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Mai Shiranui



· Mai Shiranui

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


Name: Mai Shiranui

Race: New Human O.C.C.: Worldly Martial Artist/Veritech Fighter Pilot Level: 15/6 Alignment: Anarchist

Age: 25 Ht: 5’5” Wt: 120lbs Gender: Female

P.S.: 42 P.P.: 34 P.E.: 31 Spd: 41 P.B.: 21 I.Q.: 24 M.E.: 27 M.A.: 25

H.P.: S.D.C.: M.D.C.: 417 I.S.P.: 115 P.P.E.: 40 Chi: 700 Save vs. Poison & Magic: +13

Charm/Impress 55% Skill Bonuses: 10+% Save vs. Coma/Death: 44% Trust/Intimidate: 98%

Save vs. Psychic attack/Insanity: +13 Save Vs. Pain: +11 Save Vs. Poison/Magic: +13 Save vs. HF: +11

Spd: of X 20 = yards per minute (820) x .681818181818 = mph (28) yards per 15 seconds (205) yards per second (14)


Combat Stats:


Tien-Hsueh: TH-P: 18 TH-D: 19 TH-S: 19 TH-R: 35 TH-A: 10 TH-INT: +14 TH-Damage: + 55 TH-Maintain Balance: +14 Back Flip: +10 Vault: +12 Somersault: +10 Grab: +10


Shao-lin: S-P: 22 S-D: 23 S-S: 24 S-R: 38 S-A: 18 S-INT: +16 S-Damage: +55 Maintain Balance: +14 Back Flip: +10 Vault: +12 Somersault: +10 Grab: +10


Gui Long: GL-P: 18 GL-D: 19 GL-S: 18 GL-R: 36 GL-A: 15 GL-INT: +9 GL-Damage: +55 Maintain Balance: +16 Back Flip: +10 Vault: +12 Somersault: +10 Grab: +10


Tai kick: (2D6+55Damage)

Blade Hand: (1d4 +55Damage)

Dragon Power Punch: (3D4+55Damage)

Tiger Kick: (2D8+55Damage),

Panther Paw: (1D6+55Damage)

Leopard Hand Strike: (2D4+55Damage)

Snake Snap Kick: (1D10+55Damage)

Crane Elbow Strike: (2D4+57Damage)

Dragon Claw: (1D6+55Damage)

Crane Forearm: (1D6+57Damage)

Tiger Palm: (1D6+55Damage)

Snake Hand: (1D4+55Damage)

Crane Hand: (1D4+55Damage)

Mantis Hand: (1D4+55Damage)

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+55Damage).

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+55 damage.

4. Nose Bite: This is an attempt to bit the tip of the opponent's nose off. Requires a strike roll of 16. If successful, the victim will be stunned for 1D4 melee rounds, losing initiative and two attacks, and he will suffer a -3 penalty to all actions. Inflicts only 1D3+55 damage, but bleeds at twice the normal rate.

5. Foot Stomp: This is simply bringing your foot down on the opponent's arch. Requires a strike roll of 14. If successful, the victim is reduced to 75% normal Spd., loses initiative and one action for 1D4 melee rounds. There is a 25% chance that the foot will be broken, in which case, the penalties remain until it is healed. Inflicts 1D6+55 damage.


Poison Hand Technique

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

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...]

Critical Strike from Behind, (Triple Damage) on a natural 16

Death Blow from behind on a natural 16. Character doesn’t need to call for deathblow.

Automatically knockout opponents with kicks or punches with natural 16, and from behind. Victim is knocked out for 1D10 melees. Character doesn't need to call for knockout.

+55 to Damage on all hand and foot strikes regardless of form,

+2d6+61 to power punch, and power kick, and also lower the treat the characters hand attacks as if it were a P.V. of 2 Feet and Hands are immune to heat and fire up to lava temperatures suffer ½ damage from magical fire/plasma,

Disarm punch: Using basic pressure points, the character numbs the opponent's arm briefly; just long enough to cause them to drop their weapon or other carried object. Does the character's normal punch damage (1d4 or higher; N&SS/MC characters may use the Fore-Knuckle, Double Knuckle, and Power Punch strikes as well), and acts as a Disarm attack. The disarm punch takes two attacks. As with the Knockdown Kick: A called shot (12+ with bonuses) is required; lower rolls do normal damage but do not cause the Disarm effect. Rolling with a Disarm punch means it does normal punch damage, but does not cause a Disarm. At the GM's option, the Disarm punch may be used to force opponents to break Locks, Holds, and similar attacks, as well.

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

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

Body Throw: (2D6+55Damage,) plus the victim loses initiative and one attack that melee

Pin/Incapacitate: on a roll of 18, 19, or 20 +2 to Hold/Lock, Pin/Incapacitate, or Entangle

Crush/Squeeze: (1D4+55Damage)

Body Block/Tackle: (2D4+55Damage,) and opponent must Dodge or Parry to avoid being Knocked down.


O.C.C. Skills:

Pilot Veritech Fighter Base Skill: 70% + 3% per level of experience (95%)

Mecha Combat: Veritech Fighter

Pilot: Jet: Base Skill: 60% + 4% per level of experience (110%)

Weapon Systems: Base Skill: 60% + 5% per level of experience (115%)

Read Sensory Equipment: Base Skill: 40% + 5% per level of experience (90%)

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

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

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

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

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

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

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

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.) (312)

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

Chess: Base Skill: 30% + 3% per level of experience (85%)

Navigation: Base Skill: 60% + 5% per level of experience (110%)

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. (125%)

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

Cook: Base Skill: 50% + 8% per level of experience. (172%)

General Repair & Maintenance: Base Skill: 35% + 5% per level of experience. (70%)

Philosophy:''' (Taoism, Confucianism) '''Base Skill: 36% + 6% per level of experience. (126%)

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. (112 %)

Base Meditation Time: (32Hours)


W.P. Staff:

Bonuses:

+5 to strike

+15 to parry

+4 to throw


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 Imitative

• 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. Knife (Paired/Fencing/Weapon Mastery/Swordsmanship)

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. Claw (Paired/Fencing/Weapon Mastery/Swordsmanship)

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.


Automatic Pistol: -Paired Bonuses: +6 to strike on an aimed shot; +4 to strike on a burst. Also +1 to strike at levels: 7, 10, and 13.

Automatic & Semi-Automatic Rifle: -Paired Bonuses: +6 to strike on an aimed shot; +4 to strike on a burst. Also +1 to strike at levels: 7, 10, and 13.

Energy Pistol: -Paired. Bonuses: +6 to strike on an aimed shot; +4 to strike on a burst. Also +1 to strike at levels 4, 7, 10, and 13.

Energy Rifle: -Paired Bonuses: +6 to strike on an aimed shot; +4 to strike on a burst. Also +1 to strike at levels 7, 10, and 13.

Sub-Machine Gun: -Paired Bonuses: +4 to strike on a burst. Also +1 to strike at levels 7, 10, and 13. Single aimed shots are normally not possible, but do get a +3 to strike when they are.


O.C.C. Related Skills:

Wrestling

Boxing

Acrobatics

Tumbling

Parkour/Free Running

Kickboxing:

Tai Chi:

Yoga:

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

Plyometrics:

Depressurization Training:

Anticipation:

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

Swimming - S.C.U.B.A.: Base Skill: 50% + 5% per level of experience. (70%) Bonuses: +2 to dodge underwater, +1 to P.S., +1 to P.E., +3D4 to Spd. when swimming only, +1D6 to S.D.C.

Blind-Fighting: Base Skill: 10% + 5% per level of experience. ( %)

Pressure Point Control Tactics.

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

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

Basic Electronics: Base Skill: 40% + 5% per level of experience. (75%)

Radio: Basic Communications: Base Skill: 50% +5% per level of experience. (85%)

Radio: Scramblers: Base Skill: 40% + 5% per level of experience. (75%)

Mecha Electronics: Base Skill: 35% + 5% per level of experience. (70%)

Aircraft Mechanics: Base Skill: 45% + 5% per level of experience. (80%)

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

Veritech Mechanics: Basic Skill: 30% + 5% per level of experience. (70%)

Mecha Mechanics: Base Skill: 40% + 5% per level of experience. (80%)

Automotive Mechanics: Base Skill: 50% + 5% per level of experience. (90%)

Automobile: Base Skill: 80% + 4% per level of experience. (120%)

Pilot: Airplane: Base Skill: 70% + 4% per level of experience. (110%)

Mecha Pilot (Destroid Excaliber MK VI): Base Skill: 60% + 5% per level of experience. (105%)

Mecha Pilot (Destroid Raidar X): Base Skill: 60% + 5% per level of experience. (105%)

Mecha Pilot (Destroid Spartan): Base Skill: 60% + 5% per level of experience. (105%)

Mecha Combat: Excaliber MK VI

Mecha Combat: Raidar X

Mecha Combat: Spartan

Secondary Skills:


W.P. Bayonet: Use of the bayonet as a knife, mounted on a rifle and used as a spear or polearm, and use of the rifle itself as a club or staff. The Japanese name for this discipline is Jukenjutsu (Bayonet Techniques). The Japanese weapon which falls under this W.P. is the Juken.

+1 to Strike at levels 2, 7, 10, & 13.

+1 to Parry at levels 2, 6, 9, 12, & 15.


Psionics:


Psi-Ball (By Axe-Master)

Range: Line of sight, forms in your hand

Duration: 1 minute per point of P.P.E. /I.S.P. in the ball

I.S.P.: 1+, add 100 to make it last for 1 year.

This is a somewhat useful power that all psychics have at level one, for free. You can do a lot of stuff with this, although it is mostly for fun. The most basic thing you can do is throw it at something or make it float around. It can be felt, but it feels different for each person. Usually it is a tingling sensation, but other times it could be heat or cold, or have a magnet-like push or pull. Although, it doesn't usually impart physical force. If you throw it at something weighing less than one ounce, it will get moved or knocked down by it. It takes one action to do something with a Psi-Ball. Note that a Psi-Ball may be made into any shape.

-Beacon: If you have the psychic power, Telepathy, you can make the Psi-Ball broadcast its location to everyone within 100 feet (30.4 meters). You can also attach this to a person, so that you may track them. The beacon can broadcast to only select individuals, if you wish.

-Deliver Energy: You can place extra I.S.P. into the Psi-Ball, and then deliver it to another character. The I.S.P. is given to him. I.S.P. cost is increased by however much I.S.P. you are delivering. Up to five points per level may be delivered.

-Distraction: You can cause the Psi-Ball to explode in a person's face, which deals them 1 point of damage to their H.P. or S.D.C. and makes them lose their next attack. This destroys the Psi-Ball.

-Magnet: The Psi-ball creates a magnetic pull or push, which can be used to drag small metallic objects, disrupt electrical equipment, DELETE HARD DRIVES, etc. A series of these could act as a lightning rod.

-Modify Emotions: You can modify a person's mood by one step, making it better or worse. You must pay 1 additional MP to use this function.

Other things may be done with a Psi-Ball, as it can be programmed to do a variety of things. Players should be allowed to use their creativity.


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 Color: 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 center 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.


Personal Environment Bubble = The psychic creates a bubble of force that seals in the current environment and stabilizes it. Pressure, temperature, air are all regulated while in the bubble, which moves at a speed equal to the psychic's

M.E. The bubble may be penetrated by anything moving slowly enough, and has a total of 12 S.D.C.

(M.D.C. is not possible). The power can be used to make the psychic immune to great pressure such as outer space or under water, up to a certain depth. See Rifts Underseas for more details.

Range: Self

Duration: 4 minutes per level

Saving Throw: None

ISP: 20


Bio-Manipulation

Range: 160 feet (48.8 m).

Duration: 4-16 minutes (roll 4D4).

I.S.P.: 10

Saving Throw: Standard; if a character successfully saves against the attack he is not affected at all. This applies to all seven bio-manipulative attacks.

The psychic is able to induce physical trauma to the nervous system of others by sheer force of will and conveyance of psychic energy. This psi-power is also known as the Evil Eve, especially in rural areas where magic and folklore rule the day.

There are twelve types of Bio-Manipulation effects, all of which are available to those with this power. Each affects only one person per attack and can be used in any combination. Intended victims must be within line of vision or their exact location known to the psychic. Each costs 10 I.S.P. to inflict.

This psychic power enables the psychic to temporarily manipulate specific biological functions or conditions in human and animal life forms. The duration can be extended 4-16 (4D4) minutes per additional 6 I.S.P.

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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.


Death Trance

Range: Self

Duration: As long as the psychic senses he/she must feign death, up to a maximum of four days.

I.S.P.: 1, (It's easy for the physical psychic to control his body, because that's the focus of his powers).

A state of mind over matter that slows the metabolism to such a degree that it creates a temporary state of suspended animation, simulating death. Without hospital facilities, even a medical doctor is likely to believe the character is dead (1-89% likelihood). The effects of drugs, toxins and chemicals are slowed to a crawl, doing 1/4 damage or effect, but will take full effect the instant the death trance is stopped (unless treatment is administered first). While in the death-like state, the psychic cannot be roused or respond to any type of stimulation, including psychic probes. This means he is incapable of attacking or defending him/herself in any way until the trance is broken.


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. Once stabbed, the victim is -1 to save per every two levels of the psychic attacker.

Saving Throw:

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.


Telemechanics

Range: By touch or up to 5 feet (1.5 m) away.

Duration: 10 minutes plus 2 minutes per level of psionic.

I.S.P.: 10

Saving Throw: None.

This ability allows the psychic to mentally communicate and understand machines. This psi-power is a bizarre combination of Object Read and Telepathy, except that it applies to mechanical devices only.

By touching any non-artificially intelligent machine, whether it be a bicycle, gun, car or airplane, the psionic will instantly have a complete (although temporary) knowledge of exactly how the machine operates. I must stress that the psychic knows everything about the machine; the complete schematic diagram and operation knowledge are clearly seen in his mind's eye. The level of skill expertise is equal to 80%.

When touching an artificially intelligent machine, i.e., computers, the psionic not only understands everything about its operation, repair, access codes, etc., but can actually communicate with it telepathically. This means he can tap into a computer's memory bank without using a terminal because the information would be sent directly into the psychic's mind. Remember, the telepathic link and memory are temporary abilities (although a Total Recall would be able to call up small bits of info). The psychic's skill knowledge is equal to an 88% skill proficiency and applies to all aspects of the machine, its operation, repair, special codes, programing, etc.


Special Martial Arts Form:


TIEN-HSUEH TOUCH MASTERY (EXCLUSIVE)


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


Skill Cost: 20 Years


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


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


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


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


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


Costume: Traditional, Chinese Silk Gowns.


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


CHARACTER BONUSES:


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


Add 4 to M.E.


Add 2 to M.A.


COMBAT SKILLS:


Attacks per Melee: 3


Escape Moves: Roll with Punch/Fall/Impact.


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


Hand Attacks: Fore-Knuckle Fist, Fingertip Attack.


Basic Foot Attacks: None


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


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


Weapon Katas: None


SKILLS INCLUDED IN TRAINING:


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


Languages: Chinese


Philosophical: Confucianism, Buddhism, Taoism, Go, Chess


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


Philosophical Training: Confucianism


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


LEVEL ADVANCEMENT BONUSES:


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


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


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


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


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


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


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


5th Add One (1) Zenjorike Power.


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


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


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


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


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


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


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


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


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


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


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


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


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


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


Why Study TIEN-HSUEH?


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


Shao-Lin Kung Fu


This is the original version of Kung Fu (also called Gung Fu), and the martial art that spawned hundreds of derivative forms. It has shaped and influenced all the martial arts. It all started in the Shao-lin Temple in the Chiu Lien Mountains. For over a thousand years, students of the martial arts traveled there for training. This continued until the reign of the 17th Century Emperor K'ang Hsi, when the Shao-lin monks responded to a call to put down an insurrection. 128 of the monks responded and managed to rout the enemy entirely. This was such an alarming display of power that the government eventually sent an army against the Shao-lin. Only five monks managed to survive the battle and burning of the temple.


Current Shao-lin training is available only in Taiwan and Hong Kong.


Entrance Requirements: No attribute or alignment restrictions.


Costume: Silk or cotton Kung Fu outfit.


Stance: A side stance, with one foot pointing toward the opponent, and the other on a right angle to the first.


Character Bonuses:


Add +2 to M.E.


Add +2 to P.S.


Add +2 to P.E.


Add+2 to P.P.


Add +20 to S.D.C.


Combat Skills:


Attacks per Melee: 4


Escape Moves: Roll with punch/fall/impact, and back flip.


Attack Moves: Leap and back flip.


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


Advanced Defenses: Multiple Dodge, Combination


Parry/Attack, Disarm.


Hand Attacks: Strike (Punch), Knife Hand, Double-Knuckle


Fist, Backhand, Palm Strike.


Basic Foot Attacks: Kick Attack, Tripping/Leg Hooks, Snap


Kick, Crescent Kick, Wheel Kick.


Jumping Foot Attacks: Jump Kick


Special Attacks: Death Blow, Leap Attack, Forearm Attack.


Holds/Locks: Arm Hold, Leg Hold, Body Hold, Neck Hold.


Weapon Katas: None


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


strike, and critical strike from rear.


Special Katas: Dragon: Building energy and power throughout the melee round, but holding back until the very last chance to attack. The kata takes up the entire melee round and the only defense available is the Automatic Parry. All this energy turns the attack into a Critical Strike (Double Damage). The attack can be any hand strike, a Kick Attack, Snap Kick, or Crescent Kick.


Blade Hand: that does 1d4 +P.S. damage


Dragon Power Punch: (3D4+P.S. damage)


Tiger Kick: (2D8+P.S. damage),


Leopard Hand Strike: (2D4+P.S. damage)


Snake Snap Kick: (1D10+P.S. damage)


Crane Elbow Strike: (2D4+P.S. damage)


Poison Hand Technique


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


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...]


Skills Included in Training:


Martial Art Abilities and Powers: Select two abilities from among Body Hardening Exercises and/or Specialty Katas (including Chi Katas).


Languages: Chinese


Physical: Gymnastics


Philosophical Training: Taoism


Level Advancement Bonuses:


1st: +6 to roll with punch/fall/impact, +4 to strike, critical strike on roll of Natural 19 or 20, critical strike from behind.


2nd: +1 to back flip/leap and +3 parry/dodge.


3rd: +1 attack per melee.


4th: Select one additional Body Hardening Exercise (including Demon Hunter Exercises) or Specialty Katas (including Chi Katas), +1 additional attack per melee round, Additional Body Hardening Exercise: (+10 S.D.C., +lD4 to P.S., +1D4 to P.E.).


5th: +1 on initiative, +1 to roll with punch/fall/impact, +2 to damage.


6th: +1 to strike, knock-out/stun on natural 18 or better.


7th: +1 attack per melee, death blow on roll of natural 19 or 20.


8th: +1 to back flip/leap, select one additional Body Hardening Exercise (including Demon Hunter Exercises) or Specialty Katas (including Chi Katas), +2 to strike and +2 to roll with punch/fall/impact.


9th: +2 to roll with punch/fall/impact, Additional Body Hardening Exercise: (+10 S.D.C., +1D6 P.S.).


10th: +1 attack per melee round, +2 to dodge and parry.


11th: Select one additional Body Hardening Exercise (including Demon Hunter Exercises) or Specialty Katas (including Chi Katas), +1 additional attack per melee round.


12th: Critical strike on natural 18 or better, +1D6 to damage.


13th: +1 to back flip/leap and +3 to damage, +1 on initiative, Additional Body Hardening Exercise: (+20 S.D.C., +1D6 P.E.}.


14th: +1 to roll with punch/fall/impact and +1 to strike, +1 additional attack per melee round, +lD6 to damage


15th: +1 Attack per melee, select one Additional Body Hardening Exercise (including Demon Hunter Exercises) or Specialty Katas (including Chi Katas).


Why Study Shao-Lin?


A solid, combat effective form that stresses quickness and power. Bonuses can also be used with weapon forms.


Gui Long Dragon Spirit Kung Fu


Gui Long seems to be the last surviving school from the mythical Warring States Period and is said to have been


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


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


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


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


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


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


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


Character Bonuses:


Add + 35 to Chi


Add + 4 to M.E.


Add + 4 to M.A.


Add + 6 to P.P.


Add + 8 to Spd.


Add+ 40 to S.D.C.


Combat Skills:


Attacks per Melee: Four to start.


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


Basic Defensive Moves: Dodge, parry, automatic parry.


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


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


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


Jumping Foot Attacks: Jump kick


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


Holds/Locks: Hand hold, arm hold.


Weapon Katas: W.P. sword


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


Bonus Skills & Abilities:


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


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


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


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


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.


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.


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.


Missile Parry: 1/3pp with weapon


Yuk Gum Techniques (Inverted Sword Techniques):


These are a set of techniques that stress using, and drawing, a sword


in an ice pick grip, rather than the standard method. These techniques also stress circular and spinning motions while fighting. This allows you to draw and fight more quickly, and in a smaller area.


Bonuses: +1 to Initiative when drawing a sword, +2 to Circular Parry


with W.P. Sword, +2 to Rear Attacks with W.P. Sword. Learn to perform Back Strike (A backwards thrust with the sword), Spinning Slash (Combination Strike/Dodge), and Circular Parry with W.P. Sword. Pre-Requisites: W.P. Sword


Titan Sword Technique:


The 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.


Ochiotoshi:


This 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%.


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


Battojutsu


Actually, the “sword-drawing art,” Similar to Iai-Jutsu, this art concentrates on quickly drawing a sword and attacking, while simultaneously dodging an attack. The effect this ability has means the character only requires on melee action to both draw a weapon and dodge an incoming attack. Bonuses: At first level the character gets a +1 to Initiative, Dodge, and Strike. At levels 5, 10, and 15 an additional +1 to Initiative is gained. At levels 3, 9, and 12 a bonus of +1 to Dodge is gained. At levels, 4, 8, and 13 a +1 to Strike is acquired. Cannot be combined with Iaijutsu bonuses, though other bonuses to Initiative, Dodge, and Strike can be added.


Four Governors:


While all good (read: not dead) swordsmen keep these four virtues in mind, the Four Governors Kata allows the swordsman to combine all four effectively at once. The first Governor is Judgment, allowing the swordsman to judge his opponent's style and likely moves. The second is Distance, giving the swordsman an idea of what the proper distance is for him to strike without being hit. Time is the next, granting a better sense of the timing and flow of the battle. The fourth is Place, loosely defined as granting the swordsman the knowledge of how best to align his body against the opponent and the opponent's style. The kata requires one full melee of no strikes. The swordsman can parry and dodge, but no attack moves are allowed. At the end of the melee, the bonuses take effect for the rest of the combat or until the opponent changes martial art forms. BONUSES: +3 to Strike, Parry, and Dodge, +1 attack per melee, Can move more effectively through the Combat Ranges (does not take an attack, regardless of movement).


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


Training Skills: Calligraphy and Wilderness Survival.


Philosophical Training: Taoism


Level Advancement Bonuses:


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


Why Study Gui Long Kung Fu?


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


Special Martial Abilities:


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


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


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


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


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


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


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


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


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


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


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


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


Chi/P.P.E. /I.S.P. Cost: 15 I.S.P. to perform on a human, animal, or other natural being; 20 I.S.P. to perform on a lesser supernatural being (including Lesser Demons, Goblins, and the Dead and Damned); 30 I.S.P. to perform on Fox or Monkey Spirits (and similar spirits) or dragon hatchlings; and 50Chi/P.P.E. / I.S.P. to work on most Greater Demons, Immortals, Ghosts, and disembodied or ethereal Entities. This technique does not work on adult dragons, Elementals (even Minor ones), Demon Lords, and Demigods, Godlings or deities.


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


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


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


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


Finger-Snap Tien Hsueh:


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


Tien Hsueh Vital strike:


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


Agony: A particularly cruel and painful strike that incapacitates its victim with pain. Under the influence of the strike, the victim has no attacks per melee, 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 can not hear anything, and are -6 to parry or dodge attacks from behind. In addition, the shock of suddenly becoming deaf makes them -3 to strike, parry or dodge any other attacks, and they automatically lose the initiative on all attacks while deaf.


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


The big danger of the strike is not the effect the strike has in combat but that some martial artists have used the strike to profit off of victims similarly to the way drug dealer will addict people to drugs. They can do this by using the strike for free or a reduced price and then once the person is addicted, they raise the cost of the strike astronomically or make the person do jobs for them under the threat of not using the strike anymore. The process of addiction takes from two to four weeks normally. Rumored and only whispered is that some martial artists have used the strikes agony and ecstasy together. For every two sessions of this, the target must save against insanity. If this strike combination is used often for over two months, their pleasure and pain centers will get mixed up and whenever a person feels pain, they will feel pleasure as well (GM's choice of actual effects).


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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.


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.


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.


Missile Parry: 1/3pp with weapon


Yuk Gum Techniques (Inverted Sword Techniques):


These are a set of techniques that stress using, and drawing, a sword


in an ice pick grip, rather than the standard method. These techniques also stress circular and spinning motions while fighting. This allows you to draw and fight more quickly, and in a smaller area.


Bonuses: +1 to Initiative when drawing a sword, +2 to Circular Parry


with W.P. Sword, +2 to Rear Attacks with W.P. Sword. Learn to perform Back Strike (A backwards thrust with the sword), Spinning Slash (Combination Strike/Dodge), and Circular Parry with W.P. Sword. Pre-Requisites: W.P. Sword


Titan Sword Technique:


The 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.


Ochiotoshi:


This 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%.


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


Battojutsu


Similar to Iai-Jutsu, this art concentrates on quickly drawing a sword and attacking, while simultaneously dodging an attack. The effect this ability has means the character only requires on melee action to both draw a weapon and dodge an incoming attack. Bonuses: At first level the character gets a +1 to Initiative, Dodge, and Strike. At levels 5, 10, and 15 an additional +1 to Initiative is gained. At levels 3, 9, and 12 a bonus of +1 to Dodge is gained. At levels, 4, 8, and 13 a +1 to Strike is acquired. Cannot be combined with Iaijutsu bonuses, though other bonuses to Initiative, Dodge, and Strike can be added.


Battojutsu


Actually, the “sword-drawing art,” this art concentrates on quickly drawing a sword and attacking, while simultaneously dodging an attack. The effect this ability has means the character only requires on melee action to both draw a weapon and dodge an incoming attack. Bonuses: At first level the character gets a +1 to Initiative, Dodge, and Strike. At levels 5, 10, and 15 an additional +1 to Initiative is gained. At levels 3, 6, 9, 12, and 15 a bonus of +1 to Dodge is gained. At levels, 4, 8, and 13 a +1 to Strike is acquired. Cannot be combined with Iaijutsu bonuses, though other bonuses to Initiative, Dodge, and Strike can be added.


Four Governors:


While all good (read: not dead) swordsmen keep these four virtues in mind, the Four Governors Kata allows the swordsman to combine all four effectively at once. The first Governor is Judgment, allowing the swordsman to judge his opponent's style and likely moves. The second is Distance, giving the swordsman an idea of what the proper distance is for him to strike without being hit. Time is the next, granting a better sense of the timing and flow of the battle. The fourth is Place, loosely defined as granting the swordsman the knowledge of how best to align his body against the opponent and the opponent's style. The kata requires one full melee of no strikes. The swordsman can parry and dodge, but no attack moves are allowed. At the end of the melee, the bonuses take effect for the rest of the combat or until the opponent changes martial art forms. BONUSES: +3 to Strike, Parry, and Dodge, +1 attack per melee, Can move more effectively through the Combat Ranges (does not take an attack, regardless of movement).


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


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


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


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


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


Cybernetics:

Concealed Silver Vibro-Blades (3): On each forearm is a vibro blade for melee combat. They are made out of a higher density material and the energy field vibrates at a higher speed. They are fully muscle controlled and the character can choose to pull 1 or all 3 blades out at once.

Range: Hand to Hand

Mega Damage: 3D6 each.

Number of Attacks: Equal to combined hand to hand (usually 5 or 6)

Payload: Effectively Unlimited


Standard Equipment Carried:


Silver monomolecular Snake Headed Sword:

Damage: 1d6x10 Chi: 1050


Silk Mail Cloth Fiber Armor

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

M.D.C.:

Main Body: 45

Head: 30

Arms (2): 25

Legs (2): 40

Weight: 10 lbs (4.5 kg)

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


(2) Laser Pistol/w 20 reloads

A handgun available to RDF elite.

Feed: 10 shot E-clip.

Weight: l.5lbs (.7kg).

Effective Range: 200ft (60m).

Damage: 4D6 per blast. Does not inflict Mega-Damage.


(2)Light Laser Rifle/ w 20 reloads

A lightweight rifle often provided to Veritech Fighter and Destroid pilots.

Feed: 20 shot E-clip.

Weight: 71bs (3.2kg).

Effective Range:2000ft (600m),

Damage: 5D6 per blast. Does not inflict Mega-Damage


2) .45 Model 15 General Officers - .45 Automatic/w 20 reloads

Formerly the standard side-arm of the U.S. military, now found commonly throughout the world. This is the ideal weapon for trench warfare, where accuracy is not as important as knock-down power.

Cartridge: .45 ACP. Weight: Just over21bs.

Feed: 7 round magazines.

Effective Range: 135ft.

Cost: 400.

Damage: 4D6 per round.


(2) 9mm Uzi - 9mm Sub-Machinegun/w 20 reloads

Almost all international sub-machineguns have the same attributes as the Uzi. Very common with foreign police forces, government security forces and terrorists.

Cartridge: 9mm. Weight: 7.5lbs.

Feed: 30 round magazine.

Effective Range: 600ft.

Cost: 900.

Damage:2D6 per round.


(2)The RDF Sub-Machine Pistol - 9mm/w20 reloads

The Robotech Defense Force, (RDF) standard field weapon is the high-powered, 9mm machine pistol. Cartridge: *9mm.

Feed: 30 round magazine.

Weight: 5.5 lbs.

Effective Range: 500ft.

Cost: 800 credits on the black market (not made for use by the general public).

Damage: 2D6 per round.


(2) Tranquilizer Rifle/w 20 reloads

This is a rifle designed to fire a tranquilizer dart. Its effective range is about half that of a normal rifle and must be hand loaded, with a maximum capacity of two (both can be fired per melee and require the following melee as a reload time). Saving throw vs. toxin.

Range: 800ft (240m).

Rate of Fire: 2 per melee. Bonus to

Strike: Must have W.P. Rifle. Damage: Tranquilizer will render

its victim unconscious within 1D4 melees. Duration: Effects last

4D4 minutes.

Cost (rifle): 1000 credits. Cost (darts): 10 credits.


(2) Dart Gun/w 20 reloads

Range: 110ft (33.5m).

Rate of Fire: 2 per melee.

Bonus to Strike: Must have a W.P. with Pistol or Revolver.

Damage: Tranquilizer renders victim unconscious.

Duration: 4D4 minutes.

Cost(pistol): 500 credits. Cost (darts): 10 credits each. Saving throw vs. toxin.


(2) Stun Gun (blaster)/w 20 reloads

This pistol fires an energy charge that short circuits the nervous system. Victims are dazed, -10 to strike, parry and dodge, for 2D4 melees.

A successful saving throw means that the person has successfully fought off the effect and is unimpaired. Roll to save against each blast that strikes.

Range: 100ft (30.5m). Rate of Fire: 5 per melee.

Bonus to Strike: Must have a W.P. with Energy Pistol.

Damage: Special.

Saving Throw: Save vs. toxins.

Energy Capacity: 10charges.

Cost (gun): 4000 credits. Cost (energy clips): 1000 credits.


(2) 5.56mm M16A1 - 5.56 Assault Rifle /w 20 reloads

This is typical of the new, lighter-weight, more reliable rifle being issued to all modern armies.

Cartridge: 5.56mm. Weight: 6.5lbs.

Feed: 30 round magazine.

Effective Range: 1200ft.

Cost:700.

Damage: 4D6 per round.


(1)Wrist radio (short range - 8 miles)

(1)Uniform/w helmet

(1)Spacesuit/w helmet

(1)Binoculars

Food rations for two weeks

(1)First aid kit

(1)150ft length of nylon cord

(3) Signal flares

(1)Flashlight

(2) Sets of white robes,

(2) Sets of light brown robes,

(2) Sets of sandals or tabi

(1) Backpack,

(3) Small sacks,

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

(1) 2 man Collapsible Tent

(1) Bedroll

(4) Small pouches,

(1) Water skin (2gallons)

(16) Days rations

Th Tarantula-Combat-Jump-Bike-1

Juicer: Tarantula Combat Jump Bike

Manufacturer: UTI

Class: Motorcycle — requires a special Piloting skill.

Crew: One Height: 4’ 11” Width: 3’ 10” Length: 8’7” Weight: 1545 lbs Acceleration: 0-100 75ft 1 action Braking: 100-0 75 ft 1 action

Main Body: 100 Wheels: (2) 12 each Thrusters: (3) 25 each Weapons: (3) 15 each

Maximum Speed: Ground: 300 mph . Jump Jet: Nine feet distance for every one MPH being travelled 1 foot high distance for every one MPH being Travelled

Maximum Range: 500 miles; 12 hours constant operation off electrical battery, 5000 miles; 120 hours constant operation off micro fusion battery

Bonuses: +15% to piloting skill if pilot is an augmented human (Juicer, Crazy, etc.).

Weapon Packages: T

urreted Triple Pulse Lasers: Mega-Damage: lD4xl0 M.D. Rate of Fire: Equal to the number of attacks per melee round. Range: 1,600 feet). Pay-Load: 30 bursts. 180 degree angle of fire Smoke Screen: Effects a 60 foot (18 meters) radius with a height of 20 feet (6 meters) Duration: 2D4 Minutes -5 to pary dodge or strike user Oil Slick: 50 ft area 30% chance slip with every move, -25% sense of balance, takes d4 melee actions to get up again, 30% chance of failure, vehicles: -10% control roll/ 10 mph Black Market Cost: 80,000 credits.


Adventurer

THE L.V.T. ADVENTURER II

A Light, Vertical Take-off, jet fighter used by the Robotech Defense Force and local governments. This fighter was commonly used on aircraft carriers as anti-aircraft weapons. They are light, fast, highly mobile and capable of vertical take-off, making them ideal for rugged terrain and reconnaissance.

Since the Zentraedi invasion, the Adventurer aircraft has become more popular. Its excellent economy on fuel, speed and L.V.T. capabilities, make it ideal for patrolling remote areas. It is also becoming a common weapon, used by local governments to combat growing civil unrest.

Its main disadvantage is that its armaments are limited to short range missiles and, is no match against the Veritech Fighters or some of the heavier jets.

Vehicle Type: Jet Fighter

Crew: One (can accommodate 1 or 2 passengers)

M.D.C. by Location:

Wings (2): 40 each

Tail: 40

*Main Body: 75

*Depleting the main body M.D.C. will totally destroy the aircraft. The pilot's only hope for survival is to parachute to safety. Destroying a wing or the tail will send the stricken aircraft into a dive to its doom. However, the pilot and passengers, if any, will have ample time to parachute to safety unless flying low.

Speed: 722mph (1162kmph) maximum, 350mph is cruising speed.

55,000ft (16,765m) is the service ceiling with a 100ft (30m) bottom ceiling.

Range: 1800 miles (2896.2km)

Length: 35ft (10.66m)

Weight: 5.5 tons fully loaded, 3.9 tons empty

Bonuses: +3 to dodge.

Weapon Systems

1) Limited to short range guided missiles. All the usual missiles listed elsewhere are able to be launched by the Adventurer II. Three missile clusters of 5 missiles each can be loaded onto each wing for a total of 30 missiles. All are self-guided and +2 to strike.

Mega-Damage: Varies with individual missile warheads. See short range missile description elsewhere.

Range: Varies, but, generally, about 2 miles (3.2km)

Rate of Fire: Can launch missiles one at a time or in volleys of 2, 3, 4 or 5 (the entire cluster). One volley, regardless of the number of missiles launched, constitutes one attack.

Number of Attacks: Four

Payload: 30 total missiles, 15 per wing.

Note: Can be reloaded by landing and use of simple equipment, taking about three minutes.

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