Palladium/Rifts Fansite Wiki
Advertisement

Alan Richardson



· Alan Richardson


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



Name: Alan Richardson


Race: Human O.C.C.: Psi-Fighter/ Gun-Borg (GBX-00W0) Level: 5(p)/1(g) Alignment: Taoist


Age: 50 Ht: see below Wt: see below Gender: Male


P.S.: 64(robotic) P.P.: 30 P.E.: 70 Spd: 152/440 P.B.: N/A I.Q.: 20 M.E.: 44 M.A.: 20


H.P.: 50 S.D.C.: N/A M.D.C.: 100 +Special See Below I.S.P.: 517 P.P.E.: 70 Chi: 140 Save vs. Poison & Magic: +


Charm/Impress %N/A Skill Bonuses: +6% Save vs. Coma/Death: 70% Trust/Intimidate: 65%


Save vs. Psychic attack/Insanity: + Save Vs. Pain: + Save Vs. Poison/Magic: + Save vs. HF: +


Spd: of X 20 = yards per minute (3040) x .681818181818 = mph (104) yards per 15 seconds (760) yards per second (51)


Flight Spd: of X 20 = yards per minute (8080) x .681818181818 = mph (300) yards per 15 seconds (2200) yards per second (135)


M.D.C. By Location:


Hands''' [Reinforced x5 & Modular]: (2): 800


Arms''' [Reinforced x5 & Modular]: (2): 1700


Legs''' [Reinforced x5 & Modular]: (2): 2200


Head''' [Reinforced x5 & Modular]: 2000


Main Body''' [Reinforced x5 & Modular]: 1600


Shoulders''' [Reinforced x5 & Modular]: (2) 1000


Backpack/Thrusters''' [Reinforced x5 & Modular]: 1400/1400


Leaping: The powerful bionic legs are strong and capable of leaping 250ft high or lengthwise. A running leap adds +300 additional feet.


Leap high: 376’8”{Standing} 676’8” {Running}


Leap long: 427’ 4”{Standing} 727’4” {Running}


Pole vault: 338’0”) Success ratio is (101%) [Lv 5] (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


Thruster Leap:''' +300ft 727’4” {Standing} 1027’4” {Running} 638’0” {Pole Vault}


Fly:''' 300mph, range of flight is unlimited, but 5800 miles later the engines will overheat if used for more than 6 hours.


STATISTICAL DATA


Height: 9’0” Width: 6’0” Length: 3’0” Weight: 4000lbs Power System: Nuclear, average life is 200 years


. (Tumbling/Acrobatics/Gymnastics/Parkour skills:)


Body Throw: While usually used on a cooperative partner, this judo-type flip can be used on an opponent, doing 14D6+ 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).


Snap-Lock (SPECIAL! Once the Martial Artist has his opponent in a lock, he can choose to treat it as if the opponent had chosen to break out of the lock, thus releasing the opponent, albeit with a broken limb).


Arm & Leg Hold ('''Dalmah Haz Hanadu'''): This is a two-handed hold with one arm wrapped around one leg while the other arm locks up one of the opponent's arms. Can be done standing or ground-fighting.


Arm & Neck Hold ('''Goguz Caprazi'''): This is a two-handed hold with one arm wrapped around the neck while the other arm locks up one of the opponent's arms.


Arm & Torso Hold ('''Ic Kazik'''): This is a two-handed hold with one arm wrapped around the torso while the other arm locks up one of the opponent's arms.


Clothing Hold (This hold involves grabbing the opponent's clothing rather than a body part. The victim can be held on the ground or in a standing position.).


Hold with Legs ('''Ashi Garami'''): Using both legs, the attacker grabs on to the opponent's arm, leg, or body and attempts to immobilize him. If the Strike is successful, then the victim is helpless until released. Holds do no damage. Neither the attacker nor the victim can attack, parry or dodge while hold is working. It's easy for the attacker to hold the victim so that some third character can attack unopposed. Getting out of a hold requires agility. Both the victim and the attacker roll twenty-sided and add in their P.P. attribute score. The person doing the hold also gets to add in all his bonuses to hold and to Strike. High roll wins ! If the attacker wins, then the hold continues. If the victim wins then the hold is released and combat can continue. Can be used with Arm Hold, Leg Hold, or Body Hold, cannot be used with Neck Hold or Automatic Hold.


Joint Breaks: A joint break is an attempt to lock up a limb and break it. Attempting a break takes one attack, and both combatants roll as they would for Holds or Locks. Results of a successful break vary according to the joint in question:


Finger Break - Minor problem. 1D4 damage to hit points, the only hand strikes possible are Palm Strikes and Knife Hands.


Wrist Break - 1D6 damage to hit points, cannot use that hand. Elbow strikes and parries still possible. Overall penalties include -2 P.P. and -3 P.S.


Elbow Break- Serious problem. 2D6 damage to hit points, cannot use that arm. Reduce P.P. and P.S. by 50%.


Ankle Break- 1D6 damage to hit points. Spd is ½, -4 to Dodge. No kicking are possible unless groundfighting.


Another serious problem. 2D6 damage to hit points, Spd is 1/3, -6 to Dodge. No kicks are possible unless groundfighting.


Note that while damage is done directly to hit points, breaks will never reduce hit points below 1; broken limbs are terribly painful, but almost never kill you.


Sleeper Hold: Works just like a normal Neck Hold, but functions as a Knockout/Stun. Every melee round attack the defender must roll above a 15 on a D20 (P.E. bonuses apply) to remain conscious. Failure to save means results in being knocked unconscious for 1D6 melee rounds! A successful save means the character remains conscious but his head is full of cobwebs. It will take 1D6 melee round for his head to clear, and in the meanwhile, the character loses two melee attacks and all combat bonuses are reduced by half. Plus the stunned character's Spd and skill performance are reduced by half.


Thigh Lock: Performed like a Leg Hold, but treated as a Elbow Lock for escape purposes.


Centrifugal Throw ('''Langzug/Langziehen or Long Pull'''): Usually performed by grapplers with a weight and height advantage, the opponent is grabbed and spun in a short circle using centrifugal force to be flung to the ground. Damage is 14D8+P.S., with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. Being knocked down causes the character struck to be knocked 2D6+P.S. feet away from where he was standing at the moment of the attack. A character's damage bonuses are also added in. Victims can attempt to defend normally with Parry, Dodge, etc. Unlike many Body Flip/Throws, the defender cannot use Maintain Balance in an attempt to keep from being knocked down. A victim who succeeds with a Breakfall takes no damage, but is still knocked down. With a Breakfall the damage is reduced in half, even if the roll fails. A victim who succeeds with a Roll with Punch/Fall/Impact takes no damage, but is still knocked down and loses one melee attack. As an attack, it is possible to throw the victim of a body flip/throw into something or someone. To determine success, roll another Strike. The second victim, the one who's getting hit with the thrown body, can attempt to defend with Parry, Dodge, etc. If the two bodies collide, then they both take the same amount of damage, lose initiative, are knocked down and lose one melee attack. Uses up one melee attack/action.


In this Body Flip/Throw, the opponent's leg or head is twisted in one direction, while the rest of the body is pulled or pushed in the opposite direction. Standard damage is 14D6+P.S., with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. Being knocked down causes the character struck to be knocked 1D6+P.S. feet away from where he was standing at the moment of the attack. A character's damage bonuses are also added in. Victims can attempt to defend normally with Parry, Dodge, etc.


After a body flip/throw, a victim who succeeds with a Breakfall takes no damage and is not knocked down. With a Breakfall the damage is reduced in half, even if the roll fails. After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact takes no damage, but is still knocked down and loses one melee attack. Maintain Balance does not work against this throw. It is not possible to throw the victim of this body flip/throw into something or someone else with this throw.


Entering Throw ('''Irimi Nage'''): Using a sudden forward movement, the character upsets the opponent's balance. Standard damage is 14D4+P.S., with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. A character's damage bonuses are also added in. Victims can attempt to defend normally with Parry, Dodge, etc. After an entering throw, a victim who succeeds with Roll with Punch/Fall/Impact, Breakfall, or Maintain Balance takes no damage and is not knocked down, but still loses one melee attack. With Breakfall the damage is reduced in half, even if the roll fails. This Throw can only be used to knock someone down, it can not be used to throw them into something or someone else.)


Hand Throw ('''Te Nage'''): Using a quick grab, pull, or push, the character upset the balance of a moving opponent. The throw is almost entirely based upon timing and pre-existing momentum. Very easy if done properly and appropriately timed and done, nearly impossible against a set opponent. Standard damage is 14D4 (plus P.S. bonus) with the opponent knocked down, losing initiative and losing the next melee attack. Victims can attempt to defend normally with Parry, Dodge, etc. After a Hand Throw, a victim who succeeds with a Roll with Punch/Fall/Impact, Maintain Balance, or Breakfall takes no damage and is not knocked down, but still loses one attack. With a Breakfall the damage is reduced in half, even if the roll fails. This Throw cannot be used to throw them into something or someone else. However, this throw can be used to disarm an attacker by using the flipping action to turn the arm and bend the hand to make the attacker drop his weapon (no damage), or to flip him in such a way that no damage is inflicted, but the attacker drops his weapon. Bonuses to disarm can be applied to this maneuver along with any Body Flip bonuses.) Common in Aikido, Judo, and Sumo.


Hip Throw ('''Koshi Nage): Using a turning motion, the opponent is thrown over the hip, using one's own body as a fulcrum. Standard damage is 14D6+P.S., with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. A character's damage bonuses are also added in. Victims can attempt to defend normally with Parry, Dodge, etc. After a Hip Throw, a victim who succeeds with a Roll with Punch/Fall/Impact or Breakfall takes no damage and is not knocked down, but still loses one melee attack. With a Breakfall the damage is reduced in half, even if the roll fails. As an attack, it is possible to throw the victim of a Hip Throw into something or someone. To determine success, roll another Strike. The second victim, the one who's getting hit with the thrown body, can attempt to defend with Parry, Dodge, etc. If the two bodies collide, then they both take the same amount of damage, lose initiative, are knocked down and lose one melee attack. Another unique aspect of this ability is that it can be used to disarm an attacker by using the flipping action to turn the arm and bend the hand to make the attacker drop his weapon (no damage), or to flip him in such a way that no damage is inflicted, but the attacker drops his weapon. Bonuses to disarm can be applied to this maneuver along with any Body Flip/Throw bonuses.)


Joint Throw ('''Kansetsu Nage Waza): By using pressure against a joint, the character throws the opponent off the ground. Standard damage is 1D6 (plus P.S. bonus) with the opponent knocked down, losing initiative and losing the next melee attack. Victims can attempt to defend normally with Parry, Dodge, etc. After a Joint Throw, a victim who succeeds with a Roll with Punch/Fall/Impact or Breakfall takes no damage and is not knocked down, but still loses one attack. With a Breakfall the damage is reduced in half, even if the roll fails. This technique can follow up a successfully applied wrist lock. As an attack, it is possible to throw the victim of a Joint Throw into something or someone. To determine success, roll another strike. The second victim, the one who's getting hit with the thrown body, can attempt to defend with Parry, dodge etc. If two bodies collide, then they both take the same amount of damage, lose initiative, are knocked down and lose one attack. Another unique aspect of this ability is that it can be used to disarm an attacker by using the flipping action to turn the arm and bend the hand to make the attacker drop his weapon (no damage), or to flip him in such a way that no damage is inflicted, but the attacker drops his weapon. Bonuses to disarm can be applied to this maneuver along with any Body Flip bonuses. ) Common to Aikido, Hapkido, and similar styles.


Lifting Throw: Using the entire body for leverage (instead of picking the opponent up as with a Pickup Throw), the character lifts the opponent high off the ground. Standard damage is 16D4 (plus P.S. bonus) with the opponent knocked down, losing initiative and losing the next melee attack. Victims can attempt to defend normally with Parry, Dodge, etc. After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact or Breakfall takes no damage and is not knocked down, but still loses one attack. With a Breakfall the damage is reduced in half, even if the roll fails. It is not possible to throw the victim of this body flip/throw into something or someone else with this throw.


By moving part or all of the attacker's body behind the opponent and applying leverage, the character throws the opponent off the ground. Standard damage is 14D6+P.S., with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. Being knocked down causes the character struck to be knocked 1D6 feet away from where he was standing at the moment of the attack. A character's damage bonuses are also added in. Victims can attempt to defend normally with Parry, Dodge, etc.


After a body flip/throw, a victim who succeeds with a Breakfall takes no damage and is not knocked down. With a Breakfall the damage is reduced in half, even if the roll fails. After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact takes no damage, but is still knocked down and loses one melee attack. After a body flip/throw, a victim who succeeds with a Maintain Balance is not knocked down and doesn't lose an attack, but still takes full damage. It is not possible to throw the victim of this body flip/throw into something or someone else with this throw.


Pickup Throw ('''Tsuri Nage'''): Using leverage, the character lifts the opponent high off the ground, turns and slams them forcefully down. Costs two melee actions to use. Standard damage is 16D6 (plus P.S. bonus) with the opponent knocked down, losing initiative and losing the next melee attack. Victims can attempt to defend normally with Parry, Dodge, etc. After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact or Breakfall takes no damage and is not knocked down, but still loses one attack. With a Breakfall the damage is reduced in half, even if the roll fails. As an attack, it is possible to throw the victim of a pickup into something or someone. To determine success, roll another strike. The second victim, the one who's getting hit with the thrown body, can attempt to defend with Parry, dodge etc. If two bodies collide, then they both take the same amount of damage, lose initiative, are knocked down and lose one attack.) Common in Judo, Sambo, Sumo, and Wrestling.


Similar to the Double Twist Throw, the character pulls one part of the opponent's body while simultaneously pushing against another portion of the opponent's anatomy. Standard damage is 14D6+P.S., with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. Being knocked down causes the character struck to be knocked 1D6+P.S. feet away from where he was standing at the moment of the attack. A character's damage bonuses are also added in. Victims can attempt to defend normally with Parry, Dodge, etc.


After a body flip/throw, a victim who succeeds with a Breakfall takes no damage and is not knocked down. With a Breakfall the damage is reduced in half, even if the roll fails. After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact takes no damage, but is still knocked down and loses one melee attack. Maintain Balance does not work against this throw. It is not possible to throw the victim of this body flip/throw into something or someone else with this throw.


This is the most basic form of a knockdown Body Flip/Throw. Damage is 14D4+P.S., with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. Being knocked down causes the character struck to be knocked 1D6+P.S. feet away from where he was standing at the moment of the attack. A character's damage bonuses are also added in. Victims can attempt to defend normally with Parry, Dodge, etc.


After a body flip/throw, a victim who succeeds with a Breakfall takes no damage and is not knocked down. With a Breakfall the damage is reduced in half, even if the roll fails. After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact takes no damage, but is still knocked down and loses one melee attack. After a body flip/throw, a victim who succeeds with a Maintain Balance is not knocked down and doesn't lose an attack, but still takes full damage. It is not possible to throw the victim of this body flip/throw into something or someone else with this throw.


Reverse Hold/Throw: (This move can only be performed if the opponent has successfully applied a Hold to the character. Instead of getting out a hold normally, the character can attempt to reverse the hold and leverage the opponent away. Using this leverage, the character throws the opponent off the ground. This requires agility. Both the character and the opponent roll twenty-sided and add their P.P. attribute. The person doing the hold also gets to add in any bonuses to hold and strike. If the person doing the hold wins, the hold continues. If the person attempting the reverse hold/throw wins, then they have a chance to throw the person doing the hold. Standard damage is 1D6, with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. A character's damage bonuses are also added in. The person doing the hold can not attempt to defend normally with Parry, Dodge, etc. After a reverse hold/throw, a victim who succeeds with a Roll with Punch/Fall/Impact or Breakfall takes no damage and is not knocked down, but still loses one melee attack. With a Breakfall the damage is reduced in half, even if the roll fails. This Throw can only be used to knock someone down, it can not be used to throw them into something or someone else.)


Another defensive throw done after one has been knocked off balance. Unlike a normal Rolling Throw, the opponent is NOT launched with the legs, but rather dragged down on top of the character. Unlike other Body/Flip Throws, this one does no damage, though the opponent is knocked down, losing initiative and losing the next melee attack/action. Victims can attempt to defend normally with Parry, Dodge, etc., but must spend an attack to do so.


After a body flip/throw, a victim who succeeds with a Breakfall takes no damage and is not knocked down. With a Breakfall the damage is reduced in half, even if the roll fails. After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact takes no damage, but is still knocked down and loses one melee attack. Maintain Balance does not work against this throw.


The defending character takes no damage if the Rolling Throw is successful, and only half damage if the roll for Rolling Throw fails. It is typically used against a knockdown attack. A successful roll against knockout means the character takes normal damage, but is not stunned. Uses up one melee attack each time it is used. If Rolling Throw is used, then Breakfall, Maintain Balance, and Roll with Punch/Fall/Impact can't be.


This is a defensive throw done by grabbing one's opponent and rolling onto one's back, using the legs to push the opponent into the air. Standard damage is 14D6+P.S., with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. Being knocked down causes the character struck to be knocked 1D6+P.S. feet away from where he was standing at the moment of the attack. A character's damage bonuses are also added in. Victims can attempt to defend normally with Parry, Dodge, etc., but must spend an attack to do so.


After a body flip/throw, a victim who succeeds with a Breakfall takes no damage and is not knocked down. With a Breakfall the damage is reduced in half, even if the roll fails. After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact takes no damage, but is still knocked down and loses one melee attack. Maintain Balance does not work against this throw.


The defending character takes no damage if the Rolling Throw is successful, and only half damage if the roll for Rolling Throw fails. It is typically used against a knockdown attack. A successful roll against knockout means the character takes normal damage, but is not stunned. Uses up one melee attack each time it is used. If Rolling Throw is used, then Breakfall, Maintain Balance, and Roll with Punch/Fall/Impact can't be.


Rotating Throw ('''Schlungg'''): Usually performed by grapplers with a weight and height advantage, an opponent in a hold is rotated with enough force to throw them to the ground. Damage is 14D4+P.S., with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. Being knocked down causes the character struck to be knocked 2D6+P.S. feet away from where he was standing at the moment of the attack. A character's damage bonuses are also added in. Victims can attempt to defend normally with Parry, Dodge, etc. Unlike many Body Flip/Throws, the defender cannot use Maintain Balance in an attempt to keep from being knocked down. A victim who succeeds with a Breakfall takes no damage, but is still knocked down. With a Breakfall the damage is reduced in half, even if the roll fails. A victim who succeeds with a Roll with Punch/Fall/Impact takes no damage, but is still knocked down and loses one melee attack. It is not possible to throw the victim of this body flip/throw into something or someone else with this throw. Uses up one melee attack/action.


Sacrifice Throw ('''Sutemi Nage'''): Using the momentum of the character's own fall, the character throws the opponent to the ground. Standard damage is 1D4 (with no P.S. bonuses) with the opponent knocked down, losing initiative and losing the next melee attack. Victims can attempt to defend normally with Parry, Dodge, etc. After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact or Breakfall takes no damage and is not knocked down, but still loses one attack. With a Breakfall the damage is reduced in half, even if the roll fails. A failed Sacrifice Throw puts the character in a prone position, either beneath the opponent or at the opponent's feet, with the character knocked down, losing initiative and the next melee attack, and no chance to use Roll or Breakfall to recover. This throw cannot be used to disarm an opponent or throw them into another target.) Common in Judo and Wrestling, less common but not unheard-of in other styles.


Scooping Throw: Basically, this functions as a Tripping/Leg Hook, done with the arms rather than the legs, where the attacker attempts to grab his opponent's legs and then lift them off the ground. Standard damage is 14D6+P.S., with the victim ending up knocked down, losing the initiative and losing the next melee attack/action. Being knocked down causes the character struck to be knocked 1D6+P.S. feet away from where he was standing at the moment of the attack. A character's damage bonuses are also added in. Victims can attempt to defend normally with Parry, Dodge, etc. After a body flip/throw, a victim who succeeds with a Breakfall takes no damage and is not knocked down. With a Breakfall the damage is reduced in half, even if the roll fails. After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact takes no damage, but is still knocked down and loses one melee attack. After a body flip/throw, a victim who succeeds with a Maintain Balance is not knocked down and doesn't lose an attack, but still takes full damage.


Shoulder Throw ('''Seoi Nage'''): Using leverage, the character throws the opponent off the ground. Standard damage is 1D6 (plus P.S. bonus) with the opponent knocked down, losing initiative and losing the next melee attack. A character's damage bonus is also added in. Victims can attempt to defend normally with Parry, Dodge, etc. After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact or Breakfall takes no damage and is not knocked down, but still loses one attack. With a Breakfall the damage is reduced in half, even if the roll fails. As an attack, it is possible to throw the victim of a body flip/throw into something or someone. To determine success, roll another strike. The second victim, the one who's getting hit with the thrown body, can attempt to defend with Parry, dodge etc. If two bodies collide, then they both take the same amount of damage, lose initiative, are knocked down and lose one attack. Another unique aspect of this ability is that it can be used to disarm an attacker by using the flipping action to turn the arm and bend the hand to make the attacker drop his weapon (no damage), or to flip him in such a way that no damage is inflicted, but the attacker drops his weapon. Bonuses to disarm can be applied to this maneuver along with any Body Flip bonuses.)


Sweeping Throw ('''Harai Nage'''): Using swift motions against the opponent's legs to break their balance, the character knocks the opponent off the ground. Does no Damage! Is purely a Knockdown attack with the opponent knocked down, losing initiative and losing the next melee attack. Victims can attempt to defend normally with Parry, Dodge, etc. After a Sweeping Throw, a victim who succeeds with a Roll with Punch/Fall/Impact or Breakfall is not knocked down, but still loses one attack. This throw cannot be used to disarm an opponent or throw them into another target.) Rare in Aikido and Sumo, otherwise common to all styles


Takedown Throw ('''Breinzer'''): This move is similar to the Pickup Throw, but can only be performed from a Body Hold where the opponent has been picked up off the ground. Standard damage is 16D6 (plus P.S. bonus) with the opponent knocked down, losing initiative and losing the next melee attack. Victims can attempt to defend normally with Parry, Dodge, etc. After a body flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact or Breakfall takes no damage and is not knocked down, but still loses one attack. With a Breakfall the damage is reduced in half, even if the roll fails. As an attack, it is possible to throw the victim of a pickup into something or someone. To determine success, roll another strike. The second victim, the one who's getting hit with the thrown body, can attempt to defend with Parry, dodge etc. If two bodies collide, then they both take the same amount of damage, lose initiative, are knocked down and lose one attack.)


Automatic Flip/Lock ('''Katagatame'''): This move can be performed in place of a Parry. That means that instead of blocking or deflecting the blow, the character attempts to leverage the attacker's own force into a flip, followed by the application of a Wrist Lock. First, the character must beat the attacker's Strike just like a parry, but using the bonuses for Body Flip/Throw and any Hold bonuses. If the Body Flip works, then the character must roll to strike for the application of the Wrist Lock. No Strike or Damage bonuses allowed. Failure means taking full damage from the attack without a chance to Roll with Punch/Fall/Impact.


Carrying Pin: A variant of Pin/Incapacitate (or Body Hold) wherein the character picks his opponent off the ground. The opponent can then be carried, but each step away from the initial position costs an attack/action per melee.


Defensive Clothesline: The player sidesteps the attacking target while extending his arm. This acts as both a Dodge and attack. First, roll to dodge the attack, then, if that's successful, roll for the clothesline.


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 - (101%)


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)


Direction Sense:''' (106 %)


Roll: 80%+1% (111%)


Cat leap: 65%+3%, (106%)


Speed Vault: 60%+5% (111%)


Monkey Vault: at 50%+5% (91%)


Revere Vault: at 40%+5% (80%)


Superman: at 55%+5% (96%)


Dash Vault: 50%+5% (91%)


Precision: 45%+5%. (71%)


Rocket Vault: at 50%+5% (76%)


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.


Combat Stats:


(Panzer Kunst) Parry: +15 Dodge: +21 Strike: +15 Attack:4 Roll: +12 Disarm: +3 Damage: +52 Throw: +3 Break-fall: +3 Pull Punch:+ 3


(Aikido) Parry: +15 Dodge: +21 Strike: +14 Attack: 4 Roll: +12 Disarm: +4 Damage: +52 Throw: +5 Break-fall: +4 Pull Punch: + 3


(Tien-Hsueh)Parry: +15 Dodge: +21 Strike: +15 Attack:4 Roll: +12 Disarm: +3 Damage: +52 Throw: +3 Break-fall: +3 Pull Punch:+ 3


Psi-Bo) Parry: +15 Dodge: +21 Strike: +16 Attack: 4 Roll: +15 Disarm: +3 Damage: +52 Throw: +3 Break-fall: +3 Pull Punch: + 7


Special O.C.C. Abilities:


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


Jamming System: This system renders the cyborg invisible to all forms of electronic tracking or viewing, However the cyborg is still visible to the naked eye. Heat tracking weapons cannot track the cyborg while this system is active. The cyborg is at a +4 to initiative, and +3 to strike, and has first attack at the beginning of every round. This system and the Zero Reaction System cancel each other out. The effects of each system are nullified. The cyborg still jams all other things. The cyborg cannot have the Zero Reaction System.


Cloaking System: This system renders the cyborg completely invisible to all forms of detection. The cyborg cannot be detected at all by any means even visual. However one drawback to it is that as soon as the cyborg attacks the system automatically shuts down. This can be combined with the Jamming system to create a real monster. The cyborg is at a +6 to initiative while this is active. The effects of the Zero Reaction System cancel out this system, but the cyborg is still cloaked to all other things. The cyborg cannot have the Zero Reaction System.


Twin Head Mounted Buster Gatling Mini-Lasers (2 pair): A pair of twinned mini-lasers are mounted on either side of the cyborgs head just above the eyes usually. They can be used as both a tool and a weapon. Primary Purpose: Assault/Defense Mega Damage= 2 settings: l-4d6x10 SDC/8D6x10 or 1-4d6x10/8D6x10 MDC per laser, Rate of Fire Equal to the total number of # attacks. Effective Range 4000ft, Payload, Unlimited, Bonuses: +10 to strike/w Integral Gun Optical Link. An optical link which sees directly along the weapon's line of fire.


Twin Buster Gatling Shoulder Lasers (1 pair): A pair of Gatling style lasers are mounted on either side of the cyborgs head just before the actual shoulders, Unlike the above one this offers burst fire for greater damage. The lasers are fire linked. The cyborg can have this or the normal Shoulder Lasers, not both. Primary Purpose: Assault/Defense Mega Damage: 8d6x10/16D6x10 each per single shot, or 16d6xl0/32D6x10 each per rapid fire pulse of 3 shots, Rate of Fire Equal to the number of HtH attacks. Effective Range: 6000ft Payload: Unlimited. +10 to strike/w Integral Gun Optical Link. An optical link which sees directly along the weapon's line of fire.


Psi-System: This system allows a person to retain their psychic powers to a minor extent. The cyborg has only 1/2 of their ISP, and PPE ratings. Beyond this there are no other enhancements; the cyborg will lose any abilities that can not meet the ISP/PPE requirements.


Variable Form: The cyborg can actually alter their form to that of a 1 of a few alternate forms. There are three forms: land, sea, and air. Land is a tank like form that has treads on the backs of the legs. Speed of travel is 200mph. Thrusters can add an additional 50mph. Sea is a boat, or submarine type form that allows for speedy travel in the water. In the water the cyborg can react and act far better in the water than on the land. While in the water the cyborg, in its mobile form, can move about at 160mph. It also gets a +4 to dodge in either form while in the water. Air is aj et like form, In this form the cyborgs flight speed is tripled. Outside of this form the cyborg is still extremely agile and fast. While in their normal form their speed of flight is only doubled. Also double thruster assisted leaps. The cyborg gets a +4 to dodge in either form. (Submarine, Hover tank, X-wing Fighter Form.)


Vernier Thrusters: This is a grouping of extra thrusters added over the Gun-Borgs body. They vastly improve mobility and speed of the cyborg. These thrusters add 50 to the cyborgs speed of flight and 20 extra feet to the length of a thruster assisted jump. Also the cyborg gets a +2 to dodge. The thrusters can be in any shape or form, like Wing Zero Custom has its thrusters in a wing shape on the back.


Reflex recorder: The reflex recorder is a Nanobot factory that releases threaders that attach themselves to the nerve pathways of the cyborg. These nanobots react whenever the body is placed under stress by placing superconductive materials along the nerve paths associated with combat and danger, thereby decreasing reaction time and reinforcing effective responses. Adds +2 to initiative and plus one attack per melee. Also increases the success chances of any combat or defensive maneuver performed by the cyborg. Adds +3 to any combat maneuver or ability known by the cyborg, even critical strikes, death blows and called shots provided that these are among his combat skills.


Nanobot Repair Facility: The Nanobot Repair facility is an implant that stores and produces hybrid Polymer/Protein Nanobots designed to repair cellular damage and even cybernetic and M.D.C. bionic systems. The Nanobot Repair facility includes Bio-comp and Bio-data implants. It also requires a Memory module for each Cybernetic implant and Bionic system to be included in its repairs. The Memory module contains structural data for each implant to effect accurate repairs. Implants not included in a memory module will be left damaged and will not be repaired. The Nanobots are always active and repair damage at the rate of 1 hit point or S.D.C. point per minute starting from the moment damage is taken. The facility repairs cyber implants within two hours and M.D.C. bionics at a rate of 1 M.D.C. per half hour. The facility cannot repair itself if its main memory module is damaged (the one that also stores DNA and biological data on the host.). The facility can restore some internal organs and appendages. Bone structure and muscles are always repaired first and restored the fastest. The facility can regenerate the hosts lungs, stomach, intestines, liver, kidneys, scrotum, mammary, eyes, ears, throat (tongue and teeth included), capillaries, bladder and skin within a few hours. Cardiac arrest and damage to the Heart and major arteries will invariably kill the host before the facility can repair the damage. Nerve damage and brain damage can be repaired as long as it is not immediately fatal. In such cases the person automatically goes into a coma as the damage is repaired and must save vs. coma to wake up after three to twelve hours when the nanobots have finished. The Nanobot Repair Facility adds 5D6X10 years to the life expectancy of the host; including Juicers! Cost: 3.2 million credits plus 5000 credits per memory module (These are not the same as nor are they compatible with the memory modules of the VR computer.


Micro-tendril Muscle Capacitors: This is another Bionic system that bridges the gap between man and machine. It replaces the Electromagnetic Hydraulics of the cyborg or robot with strings of Nanobots whose only function is to contract and expand. The synthetic muscles respond much more naturally than their mechanical counterparts and have proven to be strong as the muscle tissue of supernatural beings. Conversion cost: 4000 credits per point of P.S. Additional Strength can be added to most bionic and robot systems but costs 40000 credits per additional point. Also human sized bionics can only be augmented by 3 points over the maximum. Giant systems can accept up to 10 additional points of strength enhancement.


Reflex Jumpers: These microcomputers are similar in function to the VR computer except that they translate the mental impulses of the brain into motive data for the bionic implants of the cyborg. The implants are called Reflex Jumpers, because they transmit the data directly from the brain along optic cables to the bionic systems, they have been compared to battery jumper cables. The data transmission occurs at the speed of light and is much faster than traditional electronic cyber interfaces. Only partial and full bionic conversion cyborgs can benefit from the combat bonuses in hand to hand combat. Others can use Reflex Jumpers in conjunction with the VR interface to control Giant Robots and other vehicles that have been modified to accept VR controllers with the full combat benefits. Comes in ratings of one to three.


• Rating III: Three additional attacks, +6 to initiative, +3 to strike, parry and dodge, +3 to Bionic P.P. The level three Reflex Jumper is a military model that includes implants in the brain and a more powerful computer implanted at the base of the brain.


Gun-Borg O.C.C. Skills:


Language/Literacy: English at (101%).


Language/Literacy: Elvish/Dragonese 76%).


Basic Electronics: Base Skill: 30% + 5% per level of experience. (46%)


Basic Mechanics: Base Skill: 30% + 5% per level of experience. (46%)


General Repair/Maintenance: Base Skill: 35% + 5% per level of experience. (56%)


Land Navigation: Base Skill: 36% + 4% per level of experience. (57%)


APC: Base Skill: 36% + 4% per level of experience. (47%)


Tank: Base Skill: 50% + 5% per level of experience. (61%)


Military Hover Vehicle: Base Skill: 50% + 4% per level of experience. (66%)


Radio: Basic: Basic Skill: 35% + 5% per level of experience. (51%)


Radio: Scramblers: Base Skill: 35% + 5% per level of experience. (51%)


Read Sensory Equipment: Base Skill: 40% + 5% per level of experience. (56%)


Weapon Systems (General): Base Skill: 60% + 5% per level of experience, (71%)


Climbing: Base Skill: 50% + 8% per level of experience (121%) Rappelling: Base Skill: 30% + 5% per level of experience. (86%)


W.P. Sword-weapon mastery [Lv 5]


Paired Weapons: (Sword/Knife/Chain/Archery/Thrown weapons/Energy Rifle/Energy Pistol/Heavy Weapons/Heavy Energy Weapons)


Sharpshooting :( Archery/Thrown weapons/Energy Rifle/Energy Pistol/Heavy Weapons/Heavy Energy Weapons)


Weapon mastery: (Sword [Lv 5])


Gun-Borg O.C.C. Related Skills:


Electronic Counter-Measures (Communications): Base Skill: 30% +5% per level of experience (66%)


Galactic/Alien Lore (Technical): Base Skill: 25% +5% per level of experience. .(56%)


Parkour/Free Running [Lv5]


Gun-Borg Secondary Skills:


Strategy & Tactics (Military): Base Skill: 30% +5% per level of experience. (61%) [Lv 5]


Lore - Magic: Base Skill (general knowledge): 25% + 5% per level of experience. (31%)


Recognize wards, runes and circles: 15% + 5% per level of experience. (21%_)


Recognize Enchantment (i.e. magic items, people under charms and curses, etc.): 10% + 5% per level of experience. (16%)


Lore - Ghosts and Faeries: Base Skill: 35% + 5% per level of experience. (41%)


Lore - Undead: Base Skill: 10% + 5% per level of experience. (16%)


Lore - Vampires: Base Skill: 36% + 4% per level of experience. (42%)


Lore - Faerie: Base Skill: 25% + 5% per level of experience. (31%)


Psi-Fighter O.C.C. Skills: [All Frozen at Lv 5]


Language/Literacy: Base Skill: 50% + 5% per level of experience. (Japanese Lv 4/Chinese Lv4) (101%)


Parkour/Free Running


Acrobatic:


Gymnastics


Tumbling


Aerobics


Athletics


Body Building


Boxing


Wrestling


Kickboxing


Pressure Point Control Tactics


Running


Pressure point Control Tactics


Sense of Balance: 90%+5% per level. (135%)


Stilt Walk: 50%+5% per level of experience. (61%)


Pole Vault:


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


Back Flip and Somersault: 70%+8% per level. (121%). +4 dodge while doing it


Climb Rope: 80% + 5% per level - (101%)


Direction Sense: (106 %)


Roll: 80%+1% (111%)


Cat leap: 65%+3%, (106%)


Speed Vault: 60%+5% (111%)


Monkey Vault: at 50%+5% (91%)


Revere Vault: at 40%+5% (80%)


Superman: at 55%+5% (96%)


Dash Vault: 50%+5% (91%)


Precision: 45%+5%. (71%)


Rocket Vault: at 50%+5% (76%)


W.P. Sword: Bonuses: +1 to strike and parry at levels 1, 3, 7, 11, and 14.


W.P. Blunt: Bonuses: +1 to strike and parry at levels 1, 4, 8, and 13. (Bokken) [Lv 5]


W.P. Staff: Bonuses: +1 to strike at levels 1, 3, 7, 10, and 13; +1 to parry at levels 2, 5, 8, 11, and 14; +1 to strike when thrown at levels 4, 8, and 14; not normally designed for throwing. (Jo)


W. P. Chain: Bonuses: +1 to strike at levels 1, 4, and 13; +1 to parry at levels 4, 8, and 13.


W. P. Knife: Bonuses: +1 to strike at levels 2, 7, 11, and 15; +1 to strike when thrown at levels 1, 7, 11, and 15; and +1 to parry at levels 2, 4, 8, 11, and 15. (Tanto)


W. P. Small Throwing Weapons: Bonuses when thrown or slung: +1 to strike at levels 1, 3, 5, 7, 10, and 13. Adds +1 to strike at levels 2, 5, and 10 to WP: Archery, WP: Crossbow, WP: Throwing Weapons or WP: Spear.


W. P. Archery: Bonuses:


Detect Ambush: Base Skill: 30% + 5% per level of experience. (81%)


Detect Concealment: Base Skill: 25% + 5% per level of experience. (71%)


Perception: Base Skill: (IQ + 20)% + 5% per level of experience. (85%)


Locate Secret Compartments: Base Skill: 20% + 5% per level of experience (55%)


Palming: Base Skill: 25% + 5% per level of experience. (81%)


Sleight of hand +20%,


Prowl: Base Skill: 46% + 8% per level of experience. (84/104%


Climbing: Base Skill:


Swimming - Basic: Base Skill: 50% + 8% per level of experience (126%)


Intelligence: Base Skill: 32% + 4% per level of experience. (88%)


Escape Artist: Base Skill: 30% + 5% per level of experience. (111%) [Lv5]


Mathematics - Basic: Base Skill: 45% + 5% per level of experience. (122%)


Mathematics - Advanced: Base Skill: 45% + 5% per level of experience. (122%)


Mathematics - Accounting: Base Skill: 45% + 5% per level of experience. (122%)


Mathematics - Statistics: Base Skill: 50% + 4% per level of experience. (126%)


Biology: Base Skill: 30% + 5% per level of experience. (121%) [Professional]


Xenology (Science): Base Skill: 30% +5% per level of experience. (101%) [Professional]


Holistic Medicine: Base Skill: 20% + 5% per level of experience. (101%) [Professional]


First Aid: Base Skill: 45% + 5% per level of experience. (96%) [Professional]


Paramedic: Base Skill: 40% + 5% per level of experience. (91%) [Professional]


Pilot Motorcycle: Base Skill: 60% + 4% per level of experience. (121%)


Jump Bike Combat: Base Skill: 45% + 5% per level of experience. (116%)


Philosophies: Confucianism, Buddhism, Taoism, Shinto, Omotokyo Base Skill: 80% + 2% per level of experience. (98%)


Wei Qi or Go: Base Skill: 30%+5% per level of experience. (71%) [Professional]


Chess: Base Skill: 30% + 3% per level of experience. (51%)


Meditation: Base Meditation Skill: (80%)


Base Meditation Time: (5hrs)


Psychic Lore (Technical): Base Skill: 30% +5% per level of experience. . (61%)


Massage: Base Skill: 50%+5% per level of experience. (100%) [Professional]


Shiatsu: Base Skill: 25%+5% per level of experience. (75/65%) [Professional]


Acupressure: Base Skill: 30% + 5% per level of experience. (80/70%) [Professional]


Acupuncture & Moxibustion: Base Skill: 30/20%+5% per level of experience. (6070%) [Professional]


Use & Recognize Poison: Base Skill: 24%/16% + 4% per level of experience. . (64/56%)


Calligraphy: Base Skill: 35% + 5% per level of experience. (66%)


Feng Shui or Geomancy: Base Skill: 15% + 5% per level of experience. (46%)


Lore - Geomancy & Lines of Power: Base Skill: 25% + 5% per level of experience. (56%)


Bonsai: Base Skill: 50 + 5% per level of experience. (81%)


Floral Arrangement (Ikebana): Base Skill: 30 + 3% per level of experience. (51%)


Psi-Fighter O.C.C. Related Skills: [All Frozen at Lv 5]


Fencing


Battle Bike Combat


Desert Survival: Base Skill: 50%+5% per level of experience. (101% )[Professional]


Urban Survival: Base Skill: 35% + 5% per level of experience. (81%) [Professional]


Wilderness Survival: Base Skill: 30% + 5% per level of experience. (86%) [Professional]


Streetwise: Base Skill: 20% + 4% per level of experience. (56%)


Offensive Driving: Base Skill: 30% + 5% per level of experience. (66%)


Psi-Fighter Secondary Skills: [All Frozen at Lv 5]


Comic Book Lore (Technical): Base Skill: 40% +5% per level of experience. . (71%)


Super being/Power Lore (Technical): Base Skill: 40%/15% +5% per level of experience.(71/46%)


Psychic Lore (Technical): Base Skill: 30% +5% per level of experience. (61%) [


Cook: Base Skill: 50% + 8% per level of experience. (96%) [Professional]


Fishing: Base skill: 60% + 5% per level of experience. (91%)


Fasting(T): Base Skill: 54% + 4% per level of experience. (89%)


Identify Plants & Fruits: Base Skill: 25% + 5% per level of experience. (56%)


Hunting: The skill of killing and preparing an animal for food. Bonuses: +2% to Prowl, +5% to Track Animals, +5% to Skin Animals, +5% to Wilderness Survival, and +5% to Cook the catch only.


Special Martial Arts Form:


Panzer Künst:


Hand to Hand Cyborg: Panzer Künst


The cyborg body is stronger than the human body. The cyborg body is faster than the human body. The cyborg body is tougher than the human body. The cyborg is constructed of Mega-damage capacity materials able to withstand great temperature extremes, the pressure of ocean depths, and weapons that would blast a human being to atoms. To fully accept the cyborg body is to become one with the machine. Tetsu-Ro, the Iron Man. This ideal predates the use of cybernetics and achieves its ultimate expression in the martial arts form known as Panzer Künst, the Tank Thrust. While this is not the only martial arts form practiced by cyborgs, it is the most developed form specifically designed for cyborgs. Robots, humans, mega-damage beings and even juicers and crazies cannot learn Panzer Künst. Most of its techniques rely on mechanical vibration and computer control dynamics.


Note: When creating a cyborg character roll Physical Endurance and hit points as normal. While the cyborg does lose all physical S.D.C., a partial conversion cyborg retains his full hit points and P.E. and a full conversion cyborg will have half his hit points and P.E. (round down). This is important in determining the effects of some attacks that ignore armor and cyborg systems. Full conversion cyborgs receive 1D4 hit points per level.


Basic and Special Moves: Automatic Dodge, Back flip, Body Block/Tackle, Break fall, Cartwheel, Disarm, Maintain balance, Jump kick, Leap Attack, Roll with blow/fall/impact, Roundhouse Kick (+3D6 M.D.), Simultaneous attack, Entangle, Strike, Parry, Dodge and Pull punch are all available at first level.


Cyborg abilities: Practitioners of Panzer Künst know the Resonate Harmonics ability of Vibrating Palm, the Machine Weapon ability Lightning Palm and the Iron Flesh ability Iron Ram at first level. Additionally any Four (4) abilities from any category except Ghost in the Machine are also learned at this stage. Of course the cyborg body must meet with the requirements of each ability.


Bonuses: +10 hit points, +4 to M.E., +2 to bionic P.P., +22 to bionic Speed, +4 to Saves vs. all magic, +2 to Saves vs. Horror Factor and Insanity, Horror Factor 6 if cultivating a benign appearance, 9 if deliberately menacing.


Level Advancement:


1st: Four attacks per melee, +3 to roll with blow/fall/impact, +2 to strike, +2 to parry, +3 to dodge, +4 to initiative and +1D6 to M.D.C. and +6 to damage


2nd: +2 to pull punch, +2 to Body block/tackle, Paired Weapons.


3rd: +1 to disarm, +1 to initiative, +1 to Saves vs. Horror Factor, +1 to Horror Factor, One additional Cyborg ability from the Resonate Harmonics, Machine Weapon, E.M.P. or Iron Flesh categories.


4th: One additional attack per melee, and +1D6 to M.D.


5th: Wheel Kick, Critical Strike on a roll of 18, 19 or 20.


6th: +1 to initiative, +2 to Body block/Tackle, One additional Cyborg ability from the Resonate Harmonics, Machine Weapon, E.M.P. or Iron Flesh categories.


7th: One additional attack per melee, +1 to Horror Factor.


8th: Death Blow on a roll of 18, 19 or 20, +2 to maintain balance.


9th: Backward sweep and Tripping leg hook, +2 to Saves vs. Horror Factor, One additional Cyborg ability from the Resonate Harmonics, Machine Weapon, E.M.P. or Iron Flesh categories..


10th: One additional attack per melee, +2 to maintain balance and roll with blow/fall/impact, +1D6 to M.D., +1 to Horror Factor.


11th: One additional Cyborg ability from the Ghost in the Machine, E.M.P. or Iron Flesh categories.


12th: Critical Strike on a successful Called Shot (Dice roll of 13 to 20 that hits).


13th: One additional attack per melee, +1 to strike, parry and dodge, +1 to Horror Factor


14th: +1 to Body block/Tackle, +2 to all Saving Throws, + 1D6 to M.D.


15th: One additional attack per melee, One additional Cyborg ability from the Machine Weapon, E.M.P. or Ghost in the Machine categories.


Aikikai Aikido (Exclusive)


By Kuseru


Entrance Requirements: Limited to those of Honorable Alignments. No Attribute requirements.


Skill Cost: 15 Years


Aikido was created in Japan by Morihei Ueshiba (1883-1969). Originally called "aikibudo" and "aikinomichi," Ueshiba changed the name of his style to "Aikido" in 1942. Drawing upon his training in Daito Ryu Aikijustu, kendo/kenjutsu, several varieties of jujutsu, and sojutsu, Ueshiba combined many of the techniques of these styles, along with some of his own creation to develop the style. Ueshiba felt that there could be an art designed to control one's ambitions and desires along with martial training, so he immersed himself in religious studies and developed a philosophy devoted to a universal socio-political harmony. By incorporating these principles into his martial art, Ueshiba developed many facets of aikido in concert with this philosophical and religious ideology. This allowed him to present aikido as a vehicle toward enlightenment. Ueshiba is considered "O-Sensei" by all aikidoka (practitioners of aikido). Aikikai is the common name for the 'classical' style headed by Moriteru Ueshiba, O Sensei's grandson, as taught under the auspices of the International Aikido Federation. Also known as Hombu (which actually means headquarters), most regard this school as the mainline in Aikido development. Today the Aikikai Foundation that is run by O Sensei's son, Doshu Kisshomaru Ueshiba.


Aikido uses throws and joint locks from jujutsu and combines these techniques with a sharpness of body movement derived from kenjutsu combined with flexibility and smoothness derived from jojutsu. Striking is learned, though not often utilized. This is done primarily for safety during training, yet it is taught so that the aikidoka can apply striking techniques effectively. Techniques are also taught in a systematic manner with students learning both attack and defense. In the Aikido arts you learn how to take rolls and falls safely as well as how to throw and perform joint lock techniques. Basic techniques are used for testing but literally hundreds of moves are possible. Yet for all it's martial devotion, Aikido is not exclusively a combat system, but instead a method of self-improvement. The goal of Aikido is not to learn how to defeat others, but rather, to defeat one's own negative qualities. By doing so, this style emphasizes the art of counter-attack because the number of possible counters contained in the technical methods of evading an attack, weakening its extended force, and subjugating the attacker through a projection, a blow, or immobilization are interminable. Toward this end, the aikidoka uses Simultaneous Attacks, Automatic Body Flip/Throws, and Automatic Holds/Locks against striking attacks and uses reversals against grappling attacks.


Weapons training in Aikido can include the jo/ (staff), tanto (knife), and bokken (sword); the three principal weapons used in aikido. However, while the goal of aikido is not primarily to learn how to use weapons, there are several reasons for weapons training in aikido. Since many of the techniques in Aikido are derived from weapon styles, many of the strikes as well as defense against weapons are taught. In addition, the use of weapons develops the aikidoka distancing, timing, principles governing lines of attack and defense, principles of movement and technique, and also cultivates a kind of responsiveness and sensitivity to the movements and actions of others within a format that is usually highly structured, allowing for easier focus of cognitive development.


In addition to physical techniques, Aikido stresses self-discipline, observation and modification of both psychological and physical responses. Aikido training emphasizes proper etiquette at all times to facilitate psychological responses, social courtesy, and cooperative training. Techniques in aikido are learned through observation (of demonstration of techniques and self-observation in regards to self-discipline) and through cooperative enterprise. Aikidoka learn to cooperate by practicing techniques with a partner, not an opponent. The training is highly idealized and stylized initially, allowing aikidoka to learn the basic patterns of movement. At advanced levels, the practitioner increases the power and speed of attacks which teaches the student to adapt the basic strategies of aikido movement to a broader variety of attacks.


In reality, Aikikai is more of an umbrella than a specific style, since it is taught in a different manner by the many individuals within the organization. Ueshiba Sensei teaches Aikikai in a generally large and flowing manner, with an emphasis on a standard techniques and little or no emphasis on weapons training. Other teachers within the organization place much more emphasis on weapons practice.


Costume: The primary costume of the aikidoka is the Keiko gi/do gi/gi or Practice uniform. This is further supplmented through wearing Hakama (a Split skirt/wide legged pants). Additional costume features include a Tenugui (small hand cloth to wipe face which is also worn under the helmet in sword practice), Emblem Gi (demonstration uniform), Montsuki (wide sleeved top with mon (family crest) on chest, sleeve and back), Uwa gi (practice top), Obi (typically white or black belt), ZEkken (chest patch embroidered with own name and dojo name) and Tabi (split-toed sock-slippers) for wear inside the dojo and Zori (sandals) for use outside the dojo.


Stance: Aikido's standard position is the Shizentai Gamae, a natural stance that can be facing either right or left. In right stance, the feet are a shoulder's width apart, right foot facing forward, left foot pointing left, right arm loosely extended at chest level, left arm a hand's width from the body, hands extended loosely with all fingers separated.


CHARACTER BONUSES


Add +2 to M.E.


Add +2 to M.A.


Add +2 to P.P.


Add +x2 to ChiCOMBAT SKILLS


Attacks per Melee: 2


Escape Moves: Break fall, Roll With Punch/Fall/Impact.


Attack Moves: None.


Basic Defense Moves: Automatic Parry, Dodge, Parry.


Advanced Defense Moves: Circular Parry, Disarm.


Hand Attacks: Knife Hand Knock-Out.


Basic Foot Attacks: None.


Jumping Foot Attacks: None.


Special Attacks: Automatic Flip/Lock (New!), Automatic Flip/Throw, Choke, Combination Grab/Face Punch (New!), Critical Flip/Throw, Automatic Entering Throw (New!, Automatic Hip Throw (New!), Automatic Reverse Hold/Throw (New!).


Holds/Locks: Automatic Finger Lock, Automatic Wrist Lock, Automatic Elbow Lock.


Weapon Kata: None.


Modifiers to Attacks: Critical Strike.


SKILLS INCLUDED IN TRAINING


Martial Art Powers: Select a total of Three (3) Martial Art Powers from among Atemi, And Chi, and Martial Art Techniques and Weapon Kata from W.P. Jo (staff), Tanto (knife), and Bokken (blunt sword, uses W.P. Blunt). If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).


Languages: Japanese Lv 4


Cultural(Pick Two): Bonsai, Calligraphy, Go, Haiku, Ikebana, or Ukio-e.


Weapon Proficiencies: W.P. Jo (staff), Tanto (knife), and Bokken (blunt sword, uses W.P. Blunt).


Philosophical Training: While there is no unified philosophy of Aikido, many aikidoka share a loose collection of metaphysical, ethical, and religious beliefs commonly transmitted by word of mouth. Ueshiba himself was an adherent to on quasi-new religion, called Omotokyo. Omotokyo is comprised partly of neo-shintoism and partly of socio-political ideology. The goal of this philosophy is the unification of all humanity in a single, "heavenly kingdom on earth" where all religions are united under the aegis of Omotokyo.


If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Aiki-Buken (5 Years), Itto Ryu (3 Years), Kashima Shinden Jikishinkage Ryu (3 Years), Kasumi Shinto Ryu (2 Years), Kendo (3 Years), Kokikai Aikido (4 Years), Kurama Ryu (5 Years), Muso Jukiden Eishin Ryu (5 Years), Muso Shinden Ryu (5 Years), Seidokan Aikido (6 Years), Shinmuso Hayashizaki Ryu (5 Years), Suio Ryu (4 Years), Tenshin Shoden Katori Shinto-Ryu (4 Years), Tomiki Ryu Aikido (3 Years), Yoseikan Aikido (5 Years), Yoshinkan Aikido (5 Years), Yoshokai Aikido (5 Years).


LEVEL ADVANCEMENT BONUSES


1st: +1 to Parry/Dodge, +1 to Breakfall, +1 to Roll with Punch/Fall/Impact.


2nd: +2 to Throw (Throws do an extra die of damage for a total of two dice of damage).


3rd: Select One (1) Additional Martial Art Power from Atemi, Chi Mastery, Martial Art Techniques, and Weapon Katas from W.P. Jo (staff), Tanto (knife), and Bokken (blunt sword, uses W.P. Blunt).


4th: +1 Attack per Melee, +1 to Disarm.


5th: Critical Body Flip/Throw on a Natural 18, 19, or 20.


6th: Select One (1) Additional Martial Art Power from Atemi, Chi Mastery, Martial Art Techniques, or Weapon Katas from W.P. Jo (staff), Tanto (knife), and Bokken (blunt sword, uses W.P. Blunt).


7th: +2 to Throw, +1 to Disarm.


8th: +1 to Parry/Dodge, +1 to Breakfall, +1 to Roll with Punch/Fall/Impact.


9th: +1 Attack per Melee.


10th: +2 to Throw.


11th: +1 to Roll with Punch/Fall/Impact, +1 to Disarm.


12th: Select One (1) Additional Martial Art Power from Atemi, Chi Mastery, Martial Art Techniques, or Weapon Katas from W.P. Jo (staff), Tanto (knife), and Bokken (blunt sword, uses W.P. Blunt).


13th: +1 to Parry/Dodge, +1 to Breakfall, +1 to Disarm.


14th: +2 to Throw (Throws do an extra die of damage for a total of three dice of damage).


15th: Select One (1) Zenjorike Power.


Why Study Aikikai Aikido?


As a self-defense art, Aikido can't be beat. It's good against an unlimited number of Multiple Attackers, can operate in Close Combat and comes with a fair number of Martial Art Powers. The main disadvantage is that it's totally defensive; there's not much you can do unless someone actually attacks you.


Psibo'k Psionic Hand to Hand


Attribute Requirements: Must be either a physical, sensitive or super psionic.


Character Bonuses:


Add 10 to I.S.P


Add 1 to P.E


Alignment / Doctrine Restrictions: None


Psibo'k is a form of martial arts that embraces the psionic potential of the fighter and uses those powers to fight more effectively. This form does not enable the psionic to stand back and attack at range (of course this is possible, just not a part of the combat form) but allows the combatant to utilize their abilities to enhance combat effectiveness. The beauty of the Psibo'k form is that the instructor teaches how to incorporate the psionic abilities the student actually possesses into the best variation of the basic form. There are no restrictions on the amount or power of the psionic abilities possessed by a student. The premise of Psibo'k is that any form of psionic theoretically is a bonus over a non-powered opponent and should be used as an extension of the body rather than a tool of the mind. Psibo'k was developed by another psionic race but adopted quickly by the Menntas. The unique aspect of this martial art is the ability for the Masters to teach the students actual psionic techniques. Since psionic powers are just manifestations of a similar psychic energy, the Masters have developed a method of teaching their students the Psionic Katas, which ingrains the ability of using a psionic power in combat effortlessly and naturally.


Bursters and other similar psionics (such as Zappers) can also use their natural abilities at half their I.S.P costs only while engaging in hand to hand combat against one opponent. The focusing aspect of the martial art allows this.


Skill Cost: 4 secondary skills or 1 additional skill if the O.C.C. has Martial Arts as standard.


Additional Attacks per Melee: 2


Escape Moves: Roll with punch, fall or impact.


Defensive Moves: Dodge, Disarm, Parry, and Automatic Parry


Hand Attacks: Strike (Punch), Knife Hand, Elbow


Basic Foot Attacks: Kick Attack, Snap Kick, Backward Sweep and Roundhouse Kick


Jumping Foot Attacks: Jump Kick


Special Attacks: Death Blow, Leap Attack


Modifiers to Attacks: Pull Punch, Knock-Out / stun, Critical Strike, Critical Strike From Rear


Psionic Katas: If a psionic chooses to use these Katas, they must sacrifice psionic powers according to the power cost value in the descriptions below. I.S.P costs for using these Kata abilities outside of hand to hand combat is double the standard I.S.P cost of the psionic ability in parenthesis! All the standard saving throws apply to the psionic abilities as shown in the power descriptions. Level advancement can also gain the character Psionic Kata abilities! This can only be accomplished through training and guiding by a high level Psibo'k Master. If one is not available or the character chooses not to then a bonus of +1 to initiative is gained instead. A minor psionic could not use these extra abilities outside hand to hand combat.


Mind Force Kata (Telekinesis): The psionic is taught to utilize the psionic power as an extension of their attack and defense technique. In game terms, the character can perform one psionic defensive action and one psionic offensive action above their combined hand to hand attacks.


Power Cost: Two psionics or one Super Psionic


I.S.P Cost: 3 per combat action; Standard cost for offensive moves using other objects such as tables.


Special Defensive Moves: Telekinetic Parry, Telekinetic Disarm


Special Attack Moves: Telekinetic Punch 1D8, +3 to strike.


Ecto-Kata (Ectoplasm): A concentrated form of ectoplasm is produced to create an extra defensive technique for the character. An additional ectoplasm arm allows the character to parry an opponent even if the character is entangled or pinned. In game terms, the character can perform one psionic defensive action above their combined hand to hand attacks.


Power Cost: Ectoplasm Physical Psionic


I.S.P Cost: 3 per combat action


Special Defensive Moves: Telekinetic Parry, Telekinetic Disarm


Ectoplasm Combat: +1 to Parry, 60 S.D.C + 10 S.D.C per level, Maximum Range is the character's arm length.


Strength Kata (Summon Inner Strength): The combatant summons inner strength to gain the following bonuses while in hand to hand combat.


Power Cost: Two psionics or one Super Psionic


I.S.P Cost: 4 for the duration of combat and two minutes beyond


Special Bonuses: +50 S.D.C, +5 to Damage, +2 save vs Pain, +5% save vs Coma/Death, Double P.E exertion rates.


Inner Eye Kata (Clairvoyance): Impressive ability to concentrate during the beginning of combat for one melee round before gaining an insight into the opponent's future. The character can only perform defensive moves for one melee before the Clairvoyance psionic kicks in. At this time the character is +5 to Strike, Parry and Dodge for the next thirty seconds (2 melee rounds) or able to engage multiple attackers without penalty for that duration. After this the clairvoyant must begin concentrating again for another melee round.


Power Cost: Two psionics or one Super Psionic


I.S.P Cost: 4 per initial melee. During the course of combat the cost doubles for every attempt.


Special Bonuses: Multiple Attackers dodge, parry and strike while in Clairvoyant "Zone". +5 to Strike, Parry and Dodge if fighting a single opponent for 30 seconds. Automatic Initiative during Clairvoyant attacks.


Electro Kata (Electrokinesis): The psionic is taught to utilize the psionic power as an extension of their attack and defense technique. In game terms, the character can use the abilities described in the Super Psionic power as a natural extension of combat and at half the I.S.P cost.


Power Cost: one Super Psionic Power


I.S.P Cost: Half the costs stated in the Psionic Power description.


Special Attack Moves: Shock Punch +1D6 to damage, Costs no I.S.P.


Flame Kata (Pyrokinesis): The psionic is taught to utilize the psionic power as an extension of their attack and defense technique. In game terms, the character can use the abilities described in the Super Psionic power as a natural extension of combat and at half the I.S.P cost.


Power Cost: one Super Psionic Power


I.S.P Cost: Half the costs stated in the Psionic Power description.


Special Attack Moves: Flame Punch +1D6 to damage, Costs no I.S.P.


Evil Eye Kata (Bio-Manipulation): The psionic is taught to utilize the psionic power as an extension of their attack and defense technique. In game terms, the character can perform any of the Bio-Manipulation attacks during combat as an extension of a punch or disarm. The I.S.P costs are halved but the range is limited to touch.


Power Cost: one Super Psionic power or three other psionic abilities


I.S.P Cost: Half the costs stated in the Psionic Power description.


Special Defensive Moves: Stun Disarm - if a successful disarm move is performed the effects of a stun attack are felt by the attacker.


Special Attack Moves: Stun Punch, Blind Punch, Pain Punch, and Paralysis Punch.


Special Bonuses: The opponent is -2 to save due to the difficulty concentrating after successfully being punched.


Mind Bond Kata (Mind Bond): If the psionic is outmatched in one-on-one combat, the character can attempt to mind bond with the opponent to gain all the martial art and skill bonuses known by the attacker. A successful mind bond during hand to hand combat means that the psionic can attempt to perform a move known by the opponent at the same level of proficiency. The mind bond also gains the psionic a +3 bonus to initiative.


Power Cost: one Super Psionic Power or two other psionic abilities


I.S.P Cost: Half the costs stated in the Psionic Power description.


Special Bonuses: +3 to initiative on a successful mind bond.


Sword Kata (Psi-Sword): An adaptation of the psionic power that allows even first level psionics to form a psi-blade. The sword is not as strong as the full-fledged super psionic ability but is still a formidable weapon.


Power Cost: one Super Psionic Power or three other psionic abilities.


I.S.P Cost: 10 per minute (4 melees)


Damage: 1D6 M.D per level of the psionic.


Level Advancement Bonuses


1st: + 2 to Parry / Dodge


2nd: + 1 Attack per Melee


3rd: + 4 to pull / roll with punch or fall


4th: Choose one additional psionic kata


5th: + 2 to Strike


6th: + 1 Attack per Melee


7th: Knock-out / stun on natural 20


8th: Judo-style Body Throw / Flip; Does 1D6 Damage and victim loses initiative and next attack in that melee


9th: + 1 Attack per Melee


10th: Choose one additional psionic kata


11th: + 4 to Damage


12th: + 2 to Parry / Dodge


13th: + 1 Attack per Melee


14th: Death Blow on a roll of natural 20


15th: + 2 to Damage


TIEN-HSUEH TOUCH MASTERY (EXCLUSIVE)


Entrance Requirements: Minimum attributes include I.Q.: 11 and M.E.: 8. Restricted to characters of Diabolic (Evil) alignment. NOTE: It is possible for characters to have taken this form and then go through an alignment change.


Skill Cost: 20 Years


To study Tien-Hsueh, the Chinese art of "Touching Vital Points," requires a complete knowledge of human anatomy. The student becomes as familiar with the flow of blood, the workings of the body's organs, and, most importantly, with the nervous system, as any surgeon. So precise is this knowledge that a character can kill with the touch of a finger. Not merely kill instantly, but kill inevitably, so the victim will die hours, or even days, after the injury.


The teaching of Touch Mastery is highly restricted. Although its masters control powerful organizations, there are never more than a dozen people who know the art in the entire world. Students must be born into the family of a master in order to be accepted. The result of acceptance is as likely to be death as training in the art.


It can truly be said that the masters of Tien-Hsueh bury their mistakes.


Once trained, a student will never be free of the control of the Touch Masters. Disobeying a command, failing in a mission, or showing disrespect for a master, or revealing any of the secret arts, will result,


In an automatic death sentence. And the instant that student is condemned, the international organization will offer a "bounty" for the recovery of the corpse.


Costume: Traditional, Chinese Silk Gowns.


Stance: Upright stance with legs together, one arm up, the other at waist, both hands held loosely with the forefinger pointing.


CHARACTER BONUSES:


Double Normal CHI/P.P.E./I.S.P


Add 4 to M.E.


Add 2 to M.A.


COMBAT SKILLS:


Attacks per Melee: 3


Escape Moves: Roll with Punch/Fall/Impact.


Basic Defensive Moves: Dodge, Parry, Automatic Parry, Combination Automatic Parry/Attack.


Hand Attacks: Fore-Knuckle Fist, Fingertip Attack.


Basic Foot Attacks: None


Special Attacks: Dim Mak (SPECIAL! This is the feared delayed


Death Blow. See Atemi Abilities for more information.), Paralysis Attack (Vital Points).


Weapon Katas: None


SKILLS INCLUDED IN TRAINING:


Martial Art Powers: Select a total of six (6) Powers from among Arts of Invisibility, Atemi Abilities, and Chi Mastery. Also select 2 Zenjorike Power. If desired, any number of Powers can be traded, one-for-one, for any Basic Skill Program (excluding physical).


Languages: Chinese Lv 4


Philosophical: Confucianism, Buddhism, Taoism, Go, Chess


Temple: Meditation, Acupuncture, Acupressure, Holistic Medicine, Use Poison, Calligraphy, Biology, Xeno Biology, Geomancy


If this is your Primary Martial Art Form, then the following other forms can be learned in a shorter time: Moo Gi Gong (4 Years), Li-Chia (4 Years), or Xing-Chiao (3 Years).


LEVEL ADVANCEMENT BONUSES:


1st: Add +1 to Roll with Punch/Fall/Impact, + 1 to Strike, Critical Strike from Behind. 1.


Healing-Tien Hsueh: includes a thorough study of the art of acupuncture (healing by inserting needles into the body). The result is the ability to resuscitate a character by touch alone. Healing Hit Point Injury: 4D6 Hit Points recovered. S.D.C. (Body) Damage: 2D6+10 S.D.C. recovered. Healing M.D.C. injury: 3D8 M.D.C. recovered. Cure Illness/infection/Fever/Coma: 40% +4% per level chance of instant recovery. Cybernetic Devicel/Engine/Machine Repair, Installation or Removal: 40% +4% per level chance of success. Duration: Instant. Each act of healing counts as one of the character’s melee actions. Chi/P.P.E. /I.S.P. Cost: 6 points per healing.


2. Tien-Hsueh Reversal: Can be used to instantly reverse the effect of any other Tien-Hsueh attack inflicted by the character, or any other Tien-Hsueh Master. It can also be used to snap a character out of a knockout, stun, dizziness, blindness, paralysis, or any other form of temporary shock. Reversing the Tien Hsueh inflicted by the character, or by anyone of lesser power, will take a single melee round. However, reversing the Tien Hsueh inflicted by those of greater power will be considerably more difficult, taking 2D6 melee rounds for every level of difference between the characters. For example, if a 4th level Tien Hsueh Master tries to reverse, say, the blindness inflicted by a 7th level Tien-Hsueh Master, it will take 2D6x3, or 6D6 melee rounds to do so. I.S.P. Cost: 5 points.


3. One Finger Touch: Does absolutely no damage but serves to channel any Tien-Hsueh attack. Bonus: +4 to strike.


2nd: Add +1 to Parry, +1 to Dodge, Dim Mak (Death Blow).


3rd: Select One (1) Additional Martial Art Power from Invisibility, and Atemi, and Chi Mastery, Tien-Hsueh Internal Practice Advancement #1: +2 to M.E. and +1 to IQ. Attributes.


4th: Double Existing Chi/P.P.E./I.S.P...


5th: Add One (1) Zenjorike Power.


Penetrating Tien-Hsueh: When confronted with an M.D.C. body, including demons and creatures of magic, or someone clothed in M.D.C. armor, the character is able to twist whatever Tien-Hsueh powers they have beyond that boundary, therefore, M.D.C. no longer acts as a barrier. Chi/P.P.E./I.S.P. Cost: 12.


6th: Add +1 to Parry, Critical Strike or Knockout from Behind (Triple Damage), Select One (1) Additional Martial Art Power from Invisibility, and Atemi, and Chi Mastery.


7th: Add + 1 to Roll with Punch/Fall/Impact, + 1 to Strike.


Tien-Hsueh Internal Practice Advancement #2: +2 to P.P. and +1 to MA. attributes.


8th: Double Existing Chi/P.P.E./I.S.P…, +2 to Dodge, Select One (1) Additional Martial Art Power from Invisibility, and Atemi, and Chi Mastery.


9th: Add +1 Attack per Melee, Critical Strike on a roll of Natural 18 or better.


Long-Distance Tien-Hsueh. Any of the character’s Tien-Hsueh can be projected up to 400 feet per level of experience. The character will have to either see the victim (although it could be through binoculars or a sniper scope, or even a television monitor), or be speaking with the victim on a telephone, radio, or other communication device. lf in contact with the detached spirit, animus, or spectral version of a character, the Tien-Hsueh can be directed all the way back to that character’s body, no matter how far away. Chi/P.P.E./I.S.P. Cost: 24.


10th: Add +1 to Parry/Dodge, Add One (1) Zenjorike Power, Add 5D6+12 I.S.P. to the character’s Permanent Chi/P.P.E./I.S.P. Base.


11th: Add +1 to Damage, + 1 to Parry.


12th: Select One (1) Additional Martial Art Power from Invisibility, or Atemi, or Chi Mastery.


Tien Hsueh Internal Practice Advancement #3: +2 to I.Q. and +1 to M.E. attributes.


13th: Add +1 to Roll with Punch/Fall/Impact, Add One (1) Zenjorike Power.


14th: Add +1 to Parry/Dodge, Knockout/stun on Natural 17 or better.


15th: Double Existing Chi/P.P.E. /I.S.P...


Why Study TIEN-HSUEH?


The most powerful of the "Internal" schools of the martial arts. Every effort is placed on the development of the mind and Chi energy. The exclusive teacher of the dreaded Dim Mak. Relatively weak in physical combat.


List of Touch Mastery Tien Hsueh Powers:


Blindness Tien-Hsueh: A precise two-finger strike to a point just below the victurn’s eyes. It causes total blindness that persists for 2D6 hours. lf the victim manages to parry or dodge, there is no damage, and no blindness. If the victim manages to roll with punch/fall/irnpact, then the blindness will only last 2D6


melee rounds. Penalties for blindness are -10 to strike, parry, dodge and other combat rolls. Chi/P.P.E./I.S.P. Cost: 8.


Blood Flow Tien-Hsueh: P.S. +2D8 damage is done direct to Hit Points, bypassing any of the victim’s S.D.C. or S.D.C. body armor; 1D8 damage when bypassing M.D.C. armor. Against supernatural creatures, even M.D.C. creatures, the Tien Hsueh Master can inflict P.S. +1D8 M.D.C. or dispel 2D8 points of the victim’s Chi/P.P.E./I.S.P.. Chi/P.P.E.I.S.P. Cost: 10 points.


Electronic Tien-Hsueh: From the perspective of a Master of Tien-Hsueh, there’s little difference between the flow of energy through a living being, the supernatural flow of Chi/P.P.E./I.S.P. through a demon, and the flow of power through an electronic or mechanical device. This means the character can choose to start or stop any machine, device or vehicle with a simple touch. Chi/P.P.E.I.S.P. Cost: 10.


Enlightenment Strike: In a two handed move, the martial artist pushes his palms toward the victim, pulling the hands apart an instant before they would. Contact the face or head. The result is that the victim will instantly be freed from any Possession, Chi Control or Mind Controlling magic spell or similar psionic power. The move takes an entire melee round, requires line of sight of the victim and must be done within 30 feet of the victim. Chi/P.P.E./I.S.P. Cost: 20.


Neural Tien Hsueh: The ability to touch and paralyze different parts of the body. The attacker must declare which body part is to be paralyzed before the strike. A successful attack does no damage, but automatically (victim cannot roll with punch/fall/impact) paralyzes that specified limb. It takes 3D6 minutes (12 to 72 melee rounds) to recover the feeling in a paralyzed arm or leg. Attacking a limb requires a roll of 8 or better to


strike, but the victim can attempt to parry with a weapon or object (if he parries with his own arm or foot it can be paralyzed) or dodge; high roll wins, defender always wins ties. Chi/P.P.E./I.S.P. Cost: 8 I.S.P.


Puppet-Dance Tien-Hsueh: The first step for the attacker is to get a good grip on the back of the victim’s neck. This can be done with any sort of grab (in combat) or, if the victim is unaware and unalarmed (or helpless), just by moving a hand into place. Once the attacker has a hand on the back of the victim’s neck, it takes a roll to strike (10 or higher; normal bonuses allowed), and a single melee round action for the Puppet-Dance Tien-Hsueh to be activated.


Once control is complete (it usually takes about a minute of experimentation to get used to the "controls" of each individual), the attacker can then manipulate the victim like a living puppet. The victim can be made to walk, skip, dance, run, or otherwise move around. The arms can be made to move, gesture, pick up or drop objects, scratch, point, etc. Even the face can be made to change expressions, with forced smiles, frowns,


winking and blinking, mouth movements and the like. In fact, the only thing the Puppet-Dance can’t do is get the victim to speak, although humming and grunting are possible. The victim can be forced to fight, but will move terribly slowly and with minimal dexterity, has just two attacks/actions per melee round, and with no bonuses allowed.


As long as the Tien-Hsueh Master maintains the hold, the victim can continue to be manipulated like a puppet. However, as long as the Master is controlling the victim, it is impossible for him to perform any other Tien Hsueh, or do anything requiring spending I.S.P. or P.P.E., and he will have difficulty in combat (reduce all of his bonuses by half). The controller can continue to talk normally, walk around with the victim, and use


his other hand normally, but since his attention is divided, skill performance is -20% and he can’t do anything that requires two hands unless his puppet is made to help out. Once the hold is released, the victim will instantly be back in charge of his own body and, since the victim will be completely aware and awake during the entire puppet phase, will remember everything that he was made to do.


Chi/P.P.E. /I.S.P. Cost: 15 I.S.P. to perform on a human, animal, or other natural being; 20 I.S.P. to perform on a lesser supernatural being (including Lesser Demons, Goblins, and the Dead and Damned); 30 I.S.P. to perform on Fox or Monkey Spirits (and similar spirits) or dragon hatchlings; and 50Chi/P.P.E. / I.S.P. to work on


most Greater Demons, Immortals, Ghosts, and disembodied or ethereal Entities. This technique does not work on adult dragons, Elementals (even Minor ones), Demon Lords, and Demigods, Godlings or deities.


Tien-Hsueh Demon Strike: Disrupts the being’s flow of Chi/P.P.E./IS.P., knocking out all but 1D4x10% of the victim’s M.D.C. While it’s called the "Demon Strike," it will actually work on any supernatural M.D.C. being and lesser creatures of magic, including dragon hatchlings. Chi/P.P.E. /I.S.P. Cost: 32.


Withering Flesh Tien Hsueh: Knocks out all of the victim’s natural S.D.C. in one touch, leaving them vulnerable to attacks directly on Hit Points. The victim can attempt to roll with impact and, if successful, reduce the damage to only 1D6 S.D.C., otherwise the victim has zero S.D.C. This attack never does any damage to Hit Points. Chi/P.P.E. /I.S.P. Cost: 12 .


Tien Hsueh Amnesia:


This ability will not work in com bat situations. Victims must either be willing and passive participants, or must be rendered unconscious before the Tien Hsueh Amnesia can begin. Short-Term Amnesia: If successful, the victim will forget all the events of the preceding 1D6+5 minutes. Note: The memories of the “lost” time will NEVER be recovered. It will be as if the character never experienced the events of that time period. This is the only Tien Hsueh Amnesia that is permanent. Traditionally, Short-Term Amnesia is done on those who have witnessed either the forbidden or the horrific, and when the victim volunteers to have hk memory ‘erased’ forever.


Alignment Amnesia: The victim remembers everything, including his or her name and previous life, but somehow “for gets” his/her alignment/moral view of life. To those who can detect alignment, the character will seem uncommitted and un formed, as if he had never figured out what alignment to be come. Usually this is used as a means of infiltrating an enemy group (i.e.: it allows ‘good” alignments to sneak into evil groups, or “evil” alignments to pass undetected among principled and scrupulous). Lasts 1D6 days. Full Amnesia: The victim remembers absolutely nothing from his or her life previous to the Tien Hsueh, nor any shred of identity. Although the character still has all his/her usual skills, abilities, and bonuses, he/she won’t remember what they are (they just occur when needed). Because of the total loss of memory, the victim is easy prey for anyone who wants to ‘fill in” their memory. The amnesia lasts three hours per experience level of the character who caused the amnesia in the first place. Chi/P.P.E. /I.S.P. Cost: 15


Finger-Snap Tien Hsueh:


The sharp sound from this special “snap” of the fingers disrupts the victim’s inner ear and he loses all sense of balance. Finger-Snap Tien Hsueh attacks must be made close to the victim, so the ‘snap” takes place no more than 3 feet from the ears; closer is better. To succeed, the attacker must roll a natural 8 or better to strike, with no strike bonuses of any kind allowed. After being affected by Finger-Snap Tien Hsueh, the victim can still think normally and perform most skills and other actions, but he cannot stand, walk or make sudden movements. If the character lays on the floor, is seated solidly, or stands with their back anchored against a wall, he will be comparatively okay. However, every time the character attempts to stand unassisted, walk, turn, or make a sudden movement, a wave of dizziness comes over him and he’ll lose his balance and fall down. Note: Even when “propped up,” the Finger-Snap victim is -3 on initiative, -7 to dodge and cannot kick, leap, or turn quickly without falling over. There is no defense against Finger-Snap Tien Hsueh, except wearing noise-proof ear plugs or being in the middle of a rock concert or similar noisy environment. There is also no way for the victim to roll with punch/fall/impact. Recovery takes 3D6 minutes, although a Healing Tien Hsueh can cure the problem instantly. Chi/P.P.E. I.S.P. Cost: 10


Tien Hsueh Vital strike:


Chi/P.P.E. /I.S.P. Cost: 5 can be a layered attack does no damage and bypasses armor effects are:


Agony: A particularly cruel and painful strike that incapacitates its victim with pain. Under the influence of the strike, the victim has no attacks per melee, can not 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 can not 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 strike is a very dangerous reversal of the Agony strike. While the Agony strike activates all of the victim’s pain centers, the Ecstasy strike does the reverse and activates all of a victims pleasure centers. The strike creates the same effects to a targets activity that the agony strike 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. This strike has a 10% chance of victim being addicted to it per application cumulative.


The big danger of the strike is not the effect the strike has in combat but that some martial artists have used the strike to profit off of victims similarly to the way drug dealer will addict people to drugs. They can do this by using the strike for free or a reduced price and then once the person is addicted, they raise the cost of the strike astronomically or make the person do jobs for them under the threat of not using the strike anymore. The process of addiction takes from two to four weeks normally. Rumored and only whispered is that some martial artists have used the strikes agony and ecstasy together. For every two sessions of this, the target must save against insanity. If this strike 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 strike to date that functions by stimulating the victim's body into feeling an intense sexual orgasm. While under the power of the strike 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 strike, although the character may wish to clean their shorts shortly after succumbing to the strikel'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. It should be noted that although this strikel suffers from a shorter incapacitation time than the Agony strike, of which it is derived, it is more sought by characters of good alignments who would not bring such pain as the Agony strike on any living creature while at the same time, totally incapacitating the victim of the strike.


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 strike 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 strike 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 pleasure less no matter how hard the victim tries, even if affected by the orgasm strike. 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. 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.


Note: Bio-Manipulation will affect an opponent inside M.D.C. environmental body armor and light power armor (under 220 M.D.C.), but not heavy power armor, giant robots or armored, military vehicles.


Special Martial Abilities:


Healing Tien-Hsueh: includes a thorough study of the art of acupuncture (healing by inserting needles into the body). The result is the ability to resuscitate a character by touch alone. Healing Hit Point Injury: 4D6 Hit Points recovered. S.D.C. (Body) Damage: 2D6+10 S.D.C. recovered. Healing M.D.C. injury: 3D8 M.D.C. recovered. Cure Illness/infection/Fever/Coma: 40% +4% per level chance of instant recovery. Cybernetic Devicel/Engine/Machine Repair, Installation or Removal: 40% +4% per level chance of success. Duration: Instant. Each act of healing counts as one of the character’s melee actions. Chi/P.P.E. /I.S.P. Cost: 6 points per healing.


Tien-Hsueh Reversal: Can be used to instantly reverse the effect of any other Tien-Hsueh attack inflicted by the character, or any other Tien-Hsueh Master. It can also be used to snap a character out of a knockout, stun, dizziness, blindness, paralysis, or any other form of temporary shock. Reversing the Tien Hsueh inflicted by the character, or by anyone of lesser power, will take a single melee round. However, reversing the Tien Hsueh inflicted by those of greater power will be considerably more difficult, taking 2D6 melee rounds for every level of difference between the characters. For example, if a 4th level Tien Hsueh Master tries to reverse, say, the blindness inflicted by a 7th level Tien-Hsueh Master, it will take 2D6x3, or 6D6 melee rounds to do so. I.S.P. Cost: 5 points.


Penetrating Tien-Hsueh: When confronted with an M.D.C. body, including demons and creatures of magic, or someone clothed in M.D.C. armor, the character is able to twist whatever Tien-Hsueh powers they have beyond that boundary, therefore, M.D.C. no longer acts as a barrier. Chi/P.P.E./I.S.P. Cost: 12.


Vibrating Palm(Machine Version)


The Vibrating Palm concentrates the vibrations into a Vibro-field, like those of Vibro-blades, around the striking surface. This attack requires an energy source to maintain the high frequency of vibrations such as an Internal Energy Supply or the E-clip of a cyborg weapon. The energy supply can maintain the vibrating palm indefinitely or one hour of continuous use per E-clip. Adds 2D6 M.D. to the attack.


Lightning Palm


Lightning Palm uses the weapon in concert with the martial abilities of the cyborg. When attacking with lightning palm add the damage of the weapon to the damage of the unarmed attack of the cyborg. The attack enjoys all the bonuses to strike of a hand to hand attack and does the damage of both. The only limitation is that the limb that holds the weapon is the limb that strikes the blow. For example you cannot combine a kick attack with a forearm weapon.


Iron Ram


Using his body as a mega-damage battering ram the cyborg can cause considerable amounts of damage considering the speed he can achieve and the mass he carries. This Body block/Tackle uses up two attacks and causes twice as much damage as a power punch from the borg. Also it will automatically knock the opponent to the ground unless he is twice as large and heavy as the cyborg (Remember to include cyborg armor in weight). beyond that the chance drops to 70%, but only creatures or objects ten times larger or heavier than the cyborg cannot be knocked over by this attack. If the opponent is the same size as the cyborg he loses an additional melee attack besides other penalties.


Plasma Shield


Plasma Shield requires an energy weapon system, not necessarily plasma but it cannot be a machinegun or mini-missile launcher. It is a defensive move and the cyborg rolls to parry as normal. If successful the attack is parried with concentrated energy blasts. If the attack was from a hand held weapon the weapon receives damage as if it had been hit by the cyborg’s weapon. If the attack was from the unarmed blow of a creature then that creature receives damage as if it had been attacked. Plasma Shield cannot parry energy beams or magic energy attacks but does reduce the damage of Rail guns and machineguns by as much damage as the energy weapon inflicts. To parry ranged attacks is at -4 to parry. For example, if a rail gun burst that does 1D4X10 M.D. is parried and the cyborg has two plasma ejectors that on a dual blast do 1D4X10 M.D. then it is possible he could avoid all damage if he rolled higher than the attackers damage.


Languishing Blow


This attack is like inner blast but focuses instead on the paranormal energies of supernatural creatures. All conditions are the same as for Inner Blast but on a successful hit the creature loses all magic abilities, natural abilities and P.P.E. for 1D4 hours (abilities such as regeneration and limited invulnerability are lost during this period as well as night vision and other mundane abilities). Practitioners of magic and magic using creatures cannot cast spells during this period even if using P.P.E. from an alternate source. P.P.E. can only be recovered and channeled after the 1D4 hours are up. (This attack focuses the electromagnetic psionic dampener field into the body of a psychic traumatizing the psychic ability at its source. On a successful attack no damage is done but the psychic loses all his psychic abilities and I.S.P. for 1D4 hours, even those abilities that are natural and use no I.S.P. (like the mind controlling bite of a vampire). I.S.P. begins to return at the end of this period but must be regained in the normal manner. Whether the attack is successful or not the cyborg cannot use the electromagnetic psionic dampener again for 1D4 minutes until it recharges.)


Tempest Edge


This attack is the same as Jagged strike except that it affects an area up to 30 feet in radius. This attack takes up all the melee attacks/actions of the cyborg and must be maintained the entire melee. Everyone within range is affected so there is usually no time to evacuate allies and friends from the attack zone. The cool off period for the nuclear system is 1D4X10 minutes and all other penalties apply. (Jagged Strike is a direct assault on the electrochemical systems of the brain and the more electrical systems of cybernetics and computers. No attack roll is needed the victim must roll a saving throw vs. Pain (14+) or is paralyzed and suffers 1D6 damage direct to hit points or M.D.C. Only the crazy and juicer have bonuses against this attack (same as bonus vs. Mind Control). This attack is equally effective against cyborgs, power armor, robots, supernatural creatures (vampires go into torpor) and normal humans.)


Steel Skeleton


The cyborg, in anticipation of massive amounts of mega-damage that will literally vaporize him if it hits, elects to sacrifice some portion of his body to minimize the damage. On a successful parry, the cyborg can escape damage from multiple missile launches, bursts of grenades and barrages of laser blasts, by putting his limbs in the path of the attack and detaching the armor at the last moment. Each use of this ability reduces the M.D.C. of two hit locations (Head, arm, leg, hand, weapon or foot) by half. This reveals the cybernetic structure in grisly fashion and adds a bonus of +2 to the cyborg’s Horror Factor. Obviously this can only be done twice for each location before it is destroyed. Alternately one location can be destroyed in a single blast. The cyborg who practices steel skeleton suffers only the loss of automatic parry and dodge with the loss of a limb and can lose as many as three limbs, his lower abdomen, waist and groin, and still be able to fight effectively. When all or most hit locations have been destroyed the cyborg can elect to sacrifice parts of his Main body such as the lower abdomen and waist/groin area. This means that the cyborg can lose as much as two thirds of the M.D.C. of his main body without sacrificing combat ability. Losing legs and feet however will reduce running speed commensurate with the loss. Loss of a foot reduces Speed by 11; loss of a leg reduces Speed by one third. Even if both legs are lost the cyborg can still move quite fast by walking on his hands.


The cyborg is so inured to the damage his body suffers that he can function even if reduced to minus one quarter his total M.D.C. (i.e. a cyborg with 280 M.D.C. could function if reduced down to a maximum of -70 M.D.C.). After that the cyborg dies and there is no chance to save his bio-system.


To use this ability the cyborg must modify his armor for easy detachment. This costs 1000 credits per 10 M.D.C. of armor and adds 5 M.D.C. to hands/feet, 10 M.D.C. to arms/legs and head, plus 10% additional M.D.C. to the Main body.


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.


Poison Hand TechniqueNOTE: 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] 01-20 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.21-40 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.41-60 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.61-80 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.81-100 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...]


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.


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.


Falling Technique:


The character learns the fine art of falling. Not just from a few feet, but from dozens of feet, and then from hundreds of feet. The character also learns to always land properly, automatically bouncing back to a two foot, one foot, or cross-legged stance, At safe” distances of 1200 feet or less, the character takes no damage. At “minimal damage” distances (1800 to about 2160ft) the character takes one (1) point of damage for every 50 feet of the fall. Even at very great distances, of 3000ft to about 4000fl ( the character takes only 1 point for every 20ft of distance fallen.


Tamashiwara (“Art of Breaking”):


This is the Ninjas & Super spies’ version of Breaking boards, bricks, ice, wood or bones, and eventually, glass —it makes no difference to this character what it is; they are likely to break it. Characters practice breaking wood; bricks, stones, ice and glass, and they use their fists, feet, elbows, knees and even foreheads. However, this skill goes beyond looking for the weak point in a target. In this kind of attack the AR. and S.D.C. of the object are irrelevant because the martial artist is really breaking the Chi of the object. The character actually learns to break the Chi of an object—which occurs the moment before impact. This ability does not burn up any additional attacks or actions. It is an addition to a normal attack, but it has varying modifications to combat depending on the outcome. A natural roll to strike is necessary and depending on what the character is trying to break (living beings or inanimate objects), effects will vary. Against inanimate objects, a roll of 1 to 4 will mean the object was not broken and instead the character takes full damage, instead of the object! A roll of 5-13 means the object takes half damage and the character takes half damage, but at least the object breaks. This usually happens when the Chi of the object is broken upon impact, instead of breaking it right before impact. A roll of 14-20 is perfect shot—the character breaks the object no problem, without taking damage! It does not matter how much damage was inflicted, the desired effects were achieved (broken in half, has a hole in it, shattered, etc.). Nor does an objects A.R. matter (this includes natural A.R.’s as well) this ability completely bypasses them. Using this skill on living beings is particularly deadly. A roll of 1 to 4 means the character only did normal damage (if a natural A.R., then effects are unchanged—treat it as if the character did not use this skill). A roll of 5-13 means the character did double the normal damage (if a natural A.R., then the character bypasses it and does full normal damage to the character, but takes none themselves). A roll of 14-20 means a perfect shot, the victim takes double the normal damage direct to Hit Points (effects are unchanged with a natural A.R.). This ability may only be used once per melee, because it strains the character and if the roll (against either) was 1 to 4, they lose their next available initiative. Also, this ability can only be used as the characters attack; it may not be used with Combo Parry/Attack (or Dodge /Attack), Power Parry or any Attack Modifications. If find weakness and iron hand is also possessed then always breaks objects with no damage to character using Tamashiwara. When attacking another person; A roll of 14 or higher means successfully punching or kicking another human being inflicting double damage (plus damage bonus) directly to hit points (not SDC) +1d4x10 to power punch.


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 can not 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 ( Sm) around the character. This is increased by 20ft for every level of advancement.


Atemi Abilities: Er Qiao An Xi Tien Hsueh (2 Strike Knockout Atemi)This is exactly what the name says, a 2-part atemi strike that produces unconsciousness in the target. To use this attack the character must make 2 consecutive strikes within the same melee round, each roll to strike must be a natural 9 or better. If successful the unconsciousness lasts 2d6 melees.


Bakusai Tenketsu (Breaking Point Technique)


Everything in the world, living or not, has one vulnerable point, the ‘Breaking Point,” whether it be boulder, frog, cricket, or, yes, the human body. However, this version of the Breaking Point Technique is incomplete as it was designed by ancient Chinese martial artist miners; it only works against stone. Against stone, the character could bring down a mountain if they so choose! By interrupting the flow of Chi at a key point, the structure of an object can be disrupted. It takes 1 point of Chi (negative or positive) to use the Breaking Point in its most basic form. When striking a stone target, the character can shatter 6D6x10 lbs. of stone (it explodes in a cloud of shrapnel--doing 2D6x10SDC/MDC in MDC worlds to all within 10 feet) per 1 Chi (3D6x10 SDC to stone targets).


Once the character has mastered the Breaking Point, the second function of this technique is revealed. Since every time the character uses the ability they are at ground zero of an explosion of stone and shrapnel, they become much tougher! The character gains +5 PS, +2 PE, +100 SDC, and any blunt, kinetic attack (hand to hand attacks, blunt melee weapons, etc.) do 1 point of damage for the first two dice in the attack. (Also, the character is never banned by his own use of the Bakusai Tenketsu)


Example: Ryoga is hit by Ukyo for 2D8 damage. Since he is a practitioner of Bakusai Tenketsu, he takes 1 point of damage per die, for a total of 2 SDC regardless of what Ukyo rolled. However, if she hit him for 4D6 damage, Ryoga would take 2 points for the first two dice, and whatever was rolled for the second two dice.


Because the character still takes damage, however minimal, they can eventually be worn down in an attack (this is how Ranma would usually beat Ryoga--hit him enough times in the same place, and he would eventually fall down).


Bakusai Ten-Satsu (“Breaking Point Kill”)


This hideous and debilitating variant of the Bakusai Tenketsu was accidentally discovered by an enemy of Ryoga Hibiki, Ryo Muhoshin (at least, in two known universes it was). Muhoshin had devoted his life to the defeat of Ryoga and had determined that the best way to do it was to beat him at his own game—learning how muse Ryoga’s weapons, Ryoga’s moves, even Ryoga’s attitude, against him. To beat Ryoga, he had to know Ryoga better than Ryoga knew himself.


In his training, he found that the Bakusai Tenketsu did work against bone, a substance with enough calcium in it to be affected by the stone-shattering aspect of the power. The problem with the Bakusai Tenketsu was that it worked by touch, forcing Clii into the pattern of an object through the medium of touch, making such an attack utterly useless against living beings; after all, there was all that soft tissue in the way.


Muhosh’m noticed that Ryoga could channel the Bakusal Tenketsu through his umbrella by treating it as an extension of his own body. Through extensive and harsh training, Muhoshin duplicated this feat and then went one better: by attaching a sharpened spike or needle to the umbrella’s tip, he could use the umbrella as a piercing weapon (like a spear). Then, when the spike would hit an opponent’s bone, he would channel Chi through it, shattering the bone like fragile china. This method of combat became even more dangerous when used against a particularly vulnerable spot like the skull or spine. Only two of the megaverse’s “Ryo Muhoshins” are thought to know this technique; one of them has since been reduced to little better than a vegetable, and the other has reformed,


Author’s Note: Complicated? Read “ Series and “The More Things Change/The Pursuit of Happiness You’ll be glad you did.


Of course, a true Hibiki would never use the Baskusai Tensatsu training they so arduously pursue for such an evil purpose; however, they do feel that the best way to keep the Bakusai Ten-Satsu out of the hands of people who would misuse it is to keep it safely within the family. Most Hibikis who learn this technique do so entirely on their own, by accident (much as Muhoshin did), and then only find out where it really came from after questioning an elder.


By spending five Chi a user of the Bakusai Ten-Satsu (who must be of an alignment worse than Scrupulous, and an Unprincipled Hibiki will only use this move for self-defense) may charge a piercing weapon (a spike-tipped umbrella is traditional) with destructive force. If the strike against a target is an unmodified 17-20 (natural 20 only for head and spine shots), and is not parried or dodged, then the Bakusai Ten-Satsu takes effect; otherwise the Chi is simply lost and the weapon must be recharged. The strike on a Bakusai Ten-Satsu acts precisely as a called shot, hitting whatever portion of the victims anatomy is desired.


The victim is permitted a saving throw to avoid the worst effect If successful, the target merely takes an extra three dice of damage from the weapon (ie; if the weapon normally did 1D6 SDC, it does 4D6 SDC on this strike) and a small hole is cored through the bone struck (it will heal in a few days); the shot wasn’t precise enough to trigger a breaking point. If unsuccessfu’, too bad--they had more than enough chances already.


An unsuccessful save means that the bone’s breaking point was triggered, shattering the bone into fragments and flechettes; this strike inflicts 1D4x 10 SDC damage (which cannot “spill over” into HP) and an extra 3D6 damage straight to hit points. In addition, the bone struck is broken so badly that heavy medical care (or magic healing) is required to repair it; otherwise, that bone is rendered permanently useless--and whatever it was supporting. Bakusai Ten-Katsu strikes near vital organs may have more dangerous effects (a saving throw versus Coma/Death would not be inappropriate). A shot to the skull or spine grants +5 to the save (the skulls plates are flexible and strong and the spine is mostly nerve tissue and fluid); if failed, let your sickest desires as GM take over--an instant frontal lobotomy or life in a wheelchair are the kindest things you can do.


As a final note, there are over two hundred bones in the average human body (though most of them are in the hands and feet) and a Bakusai Ten-Satsu strike is necessary for each and every one of them (with some exceptions--an exploding bone will likely destroy very small surrounding bones).


Vital strike: <5> can be a layered attack does no damage and bypasses armor effects are:


Agony: A particularly cruel and painful strike that incapacitates its victim with pain. Under the influence of the strike, 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 strike is a very dangerous reversal of the Agony strike. While the Agony strike activates all of the victim’s pain centers, the Ecstasy strike does the reverse and activates all of a victims pleasure centers. The strike creates the same effects to a targets activity that the agony strike 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. This strike has a 10% chance of victim being addicted to it per application cumulative.


The big danger of the strike is not the effect the strike has in combat but that some martial artists have used the strike to profit off of victims similarly to the way drug dealer will addict people to drugs. They can do this by using the strike for free or a reduced price and then once the person is addicted, they raise the cost of the strike astronomically or make the person do jobs for them under the threat of not using the strike anymore. The process of addiction takes from two to four weeks normally. Rumored and only whispered is that some martial artists have used the strikes agony and ecstasy together. For every two sessions of this, the target must save against insanity. If this strike 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 strike to date that functions by stimulating the victim's body into feeling an intense sexual orgasm. While under the power of the strike 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 strike, although the character may wish to clean their shorts shortly after succumbing to the strikel'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. It should be noted that although this strikel suffers from a shorter incapacitation time than the Agony strike, of which it is derived, it is more sought by characters of good alignments who would not bring such pain as the Agony strike on any living creature while at the same time, totally incapacitating the victim of the strike.


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 strike 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 strike 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 pleasure less no matter how hard the victim tries, even if affected by the orgasm strike. 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. 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.


Note: Bio-Manipulation will affect an opponent inside M.D.C. environmental body armor and light power armor (under 220 M.D.C.), but not heavy power armor, giant robots or armored, military vehicles.


Positive Chi Block Vital PointThis is a more selective version of the Chi Block Tien-Hsueh. It only prevents the target from using positive chi. For this to be successful a Natural roll of 12 or better must be made. If the target manages to successfully roll with Punch/Fall/Impact the chi block is not successful, but the target loses 4D6 positive chi. (For more information see Mystic China page 150.)Negative Chi Block Vital PointThis is a more selective version of the Chi Block Tien-Hsueh. It only prevents the target from using negative chi. for this to be successful a Natural roll of 12 or better must be made. If the target manages to successfully Roll with Punch/Fall/Impact the chi block is not successful, but the target loses 4D6 negative chi. (For more information see Mystic China page 150.)P. P.E. Block Vital PointThis is a more selective version of the Chi Block Tien-Hsueh. It only prevents the target from using P.P.E. For this to be successful a Natural roll of 12 or better must be made. If the target manages to successfully roll with Punch/Fall/Impact the chi block is not successful, but the target loses 4D6 P.P.E. (For more information see Mystic China page 150.)I.S.P. Vital PointThis is a more selective version of the Chi Block Tien-Hsueh. It only prevents the target from using I.S.P. for this to be successful a Natural roll of 12 or better must be made. If the target manages to successfully Roll with Punch/Fall/Impact the chi block is not successful, but the target loses 4D6 I.S.P. (For more information see Mystic China page 150.)


Grasping Hand Atemi or Kansetsu Waza: The character can, at will, dislocate the joints of any opponent. These are damaging bone-locking techniques that have been outlawed by most martial arts. The attacking character must first Succeed in a hold or joint lock maneuver. The victim takes no damage on the first attack/action that melee of the hold, But the rest of that melee and subsequent melees, this hold inflicts 2D6 damage per melee round. The character also gets an additional bonus of + I to damage at 2nd, 4th, 6th, 8th, 10th, 12th and 14 levels,


Dim Mak: Available to characters with the Tien-Hsueh Martial Art Form automatically. One of the most insidious attacks in the history of martial arts, a successful Dim Mak dooms the victim to a slow and wasting death This works by disrupting the bodies natural ability to regenerate chi and therefore loses the ability to heal. Gradually the victim’s thi wears away to zero. At zero chi the victim can not recover S.D.C. or hit points, becomes more and more vulnerable to injury, disease and death. Unable to heal themselves, the characters are in serious peril and a legendary cure must be sought. Characters must use a one finger attack in order to deliver the Dim Mak. Strike. Parry and Dodge rolls work in the usual way. If successfully parried or blocked Dim Mali is avoided. If the parry or dodge roll fails the character is struck, but can try to roll with the Dim Mak attack to avoid full damage. A successful Roll with Punch/Fallllmpact means the victim takes one (1 point of damage, plus the attacker’s damage bonus, direct to hit points, but is not afflicted by Dim Mak. NOTE: Character’s with good alignments will never use Dim Mak. It’s just too evil. See the Game Master Section for finding a cure to Dim Mak


Enlightenment Strike: In a two-handed move, the martial artist pushes his palms toward the victim, pulling the hands apart an instant before they would contact the face. The result is that the victim will instantly be freed from any possession spell or entity, Chi Control or mind controlling spell. The move uses up ALL the actions/attack of an entire melee round and must be done within striking distance from the victim.


Blindness Strike: A precise two-finger strike to a point just below the victim’s eyes. It causes a total blindness that persists for 1d10 hours! The roll is so difficult that the atemi expert must roll 14 or better to strike, with no bonuses allowed. A miss or if the victim manages to parry or dodge means there is no damage or blindness. If the victim manages to roll with punclVfalllimpacc, then the blindness will only last 3D6 melee rounds. A blind character is -10 to strike, party and dodge and must travel at half speed to avoid stumbling and falling (and possibly getting hurt).


Tien Hsueh Amnesia: This ability will not work in com bat situations. Victims must either be willing and passive partiç pants, or must be rendered unconscious before the Tien Hsd Amnesia can begin.


Short-Term Amnesia: If successful, the victim will forget all the events of the preceding 1D6+5 minutes. Note: The memories of the “lost” time will NEVER be recovered. It will be as if the character never experienced the events of that time period. This is the only Tien Hsueh Amnesia that is permanent. Traditionally, Short-Term Amnesia is done on those who have witnessed either the forbidden or the horrific, and when the victim volunteers to have hk memory ‘erased’ forever.


Alignment Amnesia: The victim remembers everything, in cluding his or her name and previous life, but somehow “for gets” his/ber alignment/moral view of life. To those who can detect alignment, the character will seem uncommitted and un formed, as if he had never figured out what alignment to be come. Usually this is used as a means of infiltrating an enemy group (i.e.: it allows ‘good” alignments to sneak into evil groups, or “evil” alignments to pass undetected among princi pled and scrupulous). Lasts 1D6 days.


Full Amnesia: The victim remembers absolutely nothing from his or her life previous to the Tien Hsueh, nor any shred of identity. Although the character still has all hisTher usual skills, abilities, and bonuses, he/she won’t remember what they are (they just occur when needed). Because of the total loss of memory, the victim is easy prey for anyone who wants to ‘fill in” their memory. The amnesia lasts three hours per experience level of the character who caused the amnesia in the first place.


Finger-Snap Tien Hsueh: The sharp sound from this special “snap” of the fingers disrupts the victim’s inner ear and he loses all sense of balance. Finger-Snap Tien Hsueh attacks must be made close to the victim, so the ‘snap” takes place no more than 3 feet from the ears; closer is better. To succeed, the attacker must roll a natural 8 or better to strike, with no strike bonuses of any kind allowed.


After being affected by Finger-Snap Tien Hsueh, the victim can still think normally and perform most skills and other actions, but he cannot stand, walk or make sudden movements. If the character lays on the floor, is seated solidly, or stands with their back anchored against a wall, he will be comparatively okay. However, every time the character attempts to stand unassisted, walk, turn, or make a sudden movement, a wave of dizziness comes over him and he’ll lose his balance and fall down. Note: Even when “propped up,” the Finger-Snap victim is -3 on initiative, -7 to dodge and cannot kick, leap, or turn quickly without falling over.


There is no defense against Finger-Snap Tien Hsueh, except wearing noise-proof ear plugs or being in the middle of a rock concert or similar noisy environment. There is also no way for the victim to roll with punch/fall/impact. Recovery takes 3D6 minutes, although a Healing Tien Hsueh can cure the problem instantly.


Puppet Dance Tien Hsueh: The first step for the attacker is to get a good grip on the back of the victim’s neck. This can be done with any sort of combat “grab” or just by moving a hand into place when the intended victim is unaware or helpless.


Once the attacker has a hand on the back of the victim’s neck, it takes another roll to strike (normal bonuses allowed) and a single melee action for the Puppet Dance Tien-Hsueh to be activated. The victim has one last chance to dodge/pull away, but there is no possibility of a roll with punch/fall/impact.


Mastering complete puppet control over his victim usually takes about one full melee round of experimentation with finger pressure. The puppet victim is completely aware but helpless. The attacker maintaining the puppet hold can manipulate his victim like a living puppet via pressure from his finger on the neck


— the perfect hostage hold. The victim can be made to walk, skip, dance, open doors, or otherwise move around. The arms can be made to move, gesture, pick up or drop objects, scratch, point, etc. Even the face can be made to change gestures, with forced smiles, frowns, winking and blinking, mouth movements and the like. In fact, the only thing the Puppet Dance can’t do is get the victim to speak, although humming and grunting are possible. The victim can be forced to fight, but such actions will be terribly slow and clumsy. Note the puppet has only two melee actions per round and has no combat or attribute bonuses available (natural rolls only). Skill performance is at -60%.


As long as the Tien-Hsueh expert maintains the hold, the victim will be manipulated like a puppet. However, the attacker cannot perform any other Tien-Hsueh, cannot use Chi, and will have difficulty in combat because he’ll be distracted by the manipulation of his puppet (- attack per melee round, -2 on initiative and -2 to dodge). The attacker can continue to talk normally, walk around (with the victim), and use the other hand to fight, parry, shoot, or perform skills (one-handed of course).


Once the hold is released, the victim will be instantly back in charge of his/ber own body and will remember (and resent) having been manipulated.


Electronic Tien-Hsueh: From the perspective of a Master of Tien-Hsueh, there’s little difference between the flow of energy through a living being, the supernatural flow of Chi/P.P.E./I.S.P. through a demon, and the flow of power through an electronic or mechanical device. This means the character can choose to start or stop any machine, device or vehicle with a simple touch. Chi/P.P.E.I.S.P. Cost: 10.


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. Affects 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.


Radiate Positive Chi: The character emits light simply by releasing the primal nature of Positive Chi, that of the sun’s energy. The Chi can be coming from the character or, if the character also has Dragon Chi, it’s possible to fuel Radiate Positive Chi from another source. Note that creatures who are vulner able/damaged by sunlight will have to do their own version of save vs honor factor (13; but only affects creatures of darkness). here are the 3 possible ways of Radiating Positive Chi:


Radiant Eyes: The Positive Chi pours out of the eyeballs, turning them into miniature globes of sunlight. The beams act like the beam of a flashlight, pointing in whatever direction the character is looking. The light will NOT interfere with the character’s vision and will even aid eyesight by providing illumination. The light will be bright enough to clearly illuminate objects up to 500 feet away (a little better than an automobile’s headlights). Creatures vulnerable to sunlight will be affected by the direct glare of the eyes just as if they were outdoors on a sunny day. Cost: 2 points of Positive Chi per melee round.


Radiant Flesh: The entire character glows with a yellowish, sunny light, illuminating the area as if the character were a window thrown open to the sun. All creatures of darkness within 300 feet will be affected and everything within that range will be clearly lit, as if by full daylight. Cost: 4 points of Positive Chi per melee round.


Tide of Radiance: As with Radiant Flesh, the character will glow brightly and will illuminate an area up to 3000 feet in diameter. Even more significantly, all the natural Negative Chi of the area will be neutralized! Since the area around the character becomes effectively one of Positive Chi (although with only a fraction of a point of Positive Chi in the environment — too small an amount to be tapped by Dragon Chi opponents who depend on a Negative Chi background can be at a severe disadvantage. Cost: The current level of Negative Chi plus four points in Positive Chi per melee round. For example, if the area has a malignancy of 5 points of Negative Chi, the character will have to spend 9 points of Positive Chi per melee round to neutralize it.


Heal the Mind: By flooding the mind with a current of positive Clii, it’s possible to attempt a curing of many mental ill nesses. Note that a character can’t do self-healing with this ability.


Saving Throw: The subject must roll a save vs. psionic attack/insanity with no ME, bonus. If the roll is successful, the healing fails. All attempts to Heal the Mind are automatically it sisted by the subject, no matter how much he may want to be cured.


Cost: All types of Heal the Mind have the same cost, one point of Positive Chi per attempt.


There are the three ways that Heal the Mind can be used:


Temporarily Healing Insanity: Heal the Mind cannot permanently cure such mental afflictions. However, it will temporarily stop the character from experiencing the usual negative effects of their insanity. For example, a character with a ghost phobia will not be affected by the phobic panic for as long as the healing lasts. Aside from the temporary relief from the symptoms o the insanity, this is a useful in that it allows some characters to come to their senses, realize that they have been acting irrationally and seek some kind of long-term help. Note: It’s impossible to heal an insanity that a character is either born with, or comes about as a result of the character’s own guilt/self-blame or self-hatred, even temporarily. Duration: 1d4 hours per level of the Chi Master.


Healing Induced Madness/Insanity: This permanently heals a character that has been driven Insane by some outside influence, such as results from physical and/or mental torture, drug induced hallucinations, illusions, and magic. By restoring the mind to its proper state, any outside influences are eliminated. This includes changes brought about by hypnosis (for example, this will expose a post-hypnotic suggestion), suggestion, enslavement, or other forms of mind control and psionic manipulation.


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 though of as a sort of combat meditation. During this first melee of intense concentration, the martial artist can not 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.


Negative Chi Control: The character can “flush” the normal, positive, Chi out of the body, and replace it with negative chi. it also works in reverse, draining negative and filling with positive. This takes 2 melee rounds (30 seconds); 1 to flush, and 1 to fill. During the transition the character cannot use any Chi skills. This process also works in reverse, allowing the character to clear out negative Chi and replace it with positive Chi. NOTE: When a character is charged with negative Chi, negative Chi attacks directed at him/her do no damage.


Control Negative Chi:


You may have noticed in Ninjas & Super spies that there was no immediate horrible consequence to being infected with negative chi. It made healing difficult and depleted positive clii, thereby blocking the use of many chi based powers. However, it didn’t put the character in any dan ger, it didn’t hurt, and it wasn’t even particularly dangerous. After all, isn’t that the way it should be? Shouldn’t the good guys be able to walk away relatively unharmed?


Dream on. Once a positive chi creature or character is infected with negative chi, they become vulnerable to a whole range of attacks. From the point of view of a Negative Chi Master any character filled with Negative Chi is a hepless victim and a potential pawn!


To successfully manipulate the Negative Chi of another character, 1) the victim must already be infected with at least one point of Negative Chi, 2) the attacker must roll a four or better to strike against the victim, and 3) the attacker must be within 1000 feet (30.5 m) of the victim. Characters with no powers over Negative Chi are helpless victims and cannot parry, dodge or roll to evade the Control over their Negative Chi. However, characters who have at least 1 Negative Chi Mastery Ability can automatically parry or dodge any Control Negative Chi attack.


Here are the three possible uses of Control Negative Chi Activate Negative Chi, Enslave/Control Through Negative Chi and Inflict Temporary Insanity Through Negative Chi:


Activate Negative Chi: The negative Chi flares up, influencing the cells of the victim’s body and does the reverse of healing, spreading brutal damage. Victim takes 3d6 damage directly to hit points for every point of Negative Chi infecting the body. For example, if the victim is already infected with 4 points of Negative Chi, then that character would take 12D6 points of damage, direct to hit points every time Activate Negative Chi was used. Cost: Each use of Activate Negative Chi costs 1 point of Negative Chi.


One Finger Chi or Negative Empty Chi: The character can “focus” negative Chi into a completely disembodied force. This can then be used to attack from a distance, without the character actually touching the target. Maximum range is 300 feet . Roll 11 to strike as usual, but the physical bonuses to strike do not apply, instead the Chi force is +3 to hit its target (mentally directed), Knock-Outs, Critical Strikes and Death Blows are not possible with the One Finger Chi attack. When negative Chi is used as a telekinetic force to attack and damage, the amount of force available varies according to the number of Chi points expended. One point per melee round gives the character a force equal to 3 points of S.D.C. damage. Victims of this attack cannot Parry or Dodge, so any strike roll above a4 hits, but can Roll with Punch/Fall/impact to reduce the damage. There is no limit to the number of negative Chi that can be “pumped” into this attack. Negative Empty Chi can only be used once per melee round, and takes the place of all physical attacks.


Psionics:


Taiyoken (Solar Flare)


This technique generates a tremendous amount of light that can temporarily blind any nearby creatures. The light is extremely bright and causes intense pain to any targets within the area of effect. Any person that looks at the flare with open eyes will suffer 1D10 points of damage directly to their hit points (or mega-damage to M.D.C. creatures) and will be blinded for 2D4 minutes. Also, those affected will see light spots for the next 1D4 hours. Targets that can regenerate suffer only half as long as those who cannot regenerate. Targets affected suffer all standard penalties for being blinded, but suffer double the penalties for the first 1D4 melee rounds because of the intense pain generated by the light. The martial artist that created the light is immune to its effect, but can still be affected by Solar Flares created by others.


Duration: 1D4 melees per level of experience.


I.S.P. Cost: 5


Kiaiho (Moving Force)


This is a form of telekinesis that can be used in combat to damage opponents, lift objects, and throw things around. This attack allows the martial artist to lift 2 tons (1.8 metric tons) per level of experience and throw an object up to the weight they can lift at speeds of 25 mph (40.2 km/h) per level of experience. If taken multiple times, only the weight able to be lifted, speed, range, and ISP cost will increase, not the damage caused by hitting a target.


Damage: Caused only when an object hits someone at high speeds or a person is thrown. Normally, S.D.C. objects do not hurt M.D.C. beings, instead they smash harmlessly without causing any damage. But for every 2 tons (1.8 metric tons) of an object and for every 50 mph (80.4 km/h) it is traveling at, an object will inflict 1D6 M.D.C. For example, a 10 ton (9.1 metric ton) rock hitting a target at 250 mph (402.3 km/h) would inflict 10D6 M.D. or 1D6x10 M.D.. Damage is reduced depending on the weight of the object thrown. For example, a 1 ton (0.9 metric ton) object would do half the damage of a 2 ton (1.8 metric ton) object. When a person is thrown they take damage equivalent to an object weighing the same as they do hitting them.


Range: 1000’ (305 m) +50’ (15.2 m) per level of experience.


I.S.P. Cost: 10


Body Training


Sometimes a martial artist will hear of a danger that will threaten him at some point in the future. In order to meet this danger, a martial artist often trains hard to become strong enough to defeat this unknown danger. With this technique, the martial artist is able to focus his mind and body on the task of training. The artist can train for any length of time that they wish in intervals of hours, but for every day that they spend training they must rest for an entire day at the end of their training, rounding extra hours up to the nearest day. For example, if a martial artist trained for 30 days and 6 hours, they would require 31 days of complete rest. During this rest period, the martial artist is mentally and physically exhausted and all of the physical attributes, except for P.B., are reduced to 5 each until the rest period is over.


For every day that the martial artist spends training, he gain 12 training points (0.5 training points per hour) multiplied by the current level of gravity in g’s. For example, training for 10 days at 100g (100 times Earth’s gravity) will result in 12,000 training points. Training points can only be accumulated over a single training period and must be used at the end of that traning period or they are lost. It costs 50 training points to increase a physical attribute by one point, 30 points to increase hit points by one point, 20 points to increase S.D.C. by one point, 25 points to increase M.D.C. by one point (for M.D.C. creatures only), 20 points to increase I.S.P. by one point, 250 points to gain one psychic ability from either the Healing, Sensitive, or Physical categories, and 300 points to gain one Ki Manipulation Technique from any category except Legendary Ki Techniques and Power Increasing Techniques.


Duration: Permanent


I.S.P. Cost: 10 for each day spent training, with a minimum cost of 10 ISP.


Kinetic Charge:


This psionic ability allows the user to take any non living item and take its stored potential energy and change it to explosive kinetic energy destroying the item on contact with anything but the original chargers hand if it leaves the chargers hand and touches anything else then it goes BOOM!!!


Weapon/armor/20ftr area M.D.C. touched +1-1d10*10 damage/act held


I.S.P. Cost: 15


Vital strike:


This is a special Psionic attack that guides the users hand to target the opponents weak points and special specific pressure points; it can be a layered attack does no damage and bypasses armor, the effects are:


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.


I.S.P. Cost: 5


Mirror Shield (auto-defense):


Range: Self


Duration: always on


This shield gives you a +2 save vs. psionics. Against every psychic attack, you save vs. psionics, even if the attack does not allow for a save. If you successfully save, then the attack is reflected back at the attacker.


Energy Chaff (auto-defense)


Range: Self


Duration: always on


This power creates a barrier of negative energy, which has a devastating effect on creatures that drain energy. Instead of getting high of their victim’s energy, the psychic vampire (or other creature that drains energy) gets a whopper headache. All combat bonuses speed, and actions are cut in half.


Psi armor-Auto Defense: P.E.+M.E. x10+10+10/Lv 1hr+1hr/lv +5 parry ( ) ( ) [at will no cost]


Psi bubble shield: P.E. +M.E. x100+100+100/Lv 1-100ftr +5parry ( ) no act while up 1hr+1hr/Lv ( ) [at will no cost]


Psi weapon= <20 > 1/h 15min/lv 1d20*10+10 +1d20*10+10/lv +5p/s/int can be linked to a regular weapon


Psi stars= <5> 3/h 5min +5min/lv 1d10*10 +1d10*10/lv +5p/s/int can be linked to a regular star


Soul Reflect= <2 > nat 16-20 roll reflects any ranged attack back to their sender can be used as a second parry


Shoryuken= <20> 1d10*10/lv +PS + Punch *2 +kb & up 1d20 +20ft/lv +1ft/PS can be used to counter an attack if you have anticipation skill


Hurricane Grab= <20> 1d6*90 +kb 20ft + auto KO


Foxes Blessing= <300> instantly heal self and up to 2 people touched of all damage, Curses, diseases or ailments


Magnetic shockwave= <125> 5h 5ftpath 6000ft 1d6*30/h +kd & kb 1ft/dmg pt/hit +5s


Shockwave= <63> 1-100ftr point blank range kb900ft +1d6*90


Mind Force Kata (Telekinesis): The psionic is taught to utilize the psionic power as an extension of their attack and defense technique. In game terms, the character can perform one psionic defensive action and one psionic offensive action above their combined hand to hand attacks.


Power Cost: Two psionics or one Super Psionic


I.S.P Cost: 3 per combat action; Standard cost for offensive moves using other objects such as tables.


Special Defensive Moves: Telekinetic Parry, Telekinetic Disarm


Special Attack Moves: Telekinetic Punch 1D8, +3 to strike.


Strength Kata (Summon Inner Strength): The combatant summons inner strength to gain the following bonuses while in hand to hand combat.


Power Cost: Two psionics or one Super Psionic


I.S.P Cost: 4 for the duration of combat and two minutes beyond


Special Bonuses: +50 S.D.C, +5 to Damage, +2 save vs Pain, +5% save vs Coma/Death, Double P.E exertion rates.


Electro Kata (Electro kinesis): The psionic is taught to utilize the psionic power as an extension of their attack and defense technique. In game terms, the character can use the abilities described in the Super Psionic power as a natural extension of combat and at half the I.S.P cost.


Power Cost: one Super Psionic Power


I.S.P Cost: Half the costs stated in the Psionic Power description.


Special Attack Moves: Shock Kick: +1d8 S.D.C., Shock Punch: +1D6S.D.C, Lightning Punch: +1d6 M.D.C., Lightning Kick: + 1D8 M.D.C.to damage, Costs no I.S.P.


Flame Kata (Pyro kinesis): The psionic is taught to utilize the psionic power as an extension of their attack and defense technique. In game terms, the character can use the abilities described in the Super Psionic power as a natural extension of combat and at half the I.S.P cost.


Power Cost: one Super Psionic Power


I.S.P Cost: Half the costs stated in the Psionic Power description.


Special Attack Moves: Flame Kick: +1d8S.D.C. Flame Punch: +1D6S.D.C. Plasma Kick +1D8 M.D.C., Plasma Punch: +1d6 M.D.C. to damage, Costs no I.S.P.


Evil Eye Kata (Bio-Manipulation): The psionic is taught to utilize the psionic power as an extension of their attack and defense technique. In game terms, the character can perform any of the Bio-Manipulation attacks during combat as an extension of a punch or disarm. The I.S.P costs are halved but the range is limited to touch.


Power Cost: one Super Psionic power or three other psionic abilities


I.S.P Cost: Half the costs stated in the Psionic Power description.


Special Defensive Moves: Stun Disarm - if a successful disarm move is performed the effects of a stun attack are felt by the attacker.


Special Attack Moves: Stun Punch, Blind Punch, Pain Punch, and Paralysis Punch.


Special Bonuses: The opponent is -2 to save due to the difficulty concentrating after successfully being punched.


Sword Kata (Psi-Sword): An adaptation of the psionic power that allows even first level psionics to form a psi-blade. The sword is not as strong as the full-fledged super psionic ability but is still a formidable weapon.


Power Cost: one Super Psionic Power or three other psionic abilities.


I.S.P Cost: 10 per minute (4 melees)


Damage: 1D6 M.D per level of the psionic.


Cybernetics/ Bionics:


2.) Bionic lungs with gas filter and 10 oxygen storage cells.


2.) Built in radio receiver and transmitter/Inaudible Frequency Transmission/w loudspeaker 500decibel range and Built in language translator, and Scrambler. Enciphers and deciphers message traffic. Can not be used to decipher messages for which you don't have the key.


3.) Advanced Robot Optics System: Includes normal vision plus night sight, infrared, and ultraviolet sight, Thermo graphic Imager: Takes the ambient heat each object gives off and turns it into a understandable image. Allows sight in darkness, shadows and through smoke. Range:4000 ft/w Telescopic Vision: Magnifies just like a gun scope Range:16 miles, Targeting Sight: Superimposes a cross hair in the H.U.D. of the Cyborg gives a bonus of +3, can be used simultaneously with the Advanced Laser Targeting System: Basically the same as the one out of the main RIFTS book but gives a bonus of +3/w Laser Rangefinder: Improves aiming, +1 strike. Range: 4000m/w Integral Gun Optical Link. An optical link which sees directly along the weapon's line of fire. Adds +2 strike for that weapon only.


4-) Radar: Radar suitable for ground and air surveillance. Can identify 72 targets and simultaneously track 48 targets. Also detects target flying below 200 feet. Range: 500 miles


5.) Motion Detector and Warning System: Registers vibrations in the air to indicate movement. It will also alert the pilot of an impending collision, direction and approximate distance are indicated. Range: 1 mile for movement 100 ft for collisions. Bonuses: adds +1 to initiative and +1 to dodge and parry/w


6.) Visual Motion Sensor. Compares visual images microsecond by microsecond, taking the Borg’s own movement into account, and identifies things that are moving. Pretty much rendered useless by wind-blown material, such as rain, snow, leaves, etc. +4 initiatives, +1 strike, parry & dodge.


7.) Magnetic Anomaly Detector: Short range: 4000ft. Can detect the presence of Borgs, bots, vehicles and other large masses of metal. Also allows the locating of wires and power sources inside walls, etc.


8.) Identification, Friend or Foe (IFF) Package: Used by borgs to determine targets. The IFF package, when triggered, can call out to any other IFF unit in a 1000m radius. Only friendly units will respond. It is designed to help avoid friendly fire.


9.) Bio-Scan: A monitor for the cyborg to show vital signs and can also check people on the ground. Range: 500 ft


10.) Clock/Calendar: Provides a perfect sense of time. Includes a silent Sleep Sensor Alarm: Monitors the borg’s sensors while the borg sleeps. When preset parameters are exceeded (movement in vision or audio range, for instance) the Borg awakens.


11.) Gyro-compass: Provides a perfect sense of direction (with respect to magnetic north and up/down).


12.) Sensory Information Recorder Package: A digital recorder records all information from artificial senses. Maximum 6000 hours storage


13.) Modulating Voice Synthesizer


14.) Universal head jack with amplified hearing and sound filtration


15.) Power Port: The Borg’s power plant can supply power via a power connector. It can be used to recharge clips, or even small vehicles.


16.) On-Board Computer: A PC3000 hand-held computer has been installed for internal use. It has extensive memory and interfaces with the Borg via a direct mental link. It cannot receive or transmit data externally unless an I/O port is also installed/w programs: Language. (30) 98% Paramedic. 98% Auto Mechanics. 98% Robot Mechanics. 98% Basic Electronics. 98% Monster & Demon Database. 98% Animal & Plant Database. 98% Uniform, Vehicle & Weapon Database. 98% Cryptography. 98% Navigation. 98%.


17.) Tamper Key Option. A series of small, innocuous devices throughout the borg's body which are attached to a self-destruct system. Unauthorized tampering - the cracking of the Borg’s main body case or intrusion into an on-board computer - results in automatic self-destruction. The Borg must state whether the tamper key is normally active or dormant.


18.) Self-Destruct Device: One or more explosive devices designed to completely obliterate the Borg on detonation. They will also do 20D20x20 MD to a 3000ft radius.


19.) Reduced Sonic Signature: Does not apply to the sounds of gross movement, but of moving parts and internal systems which can give the borg away when motionless. Adds +20% to prowl /w Reduced IR Signature: Detection with thermo graphics is difficult (-60%). This system can not be used indefinitely, since when in use the borg must vent heat every hour (less if generating extensive internal heat)/w Reduced Radar Return Coating: Detection by radar is reduced by about 50%w/ Electric Surge Protection: +8/w Electromagnetic Hardening: +6/w Water Immersion Protection: Immersion, other than about knee-deep or spattering from rain, can lead to malfunction & death for borgs. Water Immersion Protection seals a Borg’s body against moisture down to 2000m depth. Breathing may still be a problem.


20.) Independent Bio-system: This is a core environmental system that encloses and sustains the biological components of the cyborg. When intact the system can sustain the cyborg indefinitely off its own power source. It uses Nanotechnology to recycle solid and fluid waste into usable energy sources for the biological portions of the cyborg and will filter air even from water. In a vacuum the Independent Biosystem can maintain the cyborg alive for two hundred and forty hours. The M.D.C. casing of the Independent Biosystem has 80 M.D.C. if it is breached the cyborg will immediately die, but this is rare because the system is rarely recognized as being functional apart from the rest of the cyborgs bionic systems. It looks like the upper half of a skull with a spinal column attached to it. The system comes standard with all Partial and Full bionic conversions.


Standard Equipment Carried:


(1) Backpack,


(1) Battle harness/ w40pouches,


(1) Utility belt/ w 40pouches,


(10) Knapsack,


(2) Specially Dwarven made psi weapons Hyper Beam Katana<+5p/s/int> 2D20x10 indestructible < all powers can be channeled thru them All powers that are channeled thru them are x 4 power and the weapon can turn into a tattoo of a pair of katana crossed on the forearm>,


(200) Smoke and flash pellets<20ftr>,


50% + 8% per level of experience (91%)


Rappelling: Base Skill: 30% + 5% per level of experience. (71%)


add 20 feet to the normal effective range of the weapon per level of the character, +1 to parry with the weapon, and +1 to strike at levels 2, 3, 6, 8, 11, and 14. Rate of Fire: Two per melee at level one, and +1 at levels 2, 3, 5, 7, 9, and 12.


Trap/Mine Detection: Base Skill: 20% + 5% per level of experience (71%)


50%+5% per level. (61%)


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

Advertisement