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Kami No Mizu Kaze



· Kami No Mizu Kaze


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



Name: Kami No Mizu Kaze


Race: Oni O.C.C.: Oni Ninja/Wu Shih/Tao Shih/Biomancer/Warlock/Galactic Tracer Level: Oni Ninja (15) /Wu Shih (15)/Tao Shih (15)/BioMancer (15)/Fire Warlock (15)/ Galactic Tracer (10) Alignment: Aberrant Age: 50 Ht: 7’9” Wt: 300lbs Gender: Male


P.S.: 120 P.P.: 45 P.E.: 90 Spd: 235 P.B.: 22/12 I.Q.: 24 M.E.: 30 M.A.: 28


H.P.: N/A S.D.C.: N/A M.D.C.: 700 I.S.P.: 1000 P.P.E.:4900 Chi: 35840


Charm/Impress: 70% Skill Bonuses: +10% Save vs. Coma/Death: 100% Trust/Intimidate: 98% Save Vs. Possession: +20


Save vs. Psychic attack/Insanity: +18 Save Vs. Pain: +19 Save Vs. Poison/Magic: +20 Save vs. HF: +19 Save Vs. Illusion: +19


Running Spd: (70) of X 20 = yards per minute (4700) x .681818181818 = mph (47.73) yards per 15 seconds (1175) yards per second (78)


Swimming Spd: (120) of X 20 = yards per minute (2400) x .681818181818 = mph (82) yards per 15 seconds (600) yards per second (40)


Leap: 276’0” High; and the character can hit fist size targets without any penalties, Fearless of Heights


Leap: 246’4” Long; and the character can hit fist size targets, with precision landing, without any penalties, Fearless of Heights


Born: Metal Rat Year Rabbit Hour


Combat Stats:


Combat Stats:


(Oni Ninja Arts): Parry: +25 Dodge: +27 Strike: +23 Roll with punch/Fall/Impact/Roll Knock-Down: +37 Balance/Maintain Balance: +26 Holds: +2 Grab: +4 Back/Flip/Cartwheel: +8 Somersault: +7 Pull Punch/Kick: +2 Iniative: +17 Vault: +10


(Hsien Hsia Kung Fu): Parry: +21 Dodge: +22 Strike: +19 Roll with punch/Fall/Impact: +30 Balance/Maintain Balance: +21 Holds: +2 Grab: +4 Back/Flip/Cartwheel: +8 Somersault: +7 Pull Punch/Kick: +2 Iniative: +17 Vault: +10


(Snake Style Kung Fu): Parry: +22 Dodge: +23 Strike: +21 Roll with punch/Fall/Impact: +30 Balance/Maintain Balance: +26 Holds: +2 Grab: +4 Back/Flip/Cartwheel: +8 Somersault: +7 Pull Punch/Kick: +2 Iniative: +17 Vault: +10


(Triad Assassin):


Eight attacks per melee round (four for each hand).


+20 to strike with aimed shot, damage equals 3D6+3 per shot.


+18 to strike with burst shot, short burst does 3D6x2 damage, long burst does 3D6x7 damage. Simultaneous burst (counts as two attacks) does 6D6x2 or 6D6x7 respectively.


+23 to strike with pistol whip, 3D6 damage.


+30 to roll with punch/fall and +25 to parry and dodge.


+16 to initiative


The character radiates a protective aura the makes his clothes, and body armor (does not protect power armor, bots, vehicles or other people) impervious to normal and, but mega damage fires, including magic and plasma, (do no damage).The characters Skin is as hard as Diamond; impervious to normal fire and cold, and mega-damage fire and cold. His hands and feet are also immune to heat and fire up to lava temperatures suffer no damage from magical fire/plasma,


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


+17 to Damage on all hand and foot strikes regardless of form, and +3d6+2 to power punch, and power kick, and also lower the treat the characters hand/foot attacks as if it were a P.V. of 2,


The character has 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), to diagnose an illness or disorder and can cure it on two consecutive treatment rolls, restore another person's Chi at a rate of one point of Positive Chi for every successful use of the massage skill, 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 variety of methods to heal cuts, burns, prevent infections, cure cancer, food poisoning, create stimulants, relieve pain, clot bleeding, relieve constipation, treat stomach pains, act as an anti-histamine, clear phlegm, act as a disinfectant, aid in breathing, treat colds, treat snakebites, cleared hangovers, and create dietary supplements that quenched thirst, relieve hunger, and act as rations.


Crush/Squeeze: does 1D4 damage


Body Block/Tackle: does 1D4 damage and opponent must Dodge or Parry to avoid being Knocked down. The Character can Automatically Knockout opponents on a natural twenty for 1D10 +6 melee rounds. Unlike normal Knockout/Stun this does NOT have to be declared before the strike roll. With a hand or Foot attack.


Bear Hug: A crush/Squeeze attack that does not pin one's opponent but may incapacitate him. Each hug/squeeze counts as one melee action/attack and is designed to knock the air out of a person. A successful bear hugs causes the victim to lose one melee attack, initiative and is -2 to strike, parry and dodge while caught in the bear hug. Each squeeze counts as a melee attack but does not require the attacker to release his victim from the hug. The penalties from several bear hugs are cumulative and may lead to easy capture or surrender. In the alternative, each bear hug squeezing action may be used to inflict 2D6 damage; not effective against armor with an A.R. of 14 or higher or a character with a P.S. or P.E. of 24 or higher. A failed roll means no damage or penalties and the hugger has a tiger by the tail. His intended victim can strike or try to break free (the latter works the same as a parry: higher roll wins). However, as long as the hugger holds on to his opponent, his attacker is -2 to strike, but he cannot strike, parry or dodge, as long as he keeps holding on. He'll have to let go in order to launch a new attack or try a new bear hug. Note that opponents who see the bear hug coming (roll initiative) are +2 parry or dodge.


Entangle: The stalker can trap the weapon or arm of an attacker instead of parrying or dodging. A successful roll under his percentile skill level means the weapon or arm is entangled, inflicts no damage and the character is unable to dislodge it from opponent's grasp (must let go of weapon or strike with other hand). A failed roll means the stalker is struck, has no chance to parry or dodge and take full damage.


Natural 20 Stun: Knocks our (for 1D4 melee rounds) or pins opponent and only inflicts 1D6 points of damage doing it. The opponent character is captured and is easily tied up or chained.


Pin/Incapacitate: A lunging attack that pins an opponent's arms. A pinned character cannot kick or attack with arms. Roll again to see if the captor can wrestle the character to the ground and tie or chain him up. Characters with a P.S. of 20 or higher get to roll a parry to see if they can break free before being tied down. High roll wins; the pinned character wins ties. The pin attack cannot defend against psionics, magic, prehensile tail, or two heads. Nor can he defend/pin against attacks from the head such as eye beams or breathe attacks, unless he grabs his opponent from behind. A failed roll means no attack, a loss of initiative and no opportunity to parry or dodge his opponents counterstroke. on a roll of 18, 19, or 20


Stunning Strikes: Using a weapon or his bare hands (or kick attack) the stalker can deliver blows that stun rather than inflict damage. Each successful strike slightly stuns his opponent causing the following cumulative penalties: -1 initiative, -1 strike and parry and speed is reduced 10%. The penalties last for 2D4 melee rounds. Add the penalties from each successful stun attack, At some point the stunned character will be so debilitated that he will succumb easily to being pinned, entangled, disarmed, captured, or killed, or feel it necessary to surrender. A failed roll means his opponent is not stunned, suffers only one point of damage, and is probably angry.


Knockdown attack - using basic pressure points, the character numbs the opponent's leg briefly; just long enough to force them to fall. This skill may be performed with a kick or with a blunt weapon (commonly a nightstick or similar instrument). Does normal damage for the application method (i.e., 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.


Disarm punch/kick - 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.


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 5D6 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).


Tai kick: 2D6 + P.S.


Dragon Fist Martial Art Technique: A punch, jab or open hand strike that inflicts an additional 1D4x11 M.D. to supernatural beings, demons, elementals, and creatures of magic, including dragons and, incidentally, other oni ninja! This attack counts as two melee attacks/actions and cannot be combined with a power punch. On a natural 20 roll In this kind of attack the AR. and M.D.C. of the object are irrelevant because the Oni Ninja is really breaking the Chi of the object, then the target object is broken and has a hole in it. This means the Oni Ninja can punch a hole in a door, a 2 by 4 in half, shatter a lock and so on.


Dragon Kick Martial Art Technique: The ninja learns to channel his Chi into a powerful kick that does 1D6x11 M.D. to supernatural beings, demons, elementals and creatures of magic, including dragons and other oni ninja. The attack counts as two melee attacks/actions and cannot be combined with a power punch kick. On a ntural 20 roll In this kind of attack the AR. and M.D.C. of the object are irrelevant because the Oni Ninja is really breaking the Chi of the object, then the target object is broken and has a hole in it. This means the Oni Ninja can punch a hole in a door, a 2 by 4 in half, shatter a lock and so on.


Dragon Leap Kick/Punch Martial Art Technique: A powerful leap kick that inflicts 3D6x11 M.D. to supernatural beings, elementals and creatures of magic, including dragons. This must be the character's first and only attack for that melee (the leap concentration and focus uses up all other attacks). All the character can do after the kick is defend himself. On a ntural 20 roll In this kind of attack the AR. and M.D.C. of the object are irrelevant because the Oni Ninja is really breaking the Chi of the object, then the target object is broken and has a hole in it. This means the Oni Ninja can punch a hole in a door, a 2 by 4 in half, shatter a lock and so on.


Konoha Shōfū, '木ノ葉昇風', '''literally''' "Leaf Rising Wind"


Using quickness and agility, the user will do a swift upwards kick at their opponent or at a weapon the opponent is wielding. 1d10x11 + P.S. + auto disarm


Konoha Senpū, '木ノ葉旋風', '''literally''' "Leaf Whirlwind”


This Technique is a set-up attack for a stronger technique. It consists of a simple, but very fast, duck followed by a powerful upward kick, which sends the opponent flying. Damage: 1d10x11 + P.S. + auto knock down +knock back and up 1-100 ft + auto-dodge next attack


Konoha Daisenpū, '木ノ葉大旋風', '''literally''' "Leaf Great Whirlwind",


This Technique involves a powerful leap forward followed by a spinning kick with both legs in succession, the second kick being aimed lower in case the intended target ducks the first: 1d10*10/lv +kick *4 +P.S. hits 4 times


Konoha Reppū, '木ノ葉烈風', '''literally''' "Leaf Gale" (a.k.a. "Konoha Gale"


Using his quickness and agility, The Ninja performs a spinning kick to sweep his opponent off their feet: 1d10x11 + P.S. +auto knockdown


Konoha Gōriki Senpū, '木ノ葉剛力旋風', '''literally''' "Leaf Strong Whirlwind"


This Technique is basically the same as the Leaf Great Whirlwind, only more damaging: 1d10*10/lv +kick *4 +PS hits 40 times


Omote Renge, '表蓮華', '''literally''' "Front Lotus",


The user kicks his opponent into the air, and then performs Shadow of the Dancing Leaf. Once he is behind his opponent, he then wraps the arm bandages around them, and grabs them in a bear hug, then pile drives them into the ground while spinning rapidly. The resulting impact will likely kill his opponent, though this has yet to happen due to extenuating circumstances. Because it uses one of the chakra gates, the user is left extremely fatigued, making this Technique a "double-edged sword." Guy's version involves him uppercutting the opponent, jumping up after them, grabbing them (breaking their bones), and slamming them head first into the ground. In the third episode of Naruto: Shippūden, Kakashi displayed his own version of this ability; while it worked the same way as Lee's version, Kakashi managed to wrap up to three opponents, which were actually three of Naruto Uzumaki's shadow clones. Naruto's version is exactly like Lee's version but lacks the arm bandages.


The word renge puns with rengeki (連撃), which means "combo." 3 hit combo doing 3d20 x 30 + P.S.x5


Jab: 4d6MDC


Straight Punch: 5d6+P.S.MDC


Roundhouse: 6d6+P.S.MDC


Shuto Roundhouse: 5d6+6+P.S.MDC


Kamikaze Strike: 1d6x11+10+P.S. MDC, but does 1/8 of the damage inflicted to the character (I.E.: Hit for 70, does 8 to the character, rounded down)


Flying Punch: 1d4x11+P.S.MDC (counts as two attacks) ( x2 damage because of being a aerial attack)


Snap Kick: 5d6+P.S.MDC


Front Thrust Kick: 6d6+6+P.S.MDC


Side Kick: 6d6+P.S.MDC


Roundhouse: 6d8M+P.S.DC


Jump Kick: 1d6x11+P.S.MDC ( x2 damage because of being a aerial attack)


Flying Roundhouse: 1d10x11+P.S.MDC (counts as 2 attacks) ( x2 damage because of being a aerial attack)


Trip/Leg Hook: 2D6+ P.S. M.D.C.


Backward Sweep: 2D6+ P.S. M.D.C.


Sense Magic & Sense Magic Writing: Range: Touch


Read & Acquire Magic: Base Skill: 82% +4% per level of experience. (152%)


Books of the Tao Shih: Base Chance of Reconstructing a Spell: 24% +2% per level of experience (-10% if totally unfamiliar with the spell). (74%)


Tao Shin's Inscribing Celestial Calligraphy:


Celestial Calligraphy is sometimes known as Thunder Writing and is the art of writing magical Chinese characters. It is a method of storing a spell of Chi Magic into a series of mystical characters on paper. Burning the paper with the magically inscribed characters will activate the spell.


Choice of Ink: There are five ink pigment colors, each of which is considered to generate a different "active element."


1. Black Ink is strong in the element of water. Used for manipulating Negative Chi.


2. Blue Ink is strong in the element of wood. Used to focus perception, sense or vision.


3. Gold Ink is strong in the element of earth. Used for manipulating magical power/energy (P.P.E.).


4. Red Cinnabar Ink is strong in the element of fire. Used for manipulating or Evoking Positive Chi.


5. White Ink is strong in the element of metal. Used for healing or for altering organisms.


Choice of Paper: Each spell calls for a different kind of paper, which corresponds to one of the five elements and/or Positive or Negative Chi.


1. Matte Black (non-reflective): The element of water in a Positive Chi aspect. When used as a paper charm, it is usually hidden away as a source of secret protection.


2. Glossy Black (reflective): The element of water in a Negative Chi aspect. If any spell or magic is to involve one of the Yama Kings of Hell, or any of their Infernal servants, this is the appropriate paper.


3. Blue Paper: The element of wood in a Positive Chi aspect. Used for summoning or communicating with Immortals, Heavenly Deities and other spirits of Positive Chi.


4. Green Paper: The element of wood in a Negative Chi aspect. The paper most associated with geomantic magic and the manipulation of the flow of Chi.


5. Red Paper: The element of fire in a Positive Chi aspect. Commonly used all over the world as a symbol of good luck and the most common color for paper charms. Generates an explosive or outwardly moving component to a spell.


6. Pink Paper: The element of fire in a Negative Chi aspect. Considered to be the opposite of explosive, so that imploding or absorbing forces are generated.


7. Gold Paper: The element of earth in a Positive Chi aspect. Another popular color for paper charms, it is associated with wealth. In magical spells, it adds a component of forging, molding, or changing physical objects.


8. Yellow Paper: The element of earth in a Negative Chi aspect. Used in spells of protection or warding, especially against entities of Negative Chi.


9. Silver Paper: The element of metal in a Positive Chi aspect. As a paper charm, it represents good health. Often used with curative or healing spells.


10. White Paper: The element of metal in a Negative Chi aspect. Associated strongly with ghosts, souls, entities and departed spirits.


Other Forms of Writing


Characters can also be carved into hard surfaces. For example, Celestial Calligraphy can be inscribed into a piece of jade or stone. It can also be painted on solid surfaces (this is generally done with Red Cinnabar Paint), or simply sketched in dirt or sand (usually using a Peach wood wand).


Choice of Script: The following eight different styles of script are only a small portion of the hundreds of secret or coded magical scripts that can be found in ancient manuscripts.


1. Yang Script. A square style of calligraphy with sharp angles and blocky characters. Usually used in conjunction with Positive Chi. Usually used in paper charms.


2. Yin Script. Rounded characters, which are said to be able to bind in Negative Chi. Typically used in communications with Internals and the Yama Kings of Hell.


3. Cloud Script. This is the script that most Tao Shih will use in rendering spells into Celestial Calligraphy. It appears to flow smoothly, like western handwriting (cursive).


4. Constellation Code. A secret set of cryptograph, known only to Tao Shih. While they can be used for spells, they are also used for messages between Taoists and Taoist Temples. Entirely


made up of dots connected by straight lines, each referring to some constellation in the heavenly night sky.


5. Vortex Script. Confined in the loops and swirls of these characters are stored a bit of P.P.E. Used for containing magical energies.


6. Pen Tshao. This is the mystical script of the Chinese Alchemist.


There are thousands of characters, each with special meanings, that can be used to describe the components, procedures and effects of different elixirs and other compounds.


7. Eminent Spirits of Purity Script. Stop rain, raise wind, raise thunder, raise hail, stop fog.


8. Brilliant Jade Character Script. At most, the character will be able to recognize these magical runes for what they are.


It is so very secret that only one or two characters have ever been translated by outsiders. Spells found with this script are usually of extraordinary power, but impossible to decipher.


Releasing Joss-Using Celestial Calligraphy


Most spells contained in Celestial Calligraphy are released by burning. Since the Chi Magic is released into whoever is holding the burning paper, it will be as if that character cast the spell.


Some spells are intended to be used as ashes. In this case, the Joss is first burned in a metal bowl, and then mixed with water or other fluid, and then consumed.


Paper Charms of Celestial Calligraphy


Although the magic is very weak (the amount of P.P.E. is so small it won't even be noticed by a Wu Mage), these bits of paper confer small amounts of influence over a long period of time. Each takes about an hour to create and should be designed for use in a particular place.


1. Good Luck. In a household or building, the charm serves to change the balance of luck ever so slightly. Perhaps the result might be a +1 to save (vs. just about anything) just once a day.


Over time, this charm renders accidents less likely to happen, and when they do happen, they are less serious than they could have been.


2. Encourage Positive Chi. Over time the area will build up a slight increase in the flow of Positive Chi, but never increasing it more than a single point.


3. Good Health. The Positive Chi of the area will tend to scatter into any living bodies, therefore increasing healing and health by a tiny margin (perhaps an extra point of healing per day or +1 to save vs. disease or poison).


4. Appease Ghosts. Immediately after the paper charm is put up, a quantity of Hell Money is burned. Rather than going to the afterlife, the transformed Hell Money sticks to the charm. Afterwards, the charm serves to attract ghosts who will take a few bills of the ghostly Hell Money and (hopefully) go away satisfied. Ghostly entities and minor spirits stay away.


5. Repel Demons. Generally done in Yin Script, the charm is usually a written notice warning demons of dire consequences if they remain in the area. Most demons loudly scoff at such foolishness, but these superstitious creatures (especially lesser demons) will think twice about hanging around and causing trouble.


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


Sense Supernatural Evil. The BioMancer is aware of all things around him in the natural world. Thus, he or she will feel or sense any major disturbances in nature. Supernatural beings, especially evil ones, are destroyers and predators that interfere with the natural order of life. They radiate their alignment and foul intentions, which the BioMancer senses like a sickening nausea coursing through his body. The sensation is unmistakable, costs no I.S.P., and is automatic, meaning that the character does not have to concentrate or focus him/herself to sense supernatural evil. The sensation is very general, warning the BioMancer to the presence of supernatural evil, but without providing specific data. For example, the BioMancer will know that an evil supernatural being, or beings, is in the area, but will not know its identity, location, numbers, or level of power. However, he will know whether the being is near or far, a horrible or lesser evil, and whether or not it approaches, waits or is leaving the area. Range: 1000 feet (305 m) plus 100 feet (30.5 m) per level of experience. (2400 ft)


Communication with Plants and Animals:


The BioMancer can contact nearby animals and plants. This communication does not occur in the form of words, but in a manner similar to empathy. The BioMancer can get "flashes" of past or current events involving the animal or plant, but limited to the creature's own memory and senses. For example, a tree will notice if a man-sized creature is climbing on it, or will feel heat if someone fires an energy weapon near its trunk or branches, but it will not be able to see the individuals involved, and neither will the BioMancer sharing its memories.


The communication power also enables the BioMancer to calm down enraged animals, but only if the character can project a sense of peacefulness towards the creature and provided the animal has not been attacked. Chance of Success: The communication is automatic whenever the BioMancer tries it. The attempt to calm the animal has a base chance of 35% plus 5% per level of experience. (115/57.%) And half if the animal is alien to Earth and does not work at all against supernatural monsters, creatures of magic or intelligent beings, such as humans.


Range: 60 feet (18.3 m) plus 10 feet (3.0 m) per level of experience. (200ft)


Healing Touch. The BioMancer can manipulate the tissues of living things, repairing damage from wounds, poison, etc. The touch restores 1D4 S.D.C./hit points or M.D.C. per level to any one creature or character (the biomancer can also use it on himself). At first, this ability can only be used three times per 24 hours, then four times a day at 5th level, five times a day at 8th level, and six times a day at 12th level.(1d4x15 H.P./S.D.C./M.D.C.) (6/day)


The Gift of Nature:


All Biomancers can convert living organic matter into edible food! By concentrating and expending 8 P.P.E., the BioMancer can convert any part of a living plant into a fruit-like organ (the "Gift") with enough nutritional value to keep a person fed for one day. The procedure only works on a tree, bush or larger plant, and can only be done on one plant a set number of times. As a rule of thumb, a bush will only provide one Gift, a man-sized plant 1D4+1 Gifts, a medium-sized tree 2D6, and so on, with the largest trees able to provide 2D6X10 Gifts. Trying to exceed a plant's limit (the BioMancer will sense exactly how many times he can ask for a Gift) inflicts 2D6 S.D.C. damage to the tree and generates a psychic backlash that does 1D4X10 S.D.C. to the BioMancer (or M.D.C. to a mega-damage character)!


Note: This power cannot be used on a Millennium Tree. An attempt will result in temporary injury to the Tree and a mega-damage explosion to anybody near the tree (see Rifts England for details of the energy releases of the Millennium Trees).


The Gift of Peace:


The Biomancers' unique link to the ecosystem gives them an aura that protects them from most animals and even some monsters. Low-intelligence animals from mosquitoes to elephants will never attack the BioMancer, except in self defense. Most of the time, they will get out of his way or go around him. Even some alien monsters with animal intelligence, like the fury beetle, will not attack the BioMancer unless cornered or attacked first. Intelligent creatures, supernatural monsters and demons are unaffected by the aura.


Create Bio-Weapons: The BioMancer can create weapons, armor and equipment by magically altering living matter! The process is somewhat similar to techno-wizardry and bio-wizardry, but it affects living animals and plants without hurting them. See the description under biomancy magic for the details on bio-weaponry and equipment.


Sense the presence:, general direction and distance of fires as small as a campfire, within a 40 mile area (64 km). A forest fire can be sensed as far as 100 miles (160 km); success ratio is 62% + 2% per level of experience. (100%) The warlock can accurately sense air and surface temperatures and changes in air temperature. This power can extend to feeling an engine to tell how recently it was used (accurate within 6D6 minutes) or whether a person has a fever; 30% + 5% per level of experience. (110%)


Speak Elemental: All elementals communicate in a strange language that is a combination of telepathy and the spoken word. All warlocks can speak and understand this language at 98%, but to all others this language is incomprehensible. Elementals do not have a written language.


Sense Elementals: Warlocks are so attuned to true elemental forces that they can actually sense the presence of an elemental within a 120 foot area (36.6 m). If elemental forces appear to be at work, the warlock can deliberately try to sense an elemental's presence and enjoys a + 20% sensory bonus and doubled sensing range (240 ft/73.2 m). Also, the attunement to elemental forces gives the character an automatic ability to sense an elemental's presence within the earth, water or air; 25% plus 5% per each level of the warlock's experience.


Furthermore, a warlock will intuitively recognize/sense a fellow warlock and instantly know which elemental force(s) he or she is allied to (experience level, alignment, etc., is not known). There is also a 75% chance that a warlock can see an invisible elemental despite its nature


of invisibility, including air elementals, spirits of light, and the demonic jinn. Warlocks know and understand as much about elementals as humanly possible. See the Elementals section for a detailed description about elementals.


The Brotherhood — Etiquette Between Elemental Forces: No elemental will hurt their little mortal brothers (warlocks) unless absolutely necessary, provoked, or attacked first. Again, it is a result of the mysterious bond that is shared between elemental and warlock. Even if the elemental has been commanded/forced to kill a warlock as part of its quest, it will first warn the warlock of its mission, apologize, and state that it understands that the warlock may feel compelled to fight back. After these formalities the elemental will attack without hesitation or mercy.


If a warlock encounters an elemental that is guarding a passageway or object that he must use/get, the elemental will warn the warlock that it must kill him if he persists, and it will do so without hesitation if he does. Likewise, if a group of adventurers engage in combat with an elemental it will destroy all of them except the warlock in the group.


Only when the warlock confronts the elemental will the elemental strike back, but only after inquiring, "Why do you oppose me, little brother?" An appropriate response would be something like, "Because I must" or "Because I must pass." Elementals do not understand the concept of friendship, so saying that you are protecting the group because they are friends would be an explanation falling upon deaf ears. The elemental will accept "I must." If the little brother must, he must, just as an elemental does as it must. However, the warlock can stop the battle, discuss the situation, find out who is responsible for the elemental's mission and slay that person, which usually (but not always) frees the elemental from its commitment. Or, the elemental may tell the warlock of a different entrance or way to get the item without a confrontation.


Summon Elementals: A warlock can summon only the type of elemental that is his chosen life sign. This means the fire warlock can only summon a fire elemental and only lesser elementals will respond.


When the warlock is high level, 9th or better, he may be able to summon a greater elemental at half the normal success ratio.


The summoning process can be attempted only once a day (24 hour period) as the process is very emotionally and physically taxing. A physical symbol of the elemental force must be present as the focal point of concentration. The symbol of the elemental must be scrawled on the floor in charcoal or in dirt/dust. On Rifts Earth, the normal two hours of concentration and chanting are dramatically reduced to 2D6 minutes! Only a warlock may summon an elemental in this way. Success ratio: 5% per each level of the warlock's experience,(85/95/105%) + 10% on a ley line or +20% at a nexus.


Once summoned, the warlock is able to request the elemental to aid him in battle or any activity for an unlimited length of time. However, the elemental will want to go back to its own world after a day or two. Only the summoning warlock can release it to return to its own dimension.


The elemental will become increasingly insistent about being released with the passing of each day. This will quickly change to anger and hostility at an accumulative rate of 12% per week. The usual etiquette between elemental and warlock is lost when pressed into slavery and the percentage indicates the degree of its hostility and the likelihood of it killing the warlock (roll once for every week that passes).


If the roll is under the hostility percentage, the elemental will be angry enough to kill the warlock. HOWEVER, it will first warn the warlock that it will kill him if he does not release it, now! Elementals never bluff. The elemental will generally obey only the warlock and will follow any command without question, including fighting to the death.


Summoning Note Number One: Only a warlock who is the foulest of the foul will intentionally allow an elemental brother that he has summoned to die. Even the most minor of elementals, like the phantom, should not be allowed to die if it can be helped. One means of preservation is to release the elemental from its summoning bondage. With the words, "I release you," the elemental instantly disappears, dimensionally teleporting back to its home world, for it is the warlock and his will that binds it to this realm of existence.


Summoning Note Number Two: The warlock may also be able to summon minor elementals and fragmented essences from an elemental intelligence by means of an elemental spell. These are even less powerful beings than a lesser elemental and don't count as an official summoning, they count as a spell.


Empathy


Range: 100ft area (30.5m)


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


I.S.P. Cost: 4


Savings Throw: Standard; a save vs. empathy means the psychic cannot 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 feels 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 cannot 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."


Mind Block


Range: Self


Duration: 150 Minutes


I.S.P. Cost: 4 (per each duration period)


This is the ability to completely close or block oneself from all psychic/mental emanations. When intentionally closed to supernatural or psychic forces the character cannot sense anything, cannot use psychic abilities, nor be influenced by others. A mind block will prevent penetration of telepathy, empathy, hypnotic suggestion, and empathic transfer. It can be an invaluable protective mask when dealing with malevolent psychic forces. Adds a bonus of + 14 to save vs. all psychic and mental attacks. Can shield self +12 person per level against any psionic attack or intrusion.


Psi stars: This power psionically creates 3 throwing stars made out of Psionic Energy per hand the character has that can be thrown 1000ft +4 to strike with them.


I.S.P. Cost:10


Duration:5min +5min/lv


Damage: 1d4*10 +1d4*10/lv +5s/int can be linked to a regular star


Psi Dagger: This power psionically creates 1 Dagger; of creator’s choice, made out of Psionic Energy per hand the character these weapons can never be knocked out of a characters hand, and can never be loaned to another person, these daggers can also be thrown 1000ft.


I.S.P. Cost:5


Duration:5min +5min/lv


Damage: 1d6*10 +1d6*10/lv +5p/s/int can be linked to a regular dagger


Psi sword: This power psionically creates 1 Sword; of creator’s choice, made out of Psionic Energy per hand the character these weapons can never be knocked out of a characters hand, and can never be loaned to another person.


I.S.P. Cost:15


Duration:5min +5min/lv


Damage: 1d8*10 +1d8*10/lv +5p/s/int can be linked to a regular sword


Psi weapon: This power psionically creates 1 Weapon; of creator’s choice, made out of Psionic Energy per hand the character these weapons can never be knocked out of a characters hand, and can never be loaned to another person.


I.S.P. Cost:20


Duration:5min +5min/lv


Damage: 1d10*10 +1d10*10/lv +5p/s/int can be linked to a regular weapon


Sonic boom= <25> 1/h 1-1d10*10 +1d10*10/lv 1-20ftr 4000ft +5s can be used to counter an attack if you have anticipation skill


Sonic blitz= <250> sonic boom x10/h


Fire ball= <15> 1/h 1-1d10*10 +1d10*10/lv 1-10ftr 4000ft +5s can be used to counter an attack if you have anticipation skill


Plasma blitz= <150> fireball x10/h


Lightning bolt= <30> 1/h 1-1d10*10 +1d10*10/lv 1-5ftr 4000ft +5s can be used to counter an attack if you have anticipation skill


Electric blitz= <300> lightning bolt x10/h


Hadouken= <10> 1/h 1-1d4*10 +1d4*10/lv +kd and kb 1ft/dmg point/lv 4000ft +5s can be used to counter an attack if you have anticipation skill


Shin-kuu-Hadouken= <50> 1/h hadouken x5power


Mega hadouken= <500> shin-kuu hadouken x10 power


Optic blast= <25/4acts> 1d4*10 +1d4*10/lv /act held +kb 5ft/dmg pt 4000ft +5s can be used to counter an attack if you have anticipation skill


Mega optic blast= <100/4 acts> optic blast x10 power


Kikoken= <40> 1-1d20*100 +kd 1/h 20ft +10ftr/lv point blank range


Kinetic Charge= <15> wp/armor/20ftr area mdc touched +1d10*10 dmg/act held


Royal flush= <150> x10 power kinetic charge


Shikomi-Zue= <1> 1/h-f ps +punch/kick +1d10/lv


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


Ice blast= <150> 1d10*10/lv or freeze opponent into a 20ft block of ice no act 20act +1d10/act


Intelligent sentry ball= <75> 1-6 +6/lv 1d20*50 10ftw beam 6000ft 5a +10p/s/int 500 MDC will attack all people not designated by creator as friendly can only face one direction.


Intelligent seeker ball= <50> 1-6 +6/lv 500mdc used vto seek out information and used to scout out areas can link to creator so creator can see thru their eyes totally in tangible


Raging Demon= <100> 36hit +6d6+ps dmg per hit can be layered with other techniques, never misses, must be first attack of the round


Pack Attack= <x4 tech cost> a technique that summons into existence for 1 attack 4 exact copies of your self to do one attack then vanish


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


Copy Cat= <10> opponent saves nat 18 or I have all there abilities stacked on top of my abilities for the duration of the battle


Dimensional Teleport= <358> teleports self and up to 2 other people touched to any known dimension or place in a dimension known


Multi-Image= <25> creates 4 +4/lv images of fighter when multi-image is active opponents need a natural 18 strike roll to actually hit the real fighter, image is destroyed as soon as it is hit


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


Flash Kick= <25> 1d10*10/lv +PS + kick *2 +kb & up 1d20 +20ft/lv +2ft/PS can be used to counter an attack if you have anticipation skill


Hurricane Kick= <25> 1d10*10/lv +kick *4 +PS hits 4 times


Mega Hurricane Kick= <100> hurricane kick *10


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


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


See Aura


Range: 60ft and must be visible.


Duration: 2 melees (30 seconds)


I.S.P. Cost: 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 colors


Meta abilities present


Myriad Sparkles


Magic Use


Dark stain in centre of aura


Undead or Necromantic magic


Spirit's aura overlays mortals


Possessed


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 cannot 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 cannot 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. Cost: 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.


Speed Reading


Range: Self


Duration: 3 minutes per level of experience.


I.S.P. Cost: 2


This is the ability to read and comprehend the written word extremely quickly. Speed of reading is 30 pages per minute/4 melees. The psychic will retain the information as he would normally. Highly technical texts will reduce the speed reading by half (15 pages per minute) and may require two readings.


Alter Aura


Range: Self


Duration: One hour per each level of experience.


I.S.P. Cost: 2


Savings Throw: None


A truly unique power that many psychic investigators claim is impossible and does not exist. Only a handful of physical psychics can manipulate their physical energy in such a way that it changes their aura.


The altered aura will send the wrong message to those who can see auras. Alterations include:


• General level of experience can be made to seem much lower (level 1 or 2) or much higher (2D4 levels higher) than it really is.


• Conceal the presence of psychic powers.


• Conceal level of base P.P.E. (made to seem much lower).


• Conceal the presence of magic.


Psi-Armor


Range: Self


Duration: 225 minutes


Saving Throw: None


I.S.P. Cost: 30


M.D.C. /S.D.C.: 240


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 psychic surrounds himself with an aura of protective psionic energy. While in effect, the psionically generated armor takes the form of a gentle silver or blue glow that emanates from the psychic'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 320 M.D.C. at level 1) +100 M.D.C. per level of experience (420 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 Psi-Armor regenerates at a rate of M.E. + P.E. per minute


Psi Bubble Shield:


Range: self and up to 200ft radius bubble


Duration: 225 minutes


Saving Throw: none


I.S.P. Cost: 30


M.D.C. /S.D.C.: 2400


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 psychic 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. *10 +100 +100/Lv Bubble Shield (a psychic with M.E. 16 and a P.E. 16 would have 320 M.D.C. at level 1) +100 M.D.C. per level of experience (420 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.


Zanzoken (Blurring) [x10]


This technique allows the Oni Ninja to dematerialize and quickly move to another spot close by. The technique leaves a silhouette of the Oni Ninja for in their original location for a fraction of a second, causing the "blur" effect. This technique can be used in two ways. The first way is to use it to seemingly teleport to a new location within a range of 100ft per level of experience. (1500ft) If this technique is taken multiple times, increase the range of the "blur" effect to +10' (6.2 m) per level of experience, per time taken. Using Zanzoken in this manner requires the use of a melee attack. The second way to use this technique is in response to an incoming attack, just like how the Ninja can dodge in response to an incoming attack. If used in this way, the Oni Ninja moves very quickly away from the incoming attack, providing the Oni Ninja a large bonus to dodge, and moving the Oni Ninja 10' (3.1) per level of experience from his original location with a blur-like effect. This range is also doubled if this technique is taken twice. This second use of Zanzoken does not require a melee attack to activate, but dodging an attack still wastes the Oni Ninja's next melee attack as normal, unless the Oni Ninja has the auto dodge skill then it acts like a normal auto dodge. This technique does not enable the Oni Ninja to teleport through an object, but instead creates an incredible burst of speed that allows the Oni Ninja to move from one location to another very quickly.


Duration: Instant


Bonuses: If used in response to an attack, the martial artist gains the combat ability of auto-dodge and +8 to dodge. However, no bonuses to dodge are used when using the auto-dodge combat ability. If taken twice, the martial artist gains an additional +4 when dodging normally and +2 when using the auto-dodge combat ability.


I.S.P.: Permanently reduces the martial artist’s ISP by 20 points, this cost is paid only when this technique is selected, but the martial artist must have at least 2% of his base ISP, rounding all fractions up, in his reserve in order to use this ability. For example, if the martial artist had a base of 140 ISP, then he must maintain 3 points of ISP in reserve in order to use this technique.


Automatic Dodge


An automatic dodge means the character can dodge instead of parry without losing an attack/melee action. Adds a +8 to dodge.


I.S.P. Cost: 5 I.S.P. are permanently lost when this ability is gained.


Prerequisite: None


Art of Defense


These are techniques that allow for incredible defensive moves; lightning-fast parries, dodges, and defensive leaps. These powers require an expenditure of I.S.P. every round they are used. Activating the power is done automatically (does not use a melee attack/action). During that round, the character is +4 to parry, dodge, and roll with impact. During the same period, however, the character is so concentrated on defending, that he is at -1 on initiative, -2 to strike and all skills are at -10%.


I.S.P. Cost: 5 I.S.P. per melee round (15 seconds).


Prerequisite: None.


Limitations: While the art of defense is activated, the art of Offense cannot be used.


Art of Offense


By channeling his inner strength into a powerful attack stance, the ninja can launch incredibly accurate and devastating punches, kicks and other attacks. These powers require an expenditure of I.S.P. every round they are used. Activating the power is done automatically (does not use a melee attack/action). During that round, the character is +3 to initiative, +2 to strike, +2 to pull punch, acquires an additional melee attack, and strikes inflict +1D6 damage (M.D. or S.D.C., character's choice). However, the concentration on attacking reduces the character's defensive abilities: -2 to parry, dodge and roll with damage.


I.S.P. Cost: 5 I.S.P. per melee round.


Prerequisite: None.


Limitations: While the art of offense is activated, the art of defense (see above) cannot be used.


Art of Stealth


The ninja trains himself to walk, breathe and act silently, becoming uncannily quiet. Some of the silence around him is psionically generated, muting all "emissions" coming from the character, up to and including his infra-red (heat) signature! While the technique has been activated, the character is at +25% to prowl rolls and even thermal sensors are 50% less likely to sense him.


I.S.P. Cost: 5 I.S.P. per minute (four melee rounds/60 seconds). Prerequisite: None


Aura of Defense


The ninja uses his I.S.P. to create a skin-tight force field around his body. This barrier has 50 M.D.C., plus 10 M.D.C. per level of experience! (200)The aura can be maintained for one minute (4 melees), but can be reactivated at the beginning of each new melee round for the cost of 10 I.S.P.


I.S.P. Cost: 10 I.S.P. are PERMANENTLY lost when this technique is initially learned, plus it costs 10 I.S.P. per minute. Prerequisite: Inner Strength


Limitations: Self


Body Hardening


I.S.P. is permanently spent to harden the body to the point that it becomes like iron. +2D4x10 M.D.C., impervious to normal fire and cold, and resistant to mega-damage fire and cold (half damage). It also gives the ninja a damage bonus of 1D4 MD from his punches and 1D6 M.D. to kicks; in addition to supernatural P.S. damage and other possible bonuses.


I.S.P. Cost: 15 points of I.S.P. are sacrificed permanently to acquire this technique; the effects are permanent.


Prerequisite: Art of Defense


Combat: Death Strike


This ultimate hand to hand attack is only attempted by experienced masters against very powerful opponents, because using it may mean the death of the ninja as well as that of his opponent. The use of this power is potentially deadly for the ninja because its use saps him of his strength and fighting abilities for several minutes, making him an easy and terribly vulnerable target.


The ninja can summon all of his physical and spiritual energy (uses up ALL I.S.P. points, and must have at least 30 I.S.P. points left) to inflict a terrible death blow. The attack must be made with the bare hands or feet and always strikes. It inflicts 2D4x100 M.D. to mega-damage creatures or 2D4x100 S.D.C./hit points to mortal S.D.C. beings. If the target of the death strike still survives the attack, he is temporarily paralyzed and knocked senseless for 2D4 minutes, leaving him open to further attack. If given the chance to recover, the victim remains somewhat disoriented and weakened: reduce speed, combat bonuses and the number of melee attacks by half for 1 D4x 10 minutes.


I.S.P. Cost: ALL I.S.P. is spent in this attack, plus the ninja must have a minimum of 30 I.S.P. Additionally, no other Oni Ninja Techniques may be used for 12 hours! The Ninja will be completely exhausted, unable to fight, concentrate, or talk for 1D4 minutes. For the ten minutes after that, he remains extremely weak and can barely move; one melee action per round, speed is reduced by 80%, all bonuses are gone, skills are impossible to perform and he cannot attack. After this period the character regains more strength and can function at half his normal ability level. The number of melee actions/attacks, all bonuses, skill proficiencies and speed are half of normal for the next six hours. The character's Ninja techniques return after 12 hours.


Prerequisites: Dragon Leap Kick and Aura of Defense


Combat: Dragon Fist


A punch, jab or open hand strike that inflicts an additional ID4x10 M.D. (in addition to normal hand to hand damage) to supernatural beings, demons, elementals, and creatures of magic, including dragons and, incidentally, other oni ninja! This attack costs I.S.P. and counts as two melee attacks/actions and can be combined with a power punch.


I.S.P. Cost: 5 I.S.P. per strike. Prerequisite: Art of Offense


Combat: Dragon Kick


The ninja learns to channel his I.S.P. into a powerful kick that does 1D6x10 MD. (in addition to normal hand to hand damage) to supernatural beings, demons, elementals and creatures of magic, including dragons and other oni ninja. The attack counts as two melee attacks/actions and can be combined with a power punch kick.


I.S.P. Cost: 8 I.S.P. per attack


Prerequisite: Dragon Fist and Art of Offense.


Combat: Dragon Leap Kick


A powerful leap kick that inflicts 3D6x10 M.D. to supernatural beings, elementals and creatures of magic, including dragons. This must be the character's first and only attack for that melee (the leap concentration and focus uses up all other attacks). All the character can do after the kick is defend himself.


I.S.P. Cost: 10 I.S.P. per kick.


Prerequisite: Dragon Kick and Art of Offense.


Face of a Friend


This extremely useful ability leads a person (usually the target of an assassination or victim of espionage) to believe the ninja is someone he trusts. The power is telepathic in nature and plucks an image from the victim's mind and uses it to mask the true appearance of the ninja. The victim gets a normal save versus psionics (a successful save means he sees the ninja as a stranger). Also, characters with mind block will be unaffected by this psychic illusion.


I.S.P. Cost: 20 I.S.P. per minute.


Prerequisite: None


Inner Strength


The Ninja does not fatigue, P.S. and speed attributes are temporarily increased by six points, +4 to save vs poison, drugs or disease, +10% to save vs. coma, +2 to save vs. mind control, and +1 to save vs. magic. I.S.P. must be spent every melee the power is "on." Activating it counts as one melee attack/action.


I.S.P. Cost: 5 I.S.P. per melee round (15 seconds).


Prerequisite: Art of Defense


Unnoticed Walker


This power uses psionics to hide the presence of the ninja. As long as the character does not call attention to himself and stays out of the way of others, nobody will notice him. This power does not fool electronic or artificial sensors, but will affect both sentient beings and animals. The character can even be in plain view. but people will not seem to notice him. Attacking, failing a prowl roll or making noise will ruin the effect.


Furthermore, the character is "psionically muffled" meaning that psychic sensitive abilities such as empathy, telepathy, presence sense, sense evil, sense magic, see aura, detect psionics, and psychic diagnosis do not pick-up a clear image/sense about the ninja and he is +1 to save against them all even if a save is not normally possible!


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


Prerequisite: Art of Stealth and the prowl skill.


Vanishing Act


The ninja creates an illusory flash of light and smoke around him; when the smoke dissipates, observers will no longer be able to see him. All the people in the area get to make a save versus psionics to resist the effects of this power. If the save is made, they can see the ninja normally, but are -1 on initiative. After a successful disappearance, the ninja must use the unnoticed walker power to move around without detection.


I.S.P. Cost: 15 I.S.P. for the vanishing flash. The character can remain unnoticed for one minute per every 15 I.S.P. expended initially or added while vanished. Moving around will dispel the vanishing act, making him visible unless he activates the unnoticed walker ability (10 I.S.P. per minute/4 melees).


Prerequisite: Face of a Friend and Unnoticed Walker.


Hidden Attack= Skill Cost:10 I.S.P. per att> allows the use of unnoticed walker and attacks at the same time. Prerequisite: unnoticed walker


Dimensional Teleport= <358> teleports self and up to 2 other people touched to any known dimension or place in a dimension known, Prerequisite: unnoticed walker to acquire


Multi-Image= <25> creates 4 +4/Lv images of fighter when multi-image is active opponents need a nat 18 strike roll to actually hit the real fighter, image is destroyed as soon as it is hit, Prerequisite: art of defense to acquire


Foxes Blessing:


Range: Self and up to 2 touched


Duration: Instant


I.S.P. Cost: 300


The ability to instantly heal self and up to 2 people touched of all damage, remove all Curses, cure all diseases and ailments and to bring oneself and those touched from the brink of death to full glowing health


Body Training


Sometimes a Oni Ninja 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 Oni Ninja is able to focus his mind and body on the task of training. The Ninja 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 Oni Ninja trained for 30 days and 6 hours, they would require 31 days of complete rest. During this rest period, the Oni Ninja 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 Oni Ninja 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 training 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, and it costs 400 points to gain 1 Super Power, or Magical Spell.


Duration: Permanent


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


Catatonic Strike


Range: Touch by stabbing attack!


Duration: Special


I.S.P. Cost: 40


Dodge or Parry: Since this attack is part of a physical attack as well as psionic, the intended victim can try to parry or dodge the attack, provided


he knows it's coming. A successful dodge or parry means no damage. The attacker gets two tries to strike before the psychic energy dissipates.


Saving Throw: Once stabbed, the victim is -14 to save.


This psi-attack summons a nerve shattering force that is delivered from a stabbing attack with a blade weapon. The weapon must penetrate flesh (as deep as possible), so this attack is most effective from behind (+2 to strike) or against an incapacitated foe.


The stabbing inflicts the usual amount of damage for that weapon and circumstance (such as double damage from behind). Regardless of the amount of damage inflicted, the victim of the attack immediately falls into a complete catatonic coma, unless he saves vs. psionic attack.


A successful save means the character suffers the weapon damage and a shock to his system that causes 2D6 damage and reduces the number of melee attacks and combat bonuses by half for 1D4 melee rounds. A failed save vs psionics means the character instantly collapses and falls into a coma. The catatonic subject is helpless; incapable of any kind of action: physical, mental, or psionic. There is a cumulative 15% chance of recovery every day after the attack (must roll under the percentile number), but until the character comes out of the coma, he is completely helpless. Furthermore, he could die from blood loss if not found soon after the attack. The victim can remain in a coma for one day per P.E. attribute point. If he doesn't come out of the coma by then, he dies.


Empathic Transmission


Range: 60 feet (18.3 m).


Duration: 2D6 minutes.


I.S.P. Cost: 6


Attacks Per Melee: Equal to the individual's psychic abilities.


Saving Throw: Standard.


This incredible ability enables the psychic to instill a powerful emotion into another living creature; person, animal or supernatural being. Each psychic attack/transmission can only affect one creature at a time. Several supernatural creatures have this ability or some aspect of it.


Despair or Sorrow: Invokes great emotional upheaval, deep sorrow and a sense of loss. There is a 50% chance of the victim surrendering or leaving without a battle; furthermore, victims are -2 to parry and dodge.


Confusion: Disorients the person so badly that he has no sense of direction, time, or of what is exactly going on. Victims are -3 to strike, parry and dodge, and lose initiative in any combat.


Fear: Invokes unreasoning terror in all those affected. Victims are -3 to strike, parry and dodge, plus there is a 66% chance that those affected will turn and run.


Hate or Anger: Will prompt those affected to act rashly, charge, attack, argue violently, etc. Victims are likely (60% chance) to attack, kill, harm, or betray those they dislike; +1 (yes, that's plus) to strike, -1 to parry and dodge.


Love or Peacefulness: Will induce a deep feeling of serenity, dispelling anger, hatred, sorrow, and so on. Hostile opponents are likely (60% chance) to reconsider their actions, deciding not to attack, show mercy, leave without being overtly cruel or destructive, halt a rampage, and so on. It does NOT make its victims docile sheep, but curbs hostility.


Trust: Will make its victims believe everything the psionic tells them, but only while under the empathic influence. Life-threatening suggestions that go against deep-seated fears, morals or ideals provide an additional saving throw against the suggested action; with a bonus of +3 to save.


Illusion: Simple Sound


Range: 120 feet (36.5 m) and within line of vision.


Duration: (15 minutes).


I.S.P. Cost: 2


Limitations: At first level only one character can be affected. One sound can be created for each melee action/attack of the illusionist. Each such illusionary sound counts as one melee action.


Saving Throw: Standard save vs psionics/illusion. The illusion of sound enables the illusionist to make a person hear just about any type of single sound/noise he desires: the wheeze of a horse, footsteps, a thud, heavy breathing, the rustle of leaves, a door opening or closing, laughter, a spoken word, and so on.


The type of sound and language are limited by the knowledge and experience of the illusionist creating it. For example, the psychic could not create the voice of an ogre whispering in Gobblely if he himself cannot speak the language. Similarly, he cannot imitate a voice or unusual sound without several hours of study and practice. When the specific voice of a real person is imitated, the illusionist must roll under his imitate voices impersonation skill. However, he can easily make an unspecific voice or sound without any special skill considerations. Furthermore, the voice can appear to be coming from around the corner, down the street, from inside a trunk, floating above one's head, or anywhere the illusionist desires. Likewise, the volume can be manipulated from a normal spoken range to a thundering roar or a gentle whisper.


Illusion: Advanced Sound


Range: 120 foot (36.5 m) radius and within line of vision.


Duration: Four minutes.


Limitations: The same restrictions regarding the illusionist's range of knowledge and skills still apply.


I.S.P. Cost: Four per every four minutes.


Saving Throw: Standard save vs psionics/illusions. At level two, the illusionist's control over his ability is increased dramatically to include multiple and simultaneous sounds. This means he can now create what seems to be a series of footsteps and heavy breathing from two or more beings, as many as two voices engaged in lengthy conversation with birds chirping in the background and so on.


Illusion: Visual Images


Range: 120 feet (36.5 m) and line of vision.


Duration: Five minutes.


I.S.P. Cost: Three per victim, per every five minutes.


Limitations: The illusion has no sound; the illusionist can't yet combine audio with visual and must use one or the other. Up to three characters can be made to see the illusion.


Saying Throw: Standard save vs psionic attack.


At this level, the psychic can create a single illusionary image in the minds of his victims. The image can be of fruit or a sword to a snarling dog or an angry giant. Like all illusions, these images are controlled and manipulated by the illusion maker. He implants the creature's behavior and reactions. As with the sound illusions, the image is limited to the illusionist's personal knowledge and experience. Creating the image of a specific or exotic creature based upon descriptions or entirely by memory is likely to result in a flawed illusion. Likewise, the illusionist will have trouble creating a convincing illusion of a specific person unless he is extremely familiar with that person or has total recall. Use the following table when the illusionist attempts to create the illusion of a particular person. The image illusion can also be used to disguise one's own features. If the features are those of a specific person use the tables below to determine the level of perfection or flaws. Remember, only a character who doesn't save vs. psionic attack will see the illusion.


Success ratio based on the degree of knowledge & familiarity:


Roll percentile dice to determine the quality and perfection of the illusion whenever a visual image is used. A failed roll means a flawed illusion; roll on the following table to determine just how flawed.


• Subject is extremely well known: 01-96% that the illusion is perfect.


• Subject studied extensively: 01-86% that the illusion is perfect.


• Subject studied only a few times: 01-76% that the illusion is perfect.


• Subject seen only a few times: 01-40% for a perfect illusion.


• Subject seen once or twice: 01-26% for a perfect illusion.


• Subject seen very briefly/a passing glance: 01-14% chance of a passable illusion. Very flawed unless the roll was within the narrow margin of 1-14%.


• Subject unknown, based on an elaborate description: 01-10% chance of a passable illusion. Unmistakably flawed unless the roll was within the narrow margin of 1-10%.


• Subject unknown, based on vague description: 01-03% chance of a passable illusion. Unmistakably flawed unless the roll was within the narrow margin of 1-3%.


Determining the degree of a flawed illusion/image:


An unsuccessful illusion means that it is flawed in some noticeable way: the wrong hair color, no mustache, too fat, too skinny, too tall, too short, wrong race, etc.


Roll on the following table at the very first moment the illusion is created to see just how flawed it is.


01-20 Unmistakably flawed: 01-90% likelihood that the victim of the illusion will notice the flaws and instantly break free of the illusion.


21-40 Very flawed: 01-65% likelihood that the victim of the illusion will notice the flaws and break free of the illusion within 1D4 melee rounds.


41-70 Somewhat flawed: 01-40% chance that the victim of the illusion will notice the flaws and break free of the illusion within 1D4 melee rounds.


71-00 Slightly flawed: 01-20% chance that the victim of the illusion will notice the flaws and break free of the illusion within 2D4 melee rounds.


Illusion: Sound & Image


Range: 120 feet (36.5 m) and line of sight.


Duration: 5 minutes.


I.S.P. Cost: Five points per every five minutes, per person affected.


Saving Throw: Standard save vs psionics/illusion.


At this point the illusion maker has sufficiently mastered both sound and visual imagery to successfully combine the two. This is the beginning of the true mastery of illusion. Now the illusion of the snarling dog


is combined with a menacing growl, the angry giant grumbles and snorts, his lips spread wide, with a smack revealing his ocher teeth; a low, growling laugh rumbles up from his belly as he lunges at the person


caught in the illusion. Note: The illusionist may still limit himself to using only sound or only image depending on which one best fits the circumstances.


Illusion: Smells & Odors


Range: 120 feet (36.5 m) and line of vision.


Duration: Five minutes.


I.S.P. Cost: Five points per every five minutes, per person affected.


Saving Throw: Standard save vs. psionics/illusion.


The ability to create the illusion of odor/smell now comes into play. It cannot yet be integrated into the visual or sound illusions but is still very effective by itself. Through psionic manipulation of the senses, the illusion maker can make someone believe that he smells smoke, decay, mustiness, food, flowers, etc.


Illusion: Image, Sound & Odor Combo


Range: 120 foot (36.5 m) radius.


Duration: 5 minutes.


I.S.P.: 10 per every five minutes, per character affected.


Saving Throw: Standard save vs. psionics/illusion; every individual gets a saving throw.


The illusionist is now able to combine all three elements into one frighteningly realistic illusion. The grumbling giant cock his head and spits forth a blast of fire, the smell of smoke and flame fills the air.


Illusion: Taste, Image, Sound, & Odor


Range: 120 foot (36. m) radius.


Duration: 5 minutes.


I.S.P.: 10 per every five minutes, per character affected.


Saving Throw: Standard saves vs. psionics/illusion; every individual gets a saving throw.


The illusionist can now use his powers to make a person experience a false taste. Water tastes like wine, milk or mud, an apple like a lemon, dry bread like a carrot, and so on. The sense of taste can be combined with the other illusionary features without any additional I.S.P. cost.


Illusion: Mass Hypnotic Illusion


Range: 120 foot (36.5 m) radius.


Duration: 5 minutes.


I.S.P.: An additional 10 I.S.P. (plus the normal I.S.P. cost of the illusion)


will make the illusion appear to everybody within the 120 foot (36.5 m) radius of influence.


Saving Throw: Standard save vs psionics/illusion; everyone in the radius of effect gets to make a save. This means some will be affected by the illusion while others may not. The illusion can affect one, two, three or all four senses of everybody within the 120 foot (36.5 m) radius of influence. Only those who save are not affected. Note: The illusion of touch cannot be included in the mass illusion regardless of the psychic's level.


Illusion: Touch


Range: 120 foot (36.5 m) radius.


Duration: 3 minutes.


I.S.P.: Six per every five minutes, per character affected.


Saving Throw: Standard save vs psionics.


The sensation of touch and physical solidity are possible with this ability. The sensation of soft fur, hard rock, heat, cold, wet, and so on, are now possible. However, it cannot yet be combined with the other elements.


Note: A magnification boost is applicable, doubling everything. The final step in the mastery of illusion is the creation of an entire panoramic environment. This could be a building, a forest, etc. All five senses are affected, but while birds, insects, and non threatening wildlife/ animals may be heard or seen in the distance, there are no menacing monsters or attackers. This illusion is limited to the panoramic setting of


an environment. However, the illusionist working in concert with another illusionist, can introduce/add an attacker(s) as per any of the other types of illusions described previously.


Illusion: Multiple Images with Sound


Range: 120 foot (36.5 m) radius.


Duration: 5 minutes.


I.S.P.: 15 per five minutes, per character affected.


Limitations: The images have sound but no sensation of smell, taste or touch. The maximum number of individual figures is 12


Saving Throw: Standard save vs psionics.


For the first time the illusionist can coordinate the actions of several large illusionary images simultaneously. Prior to level ten, the illusionist could create only one major image and manipulate it convincingly; one giant, one dragon, one doorway, one object, etc. As he grows with each level he is able to add new elements to the illusion, making it more and more life-like and real. Now he can create several images: a sack filled with gold coins, three giants, two dragons, a herd of animals moving in concert with each other to create a much larger illusion with several independent figures or objects.


Illusion: All Five Elements


Range: 140 foot (42.6 m) radius.


Duration: 5 minutes.


I.S.P.: 16 per five minutes, per character affected.


Saving Throw: Standard vs psionics/illusion.


The illusion maker can combine sound, image, odor/smell, taste and touch into his illusion. This applies to one illusion not the multiple illusions.


Illusion: Multiple Images with Sound, and Odor


Range: 140 foot (42.6 m) radius.


Duration: 5 minutes.


I.S.P. Cost: 20 per five minutes, per character affected.


Saving Throw: Standard vs psionics/illusion.


All three elements can be maintained for each of the individual images of the illusion.


Illusion: Multiple Illusions with All Five Elements


Range: 140 foot (42.6 m) radius.


Duration: 10 minutes


I.S.P. Cost: 30 per ten minutes, per character affected.


Saving Throw: Standard vs. psionics/illusions.


At last, the illusion maker can combine all five sensations in a multiple image illusion without restriction.


Illusion: The Panorama


Range: 280 foot (85.3 m) radius


Duration: One hour!


I.S.P. Cost: 60


Saving Throw''': Standard vs. psionics/illusions


Note: A magnification boost is applicable, doubling everything.


The final step in the mastery of illusion is the creation of an entire panoramic environment. This could be a building, a forest, etc. All five


senses are affected, but while birds, insects, and nonthreatening wildlife/animals may be heard or seen in the distance, there are no menacing


monsters or attackers. This illusion is limited to the panoramic setting of an environment. However, the illusionist working in concert with another illusionist, can introduce/add an attacker(s) as per any of the other types of illusions described previously.


Illusion: Magnified Illusion


This is the ability to punch up the illusion, single or multiple, increasing the range of effect and duration. This psionic boost doubles the range (280 foot/85.3 m radius), doubles the duration (20 minutes), makes all those caught in the range of the illusion -1 to save, and doubles the number of images.


I.S.P. Cost: An additional 20 points, plus the usual amount of I.S.P. needed to create the illusion in the first place. The magnification boost can be used on any type of illusion, whether it is a simple sound or sound and image, to a multiple image with all five sensations.


Skills:


Wei Qi or Go: As Base Skill: 30%+5% per level of experience. (125%).


Japanese game of Go Base Skill: 30%+5% per level of experience. (+10%)


History, Chinese: Base Skill: 45% + 5% per level of experience. (140%)


History, Japanese: Base Skill: 45% + 5% per level of experience. (+140%)


History, Oninese: Base Skill: 45% + 5% per level of experience. (+140%)


History, Oriental Cultures (general): Base Skill: 20%+5% per level of experience. For an area specialization, add +20% to that area, but subtract 10% from all other areas. (115/135/%) [Japan/China/Tibet/India/Bushi Fediration]


History: (Martial Art): (Art of the Oni Ninja/Bagua Zhang- Eight Trigrams Palm Kung Fu Base Skill: 25 + 3% per level. (80%)


History: Martial Arts: Base Skill: 25 + 2% per level. (80%)


Recognize Martial Art: Base Skill: 25 + 4% per level (95%)


Lore: '''Martial Arts/ Alien/ Astral/D-Bee/ Dragon/ Demons and Monsters/Dimensions/Faerie/Folklore and Mythology/ Geomancy & Lines of Power/ Ghosts and Faeries/Juicer/ Megaverse/ Psychic/Read Aura/Religion/ Undead/ Vampires/ Witches/Magic/Runes''':


Base Skill (general knowledge): 25% + 5% per level of experience. (120%)


Recognize wards, runes and circles: 15% + 5% per level of experience. (110%)


Recognize Enchantment (i.e. magic items, people under charms and curses, etc.): 10% + 5% per level of experience. Base Skill: 25 + 4% per level. (105%)


Chinese Mythology – Taoist/Buddhist/Confucianist Base Skill: 35%+5% per level of experience. (120%)


Japanese Mythology – Zen/Shinto/Buddhist: Base Skill: 35%+5% per level of experience. (120%)


Land Navigation: Base Skill: 45% + 5% per level experience. (135%)


Radio: Basic: Base Skill: 50% + 5% per level of experience. (145%)


Artistic Calligraphy (Shodo or Shogaku): Base Skill: 50%+5% per level of experience. (165%)


Wilderness Survival: Base Skill: 30% + 5% per level of experience. (115%)


Chinese Classical Studies: Base Skill: 40% + 5% per level of experience. (125%)


Chinese Calligraphic Codes & Code Breaking: Base Skill: 10% + 2% per level of experience. (80%)


Research: Base Skill: 35% + 5% per level of experience. (150%)


Computer Operation: Base Skill: 60% + 5% per level of experience (150%)


Detect Ambush: Base Skill: 30% + 5% per level of experience. (+130%)


Detect Concealment: Base Skill: 25% + 5% per level of experience. (115%)


Disguise: Base Skill: 25% + 5% per level of experience. (125%)


Languages: Japanese Stage 4/Classical Japanese Literacy, Oninese, and Chinese Stage 4/Classical Chinese Literacy, and English, Dragonese, Demogogian, Trades 1-6 (98%) Note: Specializes in ancient magical writing. Can date, authenticate, and recognize the value of old manuscripts within the specialty.


Camouflage: Base Skill: 20% + 5% per level of experience. (105%)


Prowl: Base Skill: 66% + 8% per level of experience. +30% (+20% when moving slowly) (226/246%)


Climbing: Base Skill: 70% + 8% per level of experience. +30% (230%)


Rappelling Base Skill: 50% + 5% per level of experience. (140%)


Sense of Balance: is the ability to maintain grip, hold or footing 90% + 5% per level. (215%)


Climb Rope: 90% + 5% per level of experience. (180%)


Roll: 80%+1% per level of experience. (105%)


Cat Leap 65%+3% per level of experience. (125%)


Speed Vault: 60%+5% per level of experience. (150%)


Monkey Vault: at 50%+5% per level of experience. (140%)


Revere Vault: at 40%+5% per level of experience. (130%)


Superman: at 55%+5% per level of experience. (145%)


Dash Vault 50%+5% per level of experience. (140%)


Precision 45%+5% per level of experience. (135%)


Rocket Vault at 50%+5% per level of experience. (140%)


Triple Kong 40%+5% per level of experience. (130%)


Wall Flip 35% +5% per level of experience. (135%)


Rings & Bars: 60% + 3% per level of experience. (125%)


Walk Tightrope or High Wire: 60% + 5% per level of experience. (150%)


Stilt Walk: 50%+5% per level of experience. (140%)


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. (225%)


Pole Vault: 8 feet for every other level of experience. (56’0”)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). (140%)


Escape Artist: Base Skill: 30% + 5% per level of experience. (115%)


Fortress Design & Penetration: Base Skill: 30% + 5% per level of experience. (115%)


Geography: Base Skill: 25% + 5% per level of experience. (110%)


Meteorology: Base Skill: 50% + 5% per level of experience (135%)


Strategy & Tactics: Base Skill: 30% + 5% per level of experience. (115%)


Use Ninja Equipment: Base Skill: 35%+5% per level of experience. (120%)


Use Ninja Tools: Base Skill: 35%+5% per level of experience. (120%)


Wrestling


Boxing


Acrobatics


Gymnastics


Tumbling


Swimming: Basic: Base Skill: 50% + 5% per level of experience. (135%)Bonuses:


Swimming - S.C.U.B.A.: Base Skill: 50% + 5% per level of experience. (135%) Bonuses: +2 to dodge underwater, +1 to P.S., +1 to P.E., +3D4 to Spd. when swimming only, +1D6 to S.D.C.


Swimming - Competitive: Base Skill: 70% + 8% per level of experience. Bonuses: +2 to dodge underwater, Spd +1D4, P.S. +1, P.E. +1, S.D.C. +1D6


Blind-Fighting: Base Skill: 25% +5% per level of experience. (110 %)


Meditation:


Base Meditation Skill: Rolls based on meditation should be done as a check versus the character's Mental Endurance (M.E.) attribute. +5% per level of experience. ( %) Base Meditation Time: (32Hours)


Pressure Point Control Tactics


W.P. Claw: paired


Bonuses:


+6 to strike


+5 to parry


+3 to throw


W.P. Blunt: paired


Bonuses:


Start with +1 to strike at level one.


+1 to strike at 3rd, 5th, 8th, 11th and 14th levels.


+1 to parry at 2nd, 6th, 9th, 12th and 15th levels.


+1 to throw at 4th, 7th, 10th and 13th levels.


W.P. Chain: paired


Bonuses:


+6 to strike


+5 to parry


+3 to throw


+6 to entangle


W.P. Small Thrown Weapons: Paired/Weapon Mastery


Bonuses:


Rate of fire: 19 per melee round.


+9 to throw


+6 to damage


+6 to Iniative


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.


W.P. Swords (Large and short: paired/Fencing/Weapon mastery


Bonuses:


+13 to strike


+15 to parry


+10 to throw


+6 to damage


+6 to Iniative


• 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.


W.P. Staff:


Bonuses:


+5 to strike


+8 to parry at 2nd, 4th, 6th, 8th, 10th, 12th and 14th levels.


+4 to throw


W.P. Knife: paired


Bonuses:


+6to strike


+6 to parry


+8 to throw


W.P. Archery and Targeting: Weapon mastery & Sharp Shot


Bonuses:


+2100 feet Range


+6 to Strike


+9 to parry with that weapon


11 shots with Archery and Targeting Note: The character loses no bonuses and rate of fire is half when riding on horseback or a moving vehicle.


+6 to damage


+12 to Iniative


W.P. Automatic Pistol: All modern military automatic pistols (automatic means the weapon keeps firing while the trigger is depressed and until the trigger is released or the rounds are all expended). –paired/Sharp shot/Weapon Mastery


Aimed: +20 to strike


Burst: +18 to strike.


+16 to initiative Wild: No bonus or penalty.


Training also enables the character to easily reload, disassemble, unjam, clean and other wise maintain the weapon.


W.P. Grenade: Think just anyone can chuck a grenade? If your answer is yes, then you might want to think again. Sure, tossing a grenade takes all the intelligence of your average chimpanzee. Figuring out when to throw the grenade is another matter. First off not all grenades are fitted with the same delay rate. Some have a 5 second delay, some 3 seconds, some can be adjusted to a variable rate. There's even some Soviet grenades that have a zero delay, they go off as soon as you pull the pin! –paired/Sharp shot/Weapon Mastery


Aimed: +20 to strike


Burst: +18 to strike.


+16 to initiative Wild: No bonus or penalty.


Training also enables the character to easily reload, disassemble, unjam, clean and other wise maintain the weapon.


W.P. Grenade Launcher: Any device, including certain rifle models, that fire grenades. This skill includes the use of the Triax pump-weapons (i.e. TX-16) and the launchers of the CS-14 "Fire breather." Bonuses: +1 to Strike at levels 3, 7, and 11. –paired/Sharp shot/Weapon Mastery


Aimed: +23 to strike


Burst: +18 to strike.


+16 to initiative Wild: No bonus or penalty.


Training also enables the character to easily reload, disassemble, unjam, clean and other wise maintain the weapon.


W.P. Heavy: Includes machineguns, bazookas, LAWS, and mortars. –paired


Aimed: +8 to strike


Burst: +6 to strike.


Wild: No bonus or penalty.


Training also enables the character to easily reload, disassemble, unjam, clean and other wise maintain the weapon.


W.P. Revolver: All cylinder style handguns; not automatic (trigger must be pulled each time the gun is fired). –paired/Sharp shot/Weapon Mastery


Aimed: +21 to strike


Burst: +18 to strike.


+16 to initiative Wild: No bonus or penalty.


Training also enables the character to easily reload, disassemble, unjam, clean and other wise maintain the weapon.


W.P. Sub-Machinegun: Includes all small arms automatic weapons like the Uzi. –paired/Sharp shot/Weapon Mastery


Aimed: +20 to strike


Burst: +18 to strike.


+16 to initiative Wild: No bonus or penalty.


Training also enables the character to easily reload, disassemble, unjam, clean and other wise maintain the weapon.


W.P. Energy Pistol: Includes lasers and all types of energy firing small arms. –paired/Sharp shot/Weapon Mastery


Aimed: +20 to strike


Burst: +18 to strike.


+16 to initiative


Wild: No bonus or penalty.


Training also enables the character to easily reload, disassemble, unjam, clean and other wise maintain the weapon.


• Riposte. A Master can go one better than a simultaneous strike, parrying and striking in response to another's attack. This costs an attack, but is done at full bonuses and cannot be defended against (unless his opponent has an un-engaged paired weapon or is also a master).


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


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


. Can fire a traditional two-handed weapon, like crossbows, one handed.


. Can shoot over his shoulder by holding up a mirror and aiming at the reflection.


. Accurately shoot while riding a horse or moving vehicle (normally a wild shot), but strike bonuses are half and a called shot is impossible (-8 to strike and strike bonuses do not apply).


. Shoot accurately while standing on head or hanging upside down; all bonuses applicable.


. Roll or somersault and come up shooting (normally a wild shot), no bonuses nor penalties to strike; straight roll of the dice.


. Ricochet shot, can bounce bullets, arrows, sling bullets and other fired projectiles (depending on the specific W.P.) off of one surface and angle the shot in such a way that the projectile ricochets/bounces off and hits a different/second target (inflicts only one pint of damage to the first surface and full damage to the second). This can also be done with laser weapons but the ricocheting surface must be mirrored or highly polished. Glitter Boys are excellent reflective surfaces for performing a ricochet laser shot.


Philosophy:''' (Ninja Code of Honor, TENDAI BUDDHISM, Kokka Shinto, Mikkyo Buddhism, Ninpo, Ryobu Shinto, Taoism, Confucianism, Bushido, Zen) '''Base Skill: 36% + 6% per level of experience. (126%)


Calligraphy: Base Skill: 35% + 5% per level of experience. (120%)


Fasting: Base Skill: 54%+4% per level of experience. (134%)


Tracking:


Feng Shui or Geomancy: Base Skill: 15%+5% per level of experience. (105%)


Hand to Hand: Art of the Oni Ninja (Lv 15)


Hand to Hand: Hsien Hsia Kung Fu (Lv 15)


Hand to Hand: Snake Style Kung Fu She Shen Kung Fu (Lv 3)


Hand to Hand: Triad Assassin (15)


Related Skills:


Mystic Meditation: Base Skill: 30% plus the M.E. attribute, plus 5% per level. (105%)


Mystic Investigation: Base Skill: Add the I.Q. and the M.E. as the base skill proficiency, plus 4% per additional level. (119%)


Read Runes: Base Skill: 30% + 5% per level of experience. (115%)


Principles of Magic: Base Skill: 70% + 2% per level. (110%)


Recognize Enchantments: Base Skill: 35% + 5% per level. (120%)


Recognize Magic: Base Skill: 20% + 5% per level. (105%)


Field craft: Base Skill: 40%+4% per level of experience. (+10%)


Intelligence: Base Skill: 32% + 4% per level of experience. (+10%)


Parkour/Free Running


First Aid: Base Skill: 45% + 5% per level of experience. (125%)


Massage: Base Skill: 50%+5% per level of experience. (145%)


Shiatsu: Base Skill: 25%+5% per level of experience. (120%)


Acupressure: Base Skill: 30% + 5% per level of experience. (125%)


Acupuncture & Moxibustion: Base Skill: 30/20%+5% per level of experience. (120/110%)


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


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


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


Pick Locks: Base Skill: 30% + 5% per level of experience. (110%)


Pick Pockets: Base Skill: 25% + 5% per level of experience. (105%)


Palming: Base Skill: 20% + 5% per level of experience. (100%)


Imitate Voices and Impersonation: Base Skill: 36%/16% + 4% per level of experience. (106/86%)


Begging: Base Skill: 30% + 2% per level of experience. (80%)


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


Fishing: Base skill: 60% + 5% per level of experience. (140%)


General Repair & Maintenance: Base Skill: 35% + 5% per level of experience.


Leather Worker: Base Skill: 25% + 5% per level of experience.


Blacksmith: Base Skill: 40% + 4% per level of experience.


Lip Reading: Base Skill: 30% + 5% per level of experience (110%)


Stalk/Capture: Base Skill: 10%/20% + 5% per level of experience. (110/120%)


Secondary Skills:


The character also gets to elect 9 secondary skills from the previous list. These are additional areas of knowledge that do not get the advantage of the bonus listed in parentheses. All secondary skills start at the base skill level. Also, skills are limited (any, only, none) as previously indicated in the list.


Sword Polishing: Base Skill: 50%+5% per level of experience.


Teaching: Base Skill: 25%+5% per level of experience.


Origami: Base Skill: 50%+5% per level of experience.


Arctic Survival: Base Skill: 65%+5% per level of experience.


Jungle Survival: Base Skill: 45% + 5% per level of experience. (86%)


Urban Survival: Base Skill: 35% + 5% per level of experience. (76%)


Oceanic Survival: Base Skill: 27% + 3% per level of experience. (58%)


Winter Survival: Base Skill: 40% + 5% per level of experience. (81%)


Desert Survival: Base Skill: 50%+5% per level of experience. (121%)


Vacuum Survival: Base Skill: Automatic skill. Time of survival: Seconds equal to P.E. +20 seconds, and +5 seconds per level of experience. Seconds/ x2 for supernatural P.E.)


Tracking: Base Skill: 25% + 5% per level of experience. (130%)


Trap Construction: Base Skill: 20% + 4% per level of experience.


Trap/Mine Detection: Base Skill: 20% + 5% per level of experience for detecting by visuals alone. Add +50% when using special detection equipment to locate mines or explosives, +10% if the trap isn't a mine or explosives, but uses metal (such as a trip wire). (135/200/145%)


Fashion Tools and Weapons: Base Skill: 20% + 5% per level of experience. (115%)


Armor & Weapon Decoration: Base Skill: 15% + 5% per level of experience. (100%)


Basic Mechanics: Base Skill: 30% + 5% per level of experience. (115%)


Brewing: Base Skill: 25%/30% + 5% per level of experience. (110/115%)


Contacts: Skill: 6% + 2% per level of experience. (76%)


Diplomacy: Base Skill: 25% + 5% per level of experience. (110%)


Map Reading: Base Skill: 35% + 6% per level of experience. (135%)


Bonsai: Base Skill: 50 + 5% per level of experience. (135%)


Floral Arrangement (Ikebana): Base Skill: 30 + 3% per level of experience. (85%)


Sewing: Base Skill: 40% + 5% per level of experience (125%)Chess: Base Skill: 30% + 3% per level of experience (85%)


Basic Electronics: Base Skill: 50% + 5% per level of experience. (135%)


Kickboxing:


Tai Chi:


Yoga:


Zero Gravity Movement & Combat: Base Skill: PP attribute times 5% + 4% per level of experience.


Plyometrics:


Depressurization Training:


Anticipation:


Special Martial Arts Form:


Art of the Oni-Ninja


Entrance Requirements: No Alignment restrictions. Requires minimum M.E.: 10, P.S.: 10, P.E.: 10, and P.P. of 10.


Skill Cost: 14 Years


The "Ki" (I.S.P.) Based nature of these powers is flat out ridiculous. Seriously, most of these are combat abilities, some of them aren't any sort of power at all. To fix this problem I'm going in a whole new direction of the Oni Ninja.


Replace the Oni Ninja Abilities & Bonuses with the following:


2. Ninja Techniques: At level one the character can select three Oni Ninja Martial Art Powers. The ninja can select an additional power at levels 3, 6, 9, 12, and 15.


Costume: Shinobi Shozoku: The ninja outfit consists of jacket, hakama (loose pants), hand gauntlets, sandals, tabi socks, double belt, leg ties, separate leg and arm pieces, and quilted groin and body protector. Numerous pockets are designed for concealing shuriken and other Ninja items. Also comes with a two-part hood. All of the clothing is relatively loose, with ties around the waist, wrists and ankles. (For just the clothing, A.R.: 8 and S.D.C: 15) For fighting operations on the battlefield there were chain mail jackets and leggings. Chain mail guards for the wrists, hands and neck along with a metal chin guard completed the armor. Armor triples the price of the outfit. (For chain mail armor additions, A.R. 13 and S.D.C. 59) The clothing is traditionally died one of several colors, depending on the environment in which the shinobi is working: the default color is off-black for night and utter blackness, brown for fields and forests, gray for stone and urban settings, and white for snow. True black is not available, the closest being a nearly black, dark red or dark indigo, dark brown or rust colored, due to the available dyes. For more theatrically inclined ninja, the following colors are available; blue for ninja which clumsy, incapable, or poor, red and/or orange for villainous ninja (especially ninja assassins), grey for neutral ninja, white for good ninja and evil ninja attempting to mend their ways, and no color or shinobi shozoku at all for powerful ninja. Reversible forms of shinobi shozoku may be made (or bought), with a second color or even a complete set of faux garb that can be used as a disguise (such as common bonge garb, priest’s garb, etc.) when the garb is turned inside out. A second color on the reverse of the garb adds +50% to the listed cost; having a set of faux garb on the reverse doubles the cost of the shinobi shozoku.


Stance: Shizen no Kamae: This is the natural stance, where the hips and the shoulders are square to (facing) the opponent. The hands hang naturally and the feet are shoulder width apart. The knees and elbows are not locked; they are soft, slightly bent. The head is erect.


CHARACTER BONUSES


Add +9 to P.S. Add +2+3d4 to P.P., Add +7 to P.E., Add +8 to Spd. Add +5+1d6x12 to S.D.C, Add +1 to M.E., +x8 Chi


COMBAT SKILLS:


Attacks per Melee: 4


Escape Moves: Maintain Balance, Roll with Punch/Fall/Impact, Leap, Cartwheel, Back Flip.


Attack Moves: Roll, Somersault, Cartwheel, Back Flip.


Basic Defense Moves: Automatic Parry, Dodge, Parry, Cartwheel, Back Flip.


Advanced Defense Moves: Disarm, Breakfall, Circular Parry.


Hand Attacks: Strike (punch), Claw Hand, Fingertip Attack, Fore Knuckle Fist, Thumb Drive Fist (Boshi Ken).


Basic Foot Attacks: Kick Attack, : Backward Sweep, Forward Sweep, Kick Attack, Snap Kick.


Jumping Foot Attacks: Jump Kick.


Special Attacks: Roll/Knockdown, : Choke, Death Blow, Death Blow from Behind, Death Strike, Death Touch, Elbow, Hip Throw, Knee, Pommel Strike, Roll/Knockdown, Shoulder Throw, Shuriken Stab, Sweeping Throw).


Holds/Locks: Arm Hold, Elbow Lock, Neck Hold/Choke, Wrist Lock.


(Special Taijutsu Attack Techniques):


Weapon Kata: (Choose Five): W.P. Bisento (Polearm), W.P. Black Powder (or Matchlock), W.P. Hanbo (Blunt), W.P. Jo (Staff), W.P. Jutte (Forked), W.P. Katana (Large Sword), W.P. Kodachi (Short Sword), W.P. Kusari Fundo (Chain), W.P. Kusarigama (Axe & Chain), W.P. Kyoketsu Shoge (Knife & Chain), W.P. Naginata (Polearm), W.P. Ninjato (Short Sword), W.P. Rokushaku Bo (Staff), W.P. Shuriken (Thrown), W.P. Tanto (Knife), W.P. Tessen (Fan), W.P. Yari (Spear).


Modifiers to Attacks: Critical Strike, Critical Strike from Behind, Knockout/Stun, Knockout from Behind, Pull Punch, Death blow from Behind.


SKILLS INCLUDED IN TRAINING


Martial Art Powers: (2) Mudra from the Kuji-Kiri, Except for Mudra, Falling Technique, Deception, Leaping Technique, Poison Hand Technique, Kuji Kiri (Finger Weaving Technique), Kosshijutsu, Koppojutsu, Instant Stand, Ankokutoshijutsu, Art of Stealth or P1 Mi Using Tung, Art of Disguise or Hensho jutsu, Art of Escape or Inton Jutsu, Art of Hiding or Inpo Shinobi Aruki, Chikairi, Shinobi Iri or Art of Stealthy Entering, Plus Select a total of Ten (10) Martial Art Powers from among: Atemi, Arts of Invisibility, Martial Art Techniques, Body Hardening Techniques, and Special Kata, Chi Mastery Techniques. If desired, any number of Martial Art Powers can be traded, on a one-for-one basis, for Basic Skill Programs (excluding Physical).


Languages: Oninese/Japanese, Chinese, and English.


Cultural: Camouflage, Disguise, Escape Artist, Fortress Design & Penetration (New!), Geography (New!), Meteorology (New!), Strategy, Tactics, and Use Ninja Equipment (New!), Use Ninja Tools (New!)..


Physical: Blind Fighting, Wrestling, Boxing, Acrobatics, Gymnastics, Tumbling, Prowl, Climbing, Swimming, and Swimming: Scuba, Swimming Competitive. Blind-Fighting: The skill of fighting in conditions of poor or no light. The character only suffers half the normal penalties for fighting in complete darkness or when blinded, and only suffers one quarter the normal penalties of blindness when fighting under starlight (characters without the skill normally only suffer half of the normal penalties). Also when dealing with invisible opponents, the character only suffers half the normal penalties. To receive these benefits the player must roll under the blind fighting skill percentage. Also the character has a chance of detecting the presence of an invisible creature, equal to half the skill proficiency. Base Skill: 10% + 5% per level of experience.


Pressure Point Control Tactics: Developed by physicians in association with law enforcement personnel, PPCT is a relatively simple, reliable system of pressure point manipulation designed to aid the officer in apprehending and controlling a suspect with minimal use of force. In game terms, it acts as a supplement to the character's Hand to Hand skill, similar to Boxing or Wrestling. It is available only as a Scholastic or "Other" skill, and should ideally be restricted to characters with a law enforcement/security or martial arts background. Bonuses:


+2 to Hold/Lock, Pin/Incapacitate, or Entangle (this bonus applies both to the initial attack/defense and to subsequent attempts to maintain or break the hold). If the character does not possess one or more of the above attacks, the training includes an Entangle attack.


Knock-Out/Stun on Natural 20 (if the character already has a Knock-Out/ Stun attack, from Hand to Hand training, Boxing, ect, reduce the target number by one.


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.


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.


+1 to Save vs. Pain


Weapon Proficiencies


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


Base Meditation Skill: Rolls based on meditation should be done as a check versus the character's Mental Endurance (M.E.) attribute + 5% per level of experience.


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.


Weapon Proficiencies: (Pick Ten): W.P. Axe, W.P. Black Powder (or Arquebus & Matchlock), W.P. Blunt, W.P. Bow, W.P. Chain, W.P. Fan, W.P. Forked, W.P. Knife, W.P. Large Sword, W.P. Mouth Weapons, W.P. Net, W.P. Polearm, W.P. Short Sword, W.P. (Demon) Snare, W.P. Spear, WP Improvised, W.P. Staff, and W.P. Thrown.


Philosophical Training:


Ninja Code of Honor: The ninja code of honor stresses four areas, motivation towards the mission, loyalty to the clan and ryu, improvisation through awareness, and disguising one's true nature. Motivation to the mission is stressed by accepting missions only from the ninja's chunin, considering the enemies of the employer as one's own enemies, never refusing or questioning a mission, failure not being an option in the mission, putting the mission before oneself, killing in a mission when necessary and avoiding killing when not necessary, escaping when captured, killing one's self when escape is impossible, resisting when suicide is impossible, and taking the life of a comrade rather than allowing them to be captured. Loyalty to the clan and ryu is achieved by never betraying the clan, putting the clan before oneself, not striking another member of the ryu, aiding a genin of the ryu, and not ever leaving the ryu, even to the point of killing ninja who do leave the ryu. Improvising through awareness is achieved by always observing other people and knowing one's surroundings with the thought that one is always being observed and being mentally and physically alert enough to make use of anything at hand. Disguising one's true nature is accomplished through maintaining disguises, never revealing one's true self, speaking in circumlocutions and obfuscation while in public, using code words and metaphors which jeopardize neither one's self or the mission.


TENDAI BUDDHISM: The Japanese founder of the Tendai school was Saichou. Not long after he was ordained, he retreated to a small hermitage at Mt. Hiei northeast of present-day Kyoto. His scholarship and skill at lecturing attracted the emperor's attention, and he was selected to join an official mission that departed for China in 804. Having studied Tendai scriptures at Hiei, Saichou proceeded to the head temple of the Chinese Tendai (T'ien Tai) school. He studied there for nine months or so, then returned to Japan with many volumes of Buddhist scriptures. His attempts to establish an autonomous Tendai school--one that did not have to have its monks ordained at Toudaiji-- succeeded shortly after his death.


Kokka Shinto: State Shinto. The prewar Japanese state distinguished the religious ceremonies of the imperial court and of the shrines from those of other religions. Shrine rites and education fell under public administration, as well as shrine administration and policy. After the second world war, the Occupation authorities issued an order calling for the abolition of this system, which it termed State Shinto. State Shinto was founded on the idea that the prosperity of the nation, the safety of the imperial house, and the happiness of the people are blessings granted when human politics coincide with the will of the gods. This view is expressed by the term saisei itchi, or unity of worship and rule. In ancient Japanese, the same word (matsurigoto) was used to refer to both religious rites and government. Some use the term kodo (Imperial Way) to designate this ideal conduct of politics, seeing the emperor's official worship of Amaterasu omikami and the gods of heaven and earth as fundamental conditions of government.


Mikkyo Buddhism: This form of Buddhism is also known in Japanese as mikkyo, meaning "secret teaching". Mikkyo is one of several streams of practice within the Mahayana Buddhist tradition. Mikkyo blends many doctrines, philosophies, deities, religious rituals, and meditation techniques from a wide variety of sources. Assimilation of Hindu and local deities and rituals was especially marked in the Buddhism that became Mikkyo. Such diverse elements came together over time and, combining with Mahayana philosophical teachings, formed a comprehensive Buddhist system of doctrine and practice. Esoteric (Tantric) teachings, central to the Tendai and Shingon schools, also contributed to Buddhism's eventual broad acceptance. These teachings, termed "esoteric" because they were transmitted orally and in secret from master to qualified disciple, were designed to lead a practitioner to Buddhahood in his present life. In this sense esotericism was highly elitist, but it was also laced with folk elements, such as techniques of healing and magic, that enhanced the appeal of Buddhism to simple people. Aristocrats and commoners alike were also attracted by the expressions of esoteric Buddhism--Sanskrit syllables uttered as charms, splendid and colorful rites, and images of the buddhas carved on mountain cliffs. The Tendai and Shingon schools, two new versions of Buddhism introduced from China, both established their most important monasteries in the mountains, and mountain temples soon became quite common.


Ninpo: This is an eclectic combination between a code of honor and a spiritual path of seeking enlightenment.


The ninja code of honor stresses four areas, motivation towards the mission, loyalty to the clan and ryu, improvisation through awareness, and disguising one's true nature. Motivation to the mission is stressed by accepting missions only from the ninja's chunin, considering the enemies of the employer as one's own enemies, never refusing or questioning a mission, failure not being an option in the mission, putting the mission before oneself, killing in a mission when necessary and avoiding killing when not necessary, escaping when captured, killing one's self when escape is impossible, resisting when suicide is impossible, and taking the life of a comrade rather than allowing them to be captured. Loyalty to the clan and ryu is achieved by never betraying the clan, putting the clan before oneself, not striking another member of the ryu, aiding a genin of the ryu, and not ever leaving the ryu, even to the point of killing ninja who do leave the ryu. Improvision through awareness is achieved by always observing other people and knowing one's surroundings with the thought that one is always being observed and being mentally and physically alert enough to make use of anything at hand. Disguising one's true nature is accomplished through maintaining disguises, never revealing one's true self, speaking in circumlocutions and obfuscation while in public, using code words and metaphors which jeopardize neither one's self or the mission. Due to the unique requirements of the ninja code of honor, the character does not have to have an alignment with a discipline of honor.


A ninja's path toward spiritual enlightenment stems from the mixing of Ekkyo (I Ching divination), Gogyo Sestsu (five elements of Taoism), In-yo (yin-yang) duality of Taoism (in-yo do, where the yin philosophy of yin-yang is stressed, but balanced with inner yang), Kyojutsu Tenkan Ho (the ability to 'interchange falsehood and actuality'), Mikkyo Buddhism, moral strength, naturism (studying and understanding the workings of nature), Onmyodo (divination and astrology), perseverance when facing overwhelming numbers, Seishin (purity of heart, taught to embody a sense of completeness), Shugendo (the mixing of Mikkyo Buddhism with Taosim and Shintoism), and sincerity. The ultimate goal of this spiritual path is to strive for peace, harmony and enlightenment in all things.


NINPO PHILOSOPHY:


Kyojitsu Tenkan Ho: 'Method of interchanging truth and falsehood'. This refers to the Ninja's preference for utilizing deceptive and non-direct means to accomplishing his goals. Violence and direct confrontation are to be avoided unless no other option is viable. This involves the use of stealth, political manipulation, espionage, reconnaissance, illusion, reverse psychology, suggestion, sabotage, and surprise tactics such as ambushes. Even when the Ninja is forced into a direct battle, he will attempt to make use of evasive and deceptive tactics, including Sneak Attacks.


Wa: 'Harmony and balance'. In Ninpo, life is regarded as the most sacred, superseding value in the universe and it is to be protected at all costs. This refers to the lives of not only the Ninja's friends and family, but those of the supposed 'enemy' as well. Killing another sentient being is regarded as violating the Laws of Nature, unless deemed absolutely necessary as a last resort. Connected with this ideal is Ninpo's prescribed goal of continually attempting to ensure a peaceful balance within human society --- by any means necessary. As something of a paradox, it is sometimes required to perform acts of violence to maintain this balance (but always as a last resort). However, the motivation of the true Ninja must always be to fight not only for the peace of his loved ones, but for the peace of one's enemies as well.


Ninniku Seishin: 'Spirit of perseverance'. The true Ninja is expected to receive all threats, insults, and oppression with a calm, enduring heart. He is not to allow his personal desires to dictate his actions, and is not to indulge himself in such things as hatred, anger, guilt, jealousy, sadness, or malice. Such motivations are not only unhealthy but can also interfere with the success of the Ninja's mission.


Nagare: 'Flow'. In the end, there should be no such thing as surprise to the true Ninja. He is expected to constantly prepare himself for any situation in not only his martial arts training but his mental outlook, as well. He is to develop the flexibility of mind and adaptability of spirit to face any unforeseen obstacles.


Fudoshin: 'Immovable spirit'. The true Ninja is not to allow himself to be possessed by such things as greed, personal desire, luxury, laziness, pride, or egotism. He is discouraged from relying too much on others, even close friends, to accomplish his goals.


Jin: 'Humanity'. The true Ninja is expected to develop a kind and compassionate, yet detached, understanding of others. He is taught to allow his heart to grow into a warm palace and not wither away as a cold fortress. According to Ninpo traditions, the Ninja is encouraged to develop the Kajo Chikusei (Flower Heart, Bamboo Spirit) --- a heart that is as kind and pure as a flower, but as firm and flexible as the bamboo.


Gambatte: 'Keep going'. The true Ninja is expected to train intensively in all the prescribed areas of training, and master many forms of weaponry. The Ninja no Hachimon ('Eight Gates of the Ninja') are Ninja no Kiai (harmonizing of spirit), Ninja no Taijutsu (skill with the body), Ninja no Ken (sword), Ninja no Yari (spear), Ninja no Shuriken (throwing blades), Ninja no Kajutsu (use of explosives), Ninja no Yugei (deceptive skills), and Ninja no Kyomon (philosophical training).


Bunbu Ichi: 'Pen and sword are one'. The true Ninja is expected to study and master many things in addition to the martial arts. These include varying different arts, sciences, philosophies, and so forth. Besides the personal development afforded such study, the goal is to be prepared for any situation one might encounter --- particularly during espionage missions.


Giri: 'Duty and obligation'. First and foremost, the true Ninja is loyal and respectful to his clan and its allies. He is not to betray his clan for any reason and not to go against the teachings of Ninpo. If the Ninja is asked to do something that either weakens or endangers the clan and its members, or that violates the teachings of Ninpo, he is to report the request to the clan heads to determine what the appropriate course of action is to be.


Ryobu Shinto: Dual Shinto, a term used to refer generally to Shinto as syncretized with Buddhism, and specifically to that syncretic Shinto as interpreted by the Shingon sect, in contrast to Tendai Shinto. In the esoteric Shingon sect, the unity of the metaphysical world with the phenomenal and natural world is explained via the dualistic principles of the Kongokai (vajradhatu or diamond world) and Taizokai (garbhadhatu or womb world). According to this interpretation, the relative is equivalent to the absolute and phenomenon is equivalent to noumenon. This principle was extended to assert that the native Japanese deities are equivalent to the Buddhas; for example, Amaterasu omikami is viewed as equivalent to Dainichi Nyorai (Mahavairocana). This school of thought was said to have been initiated by Kukai (773-835), the founder of the Shingon sect in Japan, but it is in fact a later development. Kukai was, however, a strong believer in Shinto deities, and established the shrine Nibutsuhime Jinja as the tutelary deity of Koyasan, the mountain monastery which he founded. Also called Shingon Shinto. Shugendo: The first Japanese mountain ascetics, Shugyosha or Hijiri, were thought to attain great power by meditating and performing austerities on mountain peaks. The best known of these was En-no-Gyoja (En the practitioner or ascetic) also known as En-no-Ozuno or En-no-Ubasoku (En the laic). He is an ascetic who primarily wandered the mountains in Yoshino and Kumano south of Kyoto and Nara. Enno is credited with converting many mountains from Shinto to Buddhism and the founding of Shugendo (Shu=search, ken=powers, do=way; therefore Shugendo would be the "way of supernatural powers"). By practicing ascetic rituals they empowered themselves with Holy and mystical powers to use for the benefit of the community. The maintain these holy powers, Yamabushi often had to perform these rituals with frequent regularity often doing things like chanting the Lotus sutra hundreds of times in a day. they made regular pilgrimages to holy mountains once a season-often in difficult to reach places. When the esoteric Buddhist schools (Tendai and Shingon) came to the mountains of Japan, they brought with them the idea of military prowess. The Yamabushi embraced this idea and begin to train themselves in the martial ways. Stories often circulated of Yamabushi performing extraordinary feats such as walking across burning fires and climbing up ladders of swords as well cutting stones in half by prayer alone or jumping great distances.


If this is your Primary Martial Art then the following other styles can be learned in a shorter time: Fudo Ryu (4 Years), Fukushima Ryu (4 Years), Fuma Ryu (5 Years), Gyokko Ryu (6 Years), Gyokushin Ryu (7 Years), Koto Ryu (5 Years), Kukishinden Ryu (8 Years), Kumogakure Ryu (6 Years), Shinden Fudo Ryu (7 Years), Takagi Yoshin Ryu (5 Years), Togakure Ryu (7 Years).


LEVEL ADVANCEMENT BONUSES: The Character has learned to do Aerial and Ground feats of agility, endurance and strength, such as walking tightrope, high wire, trapeze, and stunts performed above the ground. Other physical abilities include, rolls, somersaults, leaps and falls, falls, rolls, tumbles, cartwheels, and to work on rings and parallel bars. Note: Characters with Leap Attack can use these distances in a strike.


1st: +11 to Roll with Punch/Fall/Impact, +2 to Maintain Balance, +1 to Strike, +1 to Dodge, Critical Strike or Knockout/Stun from Behind, Death Strike on a Natural 20. 80% + 5% per level - Sense of Balance and the ability to maintain grip, hold or footing.


90% + 5% per level - Climb Rope: Players should roll once for every 400 ft of a vertical climb. Every "skilled" climber gets a second roll to recover his/her hold.


70% + 10% per level – Climbing: (or adds a bonus of +20% to climb skill) Knowledge of the tools and techniques for climbing up sheer surfaces. Players should roll once for every 200 ft of a vertical climb. Every "skilled" climber gets a second roll to recover his/her hold. 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.


Provides the following:


90% + 8% per level - Back Flip


50% + 5% per level - Prowl (or adds a bonus of +30% to Prowl skill)


60% + 5% per level - Rings & Parallel Bars


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 unless the opponent knows instant stand then the opponent only loses initiative (Note: The tumbler must be weaponless, using both hands to grab his opponent and throw/flip him to the ground).


Back Flip and Somersault: +4 to dodge quickly by flipping out of harm's way or over one's opponent. Always ends in a tumble and crouched stance. Like all dodges, it takes place of one attack that melee, unless the user has the auto-dodge ability. 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.


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 150 feet walked).


Pole Vault: 10 feet for every 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 person will always land in a tumbling roll unhurt, when successful.


Crush/Squeeze does 1D4 damage


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


Leaps: 10ft long plus 3 feet every level, 8ft high plus 3 feet every three levels Fearless of Heights. Damage from Falls 1D6 from a 10 foot height plus 1D6 for each additional 10 feet of height, or fraction there of., +9 to Roll with Punch/Fall,+ 1 to strike and parry when combined with W.P. Sword, Note: Paired Weapons is a separate skill. See the W.P. Tables in the Combat Section for details. Pin/Incapacitate on a roll of 18, 19, or 20


2nd: +1 to Strike, +2 to Parry/Dodge, +2 to Cartwheel/Back Flip, Select another Mudra from the Kuji-Kiri.


3rd: Select Three (3) additional Martial Art Power from Martial Powers +1 to Roll/Knockdown, +1 to Throw.


4th: +1 to Roll with Punch/Fall/Impact, +1 to Maintain Balance, +1 Attack per Melee, +1 to Leapv(+4 ft to height and length), Select another Mudra from the Kuji-Kiri.


5th: Select Three (3) additional Martial Art Power from Arts of Invisibility, Death Blow (Can be used whenever desired (i.e. No Natural Number required), however, character must announce intentions to use the Attack per Melee, costs two melee attacks).


6th: +2 to Strike, +1 to Roll with Punch/Fall/Impact, +1 to Maintain Balance, +1 to Dodge Knockout/Stun on a Natural 19 or 20, Select another Mudra from the Kuji-Kiri.


7th: +2 to Parry/Dodge, +1 to Cartwheel/Back Flip, Critical Strike on a Natural 19 or 20.


8th: +1 Attack per Melee, +1 to Roll with Punch/Fall/Impact, +1 to Maintain Balance, +1 to Leap (+4 ft to height and length), Select another Mudra from the Kuji-Kiri.


9th: Select Three (3) additional Martial Art Power from Arts of Invisibility,+1 to Roll/Knockdown, +1 to Throw.


10th: +1 Attack per Melee, +2 to Somersault, Death Blow from Behind on a natural 19 or 20, Select Three (3) additional Martial Art Powers, Select another Mudra from the Kuji-Kiri.


11th: +2 to Strike/Parry/Dodge, +1 to Roll with Punch/Fall/Impact, +1 to Maintain Balance.


12th: +1 to Roll with Punch/Fall/Impact, +1 Attack per Melee, +1 to Leap (+4 ft to height and length), Select Three (3) additional Martial Art Powers, Select another Mudra from the Kuji-Kiri.


13th: +1 to Maintain Balance, +1 to Cartwheel/Back Flip, +1 to Parry, Knockout/Stun on a Natural 18, 19, or 20.


14th: +2 to Somersault, +1 to Roll/Knockdown, +1 to Throw, Critical Strike on a Natural 18, 19, or 20, Select another Mudra from the Kuji-Kiri.


15th:. Death Touch on a Natural 18 thru 20, Select Three (3) additional Martial Art Powers, Select another Mudra from the Kuji-Kiri. Death Strike on a Natural 20. This special version of a Death Blow uses up all the characters melee attacks for that melee round. The attack must be made with the bare hands or feet and always strikes, bypasses armor. It inflicts 2D4x100 M.D. to mega-damage creatures or 2D4x100 S.D.C./hit points to mortal S.D.C. beings. If the target of the death strike still survives the attack, he is temporarily paralyzed and knocked senseless for 2D4 minutes, leaving him open to further attack. If given the chance to recover, the victim remains somewhat disoriented and weakened: reduce speed, combat bonuses and the number of melee attacks by half for 1D4x10 minutes.


Additionally, no other Oni Ninja Martial Art Powers may be used for 12 hours! The Ninja will be completely exhausted, unable to fight, concentrate, or talk for 1D4 minutes. For the ten minutes after that, he remains extremely weak and can barely move; one melee action per round, speed is reduced by 80%, all bonuses are gone, skills are impossible to perform and he cannot attack. After this period the character regains more strength and can function at half his normal ability level. The number of melee actions/attacks, all bonuses, skill proficiencies and speed are half of normal for the next six hours. The character's Ninja Martial Art Powers return after 12 hours.


Why Study Ultimate Art of Ninjutsu?


Stealth and strategy are the mark of the shadow warrior, And Pure mastery of the unarmed and weapon techniques of Ninjutsu


Special Jutsu Powers of Ultimate NINJA ART:


Oni Ninja Art Genjutsu


Level of Ability: Roll on the following table to determine Genjutsu abilities:


Master Ability: All levels of genjutsu powers are available to the master Ultimate Ninja Art Genjutsu practitioner as he increases in experience. I.S.P. is determined by taking the character's M.E.x10 number as the base, plus a roll of 3D6x10 added to the base number. The character gets 120 additional I.S.P. points for each level of experience.


Genjutsu Level Advancement Bonuses:


1st: Automatically receives the psionic abilities of Telepathy, Empathy, and Mind Block, gains the Illusionist ability of Simple Sound (Old Ones, page 20), +2 to save vs. illusions, +1 to save vs. Mind Control/Hypnosis/Saiminjutsu/Possession/Mind Altering Drugs, +2 to save vs Horror Factor.


2nd: Gains the Illusionist ability of Advanced Sound (Old Ones, page 20).


3rd: Gains the Illusionist ability of Visual Images (Old Ones, page 21).


4th: Gains the Illusionist ability of Sound & Image (Old Ones, page 21), +2 to save vs illusions, +1 to save vs Mind Control/Hypnosis/Saiminjutsu/Possession/Mind Altering Drugs.


5th: Gains the Illusionist ability of Smells & Odors (Old Ones, page 21) and the ability of Senbonken (Thousand Swords: This illusion creates the image in the target or targets that he (or they) are surrounded by a number or duplicates (of the character using the ability) equal to the one half of the character's M.E., rounded down.).


6th: Gains the Illusionist ability of Image, Sound & Order Combo (Old Ones, page 21).


7th: Gains the Illusionist ability of Taste, Image, Sound & Order (Old Ones, page 21).


8th: Gains the Illusionist ability of Mass Hypnotic Illusion (Old Ones, page 21), +2 to save vs illusions, +1 to save vs Mind Control/Hypnosis/Saiminjutsu/Possession/Mind Altering Drugs.


9th: Gains the Illusionist ability of Touch (Old Ones, page 22).


10th: Gains the Illusionist ability of Multiple Images with Sound (Old Ones, page 22) and the ability of Nimanzakura (Twenty Thousand Cherry Blossoms: This illusion creates the image of a swirling mass of small objects (cherry blossoms, snowflakes, tree leaves, etc) surrounding the target and making it impossible to see very far. Victims who fail their saving throw are -6 to all combat rolls.).


11th: Gains the Illusionist ability of All Five Elements (Old Ones, page 22).


12th: Gains the Illusionist ability of Multiple Images with Sound and Order (Old Ones, page 22), +2 to save vs illusions, +1 to save vs Mind Control/Hypnosis/Saiminjutsu/Possession/Mind Altering Drugs.


13th: Gains the Illusionist ability of Multiple Illusions with All Five Elements (Old Ones, page 22).


14th: Gains the Illusionist ability of The Panorama (Old Ones, page 22).


15th: Gains the Illusionist ability of Magnified Illusion (Old Ones, page 22) and the ability of Akuma Fu (Devil Form: This is an illusion of the character seeming to grow in ferocity and size, taking on the form of a great devil, completely detailed. The devil illusion has a Horror Factor of 15.).


Hsien Hsia Kung Fu


Harsh and uncompromising in its objectives, it's really no surprise that this martial art is considered to be on the verge of extinction. The name Hsien Hsia can be translated into "Great House of the Ancients," and fittingly describes the morgue-like quality of this ancient martial arts teachings.


Not helping this situation one bit are the traditional teachers of Hsien Hsia. They follow three rules when it comes to instructing their pupils:


1. Answer no questions. A dignified silence is the usual response, even to the most reasonable inquiries. If pressed, a teacher might respond, "All answers are contained within the teaching. A superior student will learn without causing annoyance."


2. Respect the Ancient Predecessors. In other words, stick to reading the texts and don't try to improvise. As the teacher would say, "Reading from the sacred texts is true. Any other teaching is false."


3. Change Nothing. Teachers of Hsien Hsia are convinced that everything about the school is perfect. Students will learn what is expected of them, when it is expected of them. Others are free to leave.


The point of this rigidity is that Hsien Hsia promises its students Enlightened Immortality through a course of Internal Alchemy.


It may take many decades to achieve this state, but as the elders might say, "Those who are unsuitable are false, and not worthy of Immortality."


Students who undertake Hsien Hsia are absolutely prohibited from engaging in other martial arts. The use of any Chi Mastery or use of Chi of any kind is prohibited. According to the texts, "Idle indulgence in Chi trickery is false."


About half of all the teachings are the Chi Chung, or "Control of Breath," describing the Too Yin, or "ancient breathing exercises." This means that students spend at least two hours a day simply practicing different techniques of breathing in and out.


All of this might lead you to assume that the teachers are themselves boring and colorless. Nothing could be further from the truth! Believe it or not, most teachers of Hsien Hsia are quite eccentric, funny and entertaining. Most are Taoists in alignment, and many of them have weaknesses for drinking, gambling and partying. The teachers simply believe that they should honor the style by teaching it in the old way.


Entrance Requirements: No attribute restrictions. Anyone, of any alignment, with sufficient patience is acceptable.


Costume: Silk Kung Fu outfit with the jacket embroidered with the Chinese characters K'ung ("the void"), Fa ("the law"), and Te ("the Virtues").


Stance: Standing upright with head bowed down slightly, eyes half-closed, hands loosely open, one over the other, over the heart, with the palms pointing inward.


Character Bonuses:


Add + 20 to Chi


Combat Skills:


Attacks per Melee: One


Escape Moves: Roll with punch/fall/impact, and maintain balance.


Basic Defensive Moves: Dodge, parry, and automatic parry.


Advanced Defenses: None


Hand Attacks: Palm Strike, Two-Palm Push (Special! Hands are held together, palms outward, for a circular, gentle, push against an opponent. Does no damage''', but stuns an opponent for two melee rounds! A stunned opponent has no initiative and can take no action while stunned except defensive, but is -4 to parry and dodge, plus the stunned character's speed. And skill performances are reduced by half!


Basic Foot Attacks: None


Special Attacks: None


Holds/Locks: None


Weapon Katas: None


Modifiers to Attacks: Pull punch and knock-out/stun


Bonus Skills & Abilities:


Martial Art Abilities and Powers: Start with the Mind Walk and Calm Minds Zenjorike Power (no changes, no substitutions')


Language Skill: Chinese (Mandarin dialect)


Training Skills: Calligraphy, Fasting, Prowl, Tracking,


Wilderness Survival


Philosophical Training: Taoism


Level Advancement Bonuses:


1st: + 1 to parry and dodge.


2nd: + 1 attack per melee


3rd: + 1 to strike and + 1 on initiative


4th: Add the Two Minds Zenjorike Power


5th: Double existing Chi


6th: + 1 to maintain balance.


7th: + 1 to roll with punch/fall/impact.


8th: + 1 to parry and dodge


9th: Add the Spirit Burst Zenjorike Power


10th: + 1 to strike and + 1 on initiative.


11th: + 1 to parry and dodge


12th: + 1 to maintain balance


13th: + 1 attack per melee.


14th: Add the Discorporate Zenjorike Power.


15th: Double existing Chi.


Why Study Hsien Hsia Kung Fu?


Inflexible, impractical, and mired down in rules, rules, rules, Hsien Hsia would seem to be a martial art to be avoided however, m spite of the lack of combat skills, and the relative powerlessness of the form, it does offer the hope of attaining (eventually) Enlightened Immortality


Snake Style Kung Fu She Shen Kung Fu


Snake Style Kung Fu seeks to tap into the Yin power of darkness, building up forces of the negative Chi.


The Snake Master will stand his ground in combat, swaying slowly from side to side, examining the opponent. When attacked, the response is to whip back or slump to the side. At the first sign of an opening, the master attacks with a single finger strike, channeling dark Chi into the enemy's body. This strike can leave the victim crippled, damaged or merely gasping for air. And a light stroke from the master can reverse all the damage.


Throughout the world there are less than fifty masters and students of Snake Style, each keep their training secret. To enter into their dark studios requires a blood oath of loyalty. Betrayal is rewarded with a sentence of death.


Snake Style primarily utilizes the One Finger Attack combined with Negative Chi Strike.


(An alternative to this combination is: Combining Hard Chi with the one finger strike, when powered with negative Chi, GM's may declare this does damage direct to H.P.)


There was a time, back before the Coming of the Rifts, when those who studied Snake Style were thought to be evil, or at least suspect. However, in Rifts China, after having proven themselves again and again in conflicts with the Yama Kings and their demons, those who study the Snake have proven themselves heroes. Yes, their practice is still shaded with elements of Yin Energy and deception, but no one can doubt the courage of Martial Artists willing to stand up to the worst terrors of Rifts China.


Entrance Requirements: Strictly limited to dishonorable and evil alignments. Requires minimum I.Q. 10, M.E. 12 and P.P. 7.


Costume: None, formal clothing preferred. However, Snake Masters tend to cultivate very long fingernails, up to 2 inches (5 cm), especially on the index fingers. Style without the long finger nails, masters may be identified (20% chance by other martial artists) by the brand of a snake on each of their palms running down the middle finger.


Stance: Upright, feet at right angles, slightly apart, hands held over chest, one cupping the other with index fingers extended.


Character Bonuses:


Double Normal Chi


Add +8 to M.E.


Add +6 to M.A.


Add +4 to P.P.


Combat Skills:


Attacks per Melee: One


Escape Moves: Roll with punch/fall/impact.


Basic Defensive Moves: Dodge, parry, and automatic parry.


Advanced Defenses: Multiple Dodge and Combination Parry/Attack.


Hand Attacks: Palm Strike and One-Fingertip Attack (Special! Does absolutely no damage but serves to channel Chi attacks directly to Hit Points.).


Basic Foot Attacks: None


Special Attacks: Death blow and choke.


Weapon Katas: None.


Modifiers to Attacks: Pull punch, knock-out/stun and critical strike.


Skills Included in Training:


Martial Art Abilities and Powers: Negative Chi Strike, plus Select four abilities from among Arts of Invisibility and Chi Mastery. Also select two Zenjorike Powers.


Languages: Chinese


Skills: Calligraphy and Geomancy


Philosophical Training: Taoism (Yin of the Yin-Yang)


Level Advancement Bonuses:


1st: +4 to roll with punch/fall/impact, +4 to strike, and critical strike from behind.


l.


2nd: +4 to parry/dodge, +1 to initiative


3rd: Select 2 additional Atemi, Arts of Invisibility Ability and Chi Mastery Ability (including advanced).


Special Martial Abilities:


Dimensional Cloak


Art of Stealth or P1 Mi Using Tung: This is the martial art equivalent to the skill of Prowl. Using stealth a character can move silently and out of sight of observers. So long as the character is in the dark and unsuspected, this is done automatically, without needing to roll the dice, If the character’s area is subjected to inspection (for example, a guard tower turns a spotlight on the character) then the chance to remain undetected is 50% with +3% per level. (105%)


The character also learns Ju Hua, the art of melting into the water, This gives one the ability to silently move out of, into, or through water. Base chance is 70% with a +2% r level. Note that the character must have the Swimming Skill in order to use this ability while in deep water. (110%)


Art of Hiding or Inpo: Training in the art of hiding involves studying the essential characteristics of all kinds of objects. For example, how does one move when hiding in long grass so as not to be different from the surrounding blades? The character learns to become “One” with another object, remaining motionless, and moving imperceptibly when necessary. There is usually no chance that the character will be detected while hiding. However, if the area is well lit or subject to careful inspection, then the chance of remain ing undetected is 43% + 3% per level. (98%)


This ability works only as long as the character stays motionless and has something to hide behind or among. The character can stay motionless for hours, and even days, using this technique. However, the moment he or she moves to attack, the character is completely visible. The character cannot hide while in clear view and being watched.


Art of Evasion or Hsing Tsia: Ever play a kids game where you try to stay behind somebody, turning as they mm, constantly trying to stay out of view, until they’re turning and twisting like a dog chasing its tail? That’s what evasion is all about. This works automatically if the enemy is unaware of the character’s presence. If the enemy knows or suspects that someone is behind him then the character must roll to avoid being seen. Character’s with this skill have a chance of success of 30% + 3% chance per level. (85%)


This is a particularly deadly ability if the character uses


Critical Strike or Knock-Out from Behind. The character can attack continuously so long as he can remain unseen. This does not work if the victim has a friend handy who can yell, ‘look out,” or if the victim backs up against a wall. If the character using evasion is ever sighted by his opponent then there’s no chance of returning to the evasion, unless one can vanish as well (see next ability).


Art of Vanishing or Sun Shih K’an Chien Chih: From clear view, even in the middle of combat, the character has the ability to simply disappear? The way it works is resembles sleight of hand magic trick. The character distracts the ob server and instantly falls to the ground, rolls to the side, or otherwise vanishes from sight. (95%)


Chance of success at vanishing depends on conditions. In darkness (full night), with many objects to hide behind, the character has a 70% chance plus 1% per level, of success. However, there is a penalty of -30% in good light, and -20% on clear, flat, featureless ground (Penalties are accumulative).


For example, let’s say two characters are fighting in the middle of a fully lit baseball diamond. A successful vanish for a first level character would require a roll of 20% or less on percentile, because the area is well lit and flat with no place to hide, If the roll is successful then the character has just disappeared for an instant. The art of vanishing lasts only a moment (about 4 seconds or one melee action). To remain invisible the character must try one of his other skills, like the Art of Evasion or Art of Hiding.


Art of Disguise or Hensho jutsu: This is far more than the simple use of makeup and clothing. The Art of Disguise trains the character to radically change posture, stance, walk and expression, all those clues that people usually use for identifying each other. Consider how you usually look at someone, generally you don’t study them, you simply glance at them. And you don’t have to see them from the font, you can spot most people you know just by the way they walk and the way they hold themselves. With the Art of Disguise the character has the ability to imitate the movements and postures of many different people. For example, to have the walking and sitting position, groans, and non-verbal complaints of a truck driver exhausted from hours on the road. Using this ability means being able to change instantly. Here’s an example, two policemen are chasing a woman in ordinary dress. She goes around the corner and the police run after. Just around the corner they pass an old woman, she too slowly tries to move out of the way and they easily side step her. A few feet later they discover they’ve lost their quarry. Of course the “old woman” was the woman they were searching for, she had the same clothes, the same face, but her visual clues were so different that they completely missed her. In a large crowd (50 or more people) with the character able to blend in, this trick works automatically. However, in most circumstances a roll for success is required. Characters start with 52% and get an extra 3% per level. Combining the Art of Disguise with the Disguise Skill gives the character a bonus of + 10% to avoid detection. (117%)


Incidentally, this won’t work if the character is dressed in some outrageous manner. For example, someone in a ninja outfit is still going to look like a ninja no matter what stance they take. However, it takes just a moment (one meleeil5 seconds) to whip off the hood, or change the garments in some other way.


Art of Escape or Inton Jutsu: This is a skill like that of Escape Artist. The difference is that the character learns to actually dislocate the bones of the body. In just a few 1d6 melee rounds the character can escape from any handcuffs, chains, manacles, rope or plastic bonds automatically (no die roll is needed).This is also extremely useful against the martial art moves holding and joint locking. Against holds, the character can escape in one melee round attack. Escaping from joint locks requires one full melee round. Note that this does not give one the ability to pick locks or squeeze through bars.


Art of Mystic Invisibility or Chi Zoshiki: The character learns to use Chi to cloud the minds of observers. Unlike the Chi Mastery abilities, this gives the character no other control over Chi. It is oriented toward the single purpose of deceiving the opponent (affects only one person per melee). The most amazing thing about Chi Zoshiki is that the character can simply stand in full view, stare into the eyes of the enemy, and simply ceases to exist! The character will remain invisible to his opponent for the full melee, if he remains completely motionless. To move and remain invisible uses one point of Chi for every melee action/attack. Obviously, this means it’s a good idea to hide in a more conventional way before all Chi points are gone. This ability can also be combined with any of the other Arts of Invisibility. By expending a Chi point for each movement/action, the character can remain invisible while running or attacking. The martial artist can attempt invisibility at any moment, but such an attempt costs one melee attack/action and one chi point. A failed roll means the character is not invisible. Chance of Success: 50% + 3% per level.


IMPORTANT NOTE: This ability automatically shields the character from a Chi Masters Chi Awareness, the ability to sense the presence of other characters with high chi.


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


Art of Body SwitchThis is a old Ninja trick, to allow the foe or defender of a castle to strike at the ninja with a blow, and discover that the ninja was gone after the attack failed. usually in the place of the ninja was a object, traditionally a log or a statue. However in serious cases where the ninja has no such object, only the clothes of the ninja were left. After the art, the ninja, who was hiding at the time after the trick, usually ran away or counter-attacked the surprised foe, who usually had no idea where their enemy was. This art involved in it's more effective form a mind trick, based off of chi zoshiki (chi invisibility), but used for a shorter time. Also the ninja must hide or run from the area of combat to use this technique, and leave behind some object to maintain the illusion that the ninja was still there. Cost in chi: 4 points Mind trick lasts: 3 attacks (about 6-8 seconds)Attacks used: 1 (can be used as a dodge) Chance of success: 50% +3% per level (rolled by the PC) Note: This art must be combined also with prowl or another art of invisibility to avoid being seen. generally how it works is one attack is used to dodge (no bonus or penalty to dodge), one attack is used to hide (while enemy is confused and looking around) and one attack to take some action (run, fight, etc.) This art also can shield ninja from Chi awareness and Zanshin if the chi is doubled. (shields only for the 3 attacks) (105%) YamikeigoThis is the Ninja ability to fight in the dark, combining elements of nightfighting, zanshin, and stealth. With this ability the character can move and attack silently completely aware of where his opponents, allies, any neutrals, inanimate objects are all located. This ability can be maintained for one minute per level of experience. Bonuses: +4 to Initiative, Dodge, Strike in darkened conditions. Shinobi ArukiShinobi Aruki are the special walking arts of the ninja. These techniques are an advanced form of prowl that enable the character to move silently through more difficult terrain and situations. Joei no jutsu is the ability to move without making noise or shadows. Ko ashi are small steps learned for moving through plants or water. Taijutsu sosoku is the ability to walk like the wind. Yoko aruki is the art of silently walking sideways. Shikko is the method of silently moving on one's knees. All types of walking are done at two thirds of the character's Spd. attribute. Base skill is 45%+5% per level of experience. (130%) Shadow CopyOne of the uses that the ninja clans that used this art discovered is that the copies actually damaged Infernal demons in the physical or chi planes. This damage depends on the chi amount invested in the copy, every point of chi invested *extra* (not just the minumum to activate the power) does damage to creatures of negative chi equal to that investment per strike. Ex: Wang creates three copies with five points of chi invested each. (15 total) He fights Owai the demon, who has 30 SDC and 30 negative chi points. Wang strikes with a punch to Owai, as do his copies. His strike does normal damage to the demons SDC, but his copies do 12 points of damage (15 total- three to keep power active) to Owai's chi. If the Ninja's chi is reduced to zero, all copies vanish, even if they were invested with their own chi. The art then cannot be used again until 1/2 or more of the ninja's chi returns.Cost per copy: 1 point of chi per melee per copy. The copies must be charged for the duration desired, i.e., if you want the art to continue for three melees, invest three points in the copies, as they lose one chi point per melee. (note that this is positive chi only, negative chi will not work)Note 1: The copies are shadow, so they cannot do any damage to anyone who is not a negative chi creature.Note 2: This art can be used against negative chi creatures in mind walk mode. MokutonjutsuThis is the art of escape and concealment within trees. Characters with this skill are taught how to move from tree to tree by jumping from branch to branch and also by using a kamayari to hook branches and swing or pole vault from tree to tree. Also learned are silent movement through trees and the ability to use trees for maximum concealment. Base skill is 50%+3% per level of experience. Movement is equivalent to character's Spd attribute in heavily forested areas and half that (½ Spd) in lightly wooded areas. Characters can also use this skill to move from telephone pole to telephone pole. Note: A good example of Mokutonjutsu can be seen in the anime Ninja Scroll. (105%) Gotonpo: Base skill: is 40%+5% per level of experience. (125%) Katonjutsu is the art of using fire and smoke to escape, base skill depends on the area and conditions this skill is used in: at night in the forest or a castle (or similar heavy concealment area) has a 80% chance of success while at night in an area of moderate concealment or during daylight in an area of heavy concealment has a 50% chance of success, an area of light concealment during the day would have a 25% chance and an area where no concealment during the middle of the day would have only a 5% chance of success. Kintonjutsu Base skill: is 30%+3% per level of experience. (85%) Gotonpo also includes the; (85%)Kitsune gakure no Jutsu (imitating a fox hiding under water): Base skill: is 50% +4% per level of experience. The character can hold his breath for a period of time equal to P.E. in minutes, plus one minute per level of experience. (135%) (70Minutes/1hour and 10 minutes)) Chikairi: Base skill: for sneaking into a place is 50%+3% per level of experience. Base skill: for attempting to bluff entry is 30%+3% per level of experience. (105%) Chakuzen no Jutsu: Base skill: for this ability is 45%+5% per level of experience. A character can move in such a manner at one third his Spd attribute. (130%)


Shinobi Iri or Art of Stealthy Entering


An advanced version of the Art of Stealth, this ability focuses on being able to enter buildings and structures quietly and without being seen. Training also includes the balance necessary to traverse a variety of obstacles, such as strung ropes, tight ropes, narrow ledges and roof tops, as well as being able to stand on, and even fight from the tops of narrow poles and posts. The character must have a climbing, prowl, and swimming skills (in addition to the required sense of balance listed below) to take this power. However, the character does not need to roll prowl or climbing when entering a structure so long as the character is in the dark and unsuspected. If the character's area is subject to inspection, then the chance to remain undetected is 25%+3% per level of experience. This power also gives the character the skill to silently cross moats and other water boundaries silently as well as to enter and leave the water silently. Also useful is the skill of being able to leave water and further sneak into a structure without leaving tell-tale water traces along the character's path. Base skill is 35%+4% per level of experience for entering, crossing, and leaving water undetected. Note: If the character has the Art of Stealth martial art power, they can use those prowl and water skill percentages while using this martial art power. Due to the balance requirements of this power, it cannot be learned by anyone with a sense of balance skill of less than 80%. However, Maintain Balance can also be used to determine if the character has the sense of balance required, for every +1 to Maintain Balance, the character receives a +5% chance toward their sense of balance skill. In normal situations, such as walking at one fourth the character's normal Speed on narrow surfaces, they do not have to roll against their balance to successfully navigate the surface. Engaging in combat, attempting to walk faster or run, or jumps and leaps to and from these surfaces require a roll against the modified sense of balance skill, with the following cumulative penalties: Attempting to walk at half the character's normal speed -15% Attempting to walk at the character's normal speed -20% Attempting to run on the surface -30% Attempting to jump or leap to or from the surface -40% Attempting to dodge or avoid a trap while traversing the surface -40% Engaging in combat on the surface -40% These penalties are reduced by 5% per level of experience, after the first level that the character takes this martial art power. In situations where more than one penalty applies (for instance, attempting to run while engaging in combat on a surface where the total penalty is -80%), the penalties are combined BEFORE the reduction is applied. For example, a tenth level character who received this skill at fifth level (the first level they had the sense of balance percentage needed, and could take a new martial art power) attempting to run while engaging in combat on a narrow wall top has a normal 98% chance for sense of balance and a -25% penalty reduction against the combined penalties of -80% for engaging in combat while running on a narrow surface would have a resulting skill percentage of 43%. Failure means the character has lost their balance and fallen. (315%) balance


Shotennojutsu or Art of Walking on Vertical Surfaces


Fudojutsu or Art of ImmobilityTraining in the ability to remain totally immobile involves being able to remain totally tranquil under any circumstance, as well as suppressing the body's functions (cooling the blood, slowing the heartbeat, and suppressing appetite) for long periods without any ill effects. Requires the Meditation skill. Successfully employing meditation allows the character to suffer no ill effects from inclement weather, constantly be aware of their surroundings, and resist the effects of fatigue, hunger, and thirst. Characters with this skill can resist bad weather unprotected for one hour per level of experience without ill effect, note that this includes cold and hot weather as well as rain and storms (though flooding can drown the character, lightning can still the character, fires can still burn the character, etc.). Also included in this martial art power is a lesser version of the Zanshin martial art technique. This ability is one of readiness and awareness. The character will instantly sense anybody who enters his Zanshin circle, including animals, pure chi spirits and those with intangibility and/or invisibility, including beings with zero chi! This includes those using the Mind Walk Zenjorike and the spell Invoke Chi Zoshiki, but does NOT include those who are successfully using the martial art power of Chi Zoshiki/Mystic Invisibility (which shields against chi awareness). At first level, Zanshin extends for an area of 3ft (1m) around the character. This is increased by 1ft (0.3m) for every level of advancement. Bonuses: None, this character does not gain initiative against those in this form of zanshin since the character is in a meditative state, likewise this skill can not be used to evaluate the chi of anybody in their zanshin circle. This ability only alerts the character to the presence of others in the area. By slowing metabolic functions, the character can also resist the effects of fatigue, hunger, and thirst. As long as this power is successfully employed, the character does not need to sleep, eat, or drink. This ability lasts six hours per level of experience. Note: While the character can suppress the need for sleep, food, and drink, this does not eliminate the body's need for these items. For each six hours of meditation using this ability, the character only requires four hours of sleep. Hunger can be resisted, but for each period of 12 hours that the character does not eat at least once, they lose 1 pound (0.45 kg) of weight. For each 6 hours that the character does not drink at least half a quart of water/liquid, they have a cumulative 12.5% (round up) chance (that means that after 12 hours of not drinking at least one quart of water, they have a 25% chance of becoming dehydrated, after 18 hours, they have a 37.5% chance, and after 24 hours, they have a 50% chance, after 48 hours, they have a 98% chance, this percentage does not increase above 98% after 48 hours) of suffering from the effects of dehydration. Dehydrated characters have all combat bonuses and number of attacks per melee reduced by half. After 60 hours of not drinking however, the character begins to suffer from sustained dehydration, resulting in the character losing 25% of their total hit points. Reduce Hit Points by an additional 20% for each subsequent 24 hour period without at least one quart of water. After 108 hours (four and a half days), characters will have lost 65% of their total hit points, plus speed will be reduced by 90%, attacks per melee round are reduced to one, and no combat bonuses of any kind! NOTE: These are not the rules for normal dehydration, but the rules for the reduced dehydration penalties the character suffers from using this ability.


Art of the Doppelganger


(cost-100/double+5/hr+2/double can switch places between doubles) creates live solid duplicates of self out of the chi, dur=4hr/lv+#of points spent,all doubles have same gear(non magical only) and same aura as you and do same dmg as you all can also do every thing you can do and can do every thing you do or something different than what you are doing as wished all have a telepathic link to crerator and can’t be turned Against creator ,mind-controlled, or dispelled but can be reabsorbed at any time wished al so all have the same stats of creator and same abilities except the doppelganger skill.


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 can not 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.


Iai-Jutsu: Actually, the “sword-drawing art,” but used here for its extreme quickness. The character simply gets a bonus on initiative. At first level it’s + 1, and an additional +1 is added at 3rd, 6th, 9th, 12th and 15th levels.


Light Body Climbing:


Characters learn to time their breathing and movement to synchronize with the natural flow of Chi through Fire, Earth, Metal, Water and Wood (the five elements). As a result characters can climb, up or down, with the ease and speed of walking (roughly half their maximum Speed.). No skill rolls or saving throws are required for climbing while doing Light Body Climbing. Light Body Climbing requires full concentration, so characters can not fight even to defend them self. Nor can they use Chi, engage in magic or do anything else that diverts the mind, except talk. This doesn’t mean that the character will fall when doing other things; it just means they’ll have to resort to conventional climbing skills. For example, they must roll vs. the skill for every 200 feet (6.1 m) traveled when using the conventional climbing skill. Rappelling is not possible while doing Light Body Climbing. Note: Characters must first have the climbing skill in order to use this special ability.


Sword Chi Technique:


An ancient technique, where a martial artist focuses Chi through the hands and into the blade of a sword. This fills the sword with a portion of the wielders Positive Chi. Half the character’s Chi, rounding downward, is put into the weapon. Thus, a character with seven points of Positive Chi would channel three points into the sword. Attempting to do anything else with Chi, such as performing Chi Mastery, with draws the Chi from the sword and ends the Sword Chi Tech Technique. The character can’t lose the Chi that’s being concentrated in the sword, nor is there any loss of Chi in using the Sword Chi Technique. If the character stops using the technique, or drops the sword, then the borrowed Chi is instantly returned to the character. Note: that it’s impossible to do any of the Sword Chi Techniques without a sword that is known and named by the character. In other words, the character can’t just pick up any old sword and start doing Sword Chi It doesn’t work that way! Characters with Sword Chi should have a favorite weapon that can be drawn and used with Sword Chi instantly, without any other preparation. It is possible to have other, stand-by weapons attuned for Sword Chi, but the character must spend at least a week practicing with any new sword, and must give that sword a unique name. Then, anytime the character wants to switch from the usual blade (even in mid-combat), it will take one full melee round of concentration before the character can invoke Sword Chi with the secondary sword. Using Sword Chi Technique, the sword wielder can perform any of the following three actions: Sword Chi Awareness: Concentrating through the sword, the user can sense creatures of Chi including anyone with over four points of Chi (Positive or Negative) within immediate sword range; less than 10 feet (3.0 m). This works even in total dark ness, through opaque objects (curtains, bamboo screens, etc.), or against invisible opponents. The character can strike at them with no penalty. Also, if facing a sword or other weapon that’s filled with Chi from another wielder using Sword Chi Awareness, or an object that’s been filled with C by Chi Mastery or Chi Magic, or an artifact filled with a Chi-using spirit, the character can also parry and dodge without penalty. Sword Chi Damage: Opponents, such as creatures of Pure Negative Chi, demons, and other supernatural or magical beings, can be hurt by the sword’s Positive Chi. The amount of damage inflicted on the opponent’s Negative Chi is equal to the usual damage inflicted by the sword with the current Positive Chi level being the maximum. Note: In Rifts, BTS and Heroes Unlimited, the weapons do double damage to supernatural beings and creatures of magic.


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


Sung Chi (resistance to fear):


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


Reflex Training Bruce Lee made this popular by using wooden fighting dummies and (later, as his strength increased) metal practice targets. Reflex training is very simple and ancient, and any martial artist with the inclination might take the time to add this to his list of abilities. After years, or even just months of relaxed training, one’s hand-eye speed can be doubled, boosting it to the subconscious level. This is a considerable edge to have. The benefits are +4 to Initiative, +1 to I.Q., +1 to Parry & Dodge, and the addition of the ability Combination Parry/Attack. As an option, if the character has redirected his reflex training to defensive capabilities only, he may ignore these benefits completely and in stead add the ability Auto-Dodge to his list of combat moves.


MARTIAL ART TECHNIQUE: 5 DEADLY VENOMS:


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


Mimi de Chigasukoto (Seeking with Ears/The Ear That Sees)Training in this technique allows the character to attack a foe or target that is only heard, but not seen. This technique enhances the character's hearing to allow this aural detection of an opponent. Base Skill: 40%+5% per level of experience. A loud noise is automatically detected. The base skill is used to detect a slight noise, to hear a particular noise in a noisy environment gives the character a penalty of -30%, and to hear an almost inaudible noise, for instance, a snake sliding over a carpet, the penalty is -45%.This technique provides two advantages to characters who train in it. The character can attempt to defend, with no bonuses, against ambushes or sneak attacks from behind, if they successfully hear an opponent make a noise. When fighting in darkness or against invisible opponents, they only suffer half the normal penalties, as long as the opponent is successfully heard.


Okugi Yaiba (Hidden Blade)


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


MARTIAL ART TECHNIQUE: WEAPON GRASP:


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


Triangle jump: a wall to wall jump going up an over x2 leaping distance


Kyudo: Using a bow you may shoot a number of times equal to his number of attacks in a single shot (eg. if you have 6 attacks you can fire 6 arrows per attack round).


Feign Death: 74% +2% per level of experience. A


form of bio-feedback and meditation that enables the character to fall into a death-like trance. The metabolic rate is slowed to the point that the Ancient Master’s body temperature drops, the pulse is undetectable and breathing seems to have stopped completely. Without hospital facilities, even a Medical Doctor or Paramedic is likely to believe the character is dead. Requires six


melee rounds (90 seconds) of meditative preparation, and can be maintained for one day per PE point per level of experience without harming The Ancient Master (no dehydration, starvation, muscle atrophy.).


ln this state of suspended animation, drugs, toxins, and


chemical damage and effects are immediately stopped, but will take effect the instant the death trance is ended, unless the Trance is used to cleanse the spirit (see the Power Cleans Spirit). 24 hours of Cleansing meditation will purge the body of all impurities, making it safe for the character to awaken.


Leaping Technique


Could be considered the opposite of the falling technique. That artist is able to make leaps that are beyond even Olympic skill in terms of length or height (Crouching Tiger, Hidden Dragon anyone?). This technique is favored by Taido & Ninjutsu artists. The character can leap 2+1 meters per level lengthwise, and 1 meter per level height wise. By using this technique the artist can clear any combat range or leave combat completely in one action. Note that without the Falling Technique, the artist will have to roll 14 or higher maintain balance to stay on their feet after such a bound (if they fail when using this to leave combat, their opponents will automatically get initiative if they pursue a new melee). NOTE: When combined with the Zenjorike Karumi-Jutsu, the character will be able to perform Karumi-Jutsu leaps without intense concentration, thus allowing to be used in combat. Per level bonuses to jump distance apply to Karumi-Jutsu leaps Yuk Gum Techniques (Inverted Sword Techniques)These are a set of techniques that stress using, and drawing, a sword in an ice pick grip, rather than the standard method. These techniques also stress circular and spinning motions while fighting. This allows you to draw and fight more quickly, and in a smaller area.Bonuses: +1 to Initiative when drawing a sword, +2 to Circular Parry with W.P. Sword, +2 to Rear Attacks with W.P. Sword. Learn to perform Back Strike (A backwards thrust with the sword), Spinning Slash (Combination Strike/Dodge), and Circular Parry with W.P. Sword. Pre-Requisites: W.P. Sword Two-Hand TechniqueThis is mimicry of the techniques of Centipede Boxing. It allows the fighter to act as though they were wielding paired weapons (Thus allowing them to parry/strike with both hands in the same action… etc.) It also provides Katas: Knife - paired. Titan Sword TechniqueThe user can create 1 sword in each hand if wished at double the cost.1. Generate Sword: The Titan can generate the sword in an instant (less than a second). The sword does 1D6 damage per 4 P.P.E. invested in the blade. The size and style of the sword depend on what the character wants at the moment. The blade cannot be changed after its been created, but if its dispelled and recreated, it can appear differently. Generating the sword to parry an attack is done at +2; -6 against a projectile/missile weapon. The sword lasts for an impressive half hour per level of experience.2. Teleport Sword: The Titan can teleport the sword back to him if it was knocked out of his hands at the cost of 3 P.P.E. It is so fast he can even teleport the sword to parry an attack; same penalties as above3. Intercept Attack: The Titan can attempt to intercept any magical energy or projectile attack by focusing on the sword and letting it mystically guide itself against the attack. The P.P.E. cost is 2, and adds a +6 bonus to parry the attack. It has no effect on spells that affect the Titan but don't create a physical manifestation, such as agony or life drain.4. Automatic Attack: One of the more spectacular powers of the mystic sword, it can be released by the Titan and will fly towards the victim! After the attack t he sword just drops to the ground. The strike has a special bonus of +4 to strike (no other strike bonuses are applicable) and costs the Titan 1 P.P.E. To draw the sword back costs 1 P.P.E. or he or she can teleport the sword back. Of course, if the sword is grabbed it can't be drawn back by any method other than teleportation. The range of the attack is 60 feet (20m).5. Other notes: The sword can affec any creature vulnerable to magic, those who are invisible, ethereal, or even astral beings! The sword is efectively invulnerable to damage, but can be picked up by anyone and used although the special abilities are limited to the Titan who created it.6. Bonuses: The Titan is +4 on Initiative when using this magical blade, and gets a special strike and parry bonus of +3 due to the fact that the blade is perfectly balanced. Suwari Waza (Seated Techniques)The character has learned to fight from seated or kneeling positions. Bonuses: +1 to Strike, Parry, and Dodge when in a seated or kneeling position. Speed strikingA special attack where the Triad masters can repeatedly strike a target up to five times with one melee attack! The first four attacks must be non-power attacks and must only take up one melee action to perform normally. The master must roll a strike that hits to begin, and then must roll successful strikes to continue the assault. A failed strike means no more speed strikes can be done. The fifth attack can be a power attack, but still takes up two melee attacks. The only problems with this is that the attacker cannot defend himself in any way during the attack, he cannot combine this with a death blow, no weapons can be held in the hands, and his bonuses to strike and damage are halved! Plus, the defender gets to roll to parry or dodge until he succeeds - if and when he does, the flurry of attacks ends. Still, this is a devastating ability (especially when used from behind) and this is why masters are so feared. Sha Nang Kung (Sa Nong Gung)(SandBag Training)By training with a number of sandbags on a frame, this technique teaches you how to fight multiple opponents. Bonuses: character can fight 2 opponents @ level 1, +1 opponent @ levels 4, 6, 8, 10, 12, and 14. The character also learns the combat skills Circular Parry and Multiple Dodge. 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...] OchiotoshiThis technique involves striking an opponent's weapon with enough force to cut through it. This technique only works against a successful parry. If the defender successfully parries, the attacker using this technique rolls a D20 to determine whether or not the defending weapon was cut through (and likely broken). A Natural 12 or higher, with no bonuses, must be rolled to successfully cut through an opponent's weapon.


Mang Dou (Blind Fighting)


The character is trained to fight while completely blind.


Bonuses: All negative modifiers for blindness are reduced to zero, +1


to Mental Endurance, +1 to Rearward Attacks, Sense of Direction: 75%.


Lizard Technique


A modification of 'Light Climbing' and Karumi-jutsu. This can be used


in combat, and almost always is. If barefoot, the Lizard master can climb any non-metallic surface using only his feet. The chance of success for this style is 59+5%/level (if the roll is failed, the master has the option of performing a backflip off the wall instead, this can be used to land on behind an opponent if they are within range) and rolls are made for each SURFACE climbed. Thus, once the master climbs a surface successfully, they can return to it without problems for the rest of the combat.When fighting someone while on a wall, the Lizard master gains: +2 to strike and dodge, +1 on initiative and +2 (+20%) to maintain balance, and Automatic Vertical Parry.


Unlike the normal Lizard Technique, the Modified Technique can only be


maintained for one melee (+1 every 3 levels)


Kyukoka Shugeki Jutsu (Art of Pounce)


The fighter must successfully prowl (Use Pi Mi Hsing Tung) and get all


crouched down ready to pounce. The fighter waits for the perfect time


and pounces. The fighter automatically gets initiative and must roll to


strike with a bonus of +5 and normal strike bonuses (Body Tackle bonuses may also be applied) The only thing the opponent can do is dodge the flying body. Opponent is totally surprised unless the fighter has given them reason to suspect there is someone specifically there. Dodge is - 5 and their dodge bonus doesn't apply if totally surprised and -2 with half dodge bonuses if opponent is in somewhat anticipation. Once a pounce if successful the fighter may start attacking immediately. Only being able to use punching attacks, usually directed at the head/face. The opponent can try and bully the fighter off of them in the same manner you try and bully out of a choke. When on opponent any unmodified roll of 17, 18, 19, or 20 is Critical. Once


KO/Stun is attained you can call a KO/Stun on a roll 1 number better


than you're normal KO/Stun ability. Fighter will usually try to Knock out or beat into submission, and will only kill on extremely rare occasions.


Martial Arts Techniques: Kuji Kiri (Finger Weaving)


This is a method of hypnotizing an opponent by intertwining the fingers


in a rhythmic manner. The target must save vs. psionics or be hypnotized (use the modifiers for K.O./Stun). The opponent receives a -1 to save at levels 5, 9, & 13. At 7th level this skill can be done using the entire body, with a -2 on the target's save.


KoppojutsuThis is the art of bone breaking. Characters with this skill are trained in the techniques, required force and knowledge of where to strike in order to shatter bones. A Koppojutsu attack can only be used once per melee round and requires a 15 or better to strike. A successful attack results in the target bone being broken, doing damage directly to Hit Points. If the roll is less than 15 the strike fails but still does normal damage to the target. Can be done with any hand strike except Finger Tip Attack/One Finger Attack, Spear Hand, any Claw Strike (including Black Tiger Claw Strike, Claw Hand, Bear Slap, Crane Fist, Duo-Claw Strike, and Eagle Claw Hand), Push Open Hand, Two Palm Push, and Sticky Hands. Judgment:The technique of Judgment represents the ability of a Fencer to take the measure of their opponent and figure out how to react appropriately against them. To use this power, the Fencer must spend two melees sizing up their opponent. This takes the form of applying basic attacks and defenses to certain moves, allowing the Fencer to judge what methods of attack their opponent can use. Note that this is two melees of watching the opponent fight, but not necessarily against the Fencer. If they have the opportunity to watch the combatant fight for two melees and are using the Technique on them, the same results will occur. In game terms, this means that the character will be able to determine the following things about the opposing character: approximate level of their HTH form as Low (1-3), Medium (4-7), and High (8 and up); the HTH form being used and the approximate moves they can use (tell them what form and let them look at the book to see what they can do); the enemy's physical attributes; and indicate the general possibility of other abnormal powers and abilities (only shows generalities, like odd eyesight, exceptional hearing, abnormal flexibility, and so on, not give them a description of the exact powers used.). It also grants a few bonuses, as the Fencer begins to be able to predict how their opponent will react and move.Bonuses +2 to Initiative +2 to Parry/Dodge +2 to Time Thrust +1 to Strike Martial Arts Techniques: Jeet Kune Do Concepts 1There are those who believe that JKD is meant to be a constantly evolving, changing form. Techniques that no longer work are discarded in favor of newer, more functional techniques. To simulate this in game terms, the practitioner of JKD is able to select a new technique from any martial art form ( only those techniques listed under COMBAT SKILLS )at levels 3,6,9,12,and 15. Martial Arts Techniques: Jeet Kun Do Concepts 2A training mindset that focuses on constantly expanding the character's range of skills, adapting what is useful from other arts while paring away what is less useful from his own martial art form.At 1st, 4th, 7th, 10th, and 13th levels, the character may EXCHANGE any of his combat moves for any other from another style.At 2nd, 5th, 8th, 11th, and 14th level, the character may EXCHANGE his level advancement bonus for that of another style.Both exchanges are at the character's option, and subject to GM approval (i.e., if the character has never even MET an Eagle Claw Kung Fu practitioner, it's unlikely s/he would learn the Eagle Claw technique, or learn any of Eagle Claw's LAB's) Instant StandThe character is able to deftly return to his feet after being knocked down. He loses no actions when he is the victim of a knock-down attack. Ground FightingThe character has been trained to fight from the ground. He loses no actions when he is the victim of a knock-down attack, unless he chooses to get up, and he can attack from the ground with no penalty. FukuwajutsuA kind of ventriloquism often combined with hypnotism, whereby a ninja would project his voice into another creature. The ninja was usually hiding somewhere nearby. This ability allows the character to make other people (or animals) seem like they are talking (or saying something different from what is actually said). Maximum range is 10 feet (3 m) away. A failed roll means the voice is not well thrown or the ventriloquist's mouth is seen moving, so the trick does not work. Base Skill: 20%+5% per level of experience. AnkokutoshijutsuThis is the technique for seeing in the dark. Training includes on techniques such as not looking at lights, paying attention to movement in peripheral vision, and how to study objects at night by not looking directly at them. A character with this skill can detect movement at night up to 30 feet plus one foot per level of experience. Discerning what an object is at night is also possible with a 25%+4% per level of experience chance.


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


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


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


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


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.


Chi Healing or Chiatsu (positive):


Curing with Chi involves channeling positive Chi into a wounded body. So long as the character is conscious, it’s also possible to heal oneself with Chi-atsu. Each point of Chi-atsu Chi does three things all at Once. First, 1 point of Chi will heal 3 hit point. Second, that same point of Chi will also restore up to 10 points of S.D.C. Finally, each time Chi-atsu is used on a comatose character it gives that character an extra chance to recover. Another Chi-atsu ability is that of dispelling negative Chi When characters have been infected with negative Chi they cannot heal or regenerate theft normal Chi, S.D.C. or hit points. Each point of Chi-atsu Chi will destroy two (3) points of negative Chi. Note that destroying negative Chi does not simultaneously heal any hit points, or S.D.C., but does heal the positive Chi so that natural healing (and treatment) can resume. CHI-ATSU EXAMPLE: Kajo decides to save a comatose Bruno from death. Bruno is down 28 SdC. and is at 5 hit points He also suffers from 2 points of negative chi. Without medical attention Bruno will die First, Kajo must use 1 point of Chi-atsu to destroy the 2 points of negative Chi. Until the negative Chi is destroyed Bruno can not be healed. Then, once the Chi balance has been restored, Kajo decides to use 2 Points of Chi on Chi-atsu for Bruno. Bruno instantly heals 5 hit points, which brings him to zero (0) hit points. Kajo simultaneously has his 28 S.D.C. healed (he could have gone up to 50 SDC., but that’s more than Bruno’s natural SDC.). Finally, Bruno gets an extra roll (best 2 out of four rolls), with a + 5 bonus, to recover from his coma.


Dragon Chi or Fu Zhensong (positive): This ability allows the martial artist to “tap” the dynamic Chi of the world. This works three ways. First, a character can replenish any lost Chi simply by dynamically charging with internal energy, thereby replacing lost Chi every melee round. Secondly, a character can “borrow” Chi from another person, drawing it directly from their body to another. Finally, a character can “channel” the surrounding Chi into Chi attacks or other Chi Mastery skills. Once focused on channeling, the character can then use other Chi skills without losing the effects of the Dragon Chi.


All of the Chi tapped by Fu Zhensong must be used in the same melee round in which it is obtained. In other words, if the martial artist is in a “Six Chi Place,” then it’s possible to use 6 points of Chi every melee round without depleting the character’s own supply. If someone volunteers to help, it’s possible to use Fu Zhen song to “tap” that person’s Chi and channel it into Chi combat or Chi Mastery skills. The volunteer must be touched by, or must be touching, the character performing the Fu Zhensong. Note that this Chi cannot be forced out, it must be donated freely. The amount of Chi available depends on conditions. Just about everywhere above ground there are 3 points of Chi ready to be tapped each melee round. Places of nature, like thick forests, jungles, and healthy grasslands, provide as much as an additional 3 or 6 Chi points per melee round. Places with active natural phenomena, like waterfalls, volcanoes, and ocean front areas with active surf, can add up to 3 more points, providing 9 Chi points per melee round. The maximum Chi that can be tapped is equal to the character’s current level of positive Chi. Note that if the character ever reaches zero Chi, or is infected with negative Chi, then it becomes impossible to tap natural Chi.


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 welt a win dow 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.


Healing Hands: Includes the study of acupuncture which can be used to resuscitate a character by touch alone. This includes knock out, stun, paralysis or any other shock.


Hadou Ken


Cost: 40 PPE.


Damage: 1d6x10 per level experience.


Range: 100ft per level experience.


Requirement: Chi Control, minimum 100 PPE.


Permanent statistic changes: Sense PPE, tap into ley lines, nexus, and creatures, as a magic user for PPE and ISP purposes (keep in mind that Chi users are masters of their PPE and that like mages they cannot have their Chi/PPE taken without their consent), and increases Chi/PPE/ISP regeneration with meditation (double the normal amount of PPE/ISP normally regained). Extra 2d6 PPE per level experience. This special technique often spoken of with a mixture of disrespect and awe. With it the character gathers Chi from the earth, plants, animals, etc. around him and throws this as fiery ball toward the enemy. Unfortunately it takes quite a while to gather this energy (4 actions), and if the characters concentration is disrupted he must start again.. Variants: It is rumored that it possible to unleash this energy through a punch, or other technique. If so it would still require the same time to gather the energy. Not many enemies will allow that at close range, however, if they did you would be able to use any hand-to-hand bonuses available.


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.


Divert Incoming Chi: By “grounding” a layer of Chi on the outside surface of the body, the character diverts all incoming Positive or Negative Chi harmlessly into the ground. This only works while the character has at least one foot on the ground (not while leaping, jumping, or doing fancy kicks), and it works in any environment (Positive or Negative Chi). It’s also possible for the character to extend the grounding layer over one or two other people (two others is the maximum) or over some other object. In this case all the characters must remain in place, with all their feet firmly planted on the ground. Cost: One point of Chi (Negative or Positive) per melee round, or 2 points if one or 2 additional people are protected.


NEUTRAL CHI MASTERY: EXPLOSIVE CHI: The martial artist uses short, but sudden and powerful, bursts of Chi to attack their target. To use, the martial artist must use a hand strike against their target. A successful strike means that there will be a sudden, explosive impact of Chi against the target, dealing 1D6 damage to a target, in addition to knocking a target back 2D6ft. Parries result in half damage from the Chi explosion, as well as a 1D6ft. knock back, but no punch damage. Dodges mean no Chi is used. Explosive Chi can be done up to twice a melee successfully (yes, a parried strike still counts as a success). Requires 2 points of chi per use.


NEUTRAL CHI MASTERY: BURNING PALM: When used, Burning Palm causes a painful burning sensation whenever a target is struck. In game terms, a successful palm strike with Burning Palm means the opponent must make a save vs. pain, or suffer -4 init, and -3 to parry, dodge, and strike. Requires 2 Chi per use.


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


Chi Blast: A blast or bolt of heat and force powered by Chi energy. It will do 1D6 damage per 1 P.P.E. used and has a maximum range of P.E. ×10 feet, plus 10 feet per 2 P.P.E. the character pumps into it. It takes a full melee attack to conjure the energy and another melee attack to aim and fire. Initiative should still be rolled, because the character can dispel it at any time during the conjuring part. If attacked during the attack they are conjuring the blast, they may dispel it and try to roll a defense. However, the defense will be a sloppy and hasty one (-6). To successfully conjure a Chi Blast without being hit in combat means getting two successful initiative rolls in a row. Even if the opponent does a simultaneous attack during the attack the Chi Blast is released, it still goes off with full effect, because the blast takes effect during the first action, while the second action is used to recover (the character can still defend during this action, but at –6, once again).


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


Cloth Hardening


With this ability, a clothed Chi Master is never truly unarmed--even a naked Chi Master will have weapon handy if his opponent is clothed. By channeling Chi into the pattern of a piece of cloth or clothing, that cloth becomes as hard and sharp as a steel blade, while retaining the weight and flexibility of cloth! Using this technique, belts, bandannas, bamboo umbrellas, and even shoelaces can become weapons of destruction. As an added bonus, because of the resiliency and give that cloth has, a supernaturally strong wielder need never worry about his weapon breaking at a sensitive moment. The final use of this power is one that most Hibikis disdain out of pride: turning their clothing into armor.


One point of Chi is enough to “charge’ a square foot of cloth (so it would take one Chi to activate a single bandanna or a belt, while a towel would require four or five), making it a weapon. By spending an additional one Chi per object charged, that weapon may be made rigid like steel, so that it can be used for parrying or blocking. The size of the cloth determines the amount of damage it does: a bandanna (thrown or used for slashing) will inflict I D4 SDC; a sword-belt will do 2D4 SDC; a tightly-wrapped towel will do 2D6 SDC as a club or 2D4 SDC as a slashing/piercing whip-style weapon.


A thrown cloth weapon will retain its charge for 100 feet, plus 5 feet per level of experience, before returning to its normal state. A thrown weapon may act as a boomerang, returning to the character after being thrown, for five Chi. the base amount of Chi is enough to keep a melee weapon charged for one melee round per level of experience, plus one additional round for each point of Chi spent. (A melee weapon will only retain its charge for one round if dropped and must be filly recharged when recovered.) As with any melee weapon, the wielder’s strength attribute adds to the damage inflicted.


Finally, a user of this power may transform their clothing into armor with the consistency and weight of cloth, but the protection value of plate armor. The activation cost of this power is ten Chi, and costs two Chi per melee round to sustain. While activated, this power gives the user’s clothes an armor rating of 15 and 250 SDC; rolling over the armor rating means that a hit has landed on an unprotected area or slipped between seams. Wearing less than a fill suit of clothes or filly covering clothes may decrease or increase the minor rating as the GM sees fit. (Rifts Note: In Rifts, this cloth armor provides non-environmental MDC protection of 100 MDC; the armor rating remains to determine if a blow lands on an unprotected area of the body.)


At the GM’s option, repeated use of this power on a single object may make it act like a weapon permanently or even increase its weight to an amount equivalent to that of steel. Such a feat would require near-constant use of a single weapon and a Chi expenditure of something like one hundred Chi (not necessarily all at once).


Battle Aura(Superior):


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


100+100 (SDC/MDC)/level =20/chi invested acts like a force field 10chi to activate positive chi is white colored, negative chi is black colored, while aura is up it emittes light equivalent to true sunlight up to 1000ft radius, 12dmg from touch/chi invested duration is 4+1hrs/chi invested, absorbs 15chi either positive or negative chi/chi point invested. Chi/Manna Claws:P.S.+1d10= removes 20 ISP/Chi/PPE from target/blade typically 3-3ftlong blades that are invisible -10 s/p/d/r against attack provides a bonus of +5p/s/int can link to melee weapons to provide bonus to damage and to extend reach. Elemental Aura: can link to battle aura, also provides immunity to element usedFire (Red):+12protection/chi +12 damage/chi 1ft radius/chiWater/Ice (Blue):+12protection/chi +12damage/chi 1ft radius/chiEarth/Acid (Brown):+12protection/chi +12damage/chi 1ft radius/chi absorbs 15ppe/chiMetal/Electricity (Silver):+50protection/chi +12damage/chi 1ft radius/chiWood/Poison (Green):+5protection/chi +12damage/chi 1ft radius/chi absorbs 15isp/chi Wind/Gas (Yellow):+5protection/chi +12damage or KO 2d6melee/chi 20x20x20 Cloud/chi 20+20ft/lv/chiManna (Gold):+7protection/chi +12damage/chi 1ft radius/chi absorbs 15chi/ppe/isp/chi


Battle Aura (Lesser)


Cost: 10 Chi Duration: 2 minute per level of experience level. Permanent statistic change: N/A. Requirement: Chi Control


This creates a small battle aura that surrounds the character. The aura protects them by cushioning blows and damage received(works against all attacks made against the character, weather it is magical, technological, psionic, or whatever; for spells or psionics that don’t do damage but create negative effects for the character, they are also half effective). Characters take half damage while the battle aura is up. In some dire instances certain huge energy attacks cannot be avoided, by concentrating all his energy into the into the battle aura this last ditch technique can reduce the damage by 1/10. The character must successfully roll a dodge while expending 100 chi. As a secondary effect, while the battle aura is active the character is considered an MDC creature in MDC type environments(combine HP & SDC to figure out MDC), or in SDC type environments take SDC & HP then times it by 5 plus they have an AR of 12(after battle aura is deactivated, whatever damage the extra SDC &HP taken is gone & the character retains his normal HP & SDC. If enough damage was taken while the aura was activated to where the characters HP & SDC go below their normal level, then subtract that damage from the characters HP & SDC). If Battle Aura(greater) is taken & this power activated, ignore secondary effect(above) & double the characters MDC for the duration of this power. For an SDC setting take HP & SDC times 10.


Battle Aura (Greater)


Cost: 100 chi.( when reaches level 12 Cost is 50 PPE)


Duration: 2 minute per level of experience level.


Permanent statistic change: +2 MA, +50 PPE. Character becomes an MDC being (combine HP &SDC to figure out MDC; or use the secondary effect of Battle Aura lesser if using an SDC setting)


Requirement: Battle Aura (6th Level)


This creates a huge battle aura that surrounds the character. Those that see the aura are stricken with terror and unable to effectively act or move (HF 18). The aura also protects the user with 100 MDC/SDC per level.(in SDC settings the aura has an AR of 15) Repeated exposure to this technique will reduce the effect 1 HF per exposure unless the character witnesses the aura user doing something truly awe inspiring while under the effects. NOTE: this power can be learned before level 12, if it wasn’t learned before character reached level 12 then he/she automatically gets it at level 12.


Bean Jam Blowout


Cost: 50 PPE.


Range: 10ft per level of experience level.


Area Affect: 5ft per level of experience level.


Creates a directed tornado-like funnel that sweeps the opponents, and carries them hundreds(1d6x100) of feet away, taking 1d4 MDC/HP damage per level of Exp, are knocked down and confused for 2 rounds (-5 strike, parry, & dodge) and suffer the effects of Wind Rush. Opponents/objects weighing over 10 tons are merely knocked down for a round (15 sec). Once targeted the only way to escape the effects of the funnel is to roll a natural 18, 19, or 20 dodge. Takes four attack actions.


Butterfly Kiss


Cost: 30 PPE per base transfer


Requirements: Must be able to channel Chi.


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


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


Chestnut Fist


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


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


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


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


Stinging Fist


Cost: N/A


Requirement: Chi Mastery, Chestnut Fist.


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


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


Hidden Weapons (Lesser)


Cost: 3 PPE per summons.


Requirements: Chi Control. With this skill the user can hide and summon 11 major item/weapon per level experience. and 55 smaller/lesser items per level experience in a pocket dimension or subspace and summon them at will(counts as 1 melee attack/action). They will appear instantly in his hands and does not require and action. The character also has the fast draw skill when dealing with summoning any summoned weapons. These items are fixed and cannot be changed without several weeks of training. Roll half martial arts analysis skill once per week. A success indicated you have learned to store a specific item in a particular "place" in subspace(normally the “place” is located so where around the persons body so it can easily be reached). NOTE: Magical items/weapons & projectile weapons count as a major item. Non-magical items/weapons count as lesser items.


Splitting Cat Hairs


Cost: 50 PPE.


Requirements: Chi Control, minimum 15 ME.


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


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


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 can not 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.


Dark CM or Chakuri-Chi: Just as the positive Chi skill Chi Fu Zhensong channels positive Chi, so does Chakuri-Chi channel negative Chi. This ability allows the martial artist to “tap” the negative Chi of the world. First, if there is negative Chi in the area, a character can replenish any lost Chi simply by dynamically charging himself with internal energy. adding extra Chi every melee round. Second, a character can ‘channel” the surrounding negative Chi into Chi attacks or other Chi Mastery skills. When channeling, the negative Chi of the area can be expended each melee round, without depleting the character’s personal Chi. Channeling and replenishing are separate activities and must take place in different melee rounds. The amount of Chi available depends on conditions. Just about everywhere below ground there are 6 points of negative Chi ready to be tapped. Caves, tombs, basements and tunnels are the natural battlegrounds of the Chakuri-Chi master. Above ground, there is negative Chi only in ugly or desolate places of darkness. A dark night while inside of shuttered building, will generate up to 3 points of negative Chi. There is no negative C in a well-lit area above ground. And, even at deepest night, there is no negative Chi in a dense jungle or forest, beautiful places, or in any other place of powerful Positive Chi. The maximum Chi that can be tapped is equal to the character’s current level of Negative Chi Note that if the character ever reaches zero Chi, it becomes impossible to tap negative Chi.


Vacuum Blades


Cost: 10 PPE.


Requirements: Chi Control, minimum 7 attacks.


Damage: 1d4x5 per level experience.


Permanent statistic change: A side effect of the training is that the character can survive 10 minutes per level of vacuum or airlessness.


By the use of Chi the character swipes his hands in an X shape in the air in front of him. The air is disrupted leaving two traveling "blades" of vacuum and negative Chi. this is actually a physical cutting attack that is very difficult to parry, requiring a magical weapon, a countering Chi technique, or dodging to avoid the attack.


Unseen Cut


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


Damage: Blade x2


Cost:12 chi per cut


1000 Blades


This technique is a bit misleading, however the results are still just as deadly. It a Strike is so fast that the opponent actually sees what look like 10 swords coming at them. Not only Incurring –12 to dodge this attack, but there is No parry for the attack due to the number of blades coming at you.


Damage: blade damage x 10


Cost: 50 chi


Unseen Cut of 1000 blades


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


Damage: Blade x20


Cost: 62 Chi per cut


Saiminjutsu:


Utilizing simple Mudra techniques, the character can attempt to hypnotize one person. This involves the rapid weaving of the Mudra of the Kuji- Kiri in bizarre, dazzling patterns. None of the Mudra of the Kuji-Kiri need be known to use this enchantment and it confers none of the powers of the Mudra of the Kuji-Kiri. In combat, this power causes a victim who fails his saving throw to be slowed (loses initiative, is -2 to Strike, Dodge, and Parry). When used out of combat, this power can be used to implant one suggestion into a victim who fails his saving throw. Similar to the psionic power of Hypnotic Suggestion except that instead of working the suggestion subtly into a comment, the suggestion is implanted through the use of repetitive chants. The suggestion must be kept simple and clear in the same manner as Hypnotic Suggestion. Additionally, the spell can make the victim hear sounds or see things just like the psionic power.


Art of Stealth (as per N&S)


Mega-Damage Chi-Gung (See N&S conversions)


Combination of Kangeiko & Shochu Geiko (as per N&S)


Art of Evasion (as per N&S)


Defense Kata: This Kata uses techniques that allow for incredible defensive moves; lighting-fast parries, dodges, and defensive leaps. Must be used for a full melee round. Adds +4 to parry, dodge, and roll with punch/fall/impact, +2 to Automatic Dodges. However, with the focus on defense, the character suffers from -1 to Initiative, -2 to strike and all skills are at -10%.


Offense Kata: With this Kata, the Oni Ninja can launch incredibly accurate and devastating punches, kicks, and other attacks. During the melee round this Kata is used, the character is +3 to initiative, +2 to strike, +2 to pull punch, acquires an additional melee attack, and does and additional 1D6 damage with a melee strike (hand to hand or melee weapon). However, concentration on attacking reduces the character's defensive abilities: +2 to parry, dodge, and roll with punch/fall/impact and the character cannot use Automatic Dodge.


Fast Hands Martial Art Technique: The Ninja can move his hands so quickly that he can block/parry every attack leveled at him simultaneously from multiple attacks without using up a melee attack/action. (Essentially an Automatic Circular Parry, this is classified as a Martial Art Technique because of it's incredible combat power.)


Spirit Fist (Chi Mastery Ability, Negative or Positive): A punch, jab or open hand strike that unleashes a powerful telekinetic force that inflicts the equivalent of the character's normal M.D. punch. Range: five feet (1.5 m) per level of experience. Counts as a normal melee action/attack. Cannot be used as a power punch or dragon fist. Cost: 10 Positive or Negative Chi per strike.


Face of a Friend (Art of Invisibility): This extremely useful ability leads a person (usually the target of an assassination or victim of espionage) to believe the ninja is someone he trusts. The power is similar to Chi Zoshiki in nature and plucks an image from the victim's mind and uses it to mask the true appearance of the ninja. The victim gets a normal save versus Mind Clouding (the arbitrary name I picked for this and Chi Zoshiki, see the description of Mystic Invisibility in Rifts Japan for the saving throw). A successful save means he sees the ninja as a stranger.


Inner Strength (Chi Mastery Ability, Positive): The Ninja does not fatigue, P.S. and speed attributes are temporarily increased by six points, +4 to save vs poison, drugs or disease, +10% to save vs coma, +2 to save vs mind control, and +1 to save vs magic. Chi must be spent every melee the power is "on." Activating it counts as one melee attack/action. Cost: 5 Positive Chi per melee round (15 seconds).


Unnoticed Walker (Art of Invisibility): A variant of Chi Zoshiki, this power hides the presence of the ninja. As long as the character does not call attention to himself and stays out of the way of others, nobody will notice him. This power does not fool electronic or artificial sensors, but will affect both sentient beings and animals. The character can even be in plain view, but people will not seem to notice him. Attacking, failing a prowl roll or making noise will ruin the effect. Furthermore, the character is automatically shielded from the Chi Awareness ability.


NOTE: The new Oni Ninja Martial Art Powers are listed with their N&S category for GMs wishing to convert these to N&S and/or other systems while using N&S martial arts and martial art powers. Mega Damage versions turn into the standard S.D.C. vs. supernatural version in non-M.D.C. settings (see Palladium Fantasy for how MD versions are converted to SDC).


Eight Trigrams Sixty-Four Palms


This is a series of Atemi point Strikes that closes off sixty-four specific chakra points (tenketsu) on an opponent's body effectively eliminating their ability to use chakra( PPE, ISP, CHI) for quite some time and making it quite difficult for them to move. It begins with the closing of two chakra points, followed by four more, then eight, then sixteen, then thirty-two, and then sixty-four strikes. Each set of strikes is done at an increasing pace.


Uses all attacks for the melee round 64 hit +1d6 damage per hit can be layered with other techniques, never misses, must be first attack of the round and removes ½ of opponents (P.P.E./I.S.P./Chi) users choice 1-144 hour duration


Eight Trigrams One Hundred Twenty-Eight Palms


This Atemi power is essentially a doubled version of Eight Trigrams Sixty-Four Palms. Like the former, it closes off the opponent's chakra points in an exponentially increasing number of quick successive strikes. Unlike the former, it closes off twice as many at twice the speed. Alternatively, it can be used to hit a great number of targets very quickly. It has a slightly different stance than the lesser form in which the upper body is slightly rotated to the right. This stance activates the characters at the edge of the sight field to begin the technique. : (100 chi to use uses all attacks for the melee round) 128hit +1d6+ps damage per hit can be layered with other techniques, never misses, must be first attack of the round and removes all (P.P.E/I.S.P./Chi from the opponent)1-144 hour duration.


Empty Palm:


This Atemi power is similar in practice to Eight Trigrams Sixty-Four Palms, but has a specific target rather than a general area. To perform it, the user does a palm thrust at an opponent while expelling a large burst of chi from his palm. This violently pushes the opponent away. The opponent does not need to be within his reach for the attack to be effective, this attack does no damage and bypasses armor 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.


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.


Vital strike: this attack power can be a layered attack does no damage and bypasses armor its 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.


Needle Vital strike: this attack uses a needle struck to a Atemi vital point to activate the attack power, this atemi power can be a layered attack does no damage and bypasses armor 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 victim’s 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.


Art of Clouding the Mind: The character learns to use directed Chi/P.P.E. /I.S.P. to cloud the minds of observers. The character can simply stand in full view, stare into the eyes of an observer, and then . . . vanish. It only works for a single melee action, so it is important to figure out where the next hiding place will be after this little disappearing trick. In addition to the physical invisibility, the character is also momentarily protected from observation by those who can track Chi, P.P.E., I.S.P. or living spirits. Chi/P.P.E. /I.S.P. Cost: 2 I.S.P. per person affected. More than one person can be "clouded" provided they look into the character’s eyes or face.


Negative Chi Strike''''': (available to any martial art offering the one-finger-tip attack and Zenjorike powers must be selected as Zenjorike power). Upkeep of one action/melee, to a maximum of melees equal to level (thus three melees for a third level master...). When activated, this can be the only Chi based power, or martial arts power used during the melee, this will even negate Dragon Chi and similar powers. Activating the power costs 2 actions, and must be the master's first two actions of the melee (being struck or dodging will disrupt activation). Once active, the martial artist will be able to put up to his level in Negative Chi into each One-Finger-Tip Attack used that melee (amount must be designated before the strike, martial artist must be charged with negative Chi before activating the power to be useful). The Chi is expended even if the strike is unsuccessful. If successful, the physical strike does no damage; however, the sudden blast of negative Chi is fairly powerful and draining. Every three points of Chi invested in the attack deals 1D4 points of damage directly to Hit Points. Only Multiples of three can be invested in the attack. Any attack dealing maximum damage (4, 8, 12, 16. respective to # of dice) will require the victim to save vs. Pain or loose 1 melee action; this only applies to Non-Chi Masters. The attack cannot be done from a distance, as a death blow, nor with the Dim Mak; however it can target specific limbs; (arm, head, etc... damage appropriately). If a limb is reduced to 0 H.P., treat as through broken. If the victim rolls with impact or break falls they suffer no damage. Chi masters will recognize this power on a successful perception roll.))


Viper Stance: Muscles taut, legs ready to spring in any direction, and with one arm up and the other down, ready to take advantage of any weakness. Special Confers a pit viper’s ability to see in the infrared spectrum of light and thermal imaging, so the Stance can be used blindfolded, in total darkness, or against otherwise invisible opponents, since the "heat signature" of every nearby being is easy to sense. Range of Thermal Vision: 60 feet. Mega-Damage: Fang Fingers: inflict P.S. +3D6 M.D. to Mega Damage opponents and structures or P.S. +5D6 S.D.C./Hit Points to S.D.C. targets. M.D.C.: P.E. x10 + 10 M.D.C. per level. Combat Bonuses: +Six attacks per melee round total, +5 to strike, +4 to parry, +5 to damage, +4 to roll with punch/fall/impact while in this Stance. Pull punch is not available. (650M.D.C.)


Rat Snake Stance: Leaning backwards, with the legs apart and knees bent, one hand above the head twitching toward the opponent, the other hand at waist level and back. Mega Damage: Knuckle Punch does P.S. +2D6+l0 M.D.C. to Mega Damage foes and structures or P.S. +3D6 damage to S.D.C./Hit Point targets. M.D.C.: Character’s P.E. x10 +20 M.D.C. per level Combat Bonuses: +1 attack per melee round to the character’s usual number, +4 to strike, +3 to party, and +3 to roll with punch/fall/impact when in this Stance. (800M.D.C.)


Art of Melting: Like a snake, the character learns to swiftly and silently melt away into his environment. This is especially important when moving in or out of the water, when even the slightest splash can draw unwanted attention. Also used for traveling over or slipping into/under sand, gravel, dry leaves, etc., without making a sound (equal to a Prowl skill of 60% +3% per level of experience). If out of sight or concealed by darkness, she/he is not likely to be discovered until the character attacks or makes a sudden motion. If visibility is compromised, or if some detection device or ability raises an alert or locates the character’s position, the base chance for successful escape is 70% plus 2% per level of experience. Note that the character must have the Swimming Skill in order to use this ability while in deep water. (115%)


Mudra for the Handling of a Reliquary - '''Shuai Tu Po Yin


Where the other Mudra for the Manipulation of Objects is used to activate objects, this Mudra is specifically designed not to trigger or activate the object being touched.


When this Mudra is used to handle actual Reliquaries, containers used for the storage of either mystic artifacts or remains (either the polished bones or remaining ashes of someone who has died), then no saving throw is required. However, if the Mudra is being used to handle any other sort of object, the character will need to roll under the meditation skill to avoid activating the item.


Meditation Time Required: Eight melee rounds (two full minutes).


Duration: Meditation Level.


Description of Hand Positions: Requires two hands. The left hand grasps the object, thump pointing straight up, the index and middle fingers grasping but apart, and the ring and little fingers held together and extended outward. Then, when the object is fully held by the left hand, the right hand, flat palm up, with fingers together but thumb extended, slides under the object, providing most of the support.


Chi Required: Two


Allows the character to activate a mystic Vajra. Once the Vajra is turned on, the use of this Mudra lets the character direct and control its powers.


Meditation Time Required: One melee round.


Duration: Meditation Level.


Description of Hand Positions: The Vajra is held in the palm, with the fingers wrapped around the handle, but the position of the fingers is varied according to the number of "tines" or points on each end of the Vajra.


Chi Required: Four


Mudra for the Handling of Weapons of Power - '''Chien Yin


The only Mudra designed for use in a combat situation, it is used for activating or manipulating a special class of weapons.


Characters performing this Mudra are capable of taking defensive actions, using their usual bonuses to parry & dodge. However, the character can perform no attacks. It is only the weapon that is aggressive. The bonuses, number of attacks per melee round, and damage are all dependent on the activated weapon the character's usual bonuses are not to be included in any attacks.


Meditation Time Required: Weapon dependent.


Duration: Meditation Level.


Description of Hand Positions: If the weapon or the weapon's handle is small enough, the right hand should be above the left, with both hands grasping the weapon. The pinky finger of the right hand should be inserted between the index and middle fingers of the left hand, while the index finger of the left hand should be sandwiched between the ring and pinky fingers of the right hand. The knuckle of the right thumb should be aligned just above the tip of the left thumb. If the weapon is too large for this grip, then the hands should be positioned in the same way, but separately, so there is a gap between the ring and pinky fingers of the right hand, and a gap between the index and middle fingers of the left hand.


Chi Required: Six


Bonuses: Dependent on the Weapon


Mudra for the Handling of Jade or Jewels - '''Ju I Chu Yin


The character forms the Mudra while holding a piece of jade, a jewel of some kind, or smal piece valuable jewelry (gold or silver is okay). This serves to illuminate the object, so that it becomes clearly visible in the spirit world and can be seen by ghosts, entities of Pure Chi, or other disembodied creatures. Since many spirit entities and creatures of Pure Chi are unable to properly se objects in the material world, this Mudra allows the character to "illuminate" an object of value. Then it becomes possible for an object to be used as a bargaining chip with greedy or possessive creatures. Note that if the object is a cheap replica or a fake, this Mudra does nothing to disguise its value. While the Mudra works to highlight the value of an object, it will also clearly reveal a piece of junk for what it is.


Meditation Time Required: One melee round.


Duration: Meditation Level.


Description of Hand Positions: Requires two hands. The object balanced on the tips of the thumb, index, middle and ring fingers of the left hand (the digits should form a square), with the little finger touching palm. The right hand is formed into a fist, with only the little finger extended to touch top o f the object.


Chi Required: Two


First Mudra of Unmoving - '''Yi Ting Yin


Upon attainment of this Mudra, the character freezes into near-complete immobility, taking just one shallow breath of air every minute. Adopting this ability allows the character to go without food or water for the entire duration of the Mudra without suffering any ill effects. Another use for this Mudra is conserving air when it is in


short supply. The amount of air required by the character is six times less than normal (an oxygen supply would last six times as long). Examples include being trapped in a cave, or airtight vault, or being dependent on the air tank in SCUBA gear, etc. If the air supply would last twenty minutes for an ordinary person, it would support a character using this Mudra for 120 minutes.


Meditation Time Required: Eight Melee Rounds (two minutes).


Duration: At first level the character can remain in the unmoving state for three days, and will be able to manage another day for every additional level of attainment.


Description of Hand Positions: Requires two hands. Hands are open, palms upward, pointing toward each other, with the right hand holding the left, and with the tips of the thumbs touching.


Chi Required: One.


Note: During this Mudra, the character is aware of his surroundings as if in a dream, and cannot attack, move or communicate.


Mudra of Silent Contemplation - '''Yun Yin


This is the second Mudra taught to al novices. By adopting this position, the character blocks out the noise and commotion


of the outside world, allowing for complete concentration. It means that the character can be quietly alert and aware of what is going on in the immediate vicinity without having to break concentration.


For example, if a telephone started ringing in the middle of a Mudra of Silent Contemplation, it wouldn't interrupt the character's meditation. The character would, on some level, hear the telephone and would make a decision about whether to answer it or to let it keep ringing. If the character chooses to answer the phone, the Mudra would be ended and any benefits from the meditation/concentration/rest would cease. However, if the character chose not to answer the telephone, then continued ringing would not bother the character in least.


Meditation Time Required: One mele round.


Duration: Meditation Level.


Description of Hand Positions: Can be performed with either


the right or left hand. The tip of thumb touches tips both the ring and little fingers, while the index and middle fingers are extended next to each other (touching).


Chi Required: None


Mudra for the Protection from Magic - '''IHuiYin


Used to deflect any form of magical attack or effect. Once the Mudra is attained, the character can move and fight, but with only one hand (the other maintains Mudra position). Useful against Chi Magic, Celestial Calligraphy, and most other forms of magic.


Meditation Time Required: Two melee rounds.


Duration: Meditation Level.


Description of Hand Positions: Can be performed with either the right or left hand. The tip of the thumb is simultaneously pressed against the tips of the middle, ring and little fingers, while the index finger is straight and extended.


Chi Required: Four


Bonuses: 4 to save vs. ALL magic.


Mudra for the Collection of Alms - '''Qian Yin


A temple Mudra, it is used simply to call attention to oneself, so that those who pass by will find their attention momentarily distracted by the sight of character's begging bowl. Note that there is nothing that compels anyone to donate, the Mudra simply an attention-getting device.


Meditation Time Required: Two melee rounds.


Duration: Meditation Level.


Description of Hand Positions: Requires two hands. The two hands are cupped together, palms upward, with the little finger of the right hand crossing the little finger of the left hand, and the ring fingers touching at the tips. Usually clasping a begging bowl but the cupped hands are sufficient.


Chi Required: Zero.


Range: 20 Feet (6.1 m), plus 5 feet 1.5 m) per level of experience.


Note: Those distracted are -1 on initiative for that first melee.


Mudra that Tranquilizes & Collects - '''An Wei She Chu Yin


The first Mudra taught to any student of meditation. It works to calm the mind, lending peace to the user. If the character is hurt, or is missing Chi, I.S.P., or P.E., this Mudra will help the character recover the missing points at the usual rate.


In an area of Negative Chi, the Mudra will protect the body from losing any more Positive Chi, or from going further into Negative Chi (does NOT protect against Chi-based attacks, just from the drain of a natural flow of Chi).


Meditation Time Required: Able to perform the Mudra in a single mêlée round.


Duration: Meditation Level (see meditation skill).


Description of Hand Positions: Requires two hands. Right hand, extended, open, with the palm turned slightly inward, while the left hand is facing palm outward with the forefinger bento touch the inside of thumb.


Chi Required: Zero.


Mudra for Strength Dokko-in (kuji-kiri) [Rin]


This Mudra gives the character incredible strength, making the


character as strong as a superhuman. Add 20+2D4 points to the P.S. attribute. The character with this Mudra in effect can lift 300 time the new P.S. attribute in pounds and can carry 200 times the attribute. Also, the character will fatigue at one half the normal rate. At the end of the duration P.S. and the other bonuses will no longer be in effect.


Meditation Time Required: Two Melee Rounds


Duration: One quarter meditation level


Description of Hand Positions: Middle fingers extended, others interlocked


Chi Required: four


Range: Self


Mudra for Control over Energy Daikongo-in (kuji-kiri) [Kyo]


While this Mudra is in effect the character can channel his chi into energy which can be released as directed pulses. These pulses are directed with and originate from the hands. Damage is equivalent to 1D6 per point of chi channeled, so a character who decides to channel 5 points of chi would do 5D6 damage. Roll to strike as normal with no bonuses from Martial Art forms, Martial Art Powers, skills, natural abilities or Hand to Hand.


Meditation Time Required: Four Melee Rounds (one minute)


Duration: One Blast.


Description of Hand Positions: Index fingers and thumbs extended, middle fingers curled over index fingers. Others interlocked


Chi Required: four plus however many chi the character wants to invest in the energy blast.


Range: 600 feet


Mudra for Harmony with the Condition of the Universe Sotojishi-in (kuji-kiri) [Toh]


This mudra can be used against any intelligent creature or living creature. It can temporarily bend the will of its victim so that he (it) is under the complete control of the character. The affected person will do absolutely anything the controller requests (other than kill himself or a loved one). All questions will be answered truthfully and in as much detail as requested. However, the controlled character will answer and obey only the person controlling him. A situation in which the controlled character can be made to fight or do something dangerous. All victims of control are -2 on initiative and -1 to strike, parry and dodge because of the disorienting influence of being controlled. Victims will remember their actions after being controlled. This Mudra can be used on a victim 12 feet (3.6 m) away +5 feet (1.5 m) per level of experience.


Meditation Time Required: Four Melee Rounds (one minute)


Duration: One quarter meditation level


Description of Hand Positions: Last two fingers extended to form a V (tips touching). Thumbs extended, others interlocked


Chi Required: eight


Range: Self


Mudra for the Evocation of Healing Energy- Ushijishi-in kuji-kiri) [Sha]


Note: Must be performed in an area of Positive Chi. This Mudra is


ineffective in any area dominated by Negative Chi. If performed in an area with Positive Chi it will automatically cause Positive Chi to wash through the character's body. Negative Chi will be


driven out of the body at the rate of one point per minute. Then, when the character is at Zero Chi, the body's normal Positive Chi will be filled, at the rate of one point per minute.Once the Chi of the body is brought back to its full level (or if it is already there), the body's natural healing mechanisms will then be stimulated. Hit points are the first to heal, at about one every five minutes. When hit points are returned to normal, the Mudra will then start to repair any missing S.D.C. at a rate of one per minute.


Meditation Time Required: Four Melee Rounds (one minute)Duration: Half meditation level


Description of Hand Positions: Extend your thumbs, index fingers and little fingers. Interlace your middle and fourth finger inside your hands.


Chi Required: Four


Range: Self


Mudra of the Outer Bonds Fist- Gebakuken-in (kuji-kiri) [Kai]


With this Mudra the character can attempt to ascertain whether or not there is a danger to him in the near future (the next 24 hours). The Mudra will only give vague impressions of a life threatening event. This will include a rough time estimate (within one hour of the event) and the type of event (such as falling, combat, and accident, etc.) This Mudra will only identify one such danger within the time period, regardless of how many times it is used in that time period. For example, when the character gets up in the morning, he decides to use the Mudra, and gets the impression of combat in the afternoon. Shortly before lunch, he decides to use the Mudra again and gets only the impression that the combat will occur around four P.M. After he gets into a fight with a street punk, who he chases off, he decides to use the Mudra again, only this time he would get a null reading since he was still well within the 24 hour time period since he originally used the Mudra. The first time the character would be able to use the Mudra to detect a new danger would be the next morning.


Meditation Time Required: Four Melee Rounds (one minute)


Duration: Meditation level


Description of Hand Positions: All fingers interlocked


Chi Required: 4


Range: Self


Mudra for Knowing the Thoughts of Others- Naibakuken-in (kuji-kiri) [Jin]


The power of telepathy allows the character 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 readings are impossible.


Limited telepathic communication is also possible. The character can send a directed thought message to one person at a time. The message must be as brief and as 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 characters using this Mudra.


Meditation Time Required: Four Melee Rounds (one minute)


Duration: meditation level


Description of Hand Positions: All fingers interlocked inwards


Chi Required: 4


Range: Read surface thoughts up to 60 feet (18.3m) away or two-way telepathic communication up to 140 feet (32.7m).


Mudra of the Knowledge Fist- Chiken-in (kuji-kiri) [Retsu]


This Mudra enables the character to see or feel glimpses of the


Possible future. This is achieved through meditation or intense concentration in which the character thinks about a particular person, event or place. Add +5% to the base skill if the person involved is a friend or loved one. Sometimes this power 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 meals the character received no insight to the future, despite the expenditure of Chi.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 from a movie or a dream. Often all the details


are not clear, but the potential danger is. For example, the 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 twilight, like morning or evening. She seems very upset. Janet races into the street, ignoring the traffic. There's a gang of thugs riding down the street like madmen. The squeal of horses (or bystanders). 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 character 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, insignia, a face, or a specific image like a particular door, object, or person.


Game Masters: Be careful not to reveal too much. Use the examples


provided as a guide. Remember, these are brief glimpses of the possible future, not a motion picture. The character cannot engage in any actions, combat or otherwise, while using this power, or the image will instantly stop. It usually requires one minute (four melee rounds) of meditation before the image occurs. Remember, a failed skill roll means absolutely nothing happens, but still burns up the four Chi and time.


Meditation Time Required: Four Melee Rounds (one minute)


Duration: Half meditation level


Description of Hand Positions: Index finger of left hand pointing up with the fingers of the right hand curling round it. The thumb of the right hand should be pressed against the outside edge of the nail on the index finger of the left hand).


Chi Required: 4


Range: Self


Mudra for Control over Matter- Nichirin-in (kuji-kiri) [Zai]


This mudra grants the ability to move objects without any means other


than directed chi energy similar to telekinesis. The character can make an object hop, fall, roll, rise into the air, suspend it there (hover) or make it fly across the room.In order to move an object by using this power, the item must be clearly visible, within the character's range (60 ft/18.3 m) and the point of focus. The character must concentrate on what he is doing, thus each telekinetic feat counts as one of the character's physical attacks. The total number of telekinetic attacks is equal to the character's number of physical attacks per melee; usually 3 or 4. Telekinetic attacks can include hurling an object as if thrown, or causing it to buzz about a room, or to swing and hit with it as if a club controlled by an invisible hand. Several objects can be thrown around by this power within the same melee round, but not simultaneously. The character can only concentrate on one item at a time. For Example: A character with four hand to hand attacks per melee can perform four attacks with telekinesis. First, he makes a flower vase fly from the table, aiming it at his opponent's head. Second, he makes the lantern hurl at the guard by the door. Third, the table is suddenly flipped up on end and, fourth, the door flung open. Four melee attacks or actions using this power. As we can see in the example, this power can be used to do more than making objects fly around. The telekinetic power can be used to open doors, flick switches, press buttons, turn knobs and dials, open windows, make a rocking chair rock, and so on. The range of possibilities is extensive, when


you stop and think about it.It is easiest to move or hurl small objects weighing two pounds (0.9 kg) or less. Maximum height or distance is 60 feet (18.3m). Medium-size objects weighing 3-20 pounds (1.4 to 9 kg) are more difficult to manipulate and the maximum height or distance is reduced by half; 30 feet (9 m). Large or heavy objects weighing over 20 pounds (9 kg) are the most difficult to maneuver, reducing maximum height and distance to 15 feet (4.6 m).Combat Bonuses:· +3 to strike with telekinesis; physical/skill bonuses to strike do not apply when telekinesis is used.· +4 to parry with telekinesis, by using a controlled object to parry or sheer telekinetic force to block an attack. Counts as a medium, heavy object. ·


Damage from Hurled Objects:


Small: 6 ounces to 1 pound (0.17-0.45 kg) m 1D4


Small: 1.1 to 2 lbs (0.5-0.9 kg) -- 1D6


Medium: 3 to 4 lbs (1.0-1.9 kg) -- 2D4


Medium: 5 to 10 lbs (2.0-4.5 kg) -- 3D4


Medium: 11 to 25 lbs (4.6-11.3 kg) -- 3D6


Large: 26 to 40 lbs (11.4-18.1 kg) -- 4D6Add 1D6 for each additional 20 lbs (9 kg) of weight.


Note: This power does not create a force field, thus, while it can be used to parry/block a punch, kick, club, knife or even sword, it cannot stop projectiles, arrows, gas/fumes, flying tackles, and similar attacks. Furthermore, a failed roll to parry with this power means the character did not parry and is struck by his opponent.


Meditation Time Required: Four Melee Rounds (one minute)


Duration: meditation level. Description of Hand Positions: Fingers outspread, palms out. Index fingers and thumbs touching


Chi Required: 3 for small objects, 8 for medium, and 8+1 per 10 pounds of weight for large objects.


Range: Up to 60 feet (18.3m) away.


Mudra of Subtracting Oneself from the Sight of Others-- Ongyo-in (Kuji Kiri) [Zen]


This is sort of invisibility where the passive, quiet nature of the


character provides a natural concealment. Of course, the character


isn't really invisible and can be seen, heard, smelled, or touched normally, it's just that the character seems less noticeable.


No attacks or other fighting moves are possible while maintaining the


Mudra. So long as the practitioner sits quietly, without moving, and maintains the Mudra, he will be invisible to most others (75% chance of not being noticed). If the character is moving slowly the chance of detection drops to 50%. Normal movement negates all effects.


Another important aspect of this Mudra is that it conceals the chi of


the user, so the character blends in with the natural flow of chi in the area. This means that the Mudra completely shields a character from detection by means of chi. For example, entities of Pure Chi who are able to see chi, will have no chance of detecting the character using this Mudra, it is particularly effective against demons, undead and other creatures of Negative Chi.


Meditation Time Required: Four Melee Rounds (one minute)Duration: Half usual meditation level


Description of Hand Positions: Right hand covering Left hand. Thumb tips touching


Chi Required: 8


Range: Self


Standard Equipment Carried:


Symbiotic Mystic Warrior Battle Armor:


Attributes: IQ/ME/MA- use the host’s, the rest is bonuses to the host’s original scores:


Attribute bonuses:


P.S.: +5d6+l0


P.P.: +2d6


P.E.: +3d6


P.B.: -10 (in armored form)


Speed: +2d6x10


All physical stats that were listed are supernatural, except for PB. Role these attributes only once.


If character was HP/SDC before gaining the symbiote then add the 2 numbers together and convert them to MDC.


When armor is activated: Size: add a foot to the height of the host, Weight: add about 500 extra lbs


MDC by Location:


Head: 1/7 host MDC +700+2d10x10 +2d10x10 per level. (3700)


Arms (2): 1/7 Host MDC +240+2d10x10, +1d10+5x10 per level. (2640)


Legs (2): 1/7 host MDC +110 +2d10+5x10 +2d10+5x10 per level. (3960)


Main Body: 1/7 host MDC +900+2d10x10 +2d10x10 per level. (4000)


Horror Factor: 14


PPE: The unit quadruples what the host has. The host gains ld20x20+200, +3d10x10 per level for their base. The armored form can retract at will of the host.


Combat Bonuses:


+5 to parry


+10 to dodge Automatic dodge, and normal. Add +1 at levels two, five, and nine.


+11 to initiative, Add +2 on initiative at levels two, six, and ten.


+6 to strike


+8 to perception


Add +2 melee action at levels one, three, Five and seven.


Character can dodge multiple attacks with a single normal dodge


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


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


No penalties to blind fighting, or when fighting invisible foes.


The character can see the invisible, or those cloaked with thermo-optic camouflage.


Host gains the abilities of:


Heightened Sense of Hearing


Heightened hearing enables the character to hear tiny, almost inaudible sounds several hundred feet away.


At 20m he/she can hear sounds as quiet as one decibel. At 45m he/she can hears sounds as quiet as 10 decibels. At 2000ft the audible perception is greatly taxed, allowing him/her to barely hear a normal conversation in the 30 decibel range. See Sonic Power for the decibel scale.


Loud or constant noise will reduce the quality of hearing perception. If surrounding noise in the 70 decibel area, the hearing range will be reduced by 30ft. Continue to reduce by 1.5ftfor every additional ten decibels.


Range: 2000ft radius


Other Abilities Include:


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


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


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


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


Heightened Sense of Smell


An exceptional sense of smell that enables the character to identify any smell he/she comes in contact with.


Range: 1000ft radius


Abilities:


Recognize/identify specific odors: 70%+4% per level of experience (136%) +10% for very common odors)


Recognize poisons, toxins and chemicals by scent: 50%+4% per level of experience. (116%) Note: Some poison gases are odorless/tasteless/colorless


Recognize a person by scent alone: 50%+3% per level of experience. (102%)


Track by scent: 40%+3% per level. (92%) Reduce by 10% in a city. Roll for every 200 meters.


Difficult to surprise this character as he is likely to smell a person, robot, animal or vehicle 30m before it reaches him, especially if the wind is blowing in his direction (triple range).


Radar


The radar super ability enables the character to see the area around him with radio waves. Of course, detection can only occur if the radio waves bounce back.


Range: 3600ft Radius


Abilities:


Interpreting Shapes: 50%+5% per level (130%)


Estimating Distance: 60%+4% per level (126%)


Estimating Direction: 60%+4% per level (126%)


Estimating Speed: 40%+4% per level (106%)


Estimating exact location: 50%+4% per level. (116%)


Disadvantages: Radar is fouled in the rain, snow, dust or sandstorms, and by similar obscuring conditions, negating all the bonuses listed above. Also, radar does not give the character bonuses against those with 'Bend Light', 'Energy Resistance', and 'Energy Absorption'. The light radiation of the radio waves doesn't bounce off these characters.


Smoke and fog also fouls radar, but not as severely. All skills suffer a -30%, and bonuses are reduced by half.


Heightened Sense of Taste: Having a heightened sense of taste means being able to precisely identify the components of anything tasted. The presence of drugs or chemicals in food will be immediately apparent, although identifying the particular drug or chemical depends on the character's skill in pharamaeceuticals, or chemistry, or past experience.


Characters with a heightened sense of taste will tend to be very particular about what they eat or drink. With practice, they can exactly identify the components of any food or drink, and may even be able to identify its point of origin (something of a hobby). Thus, the character can identify all ingredients in a prepared food and even have a strong idea of their proportions. Furthermore, if the character studies wine, he will be able to identify the type, year, bottling, company, and vineyard of any wine from a single taste.


Recognize common ingredients such as sugar, salt, pepper, spices, foods, gasoline, and similar, at a proficiency of 70%+4% per level of experience. (136%)


Recognize exotic tastes such as chemicals, toxins and poisons at a proficiency of 30%+5% per level of experience. (110%) Practicing to recognize an unusual taste for two months will put that taste into the common item category.


+10% to cooking skill (professional quality).


Heightened Sense of Touch


The character has an uncanny and superior tactile sense. He/she also has a very soft, delicate touch and a steady hand.


Bonuses & Abilities:


Can easily recognize and locate very slight differences in textures by touch. 70%+2% per level of experience. ( 108%)


Identify fabric and material by touch alone. 60%+2% per level of experience. (98%)


Notice minute changes in temperature by touch or slowly moving one's hand over an item. 60%+2% per level. (98%)


Penalties for being blind are -5 instead of -8.


+10% for skills that require delicacy, including identifying and making forgeries, demolitions, pick pockets, pick locks, palming, cardsharp, etc.


+1 to strike on an aimed or 'called shot', including a thrown item or weapon.


Supervision: Advanced Sight


This power gives the character super sharp, crystal clear vision. Distancing vision is not unlike that of an eagle's. Although no telescopic, the vision is so sharp that the person can read a small sign or recognize a face/costume up to 3km away.


Range: 6000ft +1000ft/level (20000ft)


Super Vision: Thermal:


Just like the alien in the Predator movies, the character has the ability to see the heat energy emitted from living creatures and warm technology. The character must focus only on heat vision, and so no other visual powers can be used in conjunction with this.


The benefit of this ability is that the character can see through one normal wall and pick up the traces of heat beyond. Smoke and complete darkness do not restrict the character's vision in any way. He can also see invisible beings, even by magical and technological invisibility, since they most likely produce body heat. Though Super Vision: Infrared & Ultraviolet may cover this in part (heat is emitted as infrared energy), the Armor Unit with Super Vision: Thermal has great expertise in the interpretation of the IR band. He can pick out people, objects, pipes and cords, etc. Plus, his ability is powerful enough to be used as a form of night vision.


Limitations: Making out physical details like color and texture is not possible with thermo- vision. Any cold- blooded life forms (which includes APS: Plant beings) can't be seen very well and so a -6 strike, parry, and dodge penalty is applied when dealing with them on a strictly thermal level. Further, bursts of heat can blind the character as a flash of bright light would blind a normal human! Use the same penalties (-10 to strike, parry, and dodge). Switching to normal sight will allow the character to see, though his heat vision will be blinded for the normal duration. Heated smoke/ gas, APS: Fire beings that are radiating heat, and radioactive heat can disrupt the thermo- vision.


Range: 6000ft


Super Vision: Paranormal:


The character's special visual abilities lie in perceiving the strange and unusual nature of the Megaverse®. He is able to see all astral entities, all spirits, all beings of energy, all kinds of portals (astral, dimensional, magical, etc.) and all invisible creatures (no matter the type of invisibility). He is able to see through all illusions and is impervious to them. Lastly, the character has the constant ability to see auras and read them just like the psionic power of the same range.


Range: Paranormal vision range is equal to the character's range of normal vision, while seeing auras has a range of 2000ft


Supervision: Infrared & Ultraviolet:


This power enables the character to see in the infrared and ultraviolet spectrums of light radiation. Both types of light are clearly visible to this person, including infrared and ultraviolet light beams like those emitted by old-style night sights. Infrared also provides a limited type of night vision allowing the character to see clearly in the dark. Range is equal to normal vision.


Supervision: Night vision:


The ability to see clearly in darkness, including total darkness. Range is equal to normal vision.


The host no longer has to sleep eat or breath nor feels fatigue, and is immune to all Fire, Plasma, Cold, Poisons, Toxins, Disease, Illness, Radiation, and the effects of Vacuum.


Regenerates at the rate of: 1d10x5 /hit/action auto


And has the organic weapons systems of: (Note can shoot 2 weapons systems at a time at lv 1,


At level 4 can shoot 4 systems at a time, and at level 5 can fire all weapons at the same time hell fire style All weapons systems can retract inside of the skin to be completely hidden, and can not be sensed in anyway when so retracted.)


Left And Right Palm Tendon Grapple Lines (retractable): Indestructible +3 strike 1500ft 1d6+3 (bone grapple hook can hold *3 Supernatural PS ( retractable) weight Before the grapple will no longer hold on to what is struck)


Left Forearm Plasma Blaster (retractable): +3strike 4000ft 1d10*10 +1d10*10/lv 1-10 ft wide beam


Left Shoulder Bio Energy Cannon (retractable): +3 strike 5800ft 1d20*10 +1d20*10/lv linked to the head where the head turns the weapon turns


Left shoulder Telekinetic Rail gun (retractable): +3 strike 5800ft 1d12*10 +1d12*10/lv linked to the head where the head turns the weapon turns


Right Shoulder Fusion Cannon (retractable): +3 strike 87000ft 1d4*50 +1d4*5/lv 1-20ft wide beam linked to the head where the head turns the weapon turns


Right Shoulder Think Boom Force Missile Launcher (retractable): +11 strike 11600ft 1-50 ft radius blast 1d8*10 +1d8*10/lv can fire 5/action also the missiles can be made in to a smart land mine and be dismissed with a thought. Linked to the head where the head turns the weapon turns


Left and Right Forearm retracting 2ft long triple Blade Claws: +3 strike and parry indestructible 1d6*3 +PS/blade


6inch long Body Blades (retractable): +3 parry 1d6*5 +PS/blade (15) Torso and Groin, (15) Back, (5) Arms, (10) Legs, (2) Feet, (2) Wrists


Host gains the spell like abilities of (NOTE: each spell can be cast 8/day/lv):


Level 1 = 7 of choice any level + Tongues, See Invisible, Thoth Eyes, Wolf’s Eyes, Decipher Magic, Teleport Self, Mystic Shield, Ithan Armor *10power, Fireball *1-10power, Breath Without Air, Superior Invisibility.


Level 2 = 5 of choice any level + Chameleon, Flame Wall *1-10 power, Circle of Rain.


Level 3 = 5 of choice any level + Fly as Eagle, Swim as Fish, Dispel Magic Barrier


Level 7 = 5 of choice any level + Magic Net, Imp. Invisibility Super.


Level 11= 5 of choice any level + Mystic Portal, Negate Magic, Anti Magic Cloud.


Level 15 = 7 of choice any level + Dimensional Teleport, Dimensional Portal, Sanctuary.


Enchanted Armored Ninja Jumpsuit:


M.D.C.:


Main Body: 45


Head: 30


Arms (2): 25


Legs (2): 40


Color: black


Weight: 10 lbs (4.5 kg)


Penalties: Full Mobility; has no penalties to prowl, swim, or gymnastics, easily worn under everyday clothes, with small shoulder pocket for hood.


Black Market/Market Cost: 40,000 credits


Enchantments on it:


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


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


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


(6)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)


Color: Red/Blue/Green/Black/Brown/White


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


Black Market/Market Cost: 40,000 credits


(11)Silk Mail Kimono: There are a few monks high in the mountains that are also versed in the way of silk spinning, although, not of the same quality of the Filipino weavers. They must also brave the lairs of the Kumo to collect discarded webbing. This is added to what they collect from the strands caught in the wind, when hatchling Kumo parasail off from their egg brood. The final products are kimonos and monk robes.


M.D.C.: 40


Weight: 1 pound!


Penalties: Unrestricted mobility, no Prowl penalty.


Colors: Naturally shimmering silver, monks garb is dyed drab green, brown, black, tan, grey or white. Kimonos are usually a bright blue, jade green, shimmering black, or dragon red with inlaid gold animal or kanji motifs.


(1) Organically Grown Brown Leather Trench coat 550 M.D.C. /w 20 dimensional pockets for holding things


(2) 9mm Wz 63 (PM-63) Machine Pistol /w 20 reloads, silver hollow points filled with Holy water


Country: Poland,


Cartridge: 9mm,


Feed: 40 round box mag.


Weight: 1.8kg, Barrel Length: 152mm (333mm)


Muzzle Velocity: 323m/s


Approx. Effective Range: 135ft


(40m) — Stock extended,


Rate of Fire: (cyclic) 600 rounds/min., (auto) 75 rounds/min., (single shot) 40 rounds/min.


Damage: 2D6


Cost: $1200.00.


(2) 9mm Model 12 Beretta /w 20 reloads, silver hollow points filled with Holy Water


Country: Italy


Cartridge: 9mm Parabellum


Feed: 20, 32 or 40 round box mag.


Weight: 3kg,


Barrel Length: 200mm (645mm)


Muzzle Velocity: 381m/s


Approx. Effective Range: 660ft (200m)


Rate of Fire: Cyclic - 550 rounds/min., auto - 120 rounds/min., single shot - 40 rounds/min.


Damage: 2D6


Cost: $1200.00.


(2) 9mm Mini Uzi /w 20 reloads, silver hollow points filled with holy water


Country: Israel,


Cartridge: 9mm Parabellum


Feed: 20, 25 or 30 round box mag.


Weight: 2.70kg


Barrel Length: 197mm (600mm)


Muzzle Velocity: 350m/s


Approx. Effective Range: 490ft (150m)


Damage: 2D6


Cost: $1200.00.


(2) 9mm Uzi /w 20 reloads, silver hollow points filled with holy water


Country: Israel,


Cartridge: 9mm,


Feed: 25 or 30 round box mag.


Weight: 3.5kg,


Barrel Length: 260mm (650mm)


Muzzle Velocity: 400m/s


Approx. Effective Range: 660ft (200m)


Damage: 2D6


Cost: $1050.00.


(2) Browning GP 35 /w 20 reloads, silver hollow points filled with holy water


Country: Belgium


Cartridge: 9mm


Feed: 13 round mag.


Weight: 990gms


Barrel Length: 118mm


Muzzle Velocity: 350m/s


Approx. Effective Range: 135ft (40m)


Damage: 2D6


Cost: $590.00.


(2) Phase beam Pistols/w 20 reloads


Payload: 90


Range: 1000ft


Damage: 1d8x10


(2) Ripley 560 /w 20 reloads, silver hollow points filled with holy water


Payload: 666


Range: 3000ft 25ftarea


Damage: 2d6x10


(2) Ramjet Pistol:


Payload: 29


Range: 2000ft


Damage: 1d10x10 + 60% knock down


(2) Magnum Opus .666/ w 20 reloads, silver hollow point filled with holy water


Payload: 40


Range: 4000 10ftarea


Damage: 1d12x10 1-95% Knock Down 1-80% Stun


(2) Hv. Plasma pistol/ w 20 reloads


Payload: 60


Range: 500ft 5ftarea


Damage: 1d10x10


(2) Disintegration Beam Derringer/ w 20 reloads


Payload: 6


Range: 1500ft


Damage: 1d6x10 or 2d6x1o


(2) Silver Vibro Knives Damage: 1d6x10 +P.S.


(2) Silver Vibro Push Daggers Damage : 6d6 +P.S.


(200) Silver vibro Stars Damage : 5d6+P.S.


(200) Silver Spikes Damage: 4d6+P.S.


(2) Compound Snap Bow:


Range: 2500ft


With


50 Steel Arrows: 1d6x10S.D.C. / M.D.C.


50 Silver Arrows: 1d6x10S.D.C. /M.D.C.


50 Iron Arrows: 1d6x10S.D.C. /M.D.C.


50 Explosive Arrows: 1d6x10M.D.C. 5ft area


50 Shock Arrows: 3d6x10 S.D.C. 65% Knock Down and Stun


(2) Laser SMG:


Payload: 300


Range: 2000ft


Damage: 3d6/rnd


(2) Plasma SMG


Payload: 300


Range: 2000ft


Damage: 3d6/rnd


(2) Ion SMG


Payload: 300


Range: 2000ft


Damage: 3d6/rnd


(2) Phase SMG


Payload: 300


Range: 2000ft


Damage: 3d6/rnd


(2) Set of regular, nondescript clothing (usually peasant and traveler garb) several simple disguises


(2) Pairs of rubber soled tabi boots, and a black or camouflage ninja outfit.


(1) Dim. Backpack<2ton cap>,


(1) Dim. Utility belt/ w40 pouches<1ton cap>,


(1) Dim. Battle harness/ w40pouches<1ton cap>,


(1) lg. flashlight, (1) pen flashlight, pocket laser distance,


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


(1) Set of superior lock picks,


(2)Dwarven quality Magic Ninja-to (5d6+10MD, +5p/s/int/dmg>


(12) Each silver/iron/steel wood throwing stars 1d6*10


(12) Each iron/steel/wood/silver stakes and wooden mallet


2D4 days of rations, canteen and some personal items.


The character also has 1D4 Ninja Emergency Kits


20 Wu Tsa Tsu Spell/Magical Journal.


25 ink sticks, 5 each of black ink, blue ink, gold ink, red cinnabar ink and white ink (water soluble).


10 ink stones, one large and one small.


10 bottles of purified water, for mixing inks.


10 Chinese brushes of various sizes.


500 sheets of ordinary paper.


100 sheets of parchment paper.


200 slips of each of the ten colored joss papers (200 joss slips total).


5000 $10,000 bills of "Hell Money"


50 small packages of wooden matches (100 matches per package),


2 brass offering bowl (for incense, or for burning without touching).


10 scented candles.


10 folded silk work cloth (the size of a tablecloth),


10 Peach wood Wands.


20 small bottles of Cinnabar paint. Cost: $ 1,000


Amenity pack: razor, nail clippers, soap, shampoo, deordarant or scented oils, scissors, toothbrush and paste. Fits within a small pouch. Failure to maintain upkeep for more than two days straight results in -1 to P.B. and M.A. Weight: two pounds (.9 kg). Cost: 80 credits


Basic survival pack: freeze-dried or dried foods (meat and fruit) for three days, container of water, antibiotics, bandages, pain reliever, wash cloth, flare, small flashlight, matches, needle and thread. Tightly wrapped into a pouch that can be attached to the back of a belt or added in a pack. Weight: three pounds (1.35 kg). Cost: 100 credits


Med I.D.: This common device looks like a small metallic bracelet with a plug jack and small L.E.D. screen, with a protective cover with a red medical cross engraved. A character can purchase one of these with a full medical exam by a specialized physician. All of the characters personal statistics and anomalies will be recorded and stored within the Med bracelet. This includes, blood pressure, blood type, allergies, and most importantly, any unique differences in physiology. This is an ideal lifesaver for anyone with a non 100% human biological structure (Retromorphs, Aliens, D-bees, Mutant humans).


This device will also monitor bodily functions, warning of dehydration, fatigue, cholesterol, blood pressure and other problems. When in for medical care, a physician can take this personal data and give a more thorough diagnosis as well as treatment. +15% to doctor's skill.


(2) Ghostly Ninja-to (Sword) of Hellish Soul Slaying


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


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


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


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


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


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


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


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


• The Soul Drinker


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


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


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


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


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


Attributes:


IQ: 22 Communicates with wielder through limited telepathy


ME: 24


MA: 22


Characteristics:


Like all Rune Sword it is completely indestructible


Can be used to parry energy blasts at -6


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


Gives wielder +1 on all saving throws.


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


Disposition


Kuroi Kage is a very quiet Oni, speaking only when spoken to and only when a response is deserved and/or required. She, like most Oni, has a bit of superiority complex when it comes to other races, particularly humans and humanoids. She views them as weak and undeserving of her respect, but will certainly give it once they have earned it. Her arrogance usually comes off only as an insistence to be called Kage-san by anyone his is introduced to or introduces himself to (i.e. "My name is Kuroi Kage. YOU may call Kage-san."). In fact, she rarely answers to anything but Kage-san these days.


Description


Shiroi Kage stands 7 feet, 9 inches tall with broad shoulders and a narrow waist. She always wears her Enchanted Armored Ninja Jumpsuit underneath his Silk mail armor, which is fashioned as a business suit and wearing his sunglasses (in order to record any information that might be useful. Inside her suit jacket he wears his HI-10 in a shoulder holster. When traveling, she has a large briefcase which holds his Tao shih accessories, as well as any other equipment and personal belongings she is traveling with.. This is an armored briefcase (to prevent too much hassle) and is locked by voice recognition (Recognizes the word: "Open" in Japanese).


Shiroi Kage’s Covers:


Acquisition Librarian:


(Specialty ancient Chinese writing) Mythology/Philosophy/Chinese style magic/Languages)


Ease of Acceptance: 50%+5% per level, (135%)


Chance of Locating Friend: 2%+1% per level (27%)


Chance of Accidental Discovery: 5%


Antiquities Consultant:


Ease of Acceptance: 60%+5% per level (145%)


Chance of Locating Friend: 2%+1% per level (27%)


Chance of Accidental Discovery: 5%


Courier:


Ease of Acceptance: 40%+3% per level (95%)


Chance of Locating Friend: 60%+5% per level (145%)


Chance of Accidental Discovery: 2%


Diver:


Ease of Acceptance: 40%+3% per level (95%)


Chance of Locating Friend: 60%+5% per level (145%)


Chance of Accidental Discovery: 2%


Extreme Sports Enthusiast:


Ease of Acceptance: 40%+3% per level (95%)


Chance of Locating Friend: 60%+5% per level (145%)


Chance of Accidental Discovery: 2% (many Extreme Sports fans can pass this off as a hobby)


Fighting Competitor:


(Martial Arts)


[Kick Boxing/Boxing/Wrestling/Ninjutsu/Hsien Hsia Kung Fu]


Ease of Acceptance: 20%+2% per level (70%) (Everyone wants to test the character's mettle for themselves)


Chance of Locating Friend: 45%+5% per level (130%)


Chance of Accidental Discovery: 5%


Historian:


(Martial Arts/China/Japan/Ancient China/Oni).


Ease of Acceptance: 50%+5% per level (135%)


Chance of Locating Friend: 2%+1% per level (27%)


Chance of Accidental Discovery: 5%


Missionary:


[Shinto/Buddhism/Taoism/Confucianism/Zen]


Ease of Acceptance: 80%+2% per level (120%)


Chance of Locating Friend: 15%+5% per level (100%)


Chance of Accidental Discovery: 3%


Paramedic/Alternative Medicine Doctor:


(Holistic medicine/Acupuncture/Moxibustion/Acupressure/Shiatsu/massage/Reiki)


Ease of Acceptance: 80%+2% per level (120%)


Chance of Locating Friend: 15%+5% per level (100%)


Chance of Accidental Discovery: 12%


Security Specialist


Ease of Acceptance: 80%+2% per level (120%)


Chance of Locating Friend: 5%+2% per level (50%)


Chance of Accidental Discovery: 3%


Teacher:


(Martial Arts/Mythology/Philosophy/Chinese style magic/Languages)


[Ninjutsu/Snake Style Kung Fu/Hsien Hsia Kung Fu/Triad Assassin], [Read/write/speak -Japanese Stage 4/Classical Japanese Literacy, Oninese, and Chinese Stage 4/Classical Chinese Literacy, and English, Dragonese, Demogogian, Trades 1-6],[Mythology –Taoist/Buddhist/Confucianist/Zen/Shinto/Buddhist], [Lore- Martial Arts/ Alien/ Astral/D-Bee/ Dragon/ Demons and Monsters/Dimensions/Faerie/Folklore and Mythology/ Geomancy & Lines of Power/ Ghosts and Faeries/Juicer/ Megaverse/ Psychic/Read Aura/Religion/ Undead/ Vampires/ Witches/Magic/Runes], Philosophy- Ninja Code of Honor, TENDAI BUDDHISM, Kokka Shinto, Mikkyo Buddhism, Ninpo, Ryobu Shinto, Taoism, Confucianism, Bushido, Zen]


Ease of Acceptance: 60%+3% per level (115%)


Chance of Locating Friend: 15%+2% per level (60%)


Chance of Accidental Discovery: 20%


Translator:


Ease of Acceptance: 60%+5% per level (145%)


Chance of Locating Friend: 60%+5% per level (145%)


Chance of Accidental Discovery: 2%


Spells:


Cantrips:


BELCH Cost: 2 P.P.E. (FREE on RIFTS Earth)


BLINK Cost: 1 P.P.E. (FREE on RIFTS Earth)


BLUELIGHT Cost: 2 P.P.E. (FREE on RIFTS Earth)


CHANGE Cost: 5 P.P.E. (FREE on RIFTS Earth)


CLEAN Cost: 3 P.P.E. (FREE on RIFTS Earth)


COLOR Cost: 1 P.P.E. (FREE on RIFTS Earth)


CREAK Cost: 3 P.P.E. (FREE on RIFTS Earth)


CURDLE Cost: 2 P.P.E. (FREE on RIFTS Earth)


DIM Cost: 4 P.P.E. (FREE on RIFTS Earth)


DIRTY Cost: 3 P.P.E. (FREE on RIFTS Earth)


DISTRACT Cost: 2 P.P.E. (FREE on RIFTS Earth)


DRY Cost: 2 P.P.E. (FREE on RIFTS Earth)


DUSTY Cost: 2 P.P.E. (FREE on RIFTS Earth)


DUST Cost: 2 P.P.E. (FREE on RIFTS Earth)


FLAVOR Cost: 3 P.P.E. (FREE on RIFTS Earth)


FOOTFALL Cost: 2 P.P.E. (FREE on RIFTS Earth)


GATHER Cost: 2 P.P.E. (FREE on RIFTS Earth)


GIGGLE Cost: 1 P.P.E. (FREE on RIFTS Earth)


KNOT Cost: 3 P.P.E. (FREE on RIFTS Earth)


MIRAGE Cost: 6 P.P.E. (FREE on RIFTS Earth)


NOD Cost: 2 P.P.E. (FREE on RIFTS Earth)


NOISE Cost: 1 P.P.E. (FREE on RIFTS Earth)


POLISH Cost: 1 P.P.E. (FREE on RIFTS Earth)


RAINBOW Cost: 2 P.P.E. (FREE on RIFTS Earth)


RATTLE Cost: 1 P.P.E. (FREE on RIFTS Earth)


RAVEL Cost: 1 P.P.E. (FREE on RIFTS Earth)


SCRATCH Cost: 2 P.P.E. (FREE on RIFTS Earth)


SMOKEPUFF Cost: 1 P.P.E. (FREE on RIFTS Earth)


SNEEZE Cost: 2 P.P.E. (FREE on RIFTS Earth)


SPILL Cost: 2 P.P.E. (FREE on RIFTS Earth)


STITCH Cost: 1 P.P.E. (FREE on RIFTS Earth)


SWEETEN Cost: 2 P.P.E. (FREE on RIFTS Earth)


TIE Cost: 2 P.P.E. (FREE on RIFTS Earth)


TWITCH Cost: 2 P.P.E. (FREE on RIFTS Earth)


TWO-D’LUSION Cost: 7 P.P.E. (1 P.P.E. on RIFTS Earth)


UNLOCK Cost: 3 P.P.E. (FREE on RIFTS Earth)


UNTIE Cost: 2 P.P.E (FREE on RIFTS Earth)


WHISTLE Cost: 1 P.P.E. (FREE on RIFTS Earth)


WINK Cost: 1 P.P.E. (FREE on RIFTS Earth)


WRAP Cost: 3 P.P.E. (FREE on RIFTS Earth)


YAWN Cost: 2 P.P.E. (FREE on RIFTS Earth)


MAGELIGHT Cost: 5 P.P.E.


MAGEFIRE Cost: 25 P.P.E.


FILFRE Cost: 1 P.P.E. (FREE if within 10 ft. of a ley line)


DICTATION Cost: 2 P.P.E.


RECALL Cost: 10 P.P.E.


MIRROR SPELL Cost: 20 P.P.E.


SOUL SWORD Cost: 1000 P.P.E., and the permanent loss of 10, 25 or 50 Hit Points


Level One


Commune with Nature: (2)


Shape Plants: (4)


Weather Sense: (1)


Chi Mask: (3)


Convert Chi to P.P.E.: (1 P.P.E. = 6 Chi)


Convert P.P. E. to Chi (1 Chi = 6 P.P.E.)


Convert Positive Chi to Light (1)


Create Sparks (2)


Sense Chen Chi (1)


Sense Ti Chi (1)


Sense Wei Chi (1)


Singing Insect: P.P.E.: 2


Glow: PPE: 2


Bladder Burst: P.P.E. : 1


Blinding Flash: (1)


Cloud of Smoke: (2)


Death Trance: (1)


Decipher Magic: (4)


Globe of Daylight: (2)


Locate Object: (4)


Magnify: (4)


Repel Vermin: (4 / 8)


Thunderclap (4)


Level Two


Animal Weaponry: Simple: (6)


Animate Plants: Minor: (4)


Commune with Nature: (2)


Insect Leap: (5)


Plant Virtual Sight: (6)


Weave Plants: (15)


Chi-Gung Invocation: (6)


Convert Positive Chi to Heat: (3)


Draw Confining Arc of Chi: (4)§


Exhale Obscuring Smoke: (4)*


Fill Object with Chi: (5)


Reverse Chi: (2)


Sense Infernal Influences: (2)


Turn Away the Dead: (6)


Blossom Fury: (4)


Mask Scent: (3)


Tread less Path: (3)


Holy Symbol: [Lesser]: (5)


Mystic Alarm (5)


Turn Dead (6)


Fear (5)


Heavy Breathing (3)


Level Three


Accelerate Plant Growth: (5, 10 or 20 P.P.E.)


Chitin: (15)


Shrink Plant: (10 or 200)


Cure Negative Chi Disease: (7)


Disperse Chi: (9)


Draw Flowing Spiral of Chi: (8)§


Exhale Burning Cloud: (6)*


Inscribe Celestial Calligraphy: (6)


Replenish Vajra: (5)


Sense Alchemical Aura: (4)


View Ghost Drama: (8)


Armor of Ithan: (10)


Wizard's Guide: (10)


Breathe Without Air (5)


Energy Bolt (5)


Fuel Flame (5)


Ignite Fire (6)


Impervious to Fire (5)


Invisibility: Simple (6)


Negate Poisons/Toxins (5)


Telekinesis (6)


Level Four


Animal Weaponry: Major: (20)


Forest Camouflage: (15)


Strengthen Plants: (20 or 400)


Draw Knot of Obstruction: (10)§


Exhale Electrostatic Fog: (8)*


Invoke Chi Zoshiki: (9)


Live on Negative Chi: (8)


Open Window on Afterlife: (12)


Ward Body: (6)


Purify Ingredient: (8)


Blinding Light: (12)


Conjurer's Clothing: (12)


Conjurer's Sword (Lesser): (12)


Training Blade: (12)


Carpet of Slickness: (15)


Charismatic Aura: (10)


Carpet of Adhesion: (10)


Cure Minor Disorders: (10)


Energy Field: (10)


Fool's Gold: (10)


Multiple Images: (7)


Repel Animals: (7)


Seal: (7)


Shadow Meld: (10)


Level Five


Animal Ghost: (20)


Metamorphosis: Plant: (30)


Circle of Non-Ignition: (12)


Draw Chi Barrier: (12)§


Empower Vajra: (10)


Enter/Exit Tung Tien: (12)


Exhale Poison Cloud: (10)*


Fly with Stream of Chi: (16)


Hsieh Chang - Malignant Miasmal Disease: (8)


Aphrodisiac: (15)


Energy Disruption: (12)


Escape: (8)


Eyes of Thoth: (8)


Libido: (18)


Sleep: (10)


Calling: (8)


Circle of Flame: (10)


Heal Wounds: (10)


Horrific Illusion: (10)


Level Six


Bio-Blast: (15)


Tree Teleport: (20)


Chi Chu - Accumulation of Morbid Chi: (12)


Draw Alternate Line of Chi: (15)§


Exhale Cloud of Acid: (12)*


Freeze Mudra: (16)


Mind Walk Spell: (18)


Transmute Object into Chi: (20)


Mystic Shelter: (20)


Targeted Deflection: (25)


Time Slip: (20)


Tongues: (12)


Transparency: (13)


Crystal Battery: (20)


Nymph: (60)


Cure Illness: (15)


Fire Ball: (10)


Impervious to Energy: (20)


Magic Pigeon: (20)


Mask of Deceit: (15)


Apparition: (20)


Call Lightning: (15)


Teleport: Lesser: (15)


Level Seven


Tree Warrior: (30)


Undo Undead: (25)


Bring Forest to Life: (30)


Detach Living Gas Cloud: (18)*


Draw Cage of Chi: (20)§


Evoke Animus of Pure Chi: (34)*


Ignite Positive Chi: (22)


Orgasm: (20)


Ecstasy: (22)


Incognito: (30)


Metamorphosis: Animal: (25)


Constrain Being (20)


Dispel Magic Barrier (20)


Invisibility: Superior (20)


Invulnerability (25)


Purification (Food/Water) (20)


Level Eight


Suspended Animation: (80)


Touch of Life: (60)


Dispel Animus: (30)


Draw Spiral Line of Chi: (25)§


Enter Realm of Yama Kings: (40)


Evoke Animus of Elemental Wood: (65)*


Exorcism: (28)


Sustenance: (35)


Metamorphosis: Human: (40)


Commune with Spirits (25)


Exorcism (30)


Hallucination (30)


Locate (30) Negate Magic (30)


Spoil (Water/Food) (30)


Stone to Flesh (30)


Level Nine


Heal the Earth: (200)


Control/Enslave Creature of Pure Negative Chi: (50)


Draw Wall of Chi: (30)§


Entice Disembodied Entity: (45)


Evoke Animus, to create of Elemental Fire: (70)*


Hsieh Chu Wu-Malignant Epidemic Possession: (52)


Invoke Third Eye: (40)


Spell Ability: (50)


Improved Invisibility: (40)


Metamorphosis: Insect: (60)


Protection Circle: Simple (45)


Summon & Control Canine (50)


Water to Wine (40)


Level Ten


Woodland Entity: (80)


Evoke Animus of Elemental Metal: (75)*


Inflict Mudra of Immobility: (64)


Draw Tangle of Chi: (80)§


Mask of Demon: (60)


Sense Yuan Chi: (50)


Mystic Portal: (60)


Metamorphosis: Superior: (100)


Banishment (65)


Summon/Control Shadow Beast (140)


Summon/Control Rodents (70)


Wards (90)


Level Eleven


Bring Wood to Life: (10)


Create Vajra: (50+)


Draw Chi Entity Trap: (10)§


Evoke Animus of Elemental Earth: (85)*


Temporarily Restore Youth & Vitality: (90)


Scarlet Peppers: Cost: 5


Nova Crystals: Cost: 10


Super Nova Crystals: Cost: 20


TAG: Cost: 10


Catalyst: Cost: 25


Nova: Cost: 120


Super Nova: Cost: 120


Interphase: Cost: 90


Clothe: Cost: 20


Silica Cocoon: Cost: 50


Hyper Densify: Cost: 25


Dark Matter Dim: Cost: 50


Mordin’s Armor: Cost: 30


MIRROR SPELL: Cost: 20 P.P.E.


SOUL SWORD: Cost: 1000 P.P.E., and the permanent loss of 10, 25 or 50 Hit Points


Anti Magic Cloud (140)


Create Magic Scroll (100)


Remove Curse (140)


Summon & Control Animals (125)


Summon Fog (140)


Level Twelve


Evoke Animus of Elemental Water: (90)*


Impose Moving Area of Non-Ignition: (100)


Ride the Yin Tiger: (200)*


Spit Dragon Pearl: (125)


Summon and Control Infernal Entity: (20)


Disguise True Nature: (250)


Disinherit (Lesser): (10)


Disinherit (Greater): (30)


Spell Store: (125) (75 for techno-wizards) + Spell being stored


Cloth of Iron: (Varies Dramatically; 50 P.P.E. Minimum)


Amulet: (290)


Calm Storms: (200)


Metamorphosis: Mist: (250)


Summon/Control Entity: (250)


Summon/Control Rain: (200)


Level Thirteen


Control/Enslave Through Negative Chi: (300)


Chi Clone: (20)*


Chi Cache: (100)


Detach Animus: (200)


Protection Circle: Superior: (300)


Summon Storm: (300)


Summon Lesser Being: (425)


Sanctum: (390)


Talisman: (500)


Level Fourteen


Draw Helix of Dragon Summoning/Control: (800)§


Evoke Immortal Child: (300)*


Open Hell Gate: (300)


Weep Beans of Life: (400)


Close Rift: (200 + )


Id Barrier: (600)


Impenetrable Wall of Force: (600)


Restoration: (750)


Level Fifteen


Draw Yin Yang: (2000)§


Enter Divine Realm of Jade Emperor: (500)


Remove Heart: (700)


Dimensional Portal: (250) (half at a ley-line nexus)


Dimensional Teleport: (200) (half at a ley-line nexus)


Void: (250)


Transformation: Arachnid: Cost: 10 P.P.E. + 15 H.P. (temporarily)


Transformation: Bear: Cost: 10 P.P.E. + 15 H.P. (temporarily)


Transformation: Bird: Cost: 10 P.P.E. + 15 H.P. (temporarily)


Transformation: Canine: Cost: 10 P.P.E. + 15 H.P. (temporarily)


Transformation: Dinosaur: Cost: 10 P.P.E. + 15 H.P. (temporarily)


Transformation: FELINE: Cost: 10 P.P.E. + 15 H.P. (temporarily)


Transformation: Fish: Cost: 10 P.P.E. + 15 H.P. (temporarily)


Transformation: Hooved: Cost: 10 P.P.E. + 15 H.P. (temporarily)


Transformation: Horse: Cost: 10 P.P.E. + 15 H.P. (temporarily)


Transformation: Insect: Cost: 10 P.P.E. + 15 H.P. (temporarily)


Transformation: Marsupial: Cost: 10 P.P.E. + 15 H.P. (temporarily)


Transformation: Reptile: Cost: 10 P.P.E. + 15 H.P. (temporarily)


Transformation: Rodent: Cost: 10 P.P.E. + 15 H.P. (temporarily)


Transformation: Aquatic: Cost: 10 P.P.E. + 15 H.P. (temporarily)


Transformation: Elemental: Cost: 10 P.P.E. + 30 H.P. (temporarily)


Transformation: Sheep PPE: 400


Fire Warlock Spells:


Circle of Flame: P.P.E. Cost: 10


Circle of Cold: P.P.E. Cost: 10


Night vision: P.P.E. Cost: 4


Impervious to Fire: P.P.E. Cost: 5


Stench of Hades: P.P.E. Cost: 4


Resist Cold: P.P.E. Cost: 5


Cloud of Ash: P.P.E. Cost: 5


Spontaneous Combustion: P.P.E. Cost: 5


Swirling: Lights P.P.E. Cost: 8


Darkness: P.P.E. Cost: 8


Flame Lick: P.P.E. Cost: 7


Tongue of Flame: P.P.E. Cost: 6


Freeze Water: P.P.E. Cost: 8


Heat Object and Boil Water: P.P.E. Cost: 4


Wall of Flame: P.P.E. Cost: 15


Create Heat: P.P.E. Cost: 8


Cloud of Steam: P.P.E. Cost: 10


Create Coal: P.P.E. Cost: 5


Fiery Touch: P.P.E. Cost: 5


Extinguish Fire: P.P.E. Cost: 8


Flame Friend (fragmented elemental essence): P.P.E. Cost: 20


Heal Burns: P.P.E. Cost: 15


Fuel Flame: P.P.E. Cost: 10


Lower Temperature: P.P.E. Cost: 8


Wall of Ice P.P.E. Cost: 30


Breathe Fire P.P.E. Cost: 20


Dancing Fires: P.P.E. Cost: 35


Blue Flame: P.P.E. Cost: 30


Eternal Flame: P.P.E. Cost: 75


Flame of Life: P.P.E. Cost: 40


Screaming Wall of Flame: P.P.E. Cost: 30


Plasma Bolt: P.P.E. Cost: 60


Melt Metal: P.P.E. Cost: 50


River of Lava: P.P.E. Cost: 50


Ten Foot Wheel of Fire: P.P.E. Cost: 40


Drought: P.P.E. Cost: 80


Burst into Flame: P.P.E. Cost: 70


Fire Whip: P.P.E. Cost: 30

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