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Kairyon Sun-Walker



· Kairyon Sun-Walker


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


Name: Kairyon Sun-walker

Race: Human O.C.C.: Jedi [Healer] Level: 1st Alignment: Taoist

Age: 19 Ht: 5’9” Wt: 120lbs Gender: Male Midi-chlorian count: 30,000

P.S.: 50 P.P.: 30 P.E.: 30 Spd: 64 P.B.: 14 I.Q.: 24 M.E.: 30 M.A.: 20

H.P.: 132 S.D.C.: 317 M.D.C.: 500 I.S.P.: 1000 P.P.E.: 170 Chi: 280 Save vs. Poison & Magic: +

Charm/Impress 0% Skill Bonuses: +10% Save vs. Coma/Death: % Trust/Intimidate: 60%

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

Spd: of X 20 = yards per minute (1280) x .681818181818 = mph (43.64) yards per 15 seconds (320) yards per second (21.3)

Combat Stats:

+16 to Strike

+ 19 to Parry

+ 4 to Damage

+ 19 to Dodge/Auto Dodge

11 attacks,

+16 to Maintain Balance

+23 to Roll with Punch/Fall/Impact

+9 to Vault and

+15 to Back Flip

+10 to Hold/Lock, Pin/Incapacitate, or Entangle

dd +17 on initiatives at level one and add +1 more at levels 3, 6, 9, 12 and 15.

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

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

+3 to Damage with head strikes,

+2 to Forearm Strike Damage,

+10 to Escape Neck Holds

Body Throw: does 2D6 damage, plus the victim loses initiative and one attack that melee

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

Crush/Squeeze: does 1D4 damage

Body Block/Tackle: does 2D4 damage and opponent must Dodge or Parry to avoid being Knocked down.

Disarm punch: Using basic pressure points, the character numbs the opponent's arm briefly; just long enough to cause them to drop their weapon or other carried object. Does the character's normal punch damage (1d4 or higher; N&SS/MC characters may use the Fore-Knuckle, Double Knuckle, and Power Punch strikes as well), and acts as a Disarm attack. The disarm punch takes two attacks. As with the

Knockdown Kick: A called shot (12+ with bonuses) is required; lower rolls do normal damage but do not cause the Disarm effect. Rolling with a Disarm punch means it does normal punch damage, but does not cause a Disarm. At the GM's option, the Disarm punch may be used to force opponents to break Locks, Holds, and similar attacks, as well.

Knockdown Punch: A called shot (12+ with bonuses) is required; lower rolls do normal damage but do not cause the Disarm effect. Rolling with a Disarm punch means it does normal punch damage, but does not cause a Disarm. At the GM's option, the Disarm punch may be used to force opponents to break Locks, Holds, and similar attacks, as well.

Knockdown Attack: Using basic pressure points, the character numbs the opponent's leg briefly; just long enough to force them to fall. May be performed with a kick or with a blunt weapon (commonly a nightstick or similar instrument). Does normal damage for the application method (ie, normal kick or weapon damage), and the opponent loses initiative and one attack. Requires a called shot (12 or higher, bonuses included). Rolls under 12 which hit do normal kick damage only. Successfully rolling with a knockdown kick means the character does not fall, but suffers normal damage. Maintain Balance rolls are at -5 vs a knockdown kick of this type.

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).

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

Leap: 18 feet high + 6fft 4 inches per level of experience. Fearless of Heights and the character can hit fist size targets without any penalties, with precision landing.

Leap: 22 feet long + 6ft 6 inches per level of experience. Fearless of Heights and the character can hit fist size targets without any penalties, with precision landing.


[Weapon mastery/swordsmanship/fencing/Paired Weapon proficiency:


(W.P. Light saber 1/Sword, Light saber 2/Pole arm, Light saber 3/Fencing, Sword, Staff, Knife)


Bonuses abilities with these weapons: .....All bonuses are in addition to the conventional W.P. bonuses.


All bonuses are in addition to attribute and WP bonuses.


The mantra of business is "Location, Location, Location," supposing a better location will yield better results. Weapon masters have also learned the value of location in the form of a well-placed shot. A weapon master Riposte. A Master can go one better than a simultaneous strike, parrying and striking in response to another's attack. This costs an attack, but is done at full bonuses and cannot be defended against (unless his opponent has an un-engaged paired weapon or is also a master).


Example: Master A is using a long sword, while master B is using a Hercules Club. Master A makes his attack, rolling a thirteen (with bonuses). Master B attempts a Riposte, rolling a measly 4 for his parry and an 8 for a strike. His opponent parries the riposte with a 12, thus damaging his opponent and protecting himself.


On his next attack, Master B swings his club and rolls an 18. Master A ripostes, rolling a thirteen for his parry and a seven for his strike. Master B parries the riposte with an eleven, and Master A is in a world of hurt (did I forget to mention that Master B is a troll... a BIG troll? Oops). Note that both character have used two attacks


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


.


The Expanded Proficiency: Finally, the character gains a bonus to all maneuvers involving that weapon, such as strikes, parries, disarms and entangles, but not dodges, rolls or holds. This bonus is a +1 at a P.P. of 20, with an additional +1 per 5 points of PP thereafter.


The Strike Bonus: +1 to strike with a P.P. of 20 and an additional +1 for every five points above 20.


The Parry: +1 to parry with a P.P. of 18 and an additional +1 to parry for every three points above 18.


Lightning Speed Quick Draw: +2 to initiative with a P.P. of 18 and an additional +2 for every four points above 18.


Bonus Attack: +1 melee attack when using that specific weapon for the melee round, and an additional +1 for every four points above 20.


Multiple Parry: Allows a character to parry all incoming attacks, including those from behind.


Ambidextrous: The character can fight equally well with both hands when using this particular weapon. Pair Weapons with this weapon only.


Precision Cuts: The character can do things such as cut the wicks off candles, cut the cloths off his opponents without harming them, etc. +3 to called shots. gains a +1 to damage with a PP of 15 and an additional +1 for every 5 points of PP thereafter. This damage can be either SDC or MDC, as appropriate to the weapon.


Disarming: A character can disarm with style! He can knock his opponent's weapon out of his hand, into the air, and catch it in his offhand (granted that hand is free). +4 to disarm.


Quick Blades: The swordsman can move his blades so fast that the opponent must roll against his own M.E. A failed roll means he loses track of the swordsman's blade and suffers a -2 to parry and dodge against him for 2D4 melee actions.


Vital Strike: The swordsman knows just where to hit. +2 to damage.


Precision Vital Strike: the sohei is so precise with his strike he can strike pressure points with his weapon


The possible Effects are:


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.


If the attack is successful, the victim loses initiative, and 1D6 melee actions, and this attack pushes opponent back 1-100 ft per time hit.


Positive Chi Block Vital Point: This is a more selective version of the Chi Block. 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 Point: This is a more selective version of the Chi Block. 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 Point: This is a more selective version of the Chi Block. 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. Block Vital Point: This is a more selective version of the Chi Block. 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.)


Parry: +28


Strike: +23


Disarm: +17


Entangle: +14


Initiative: +7


12 attacks]


Special O.C.C. Abilities:


1. Heightened sense of hearing, equal to cybernetic amplified hearing + 1 to parry, + 2 to dodge, + 6 to initiative.


2. Heightened sense of smell; Recognize specific odors: 90%, ID specific person or animal by scent alone: 70% +1%/Level, Track by scent: 80% (-20% in cities or due to in climate weather.)


3. Heightened sense of touch: Recognize items by feel: 66% + 2%/level.


4. Radar/Sixth sense: Enables the Jedi to Know/sense the location of people, objects, movement and the general shape of the environment around them, Interpret shapes: 85%, Estimate distances: 95%, Estimate exact location: 75% + 1%/level.


Can stay active even at -20 htp with the use of force powers, other than that they are same as humans


5. Sensing the Force: The Jedi can feel life from everything around them. They will be able to sense any major disruptions in the Force, such as a mass death, pain or death of any close friends or family, or great sources of evil. This also means that, once the Jedi is killed, their bodies will fade off, spreading their molecules instantly and releasing their spirits into the Force.


6. Sense/See Aura: This power allows the Jedi to sense when someone they have previously met is present. It is constantly active, needing no ISP other than 5, which is permanently sacrificed to obtain the power. The character will realize that the person is present and within their sensing range, but they will not know exactly where or how far. Learned at First level (subtract 5 from the Jedi's ISP base). Range is the character's level or experience, plus three, squared (example, a first level Jedi would have a sensing range of only 16 feet (1+3=4, 4X4=16), whereas, a fifth level character would have a range of 64 feet (5+3=8, 8X8=64) and a twelfth level Jedi would have a range of 225 feet!


+3 to Parry, +2 to dodge and +2 on initiative.


Animals/Nature


Commune with Animals


at ½ cost and at +2 levels power)


Biology: Base Skill: 40%+ 5% per level of experience. (+20%)


Xenology: Base Skill: 30% +5% per level of experience.


Botany: Base Skill: 25% + 5% per level of experience. (+20%)


Chemistry - Pharmaceutical: Base Skill: 20% + 5% per level of experience. (+20%)


Microbiology: Base Skill: 20% + 6% per level of experience. (+20%)


Pathology: Base Skill: 40% + 5% per level of experience. (+20%)


Chemistry: Base Skill: 30% + 5% per level of experience. (+20%)


Animal Husbandry: Base Skill: 35% + 5% per level of experience. (+20%)


Veterinarian:


Base Skill: 35%/25% + 5% per level of experience. (+20%)


Doctor of Veterinary Medicine (DVM):


Base Skill: 60/50% + 5% per level of experience. (+20%)


Read Sensory Equipment: Skill: 40% + 5% per level of experience. (+20%)


Medicine


Increased Healing, Deaden Pain, and


Psychic Diagnosis, Psychic Surgery, Psychic Purification


(all ½ cost and at +2 levels power)


Biology: Base Skill: 40%+ 5% per level of experience. (+20%)


Xenology: Base Skill: 30% +5% per level of experience. (+20%)


First Aid: Base Skill: 50% + 5% per level of experience. (+20%)


Paramedic: Base Skill: 62% + 5% per level of experience. (+20%)


Read Sensory Equipment: Skill: 40% + 5% per level of experience. (+20%)


1 Medical of choice (+20%)


Detect Psionics


Range: Self, sensing range is 30 feet (9 m) per level of experience.


Duration: One minute per level of experience.


I.S.P.: 6


This is a mental probe that will indicate the presence of psionic energy within the immediate area. The probe cannot be used to pinpoint the exact location of psychic energy nor the level of power other than a vague sense of weak, medium, or powerful, but will indicate whether an individual is psychic by directing the probe at a specific person (does not reveal the type or strength of the person's powers other than low, medium, high). It will also indicate whether a group mind block is in effect and if a person is psionically possessed.


Resist Fatigue


Range: Self


Duration: One hour plus 20 minutes per level of experience.


Length of Trance: 1D6 melees of preparatory meditation.


I.S.P.: 4


A mind over matter discipline which enables the character to engage in physical activity without suffering from exhaustion. Although fatigue is temporarily suspended, the psychic will feel extremely tired and may even collapse when the psi-power's time limit lapses.


Clairvoyance


Range: Self (although the image could pertain to people or places thousands of miles away.


Duration: 6D6 Melees


I.S.P.: 4


Base Skill: 58% + 2% per level of experience.


This allows the psychic to see or feel glimpses of the possible future. This is achieved through meditation or intense concentration in which the clairvoyant thinks about a particular person, event or place. Add + 5% to the base skill if the person involved is a friend or loved one. Clairvoyance is unpredictable and cannot be turned on and off like a light bulb. Sometimes it works (if the roll is under the base skill) and sometimes it does not (when the roll is above the base skill). A failed roll means the psychic received no insight to the future. A clairvoyant trance can be attempted as often as twice every day. The message can be a sudden feeling that somebody is in need (". . . something’s wrong. It's . . . it's . . . Janet! I've got to see her!") Or, more often, a sudden flash of insight, a sudden image that races through the mind. The image is like a brief snippet of film from a movie or a dream. Often all the details are not clear, but the potential danger is. For example, "The psychic character is in a trance or meditation, thinking about his/her friend Janet. Suddenly, the mind is flooded with an image of Janet rushing down a crowded street. It's dusky, like morning, twilight or evening. She seems very upset. The traffic light changes to amber. Janet races into the street, ignoring the light. It turns red. There's a car, squeal of tires, Janet screams.


The image ends. Is Janet hurt? Killed?


Unknown, but the danger is clear. There are also other hints of information: the time of day, Janet seeming upset, rushing, etc. The glimpse into the future could be twenty minutes, eight hours, 24 hours, or a week. The psychic has no way of knowing. Of course, he has the advantage of recognizing the potential danger as it begins to unfold and may be able to avoid it, stop it or change the outcome. The image may last a few minutes or be a sudden flash lasting but a few seconds. The


flash could be a peculiar noise, a face, or a specific image, like a particular door or object.


It is important to note that sometimes a clairvoyant image will occur unintentionally, without the psychic trying to do so. These most often manifest themselves as dreams or nightmares during sleep. The clairvoyant dream is exactly like the image from a meditative trance described previously. The precognitive flash of the future may also occur unbeckoned while awake, but this is extremely rare. These brief glimpses of the possible future happen because the clairvoyant is acutely attuned


to his world. Anything that might hurt or change that world (including people and places) will often be foretold in a flash of insight.


Game Masters: Be careful of revealing too much. Use the examples provided as a guide. Remember, these are brief glimpses of the possible future, not a motion picture. The psychic can NOT engage in any actions, combat or otherwise, during a moment of clairvoyance or the image will instantly stop. It usually requires 2D4 melees of concentration or meditation before the image occurs. Remember, a failed base skill roll means absolutely nothing happens, but still bums up the 4 I.S.P. and time.


Empathy


Range: 100ft area (30.5m)


Duration: Two minutes (8 melees) per level of experience.


I.S.P.: 4


Savings Throw: Standard; a save vs empathy means the psychic can not get a clear sense of the emotions of that particular person. To save vs empathy the person must roll to save once each melee that the psychic is using empathy. Mind block will prevent any empathic emanations from the blocked person. Empathy is a psi-ability that makes the psychic aware of, or feel, the emotions of other people, animals and supernatural creatures. The strongest emotions are easiest to sense: hate, anger, terror, love. Feeling for emotions can often be used to establish that somebody or something is nearby, but can not be used to pinpoint an invisible or hiding person/creature. Empathy can be especially helpful in recognizing and communicating with ghosts and other supernatural creatures. Questioning a person/being while using empathy can be very handy in establishing how they are reacting to you. In a limited sense, empathy can be used like a lie detector to see if the emotions match the verbal response. For Example: "Did you know the deceased?" The verbal answer is no, but there is a sudden flare of nervousness and fear (or hate). This doesn't mean the guy is the killer, but it might mean he is lying about knowing the dead man. Further questions might pull out a strong emotion such as anger or hate (or happiness), which may confirm the psychic's suspicions that this man might be involved in the murder. However, remember that this is, at best, circumstantial evidence and definitely inadmissible in court. Physical proof must be found, but the empathic readings may put characters on the right track. Also, remember that the empathic psychic is feeling the person's real emotions, but interpreting their significance. A very nervous person may always radiate fear or anxiety, while a cold-blooded, pathological killer may feel nothing at all and stay calm and cool as he lies through his teeth. The feeling of hate may mean that the person did know the murder victim, or knew of him, and hated him for any number of reasons. That does not mean he killed him. As you can see, interpreting emotions can be a tricky thing. Haunting ghosts and entities rarely mask their emotions. Thus, the psychic can easily tell if one or more is nearby (within 100ft/30.5m) and what it is feeling. "I sense great sorrow." or "Do as it says! It is angry, almost crazed. I think it will carry out its threat if you try to stop it."


See Aura


Range: 60ft and must be visible.


Duration: 2 melees (30 seconds)


I.S.P.: 6


Savings Throw: None, but a mind block will hide the presence of psychic abilities, the level of P.P.E., and possessions by a supernatural force.


All things, organic and inorganic, have an aura. The aura has many distinctions and can be used to see or sense things invisible to the eye. Seeing an aura will indicate the following: Estimate the general level of experience. Low (1-3), medium (4-7), high (8th and up). The presence of magic (no indication of what or power level). The presence of psychic abilities. High or low base P.P.E. The presence of a possessing entity. The presence of an unusual human aberration which indicates a serious illness, non-human, or mutant, but does not specify which. Note: Can not tell one's alignment from "see aura".


Aura Colour


Meaning


Orange


Afraid


Red


Angry


Light Blue


Calm


Bright Crimson


Enraged


Violet


Excited


Vermilion


Happy


Black


Hateful


Blue


Love


Silver


Sad


Gold


Healthy


Grey


Ill


Rapidly rippling colours


Meta abilities present


Myriad Sparkles


Magic Use


Dark stain in centre of aura


Undead or Necromantic magic


Spirit's aura overlays mortals


Possessed


Sense Evil


Range; 140ft/42.7m area.


Duration: 2 minutes (8 melees) per level of experience.


I.S.P.: 2


Savings Throw: None


This psi-power is a much more refined ability to feel the presence of evil. All supernatural creatures radiate their alignment, good or evil. A psychic sensitive will automatically feel supernatural evil without


spending a single I.S.P. However, to get a clearer picture of the evil force(s) the character must open himself and use the sense evil ability. The sense evil psi-power will indicate the general number of supernatural evil: one, a few (2-6), several (7-14), or many (15 or more).


It can also register the intensity of the evil and pinpoint the general location of the source(s) to a particular room(s), possessed object or person, or distance; i.e. very near (within 15ft/4.5m), near (within 50ft/15.2m), or far (60 to 140ft/18.2 to 42.7m). The character can track the source of supernatural evil, like a bloodhound, by sensing how


close it is to him. Evil emanations from human beings are much less distinct and can not be felt unless the source-person has an immediate evil intention and has psychic powers or is psychotic. The former can mask his evil intentions with a mind block.


Sense Magic


Range: 120ft/36m area


Duration: 2 minutes per level of experience.


I.S.P.: 3


Savings Throw: None


The ability to sense magic is much like the sense evil psi-power.


The psychic can feel magic energy, tell whether it is near (within 20ft/6.1m) or far (up to 120ft/36m away) and follow the emanations to pinpoint their source as a particular place, room, person or object.


Note: Invisible, magical supernatural creatures or objects can only be traced to a general area, like a specific room or comer. The psychic will also be able to sense whether or not an object has magic powers, if a person or item is enchanted/under a magic spell (this does not include psychic powers), when magic is being used within the area


(120ft) and when a person is casting a spell (users of magic do not radiate magic energies until they call upon them).


Sixth Sense


Range: 90ft/27.4m


Duration: Until the danger passes or happens.


I.S.P.: 2


Savings Throw: None


The sixth sense is a power that gives the psychic a precognitive flash of imminent danger to himself or somebody near him (within 90ft). The character will not know what the danger is or where it will come from, nor who it will be directed at when in a group. All he will know is that something life threatening will happen within the next 60 seconds (4 melees)! The advance warning time is 1 minute +1 minute per level. +4 ME. Will know direction and threat level. The sixth sense is triggered automatically, without the consent of the psychic, whenever his life is in great peril or the life of somebody he greatly cares about (friend, loved one, etc.). The sixth sense is only triggered by an unexpected, life threatening event which is already set into motion and will happen any second. The power can not be called upon at will to sense for traps or ambush. Instead, it works like an automatic reflex. If the character has used all his I.S.P. the sixth sense is temporarily rendered inoperative.


Bonuses:


The sudden flash of insight provides the following bonuses. All bonuses apply only to the initial melee when the attack occurs.


+ 6 on initiative roll


+ 2 to parry


+ 3 to dodge


The character can not be surprised by a sneak attack from behind.


Telepathy


Range: Read surface thoughts up to 60ft/18.3m away or two-way telepathic communication — 140ft/32.7m.


Duration: 2 minutes per level of experience.


I.S.P.: 4


Savings Throw: Conditional. When a person suspects that he is being telepathically probed he can resist, getting the standard savings throw. Mind blocks will completely prevent telepathic probes or communications as long as the block is up. The power of telepathy allows the psychic to eavesdrop on what a person is thinking at a particular moment. This is done by focusing on that one person and picking up on his or her surface thoughts. Surface thoughts are those thoughts and musings uppermost in a person's mind. A deep probe into memory is not possible. Although the psychic can read the thoughts of several people, he can only do so by focusing on one person at a time. Simultaneous, multiple mind reading is impossible for the character. Limited telepathic communication is also possible. The telepath can send a directed thought message to one person at a time. The message must be as brief and clear as possible. Like, "John, I need you immediately. Hurry!" or "Stop! Don't do that." "Come here," "Look Out" or "Press the green button." However, two-way telepathic communication is not possible except between two telepathic psychics.


Total Recall


Range: Self


Duration: Permanent I.S.P.: 2


The character remembers every word he reads. Specific blocks of information can be recalled in perfect detail at will. Each block of information costs 3 I.S.P. to recall in absolute detail. If all I.S.P. have been expended the memory is a little fuzzy, so that exact quotes and details may be impossible to recall. Roll percentile: 1-50—remembered in full detail, word for word; 51-80 — details are forgotten, but the full essence of the ideas are clear; 81-00 — can only recall the most basic concepts; no details nor strong comprehension.


Deaden Pain:


Range: Immediate proximity, touch or within 3ft (0.9m).


Duration: One hour per level of experience.


Length of Trance: Two minutes (8 melee rounds).


I.S.P. Cost: 4


Effect: The ability to deaden pain can be used as a pain killer which temporarily negates existing pain or as an anesthetic to be used for surgery.


Healing Touch:


Range: Touch.


Duration: Instant, with lasting effects.


Length of Trance: Two minutes (8 melee rounds).


I.S.P. Cost: 3


Effect: The healing touch is a remarkable healing ability that can instantly heal cuts, burns, bruises and similar physical wounds. The touch restores 2D8 hit points or 4D6 S.D.C. The healing touch can only be used on other living creatures, never on himself.


Increased Healing:


Range: Touch or within 3ft (0.9m).


Duration: 4D4 days.


Length of Trance: 1D6 hours.


I.S.P. Cost: 5


Effect: The healer is able to stimulate another person's healing energies, dramatically increasing one's recuperative powers. Hit points and S.D.C. recovery are double the normal professional treatment rate.


Psychic Diagnosis:


Range: Touch or within 3ft (0.9m).


Duration: Immediate knowledge.


Length of Trance: 2D4 melees of meditation.


I.S.P. Cost: 2


Savings Throw: None; except for the Nega-psychic, standard.


Effect: The psychic healer can sense physical pain, damage, disease and possession with absolute clarity. This pinpoint accuracy enables the character to suggest treatment or to conduct psychic surgery.


Psychic Purification:


Range: Touch


Duration: Immediate


Length of Trance: 6D6 minutes of meditation.


I.S.P. Cost: 4


Savings Throw: None; except for the Nega-psychic, standard.


Effect: The healer can use his abilities to slow a person's metabolism and destroy chemicals, drugs, poisons, and toxins in the body. The effects of the drugs/impurities are immediately halted at the beginning of the meditation, and completely destroyed/negated by its end. Damage sustained prior to the psychic's intervention still exists.


Psychic Surgery:


Range: Touch


Duration: Varies with injury.


Length of Trance: 2D6 minutes of preparatory meditation, plus the duration of the surgery (which is one quarter the time of conventional modern medicine).


I.S.P. Cost: 7


Effect: Psychic surgery is used to repair broken bones, internal injuries, the removal of foreign objects (bullets, etc.), or when a character has suffered so much damage that he or she has lapsed into a coma (zero or less hit points). The recovery from a coma (near death) is equal to treatment from a hospital, 1-88%, when psychic surgery is used. Note that there is absolutely no scarring from psychic surgery and minimal pain (no pain if the deaden pain psi-ability is used). No tools are needed, only the psychic's hands. Note: A psychic diagnosis must be made before surgery is possible.


Commune with Animals


Range: 200 feet; line of sight.


Duration: Two minutes (8 melee rounds) per level of experience. (6min)


I.S.P. Cost: 3


Saving Throw: Animals save as non-psionics and need a 15 or better.


This ability is a combination of empathy and telepathy and allows one to commune with animals (mammals, birds, reptiles, and amphibians not insects or fish) makes the creature(s) accept the psionic as one of their own. It also enables the psychic to send and receive emotions and rudimentary thought "images" from the animals. The affected animals will not harm the psionic and will usually (1-80%) obey simple commands like run/flee, defend self/attack, come, go, stay, etc. The character can commune with one animal per level of experience (3)


Force of Will:


I.S.P. Cost: 5


Effect: no pun intended) The Jedi has trained so extensively, that their bodies can actually tap the energy of the Force to sustain them and keep themselves alive without spending PPE or ISP. The Jedi can survive up to eight days without food or water without ill effects. Their bodies have become so infused by shear mental discipline that they have been transformed into minor MDC beings, capable of taking up to PE x10 +1d10 x10+100 +1d10 x10/level damage from MDC weapons (NOTE: normal weapons still affect them and drain SDC and Hit Points and the character can still die without taking any damage to their MDC. MDC resistance disappears once all SDC has been lost.)


Absorb/Dissipate Energy:


I.S.P. Cost:15


Effect: Allows the character to absorb and dissipate huge amounts of


energy without suffering damage. This includes all forms of energy and it may be used to dissipate weapons fire in which case the cost is the initial 15 + the damage inflicted by the attack. Dur: 5 min/lvl or per energy blast.


Force Healing(self):


I.S.P. Cost: 30


Effect: This is the ability to heal self using the Force. It’s a form of psychic purification. It will negate any poisons or toxins in the body, small to medium size wounds, heal bruises, cure headaches, and other small injuries. To heal a battered person with a few wounds/bruises/etc., the Jedi must concentrate for at least 30 seconds (longer depending on the severity of the wound)and hold his hand OVER but not touching the wounds. The wound will then begin to heal before the persons eyes. This usually takes about 2 minutes. It restores 4d6 S.D.C. and 3d6 Hit points, or 6d6 M.D.C. Wounds more severe than that can be slightly healed but must be dressed and medical attention may be necessary. The power is doubled on Ley Lines and Tripled on Nexus Points.


Instinctive Navigation:


I.S.P. Cost:20


Effect: Ads +25% to navigation rolls and only have to check at half the normal rate when the power is in use.


Duration: 2 min/level


Understand Languages and Communicate:


I.S.P. Cost: 10


Effect: The Jedi is so attuned to the Force that with a little bit of concentration the Jedi can understand any spoken/written language and speak the language back to the person they are listening to. But to everyone else it will seem that the Jedi is speaking his native language to an alien being and they are communicating. How else would Luke have been able to understand WHAT THE HELL r2-d2 was saying? Heh.(Base 40% +5 % per level)


Magnify Senses:


I.S.P. Cost: 5 per 5ft radius


Effect: The character can sense something that would be impossible to sense otherwise. The character can sense traps, concealed passages or people, invisible objects etc. However, the character will only know that they are present not where they are (knows general location) or what they are.


Bonuses: +3 to initiative, +2 to parry, and +4 to dodge while power is activated.(telescopic x10/level + microscopic x10/level)


Duration: 2 min/level


Force Disarm


I.S.P. Cost: 5


Effect: This power is an altered form of Force Control. It is used to pull items out of people’s grip, holster, and occasionally to pick pockets. (I.e.: Darth Vader pulling Han Solo’s Blaster out of his hand in Cloud City). The Jedi must call the action and the object being disarmed/pick pocketed. The item must be in plain view of the Jedi and can be no more than 200 ft/ level away. If the item is being pulled from a pocket, roll a basic pick pocketing skill (as per level of the Jedi even if he does NOT have the skill) and add: both the IQ Bonus (if any) and a bonus of +10 %. If it is a disarm, roll a strike to disarm, but since the it is a force power, the person being disarmed will not be expecting a disarm attack and is –5 to avoid it or keep his grip.


Force Leap:


I.S.P. Cost: 5


Effect: By altering the Force around him, the Jedi can use the Force to push him higher or further when he jumps. For instance a normal D-bee Jedi Knight can jump 10+10 ft\level in the air and their target for the jump is 20+20\level ft.. Using the Force Leap, that character can make the jump with ease. The Force leap can be used to jump a MAXIMUM of 10 time the normal jumping height but can only be used for jumping and not kicks attacks or jump kicks


Force Push:


I.S.P. Cost: 5


Range: 500 ft. In essence this is sort of a telekinetic push. The Jedi can use the Force to push over objects or even people and even light robot or power armor vehicle. The force push can be used to push flying power armors or robots off course and have them crash. The force can be used to push down opponents or trip someone. When the opponent is being "Pushed" the get to make a P.P. check. If they under their attribute, they keep their standing but lose an attack, if they roll over then they fall over, lose initiative and 2 attacks. For characters with High attributes, adjust the roll appropriately. (I.E. If a character has a P.P. of 32 then half the number and roll on it. Therefore on a twenty-sided die a character with a 32 would have to roll under a 16. If higher, just figure out a way to adjust it to work on a twenty-sided die or use more than one)


Light saber Combat:


I.S.P. Cost:5-35


Duration: 2min/level


Effect: +1 attack/10pts spent +1parry, dodge, strike, roll, iniative/5pts spent Max 50pts for parry, strike, roll, iniative per battle max 60 pts for attack per battle


Force wave:


I.S.P. Cost: 30


Effect: knockdown and knockback 100ft 1 direction or 360 degree radius


Force Healing (others):


I.S.P. Cost: 30+


Effect: This is the ability to heal others using the Force. It’s a form of psychic purification. It will negate any poisons or toxins in the body, small to medium size wounds, heal bruises, cure headaches, and other small injuries. To heal a battered person with a few wounds/bruises/etc., the Jedi must concentrate for at least 30 seconds (longer depending on the severity of the wound) and hold his hand OVER but not touching the wounds. The wound will then begin to heal before the persons eyes. This usually takes about 2 minutes. It restores 4d6 S.D.C. and 3d6 Hit points, or 6d6 M.D.C. Wounds more severe than that can be slightly healed but must be dressed and medical attention may be necessary. The power is doubled on Ley Lines and Tripled on Nexus Points. Cost---+ to force healing


Affect Mind:


I.S.P. Cost: 40 + ME of target


Effect: Alter a victims perception "What was that noise", alter memories permanently so that it is incorrect or forgotten, or alter a characters conclusions so that they come to an incorrect conclusion “These aren't the droids we're looking for". Can also cause hallucinations sensed by all senses. The victim gets to make a saving throw at -3 to prevent the effects from happening.


Duration: 5 min/lvl or permanent for memories


Force Manipulation:


Effect: One of the more powerful ways both Jedi and Sith have in controlling people is by way of holding a person back without touching them, like choking necks. This power is a limited form of Bio- Manipulation, but is powerful enough to control or eventual death of another person. The Jedi have the following abilities with this power.


Force: Usually grabs a hold around a victim's body (arm, leg, neck, etc.) Different from paralysis in that the victim feels huge pressure at the part like a hand is around it.


Malacia:


I.S.P. Cost: 10


Range: Others up to 160 feet, line of sight.


Duration: 4d4x10 minutes


Saving Throw: Standard


Effect: Using the Force technique called `Malacia. the Jedi turns an opponent’s equilibrium against them causing extreme discomfort without any lasting effects. Malacia can be powerful when employed properly. Use of this ability is rare since most Jedi find it easier to employ Affect Mind or Force Push to achieve similar effects. The Jedi Master Oppu Raneisis is a master of Nlalacia who has taught the technique to a small number of Jedi.


Agony: A particularly cruel and painful power that incapacitates its victim with pain. Under the influence of the power, 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. Only one person can be affected per use.


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 power is a very dangerous reversal of the Agony power. While the Agony power activates all of the victims pain centers, the Ecstasy power does the reverse and activates all of a victims pleasure centers. The power creates the same effects to a targets activity that the agony power 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 power affects only one person per invocation, 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 power to date that functions by stimulating the victim's mind into feeling an intense sexual orgasm. While under the power of the power 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 power, 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 invocation of this spell. It should be noted that although this spell suffers from a shorter incapacitation time than the Agony power, of which it is derived, it is more sought by characters of good alignments who would not bring such pain as the Agony power on any living creature while at the same time, totally incapacitating the victim of the power.


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 power 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 power 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 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. This power can only be used on one person at a time.


Release: The attacker manipulates the victim's pressure points in such a way that the victim either vomits, or urinates, 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.


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: Force 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.)


Force Armor:


Effect: With intense concentration (1 melee round at 1st level, reduce to 1/2 melee at level 7, and 1 melee action at level 14), the force user surrounds himself with an aura of protective force energy. While in effect, the force generated armor takes the form of a gentle silver or blue glow that emanates from the force user's skin, granting them M.E. +P.E. *10 +10 +10/ Lv (a psychic with M.E. 16 and a P.E. 16 would have 330 M.D.C. at level 1) +100 M.D.C. per level of experience (340 at level 2) and their equipment (up to body armor, but not power armor). This power does not provide environmental protection, and it does block non-energy or physical based magic and psionics. S.D.C./M.D.C. of the Force Armor regenerates at a rate of M.E. + P.E. per minute


I.S.P. Cost: 10


Duration: 15min +15min/level


Force Bubble Shield:


I.S.P. Cost: 20


Effect: With intense concentration (1 melee round at 1st level, reduce to 1/2 melee at level 7, and 1 melee action at level 14), the force user surrounds himself with an Bubble of protective psionic energy. While in effect, the psionically generated Bubble takes the form of a gentle silver or blue glow that surrounds the Psychic in a perfect sphere, granting them M.E. +P.E. *100 +100 +100/Level Bubble Shield (a psychic with M.E. 16 and a P.E. 16 would have 4200 M.D.C. at level 1) +100 M.D.C. per level of experience (4300 at level 2) and their equipment (up to body armor, but not power armor). This power does provide environmental protection, and it does block non-energy or physical based magic and psionics. S.D.C. /M.D.C. of the Psi-Bubble Shield regenerates at a rate of M.E. + P.E. per minute, no other actions can be use while the bubble is up, and the bubble can be used to include many people.


Duration: 15min +15min/level


Force invisibility:


I.S.P. Cost: 20


Effect: no detection by any of the senses as long as you don’t attack The Jedi’s body is totally transparent to the visible light spectrum. He cannot be mechanically detected or recorded (i.e. by photography or television) and is immune to attacks using visible light (lasers, mostly). The invisibility range can be extended to cover other sections of the energy spectrum (infrared and ultraviolet light, radio waves, hard radiation); this also bestows immunity to attacks using these forms. At these levels the hero can also extend the area of invisibility beyond his body. This permits the hero to protect others and, more importantly, to wear clothing.


Duration:2hr/level


O.C.C. Skills:


Read/Write/Speak English/Elvish & Dragonese 98%


Read/Write/Speak Galactic Basic language/Trade-1/Trade-4 98%


Read/Write/Speak Techno-can, Euro, Spanish, Chinese (Stage 4), Japanese (Stage 4) (80%)


Mathematics - Basic: Base Skill: 45% + 5% per level of experience. (98%)


Mathematics - Advanced: Base Skill: 45% + 5% per level of experience. (98%)


Lore - Magic: Base Skill (general knowledge): 25% + 5% per level of experience. (85%)


Recognize wards, runes and circles: Base Skill: 15% + 5% per level of experience. (75%)


Recognize Enchantment (i.e. magic items, people under charms and curses, etc.): Base Skill: 10% + 5% per level of experience. (60%)


Lore - Galactic/Alien: Base Skill: 25% +5% per level of experience. (85%)


Lore - Megaverse: Base Skill: 50% + 5% per level experience. (85%)


Lore - D-Bee: Base Skill: 25% + 5% per level of experience. (85%)


Lore - Psychic: Base Skill: 30% + 5% per level of experience. (90%)


Lore - Demons and Monsters: Base Skill: 25% + 5% per level of experience. (90%)


Lore - Jedi: Base Skill: 25% + 5% per level of experience (98%)


Lore - Force Skill: Base Skill: 25% + 5% per level of experience. (120%)


Computer Operation: Base Skill: 60% + 5% per level of experience (90%)


Radio: Basic: Base Skill: 50% + 5% per level of experience. (98%)


Gymnastics


Acrobatics


Athletics


Tumbling


Parkour/Free Running


Prowl: Base Skill: 66% + 8% per level of experience. (143/163% when moving slowly)


Climbing: Base Skill: 70% + 8% per level of experience. (98%)


Rappelling: Base Skill: 50% + 5% per level of experience. (78%)


Sense of Balance: is the ability to maintain grip, hold or footing 90% + 5% per level. (130%)


Climb Rope: 90% + 5% per level of experience. (98%)


Roll: 80%+1% per level of experience. (90%)


Cat Leap: Base Skill: 65%+3% per level of experience. (75%)


Speed Vault: 60%+5% per level of experience. (70%)


Monkey Vault: at 50%+5% per level of experience. (60%)


Revere Vault: at 40%+5% per level of experience. (50%)


Superman: at 55%+5% per level of experience. (65%)


Dash Vault: 50%+5% per level of experience. (60%)


Precision: 45%+5% per level of experience. (55%)


Rocket Vault: at 50%+5% per level of experience. (60%)


Triple Kong: 40%+5% per level of experience. (50%)


Wall Flip: 35% +5% per level of experience. (45%)


Rings & Bars: 60% + 3% per level of experience. (70%)


Walk Tightrope or High Wire: 60% + 5% per level of experience. (70%)


Stilt Walk: 50%+5% per level of experience. (60%)


Back Flip and Somersault: Back flip: 90% + 8% per level +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. (98%)


Pole Vault: 8 feet for every other level of experience. Base Skill: 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). (60%)


Basic Electronics: Base Skill: 50% + 5% per level of experience. (95%)


Basic Mechanics: Base Skill: 30% + 5% per level of experience. (75%)


General Repair and Maintenance: Base Skill: 35% + 5% per level of experience. (45%)


Read Sensory Equipment: Skill: 40% + 5% per level of experience. (80%)


Wilderness Survival: Base Skill: 30% + 5% per level of experience. (75%)


Navigation (land): Base Skill: 60% + 5% per level of experience. (98%)


Identify Plants & Fruits: Base Skill: 25% + 5% per level of experience. (+45%)


Pilot: Motorcycle: Base Skill: 60% + 4% per level of experience. (95%)


Pilot: Automobile: Base Skill: 80% + 4% per level of experience. (98%)


Pilot: Hover cycle: Base Skill: 60% +4% per level of experience. (98%)


W.P. Light saber (choose either Sword or Fencing)


Weapon Construction: Light saber: Base Skill: 35% +5% per level of experience. (70%)


HTH Expert (can be changed to Martial Arts (of choice from n & ss) or Assassin (Sith characters only) at the cost of one skill) or Hand to Hand: The Art of the Jedi


Biology: Base Skill: 40%+ 5% per level of experience. (90%)


Xenology: Base Skill: 30% +5% per level of experience. (80%)


First Aid: Base Skill: 50% + 5% per level of experience. (80%)


Paramedic: Base Skill: 62% + 5% per level of experience. (92%)


Massage: this skill can be used to restore another person's Chi at a rate of one point of Positive Chi for every successful use of the massage skill. Base Skill: 50%+5% per level of experience. (80%)


Acupressure: This is the knowledge of how to stimulate pressure points (Atemi) to relieve the pain from minor injuries. With a successful application of this skill all pain modifiers for S.D.C. damage are negated for 1d6 (Roll 1d6: 1-3 = melee rounds, 4-5 = minutes, 6 = hours). Base Skill: 30% + 5% per level of experience. (60%)


Acupuncture & Moxibustion:. With this skill, a character can attempt to heal ailments through the use of needles and moxa. The first percentage is for diagnosis, the second is for treatment. This skill can be used to diagnose and treat minor ailments such as headaches, indigestion, gas, heartburn, nausea, hiccups, muscle stiffness, low fevers (101degrees F/38 C or less) and similar. Base Skill: 30/20%+5% per level of experience. (60/50%)


Meditation:


Base Meditation Skill: M.E. +5% per level of experience. (45%)


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


Holistic Medicine: Base Skill: 20% + 5% per level of experience.


Botany: Base Skill: 25% + 5% per level of experience. (+20%)


Chemistry - Pharmaceutical: Base Skill: 20% + 5% per level of experience. (+20%)


Microbiology: Base Skill: 20% + 6% per level of experience. (+20%)


Pathology: Base Skill: 40% + 5% per level of experience. (+20%)


Chemistry: Base Skill: 30% + 5% per level of experience. (+20%)


Animal Husbandry: Base Skill: 35% + 5% per level of experience. (+20%)


Veterinarian: Base Skill: 35%/25% + 5% per level of experience. (+20%)


Doctor of Veterinary Medicine (DVM): Base Skill: 60/50% + 5% per level of experience. (+20%)


W.P. Sword: Combat skills with large and small swords, including fencing type training. Includes rapiers, sabers, two handed, and short swords. Bonuses: +1 to strike and parry at level one, an additional +1 to strike at levels 3, 6, 9, 12 and 15.+1 to parry at levels 2, 3, 5, 7, 9, 11 and 14. +1 to throw at levels 5, 10 and 14.


W.P. Staff: Combat skill with large and small staffs. Bonuses: +1 to strike and parry at level one. +1 to strike at levels 4, 7, 10 and 14. +1 to parry at levels 2, 5, 8, 11, and 14. +1 to throw at levels 4, 8 and 14.


W.P. Knife: Training with all types of knives. Bonuses: +1 to strike when thrown on level one. +1 to strike at levels 2, 4, 7, 10 and 13. +1 to parry at levels 2, 4, 8, 11 and 14. +1 to throw at levels 2, 4, 6, 9, 11, 13 and 15.


Chess: Base Skill: 30% + 5% per level of experience. (40%)


Go: Base Skill: 30% + 5% per level of experience. (40%)


Cook: Base Skill: 50% + 8% per level of experience. (65%)


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.


Fishing: Base Skill: 40% + 5% per level of experience. (50%)


Fasting: Base Skill: 40%+3% per level of experience. (50%)


Begging: Base Skill: 20%+3% per level of experience. (30%)


Calligraphy: Base Skill: 35% + 5% per level of experience. (45%)


O.C.C. Related Skills:


plus 2 skills at levels 3, 7, 10, 13 and 15. All skills start at 1st level and bonuses of +5% apply to Domestic and Technical skills (in addition to the IQ bonus)


Shiatsu: Base Skill: 25%+5% per level of experience. (55%)


Research: Base Skill: 35% + 5% per level of experience. (45%)


Computer Operation: Base Skill: 60% + 5% per level of experience. (70%)


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


Base Skill: 45% + 5% per level of experience. (55%)


Bonuses: +1 attack per melee round with bike's weapon systems.


Automatic Dodge: +1 to dodge


Bike Jump Attack: This attack uses the rockets to have the bike jump in the air and then land on a target. The sensitive rocket controls require a special skill roll.


Base Skill: 25% + 5% per level of experience. If the skill roll is successful, the pilot can make a normal attack roll (at +1 to strike in addition to normal bonuses) to hit the target. Damage to his opponent is 3D6 M.D. Note: This attack can only be done if there is room to maneuver (open terrain only). (35%)


Battle Bike Combat:


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


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


Secondary Skills:


plus 1 additional skill at levels 3, 6, 9, 12 and 15. All skills start at 1st level and do not acquire any bonuses except for IQ bonus.


Special Martial Arts Form:


Art of The Jedi


Entrance Requirements No Attribute or Alignment restrictions. (You must be a Jedi or a Sith to gain access to this Martial Arts Form.)


Skill Cost 10 Years


CHARACTER BONUS


+5ps, +4pp, +8pe, +28spd, +5me, +200isp, +50ppe, +50hp, +120sdc, x4chi


COMBAT SKILLS


Attacks per Melee 7


Escape moves Roll with Punch/Fall/Impact


Basic Defensive Moves Automatic Parry, Dodge, Parry, automatic Hold/Lock


Advanced Defensives Disarm, Multiple Dodge, Power Block/Parry (does damage!), Automatic dodge, Automatic throw


Hand Attacks Backhand, Duo-Fist Strike, Knife Hand, Power Punch, Punch +10 of choice


Basic Foot Attacks Axe Kick, Crescent Kick, Reverse Turning Kick (Combination Dodge/Kick), Roundhouse Kick, Side Kick, Snap Kick, Wheel Kick +6 of choice


Jumping Foot Attacks Flying Jump Kick, Flying Reverse Turning Kick, Jump Kick


Special attacks Combination Grab/Head Bash (SPECIAL! First the attacker rolls for a successful Strike. That's followed by a second Strike roll that represents a bash of the attacker's forehead directly into the victim's face or head. Damage is 2D6. No Parry or Dodge possible during the attack. Normal Critical Strike Rolls apply.), Combination Grab/Kick, Combination Strike/Parry, Death Blow, Elbow, Forearm, Knee, Leap Attack, Combination Lock/Strike, Combination Hold Strike, Combination Dodge/Strike


Modifiers to Attacks Critical Strike, Critical Strike From Rear, Knock-Out/Stun, Pull Punch, Death Blow


SKILLS INCLUDED IN TRAINING


Martial Art Powers Automatically receives the Special powers of: Great leap, Chi Defense, Chi Relaxation, Sense Chi Abilities, Dragon Chi, of Iron Hand, Kick Practice, No Shadow, Reflex Training, Sung Chi, Martial Art Awareness or Zanshin, Tamashiwara, Leaping technique, Falling Technique, Martial Arts Analysis, Vital Harmony, Art of Breaking, Leaping Technique, Bakusai Tenketsu, Bakusai Ten-Satsu, Body Training, Endurance Training, Tai Sabaki, Shintai no Chushin wo, Tadasu, Junan na Shintai, Combat Sync, Breathing, Layout Tracking.. Select a total of (12) powers from among Body Hardening Exercises, Martial Art Techniques, and Invisibility Arts, (15) Chi, (6)Kata, ( 3) Zen , (5) Psionic Powers from (each category),and Ki Manipulation. If desired, any number of Powers can be traded one-for-one for any Basic Skill Program (excluding physical). Recommended Martial Art Powers are: Chagi, Combination of Winter and Summer Training, Iron Hand, (Special Note: The psionics gained from this form can be exchanged 1 for 1 for Jedi powers or Jedi power levels)


Language/Literacy: Japanese (Stage4), Chinese (Stage4), English, Tibetan, Battle, Trades 1-4


Physical: Climbing, Prowl, Acrobatics, Gymnastics, Tumbling, Running, Swimming: Basic, Swimming: Scuba, Fencing


Philosophical: Go, Chess


Survival: Fasting, Wilderness Survival, Fishing, Begging, Hunting, Cooking


Temple: Meditation, Acupuncture, Acupressure, Holistic Medicine, Calligraphy, Mathematics: Basic, Mathematics: Advanced


Weapon Katas: WP claw-paired and weapon mastery and Swordsmanship+2lvs, blade staff weapon mastery and swordsmanship+2lvs, WP Sword-paired and weapon mastery and swordsmanship+2lvs, WP Knife-paired and weapon mastery and swordsmanship+2lvs +2 of choice.


LEVEL ADVANCEMENT BONUSES


1st = + 3 to parry, +4to dodge,+2 to strike and Roll +1 to balance & break fall & disarm &throw back flip/int critical/knock out from behind & death blow on a natural 20


2nd= +2 to damage & parry +1 attack & roll & dodge & int +3 to throw


3rd= + 1attack & roll & disarm & int critical/knock out on a natural 19 +1d6 damage with weapons combat


4th= +1to parry & balance & Break fall & back flip +2 to throw choose 2 chi mastery +Atemi +2 to damage + 3 to int


5th= + 1attack & dodge & int x2chi +3 to disarm critical/knock out on a natural 18 +1d6 damage with weapons combat


6th= + 1to strike & balance & break fall & back flip +2 to parry & dodge choose 2 body hardening & martial techniques & ki & chi mastery & atemi + 3 to throw +1d6 damage with weapons combat


7th= +1attack & parry & dodge & int & back flip +2 to strike choose 2 chi mastery & ki & atemi dthblow19 +1d6 damage with weapons combat


8th = + 1balance & break fall & back flip & attack & int & disarm +2 to parry & dodge & throw +3 to roll & damage critical/knock o ut on a natural 17


9th = + 1attack & roll & int +2 to damage +3 to balance & Breakfall & back flip & disarm critical/knock outo on a natural 16


10th= + dodge & balance & Breakfall & back flip +2 to strike choose 2 chi mastery & atemi & body hardening & martial techniques +1d6 damage with weapons combat


11th= +1to int +2 attack & parry & dodge +3 to balance & Breakfall & back flip x2 chi


12th= + 1balance & break fall & back flip & throw & disarm +2 to strike & damage choose 2 Zen & invisibility & chi mastery & ki


13th= + 1attack & parry & dodge & int & throw 2damage & disarm choose 2 chi mastery & atemi +1d6 damage with weapons combat learn continuous chi mask


14th= + 1balance & break fall & back flip & throw & disarm choose 2zen & invisibility & body hardening & martial techniques +1d6 damage with weapons combat learn permanent yin/yang kata


15th= + 2 attack & int & P.S. & P.P. & P.E. & M.E. & M.A. & I.Q. & Speed +2 to parry & dodge & strike & roll & balance & break fall & back flip & throw & disarm body hardening & martial techniques & chi mastery &atemi & invisibility & Zen + 4 to damage critical/knock out on a natural 15 death blow on a natural 18 +2d6 damage with weapons combat learn to assume pure chi form +20 to H.P. & S.D.C. & M.D.C. & Chi & I.S.P. & P.P.E.


Special Martial Abilities:


Standard Equipment Carried:


3 sets of clothing


Jedi Robe (simple, loose, brown robe with a hood attached)


Laser or ion pistol with an additional clip


Pocket computer


Grappling hook with 2000 ft of fiber cord (very thin rope, as strong as steel cable)


Distancing binoculars


Utility belt including holster for pistol and rewind spool for fiber cord, about 1-50%


A small personal vehicle (something small and not too expensive like a hovercraft, wing board, etc, without any weapons.)


indestructable


Customize handle for hand size made out of Coral/ w Force beacon installed to track if lost or stolen, Lock Switch/ w Hand scanner only the D.N.A..Fingerprint of Kairyon Sun-walker can activate the light saber


Allowing the power source to accept Force Energy (I.S.P) [1 I.S.P./P.P.E./Chi) directed from wielder


4 focusing crystals to change length (Pontite, Mephite, Danite, & Relacite) 1inch – 3ft


Double edge light saber White Beam Blade Damage: 1d6x20+4, or stun damage


Size: handle 14 in. long, blade ranges from 3 feet


Weight: 1lb


Light Output: Variable (Pure White/Ultraviolet) soft glow, about 30-100 watts, clearly visible from miles away at night or in the dark


Bonuses to build this light saber: +65%


Negatives to build this Light Saber: -110%


Heavily Modified Tarantula Combat Jump Bike (indestructible)


Height: 4’1” Width: 3’10” Length: 8’7” Weight: 1ton Max Speed: 400 mph Cruise Speed: 200 mph Brake: 100- 0 75ft (2 act) Accelerate: 0 – 100 75ft (2 actions) 2 man seater Jump: (jump jets 3) 9ft/mph or x2 SPD high and x3 SPD long Power System: twin micro fusion (40year life each) with a TW backup


Force Field (1hour duration),


2000 MDC Pilot Bubble Multi-Phase Force Field, Voice Activated Telemetry Helmet /w Manual Controls, PC 8000 HBC, Concealed Dimensional Pocket Storage Compartment (3’x3’x3’ 1ton cap) under the seat,


Nano Chameleon Color System: 1 minute to change color pattern +30% to camouflage skill and to hide, DNA/Audio/Optical/Anti Mechano-link/ Tele-mechanics Thief proof Locks and Alarms


Twin Phase Beam Blasters (disguised as Green Lasers):


Damage: 1d20x20/blaster +5 strike


Range: 6000ft 180 degree radius


Payload: unlimited ammo draws from fusion power system


Twin Turreted Black Laser:


Damage: 1d20x10 +5stk


Range: 6000ft 180 degree radius


Payload: Unlimited ammo draws from fusion power system


Smoke Screen:


Range: 50’x50’x50’ area +10dodge & +5strike, -5 to parry dodge or strike user,


Duration: 2D4 Minutes


Payload: 200 shot


Oil Slick:


Range: 50’area -6 Parry/dodge/strike 30% chance slip with every move, -25% sense of balance, takes d4 melee actions to get up again, 30% chance of failure, vehicles: -10% control roll/ 10 mph,


Duration: 2d4 minutes,


Payload: 200shot


(NOTE: can turn into a bracelet when not needed)


Silk Mail Cloth Fiber Armor


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


M.D.C.:


Main Body: 45


Head: 30


Arms (2): 25


Legs (2): 40


Weight: 10 lbs (4.5 kg)


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


Money: Initially none useable on Rifts Earth, but has 2d4 X 1000 credits of jewelry, fine clothing, alien technology or other objects that can be sold

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