to Perception.


7. Fishies!


I wonder where that fish did go...Fish are slick and swift in the water. Beware of gill nets.


Size and Stature: Incredibly variable, since the character can go from Sardine to Tuna to Puffer to Angler.


S.D.C.: Equal to 3/4 the character's usual.


P.P.: +1d4Aquatic Lifeform: Swim with 98% skill proficiency, at 5x normal speed. Depth tolerance is 4km


Nightvision: 20m out of the water, 60m underwater.


8. Hoofed


Includes equines, bovines and others. Not to be underestimated.


Size and Stature: Incredibly variable. Most Hoofed creatures are big though.


S.D.C.: +1d4x10 to the character's S.D.C. (roll only once when the character is created)


P.S.: +2d4


P.E.: +2d4


Spd.: +10 per level of experience. Maximum speed can be maintained for an hour before rest is needed. Can also leap up to 2m high and 4m lengthwise.


Hooves: +2d6 to Kick Damage


Gore: Only applies to those with horns/antlers, 3d6 damage + P.S. bonus.


9. Mustelid


Some of the most mean-tempered forest dwellers you'll ever encounter. Seriously, give a badger its space.


Size and Stature: Rather variable. Badgers are big. Weasels, moles, and groundhogs are usually smaller.


S.D.C.: Equal to 3/4 the character's usual.


P.S.: +1d6


Claws: 2d4+P.S. bonus


Digging, Excavation, Tunneling: Digging is the ability to dig through dirt, mud or sand. The character's Physical Strength determines the speed of digging. Only the character's body moves through the earth, no tunnel is left behind. Character's with a P.S. of less than 13 move at a rate of 1m every ten seconds, a P.S. of 13-18 moves at a rate of 1.2m every ten seconds, a P.S. of 19-24 moves at a rate of 1.5m every ten seconds, and a P.S. of 25 or greater moves at a rate of 2m every ten seconds.


Excavation is the ability to hollow out and and build large, underground chambers. Characters with excavation can also dig under buildings, roads, and other strctures to weaken their foundations. Characters can Excavate about 2 cubic meters every ten seconds.


Tunneling is a digging process that leaves a passable tunnel behind. Tunnels near the surface can be used as pit traps. Tunneling can be done at one half the speed of digging.


The character has an excellent sense of direction and depth when underground, 60%+4% per level of experience.


Note: Tunnels and Excavations are not permanent. Gunfire, earthquakes, and traffic vibrations will easily collapse them. Caharacters can use building materials to make their underground structures more secure, but that takes a considerably longer time to build.


Nightvision: 60m


Combat Bonuses: +6 to roll with fall, punch, or impact, and can bend and flex better than any human (+10% to escape artist and gymnastic skills).


10. Reptile


Scaley!Size and Stature: Incredibly variable. From a newt to a komodo dragon, or from garden snakes to anacondas! Dinosaurs are a rarity, because of the fact that Dinosaurs have only be recreated on Neo Terra, of course, this means that mutants from Neo Terra with this ability might have a saurian morph. Stats for Dinosaurs are found here.


S.D.C.: Varies, from 1/4, 1/3, 1/2, to the character's full S.D.C., varying on size. (GM's call)


P.S.: +1d4


P.E.: +1d4


P.P.: +1d4


Speed: Doubled.


Claws & Bites: 2d6+P.S. bonus. Some reptiles have venomous bites.


11. Shark!


Fangorious hunters of the deep. Disadvantage between turning into a fish and a shark is that a shark has to constantly move to pass water over it's gills.


Size and Stature: Rather variant, there are many small species of shark, as well as several large species, including the great white, which can weigh up to 3,300kg and measure at 6.4m long. The basking shark is a gentler giant of the sea at 15m long, feeding on plankton.


S.D.C.: Equal to the character's usual.


P.S.: +1d6


P.E.: +1d6


P.P.: +1d6


Aquatic Lifeform: Swim with 98% skill proficiency, at 5x normal speed. Depth tolerance is 4km


Nightvision: 20m out of the water, 60m underwater.


12. SPIDER:


Physical Traits: Mostly skinny arms and legs (two each) with extra strong fingers.


Abilities and Bonuses:


Add 3D6 to P.S Attribute


Is a Mega-damage being with 6D6 M.D.C. Add any S.D.C bonuses to the character’s personal M.D.C.


Add 2D4 to P.E Attribute


Add 2D4 to P.P Attribute


Spider Sense - warning the character of immediate danger to his person. Able to detect signals from certain calibrated electronics. Gives a +6 to Initiative at all times.


Adhesion (same as minor power)


Gives a natural W.P targeting at third level proficiency


13. Other Abilities & Bonuses:


The character has a natural affinity for animals. Wild animals will not flee in the character's presence, and can easily tame and win the trust of animals.


Animal Speech


The character may converse with animals, though the communication is extremely limited by the animal's intelligence. Dogs are like three year olds, but animals such as fish can only understand words such as "Boo" and "Food." There is no guarantee that an animal will be cooperative, or even friendly. Most won't take commands unless there is some sort of compensation.


Animal Control


This is the ability to summon, control, and see through the eyes of animals. The summoning is done as per the Animal Abilities power of the creature being summoned. The limits of this control power is managed as per the Control Others power. The 'Beastmaster' may also see through the eyes of any creature he is currently controlling provided that creature is within one mile per level of the Beastmaster..


Shape changerThese masters of diguises (considered one of the highest class of metamorph) can actually change all aspects of physical humanoid appearance: height, weight, hair, eyes, skin color, features, etc. Precise voice imitation is not included, but the character does have a bonus to the imitate voices skill. Large extra appendages, such as wings and extra limbs, cannot be imitated (without some ability like Animal Metamorphosis), however, tails, horns, claws, fangs, etc., can all be grown. All changes are REAL physical changes, not just clever make-up, which means claws and fangs add to combat damage (see the Mutant Traits file for a good listing of claw, fang, and horn damages).


A shapechanger can transform into effectively any humanoid creature, including great apes, but not lesser animals (see Animal Metamorphosis).


Size Limit: No smaller than 0.7m tall, and no larger than 3.6m tall. No damage or dodge bonuses are applied when large or small; the eight attributes remain unchanged.


Other Abilities & Bonuses


+15% to imitate/impersonate voices.


+15% to disguise


+5% to streetwise


Horror Factor can be utilized if the character takes a monstrous form, but rarely is it more than 10


Teleportation


This is the ability to instantly transport oneself from one place to another. The location must be within line of sight, a place well known to the person or a location which have an image of. As the hero rematerializes, gases and liquids move aside before he solidifies. Normal safeguards prevent the hero from consciously Teleporting into a solid mass. Certain conditions can prevent the hero from Teleporting. If the hero doesn't know where he is, psychological blockage may prevent him from consciously Teleporting. Extremely dense materials like Neutronium or black holes are impassable.


This power of teleportation has several variations on the same theme. Some beings are able to teleport vast distances, but require adequate preparation time. There also exist those beings that have a form of teleportation known as 'blinking.' The last known kind of teleportation is a combat-oriented form.


Types of Teleportation:


Standard Teleportation:


A very balanced teleportation ability that allows for moderate range and relatively quick point to point teleportation. Unfortunately, it's flexible range also has some risk involved.


Range: 5miles(5800ft) per level of experience.


Attacks: Teleporting counts as one action, and can be done as many as three times per round, plus once more per round at levels 4, 8, and 12.


Weight Limit: Self and 500lbs per level of experience, plus living matter can be transported after level three.


Chances for a Successful Teleport: While teleportation can be very handy, it can also be extremely dangerous, especially if the character is teleporting somewhere unknown.


Teleporting to a familiar location or within line of sight: Automatic success. 93% chance if teleporting to a place seen live via television or other live feed.


A place seen only a few times (2-6 times before): 88%+5% per level of experience


A place seen only once: 50%+4% per level of experience.


A place never seen, but described in detail: 38%+3% per level of experience


A totally unknown place: 12%+2% per level of experience.


Results of an Unsuccessful Teleport:


01-60 Character goofs and does not teleport more than 1d3 meters in a random direction.


61-00 Totally wrong place. No idea of present location, 3d4 kilometers beyond the normal range.


Bonuses: +3 to use for teleport dodges (one melee action required), +1 more at levels four, eight, and twelve.


Blink Teleportation:


Range: 100ft +10ft per level. (100ft)


Duration: Instant


Attacks Per Melee: Each use counts as one melee action.


Weight Limitation: Self and 90lbs +50lbs per level, and no living matter may be blinked.


Bonus: +4 to use as a defensive action, +1 more at levels three, seven, nine, and twelve.


This gives the character the capacity to teleport himself short distances in the blink of an eye. There is no risk of failure, as the character's subconscious remembers safe areas that have been seen as potential teleport locations. At level three the character becomes so talented at 'blinking' that he can use his teleport as an automatic dodge, which takes no melee actions but their normal dodge bonus is halved. It is good against all attacks directed at the character at the moment of the dodge. If a teleport is the last action taken in a melee, the character gains a +2 bonus on initiative for the next melee (enemies lose track of the character).


RIFT


Can create a vertical gateway of up to 10ft x10ft anywhere within 30fts +30ft per level which leads to any location that know well, can see or have a detailed picture of. The practical basis for this is the power of a warp targeted on the hero's own body. In game reality the hero forms two parallel space warps at the desired point of detachment, then shifts the location of the outer warp. The perceived result is that part of the hero's body detaches and flies off on its own. Normally, the majority of the hero's body acts as an anchor and cannot be moved by shifting the space warps. The hero can develop Power stunts with which he can transport himself (Example: the hero sends out a hand to grab onto a distant object and then pulls himself to it).


The character can carry self and up to 4 people with him/herself and up to P.S. +P.E. +M.E. lbs of gear/level of experience thru the rift gates


Despite a player's misgivings, this Power lends itself to several useful Power stunts. A self-propelled sword arm is handy in a fight. A hero facing a toxic cloud could leave his nose behind. A blade cannot sever something already detached. It is also a great power for a macabre sense of humor.


EXTRA DIMENSIONAL STORAGE


The character has the ability to place physical objects into a pocket dimension. It travels near the character at all times and is not centred upon any physical object. It takes 1 melee action to pull objects out of or put them into the pocket. The pocket dimension has a maximum storage capacity of ME x90lbs, +10lbs per level. The size of the object matters not, just the mass. The character can sense what is going on inside the pocket. Further, those attempting to open the pocket dimension are immediately known to the character. In an emergency the character can place himself in the pocket but it will remain in the same spot. While he can breathe in there he won’t have any food or water except what he takes in with him.


Bio-Aura


The character's aura is able to extend the effect of the character's super abilities to certain objects carried and clothes worn. His super powers extend through his aura. Thus, a person who can transform into electricity or water affects their clothes too. A shapeshifter can alter their form while wearing full environmental armor. A person with growth or shrinking abilities needs not find a set of clothes to suit them - their clothes and armor are affected just as if they were part of the character's body.


When dealing with armor and super powers, use the higher A.R. of the two. As for the S.D.C.tm, count the armor's S.D.C.tm as a bonus and subtract damage from that first. Remember, the character's armor takes on the same traits as the character himself (if the character is impervious to fire and heat, so is the armor).


Electronic and mechanical devices do not change with the character, but they aren't damaged either. This includes firearms, energy weapons, binoculars, flashlights, and other such objects. Personal items (watches, glasses, wallets, rings) are affected easily. Assume that the character's aura affects normal amounts of clothes and personal items, one suit of armor worn, and a couple melee weapons. If an object is droppped after being affected (whether by Growth or by Alter Physical Structure: Electricity) it retains the character's properties until the character discontinues use of their super abilities.


If the character possesses the Alternate Form minor ability (described above) or shapeshifting, the Bio- Aura kicks in when the change begins. The character's clothes and armor are not damaged by the transformation into another form, but do not exist in the alternate form either. When the character turns back into the human shape, the clothes and armor are there just as if nothing happened.


With this power, copies of clothing and personal items can be made for clones via the Multiple Beings/Selves power. Modern weapons and armor (complex structures) are not duplicated.


Bio- Aura has the effect of 'negating' the influence of worn clothing and objects so that they don't count towards weight or object limitations, leaving more 'space' or weight availiable for use.


Unnoteworthy


This is another pseudopsi power that makes a person inconspicuous. There is no bonus to prowl or hide, but a person who fails a save of 15, M.E. bonuses applying, will be hard-pressed to remember anything at all about the character even if the character talked with them, saved them from a dragon, or ate their children. The description will be on the tip of their tongue, but they just won't quite remember what he looked like or what he did. This power tends to result in descriptions like "average height, average build, wearing ... something beige. I think." Anyone who uses Total Recall or has a combined I.Q. and M.E. of 30 or more will be able to remember normal details about the unnoteworthy character, but not an extraordinary amount of detail.


Physical Superiority & Psionic Resistance + Combat Instinct & Quickness


The character's physical body is naturally strong, healthy, and toned. The character is at the peak level of normal human biology and looks as perfect as a human might be able to get, but is not superhuman unless extraordinary attributes are also possessed. Extraordinary attributes will increase these even further. When adding bonuses from physical skills, change the attributes to the following levels and then add bonuses. Also the character's brain and body are partially masked from psychic influence, giving greater resistance to psychic attacks. Also,


The character has an extraordinary combat skill. This is enough to turn an untrained character into a capable fighter and transform an experienced combatant into a deadly adversary. Follow this experience chart for the bonuses and abilities - the combat instinct functions like a hand to hand form with bonuses that are added to any fighting style. The character can perform many complex combat maneuvers, but relies more on P.P. bonuses than skill bonuses.


Note: This minor ability, unlike Natural Combat Ability, is fully compatible with hand to hand combat skills. A character cannot have both this power and Natural Combat Ability. Your GM wouldn't like that. I've also toned it down to make it more of an enhancement instead of a complete hand- to- hand combat form.


The character is extremely swift in melee and grappling combat range. This might be from a heightened awareness, a super- adrenaline surge, a feral nature, etc. The character gains the following:


The character gains a +2 bonus to save vs. psionics, +1 more at levels four, eight, and twelve. Even if the psychic attack takes effect, it only lasts for half the normal duration. Tracking, sensing, and mind reading by psionic means is -30%. Also add +2 to M.E. and +1 vs. possession, mind altering drugs and magic, and non- psionics illusions. This resistance applies to helpful psychic influence as well. Note that physical psionics attacks, like psi- swords and electro kinesis, do full damage. The character can also sense whether a target has psionic powers or is a supernatural creature (30ft range with visual contact).


o Add +4 to P.E. (minimum of 20).


o Add +2 to P.P. (minimum of 14).


o Add +1d4+2 to P.S. (minimum of 18)


o Add +1d4+2 to Spd. (minimum of 16).


o Add +1d4+2 to P.B. (minimum of 14).


o Add +2d6+8 S.D.C.tm (10 to 20)


First level knowledge:


o Parry, dodge, pull punch, roll with punch, fall, or impact, entangle, and disarm.


o Automatic dodge (no bonus).


o One hold of choice (see page 68 HU).


o Snap kick - 1d6 damage.


o Karate kick - 2d4 damage.


o +1 melee action at levels one


o +2 on initiative at levels one


o +4 to dodge (normal).


o Automatic dodge, +1 bonus at level one. Add +1 at levels two, five, and nine.


o Character can dodge multiple attacks with a single normal dodge.


o When knockdown is imminent, the character does not suffer the loss of one melee action and loss of initiative. He loses one melee action or initiative (his choice) so the penalty is effectively halved. Critical knockdown, the loss of two melee actions and initiative, is also reduced to normal knockdown.


o At level three the character is fast enough to attack twice for each melee attack! However, these attacks can only be hand attacks (maybe a knife, or Sword, but no other weapons) and the strike and damage bonuses are halved. One- two punches, double kicks, and punch/ kick combos can be performed. This does not impede automatic parries.


Abilities gained with experience:


Level 2: +1 on automatic dodge, +2 to entangle.


Level 3: +1 melee action, +2 to disarm


Level 4: One kick or hold of choice.


Level 5: +1 to initiative, +1 to strike, +2 to dodge.


Level 6: +2 to parry, body throw/flip (1d6 damage plus knockdown), +2 on initiative.


Level 7: One kick or hold of choice, +1 melee action.


Level 8: +1 on automatic dodge.


Level 9: Critical strike (double damage) or knockout from behind, pick one.


Level 10: +1 to initiative.


Level 11: One kick or hold of choice, +2 on initiative.


Level 12: +1 melee action.


Level 13: +1 to disarm and entangle.


Level 14: +1 to strike.


Level 15: +1 on automatic dodge.


Level +16: Add a +1 to any one combat skill (strike, pull punch, entangle, etc.) at each level past 15.


Living Anatomy


The character has a natural knowledge of the human body nearly exceeding that of an anatomist. He can perceive a target's heart rate by simply watching the blood vessels of the skin. He can also diagnose some conditions using only hearing and touch. The character also gains +20% to all medically related rolls, and gets combat bonuses! Add a +1 to strike, +5 to damage, and the character has a Critical Strike (applies to any attack) on a roll of 19 - the character has an instinct to aim for vital targets.


Personal Weapon (major)


o A more powerful version of the same minor ability. In addition to summoning weapons is the option to create an energy field around any existing object or weapon, to boost its damage potential. The same abilities of creating thrown and hand weapons exist but are much stronger, have more bonuses, more damage, and less restrictions.


Weapon Type and Damage: Choose one or roll to determine type. This is a onetime decision only. Each type has different properties.


In Rifts® all the weapons become mega- damagetm equivalents, able to both inflict and parry mega- damagetm attacks.


Hand-Held Weapon: These are swords. The hand weapon is +1 to strike, +2 to parry (or entangle, for whips and chains), and +1 on initiative when using the weapon exclusively. Add a +1 to strike and parry/ entangle at level two and a +1 on initiative at level four.


o Gains a extra melee attack with the weapon at level one and again at level six.


o All bonuses are in addition to whatever P.P. or W.P. bonuses the character might have.


o The weapon requires one melee action to generate and lasts for as long as the character concentrates on the weapon (or until he becomes unconscious).


o Others can use the weapon within 100ft of the character, but there is only ever one in existence at a time when loaned out and others do not get any of the above bonuses.


o Disarming attacks are useless against the character's weapon (it can never be knocked away) but entanglement is a valid option. Of course, if the weapon is entangled the character can let it vanish and create a new one.


o The weapon does 2d6 damage at level one, +2d6 more at levels two, four, six, eight, ten, and twelve. The damage can be fully regulated in increments of 1d6.


o Paired weapons can be created at level three, and the maximum damage for one weapon is halved (so the 8d6 whip would become two 4d6 whips). The character can instinctively use his own personal weapon in the paired form, but no other weapons may be used paired unless the proper W.P. or the necessary combat experience is acquired.


o The weapon does damage to all supernatural beings and inflicts full mega- damage in a Rifts type environment.


Energized Weapon:


In addition to the abilities of the Summoned Weapon under Personal Weapon (minor), this power allows a character to create a powerful energy field around any object (whether it is a summoned weapon or not). The character can either create the energy field around a weapon and hold the weapon or throw it, in which case the energy fades once it strikes something. There is no limit to how long the energy field can be maintained, but it can only be produced around one melee weapon at level one and one more (for paired weapons) at level three. Energizing one (or two weapons at level three) requires one melee action.


The energy field gives the weapon a +1 bonus to strike, parry (or entangle for whips), disarm, and throw the weapon. Add +1 more to each at level four. No strike bonuses are given to range weapons. If the held object is a bonded weapon, as per the Summoned Weapon, add the bonuses together.


Range is also increased too, to 50% more than before. However, at the normal range to the increased range (100% to 150%) the energy field fades and the thrown weapon or projectile does normal damage. The focus of this ability isn't in range or accuracy - it's power!


For an energized hand held weapon, add a +8 damage bonus, +2 more per level of experience. For paired hand held energized weapons, cut the damage bonus in half and add it to the damage of each weapon.


Energized thrown objects do an extra +4, damage +1 more per level of experience. This also applies to ranged melee weapons such as bows and crossbows.


Modern projectile weapons such as pistols, rifles, and machineguns can be energized too, but the bonus damage is reduced to +2 points of damage, +1 more per level. For bursts and sprays, change this bonus damage to an additional +2 to the multiplier.


Energy weapons, artillery weapons, explosive rounds, and vehicle mount weapons (generally anything over .50 Caliber and all missile weapons) cannot be energized.


Example - a 4th level character with this power could use a long sword doing 2d6+2 damage (4-14) and crank it up to do 2d6+18 damage (20-30). If he threw it, he would only do 2d6+10 damage (12-22). If he chose to whip out his .45 Automatic (4d6 damage) he would be able to charge up the bullets and do 4d6+6 damage (10-30). An full- clip burst of seven bullets at a target would normally cause one round times 5 in damage (4d6x5, or 20-120, or 70 points on average), but when energized it does a lot more on average (4d6x7, or 28-168, or 98 on average).


The player must decide exactly what form the energy field takes (plasma, electrical, kinetic, light, etc.) for damage purposes. If the character has an APS or control power the energy field should be a derivative of that power. Energized weapons are considered indestructible for parrying purposes, and attempts to disarm them from the character are made at a -4 penalty. The energy field is lost if the weapon is knocked away. The energized weapons can damage all APS beings and most supernatural creatures.


In Rifts® the additional damage becomes mega- damagetm. If energizing an S.D.C.tm weapon the extra damage is halved and the object does one- third of its normal S.D.C.tm damage in M.D.C.tm So, a 4th level character energizing a 2d6+2 long sword in Rifts® would produce a 1d4+1 sword with a damage bonus of +8!


Personal Weapon (minor)


In some cases, the character can create a weapon of glowing energy, not unlike a light saber. This can be used to strike and parry like an ordinary weapon. The character can turn the weapon on or off at will, and can be considered indestructible. In other cases, the character can generate fields of kinetic energy that are shaped like throwing weapons. Still more do not create a force weapon, but are somehow able to bond with a specific weapon and summon it at will. The weapons are fully compatible with W.P. skill bonuses.


Weapon Type and Damage: Choose one or roll to determine type, then (for the thrown and hand-held weapons) pick a specific form. These are one time decisions only and cannot be changed later on. Each type of weapon has different properties.


Hand-Held Weapon:


These are swords, The hand weapon is +1 to strike and parry, +1 more to each at levels three and seven, in addition to whatever weapon proficiency bonuses the character might have. It requires one melee action to generate and can last for up to three minutes per level of experience before requiring re- creation. Others cannot use the weapon. The damage is pretty standard for all weapons, doing 3d6 damage plus 1d6 at levels three, six, and nine.


Disarming attacks are useless against the character's weapon (it can never be knocked away) but entanglement is a valid option. Of course, if the weapon is entangled the character can let it vanish and create a new one.


Summoned Weapon:


This power allows a character to bond a a hand weapon (such as a knife, small axe, small throwing weapon, short sword, or even a handgun) to his unique bio- signature. This allows him to summon the weapon (or object) at will, teleporting it into his hand - this act requires one melee action. Bonding a weapon permanently costs one hit point and requires ten minutes of concentration (a first level character is assumed to already have one special, bonded weapon whose cost has already been paid). The character can bond one object at level one, plus one more at levels three, six, and nine. Bonding to a new weapon is of course possible if the limit is already possessed, but the cost must be paid again and an old bonded weapon returns to normal. Magic and psionic weapons can be bonded, but the bonding costs two hit points instead of one and the character may or may not be able to use any paranormal powers of such weapons if they require I.S.P. or P.P.E.


The summoning only works if the weapon is in range. The range is 900ft +100ft per level of experience. If it is in range, the character can sense it - and if it isn't in range, the character knows what direction it is in and about how far away. The maximum weight of the weapon is equal to one pound per two points of M.E. (an M.E. of 10 means you can handle up to five pounds, enough for the average handgun). The weapon can be loaned to, taken away, or disarmed by others and snatched right back via the character's minor teleportation power.


If the weapon is summoned as the character's first act of a melee the character gains a +2 bonus on initiative for that melee, due to the element of surprise. The weapon is also +1 to strike and parry (for whips change the parry to an entangle, for guns change the bonus to +1 to strike aimed and wild), but only in the hands of the character. It is also physically altered such that it can parry weapons wielded by beings with supernatural strength with no danger of breaking, and can parry mega-damage attacks.


Harm Invulnerable & Supernatural


The character's bio- energy is such that his powers and his body are extremely effective against supernatural & invulnerable creatures! This is an equalizer against those who are normally invulnerable. With this ability, all super abilities and hand strikes used by the character do half damage to beings with the Invulnerability major power. In fact, the attacks even do one- third damage to supernatural creatures like vampires and were beasts with limited invulnerability. Also all his attacks do double damage against standard supernatural beings and normal damage against vampires, were creatures, and other limited invulnerability creatures. Weapons of any kind are not affected (unless this power is granted by an Enchanted Weapon, or the character also has a Personal Weapon power).


If the targeted being has immunity to energy attacks (like with Energy Absorption) and the character has an energy blast power, the power will still do half damage to the target, except in the cases where you are attacking an APS: Electricity character with electricity or a Control Radiation character with radiation blasts. You can't hurt like with like.


The character also gets a special bonus of +8 vs. horror factor and a bonus of +1d4 to four attributes of choice.


O.C.C. Skills:


Literacy and Language: Native and 1 of choice (+5%)


Recognize Weapon Quality: The ability to determine the level of a weapon's quality, including craftsmanship, weight, balance, edge, metal strength and so on. The character can also recognize if the weapon is crafted by a dwarf, kobold or other master weapon smiths, and if it may have bonuses to strike, parry or damage, or other special (magic) properties. Although the person may be able to tell that a weapon is superbly crafted, with bonuses, it is impossible to determine exactly what these bonuses are until used in combat or intense practice.


In modern times it gives the ability to accurately determine a weapon's durability, reliability and quality by physically examining it. This includes knowing which manufacturers are reputed to make the best weapons, the ability to recognize damage or signs of misuse, modifications/customization or wear and tear, whether the weapon can be made as good as new with a little repair work and/or cleaning, whether it is a cheap (or quality) "knock-off" (copy/imitation), and so on. The character can also recognize if the weapon is stolen (serial numbers filed away, etc.), new, old and if it has any other special features or properties as well as knowing what the fair price should be. Base Skill: 25% + 5% per level of experience. Note: Reduce the skill ability by half if the item is not actually handled (seen but not touched/examined). (66%)


Weapon Mastery


"Ello. My name is Inigo Montoya. You killed my father. Prepare to die."


-Spanish Weapon Master


Some people, such as Lawmen and Gunfighters, learn to do amazing things with guns. Some Indian warriors do similar things with bows and slings, making the


New West of Rifts Earth a deadly place... at a distance. Some places, some worlds, however, have either built a culture around hand to hand combat or have never


advanced technologically to the point where distance combat is feasible. The same kinds of people live everywhere, however. Just as some in North America have


devoted themselves to their guns, some people in these societies have devoted themselves to their weapons, be they high-tech blades scientifically balanced to their


Wielder’s style, magical flails, or a hunk of wood that "just feels right", they have expanded their knowledge beyond mere proficiency: Thay are Weapon Masters.


Restrictions and Conditions


This skill is applicable only to weapons that rely on the strength of their wielder to cause damage, or their modern, magical and psionics equivalents. Thus vibro-blades,


flaming swords and psi-swords can all benefit from this skill, while bows, slings and pistols cannot. Spears, knives, and other throwing weapons can be used with this


skill, but all bonuses (save those to initiative) are halved, and the Riposte ability cannot be used.


To acquire this skill a character must sacrifice two OCC related skills or two OCC WP's. Secondary skills cannot be used to acquire this skill. A character must be


proficient in the weapon to be mastered, and must purchase mastery separately for each WP.


Bonuses of Weapon Mastery


All bonuses are in addition to attribute and WP bonuses.


The mantra of business is "Location, Location, Location," supposing a better location will yield better results. Weapon masters have also learned the value of location in


the form of a well-placed shot. A weapon master gains a +1 to damage with a PP of 15 and an additional +1 for every 5 points of PP thereafter. This damage can be either SDC or MDC, as appropriate to the weapon.


Riposte. A Master can go one better than a simultaneous strike, parrying and striking in response to another's attack. This costs an attack, but is done at full bonuses and


Cannot be defended against (unless his opponent has an un-engaged paired weapon or is also a master).


Example: Master A is using a long sword, while master B is using a Hercules Club. Master A makes his attack, rolling a thirteen (with bonuses). Master B attempts a


Riposte, rolling a measly 4 for his parry and an 8 for a strike. His opponent parries the riposte with a 12, thus damaging his opponent and protecting himself.


On his next attack, Master B swings his club and rolls an 18. Master A ripostes, rolling a thirteen for his parry and a seven for his strike. Master B parries the riposte


with an eleven, and Master A is in a world of hurt (did I forget to mention that Master B is a troll... a BIG troll? Oops). Note that both character have used two attacks


(one attack and one riposte), but this is only the first sequence of attacks this melee round.


Lightning Speed. Similar to Iaijutsu, this gives a character great speed when using his mastered weapon. This translates into a +1 initiative at PP 18, and another +1 per


additional 4 points of PP. They also receive an extra attack on any round in which they use only their mastered weapon.


The Expanded Proficiency. Finally, a Weapon Master gains a bonus to all maneuvers involving that weapon, such as strikes, parries, disarms and entangles, but not


dodges, rolls or holds. This bonus is a +1 at a PP of 20, with an additional +1 per 5 points of PP thereafter.


W.P. Sword: Combat skills with large and small swords, including fencing type training. Includes rapiers, sabers, and two handed and short swords. Bonuses: +1 to


strike and parry at level one, an additional +1 to strike at levels 3, 6, 9, 12 and 15.+1 to parry at levels 2, 3, 5, 7, 9, 11 and 14. +1 to throw at levels 5, 10 and 14.


(+2levels)


Acrobatics: Aerial feats of agility and strength, such as walking tightrope, high wire, trapeze, and stunts performed above the ground. Other physical abilities include, rolls, somersaults, leaps and falls.


Provides the following abilities:


60% + 5% per level - Sense of Balance


60% + 5% per level - Walk Tightrope or High Wire


80% + 2% per level - Climb Rope


40% + 4% per level - Climbing (or adds a bonus of +15% to climb skill)


60% + 5% per level - Back Flip


30% + 5% per level - Prowl (or adds a bonus of +10% to Prowl skill)


+2 to Roll with Punch/Fall, +1 to P.S., +1D4 to P.P., +1 to P.E.+1D6 to S.D.C.


Leap four feet high and five feet long, plus 2 feet per level. Fearless of Heights. (+10%)


Gymnastics: Learning to do falls, rolls, tumbles, cartwheels, and to work on rings and parallel bars. Characters with Gymnastics can leap 4 ft up or 4 ft across, with an additional 2 ft per level. Note: Characters with Leap Attack can use these distances in a strike.


Provides the following abilities:


50% + 5% per level - Sense of Balance


70% + 5% per level - Climb Rope


20% + 6% per level - Climbing (or adds a bonus of +10% to climb skill)


70% + 8% per level - Back Flip


30% + 5% per level - Prowl (or adds a bonus of +10% to prowl skill)


60% + 3% per level - Rings & Bars


+3 to Roll with Punch/Fall, +2 to P.S., +1D4 to P.P., +2 to P.E., +3D6 to S.D.C. (+10%)


Tumbling: This skill builds and strengthens the body for feats of strength, endurance and agility. Abilities include a variety of gymnastic type rolls, leaps, tumbles, falls, cartwheels, somersaults, and hand stand type exercises. These differ from the acrobat in that they are performed on the ground and involve rigorous exhibitions of speed and strength involving elaborate tumbles, back-flips, body throws, and so on.


Sense of Balance is the ability to maintain grip, hold or footing, 20%+5% per level.


Body Throw: While usually used on a cooperative partner, this judo-type flip can be used on an opponent, doing 1D6 damage, plus the victim loses initiative and one attack that melee (Note: The tumbler must be weaponless, using both hands to grab his opponent and throw/flip him to the ground).


Back Flip and Somersault: +4 to dodge quickly by flipping out of harm's way or over one's opponent. Always ends in a tumble and crouched stance. Like all dodges, it takes place of one attack that melee. However, because the tumbler has flipped a fairly great distance, the attacker also loses one attack, as he must turn around or lunge forward to renew his attack. 40%+5% per level.


Stilt Walk: To construct and walk on stilts, 50%+5% per level of experience. A failed roll means a fall off the stilts (roll every 15 feet walked).


Pole Vault: 8 feet for every other level of experience. Success ratio is 50%+5% per level. Failure means only half the intended height is achieved, or the tumbler has vaulted into a wall or other solid object (2D4 damage). Will always land in a tumbling roll unhurt, when successful.


Leaps: 5ft long plus one foot every other level, 4ft high plus one foot every three levels. +2 roll with punch or fall, +2 P.S., +1 P.E. and +2D4 S.D.C. (+10%)


Boxing: Classic art of fighting with fists. Training helps build the body and reflexes. Skilled boxers will Automatically Knockout opponents on a natural twenty for 1D6 melee rounds. Unlike normal Knockout/Stun this does NOT have to be declared before the strike roll.


One additional attack per melee.


+2 to Parry/Dodge, +2 to Roll with Punch/Fall, +1 to P.E., +1D4 to P.S., +3D6 to S.D.C.


Wrestling: As taught in High Schools and colleges. Wrestling is more of a sport than a combat skill, but it does provide useful combat training


Pin/Incapacitate on a roll of 18, 19, or 20


Crush/Squeeze does 1D4 damage


Body Block/Tackle does 1D4 damage and opponent must Dodge or Parry to avoid being Knocked down.


+2 to Roll with Punch/Fall, +2 to P.S., +1 to P.E., +4D6 to S.D.C.


Climbing: Knowledge of the tools and techniques for climbing up sheer surfaces. Players should roll once for every 20 ft of a vertical climb. Every "skilled" climber gets a second roll to recover his/her hold. Base Skill: 50% + 8% per level of experience (91%)


Rappelling is a specialized, rope climbing skill used in descending from helicopters, scaling walls, and cliff facings. For game purposes, rappelling will include ascending and descending climbs. Base Skill: 30% + 5% per level of experience. A failed roll means a slip or fumble; roll again to regain hold or fall. (71%)


Provides the following:


+1 to P.S., +1 to P.E., +1D6 to S.D.C


Damage from Falls 1D6 from a 10 foot height plus 1D6 for each additional 10 feet of height, or fraction thereof. (+5%)


Swimming - Basic: The rudimentary skill of keeping afloat, dives, lifesaving, and swimming techniques. The percentile number indicates the overall quality of form as skill of execution. A special bonus of +1 to Parry and Dodge while in water applies. A character can swim a distance equal to 3x his P.S. in yards/meters per melee. This pace can be maintained for total of melees equal to his P.E. Base Skill: 50% + 8% per level of experience (66%)


Dance: A practiced skill in the art of dance. The percentile number indicates the relative skill and quality of the dancer. NOTE: Characters with an extremely high Physical Prowess (P.P.) will get a bonus in their dance proficiency: P.P. 15 - 20: +5%, 20 - 25: +10%, 26 or higher: + 15%. Base Skill: 40% + 6% per level of experience. Spending two skills will produce professional quality dancing skill. Onetime bonus of 15% if this is the case. (76%)


Prowl: This skill helps the character to move with stealth; quietly, slowly and carefully. Techniques include balance and footing, short steps and pacing, rifle positioning, prone positions for low visibility, and crawling. A failed Prowl roll means that the character has been seen or heard. If the Prowl is successful, then the character is not seen and may make a Sneak Attack. Base Skill: 46% + 8% per level of experience. (82/102%)


Mathematics - Basic: Knowledge of basic math, including the ability to count, addition, subtraction, multiplication, division, and fractions. Base Skill: 45% + 5% per level of experience. (+66%)


Meditation: Involves engaging the mind and body so that the body remains motionless, but without fatigue or pain, and the mind stay in a clear, calm and rested state. While meditating a character recovers Chi, I.S.P., P.P.E. and other internal resources at an accelerated rate. Although it is not a substitute for sleeping, characters will usually feel alert and refreshed after any period of meditation. When in a meditative state they character is, at a subconscious level, well aware of what is happening in the environment and can instantly leave the meditation position with no combat penalties.


Base Meditation Skill: Rolls based on meditation should be done as a check versus the character's Mental Endurance (M.E.) attribute.


Base Meditation Time: The amount of time that a character can continue to meditate: One hour at first level, with an additional fifteen minutes at 2nd, 3rd, 4th, and 5th levels. At 6th level the meditation time jumps to three hours, and the character picks up another advancement into 7th level and beyond. (49%)


HtH: 1 of choice sword based (including exclusive) Martial Arts Form


O.C.C. Related Skills:


Fencing: The ancient arts of Hand to Hand Weapons are learned from fencing teachers. This includes not only Olympic-style fencing with foil, epee or saber, but also Kendo (use of the Samurai sword) and other weapons. Adds a bonus of + 1 to strike and parry when combined with W.P. Sword. Note: Paired Weapons is a separate skill. See the W.P. Tables in the Combat Section for details.


Parkour/Free Running


simply put, Parkour and Free Running is the practice of getting from point A to point B in the fastest most direct path possible, whether it be climbing a wall, jumping off a building, walking on railings, or many other feats of speed and agility. For the first few levels, the skills are all for getting from point A to Point B. At level 4 is when more free style comes into play.


Requirements: Must be part of a Skill program or if using an O.C.C. system, an O.C.C. related skill. Secondary skills cannot be used to acquire Parkour/Free Running.


Character Bonuses: +1 to P.S., +1 to P.P., +2 to P.E., +1D6 to Spd and +2D6 to S.D.C. Can jump strait up 2ft +4in per level and can jump forward 4ft +6in per level.


Basic Moves and Special Techniques: Roll with Punch/Fall/Impact, Back Flip – Escape, Somersault – Escape, Vault*, Maintain Balance, Grab, and Automatic Dodge.


Level Advancement Bonuses


1st: +1 to Vault and +2 to Back Flip


2nd: +2 to Vault, +1 to Back Flip and +1 to Roll with Punch/Fall/Impact


3rd: Add Leap – Escape


4th: +2 to Vault, add +1 to Roll with Punch/Fall/Impact and +1 to Somersault


5th: Add +1 to Spd and +2 to Maintain Balance


6th: Add +1 to Grab and +1 to Vault


7th: Add Wall Flip. This special move uses the Back Flip bonus but must be done off a wall and must require having the initiative or as a dodge. The character can Wall Flip into a standing position and can dodge melee attacks as long as the Wall Flip is successful. A failed Wall Flip dodge cannot be negated for damage by a Roll with Punch/Fall/Impact and the fall does 1D6 damage plus the character takes full damage from the opponents attack.


8th: +2 to Vault and +1 to Grab


9th: +1 to Automatic Dodge


10th: +1 Maintain Balance and +1 to Roll with Punch/Fall/Impact


11th: +1 to Back Flip and +1 to Somersault


12th: +1 to Vault and +2 to Maintain Balance


13th: +1 to Vault and +2 to Roll with Punch/Fall/Impact


14th: +2 to Maintain Balance


15th: +1 to Grab and +1 to Somersault


Basic Mechanics (Updated): This give the character a basic knowledge of simple machines and how they work, but not rebuilding, such as ban saws, drills, glue guns, etc. Also a rudimentary knowledge of inches, feet, standard tools, metric tools, etc. GM's remember there is a difference between the military use and the civilian use of machines and their functions. Please keep this in mind when the characters are using this skill. Counts as One Skill, unless otherwise stated. Requires: Basic Math and Literacy; Writing is not required, but may be useful. Base Skill: 50% + 5% per level of experience (61%)


Offensive Driving: Practice and theory of wheeled combat. The big advantage of this skill is that there is no limit on how high a character can advance. In every other skill there is a 98% maximum proficiency. With offensive driving there is no limit and characters may have percentile over 100%. Use for control rolls only. Can be used with one or more pilot skills. Base Skill: 30% + 5% per level of experience. (41%)


First Aid: Rudimentary medical treatment which includes how to bandage wounds, stop bleeding, administer CPR/artificial respiration, and use antiseptics and common anti-inflammatory drugs and pain killers. Base Skill: 45% + 5% per level of experience. (66%)


Massage: This is the skill of applying a soothing massage to another person. The relaxing massage can be used to ease sore or pulled muscles and generally increases the recipient's general well being. In game terms this skill can be used to restore another person's Chi at a rate of one point of Positive Chi for every successful use of the massage skill. Base Skill: 50%+5% per level of experience. Note: +5% if the character possesses any Martial Arts Powers: Atemi Abilities, +10% if the character possesses any Martial Arts Powers: Advanced Atemi Abilities. (86%)


Shiatsu: Shiatsu practices diagnosis and treatment methods similar to those of acupuncture but performed without needles (acupressure). In Japan, the practice of medicine consisted primarily of diagnosis and treatment with massage-type methods. The Japanese not only adopted Traditional Chinese Medicine, but also began to enhance its methods by new combinations, eventually achieving a unique Japanese form called shiatsu. This skill can be used to diagnose an illness or disorder and can cure it on two consecutive treatment rolls. Base Skill: 25%+5% per level of experience. Note: +5% if the character possesses any Martial Arts Powers: Atemi Abilities, +10% if the character possesses any Martial Arts Powers: Advanced Atemi Abilities. (61%)


Acupressure: Acupressure is an ancient Chinese total body treatment, given through clothing on pressure points, to stimulate the flow and improve circulation of energy throughout the body.


Like its Japanese equivalent shiatsu, acupressure requires no needles relying instead on the thumbs, palms, heels of the hands and elbows, (sometimes knees and feet) to apply held pressure on vital points on the body. Along with pressure point treatment, gentle stretching and corrective exercises are also used.


This is the knowledge of how to stimulate pressure points (Atemi) to relieve the pain from minor injuries. With a successful application of this skill all pain modifiers for S.D.C. damage are negated for 1d6 (Roll 1d6: 1-3 = melee rounds, 4-5 = minutes, 6 = hours). Base Skill: 30% + 5% per level of experience. Note: +5% if the character possesses any Martial Arts Powers: Atemi Abilities, +10% if the character possesses any Martial Arts Powers: Advanced Atemi Abilities. (66%)


Acupuncture & Moxibustion: Acupuncture and moxibustion is represented by two Chinese characters (pronounced "shin kyuu").the former character literally means "needle(s)". Hence treatments with needles, that is, acupuncture. The latter means "cauterize or burn with moxa (a Japanese plant named mogusa used for moxibustion). The word "bustion" is the Latin for burning. Acupuncture and moxibustion are complementary to each other, enhancing the effectiveness of treatment, so it would be appropriate to treat them as an integrated medical treatment. That is why we treat "acupuncture and moxibustion" in the singular. With this skill, a character can attempt to heal ailments through the use of needles and moxa. The first percentage is for diagnosis, the second is for treatment. This skill can be used to diagnose and treat minor ailments such as headaches, indigestion, gas, heartburn, nausea, hiccups, muscle stiffness, low fevers (101degrees F/38 C or less) and similar. Base Skill: 30/20%+5% per level of experience. Note: +5% if the character possesses any Martial Arts Powers: Atemi Abilities, +10% if the character possesses any Martial Arts Powers: Advanced Atemi Abilities. (66/56%)


Biology: Basic understanding of cells, anatomy, physiology, evolution and genetics. The character will know the basic use of a microscope, cultivating bacteria and how to classify new organisms. Base Skill: 40%+ 5% per level of experience. (51%)


Xenology: The biological study of alien/other-dimensional species. This skill provides general information about the more common alien species that have visited Earth or whose type has been commonly hypothesized by researchers. Without Xenology, any attempts to use a medical skill on a creature from another species are at -20% to skill rolls. Base Skill: 30% +5% per level of experience. This may not be taken as a secondary skill. (56%)


Secondary Skills:


Motorcycle: This skill includes the piloting of all two and three wheeled vehicles such as motorcycles of all types, dirt bikes, and mopeds. Base Skill: 60% + 4% per level of experience. (76%)


Jump Bike Combat: Another elite skill used for such advance performance vehicles as the Tarantula Jump


Bike. Base Skill: 45% + 5% per level of experience. Bonuses: +1 attack per melee round with bike's weapon systems. Automatic Dodge: +1 to dodge Bike Jump Attack: This attack uses the rockets to have the bike jump in the air and then land on a target.


The sensitive rocket controls require a special skill roll. Base Skill: 25% + 5% per level of experience. If the skill roll is successful, the pilot can make a normal attack roll (at +1 to strike in addition to normal bonuses) to hit the target. Damage to his


opponent is 3D6 M.D. Note: This attack can only be done if there is room to maneuver (open terrain only). (56%)


Battle Bike Combat: A person trained in Battle Bike Combat becomes one with his machine, with better reflexes, endurance, and concentration. His Riding ability is improved and he learns the best ways to "Crush" and opponent which allows his side to score and win. Requires: Pilot Motorcycle.


Bonuses: +1 attack when on a Bike. +1 ME, +1 PE, +1d4 PP, +10% Pilot Motorcycle.


Special Attack: The "Crush" Either a sideswipe or kick attack, good only against a person on either a one or two wheeled motorcycle. If the attack hits the target the target must make a piloting roll or lose balance and crash their bike. A person with Battle Bike Combat has an additional +5% Pilot Motorcycle only to save against this. The "Crush" itself causes no damage, but a rider still suffers damage from the crash.


Cook: Skill in selecting, planning and preparing meals. A cooking roll failure means that the cooked food is either inedible (burnt!) or distasteful. Base Skill: 50% + 8% per level of experience. Spending two skill selections on this one skill area makes the character of professional quality. Onetime bonus of 10% applies in this case. (61%)


Special Martial Arts Form:


Gui Long Dragon Spirit Kung Fu


Gui Long seems to be the last surviving school from the mythical Warring States Period and is said to have been founded sometime in the 2nd Century B.C. In the myth of the style, the founder was Hei Feng ("Black Wind"), an epic swordsman who was eventually revealed to be the human form of a Feng Long, or Dragon of the air. It is even said that this dragon continues to watch over his human descendants. Students are evenly divided between family members and those recruits willing to seek out a teacher. More like a long apprenticeship than a school, students are expected to live with their teachers for a period of no less than five years. They help with housework, caring for children, babies, and old folks, and more or less becoming one of the families.


While the student learns a full range of open hand (non weapon) techniques, the main focus of Gui Long is on the sword, a discipline called Chien Shu. This goes beyond the mere manipulation of steel, since it is believed that all great swords are truly living things. If they were not created by a master swordsman with some living Chi, then it is up to the wielder of the sword to "bring the sword into life."


The main focus, in ancient times, and now again in the age of Rifts China, is on the sword. This goes beyond the mere manipulation of steel, since it is believed by initiates that all great swords are truly living things. lf they were not created by a master swordsman with some living Chi and the power of dragon lines, then it is up to the wielder of the sword to bring the sword into life.


(Note: It is impossible to do any of the Sword Chi Techniques without a sword that is known and named by the character. In other words, from the very first, the sword must have or be given Some sense of identity, S0 that it will eventually be able to come to consciousness.)


Entrance Requirements: Alignments must be; principled, scrupulous, unprincipled or (optionally) Taoist. Characters should start with a P.P. of no less than 11.


Costume: Quilted cotton jacket and pants, fitted for the individual's comfort but also so that it can serve as an undergarment for armor.


Stance: Sword hand should always be on the hilt of the sword, whether it is drawn or not. The other hand is open, fingers toward the ground, palm up and out. The forward foot (same side as sword hand) is flat on the ground, extended out, while the other leg is raised, with only the ball of the foot touching the ground.


Character Bonuses:


Add + 35 to Chi


Add + 4 to M.E.


Add + 4 to M.A.


Add + 6 to P.P.


Add + 8 to Spd.


Add+ 40 to S.D.C.


Combat Skills:


Attacks per Melee: Four to start.


Escape Moves: Roll with punch/fall/impact, maintain balance, somersault, back flip.


Basic Defensive Moves: Dodge, parry, automatic parry.


Advanced Defenses: Multiple dodge, circular parry, power block/parry (does damage!), and automatic roll.


Hand Attacks: Strike (punch), Knife Hand, Palm Strike, and Backhand.


Basic Foot Attacks: Kick Attack, Snap Kick, Crescent Kick, and Backward Sweep.


Jumping Foot Attacks: Jump kick


Special Attacks: Death blow, leap attack, and flying leap attack.


Holds/Locks: Hand hold, arm hold.


Weapon Katas: W.P. sword


Modifiers to Attacks: Pull punch, knockout/stun, and critical strike.


Bonus Skills & Abilities:


Martial Art Abilities and Powers: The character automatically receives an advanced version of Chi Sword Technique, Judgment, Mang Dou (Blind Fighting), Ochiotoshi, Suwari Waza (Seated Techniques), Titan Sword Technique, Missile parry, Okugi Yaiba (Hidden Blade), Deception, Martial Art Awareness or Zanshin, Battojutsu, Four Governors, from Martial Art Techniques, which will include Sword Chi Healing, Sword Chi Resonance and Sword Chi Storage (as below). In addition, select six more abilities from among Atemi Abilities (including advanced) and/or Martial Art Techniques, Chi Mastery, and Body Hardening, and 2 Zenjorike.


Sword Chi Healing: The patient should be kneeling, seated, or laying on the ground, relatively still. The sword is held over the patient by grasping the hilt of the sword in one hand. The other hand also grips the blade, but NEVER with bare fingers, using a piece of clean, pure white paper as a "sheath." When the point of the sword touches the patient, it creates a flow of Positive Chi, generating one of three kinds of healing. First, if the patient is infected with Negative Chi, each point of the sword's Chi destroys one point of Negative Chi. Second, if the patient is at zero Chi, or has Positive Chi, and also wounded, the patient heals one point for every point of sword Chi. Third, if the patient is fully healed, but suffers from some kind of Negative Chi illness or affliction, then there is a 25% chance that the sword's Chi will cure the sickness (roll once). Note: Sword Chi Healing does NOT use up any of the sword's Positive Chi but it can only be done once per day.


Sword Chi Resonance: Starting with Sword Chi Awareness (see Sword Chi Technique in the Martial Art Techniques section for full details), the Gui Long practitioner is able to perceive something extra. Swords that have been attuned to Sword Chi have a different "vibration," thus it's possible for the character to sense the presence (but not exact location) of other significant swords at very long range (up to one mile/1.6 km distant). Aside from the general direction and distance to the other swords, the character will also get a relative sense of the “strength" of the other blades: more Chi, less Chi, or about the same as the characters own sword. It will also be shockingly clear if a sword is profanely charged with Negative Chi. It will also be shockingly clear if a sword is wielded by one of great evil, especially if the blood of a great number of innocent victims taints the weapon.


Sword Chi Storage: Unconsciously, but due to the character's training, the character "stores" a bit of Chi into their favorite sword. Over a week's handling, this builds up into a pool of 2D6 points of Positive Chi. This stored amount is always present and is added to the character's contribution when Sword Chi is activated.


Language Skill: Chinese (both Mandarin and Ancient dialects).


Training Skills: Calligraphy and Wilderness Survival.


Philosophical Training: Taoism


Level Advancement Bonuses:


1st: + 1 to strike, + 1 on initiative, + 1 to roll with punch/fall/impact, and critical strike on natural 20.


1. Awaken Personal Chi Blade: The character spends at least 24 hours with the bladed weapon (usually a sword, but other blade weapons can also be awakened), speaking to it by name, carrying it everywhere, sleeping alongside it, and generally treating it as a cherished pet, as well as engaging in vigorous weapon practice, and also doing cleaning and maintenance on the blade, hilt and other parts (those weapons that can be disassembled will be taken apart completely, each piece cleaned by hand, and then lovingly reassembled). Finally, the character attempts to wake up the blade. Awakened Chi/P.P.E. /I.S.P. in Chi Blade: One time only, roll P.E. +M.E. x10 +2D6 x10+8 for the Chi Blade’s Chi/P.P.E. /I.S.P.


(768)


2. Blade Chi Mega-Damage: The damage that the Chi Blade would normally inflict on ordinary S.D.C. and Hit Point beings is converted into Mega-Damage when wielded against supernatural beings, as well as M.D.C. technology. For example, a conventional short sword that does P.S. +1D8 S.D.C. damage will become a Mega-Damage weapon that does P.S. +lD8 to M.D.C.


2nd:+ 1D6 to damage with any type of sword, double the character’s Permanent Chi/P.P.E. /I.S.P. Base.


3rd: Select one additional from Martial Art Techniques or Atemi Abilities (including advanced), Double Chi Blade’s Chi/P.P.E. /I.S.P.


4th: + 1 attack per melee, The character’s personal Chi Blade does an extra + lD6+2 MD.


5th: + 2 to maintain balance, somersaults, back flips.


6th: + 1 to parry/dodge, + 1 to roll with punch/fall/impact, Blade Chi Power of Return: lf the Chi Blade is lost or stolen; it has the ability to teleport itself back to its owner. It usually takes 24 to 48 hours for the Chi Blade to concentrate enough to mentally zoom in on its master and return. When returned, the Chi Blade will be down to just one Chi/P.P.E. /I.S.P.


7th: + 1 attack per melee, Level: Awaken Other Chi Blades. The Gui Long Master can awaken a second Chi Blade. As with the first personal Chi Blade, it is necessary that the owner/wielder of the bladed weapon spend at least 24 hours with the weapon, with the usual speaking to it by name, etc. Finally, the character attempts to wake up the blade. Odds of Success: Roll under M.A. on a twenty-sided die. If the roll is a failure, another attempt can be made, but in no less than 24 hours. Any blade that doesn’t awaken on the third attempt is considered lifeless. Chi/P.P.E. /I.S.P. Cost: 20 points per attempt.


8th: Select one additional from Martial Art Techniques or Atemi Abilities (including advanced), Personal Chi Blade does an extra +lD6+2 Mega Damage.


9th: + 1 to strike, If the character has a second Chi Blade, it now has all the bonuses and abilities of the first and the two can be used as Paired Weapons.


10th: Double existing Chi/P.P.E. /I.S.P.


11th: + 1 attack per melee, The Gui Long Master can awaken a third Chi Blade. Same as 7th level.


12th: Select one additional from Martial Art Techniques or Atemi Abilities (including advanced), The first personal Chi Blade does an extra +10 Mega-Damage.


13th: Death blow on roll of natural 19 or 20, Personal Chi Blade Sentience: The character’s primary weapon (the first or second awakened blade) fully wakes up, becoming aware of itself, its wielder and its surroundings. Can speak with the wielder telepathically when held and there is a 0I-20% chance (roll one time only) that the Chi Blade is capable of verbal speech as well. The weapon’s alignment will mirror that of its owner.


14th: + 1 attack per melee, The Chi Blade can mask its Chi/ P.P.E. /I.S.P. as well as its sentient nature from psychics and others who might be able to See Aura or detect psychic energy, emotions, etc.


15th: Add one Zenjorike Power, Add 6D6+6 to the Chi/P.P.E. /I.S.P. of the primary Chi Blade and an equal amount to the Chi/ P.P.E. /I.S.P. Base of the sword wielder.


Why Study Gui Long Kung Fu?


For those who seek the true experience of ancient weapon combat, and who understand that there is magic in the blade of a fine sword, this is the ideal martial art form.


Special Martial Abilities:


Martial Arts Analysis: This is the skill that separates dedicated martial warrior from normal martial artists. Not only does this represent how well the character can fight, but it represents how well he can counter a new styles or moves, & learns new styles and moves. Most significantly it represents how well the artist controls the Chi he has access to. Most new Chi techniques require a roll of 1/10 the base to successfully learns a new Chi technique. Failure usually merely means more time required learning a Chi technique, however many of the most powerful having grave consequences for failure. The normal martial artist starts with a skill of 25% base an additional 5% per level of experience, plus add +2 % per Chi Mastery skill already known. (86%)


Layout Tracking: This is special technique that allows a character to memorize the terrain of an area just by glancing at it (takes one melee attack). At that point, they can do any feats in that area without seeing where they are going! They have a base chance of 75%+5% per level to successfully perform layout tracking and it has a 60 foot radius maximum.


Combat Sync:


The character is so comfortable with feats of agility that they can perform any acrobatic, gymnastic and/ or feats of balance in combat with no penalties! So, they can forward flip and front kick someone or back flip and fire a gun at someone, with no penalties, full bonuses apply.


One Life, One Shot, One Hit, One Kill:


In spite of the long name, this skill does one simple thing. It allows the character to focus entirely on the result of a single shot. It can be used with any weapon, ancient or modem. The result is a Critical Strike.


Here’s how it works: The character starts by concentrating for one full melee (15 seconds) on the one target. By the beginning of the next melee (IS seconds) the character will have a + Ito Strike. Each melee (15 seconds) of concentration will add another + 1 to Strike. Any other actions, whether a hand to hand attack or a defense, even simply talking to another character, will disrupt the bonus to Strike, negating it completely. However, if the concentration remains uninterrupted, and if the Strike, with bonuses, is 20 or better, then the result will be a Critical Strike (double damage).


Note: This bonus applies only to attacks made with “weapons” and cannot be part of a hand to hand attack.


Martial Art Awareness or Zanshin.:


In Japanese, this is often called Tsuki No Kokoro which means “Mind like the Moon.” That’s because it is said that the martial artist’s mind floats above the body, calmly sensing all activity around it. A threat, no matter how slight, will disturb the calm. Zanshinshi might put it, “As someone thinks to attack me that person’s Chi comes toward me. I have only to follow the Chi, and I will know the source of the attack.’


This ability is one of readiness and awareness. Training involves being constantly on the alert, even while sleeping or when in the bathroom! The martial artist will instantly sense anybody who enters his Zanshin circle, including animals and even those with intangibility and/or invisibility (although he cannot see the invisible). Bonuses: +6 on initiative, +2 to parry, +4 to dodge, and cannot be surprised from attacks from behind. When fighting an invisible foe (or character with superhuman speed) these Zanshin bonuses do not apply, but his other combat skills remain unimpaired due to his mystic awareness (this character does not suffer the usual penalties from fighting an invisible foe). Characters with this ability also have a reduced form of Chi Awareness that allows them to evaluate the Chi of anyone they can see who is inside their Zanshin circle.


At first level, Zanshin extends for an area of 600ft around the character. This is increased by 20ft for every level of advancement. (600)


Sword Chi Technique:


An ancient technique, where a martial artist focuses Chi through the hands and into the blade of a sword. This fills the sword with a portion of the wielders Positive Chi. Half the character’s Chi, rounding downward, is put into the weapon. Thus, a character with seven points of Positive Chi would channel three points into the sword. Attempting to do anything else with Chi, such as performing Chi Mastery, with draws the Chi from the sword and ends the Sword Chi Tech Technique. The character can’t lose the Chi that’s being concentrated in the sword, nor is there any loss of Chi in using the Sword Chi Technique. If the character stops using the technique, or drops the sword, then the borrowed Chi is instantly returned to the character.


Note: that it’s impossible to do any of the Sword Chi Techniques without a sword that is known and named by the character. In other words, the character can’t just pick up any old sword and start doing Sword Chi It doesn’t work that way! Characters with Sword Chi should have a favorite weapon that can be drawn and used with Sword Chi instantly, without any other preparation. It is possible to have other, stand-by weapons attuned for Sword Chi, but the character must spend at least a week practicing with any new sword, and must give that sword a unique name. Then, anytime the character wants to switch from the usual blade (even in mid-combat), it will take one full melee round of concentration before the character can invoke Sword Chi with the secondary sword. Using Sword Chi Technique, the sword wielder can perform any of the following three actions: Sword Chi Awareness: Concentrating through the sword, the user can sense creatures of Chi including anyone with over four points of Chi (Positive or Negative) within immediate sword range; less than 10 feet (3.0 m). This works even in total dark ness, through opaque objects (curtains, bamboo screens, etc.), or against invisible opponents. The character can strike at them with no penalty.


Also, if facing a sword or other weapon that’s filled with Chi from another wielder using Sword Chi Awareness, or an object that’s been filled with C by Chi Mastery or Chi Magic, or an artifact filled with a Chi-using spirit, the character can also parry and dodge without penalty. Sword Chi Damage: Opponents, such as creatures of Pure Negative Chi, demons, and other supernatural or magical beings, can be hurt by the sword’s Positive Chi. The amount of damage inflicted on the opponent’s Negative Chi is equal to the usual damage inflicted by the sword with the current Positive Chi level being the maximum. Note: In Rifts, BTS and Heroes Unlimited, the weapons do double damage to supernatural beings and creatures of magic.


Sword Chi Defense: Acting as a ground,” the sword automatically intercepts incoming Negative Chi attacks. Sword Chi Defense neutralizes incoming Negative Chi equal to the current charge of the sword. An Example of Sword Chi Combat: Shen Xian is currently at 19 Positive Chi, so his damaged sword is charged with 9 points of Chi. His opponent is O Wai, a demon currently in bodily form, but magically invisible and charged with 30 points of Negative Chi. Shen Xian senses, through his sword, an entity of massive Negative Chi just a few feet away. Shen Xian chooses to attack! Using his usual combat bonuses to strike the invisible intnider. A successful strike! The sword does 2D8 damage and Shen Xian has a +4 bonus to damage. The roll comes up 12 (+4), for a total of 16 points of damage to O Wai’s SDC. The sword’s Chi also does damage, but only enough to subtract 9 points from O Wai’s Negative Chi, leaving 21. Remember, the sword was only charged with 9 points of Positive Chi. The demon responds with a Negative Chi attack! By this point, O Wai knows that the sword contains at least 9 points of Sword Chi (although, from O Wai’s point of view, it could be more). The demon uses 11 from his remaining Negative Chi for a Chi attack. Shen Xian’s sword automatically intercepts 9 of the incoming Chi, leaving 2 points that get through. For each point of Negative Chi that hit Shen Xian, he loses 3D6 of Positive C so Shen Xian will lose 6d6 of Chi There’s a good chance that Shen Xian will lose his entire base of Positive Chi at which point his Sword Chi will no longer function.


Sung Chi (resistance to fear):


Comes from the term, Sung, which means looseness or relaxation. When used, the character is resistant to fear, horror factor, panic, and similar re acts. Bonuses: +5 to save vs. horror factor, horrific illusions, hallucinations, nightmares, and magic or psionic induced fear. Applicable so long as the character retains at least one point of Positive Chi.


Deception (also an invisibility technique)


Ninjutsu, Capoeira. Drunken Style Kung Fu and even Aikido will use feints and deceptive body movements to gain advantage over an opponent. Any martial art can incorporate deceptive techniques, if the instructor is willing to teach them (or even knows how), Deception is not necessarily a sinister thing — it’s just another way of manipulating an opponent, and isn’t that what all martial arts are about? A character with this power may use it at any time, at no cost in actions. He weaves the deceptions into his normal movements. By spending three (3) Chi, once per melee, he can force his opponent to make an attribute check vs. his ME. (Attempt to roll under it on a D20; 20 automatically fail). If the attribute check fails, the opponent has a -2 to dodge or parry any of the martial artist’s techniques that round. More Chi must be spent and new attribute checks must be made each melee round. The martial artist may affect as many people as he is in hand to hand combat with, at multiple Chi costs.


(Seeking with Ears/The Ear That Sees):


This is a very potent and dangerous, Arashikage Clan ninja technique called The Ear that Sees, an uncanny ability to tune his hearing to a super human degree. When using this technique, the ninja can locate a target by the sounds they make - no matter how quiet they may be. This allows them, when doing nothing else, to find or locate and see the opponent just by the sound of their heart beat or breathing alone. This ninja-enhanced hearing ability is so potent that the ninja can target opponents without seeing them, even through solid objects such as walls or a door, thus ending their threat before they know what hits them.


Training in this technique allows the character to attack a foe or target that is only heard, but not seen. This technique enhances the character's hearing to allow this aural detection of an opponent. Base Skill: 40%+5% per level of experience. A loud noise is automatically detected. The base skill is used to detect a slight noise, to hear a particular noise in a noisy environment gives the character a penalty of -30%, and to hear an almost inaudible noise, for instance, a snake sliding over a carpet, the penalty is -45%.This technique provides two advantages to characters who train in it. The character can attempt to defend, with no bonuses, against ambushes or sneak attacks from behind, if they successfully hear an opponent make a noise. When fighting in darkness or against invisible opponents, they suffer none of the normal penalties, as long as the opponent is successfully heard.


Bonuses: All negative modifiers for blindness are reduced to zero, , Sense of Direction: 75%. enables the character to hear tiny, almost inaudible sounds several hundred feet away. 656ft/lv


At 656ft/lv he/she can hear sounds as quiet as one decibel. At 1476ft/lv he/she can hears sounds as quiet as 10 decibels. At 3609 ft/lv the audible perception is greatly taxed, allowing him/her to barely hear a normal conversation in the 30 decibel range. Loud or constant noise will reduce the quality of hearing perception. If surrounding noise in the 70 decibel area, the hearing range will be reduced by 98ft/lv. Continue to reduce by 7ft/lv for every additional ten decibels.


Other Abilities Include:


Estimating the distance of the sound at 60%+5% per level


Estimating the speed and direction of approach at 50%+5% per level


Recognize a voice or sound through intense concentration at 40%+5% per level (-10% if the person is trying to disguise his voice and -20% if the person is using ventriloquism and /or impersonation/imitate).


Imitate a voice at 30%+5% per level of experience.


Bonuses:


+1 to Mental Endurance


+1 to Rearward Attacks


+1 to parry


+2 to dodge


+6 to initiative


+2 to Perception


Okugi Yaiba (Hidden Blade)


This is an Iaijutsu variant where character can draw and strike in one action with hidden or concealed weapon. At first level, this skill provides a +3 to initiative, and an additional +1 is added at third, fifth, eighth, eleventh, and fourteenth levels.


MARTIAL ART TECHNIQUE: WEAPON GRASP:


This training (combined with a bit of Body Hardening in the hands and forearms) allows a skilled Martial Artist to catch incoming weapon attacks! This includes blades (caught by catching the flat(s) of the blade, not actually catching the edge), staves, spears, pole arms, and blunt weapons. This does not apply to thrown weapons or projectiles. To catch an incoming attack, the defender must roll a certain number higher then their attackers total strike roll (yes, your parry bonus counts in there). For staves and blunt weapons, it's +3 (caught without receiving any damage). For spears and pole arms, it's +4 (often caught by the shaft). For bladed weapons, it's +6 (this is very risky). Weapons surrounded by spikes or extra blades (like maces or morning stars) are +7 or even +8 (depends on weapon


Kacchu-Tenshin-Amiguriken (Chestnuts Roasting on an Open Fire Technique)


With this Chi ability, a martial artist can literally strike a foe a hundred times in an instant! This ancient Chinese Chi ability takes its name from one of the training exercises used when learning it: the trainee must grab a handful of sweet chestnuts from an open flame without getting burned. This power is formidable, but exhausting to its user. It takes 8 Chi to push the character up to speed to use this ability. At first level, the character can strike two times with a single hand or foot attack in the same action (they strike twice that action), and their opponent is at a -2 to dodge. Each additional level, the character can do two more attacks during that action (four attacks in an action at second level, eight attacks at fourth, etc.) and the opponent is at an additional -Ito dodge per level. This only lasts one action.


The character can also use this ability to duplicate an auto parry if they normally do not have one (it lasts one round and the character does not get any bonuses when attacking). If the character already has an auto parry, this gives them a +8 bonus to parry.


Focus Strength:


You may sacrifice all your attacks for a focused punch or kick strike, or weapon strike to do quadruple damage.


Kawasu 1:


Can use a melee weapon which are skilled in to deflect any thrown missile at a rate of 1 per 3 PP within 1 combat melee


Kawasu 2:


Can use a melee weapon which are skilled in to deflect any arrows or bolts at a rate of 1 per 4 PP within 1 combat melee


Yuk Gum Techniques (Inverted Sword Techniques)These are a set of techniques that stress using, and drawing, a sword in an ice pick grip, rather than the standard method. These techniques also stress circular and spinning motions while fighting. This allows you to draw and fight more quickly, and in a smaller area.Bonuses: +1 to Initiative when drawing a sword, +2 to Circular Parry with W.P. Sword, +2 to Rear Attacks with W.P. Sword. Learn to perform Back Strike (A backwards thrust with the sword), Spinning Slash (Combination Strike/Dodge), and Circular Parry with W.P. Sword. Pre-Requisites: W.P. Sword Titan Sword TechniqueThe user can create 1 sword in each hand if wished at double the cost.1. Generate Sword: The Titan can generate the sword in an instant (less than a second). The sword does 1D6 damage per 4 P.P.E. invested in the blade. The size and style of the sword depend on what the character wants at the moment. The blade cannot be changed after its been created, but if its dispelled and recreated, it can appear differently. Generating the sword to parry an attack is done at +2; -6 against a projectile/missile weapon. The sword lasts for an impressive half hour per level of experience.2. Teleport Sword: The Titan can teleport the sword back to him if it was knocked out of his hands at the cost of 3 P.P.E. It is so fast he can even teleport the sword to parry an attack; same penalties as above3. Intercept Attack: The Titan can attempt to intercept any magical energy or projectile attack by focusing on the sword and letting it mystically guide itself against the attack. The P.P.E. cost is 2, and adds a +6 bonus to parry the attack. It has no effect on spells that affect the Titan but don't create a physical manifestation, such as agony or life drain.4. Automatic Attack: One of the more spectacular powers of the mystic sword, it can be released by the Titan and will fly towards the victim! After the attack t he sword just drops to the ground. The strike has a special bonus of +4 to strike (no other strike bonuses are applicable) and costs the Titan 1 P.P.E./Chi to draw the sword back costs 1 P.P.E./Chi or he or she can teleport the sword back. Of course, if the sword is grabbed it can't be drawn back by any method other than teleportation. The range of the attack is 60 feet (20m).5. Other notes: The sword can affect any creature vulnerable to magic, those who are invisible, ethereal, or even astral beings! The sword is effectively invulnerable to damage, but can be picked up by anyone and used although the special abilities are limited to the Titan who created it.6. Bonuses: The Titan is +4 on Initiative when using this magical blade, and gets a special strike and parry bonus of +3 due to the fact that the blade is perfectly balanced. Suwari Waza (Seated Techniques)The character has learned to fight from seated or kneeling positions. Bonuses: +1 to Strike, Parry, and Dodge when in a seated or kneeling position. Sha Nang Kung (Sa Nong Gung)(SandBag Training)By training with a number of sandbags on a frame, this technique teaches you how to fight multiple opponents. Bonuses: character can fight 2 opponents @ level 1, +1 opponent @ levels 4, 6, 8, 10, 12, and 14. The character also learns the combat skills Circular Parry and Multiple Dodge. OchiotoshiThis technique involves striking an opponent's weapon with enough force to cut through it. This technique only works against a successful parry. If the defender successfully parries, the attacker using this technique rolls a D20 to determine whether or not the defending weapon was cut through (and likely broken). A Natural 12 or higher, with no bonuses, must be rolled to successfully cut through an opponent's weapon. Mizu no KokoroMizu no Kokoro (Mind like Water) indicates a type of mind that is uniformly calm as the unruffled surface of a lake which reflects clearly everything existing or moving in the vicinity, without undue emphasis upon anything in particular. This is a chi defense skill which allows the character to disguise the projecting chi of their attacks and intentions. Effectively this power blocks the Martial Art Technique of Zanshin, rendering those bonuses null against someone using this power. This power also reduces the effectiveness of Chi Awareness, and will only show if the character has positive or negative chi and, obviously Chi Skills (since this is a Chi Skill). Use of this skill does not prevent the character from using Zanshin. Judgment:The technique of Judgment represents the ability of a Fencer to take the measure of their opponent and figure out how to react appropriately against them. To use this power, the Fencer must spend two melees sizing up their opponent. This takes the form of applying basic attacks and defenses to certain moves, allowing the Fencer to judge what methods of attack their opponent can use. Note that this is two melees of watching the opponent fight, but not necessarily against the Fencer. If they have the opportunity to watch the combatant fight for two melees and are using the Technique on them, the same results will occur. In game terms, this means that the character will be able to determine the following things about the opposing character: approximate level of their HTH form as Low (1-3), Medium (4-7), and High (8 and up); the HTH form being used and the approximate moves they can use (tell them what form and let them look at the book to see what they can do); the enemy's physical attributes; and indicate the general possibility of other abnormal powers and abilities (only shows generalities, like odd eyesight, exceptional hearing, abnormal flexibility, and so on, not give them a description of the exact powers used.). It also grants a few bonuses, as the Fencer begins to be able to predict how their opponent will react and move.Bonuses +2 to Initiative +2 to Parry/Dodge +2 to Time Thrust +1 to Strike Instant StandThe character is able to deftly return to his feet after being knocked down. He loses no actions when he is the victim of a knock-down attack. Ground FightingThe character has been trained to fight from the ground. He loses no actions when he is the victim of a knock-down attack, unless he chooses to get up, and he can attack from the ground with no penalty. BattojutsuSimilar to Iai-Jutsu, this art concentrates on quickly drawing a sword and attacking, while simultaneously dodging an attack. The effect this ability has means the character only requires on melee action to both draw a weapon and dodge an incoming attack. Bonuses: At first level the character gets a +1 to Initiative, Dodge, and Strike. At levels 5, 10, and 15 an additional +1 to Initiative is gained. At levels 3, 9, and 12 a bonus of +1 to Dodge is gained. At levels, 4, 8, and 13 a +1 to Strike is acquired. Cannot be combined with Iaijutsu bonuses, though other bonuses to Initiative, Dodge, and Strike can be added. AnkokutoshijutsuThis is the technique for seeing in the dark. Training includes on techniques such as not looking at lights, paying attention to movement in peripheral vision, and how to study objects at night by not looking directly at them. A character with this skill can detect movement at night up to 30 feet plus one foot per level of experience. Discerning what an object is at night is also possible with a 25%+4% per level of experience chance.


Dirty Tactics: This is a catch-all category that covers everything from throwing dirt in your opponent's eye to stabbing him in the foot with a fork. Every Game Master handles special, out-of-the-ordinary attacks in a different fashion, but these are my recommendations:


1. Dirt in the Eye: This is the typical "pick up a handful of dirt and throw it in his eye" move. Requires a strike roll of 15 or better. If successful, the opponent is stunned, losing one action, and suffers a -4 to all combat rolls until he gets his eyes washed.


2. Hit to the Groin: This can be performed with the hands, knees, feet, clubs, or whatever. Requires a strike roll of 13. If successful, the victim must roll a saving throw versus pain of 13 or better. If the saving throw fails, the victim loses initiative and two attacks. Inflicts 1D4 damage.


3. Eye Gouge: This is an attempt to plunge one of your thumbs into the opponent's eyes. Requires a strike roll of 14. If successful, the opponent must roll a saving throw versus pain, or be incapacitated for 1D4 melee rounds. He will be blind in that eye for 3D6 hours, and there is a 75% chance of permanent blindness. Inflicts 1D6 damage.


4. Nose Bite: This is an attempt to bit the tip of the opponent's nose off. Requires a strike roll of 16. If successful, the victim will be stunned for 1D4 melee rounds, losing initiative and two attacks, and he will suffer a -3 penalty to all actions. Inflicts only 1D3 damage, but bleeds at twice the normal rate.


5. Foot Stomp: This is simply bringing your foot down on the opponent's arch. Requires a strike roll of 14. If successful, the victim is reduced to 75% normal Spd., loses initiative and one action for 1D4 melee rounds. There is a 25% chance that the foot will be broken, in which case, the penalties remain until it is healed. Inflicts 1D6 damage.


5 Deadly Venoms Strike:


One of the most deadly of the attacks of the Arashikage Ninjutsu style capitalizing on the serpents precise deadly strikes; mixing snake kung fu, Tai-jutsu and Atemi it is one of the most feared abilities as it introduces sickness or death through the blood stream. This can be done two ways; this is not as much magic as a means of attack, forbidden due to the fact this style corrupts two known martial arts making it simply a deadly offensive attack due to the amounts of ki used. The first method: calls upon the Ki/Chi/PPE/ISP of the attacker centering it around the two striking fingers, so much of the bodies Ki/Chi/PPE/ISP is gathered at this single point to make this attack even possible, the striking hand is said to hold a green aura prior to the strike. The attacker then strikes at key pressure points causing internal damage, ranging from temporary paralysis, blindness, loss of hearing to simple stunning, loss of bodily functions or in more serious cases causing death. Or the most difficult form: specialized training and a very special elixir, and finger fangs, which slip over the finger tips forming hollow pointed fang like spikes to inject an actual poison of choice into the victims system this way.


A very little known, very rare and forbidden Arashikage Ryu Ninjutsu Martial Arts Attack technique, mentioned in very few texts. It's existence is very questionable, as most skeptics point out the absurdity of such an ability.


This technique involves taking a large very poisonous centipede, a very venomous snake, a scorpion, a very poisonous lizard, and a very toxic toad, and placing them into a clay pot. The pot is then sealed, and buried underground for 30 days. During this time, the animals fight each other, as the animals die; the other venomous creatures eat their corpses, who in turn, are also eaten. By the time the jar is pot is reopened, there is only one large corpse. The venomous remains are then mashed up, and mixed with other very poisonous herbs, and then made into a very special elixir. This elixir is then drunken in VERY LITTLE sips SLOWLY, VERY SLOWLY! If successful, the drinkers very body becomes used to the toxin, and it itself, becomes venomous. The blood, saliva, sweat, urine, everything. All bodily fluids are toxic to living things. During combat, as the martial artist fights, he/she begins to sweat. Eventually, the artist is sweaty enough where a single palm strike has enough deadly sweat to kill a person. In game terms, any contact with the artist's bodily fluid, especially sweat, requires a save vs. lethal poison. A failed save means a victim suffers 1D6+PS HP damage, and continues to suffer 1D6 HP damage for 1D4x10 melees. Additional contact with the bodily fluid (aka, more hand strikes), add ANOTHER 1D4 melees. Ingesting any of the artist's body fluid does DOUBLE damage instantly. The problem with 5 Deadly Venoms is that while obtaining this technique, only 1 person out of 50 actually finished the elixer, and lived to become a venomous person. That means there is only a theoretical 2% of surviving the process! Realistically, it's about 1D6%. Another problem with 5 Deadly Venoms, contact with anyone is potentially lethal. The flesh itself isn't venomous, but sweat, blood, and spit is. A kiss is very lethal, and of course, no prostitute for you unless you want a dead hooker in your bed. On the plus side, the user is also immune to poison. Or the artist can use their chi to


NOTE: The character must already have the death blow ability to take this ability. However, to even have a successful strike requires a roll of 14+ with bonuses, and the attacking character can neither dodge nor roll, only parry. Unsuccessful death blows that are not parried or dodged, inflict 1D4 damage plus bonuses to SDC. Successful death blows inflict the following (roll percentile): [All blows also have a 30% chance of instant coma and possible death within 1D6 minutes, except for snake hand to the eyes] this attack power can be a layered attack, and bypasses armor its effects are:


Dragon claw to the throat. Crush and tear out throat. (1D6+damage bonuses)*4 to hit points. Additional 4 hit points lost per minute. Equivalent to double critical damage and shock.


Crane forearm to the temple. Potentially lethal if the attacker breaks the temporal bone. 1D6+ damage bonuses)*2 to head SDC and another half of that to hit points. Speed, attacks, and skills reduced by 25%. Equivalent to medium injury and shock.


Tiger palm to the nose. Drive the cartilage into the brain. (1D6+damage bonuses)*3 to hit points. Additional 2D6 hit points lost per minute. Equivalent to triple heavy injury and shock.


Snake hand to the eyes (or crane hand or mantis hand etc.). Poke out the eyes. (1D4+damage bonuses)*2 to hit points. Additional 2 hit points lost per minute. Blindness with all its penalties! 50% chance of irreparable damage to the eyes. Equivalent to triple medium injury and shock.


Panther paw to throat. Crush the throat. (1D6+damage bonuses)*3 to hit points. Double medium injury and shock. [On the other hand, you can just use the table for normal death blows...]


Hit to the Groin: This can be performed with the hands, knees, feet, clubs, or whatever. Requires a strike roll of 13. If successful, the victim must roll a saving throw versus pain of 13 or better. If the saving throw fails, the victim loses initiative and two attacks. Inflicts 1D4 damage.


Eye Gouge: This is an attempt to plunge one of your thumbs into the opponent's eyes. Requires a strike roll of 14. If successful, the opponent must roll a saving throw versus pain, or be incapacitated for 1D4 melee rounds. He will be blind in that eye for 3D6 hours, and there is a 75% chance of permanent blindness. Inflicts 1D6 damage.


Agony: A particularly cruel and painful attack that incapacitates its victim with pain. Under the influence of the attack, the victim has no attacks per melee, cannot move or even speak; only writhe in agony. Although there is no physical damage (no S.D.C. or hit points are lost), the pain is very real, and it will take another minute for the victim to regain his full composure. During that minute his number of attacks per melee are reduced by half, speed is reduced by half, and he suffers a penalty of — 1 to strike, parry and dodge.


Blind: Temporarily knocks out the victim's optic nerves, rendering that person quite helpless. Victims are -10 to strike, parry and dodge.


Deafness: Can be caused by manipulating the eardrum. Victims cannot hear anything, and are -6 to parry or dodge attacks from behind. In addition, the shock of suddenly becoming deaf makes them -3 to strike, parry or dodge any other attacks, and they automatically lose the initiative on all attacks while deaf.


Ecstasy: This attack is a very dangerous reversal of the Agony attack. While the Agony attack activates all of the victims pain centers, the Ecstasy power does the reverse and activates all of a victims pleasure centers. The attack creates the same effects to a targets activity that the agony attack does but does it for the opposite reasons. For the first minute, the victim will be able to do nothing but writhe in pleasure. After that initial minute, the target takes another full minute to regain full composure and during that time the number of his attacks will be reduced by half, speed will be reduced by half, and will have a penalty of -1 to strike, parry, and dodge, and has a 10% chance of victim being addicted to it per application cumulative.


The big danger of the power is not the effect the power has in combat but that some psychics have used the spell to profit off of victims similarly to the way drug dealer will addict people to drugs. They can do this by using the power for free or a reduced price and then once the person is addicted, they raise the cost of the power astronomically or make the person do jobs for them under the threat of not using the power anymore. The process of addiction takes from two to four weeks normally. The other disadvantage is that addicts of this power will get no save against the power even if it is cast on them in combat


Rumored and only whispered is that some psychics have used the powers agony and ecstasy together. For every two sessions of this, the target must save against insanity. If this power combination is used often for over two months, their pleasure and pain centers will get mixed up and whenever a person feels pain, they will feel pleasure as well (GM's choice of actual effects).


Mute: Impairs the victim's vocal cords, making speech impossible. Victims are likely to be shocked and panic, making them -2 to strike, parry and dodge for the first melee ONLY.


ORGASM: Effect: Probably the gentlest and most pleasurable incapacitation attack to date that functions by stimulating the victim's body into feeling an intense sexual orgasm. While under the power of the attack the victim will have no melee actions, can barely move, and cannot make any intelligible sounds other than a faint moan of pleasure. There is no physical damage inflicted by this attack , although the character may wish to clean their shorts shortly after succumbing to the spell's effects. After the brief incapacitation period, the victim will need another 1D4 minutes to regain their composure. Until such time the characters attacks per melee and speed will be reduced by half. They will also suffer a -1 penalty to all combat bonuses and -5% to skill performance. Only one person may be affected per use of this attack. It should be noted that although this attack suffers from a shorter incapacitation time than the Agony attack, of which it is derived, it is more sought by characters of good alignments who would not bring such pain as the Agony attack on any living creature while at the same time, totally incapacitating the victim of the attack.


Pain: By manipulating the nerve centers the psionic can induce terrible pain, shooting throughout the body. Victims are -6 to strike, parry, and dodge, and take one point of damage off their Hit Points (not S.D.C.) per each minute affected.


Paralysis: Immobilizes the motor part of the brain, causing legs and arms to stop functioning. Victims are completely incapacitated for the duration. Note: A paralyzed character can still use psionics but only if he has line of sight on his intended target. Spell casters need to speak, so they cannot cast spells while paralyzed.


PINS & NEEDLES: Effect: This unique attack causes its victim to experience the stinging "pins and needles" sensation as if the blood flow in that particular limb of the casters choice has been temporarily cut off and then restored. If used on a leg the victim will run at 1/2 speed, -4 to dodge, and have a -5% skill penalty from the distraction. Any skill requiring the use of a leg will be at -25%. If used on an arm, that particular arm will be -4 to strike and parry, and any skills requiring manual dexterity will be at -25%, other skills will only have a -5% penalty. If used on the head, the victim's face will become flush and is very distracting giving them a -1 on initiative, strike, parry, and dodge bonuses as well as a -5% skill penalty unless trying to speak in which the character has a -40% language penalty! They will also have a temporary -2 to their M.A. and P.B. as no one can take their appearance and voice seriously. Using this attack on the torso will give the victim a -2 initiative, -1 strike, parry, and dodge, and a -5% skill penalty. Also when used upon the torso, sex will be no pleasure less no matter how hard the victim tries, even if affected by the orgasm spell. On the plus side, however, any limb affected by this spell is impervious to all other pain, which can be a boon to wounded people with no anesthetics handy.


Release: The attacker manipulates the victim's pressure points in such a way that the victim either vomits or defecates or urinates. This attack requires a natural Strike roll of 14 or better. The attacker chooses the effect. If the attack is successful, the victim loses initiative, and 1D6 melee actions, must have art of offense and art of defense to gain


Stun: This attack disorients and confuses its victims. Victims forfeit one attack per melee, speed is cut by half, and the character is -4 to strike, parry, dodge, disarm, and all combat moves.


Tissue Manipulation: Affects the tissue's connecting nerve fibers which can cause a variety of effects. By irritating the nerve fibers, a victim will suddenly feel itchy, as if breaking out in a severe rash. Through endothermic manipulation the victim can also be made to suddenly feel cold or hot while everyone around him feels fine. ALL three conditions are more annoying or frightening than physically impairing. In each case the victims are -1 to strike, parry and dodge.


(Special Note: You may sacrifice all your attacks and Spend Ki/Chi/ISP/PPE for a focused punch or kick strike to do quadruple damage: Every Chi spent while concentrating on the target gives either an additional +1 to strike or +1 to damage (must decide before using it).


Chi Awareness (positive):


The ability to sense the level and type of chi in others, The range of Chi Awareness is limited to 400ft. The character will be able to instantly recognize any of the following conditions:


(1) A person with zero chi.


(2) A person with only 1 or 2 points of chi.


(3) Anyone with more than 10 points of chi.


(4) Anyone with chi skills ( Arts of Invisibility, Body Hardening, Katas or Martial Art Techniques).


(5) Anyone with Chi Mastery skills.


(6) Anyone with more chi than the character’s own


(7) The presence of negative or positive chi in any person, place or thing. Living things are usually charged with positive chi. This is the force of life and healing that makes it possible for things to grow and survive. Negative Chi is used by those trained in Snake Style or Tien Hsueh. This negative chi is not necessarily evil, but it is based on the forces of non life, and it prevents healing in living things.


Chi Relaxation (positive):


The ability to “calm” the mind. This means the character can go to sleep instantly, eat without indigestion, relax in the face of danger, and otherwise ‘cool it” whenever necessary. This also gives the character great resistance to the effects of insanity or drug addiction. Of course, the character can still have an insanity, be a drug addict or an alcoholic, it’s just that the character can hide the symptoms and resist the temptations. This resistance will disappear when the character chi is weakened and drops below 10.


For example, let’s look at our old friend Kajo, who is a recovered alcoholic. So long as Kajo has a high level of chi, he can easily resist the temptation of drink. However after a battle has depleted his chi, he finds himself shaken and tense, suddenly, he needs that drink. Rather than meditating to recover his chi he succumbs to his desire for a beer, from that point on the character is lost, either too drunk or too shaken to recover his lost chi, Kajo will continue to drink and have the affects of an alcoholic until he is made to recover. Effects of alcohol & drugs on chi in the Insanity Section.


Any character with Chi Mastery can use Chi Relaxation to regain lost chi. A full hour’s meditation will recover all lost chi no matter what the amount. Note: that this does not cure Chi “damaged” Dim Mak nor does it work if the character is infected with Negative Chi.


Defend against Chi Attacks (positive):


Chi Combat is pretty unusual. It’s something that’s only used by those rare characters with Negative Chi and its only used against opponents with Positive Chi. Defending against Chi Attack is automatic and takes no melee round action Here are the main features of Chi Attacks: Defensive Chi: Each point of Positive Chi used to defend is capable of destroying 1d6+6of attacking Negative Chi points. Offensive Chi: The amount of Positive Chi destroyed by one point of Negative Chi is 3D6 points. Once the victim has reached zero Chi then each point of Negative Chi will enter the victim’s body.


Non-Chi Masters in Chi Combat: Those without training in Chi Mastery are totally vulnerable in Chi Combat. Their Chi can be easily destroyed and, once they’re at zero, they can be filled with negative chi.


Getting Rid of Negative Chi: There are two ways to dispel Negative Chi The easiest is to be treated by someone with the Chi Healing (Chiatsu) ability. The only other way of purging Negative Chi is by meditating in a place of great Positive Chi. By staying in a wild forest, or by a waterfall, or in some other natural place, the character can eliminate 1D6 Negative Chi points per day.


Find Weakness (neutral):


A character can “focus” Chi on an opponent (or an object) and eventually “feel” any inherent weak nesses. The first melee round the character must devote his/her energies on “focusing” the Chi. this might be thought of as a sort of combat meditation. During this first melee of intense concentration, the martial artist cannot attack/strike, but only defend. The next melee round, the character can add a + 1 to Strike and a + 2 to Damage on the person or object of the focus. As long as focus is maintained on that one target only, the bonuses will remain for all subsequent combat melees until the opponent is defeated or a new opponent is engaged. This skill requires no expenditure of Chi points, and can be used so long as the character isn’t drained of Chi.


Fill Object with Chi:


The idea is to fill up an object, usually a weapon of some kind, with Chi so that it becomes “solid” from the perspective of the flow of Chi. For example, creatures of pure Negative Chi are usually unaffected by daggers and arrows. However, if the dagger or arrow is filled with Positive Chi, then the weapon will do the usual amount of damage, direct to the creatures Negative Chi. How long the object will stay filled with Chi depends on how it is handled. As long as it stays in physical contact with a creature filled with the same kind of Chi, the effect will last indefinitely. So a spear filled with Positive Chi will stay “charged” as long as it’s held by the bare hand of a character filled with Positive Chi. The same spear, slung on a strap over the character’s back, will only maintain its ‘charge’ for an 4 hours or so in a place of Positive Chi. In a place of Negative Chi, where the Chi of the environment is disrupting the Positive Chi of the spear, the Chi will only last for 4 melee rounds per level of the characters experience.


Another way of making objects come along when characters Mind Walk (see Zenjorike power) or otherwise move around in Pure Chi Form (transforming the body, or leaving it behind). The “Chi Aspect” of the object can then be carried or used as an object of Pure Chi. For example, a creature of Pure Negative Chi could carry the Chi Aspect of a sword or gun and use it as a weapon, - inflicting damage based on Negative Chi. When used in this way, the Chi Aspect of the object will last as long as it is held or in contact with the character. Cost: 1 point of Chi per object, plus the amount of Chi used to fill the object.


The amount of Chi needed to fill an object depends on its size. Small items, like daggers, bullets, arrows and shurikens, take only one point of Chi. Medium sized objects, like swords and spears, take two points of Chi. Larger objects, anything twenty pounds (9 kg) and over, usually require three points of Chi for every twenty pounds (9kg) of mass.


Rapid Blows:


For every 5 Chi spent each successful hit counts as one extra blow. eg. 15 Chi = 4 blows instead of normal 1, so roll damage 4 times


Whirlwind:


For every 1 Chi used can hit one additional foe in range in hand to hand combat or if using a melee weapon


Focused Attack:


Every Chi spent while concentrating on the target gives either an additional +1 to strike or +1 to damage (must decide before using it).


Channel Chi: This is a very simple ability that allows the character to channel P.P.E. The character can channel an amount of P.P.E. equal to the amount they spent to activate this power; however, the maximum amount that may be pumped is equal to the characters’ M.E. This ability only lasts for only one melee and must be activated again if the character wants to use this ability next melee. It can be used to restore lost P.P.E. or to store P.P.E. Stored P.P.E. will remain for an amount of melees equal to the characters’ M.E.—after that it does one damage to the character for every point not used. The act of channeling burns a characters’ action, not attack—only one action within an attack may be used to channel P.P.E.


Chi Spirit: First let’s start with the nature of this ability. It is meant to impose fear or awe into others. It purely a move to use as defense or a move to use to stop a battle. Whatever way this ability manifests, it has the same effects, has the same duration and costs the same amount of P.P.E. This ability will effectively give the character a temporary Horror Factor of 12 +1 per point of M.A. (negative or positive depending on what the character is trying to achieve) above 15. It costs 10 P.P.E. per melee and also acts as a sort of probe wall to the character A side effect of this ability, due to it’s nature (P.P.E. oriented), makes the character resistant to magic—+5 to save vs. magic for the duration. Now, as for the manifestations. This can be anything the player thinks of. The character could glow bright with any color they want, they could seemingly catch on fire with the fire being an unusual color, or a bigger “spirit” of the character could eminent from them. Or it can be as simple as the characters' eyes glowing unnaturally, they can have a god like voice, their attacks could seem energized, etc. These are just a few examples; feel free to come up with your own.


Chi Weapon: A very useful ability for those that select mastered weapons. It allows a character to channel P.P.E. into a weapon that the character has practiced with and exclusively uses or has used for at least a month. The character must put at least 5 P.P.E. into the weapon after which the weapon will have some visible effect (i.e. glow, vibrate, etc.). This power will give the character several abilities. First, the character is able to sense anything with P.P.E., Chi or I.S.P. in it at a radius of 1 foot per P.P.E. point in the weapon. This is useful in that the character can sense the location and movements of anybody within the radius even if they cannot see them—allowing them to combat them with no penalties. However, if they can see the person, they will not receive any bonuses to combat them, they simply cannot be the victim of a sneak attack. The second ability will let the weapon wielder inflict damage to those in pure energy form and creatures normally invulnerable (this is considered a magic weapon). However, the character may only inflict up to one damage per point of P.P.E. in the weapon—they will still have to roll damage, this is just the maximum damage that can be done. The exception is critical strikes (natural only), which will allow the character to do more damage than the maximum allowed. Third, the character is able to perform projectile type attacks of pure Chi with the weapon! However, the projectiles have limitations. They burn the P.P.E. in the weapon and they do relatively little damage, however, they are nonetheless very effective. Damage is one point per point of P.P.E. being used. The wielder has to make some sort of gesture with the weapon in order launch the projectile. They will have no bonuses to strike with the projectile and range is 2 feet per point of P.P.E. still left in the weapon. The act of channeling is instant, it will burn no attacks or actions, no matter how much P.P.E. is used.


Battle Aura(Superior):


This creates a huge battle aura that surrounds the character. Those that see the aura are stricken with terror and unable to effectively act or move (HF 18). The aura also protects the user with The aura protects them by cushioning blows and damage received(works against all attacks made against the character, weather it is magical, technological, psionic, or whatever; for spells or psionics that don’t do damage but create negative effects for the character, they are also half effective). Characters take 1/10damage while the battle aura is up. In some dire instances certain huge energy attacks cannot be avoided, by concentrating all his energy into the into the battle aura this last ditch technique can reduce the damage by1/10


100+100 (SDC/MDC)/level =20/chi invested acts like a force field 10chi to activate positive chi is white colored, negative chi is black colored, while aura is up it emittes light equivalent to true sunlight up to 1000ft radius, 12dmg from touch/chi invested duration is 4+1hrs/chi invested, absorbs 15chi either positive or negative chi/chi point invested. Chi/Manna Claws:P.S.+1d10= removes 20 ISP/Chi/PPE from target/blade typically 3-3ftlong blades that are invisible -10 s/p/d/r against attack provides a bonus of +5p/s/int can link to melee weapons to provide bonus to damage and to extend reach. Elemental Aura: Can link to battle aura, also provides immunity to element usedFire (Red):+12protection/chi +12 damage/chi 1ft radius/chiWater/Ice (Blue):+12protection/chi +12damage/chi 1ft radius/chiEarth/Acid (Brown):+12protection/chi +12damage/chi 1ft radius/chi absorbs 15ppe/chiMetal/Electricity (Silver):+50protection/chi +12damage/chi 1ft radius/chiWood/Poison (Green):+5protection/chi +12damage/chi 1ft radius/chi absorbs 15isp/chi Wind/Gas (Yellow):+5protection/chi +12damage or KO 2d6melee/chi 20x20x20 Cloud/chi 20+20ft/lv/chiManna (Gold):+7protection/chi +12damage/chi 1ft radius/chi absorbs 15chi/ppe/isp/chi Lightning Speed Positive or NegativeBy focusing his Chi, the character is able to move at an increased rate. He gains double his normal Attacks per Melee and Spd., along with a +5 initiative bonus. He cannot use any other Chi abilities while this one is being used, and he must rest for one round per round that the ability is used. This costs 15 Chi per round ( P.P.E. if you're using that method ).


Butterfly Kiss


Cost: 30 PPE/I.S.P./Chi per base transfer


Requirements: Must be able to channel Chi.


Permanent statistic change: +50 S.D.C. /H.P. /M.D.C.


Through this method the martial artist is able to translate chi energy directly into kinetic energy and apply in to an object. The lightest touch can carry the energy of a truck. This is of limited use when used directly on people or creatures of large mass. The energy is applied to the object as a whole and cannot be applied to part of an object such as a hand or appendage. If this is attempted the energy will be distributed to the entire object. An example of this is applying the technique to a person's hand, the energy will be evenly distributed throughout the subject's body and the entire body will be moved in the direction it was applied. It can be applied directly to objects such as guns, swords, and other parts not an integral part of a larger mass. To a martial artist trained to take falls this is merely a method to put lesser skilled opponents in their place. When used on those without such capabilities or indirectly applied through missiles it can be a deadly technique. The initial transfer does no damage do to the entire mass being given a kinetic charge. When the object impacts with another is where true danger lies. Each level of experience the character may impart up to 3,000 Joules/level of Kinetic energy to an object. Impact with another rigid body will cause 1d10+ knock back and up 1d10 ft per 3000 Joules. Successfully rolling with the impact/fall will reduce the damage to 1/4. When carefully applied by the martial artist it is possible to partially, or completely negate the effects of an external impact. (30000 [1d10]


Chestnut Fist


Cost: 10 PPE per melee round (15 sec).


Requirements: Must be able to channel Chi, minimum 25 PP, minimum of 7 attacks.


Permanent statistic change: triple speed attribute, +4 to PP; +2 to dodge, +3 to parry & strike; two additional melee attacks(plus 1 additional attack every 3rd level of Exp from the level they learned this) & auto parry.


This is also a technique which involved a complete speed training regimen, in some ways it is the antithesis of the "Breaking Point". Once the character gets his speed up to the minimum required the training is simple. Toss several dozen chestnuts into an open fire and grab them out without getting burned. If you succeed you have achieved the basic chestnut fist. This gives you Automatic paired weapons with bare hands and any weapon proficiencies known, and an additional +1d6MDC/HP per level of Exp. With further training it is possible to parry or catch projectiles up to and including bursts. This also includes shrapnel (such as caused by the Breaking Point). The basic technique including the preliminary speed training takes 1d6 weeks unless 1/10 martial arts analysis is rolled. This was meant to be a bare handed technique, however with practice this speed technique could be applied to weapons (roll 1/10 martial arts analysis each week per weapon).


Stinging Fist


Cost: N/A


Requirement: Chi Mastery, Chestnut Fist.


Permanent statistic change: Auto-dodge, +4 to PP, +2 to dodge, +3 to parry & strike, two additional melee attacks.


The training for this technique is painful. A hive of bees or hornets is smashed to the ground at the trainee's feet. The trainee must stun the insects while avoiding being stung. Each week the martial artist rolls 1/10 martial arts analysis success means the technique has been mastered. This technique was designed to further increase a person’s speed & reaction time in combat. [Special note: the dodge bonus now is added to your Auto dodge bonus]


Dimensional Cloak


Cost: 20 PPE/Chi/ISP.


Duration: 10 minutes per level.


Permanent statistic change: Sense dimensional anomalies, rifts etc.


originally used for evil and perverse purposes, it is hoped that someday the name of this technique will have the original taint purged through noble actions. It is doubtful. The user becomes invisible as he has removed himself from our plane of existence. He can see, hear, and talk but has no other ability to interact with the people he watches as long as he employs this technique. Physical barriers also seem immaterial to a user of this technique. Magical, psionic, and dimensional barriers seem to reflect themselves into whatever dimensional hole the martial artist has thrown himself and will stop bar his progress. Of course he is also invulnerable and undetectable (unless you’re a Shifter, Temporal Wizard etc.). Variants: Time does not seem to affect to user in that place. It might even be possible to hibernate or go into some state of suspended animation and just wait out a bad millennium or two.


Pressure Points


Cost: 40 P.P.E./Chi/I.S.P.


Requirements: Chi Control, biology minimum 50%, minimum 20 PP, +10 Strikes, See Aura.


Permanent statistic change: +2 Strikes, Psychic Diagnosis (at no I.S.P. cost).


All living things have Chi. this energy flows in channels throughout the body, if they are blocked odd, usually bad, things happen to the body. Likewise if this energy is made to flow more smoothly or redirected along more efficient routes usually creatures have very good things happen to their state of health. These paths are well known in the human body along with the pressure points and the correct amount of Chi to use for various effects. On a successful roll of the martial arts analysis skill the pressure point is applied correctly with the desired results, if the roll is failed there was either no effect or a drastically different one than what was expected. Even if the roll succeeds and unwilling participant gets a save vs. magic15 (only count PE bonuses toward save) or less to resist what was done. The effects of these pressure points vary to a huge degree from blindness, deafness, dizziness, paralysis, muteness, pain, paralysis, confusion, amnesia, full body cat tongue, etc. The effects of these last 1 minute to 48 hours per level experience or until countered. The more beneficial results such as healing negate poison, regeneration, or faster PPE/ISP recuperation are far more fleeting last a mere 1d6 minutes per level experience. It seems it really is easier to destroy than to create. Very few people know all these pressure and those who do guard this knowledge jealously. After all who would you trust with the power to cripple or heal with a touch. Although meant for the human body, with enough study of a particular race's anatomy and Chi flow it is possible to use these points on non-humans. Without such study there is no chance of successfully applying pressure points to a non-human race. After several weeks of study (roll 1/10 martial arts analysis skill once per week) the character may apply this skill to the race he has been studying and expect 1/5 martial arts analysis skill roll chance of success. This study may be repeated until the character has his normal chance success.


Regenerate Cost: 20 PPE. Duration: 10 minutes per level of experience. Requirements: Chi Control, Biology minimum 25%, & Summon Inner Strength. Through control of his own Chi the character can regenerate even devastating damage very quickly. Can instantly heal 1d6x10 HP/MDC for 50 PPE. Healing rate: 2d6 HP/MDC per minute. (also works on battle auras if activated)


Splitting Cat Hairs


Cost: 50 P.P.E./Chi/I.S.P.


Requirements: Chi Control, minimum 15 ME.


Permanent statistic change: +2 ME, detect illusion 5% per level experience.


This ancient technique makes up to 1 image per level experience of the character. The images split and rotate around the target. They are indistinguishable from the real form in all but the sense of touch. The character may attack at will and the subject will still be unable to tell truth from fiction. Each time an image is attacked roll 100%/image to see if the real character is aimed for. Even if the character is hit once the enemy must still roll the same percentage to choose the correct image next time. The only weakness in this technique is that it requires intense concentration. No other special attacks are usable and if something truly unexpected happens the character must roll versus ME, or the images will fade due to his distraction. The images also all rotate about a single point and are therefore not as effective on multiple attackers. Area affect attacks also work well since for the character to actually hit hand-to-hand all images must be within 10ft. If attacking is not an issue or the character has a long distance weapon the maximum radius is 5 ft per level.


Tree splitter


This power only works on inanimate objects, power armor and robots count, but Borgs do not. Now while unless in an attack. (–5 to strike) it’s very useful for opening locked doors and other such things.


Damage: Automatically does 100 points of damage for per 3 points of Chi spent.


Unseen Cut


An unusual technique, but strangely effective, Now while the attack only does Sword damage X2 it the attack does more damage than opponents limb can stand then the limb is severed, but done so neatly( like a razor cut) that there is and 85% chance that they don’t not notice, until they move.. At which point they take an added 10 points of damage and Lose 3 melee attacks writhing in pain.( For the 15% that do notice. If they have any sort of increased healing, Bio regeneration and the such they must remain PERFECTLY still and wait until 10 S.D.C./ H.P./ M.D.C. is healed before they can move again. The limb is still useless until completely healed but at least they still have the limb.


Damage: Blade x2


Cost:12 chi per cut


Blade beam:


It’s a simple technique of channeling chi into a blade and then releasing it.


At level 5 you can create a sword of Pure chi. Or extend the size of your sword by 1 foot per level of exp


Damage Blade beam: equal to damage of blade plus 1D6 every 3 levels


Damage Chi sword*: 3d6 plus 1d6 per 3 levels of exp


Range Blade beam: 100 feet plus 10 per level


Range Chi sword: 3-4 feet


Cost blade beam: 3 chi per shot


Cost Chi sword: 30 points for 4 mins.


* Note: Chi sword can attack and harm beings of pure chi, astral beings, Spirits, Vampires, Werewolves and other supernatural beings.


Unseen Cut of 1000 blades


This technique is a bit misleading; however the results are still just as deadly. An unusual technique, but strangely effective, It a Strike is so fast that the opponent actually sees what look like 10 swords coming at them. Not only Incurring –12 to dodge this attack, but there is No parry for the attack due to the number of blades coming at you. Now while the attack only does Sword damage X20 it the attack does more damage than opponents limb can stand then the limb is severed, but done so neatly( like a razor cut) that there is and 85% chance that they don’t not notice, until they move.. At which point they take and added 10 points of damage and Lose 3 melee attacks writhing in pain.( For the 15% that do notice. If they have any sort of increased healing, Bio regeneration, and such they must remain PERFECTLY still and wait until 10 S.D.C. / H.P. / M.D.C. is healed before they can move again. The limb is still useless until completely healed but at least they still have the limb.


Damage: Blade x20


Cost: 62 Chi per cut


Standard Equipment Carried:

Silk mail: Young Kumo spiders are actually raised and penned in some of the towns. They are fed so well on large insect carcasses and siphoned cattle blood, which these creatures are in a constant state of sedation. Enchantments and charms are also used to keep these beasts under control. The natives have learned to "milk" the spider for its silk, guiding the fibers between specially coated fingers (alchemist concoction), spindling it into bobbed threads. These then go to a variety of uses, one of them, silk mail.

In the vast town loom shops, they are tightly woven with minute quilting layered techniques. The final products include cloaks/zarapes, gloves, leggings, arm/leg wrapping strips, shirt sarong and pants silk armor. The fabric is strikingly light, breathable and soft, yet has mega-damage durability. Warriors have been known to wear Silk Mail underneath their armor, for added protection defending the city. These goods are popular with all levels of society for obvious reasons.

M.D.C.: 100 + 100 aura field

Weight: 1 pound, giving unrestricted mobility, no Prowl penalty.

Colors: Shimmering silvery green, inlaid with gold thread decorative pattern..


Silk Mail Cloth Fiber Armor

This armor is made from special high strength fibers and is in a quilted design. Inside the quilts are special high strength ceramic plates which reinforces the armor. Normally, a hard helmet is worn over the armor for greater protection. The armor is not considered to be environmental. The cloth armor is available in most colors but green.

M.D.C.:

Main Body: 45

Head: 30

Arms (2): 25

Legs (2): 40

Weight: 10 lbs (4.5 kg)

Penalties: Full Mobility, has no penalties to prowl, swim, or gymnastics

Black Market/Market Cost: 40,000 credits

Enchantments on it:

Camouflage: Armor has the ability to blend in with its environment. Not as complete as the spell Chameleon but always on. Camouflage gives a +10% bonus to prowl and -20% against detection rolls such as the detect ambush skill. Cost: 5,000 Gold

Environmental: This enchanted on armor is very similar in nature to the "Environmental Tent." The magical feature will protect the wearer from most weather and keep a comfortable temperature of around 70 degrees Fahrenheit (21 degrees Celsius). It protects from both heat and cold, making them popular in northern areas, jungles, and deserts. While the armor will protect the wearer from rain, it will not protect the person from getting wet if they are immersed in water such as from crossing a river or from getting caught in flooding water. It will still keep the wearer at a comfortable temperature and when the person is no longer immersed, all water soaked into the armor (but not other garments) will be repelled to the outside of the armor and drip off. The armor will not provide protection from drowning or from gas attacks. This feature is only available on full suits. The armor usually do not clean themselves but can be designed to repel dirt and to magically stay clean. Cost: 5,000 Gold with an additional 1,000 gold for the self cleaning feature

Teleport onto Wearer: The armor can be teleported onto the wearer effectively allowing the person to don the armor instantly. Still costs one attack for the teleport. Normal versions of the feature allow the Armor to teleport up to 120 feet (36.5 meters) but alchemists in the Western Empire have a version that can teleport up to 500 miles (805 km). The armor bonds with a specific wearer though the use of a drop of the wearers blood. The teleport ability takes 72 hours before the armor can link with the wearer. Until then, the armor cannot teleport onto the wearer. Cannot teleport from an area covered in a Mystic Energy Drain ward 500 mile (805 km) range.


Garments of the Traveler:

These enchanted garments are popular with Adventures of all type. There are few things worse than being cold and wet while traveling through the wilderness. These specially enchanted clothing are very similar in nature to the "Environmental Tent." The magical clothing will protect the wearer from most weather and keep a comfortable temperature of around 70 degrees Fahrenheit (21 degrees Celsius). The garments protect from both heat and cold, making them popular in northern areas, jungles, and deserts. While the garment will protect the wearer from rain, it will not protect the person from getting wet if they are immersed in water such as from crossing a river or from getting caught in flooding water. It will still keep the wearer at a comfortable temperature and when the person is no longer immersed, all water soaked into the magic garment (but not other garments) will be repelled to the outside of the clothing and drip off. The garment will not provide protection from drowning or from gas attacks. The garment is usually not fancy but normally good quality and sturdy travel cloths. The most common style of the garments are those of a tunic and leggings. The tunic will have a hood to protect the wearer's head. Some Wizards have hooded robes and some female travels will have a long skirt instead of leggings. Whatever the style of the clothing, it must cover the body to provide full protection. A simple jacket would not protect the entire wearer and the less said about the idea of "Bikini of the Traveler" the better. The Garments usually do not clean themselves but can be designed to repel dirt and to magically stay clean.


Ring of Cleaning:

A simple magic ring that is very popular with adventures and a whole host of other people. In many cases, an adventure just simply cannot take the time to fully clean up. The ability can be activated three times per day. When the power is activated, any dirt, oil, or other foreign materials is immediately removed from the wear, the wearers cloths, and the wearers gear. This has a secondary effect of greatly reducing odor.


Scouter

Scouters allow the wearer to determine the exact power level of any nearby person. This Scouter can also locate any creature that has a power level of over 10 within a radius of 50 miles (80.5 km). The Scouter can also be used to locate powerful magical items, such as rune objects, within a radius of 5 miles (8 km). The Scouters are also equipped with extremely powerful Faster-Then-Light transmitters and can instantly transmit information from one Scouter to another within a radius of 10 light years. Two-way communication is possible only within a radius of 2 light years.(reads ps/pp/pe/spd/mdc/ppe/isp of opponent) M.D.C.: 15


(1) lg. flashlight,

(1) pen flashlight, pocket laser distancer,

(1) 1000ft knotted each foot spider silk climbing rope and grappling hook<+10% climb skill/indestructable>,

(1) 2 man Collapsible Tent

(1) Bedroll

(1) Set of superior lock picks,

(8) Sets of fully reversible gimmicked clothes,

(1) Ornate traveling robe and outfit,

(3) Silk kimonos and a pair of black clothing with tabi boots

(4) Small pouches,

(1) Thieves’ tools set

(1) Water skin,

(16) Days rations.


Th Tarantula-Combat-Jump-Bike-1

Heavily Modified Tarantula Combat Jump Bike (UTI)

The Tarantula combat jump bike is a fast and highly maneuverable motorcycle developed specifically for riders with enhanced physical abilities. It is moderately armed, but lacks the structural integrity to withstand great amounts of damage.

Powering the Tarantula is a flex-fuel power plant enabling it to operate on fossil fuels, propane, or compressed natural gas (CNG), depending on what is available. Sensors in the engine management system automatically detect which fuel is being administered. The bike may also rely on electric motors mounted in the wheel hubs and high-efficiency batteries for a limited time, but at the cost of overall performance (revised figures are

in parentheses). The jump thrusters can use only CNG, which is stored in a separate tank with a five jump capacity.

The jump system provides the bike and a physically-enhanced rider with the ability to make extremely long airborne jumps/leaps. Jumping distance is calculated by tripling the current speed in Miles Per Hour (mph). This is the number of yards/meters the Tarantula remains airborne. Jump height is double the speed in inches.

Anti-lock braking, traction control, active aerodynamics, and solid rubber tires are all standard features on the tarantula, as well as a fully-active suspension, which detects irregularities in the surface ahead and automatically adjusts the ride height and firmness settings to provide optimum handling. Also included is

an armored interface helmet, which is connected by fiber-optic cables to the bike and provides all the benefits of a Juicer optics helmet in addition to H.U.D. readouts of the Tarantula's vital statistics, including remaining jump fuel and E-Clip status.

Model Type: High performance motorcycle

Crew: One

M.D.C. by Location:

Main Body— indestructible

* Wheels (2) — indestructible each

* Weapons — Pulse lasers (2) indestructible each

* Thrusters (2) — (bottom) indestructible, (rear) indestructible

* A single asterisk indicates targets that are difficult to hit (-3 on a called shot).

Acceleration (0-60): 3.1 seconds (rocket assisted).

Top speed: 300 mph. (320 kmph) (150 mph/240 kmph with electrical battery).

Cruising Speed: 150 mph (160 kmph).

Braking (60-0 mph): 75 feet (23 m)

Jump Jet: The maximum length the bike can jump is equal to nine feet (2.7 m) for every mile (1.6 km) per hour being traveled; for example, a bike going at 100 mph (160 km) could jump as much as 900 feet (270 m)! The bike can jump up to five times before the jump tanks need to be refueled.

Range: 500 miles/800 km (12 hrs. continuous operation with electrical battery).

Statistical Data:

Height: 4 feet, 1 inch (1.2 m)

Width: 3 feet, 10 inches (1.18 m)

Length: 8 feet, 7 inches (2.6 m)

Weight: 1545 lbs. (695.25 kg)

Power System: Micro Fusion, with Techno Wizardry backup.

Skill Bonus for Augmented Humans: +15% to piloting skill and execution of jumps, tricks, and special maneuvers.

Market Cost: 80,000 credits

Weapon System

1. Turreted Twin Variable Energy Pulse Blasters: Mounted in the forward cowling of the tarantula are twin pulse lasers. y point in the same direction as the front wheel, so it is possible for an augmented human to fire quick shots to the sides (30 degree angle/arc of fire) while the bike continues traveling straight. However, these side shots do not gain the usual +1 bonus to strike for bursts, and the tarantula must be traveling no more than 120 mph (36.5 m). The weapons are powered by the Micro Fusion Engine.

Mega-Damage: 1D6xl0 M.D.C. per simultaneous three shot burst.

Rate of Fire: Three shot bursts only

Effective Range: 2000 feet (488 m).

Payload: unlimited ammo.

2. Smoke Screen: Affects a 60 foot (18 meters) radius with a height of 20 feet (6 meters) Duration: 2D4 Minutes -5 to parry dodge or strike user

3. Oil Slick: 50 ft area 30% chance slip with every move, -25% sense of balance, takes d4 melee actions to get up again, 30% chance of failure, vehicles: -10% control roll/ 10 mph

1 each Top Quality Dwarven made silver/Iron/Wooden Giau Tzu Jen (sword) (+5 s/p, 2d6+6 damage)


Giau Tzu Jen -Sword- (Snake-Headed Sawtooth Sword)1

Ghostly Giau Tzu Jen (Sword) of Hellish Soul Slaying

This is a very powerful Giau Tzu Jen, for its eternally poisoned blades can affect even dragons and supernatural creatures. The swords blades appear to be: Both edges are serrated, like the teeth on a hacksaw, which gives it a nasty look. Even more terrifying for those unfamiliar with this weapon, is the sharp, loud, and high-pitched "hissing" sound the sword makes. This is caused by the "eyes" near the tip of the sword. These eyes are actually small holes, cunningly placed so even a gentle swinging of the sword will cause a disquieting "hiss."The Sword's blade and handle are solid black, but the blade also has a purplish sheen along its length and point, until they are used in combat; then they become ghostly and semitransparent. This ghostly blade goes through armor and any obstacle to strike directly at the body of the target. The sword is particularly devastating to supernatural beings, and utterly destructive to the undead (in fact, one legend claims that vampires have hidden a few in some dark place). The ghostly blades can also strike insubstantial beings without penalties (astral travelers, entities, alien intelligences in energy form, etc.).

Due to superior craftsmanship, equal to Dwarven quality, +5 to Strike, +5 to Parry, and +5 on Initiative

• Damage: 1D4x10 M.D. to supernatural beings, 2D4x10 to vampires and other types of undead. 6D6 S.D.C. damage to normal human beings/mortals. The lethal poison, of the sword inflicts 3D6 S.D.C. to normal beings and 4D6 M.D. to supernatural beings and M.D.C. materials, like the armor of Borgs or bots.

If the flesh of the victim is touched, the target must save vs. poison (15or higher). On a successful save, the poison still inflicts an additional 3D6 point of damage directly to Hit Points or M.D.C. On a failed save, the poison does the 3D6 damage as above, plus it courses through the victim's body, filling it with agony. The victim loses initiative and one melee attack per round, all combat actions are at -2, and all skills are at -15%. These effects last for 1D6+2 hours! Every hour after being struck, the victim loses 1D6 additional Hit Points or M.D.C., and must make a save vs lethal poison or temporarily lose 1D4 points of P.E.! If the P.E. of the target is reduced to zero, he dies! The poison damage cannot be regenerated by supernatural creatures until the 1D6+2 hours have passed, but magic healing and healing potions can restore some of the damage (half per each application)!

• Ghostly Blade: This semitransparent blade will penetrate all suits of armor (including M.D.C. armor and power armor, but not robots or vehicles), force fields, and other barriers, and inflicts damage directly to the creature's S.D.C. and hit points (M.D. to supernatural beings). The blade can also affect insubstantial creatures, including vampires in mist form!

• Sense Evil: The character can sense the presence of the supernatural (treat as presence sense, sense magic and sense evil) within a radius of 30 feet (9 m) plus 10 feet (3 m) per level of experience.

• Null Aura: The Artifact negates all magic and psionic probes that would otherwise reveal information about the character. Thus, the wearer becomes impervious or invisible to see aura, sense magic, sense evil, sense/detect psionics, detect magic and even presence sense. On the negative side, it also negates psychic diagnosis, detect poison, object read and being located or communicated with via magic pigeon, ley line transmission and telepathy. The null aura is constantly in effect as long as the Artifact is touching the flesh of its wearer. When this magic is placed on a weapon, it will appear to be an ordinary object despite its magic aura and properties.

• Shape-Changer: This potent magic enables the rune weapon to transform into a less dangerous looking shape. It must still appear as a weapon, but the runes disappear and it looks like a less dangerous item. For example: The rune long sword can transform turns into a tattoo on the left forearm when not needed However, the rune weapon transforms back into its deadly, true appearance, complete with runes, whenever it is drawn for combat!

• The Soul Drinker

The drinking of souls is the actual absorption and imprisonment of one's life essence. The victim's blood must be drawn by the weapon (cut, stabbed or impaled) before the rune weapon can devour the life essence. This may be done slowly or in a spectacular flash. A victim devoured by a rune weapon is forever lost. Most soul drinkers are limited to a maximum of 1D6 souls per day. Victims of a soul drinking attack get to save vs magic, but must roll a 14 or higher. A successful save

means the victim's essence is saved but suffers double damage; triple damage if a creature of magic or a supernatural being (or in Rifts, a mega-damage creature).

'''Targeted Reflection: When 15 PPE is channeled into the weapon, the weapon can be used to parry energy blasts and attacks back at the originator. The wielder of the weapon makes a parry roll with a +3 in addition to any other bonuses with the weapon. If a successful parry is made, then if the roll is 13 or greater the blast is sent back to the attacker. Unless they expect it, the attacker can only dodge or parry with no bonuses. The wielder can bounce the attack at a different target but needs a 16 or greater without bonuses. Only energy blasts, including magical, can be directed back at the attack but can deflect projectiles harmlessly away. The enchantment lasts for 6 melees/1.5 minutes

Combat Boosting: When 40 PPE is channeled into the weapon; the weapon greatly boosts the combat speed of the wielder. When this is activated, the weapons damage increases to 6D6 for each hit. In addition, the character gets double the normal number of attacks with the weapon only (does not count for another weapon if using two weapons with paired weapons). The blade comes in at an unexpected high speed and is -5 to parry. The enchantment lasts for 12 melees/3 minutes

'''Physical Transferal (Lesser)''': The weapon transfers half the damage (S.D.C. / Hit Points/M.D.C.) it inflicts against the opponent to the wielder. Does not include damage inflicted against unless a living being. The transfer is much shorter in duration than the greater ability and lasts for as many melees as the wielders P.E. (I.e.: PE: 15 will last for 15 melees.) Any damage inflicted on the wielder is inflicted against the stolen S.D.C. and Hit Points first.

Attributes:

IQ: 22 Communicates with wielder through limited telepathy

ME: 24

MA: 22

Characteristics:

Like all Rune Sword it is completely indestructible

Can be used to parry energy blasts at -6

Links to wielder within 6 months of constant contact. Can sense each other presences within 4 miles.

Gives wielder +1 on all saving throws.

Taoist Alignment, can only be used by a person of Taoist alignment, anybody not of Taoist alignment takes 1D8 S.D.C each time they touch the weapon. The weapon does 3D6 M.D.C. to Mega Damage creatures

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