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Mori tanaka



· Mori Tanaka


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



Name: Mori Tanaka (son of Inari Japanese goddess of rice and messengers and patron goddess of kitsunes)

Race: Demigod O.C.C.: Sohei Warrior Monk Level: 1 Alignment: Taoist

Age: 22 Ht: 5’11” Wt: 120lbs Gender: Male

P.S.: 29 P.P.: 40 P.E.: 35 Spd: 75 P.B.: 20 I.Q.: 20 M.E.: 30 M.A.: 31

H.P.: P.E. x2 S.D.C.: P.E. x 8 M.D.C.: P.E. x 5 I.S.P.: N/A P.P.E.: 129 Chi: 160 Save vs. Poison & Magic: +

Charm/Impress 50% Skill Bonuses: +6% Save vs. Coma/Death: 35% Trust/Intimidate: 97%

Save vs. Psychic attack/Insanity: +9 Save Vs. Pain: +15 Save Vs. Poison/Magic: +10 Save vs. HF: +16

Spd: of X 20 = yards per minute (1500) x .681818181818 = mph (51.14) yards per 15 seconds (375) yards per second (25)


Combat Stats:


The Art Of Wind:

P: +19 WD: +22 WS: +18 WR: +15 WInt: +12 WV: +1 WBF: +2 WA: 7


Isshin-Ryu/Jujutsu Combined:

IP: +19 ID: +24 IS: +20 IR: +19 IInt: +12 IV: +1 IBF: +2 IA: 10


With Spear/Nanigata/Staff Bonuses (these bonuses combine with above form bonuses when character is using his preferred weapon:

P: +17 S: +17 Int: +16 Damage: +17 A: +3


Special O.C.C. Abilities:


Jodo Bonuses: One extra attack per melee round when using a staff or spear of any kind (the Naginata is the traditional and favorite spear of the Sohei), and +1 to parry in addition to jujitsu and possible attribute bonuses.


Millennium Tree Staff: Most Sohei (90%) are given a magic staff made from the wood of a Millennium Tree. This weapon is called the Staff of Defense. It has 2D4xl00 M.D.C., regenerates all lost M.D.C. within 24 hours, possesses 2D4xlO P.P.E. that can be siphoned and used by its owner and inflicts 2D6 S.D.C. against mortal opponents or 3D6 M.D. against supernatural beings. Other magic staves or spears may be used in the alternative.


2. Chi M.D. Death Blow (special): A death blow that draws on the character's inner spirit with mega-damage and mystical effect against oni and other supernatural beings! Can be inflicted with


punch, kick, staff or spear. Same as the samurai.


3. Mystic Martial Arts Powers: The warrior monk develops supernatural abilities as a result of his martial arts and mystic training. Six body hardening exercise/power can be selected at levels 1, 5 and 9, plus two Zenjorike power at level 14. See the descriptions for mystic martial arts powers in the section following skills.


4. P.P.E. Bonus: P.E x3 plus 1D6 per level of experience.


5. Other O.C.C. Bonuses: +1 to save vs. horror factor at levels 2, 4, 7, 9, 11, 13 and 15 and +3 to save vs. possession. Also see mystic martial arts powers and Isshin-ryu/jujitsu bonuses.


6. Temple Philosophies & Skills: The sohei also gets the following special skills.


Begging: Although learned as a monk, this skill can be particularly useful either as a disguise, or to collect emergency money when things are desperate. The base skill determines the chance of collecting a donation from each passerby. On a crowded street it could be pretty lucrative. The amount of money depends on the economy of the country and city where the begging is taking place. Base Skill: 20%+3% per level of experience. (26%)

Fasting: The ability to go for long periods of time without food. So long as the character has sufficient water, two weeks without food will be pretty easy. After that, the character will have to roll under the fasting skill to avoid becoming weakened or sick. Base Skill: 40%+3% per level of experience. (46%)

Feng Shui or Geomancy: This skill allows the character to evaluate the amount of P.P.E. in any area. He can sense whether the energy is controlled by good/positive forces or evil/negative forces and whether the flow of energy is natural (currently untapped by others) or whether it is being controlled/channeled by others, such as when wizards draw on its energy, rituals are performed to siphon its power, Rifts are opened, etc. The character can also sense the direction of a nexus located on that particular line of energy, whether the energy level is strong or weak, if a ley line storm is coming, and whether the energy

line is connected to an open Rift. Furthermore, the character can sense when a Rift along a ley line is connected to a world dominated by demons, alien intelligences and other evil supernatural forces, including such places as Wormwood™ and the Night lands. Base Skill: 35%+5% per level of experience. (41%)

Sohei Meditation: Involves engaging the mind and body, so that the body remains motionless, but without fatigue or pain, and the mind stays in a clear, calm and rested state. While meditating a character recovers I.S.P., P.P.E., Chi and other internal resources at an accelerated rate (three times as fast as normal). Although it is not a substitute for sleeping, characters will usually feel alert and refreshed after any period of meditation. When in a meditative state, the character is, at a subconscious level, well aware of what is happening in the environment and can instantly leave the meditation position with no combat penalties. Base Skill: M.E. +20% +6% per level of experience. (62%) Base Meditation Time: The amount of time that a character can continue to meditate: M.E. +one hour at first level, plus one additional hour per level of experience. (31hours)

Oriental Philosophies: Characters educated in monasteries or temples can learn all of the following: fairy lore, demon & monster lore, magic lore, haiku poetry, go, or (Zen) gardening. Skill Bonus: +15%

8 feet for every other level of experience. Success ratio is 50%+5% per level. Failure means only half the intended height is achieved, or the tumbler has vaulted into a wall or other solid object (2D4 damage).The character will always land in a tumbling roll unhurt, when successful. (56%)

Walk Tightrope or High Wire: 60% + 5% per level. (66%)

Rings & Bars: 60% + 3% per level - (66%)

Back Flip and Somersault: +4 to dodge quickly by flipping out of harm's way or over one's opponent. Always ends in a tumble and crouched stance. Like all dodges, it takes place of one attack that melee. However, because the tumbler has flipped a fairly great distance, the attacker also loses one attack, as he must turn around or lunge forward to renew his attack. 70%+8% per level. (116%).

Climb Rope''': 80% + 5% per level - (116%)

Climbing: Knowledge of the tools and techniques for climbing up sheer surfaces. Players should roll once for every 20 ft of a vertical climb. Every "skilled" climber gets a second roll to recover his/her hold. Base Skill: 50% + 8% per level of experience. (86%)

Rappelling is a specialized, rope climbing skill used in descending from helicopters, scaling walls, and cliff facings. For game purposes, rappelling will include ascending and descending climbs. Base Skill: Prowl: This skill helps the character to move with stealth; quietly, slowly and +20% carefully. Techniques include balance and footing, short steps and pacing, rifle positioning, prone positions for low visibility, and crawling. A failed Prowl roll means that the character has been seen or heard. If the Prowl is successful, then the character is not seen and may make a Sneak Attack. Base Skill: 46% + 8% per level of experience. (76/96%)(+20% when moving slow)

Direction Sense:''' 50+5% per level of experience ( 56%)

Roll: 80%+1% (86%)

Cat leap: 65%+3%, (71%)

Speed Vault: 60%+5% (66%)

Monkey Vault: at 50%+5% (56%)

Revere Vault: at 40%+5% (46%)

Superman: at 55%+5% (61%)

Dash Vault: 50%+5% (56%)

Precision: 45%+5%. (51%)

Rocket Vault: at 50%+5% (56%)

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

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

Leap: 20’6” long +5ft/level 14’4” high 5ft per leveland the character can hit fist size targets without any penalties, Fearless of Heights


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


O.C.C. Skills


Language Literacy: Chinese (Lv 4) [Mandarin & Cantonese] 98%


Language/Literacy: English: 98%


Language/Literacy: Japanese (Lv4) + Okinawan Dialect: 98%


Language/Literacy: Dragonese: 98%


Wei Qi (Go) Chess: Base Skill: 30% + 5% per level of experience. (36%)


Chess: Base Skill: 30% + 5% per level of experience. (36%)


Go: Base Skill: 30% + 5% per level of experience. (36%)


Feng Shui: 35%+5% per level of experience. (41%)


Wilderness Survival: 35% + 5 per level of experience (66%)


Land Navigation 46% + 5 per level of experience (61%)


Mathematics: Basic 65% + 5 per level of experience (70%)


Gardening: Base Sill: 34% + 4% per level of experience. (40%)


Floral Arrangement (Ikebana): Base Skill: 30 + 3% per level of experience. (36%)


Bonsai (tending miniature trees): Base Skill: 50 + 5% per level of experience. (56%)


Calligraphy: Base Skill: 35% + 5% per level of experience. (61%)


Poetry (Haiku): Base Skill: 35% + 5% per level of experience. (41%)


Music: Play Musical Instrument: (Flute) Base Skill: 30% + 5% per level of experience. (61%)


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


Cook: Base Skill: 50% + 8% per level of experience. (71%)


Sewing: Base Skill: 40% + 5% per level of experience. (56%)


Dance: NOTE: Characters with an extremely high Physical Prowess (P.P.) will get a bonus in their dance proficiency: P.P. 15 - 20: +5%, 20 - 25: +10%, 26 or higher: + 15%. Base Skill: 40% + 6% per level of experience. (61%)


Philosophies: (Taoism, Shinto, Bushido, and Zen) Base Skill: 80% + 2% per level of experience. (106%)


Lore - Chinese Mythology – Buddhist/Taoist:. Base Skill: 35% + 5% per level of experience. (56%)


Lore - D-Bee: Base Skill: 25% + 5% per level of experience. (41%)


Lore - Dragon: Base Skill: 30% + 5% per level of experience. (46%)


Lore - Demons and Monsters: Base Skill: 25% + 5% per level of experience. (41%)


Lore - Faerie: Base Skill: 25% + 5% per level of experience. (41%)


Lore - Folklore and Mythology: Base Skill: 30% + 5% per level of skill. (46%)


Lore - Geomancy & Lines of Power: Base Skill: 25% + 5% per level of experience. (41%)


Lore - Ghosts and Faeries: Base Skill: 35% + 5% per level of experience. (51%)


Lore - Japanese Mythology: - (Shinto/Zen)." Base Skill: 35% + 5% per level of experience. This skill also gives the character a fair understanding of Hindu and Brahmin gods (-20% skill penalty). (56%)


Lore - Magic: The following abilities come with this layman's skill:


Base Skill (general knowledge): 25% + 5% per level of experience. (41%)


Recognize wards, runes and circles: 15% + 5% per level of experience. (31%)


Recognize Enchantment (i.e. magic items, people under charms and curses, etc.): 10% + 5% per level of experience. (26%)


Lore - Omens and Superstition: Base Skill: 30% + 5% per level of experience. (46%)


Lore - Psychic: Base Skill: 30% + 5% per level of experience. (46%)


Lore - Religion: Base Skill: 30% + 5% per level of experience. (46%)


Lore - Undead: Base Skill: 10% + 5% per level of experience. (26%)


Lore – Vampires: Base Skill: 36% + 4% per level of experience. (52%)


Lore - Witches: Base Skill: 10% + 5% per level of experience. (26%)


W.P. Pole arm: This is a combat skill that covers very large spears and pole arms, which are really spears mounted with sword, axe, or pickaxe hardware. Bonuses: Start with +1 to strike and parry at level one: +1 to strike at 5th, 8th, 11th and 14th levels. +1 to parry at 4th, 6th, 10th, and 15th levels. +1 to Damage at 3rd, 7th, 9th, and 13th levels. (in addition to jodo abilities and bonuses)


W.P. Spear: Combat with long weapons, usually tipped with metal points or blades. Bonuses: Start with +1 to strike and parry at level one; +1 to strike at 4th, 7th, 10th, and 13th levels. +1 to parry at 3rd, 6th, 9th, 12th, and 15th levels. +1 to throw at 2nd, 5th, 8th, 11th, and 14th levels. (in addition to jodo abilities and bonuses)


W.P. Staff: Combat skill with large and small staffs. Bonuses: Start with +1 to strike and parry at level one. +1 to strike at 4th, 7th, 10th and 14th levels. +1 to parry at 2nd, 4th, 6th, 8th, 10th, 12th and 14th levels. +1 to throw at 3rd, 7th, 11th, and 15th levels. (in addition to jodo abilities and bonuses)


W.P. Swordsmanship (Staff/Spear/Pole arm)


.....Swordsmanship is a combination of special expertise and impressive sword-play with various types of melee weapons (swords, knives, axes, etc.). Swordsmanship must be selected for each weapons type it will be used with. This means that if the character wants to become a specialist with swords, that's one Swordsmanship skill at the cost of two O.C.C. related skills, plus the W.P. Sword selection (Swordsmanship can be applied to O.C.C. weapons skills but not secondary skills). If Swordsmanship is then desired for axes, then the skill must be selected again (at the cost of two O.C.C. related skills).


Restrictions and Conditions:


.....All bonuses and tricks are possible with W.P.s to which the Swordsmanship skill has been added. Thus, a character with Swordsmanship: Sword does not get to add the bonuses to W.P. Knife or W.P. Axe.


.....The Swordsmanship skill can be added to the following ancient weapon proficiencies: W.P. Axe, W.P. Blunt, W.P. Forked/Trident (but no military forks or any weapon over 5 feet) W.P. Knife, W.P. Spear (short only), W.P. Staff (short only), and W.P. Sword. Generally, Swordsmanship can only be used with weapons under 5 feet tall (with the exception of swords such as claymores and flamberges, I know how tall the PFRPG book says they are, but actually a two-handed claymore is 5 feet tall and a flamberge is a little over 6 feet tall, trust me, I have both). Swordsmanship cannot be used with weapons like lances and pole arms.


.....Knights and Paladins are limited to two Swordsmanship proficiencies while most other men-at-arms can take as many as they wish.


.....Master psychics and adventurers and scholars are limited to only one Swordsmanship skill.


.....Men of magic, clergy, and supernatural creatures cannot take any Swordsmanship skills.


W.P. Swordsmanship Bonuses:


.....All bonuses are in addition to the conventional W.P. bonuses.


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


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


The Swordsman's Quick Draw: +1 to initiative with a P.P. of 18 and an additional +1 for every four points above 18.


Bonus Attack: +1 melee attack when using that specific weapon for the melee round.


Sword Tricks:


.....Either pick one or roll 1D6 to determine randomly. Characters are only allowed to choose one.


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


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


Precision Cuts: The character can do things such as cut the wicks off candles, cut the cloths off his opponents without harming them, etc. +3 to called shots.


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


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


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


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


The possible Effects are:


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


Weapon Mastery: (Staff/Spear/Pole arms)


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


-Spanish Weapon Master


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


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


advanced technologically to the point where distance combat is feasible. The same kinds of people live everywhere, however. Just as some in North America have devoted themselves to their guns, some people in these societies have devoted themselves to their weapons, be they high-tech blades scientifically balanced to their Wielder’s style, magical flails, or a hunk of wood that "just feels right", they have expanded their knowledge beyond mere proficiency: They are Weapon Masters.


Restrictions and Conditions


This skill is applicable only to weapons that rely on the strength of their wielder to cause damage, or their modern, magical and psionics equivalents. Thus vibro-blades, flaming swords and psi-swords can all benefit from this skill, while bows, slings and pistols cannot. Spears, knives, and other throwing weapons can be used with this skill, but all bonuses (save those to initiative) are halved, and the Riposte ability cannot be used.


To acquire this skill a character must sacrifice two OCC related skills or two OCC WP's. Secondary skills cannot be used to acquire this skill. A character must be proficient in the weapon to be mastered, and must purchase mastery separately for each WP.


Bonuses of Weapon Mastery


All bonuses are in addition to attribute and WP bonuses.


The mantra of business is "Location, Location, Location," supposing a better location will yield better results. Weapon masters have also learned the value of location in the form of a well-placed shot. A weapon master gains a +1 to damage with a PP of 15 and an additional +1 for every 5 points of PP thereafter. This damage can be either SDC or MDC, as appropriate to the weapon


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


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


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


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


Lightning Speed:. Similar to Iaijutsu, this gives a character great speed when using his mastered weapon.


This translates into a +1 initiative at PP 18, and another +1 per additional 4 points of PP. They also receive an extra attack on any round in which they use only their mastered weapon.


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


Meditation: Base Meditation Skill: Mental Endurance (M.E.) attributes plus 5% per level of experience. (%) Duration: ()


Acrobatics


Gymnastics


Tumbling


Boxing


Wrestling


Hand to Hand: Isshin-Ryu Karate + Jujitsu combined and The Art of Wind


O.C.C. Related Skills:


Parkour/Free Running


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


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


Character Bonuses: +1 to P.S., +1 to P.P., +2 to P.E., +1D6 to Spd and +2D6 to S.D.C. Can jump strait up 2ft +4in per level and can jump forward 4ft +6in per level. +10% to Climbing, Prowl, Balance Sense, Back flip and climb Rope skills


Automatically starts with the skills of:


Roll 80%+1% per level of experience , Cat leap 65%+3% per level of experience, Back-flip 45%+5% per level of experience, Speed Vault 60%+5% per level of experience, Monkey Vault at 50%+5% per level of experience, Revere Vault at 40%+5% per level of experience, Superman at 55%+5% per level of experience, Dash Vault 50%+5% per level of experience, Precision 45%+5% per level of experience, Rocket Vault at 50%+5% per level of experience, and Triple Kong 40%+5% per level of experience, Wall Flip 35% +5% per level of experience. This special move uses the Back Flip bonus but must be done off a wall and must require having the initiative or as a dodge. The character can Wall Flip into a standing position and can dodge melee attacks as long as the Wall Flip is successful. A failed Wall Flip dodge cannot be negated for damage by a Roll with Punch/Fall/Impact and the fall does 1D6 damage plus the character takes full damage from the opponents attack.


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


Level Advancement Bonuses


1st: Add +1 to Vault and +2 to Back Flip +6 to Roll with Punch/Fall/Impact.


2nd: Add +2 to Vault, +1 to Back Flip and +1 to Roll with Punch/Fall/Impact, +5% to Monkey Vault and +5% to Revere Vault at +5% to Superman and +5% to Dash Vault


3rd: Add Leap – Escape, The PC can now jump from great heights and land safely, usually by throwing themselves into a roll. +10ft +1ft per level.


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


5th: Add +1 to Spd and +2 to Maintain Balance +1to roll with Punch/Fall/Impact, +5% to Precision. +5% to Rocket Vault.


6th: Add +1 to Grab and +1 to Vault +5% to Triple Kong


7th: Add 8th: +2 to Vault and +1 to Grab, + 5% to Wall Flip.


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


9th: Add +1 to Automatic Dodge +1 to Roll with Punch/Fall/Impact


10th: Add +1 P.S. +1 P.P. +1 Maintain Balance and +1 to Roll with Punch/Fall/Impact


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


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


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


14th: Add +2 P.E. +1to roll with Punch/Fall/Impact, +2 to Maintain Balance


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


Biology: Base Skill: 30% + 5% per level of experience. (36%)


Xenology: Base Skill: 30% + 5% per level of experience. (36%)


Massage: Base Skill: 50%+5% per level of experience. Note: +5% if the character possesses any Martial Arts Powers: Atemi Abilities, +10% if the character possesses any Martial Arts Powers: Advanced Atemi Abilities. (81%)


Shiatsu: Base Skill: 25%+5% per level of experience. Note: +5% if the character possesses any Martial Arts Powers: Atemi Abilities, +10% if the character possesses any Martial Arts Powers: Advanced Atemi Abilities. (46%)


Acupressure: Base Skill: 25% + 5% per level of experience. Note: +5% if the character possesses any Martial Arts Powers: Atemi Abilities, +10% if the character possesses any Martial Arts Powers: Advanced Atemi Abilities. (46%)


Acupuncture & Moxibustion: Base Skill: 30/20%+5% per level of experience. (51/41%)


Note: +5% if the character possesses any Martial Arts Powers: Atemi Abilities, +10% if the character possesses any Martial Arts Powers: Advanced Atemi Abilities.


First Aid: Base Skill: 45% + 5% per level of experience. (51%)


Holistic Medicine: Base Skill: 20% + 5% per level of experience. (26%)


Intelligence: Base Skill: 32% + 4% per level of experience. (38%)


Tracking: Base Skill: 30% + 5% per level of experience. (36%)


Map Reading: Base Skill: 35% + 6% per level of experience. (41%)


Bartering: Base Skill: 30% + 5% per. (36%)


Public Speaking: Base Skill: 30% + 5% per level of experience. (36%)


Secondary Skills:


Fishing: Base Skill: 40% + 5% per level of experience. (46%)


Hover cycle: Base Skill: 70% + 5% per level of experience. (76%)


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


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


Teaching: Base Skill: 40% +5% per level of experience. (46%)


Special Martial Arts Form:


Isshin-Ryu & Jujutsu Combined


Entrance Requirements: No Attribute or Alignment restrictions.


Skill Cost: 19 Years (11 Years as a Secondary Martial Art Form).


Costume: Standard Judo outfit, just like the karate outfit but made of heavier material. Usually the top is white and the pants are black, with optional school patch worn on left side of the chest. The Bo Staff is often personalized with a bit of carving and/or with some leather hand grips. They can also be painted, varnished or stained in different colors.


Stance: ISSHIN-RYU: Feet shoulder-width apart, forward foot pointing slightly away from the body, rear foot pointing towards the rear. One arm tight against the waist, the other loosely extended, both hands clenched in fists. Note that the fist is somewhat different, with the thumb wrapped over the top of the clenched fist rather than toward the palm.


JUJUTSU: Feet are less than shoulder width apart, at right angles, with the knees slightly bent. Arms and hands are usually loosely extended in a variety of positions.


CHARACTER BONUSES:


Add 15 to CHI


Add 1 to P.S.


Add 2 to P.E.


Add 3 to P.P.


Add 3 to Spd.


Add +5 to S.D.C.


COMBAT SKILLS:


Attacks per Melee: 5


Escape Moves: Roll With Punch/Fall/Impact, Maintain Balance, Break Fall, Automatic Break Fall, Automatic roll With Punch/Fall/Impact.


Basic Defensive Moves: Dodge, Parry, Automatic Parry


Advanced Defenses: Multiple Dodge, Disarm, Break-fall, Combination Parry/Attack, and Automatic Dodge.


Hand Attacks: Strike (Punch), Knife Hand, Palm Strike, Fore-Knuckle.


Basic Foot Attacks: Kick Attack, Tripping/Leg Hooks, Snap Kick, Backward Sweep, Reverse Turning Kick (Combination Dodge/Kick), Drop Kick (Combination Fall/Dodge/Kick)


Jumping Foot Attacks: Jump Kick


Special Attacks: Death Blow, Leap Attack, Body Block/Tackle, Body Flip/Throw, Combination Parry/Attack, Choke, Knee, Elbow, Paralysis Attack (Vital Points),


Vital Attacks: This type of attack can be performed with the hands, knees, feet, clubs, or whatever, and 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. This attack Inflicts 1D4 damage.


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


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


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


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


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


Stun Strike: 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.


Jodo Strike: A powerful thrust with the point of the staff, or blunt end of a spear, to the side of the temple. The blow is so painful and jarring that it inflicts an extra 1D6 damage and, for a moment, everything goes black: the victim of the Jodo strike loses initiative, loses one melee action and there is a 01-50% chance that he will drop whatever weapon he was holding (only drops one weapon if using paired weapons — victim's choice of which).


The martial arts master must focus and deliberately aim at and strike the temple (the player should announce his intentions before he rolls to strike). A roll of 18 or higher (including bonuses) is necessary to have full effect. Any roll that hits his opponent, but is under an 18 hits, but misses its mark and only inflicts normal damage


Kawasu :


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


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


Holds/Locks: Arm Hold, Leg Hold, Wrist Lock, Body Hold, Neck Hold


Weapon Katas: W.P, Staff, W.P. Bo Staff, W.P. Improvised


Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Critical Strike from Rear, Body Flip/Throw, Critical Flip/Throw


SKILLS INCLUDED IN TRAINING:


Languages: Japanese (Lv4) + Okinawan Dialect


Cultural Skills: Gardening, floral arranging (Ikebana), Bonsai (tending miniature trees), Calligraphy, Haiku (special poetry), Music (instrumental or singing), cooking, sewing, dancing, Go.


Philosophical Training: Zen


Martial Art Powers: Receive the Special Kata: Bassai "Fortress Penetration" automatically. Select a total of (4) Powers from among Chi Mastery Techniques, & Body hardening (including Demon Hunter), & Select a total of (10) martial arts techniques, and specialty katas (including chi katas) and select a total of (6) Powers from among Atemi Abilities. If desired, any number of Powers can be traded one-for-one for any Basic Skill Programs (excluding physical).


LEVEL ADVANCEMENT BONUSES


1st: +5 to Roll with Punch/Fall/Impact, +2 Parry/Dodge/Strike, Critical Strike from Behind, Critical Strike on Natural 20


2nd: +1 to Strike, +1 to Disarm., +1 to Maintain Balance, Add 3 Levels onto W.P. Bo Staff.


3rd: +1 Attack per Melee, +1 to Parry/Dodge +1 to Body Flip/Throw (Does 2D6 Damage, instead of the normal 1D6), + 2 to Maintain Balance.


4th: +1 Attack per Melee, Critical Strike on Natural 18, +1 to Damage, Select One (1) Additional Martial Art Power from Chi Mastery and Martial Art Techniques, Atemi, body Hardening, and Special Katas.


5th: + 2 to Roll with Punch/Fall/Impact, Knock-Out/Stun on natural 20, +1 to Maintain Balance.


6th: Select One (1) Additional Martial Art Power from Chi mastery, Body Hardening, Atemi and Martial Art Techniques, and Special Katas. +1 to Disarm, and Death Blow on a natural 20. + 2 to Roll with Punch/Fall/Impact, Knock-Out/Stun on natural 19.


7th: +1 to Body Flip/Throw. +1 to Disarm, +1 Attack per Melee, +1 to Parry/Dodge.


8th: +1 Attack per Melee, +1 to Maintain Balance, +1 to Maintain Balance, Death Blow on Natural 19.


9th: +2 to Roll with Punch/Fall/Impact, +1 to Damage, . Select One (1) Additional Martial Art Power from Chi Mastery and Martial Art Techniques, Atemi, body Hardening, and Special Katas.


10th: +1 to Parry/Dodge, +1 to Disarm, +1 to Strike, +1 to Damage..


11th: +2 Attacks per Melee, +1 to Parry/Dodge, Select One (1) Additional Martial Art Power from Chi Mastery and Martial Art Techniques, Atemi, body Hardening, and Special Katas.


12th: +1 to Parry/Dodge, +1 to Strike.


+ 2 to Roll with Punch/Fall/Impact, +1 to Maintain Balance.


13th: + 2 to Roll with Punch/Fall/Impact, +2 to Maintain Balance, Select One (1) Additional Martial Art Power from Chi Mastery and Martial Art Techniques, Atemi, body Hardening, and Special Katas.


14th: +1 Attack per Melee, Knock-Out/Stun on natural 18, Double Existing Chi.


15th: Select One (1) Additional Martial Art Power from Chi Mastery and Martial Art Techniques, Atemi, body Hardening, and Special Katas, Add One (1) Zenjorike Power.


The Art of Wind


Entrance Requirements: Minimum IQ of 11, ME of 10. The character must have either magic or psionic or super powers to learn this fighting style.


Skill Cost: 14 Years (7 Years as a Secondary Martial Art.).


The nature of the fighting style incorporates the Character to control the element of Wind into his attacks, maximizing his elemental abilities by infusing them into his physical abilities. All of the movements are mixed in to the form of Bau Gua Kung Fu.


Air Element:


Air bending is about flexibility and finding the path of least resistance. Remember, an Air bender avoids conflict at all costs and will always choose defense over offense. Allow your opponent to wear him/herself out while you remain calm and use his/her aggression against him.


The element of movement and speed, evasion, and avoidance, the element of air is focused on improving the Sword Master's deftness and the speed of his attacks, and defenses. The basic bonus is +2 to Spd attribute, the intermediate bonus is +1 to initiative, dodge, and the advanced bonus is +1 attack per melee with the elemental staff. See Elemental Power Abilities for more details on the abilities of this element.


Ba Gua Zhang, or the Eight Trigrams Palm, is a relatively new (within the past 200 years), and very unique style of Chinese Kung Fu. Considered one of the "Three Sisters" internal arts (along with Taiji and Xing-Yi), Bagua can't clearly be traced back to an exact founder. However, the first person to teach Bagua to the public was a man named Dong Haichuan, who lived during the late Qing Dynasty. From his teaching, three separate students eventually formed their own separate, yet related versions of the style, resulting in the Yin Style, Cheng Style, and Liu Style forms of Eight Trigrams Palm. Note that the name Bagua is derived from the 8 Trigrams of the Yi Jing/I Ching, The Book of Changes, which sums up the ever-changing nature of this art.


Bagua as a combat art is rather unique and takes an unorthodox, yet logical approach to combat. In the main styles of Bagua (Yin and Cheng Style), there are typically 64 fighting skills (which is a matching number to the 64 Hexagrams which can be formed from the Eight Trigrams). There are no hard stances in Bagua, as this is considered inflexible and makes footwork and change slower. Instead, all stances are held shallow, and movements are based in a circle. The palm is also used almost exclusively; in training, 90% of Bagua attacks call for palms. In combat, a Bagua artist will use 80% palms. The reason for this is an open hand is a relaxed hand, and relaxation if of utmost importance. Bagua artists will rarely tighten their arm muscles up for anything. Opponents are viewed like a giant door, which is kept closed by their defense. A Bagua artist may have to open side doors, by attacking from the sides and breaking down his opponent's defense, to open the final door. Also, much like its tactical nature, Bagua Zhang also employs some exclusive or extremely rare weapons.


A great deal of internal training is also involved in practicing Ba-gua (hence its status as one of the "Three Sisters" arts. Much time is spent walking the circle; to not only develop the sixty-four combat skills, but also to focus on the building of chi. Artists must learn how to draw upon different types of Jing (sources of power): Guen (rolling), Zuan (drilling), Zheng (piercing), and Guo (wrapping) in order to hurt opponents with their palms. The legs require the artist to develop the power of Qi (lifting-up), Luo (dropping-down), Bai (swinging-out) and Ko (locking-in) Jing. Silk reeling energy, similar to Taiji, is also present in Bagua.


Bagua is a somewhat common art, available in China, Taiwan, and much of North America and Europe.


Ba Gua is among the most intellectual of all the martial arts. Analyzing the eight Trigrams of the / Ching, the creators have translated them into the "eight directions" representing angles of attack and defense; the "eight steps" of movement; and the "eight palms" of strikes and deflections. The result is a graceful martial art, where the circular movement of Chi through the body is reflected in the circular movements of deflection and defense. All the attacks are likewise circular and are well suited to use with Soft Chi. In order to achieve the grace and fluidity needed for true proficiency, students engage in an exercise called "Walking the Circle," where they spend hours stepping around, using their hands in coordination with their feet. In fact, anytime a character with Ba Gua has a few spare minutes, they should spend the time "Walking the Circle."


For an ordinary mortal, watching a Ba Gua artist at work can be pretty boring. For hours on end, all the character seems to be doing is walking in a tight circle, always taking the exact steps, always making exactly the same hand and body movements, and only the motion of the same head and the direction of the eyes changing from one circuit to the next. Of course, if the observer could perceive psychic energy, the flow of dragon lines, or magical power, then they’d see something else altogether.


A mystically attuned character (and those who can see the invisible) would see the ground beneath the Ba Gus walker’s feet filling with lines of power, crisscrossing and layering and thickening, getting more defined with each step. Moreover, they would see that the power being summoned and controlled is mind-boggling in scale, and that for that tiny patch of ground, defined by the cha1·acter’s little walk, there are limitless possibilities.


What is really happening is that the practitioner of Ba- Gua is engaging in an exercise called “Walking the Circle," repeatedly taking the Eight Steps, in each of the Eight Directions, and with each step binding cosmic forces into that small patch of ground.


The result is a special Map, created by both the cosmic energies represented by the Yin-Yang Sign, as well as the ordering of the universe represented by the eight trigrams of the l Ching.


Costume: Silk Kung Fu Uniform, typically of the northern style (with long sleeves), or a Loose cotton tunic and pants.


Stance: Ba gua discourages the use of hard stances, believing that they make the body too rigid, instead there are simply relaxed ways of standing, using shallow stances with the feet placed comfortably apart and hands open at hip level. That enables quick stepping, and a constant change in stances.


CHARACTER BONUSES


Add 40 to Chi/P.P.E./I.S.P.


Add +4 to M.E.


Add +4 to P.P.


Add +4 to P.E.


COMBAT SKILLS


Attacks Per Melee: 2


Escape Moves: Roll with Punch/Fall/Impact, Maintain Balance.


Attack Moves: None.


Basic Defense Moves: Dodge, Parry, and Automatic Parry.


Advanced Defenses: Circular Parry.


Hand Attacks: Fingertip Attack, Palm, Knife Hand, Backhand, and Rotary Palm (SPECIAL! This is essentially a circular palm strike, employing power from the waist. Does normal palm strike damage, but also serves as a knockdown. Note that Soft Chi can be used to add extra damage to this attack.), Push Open Hand (Special! Essentially a knockdown Strike that also does 1D6 damage. Any victim failing to counter the attack will be knocked back a number of feet equal to the attacker's Chi.)


Basic Foot Attacks: Sweep Kick (Special! This low movement is designed to catch the opponent somewhere below the hip, but without sacrificing balance. 1D4 damage.), Kick, Crescent Kick, Backward Sweep, and Tripping/Leg Hook.


Jumping Foot Attacks: None.


Special Attacks: Body Flip/Throw, Disarm, Forearm, and Combination Parry/Attack.


Holds/Locks: Wrist Lock and Elbow Lock.


Weapon Katas (Select Two): WP Jian (Straight Sword), WP Dao (Broadsword), WP Qiang (Spear), WP Ji Zhua Yin Yang Rui (Chicken Claw Yin Yang Sharp (Paired)), WP Lu Jiao Dao (Deer Antler Knives (Paired)), WP Emei Ci (Emei Stingers (Paired)), WP Zhou Dao (Elbow Knives (Paired)) and WP Bagua Dao (Eight Trigrams Broadsword), WP Staff.


Modifiers to Attack: Pull Punch, Knockout/Stun, and Critical Strike, Death Blow.


Eight Trigrams Empty Palm, Eight Trigrams Sixty-Four Palms, Eight Trigrams Sixty-Four Palms, Eight Trigrams Palms Heavenly Spin, Eight Trigrams One Hundred Twenty-Eight Palms, Also Select a total of six (6) from Martial Art Techniques, Chi Mastery, or Specialty Katas (including Chi Katas). Also available is the Bagua Circle Kata (see Mystic China). If desired, any number of powers can be traded, one-for-one, for any Basic Skill Programs.


Cultural: Wei Qi (Go) Chess


Languages: Chinese (Mandarin or another dialect; choose one.)Temple: Feng Shui.Philosophical Training: Taoism.


If this is your primary martial art form, then the following other forms can be learned in shorter time: Taiji Quan (5 Years), and Xing Yi (5 Years).


+2 to Parry and +1 to Roll with Punch/Fall/Impact, + 1 to rear attacks (Backward Sweep, Backhand Strike), . Create Ba Gua Map:


The character can, in four full melee rounds, Walk the Circle sufficiently to create a functional Bagua Map with at least four Chi/P.P.E/I.S.P., or whatever amount the character wishes to invest. As soon as the Map is complete, the character, in effect, creates his own little world; a world in which he is the creator, the all-father, a god. As such, he has become linked to the supernatural and magical aspect of the Megaverse similar to a god. This makes him keenly aware, on a supernatural level, of everything physical, mystical and invisible outside the edges of the Map that may be aware of him. Thus, any attacks or actions directed at him, even something as benign as looking at him or walking toward him, is instantly known to the Ba Gua Master. He may not know who the individual is, but he knows that he is being watched from that direction, being approached from another direction and being shot at from a third, and so on. This means the character is aware of all incoming attacks directed at him, whether physical or magical, or even psychic, and as long as he stands inside the Map (his own little world), he can attempt to parry or dodge all attacks, from every direction, even if there are a hundred of them! Bonuses while inside the Map: +4 on initiative, +2 to parry, +4 to dodge, and cannot be surprised by attacks from behind or from a distance, or those coming from an invisible or otherwise unseen foe. Size ofthe Map: Sixty feet in diameter, never any smaller nor any larger.


Restriction: The Size of the map is limited and if the character steps off of it (even one toe), the Map will suddenly start to unravel at a rate of 100 Chi/P.P.E./I.S.P. per melee round (or 6 Chi/P.P.E./I.S.P. per second), until it is completely gone (zero Chi/P.P.E./I.S.P). If the character manages to get back on the dissolving Map before it completely dissipates, the unraveling stops, but the lost Chi/P.P.E/I.S.P. is spent and no additional Chi/P.P.E/I.S.P. can be added to the Ba Gua Map — once the Map is completed it cannot be changed or enhanced, which is why most masters of this esoteric art place 200-600 I.S.P. into its creation in the first place. Any Chi/P.P.E/I.S.P. lost through unraveling are spent.


Note: Others may enter the diameter that is the Ba Gua Map. Comrades, friends and those under the creator’s protection may enjoy special benefits or protection (see the Eight Pillars of Darkness), but do NOT get the combat bonuses or awareness of the creator, nor can they draw upon the neither Chi/P.P.E/I.S.P., nor control or influence the Map in any way.


2. Tap Map Chi/P.P.E/I.S.P.: The creator of the Ba Gua Map can draw I.S.P. from the Map to fuel any powers, abilities or artifacts that use I.S.P., or just to replenish his personal Chi/P.P.E/I.S.P. reserve. This is done effortlessly, with a thought, and can be done in measured portions as needed or desired for as long as the Map exists. If the Map is completely drained of Chi/P.P.E/I.S.P. in this fashion, it simply disappears. Recreating it will require weaving it again from scratch and a minimum of 4 Chi/P.P.E/I.S.P. However, so long as at least one point of Chi/P.P.E/I.S.P. remains in a Ba Gua Map and its maker remains standing within its diameter, it can keep functioning and providing the creator with special awareness, MDC power, and related abilities. However, its creator must be conscious, not asleep or knocked out.


3. Vulnerability of the Ba Gua Map: The manifestation of the Ba Gua Map is effectively a Mega-Damage magical artifact. It doesn’t provide M.D.C. protection to its creator, but the Map itself has the equivalent of one M.D.C. for every one point of Chi/P.P.E. /I.S.P. Magical, psionic and mystical attacks on the Map itself


eliminate one point of Chi/P.P.E/I.S.P. for every one point of M.D. inflicted (S.D,C. attacks do no damage whatsoever). HOWEVER, an attacker must specifically direct his attacks at the Map for it to be harmed, thus M.D. from an area effect spell or explosive does no damage even if the Map was within its radius of effect/impact because the attack was not specifically directed at it.


Note: Outsiders — i.e., anyone from outside of China — as well as ordinary people, peasants, adventurers, warriors and even most Ghosts, Goblins and lesser demons, don’t know anything about the Ba Gua Map or the powers it provides the person standing within its microverse, and would have no reason to attack it, thus directing their attacks at the maker, not the Map. Only monks, scholars and characters well versed in the ways of magic (including most dragons and Greater Demons) or trained in this particular mystical martial art would know that the Ba Gua Map is a vulnerable target that cannot dodge attacks like its creator.


4. Ba Gua Map Chi/P.P.E/P.P.E.: Absorty. If the Ba Gua Map was created at a source of Chi/P.P.E/P.P.E. power, whether it be a dragon line (ley line), nexus point, etc., then the Ba Gua Map can be directed to draw P.P.E. based on the current amount available. When withdrawn into the Ba Gua Map, Chi/P.P.E/P.P.E. is converted, on a one—to-one basis, into Chi/P.P.E/I.S.P. that can be used by the Map’s creator. Once the Absorption is begun, it will continue indefinitely until one of the following occurs: 1) Its maker commands it to stop, 2) the source of Chi/P.P.E/P.P.E. is depleted, 3) the Ba Gua Map is disrupted/dissipates, or 4) the Ba Gua Map overloads by taking in more than ten times the amount of the Ba Gua character’s permanent Chi/P.P.E./I.S.P. Base. (For example, if a character has an Chi/P.P.E./I.S.P.


of 41, the most their Ba Gua Map can absorb is 410 Chi/P.P.E/I.S.P.) This I.S.P. cannot be placed into the Map to give it more M.D.C., but it can be used by the Map’s creator to fuel his own psychic or Ba Gua Kung Fu abilities (i.e., the special abilities that follow).


2nd: +1 to Dodge and Strike, + 1 to rear attacks (Backward Sweep, Backhand Strike), Double the character’s permanent Chi/P.P.E/I.S.P. base!


3rd: Select 2 Abilities from Chi Mastery, or Specialty Katas (including Chi Katas), and +1 Attacks per melee,


Ba Gua Eight Pillars of Darkness: The character can manipulate the Ba Gua Map so that whatever it contains, including the Map’s creator/controller, is completely shrouded in darkness. Those outside the Map see a column of black rising up from the full diameter of the Map 10feet per level high. Even high-tech optics, sensors, magic and psionic sensing abilities are blocked by the Darkness.


Special Features and Bonuses of the Darkness. The Darkness conceals the P.P.E. and I.S.P. energies within the Map, as well as the Chi/P.P.E/I.S.P. or Chi/P.P.E/P.P.E. of anyone standing within the diameter of the Map. Those standing in or on the Map and looking out can see perfectly as if there were no black; pillar. To them it is as if they are standing in the shade of a passing cloud, nothing more. Enemies of the creator or anyone not invited to enter the realm of the Ba Gua Map cannot see a thing and fight as if blinded while in the Darkness (-10 to strike, parry, dodge, disarm, etc.), while the Ba Gua Master and his allies inside the Darkness can see perfectly. Nor can enemies or the uninvited see outside the darkness unless they physically leave the diameter of the Map. Chi/P.P.E/I.S.P. Cost: 4 points to create Eight Pillars of Darkness and one Chi/P.P.E/I.S.P. per melee round to maintain it. The creator also loses one melee attack/action per melee round as long as the Darkness is maintained.


4th: Double Existing Chi/P.P.E. /I.S.P., + 1 attack per melee, knock-out/stun on natural 19 or 20, Weave Ba Gua Map in just two melee rounds.


5th: +1 to Parry, +1 to Roll with Punch/Fall/Impact, + 1 to hand strikes and + 1 to damage, and KO/Stun on Natural 18-20, :


Ba Gua Map Illusions: Other than the Map’s creator, or another Ba Gua Master, anyone stepping on a Ba Gua Map is subject to whatever illusions the Map’s creator wishes to imagine. When someone steps on the Map, they will seem to enter whatever realistic or fantastic room, building, street or landscape that the Map`s creator imagines himself to be in. This is often a beautiful and wonderful place. However, he can instantly change that image to confound and frighten enemies and unwanted guests. From the point of view of the Ba Gua Master, anyone entering the Map suddenly becomes a small light down at his feet, moving inside the imagined landscape of his personal little world portrayed by the Map. Chi/P.P.E/I.S.P. Cost: 4 points per melee round.


For example, the Map’s creator could imagine a huge landscape of rice fields, and an elevated road that corresponds to exactly where a "visitor” has entered the Map. lf the visitor tries to turn around and leave, the Map’s creator could allow them to exit. On the other hand, the Map’s creator could decide to shift the landscape, so the visitor is now miles away from the edge of the Map. From the visitor’s point of view, there is no exit in sight, just miles of rice paddles. To take the example a little farther, the Map’s creator could have a bridge appear in the distance and then, when the visitor was midway across the bridge, it could seem to suddenly collapse, threatening to spill the visitor into the water below. And so on.


Saving Throw: None. The unwanted character has, in effect, entered the Ba Gua Master’s world, and it is the Master who is in control. Note: The illusions cannot be used to harm or kill those trapped within them, instead, they are always used to confuse, occupy and hold off the unwanted guest in much the same way as a maze. When the illusion is in place the creator cannot be seen unless he allows it. If no illusionary landscape is put in place, the unwanted guest sees himself standing in an octagonal shape crisscrossed with lines of blue energy and he stands within reach of the Ba Gua Master. Of course, the Ba Gua Master retains all of his awareness and bonuses to use against the intruder.


Duration: When the Ba Gua Map runs out of Chi/P.P.E/I.S.P., or is otherwise destroyed or dispelled, those caught inside a Map Illusion are instantly released. For example, if a character, in wandering around a Map Illusion, dropped his coat in one spot, and left his dagger sticking in a tree somewhere else, when the Map goes away, the character will appear with the dagger and the cloak right at his feet. Likewise, the Ba Gua Master can choose to release the individual at any time by providing a road, trail, doorway or other obvious way out.


6th: Select 1 Ability from Chi Mastery (including Advanced), Martial Art Techniques, or Specialty Katas (including Chi Katas), and +1 to parry and Dodge,


Map Chi/P.P.E/I.S.P.: in addition to the Chi/P.P.E/I.S.P. Base normally available to the Ba Gua Master, he generates a bonus 100 Chi/P.P.E/I.S.P. that can be placed directly into the Map as he creates it. This bonus Chi/P.P.E/I.S.P. can only be used to create and store into the Map, though this stored Chi/P.P.E/I.S.P. can be drawn upon later for the use of other abilities . . . but each draining of Map Chi/P.P.E/ I.S.P. weakens its very fabric and makes it vulnerable to outside attack.


7th: +1 Attacks per Melee, and +1 to Strike, Select one additional Chi Mastery Ability or Specialty Kata (including Chi Kata), Ba Gua Map Voice: Invoking the Voice means the Map’s creator can now speak to anyone caught in the Map Illusion and listen in to any location on the map (but only to one location at a time; it’s not possible to cast the Voice, or listen in, on more than one location at a time). The Map’s creator can choose to have his voice sound as soii as a whisper, normal volume, loud and threatening like that of a giant, or a thundering voice of a god. When he listens, it is as if he is standing right next to the individuals speaking and he hears every word, even the tiniest whisper. Chi/P.P.E/I.S.P. Cost: One point per melee round.


8th: +1 to Parry, + 1 to rear attacks (Backward Sweep, Backhand Strike), Critical Strike on Natural 19-20, Weave Ba Gua Map in just one melee round.


9th: + 1 attack per melee, knock-out/stun on natural 17 or better, Select One Ability from Chi Mastery (including Advanced), Marital Art Techniques or Specialty Katas (including Chi Katas), Ba Gua Map Mystical Defense: Using the Ba Gua Map as a magical safe haven, all magical and psionic attacks (i.e., any attack that requires I.S.P. or P.P.E. energies) are harmlessly dissipated by the Map before they can touch or harm anyone within the safe confmes of its diameter. However, this protection does nothing to stop physical assaults from thrown objects, bullets, energy beams, or other types of attack. The Mystical Defense also prevents supernatural creatures, including demons, ghosts, Goblins, Entities, spirits and even magical beings such as dragons, Faerie Folk and Elementals, from entering the physical diameter of the Map. Nor can they swing their arms or weapons into the Map’s area while standing outside its boundaries; characters within the Map are safe from them and cannot be touched. Note: The Ba Gua Map can’t be used for Mystical Defense while operating any type of Illusion or Pillar of Darkness, the Ba Gua Master can only do one or the other, not both. Chi/P.P.E/I.S.P. Cost: 5 points per melee round.


10th: Double Existing Chi/P.P.E./I.S.P. +1 to Dodge, Ba Gua Map Combat: in the illusion. When visitors are trapped in a Ba Gua Map Illusion, everything will seem perfectly realistic . . . except that the visitors are never hurt or damaged. No matter what happens, whether it be falling from a bridge, drowning underwater, or caught in a forest fire, it will all be an illusion, with no harm done. In order to inflict damage, the Map’s creator must make a personal appearance and fight one or more of those within his fantasy world. This is a one on one battle as if it were taking place in the real world, so any damage he may inflict (or which is inflicted upon him) is real. In fact, this is the only way characters lost in an illusion can find and attack the Map’s creator. Chi/P.P.E/I.S.P. Cost: 4 points per melee round to appear within the illusionary world.


11th: +1 to Parry, Select one additional Chi Mastery Ability or Specialty Kata (including Chi Kata), Ba Gua Charm of Memory: In order to make it easy to recreate a particular Map Illusion, it’s possible for the Ba Gua Master to weave the look, feel and details into the Map’s memory, as if it were pre-programmed to take on that particular appearance automatically, whenever the creator or outsider enters it. Each time the Ba Gua Master creates a Map, that particular Map Illusion is the automatic default setting that appears to intruders. Chi/P.P.E/I.S.P. Cost: 3 points are automatically drained from the Map’s reserve for each intruder/unwanted guest that enters the illusionary world.


12th: +1 to Strike, and +1 to Roll, + 1 to parry and dodge, + 1 to damage, Ba Gua Map Zone of Destruction: Whoever or whatever tries to enter the Map’s diameter experiences a Mega Damage destructive assault. The amount of the Mega-Damage will equal 10% the amount of Chi/P.P.E/ I.S.P. currently invested is stored in the Ba Gua Map. For example, if the Map is currently at 150 I.S.P., anything touching the outer edge of it would receive 15 M.D. every time they try to step into the Map area. Chi/P.P.E/I.S.P. Cost: 20 points per melee round.


13th: + 1 to rear attacks (Backward Sweep, Backhand Strike), +1 Attack per Melee, and KO/Stun on Natural 16-20, Map Chi/P.P.E/I.S.P.: in addition to the Chi/P.P.E/I.S.P. Base nor- mally available to the Ba Gua Master, he generates an additional bonus 100 Chi/P.P.E/I.S.P. (200 total) that can be placed directly into the Map as he creates it. This bonus I.S.P. can only be used to create and store into the Map, though this stored Chi/P.P.E/I.S.P. can be drawn upon later for the use of other abilities . . . but each draining of Map Chi/P.P.E/I.S.P. weakens its very fabric and makes it vulnerable to outside attack.


14th: Double Existing Chi/P.P.E./I.S.P., + 1 attack per melee, knock-out/stun on natural 15 or better, Ba Gua Illusion Peoples: While the creator of a Map can populate the illusion with any creatures, monsters or people, these shadows of life will be very simplistic, and incapable of having a conversation, much less convincing visitors that they are real. The solution is to invoke a race of Illusionary People, defined by the Map’s creator, and installed into the Ba Gua Map so they appear, move, speak and act completely realistically. Chi/P.P.E/I.S.P. Cost: 20. Note: lf included in a Ba Gua Charm of Memory, each time they are restored the cost is half just 10 Chi/P.P.E/I.S.P.


15th: Select One Ability from Chi Mastery (including Advanced), Martial Art Techniques, or Specialty Katas (including Chi Katas). Plus, select 1 Xian Chi,


Create Independent and Sustained Ba Gua Map: This allows the Ba Gua Master to set up a Map on a place with a renewable or constant source of Chi/P.P.E/I.S.P., and then leave it without having the Map unravel. An Independent Map will persist for as long as there is sufficient Chi/P.P.E/I.S.P., which, if placed on a dragon line or other source of P.P.E., could be indefinitely. However, unless the Ba Gua Map’s creator is present, none of the Map’s powers, abilities or illusions are in place. Actually, that’s not entirely true, the basic illusion will be in place but those who enter the illusion see a clearly marked trail that takes them in a circle regardless of whatever direction they may choose to go, and return to where they started from in 1D6+4 minutes. There is also an obvious exit from the illusion at the point of entry, so they can leave anytime they return to where they started from. Cost: 150 Chi/P.P.E/I.S.P. to create it in the first place.


Note: Most Ba Gua Masters do not create and leave Independent and Sustained Ba Gua Maps unless they live in the area and want an instant place of power; often used for defensive purposes, Weave Ba Gua Map in just one melee action.


Why Study Bagua Zhang?


A graceful, flexible, and tactical martial art, The Art of Wind combines a unique approach to combat, with its circular theory and internal energy, to create a powerful style of Kung Fu, combining internal Chi development with useful, but graceful, physical movements, this is a good all-around choice. Notably, this is the Fang Shih's most common martial art, combined with the ability to use the wind to augment your attacks this is one of the most powerful styles around


Ba Gua Circle Kata: This is a highly defensive Kata that involves circling to cover all eight directions from attack. All parries for the entire melee round are made at + 3 and ALL attacks can be parried from any direction. In addition, one attack per melee round may be delivered that inflicts the normal damage with either a Knife-Hand or Backhand.


Pun Gung Bi Weapon Kata: Includes a special W.P. allowing the character to use Pun Gung Bi. These are paired weapons designed for use with the open palm techniques of Ba Gua. Easy to hide on the body, the character slips them on like rings, one on each middle finger. When using Pun Gung Bi, the Knife-Hand and Backhand strikes both do an additional 1D6 point of damage. Plus, the Pun Gung Bi can be used to parry sharp objects without damage to the hand.


Eight Trigrams Empty Palm: ('''Hakke Kūshō, '''''八卦空掌''''', literally "Eight Trigrams Empty Palm" or "Eight Trigrams Vacuum Palm" or "Eight Trigrams Air Palm"'''):


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


Eight Trigrams Sixty-Four Palms (: '''Hakke Rokujūyon Shō, '''''八卦六十四掌''''', literally "Eight Trigrams Sixty-Four Palms"''')


This Technique closes off sixty-four specific chakra points (tenketsu) on an opponent's body with the Ba Gua style, effectively eliminating their ability to use chakra for quite some time and making it quite difficult for them to move. It begins with the closing of two chakra points, followed by four more, then eight, then sixteen, then thirty-two, and then sixty-four strikes. Each set of strikes is done at an increasing pace. The symbol that appears beneath the user while performing this technique is the Taoist symbol, Bagua.


In the Naruto video games the number of strikes is approximately halved, with the number of strikes adding up to sixty-four rather than the final blow consisting of sixty-four individual strikes: (50 chi to activate) Uses all attacks for the melee round 64 hit +1d6+ps dmg per hit can be layered with other techniques, never misses, must be first attack of the round and removes ½ of opponents (P.P.E./I.S.P./Chi) 1-144 hour duration


Eight Trigrams Palms Heavenly Spin (Hakkeshō Kaiten, '八卦掌回天', literally "Eight Trigrams Palms Heavenly Spin", English TV "Eight Trigrams Palm Rotation")


This Technique utilizes the chakra control gained through Ba Gua training to release a huge amount of chakra from the user's chakra points when struck. The released chakra blocks any possible attack. The user then spins themselves rapidly to parry the attack, both creating a shield of chakra around themselves and tossing away any would-be attackers: PE+ME x100+100+100/lv 1-100ftr +5parry no actions possible while the technique is in action while up 1hr+1hr/lv.


Eight Trigrams One Hundred Twenty-Eight Palms ('''Hakke Hyaku Nijūhachi Shō, '''''八卦百二十八掌''''', literally "Eight Trigrams One Hundred Twenty-Eight Palms" (a.k.a. "Divination Field: Divine One Hundred-Twenty Eight Strikes"''')


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


Elemental Wind Power Abilities Introduction:


The Elemental Master can specialize in any of the five major elements: air, earth, fire, void, and water. However, it is difficult to specialize in more than one element, and taking even one level in a second element prevents the Sword Master from taking the ultimate power of any element. Each element has six powers that can be taken after reaching a specific number of levels in that element, but none of these abilities need to be taken, instead the Sword Master can take a bonus that is unique to that element.


Soul spark: touch 1/h 1-1d10 +1d10/lv + P.S.( Can be Layered with other attacks)


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


Flash Kick: 1d10*10/lv +P.S. + kick *2 +kb & up 1d20 +20ft/lv +2ft/PS can be used to counter an attack if you have anticipation skill


Hurricane Kick: 1d10*10/lv +kick *4 +P.S. hits 4 times


Mega Hurricane Kick: hurricane kick *10


Hurricane Grab: 1d6*90 +kb 20ft + auto Knock Down +KO


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


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


Sonic blitz: sonic boom x10/h


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


Electric blitz: lightning bolt x10/h


Wind Blast Shockwave: 1-100ftr point blank range kb900ft +1d6*90 20chi


Wind: Fist


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


Cost: 5 Chi per strike.


Wind: Kick


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


Cost: 8 Chi per attack


Wind: Leap Punch:


A powerful leap punch that inflicts 3D4x10 M.D. to supernatural beings, elementals and creatures of magic, including dragons. This must be the character's first and only attack for that melee (the leap concentration and focus uses up all other attacks). All the character can do after the kick is defend himself.


Cost: 10 Chi per kick.


Wind: Leap Kick


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


Cost: 10 Chi per kick.


Wind: Spirit Fist


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


Cost: 10 Chi per strike.


Wind: Spirit Kick


A kick strike that unleashes a powerful telekinetic force that inflicts the equivalent of the character's normal M.D.C. kick.


Range: five feet (1.5 m) per level of experience. Counts as a normal melee action/attack. Cannot be used as a power punch or dragon fist.


Cost: 10 Chi per strike.


Wind Aura of Defense


The Air Bender uses his Chi to create a skin-tight force field around his body. This barrier has P.E. + M.E. +150 M.D.C. plus 150 M.D.C. per level of experience! The aura can be maintained for one minute (4 melees), but can be reactivated at the beginning of each new melee round for the cost of 10 Chi


Cost: 10 Chi. are PERMANENTLY lost when this technique is initially learned, plus it costs 10 Chi per minute.


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


Chi Cost:10


Duration:5min +5min/lv


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


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


Chi Cost:5


Duration:5min +5min/lv


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


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


Chi Cost:15


Duration:5min +5min/lv


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


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


Chi Cost:20


Duration:5min +5min/lv


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


Weapon Notes:


Zhou Dao (Elbow Knives): A pair of knives, roughly 6" long, single edged, with a slight curve. One is used for parrying, while the other is used for thrusting. Originally used by soldiers to disable cavalry, by means of rolling under the horse and driving the blades up (while being held in a backhand slash position supported by the forearms) with their elbows, hence the name. Damage: 1D4 each.


Bagua Dao (Bagua Saber): An extremely large saber, with a single edged heavy blade over 4ft. long. Damage: 3D6.


Lu Jiao Dao (Deer Antler Knives): Looking like a pair of crossed crescent blades, these paired weapons usually from 8-9 inches, to up to 2ft. long. The four points, hooks, and edges of the knives allow a Bagua artist to catch, hook, and lock empty hand and weapon attacks, while at the same time attacking with the other blade. It was thought that this Bagua exclusive weapon may have originally been designed to defeat the sword. Damage: 1D6 each.


Emei Ci (Emei Stingers): Also known as Brass Chopsticks by some, this pair of thin metal rods, connected to a pivoting ring, which fits upon the middle finger, was thought to be an underwater fighting weapon. Its design allows for a Bagua artist to apply his open hand techniques, as well as to deflect weapons. Damage: 1D4 each.


Ji Zhua Yin Yang Rui (Chicken Claw Yin Yang Sharp): A distinctive weapon of Baguazhang, using techniques based off of Bagua's empty handed combat style. Essentially held by a handle, connected to a large blade running down the length of the forearm, ending in a sharp hook. Above the point where it is held, there are 3 sharp hooks, and the blade ends in a double-edged point, useful for stabbing. A large curved and sharp hand guard protects the hand. Techniques for this weapon include thrusting, hooking, cutting and sliding. Like many other claw and hook weapons, they are useful in a pair. Damage: 1D6+2.


Control Elemental Force: Air The power to manipulate and control aspects of air and atmospheric conditions.


Bolt: Range: 60ft+5ft/lvlDuration: InstantEffect: Zaps target with a bolt of lightning, low damage.Area of Effect: 3x3x3 cubic feet.Damage: 1D6/lvl of caster.P.P.E/I.S.P./Chi: 8Special Conditions: Bolt CAN be dodged on a natural 15 and higher, or a modified 20 or higher.Description:Bolt is a pretty basic offensive spell that calls on the spirits of the air to bring their wrath down on the target. Simple, but effective.


Thunder Clap


Range: Directly affects the immediate area (30 ft/9 m) around the magic


weaver, but can be heard up to a mile away.


Duration: Instant


Saving throw: Save vs. horror factor


P.P.E/I.S.P./Chi: 2


The warlock is able to create a booming clap of thunder that is so loud that it seems to make the air vibrate. This is an effective method of intimidation, showing others anger, power, or simple theatrics. This provides the warlock with a bonus of + 5 on his initiative, + 1 to strike, parry and dodge, and creates a horror factor of 8 (+ 1 per every other level of the warlock's experience).


Cloud of Slumber


Range: 90 feet (27.4 m)


Duration: Four melees per level of the warlock


Saving throw: Standard


P.P.E/I.S.P./Chi: 4


This spell creates a 20 x 20 x 20 foot (6 m) cloud which magically induces sleep instantly on all who pass through it. All affected will sleep until the cloud dissipates and until then, they cannot be roused, unless dragged from the cloud, in which case they will wake in 1D4 melees.


Cloud of Steam


Range: 90 feet (27.4 m)


Duration: Four melees per level of the warlock


Saving throw: A successful save means it inflicts half damage.


P.P.E/I.S.P./Chi: 4


The warlock creates a cloud of steam that covers a 30 foot area (9 m), up to 90 feet (27.4 m) away. Anyone caught in the cloud or passing through it will take 2D6 S.D.C. damage for each melee round (15 seconds) spent in the cloud, as well as being temporarily blinded for 1D6 melees. While in the cloud, victims cannot see and are in pain; -9 to strike, parry, and dodge. Not effective against body armor or mega-damage beings, but the visibility while in the cloud is nil; effectively blind.


Create Light


Range: Six foot (1.8 m) radius per level of the warlock


Duration: 10 melees per level of the warlock


Saying throw: None


P.P.E/I.S.P./Chi: 2


The warlock is able to magically create a light that is approximately the equivalent of one candle per level of the warlock. As with all spells, it can be canceled at any time and the warlock can increase or decrease the light intensity by thought. The light can remain stationary or follow him. Will not affect vampires.


Create Mild Wind (2 mph/3.2 km)


Range: 320 foot radius


Duration: Four melees per level of the warlock


Saving throw: None


P.P.E/I.S.P./Chi: 4


This spell conjures up a mild wind of about two mph. The warlock can control the wind's direction and can direct it up to 400 feet away (122 m).


Stop Wind


Range: 100 foot radius (30.5 m)


Duration: Three melees per level of the warlock


Saving throw: None


P.P.E/I.S.P./Chi: 5


The warlock is able to completely still the wind for a 100 foot (30.5 m) radius. No breeze or wind can penetrate this area; all is still. This spell only affects winds gusting under 25 mph (40 km).


Breathe Without Air


Range: Self or others by touch


Duration: 12 melees per level of experience


Saving throw: None


P.P.E/I.S.P./Chi: 3


This spell enables the person affected to function totally without air, whether it be underwater or in a vacuum or in an area with little or no oxygen. This spell does not protect the person from magic toxins (miasma, cloud of slumber) or any other type of magic, but does protect against natural toxins such as gas.


Sun Dry:


Range: 10 foot (3 m) radius per each additional level of experience.


Duration: Instant


Saving Throw: None


P.P.E/I.S.P./Chi: 2


A warm glow and thermal gust of wind will instantly dry everything within the area of affect. Even if soaking wet, it will become dry as a bone. Delicate items such as paper will not only become dry again, but they will suffer no damaging effects from being moist (will not repair already damaged paper/delicates, however). Clothing, no matter the layers, will become dry and warm. Even damp wood will cure and can immediately be used for a fire. Best yet, no static cling and no shrinkage!


Electrical Mana shield:


P.P.E/I.S.P./Chi: 1 or more.


Range: touch.


Duration: instantaneous.


Area of Effect: one person or creature.


Description:


This spell transforms the recipient's P.P.E/I.S.P./Chi into ablative armor against electrical damage. This is visible as a pale blue aura in dim light. The number of points of protection is twice the recipient's P.P.E/I.S.P./Chi. This protection is outside any other electrical armor and each point of electrical damage stopped removes a point of protection. This spell uses up the recipient's P.P.E/I.S.P./Chi; unwilling recipients get a magic save to avoid the effect. The caster may add +3 points of protection for + 1 P.P.E/I.S.P./Chi.


Mage's Eyes:


P.P.E/I.S.P./Chi: 1 or more.


Range: none.


Duration: 1 day.


Area of Effect: caster.


Description:


This spell permits the caster to make his eyes take on the appearance of the open sky. The caster may choose a clear day, clouds, storms, or a glow like the sun or moon. The effect covers the entire eye and switch on and off at will. Duration is 2x per +1 P.P.E/I.S.P./Chi. Special mode: causes caster's eyes small sparkles of sun or moonlight during the entire spell duration.


P.P.E/I.S.P./Chi: 1 or more.


Range: targeting roll.


Duration: 10 minutes.


Area of Effect: 1" radius.


Description:


This spell allows the caster to color the air in the area of effect according to his whim. He may also choose to color the air in such a fashion as to show traces of anyone or thing that passed through the air colored recently (last few minutes). The spell is 2x duration or +1" radius per +1 P.P.E/I.S.P./Chi. For +2 P.P.E/I.S.P./Chi the air will color itself according to the nature of what has passed or happened recently. The colored air is transparent. For +1 P.P.E/I.S.P./Chi it may be made translucent. For +2 P.P.E/I.S.P./Chi a it may be made opaque.


Shock:


P.P.E/I.S.P./Chi: 2 or more.


Range: none.


Duration: 6 rounds or until used.


Area of Effect: touch.


Description:


This spell allows the mage's hand to deliver a substantial shock. The shock will do 2d6 of electrical damage, +d6 per +1 P.P.E/I.S.P./Chi, but the shock must be delivered with a bare hand or metal weapon with a conducting path all the way to the mage. The hand stays charged for 6 rounds, +6 round per +1 P.P.E/I.S.P./Chi. Additional shocks, that must be used before the time runs out, cost +1 P.P.E/I.S.P./Chi each. This spell does not modify the appearance of the mages hand. Delivering the last shock ends the spell. Special mode 1: allows the caster to enjoy the shock he has just delivered. Special mode 2: causes all in the adjacent area (10ft) to the caster and his victim to also enjoy the shock. Special mode 3: cuts the rounds available to deliver the shock by 3 rounds.


P.P.E/I.S.P./Chi: 1.


Range: 100ft.


Duration: 10 minutes.


Area of Effect: see below.


Description:


This spell is the equal of an inexpensive electric fan. Duration is 2x per +1 P.P.E/I.S.P./Chi. This spell can be used for a number of things, distracting a guard with a sudden puff of air, blowing papers off a desk, cooling the caster on an August afternoon. For +1 P.P.E. the effect moves with the caster. Special failure mode one causes a swirling zephyr. Mode two accompanies the moving air with giggles. Mode three causes the zephyr to be mischievous.


Far sight:


Range: Self or other by touch only


Duration: One minute per level


Saving Throw: None


P.P.E. Cost: 4


This spell increases the caster (or another by touch) vision to be equal to that of a person with modern binoculars. Magnification is four times at first level, increases to eight times at third level, sixteen times at sixth level, and thirty-two times at tenth level. The caster can vary their magnification as needed up to their maximum ability. This spell does not magnify small close in objects, only useful for long distance.


Bolt 2: Spell Level: 2, Air Warlock or Spell Magic.Range: 60ft+5ft/lvl Duration: InstantEffect: Zaps target with better lightning bolts.Area of Affect: 30x30x30 cubic feet.P.P.E. Cost: 24Damage: 2D6/lvl of casterSpecial Conditions: Metal conducts electricity, so Bolt 2 ignores any METAL armor. There is no saving throw-dodge with a natural 16 or higher, or modified 21 or higher.


Description: A more advanced casting technique of Bolt, which affects a slightly larger area and does significantly better damage.


Moonlight


Range: Self plus one additional person per each 3 levels of experience.


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


Saving Throw: None


P.P.E. Cost: 4


This spell grants the caster full vision, even in complete darkness (magical included), as if lit by a full moon on a clear night. What's more, the caster's vision will be partially extended into the ultraviolet range. This will make items that reflect UV (such as many types of plants, flowers, fruit, hair, even urine) to appear as if they are glowing, making them easy to distinguish in the dark. The eyes of those affected will glow faintly bluish-white.


Sun Bathe


Range: Self.


Duration: 5 minutes (20 melees) per level of experience.


Saving Throw: None


P.P.E. Cost: 5


The caster will be able to absorb and convert the sun's energy during the course of this spell. Immediately the character will become revitalized as if he has rested for 4 hours (all benefits included). He will also become immune to the affects of cold weather (cold-based attacks still do one-half damage), feeling warm and toasty despite the temperature and/or lack of protection (up to 10 degrees Fahrenheit). Note: requires that the sun is out (partly cloudy included, but full cloud coverage will negate this spell). Cannot be cast more than once a day.


WIND CUTTER:


Range: 15ft.+1ft. per level.


PPE: 5 per cutter.


Duration: Instant.


Damage: 1D6 SDC per cutter. The Caster can launch as many cutters as his Level of EXP, up to a total of 6 cutters, doing 6D6 SDC, but expending 30 PPE in the process. Wind Cutters IGNORE AR!


Saving Throw: Dodge or parry!


This simple, effective spell allows the caster to fire bursts of SHARP, Condensed Air Blades at an enemy! The best part of this spell is that the caster can launch multiple cutters in the same time it takes to cast and launch 1 cutter. While single cutters don't do much damage, groups can drive off more heavily armed troops. Wind Cutters have a +1 to strike, but CANNOT be directed at multiple troops unless unaimed cutters (NO Strike bonus or target) are being launched into a group of troops, at which hits are random and up to the GM. Note that once cutters hit a person, they instantly disappear, and DO NOT go through 2 or 3 people. On rifts earth the wind cutters do S.D.C. Damage to S.D.C. targets and M.D.C. to M.D.C. targets


Change Wind Direction:


Range: 300 foot (91.5 m) radius


Duration: Four melees per level of the warlock


Saving throw: None


P.P.E. Cost: 6


This spell enables the warlock to change the direction of the wind to any direction he wants, as often as he wants, within the spell's duration period.


Create Air:


Range: Five foot (1.5 m) radius


Duration: Four melees (one minute) per level of experience.


Saving throw: None


P.P.E. Cost: 6


The warlock is actually able to create breathable air in a six foot (1.8 m) area. This is not an air bubble, so it must be done in an enclosed area, otherwise it will just dissipate. This spell does not work under water.


Heavy Breathing:


Range: 60 feet (18.3 m)


Duration: Five melees per level of experience.


Saving throw: Standard, those who save are not affected /fearful.


P.P.E. Cost: 5


The warlock is able to conjure a mysterious, frightful sound of heavy, labored breathing as if something invisible was lurking about. The warlock can mentally manipulate the sound, increasing or decreasing the breathing rhythm and move the sound around, up to 60 feet away. The breathing can be heard in a six foot (1.8m) radius. Those hearing the breathing will become fearful and panicky. There is a 60% chance that the frightened fellow will flee in terror. Those who hear the breathing but do not run will be - 2 to strike and - 1 to parry and dodge as they shake in their boots.


Howling Wind:


Range: 100 feet (30.5 m)


Duration: Four melees per level of the warlock


Saving throw: Save vs. horror factor 15 every melee.


P.P.E. Cost: 7


The warlock is able to create a mild wind which creates an ominous, ghostly howling. All who hear the wind will become nervous and/or fearful, reminiscent of a banshee's low moaning when death is near. Creates a horror factor of 15. A save vs horror factor must be made; those who fail to save will lose one melee attack and initiative, and are -1 to strike, but + 2 to parry and dodge (panicky, adrenalin flowing). There is also a 1-40% chance they will flee the immediate area, fearing ghosts, banshees, or worse. Those who hear the howl and save vs. H.F. are okay but tense.


Levitate:


Range: 30 feet (9 m) per level of experience.


Duration: Five melees per level of experience.


Saving throw: None


P.P.E.: Seven


The warlock can lift himself, someone, or something, up into the air. Maximum weight is 200 pounds (90 kg) per level of experience.


The maximum height is 30 feet (9 m) per level of the warlock. Levitation is the ability to rise straight up into the air, horizontal movement is impossible.


Mesmerism:


Range: Five feet (1.5 m)


Duration: Four melees per level of the warlock


Saving throw: Standard


P.P.E.: Seven


The warlock conjures a nearly invisible, swirling mist which creates a hypnotic state on the person who sees it (affects one intelligent creature at a time). The swirling mist places the victim into a trance in which all he can do is stand motionless, oblivious to all around him, loses all attacks and parries/melee actions.


Miasma


Range: 100 feet (30.5 m)


Duration: Four melees per level of the warlock


Saving throw: Standard


P.P.E. Cost: 7


This spell creates a poisonous vapor that can be cast up to 100 feet (30.5 m) away and affects a 20 foot (6 m) area. Those affected will instantly fall ill, struck with fever and vomiting. All victims take 1D4 S.D.C./hit points of damage each melee while in the vapor area, and are - 3 to strike, parry, or dodge. Not effective against mega-damage armor or beings.


North wind


Range: 200 foot (61 m) radius


Duration: 6 melees per level of the warlock


Saving throw: None


P.P.E.: Seven


The warlock is able to create a biting cold wind gusting up to 15 mph (24 km). This wind will chill everyone to the bone unless they seek shelter or bundle up; drops temperature to about 10 degrees below freezing.


Silence:


Range: 10 foot area (3 m) per level of experience.


Duration: Five melees per level of the warlock


Saving throw: None


P.P.E. Cost: 10


Creates an atmospheric condition that muffles all sounds, controlling the air's vibrations the warlock can muffle any sound within the area of affect, including radio transmissions, which are barely audible and must be repeated twice to be heard. The pocket of silence can also be used to prowl at a level of 90%, so even a small group clad in clanking armor is silent. The spell affects only sound within the area of atmospheric manipulation.


Control Temperature:


P.P.E. Cost: 3 or more.


Range: none


Duration: 10 minutes.


Area of Effect: 1000" radius.


Description:


This spell allows the mage to change the temperature within the area of effect by +/- 10 degrees (Centigrade, about 18F). The area of modified temperature moves with the mage for +2 P.P.E/I.S.P./Chi. For +1 P.P.E/I.S.P./Chi the mage may but +5 degrees of temperature variation, 2x duration, or 2x area of effect. The temperature changes at a rate of 5 degrees per round at the caster's whim throughout the spell duration. The effects of exceptional temperatures are the province of the referee.


Control Cloud:


P.P.E/I.S.P./Chi:: 3 or more.


Range: targeting roll.


Duration: 10 minutes.


Area of Effect: 1" radius.


Description:


This spell allows the caster to keep a cloud of gas cohesive and move it at a rate of 3". The radius is +1" per +1 P.P.E/I.S.P./Chi and the duration is +10 minutes per +1 P.P.E/I.S.P./Chi. If two control cloud spells collide then the casters use competitive stress saves to determine who controls. The caster may add +5 to this save, or add +2" to the velocity for +1 P.P.E/I.S.P./Chi. This spell may be cast with a spell that creates a cloud adding the P.P.E/I.S.P./Chi costs and taking the higher of the two ranks to determine the spell casting roll.


Clear Vapor.


P.P.E/I.S.P./Chi: 3 or more.


Range: targeting roll or inherited, see below.


Duration: 6 rounds or inherited, see below.


Area of Effect: 3" or inherited.


Description:


This spell can be cast on a cloud of a water derived or related substance and will render it transparent to sight. In this mode the area may be increased by +2" or the duration doubled for +1 P.P.E/I.S.P./Chi. This spell may also be cast with an air elemental spell that summons an airy substance, e.g. Brimstone, Humorous Vapors, Lethal Vapors, adding casting times and P.P.E/I.S.P./Chi and taking the highest rank involved. This will cause the summoned substance to be transparent to sight throughout its normal duration. Special failure mode one causes this spell to modify colors rather than rendering a substance transparent. Special failure mode two has about half effect - it increases translucency. Special failure mode three either halves the duration or causes the airy substance summoned to become visible half way through its natural duration.


Direct Lightning.


P.P.E/I.S.P./Chi: 3 or more.


Range: none. .


Duration: 1 hour.


Area of Effect: 100" radius.


Description:


This spell allows the caster to make a stress save to re-target lightning generated by natural or other sources. The mage could thus direct the lightning from a storm into the target of his choosing. The lightning must be within the mage's line of sight and some part of the bolt must be in the area of effect of the spell. The caster concentrates on the desired target and lightning that occurs is redirected to the target if the mage makes a stress save. This stress save is -3 per die of damage in the lightning bolt redirected and -10 per additional redirection in the same combat round. A targeting roll with spell bonus is needed to target a specific creature. The caster may add +10 to his stress save, +6 hours duration, or +100" radius for +1 P.P.E/I.S.P./Chi. This spell allows the redirection of lightning from magical sources that are not under the control of some mind. For +5 P.P.E/I.S.P./Chi the caster may relax this constraint and redirect lightning from enemy spell casters or magic items. The size of naturally occurring lightning bolts is the province of the referee but the are large compared to those generated by nominal lightning bolt spells. Special failure mode one causes the casters stress save to redirect be at -30. Special failure mode two causes the lightning bolts to fork if the caster fails his save and hit random targets. Special failure mode three causes the bolts to target the caster when he tries to control them.


Fog:


P.P.E/I.S.P./Chi:: 3 or more.


Range: targeting roll to center.


Duration: 10 minutes.


Area of Effect: 5" radius.


Description:


This spell causes a slow, cold swirling in the air. If cast over a body of water it will cause a dense bank of fog in about a minute. The caster gets +10 minutes duration or +5" radius for +1 P.P.E/I.S.P./Chi. The fog spreads out from the area of effect and then behaves as normal for the conditions. For +3 P.P.E/I.S.P./Chi the caster may summon up the water vapor needed to make the fog. Special failure mode one causes the fog to be patchy. Mode two causes the fog to move d3" per round. Mode three causes the fog to center itself on the caster.


Fog See:


P.P.E/I.S.P./Chi:: 3 or more.


Range: none.


Duration: 30 minutes.


Area of Effect: Caster.


Description:


This spell allows the caster to see through fog, mist, or any other air derived vapors as if it were clear air. It does not allow the caster to see through non-air-element-based, opaque gases. The duration is +30 minutes per +1 P.P.E/I.S.P./Chi, and for +3 P.P.E/I.S.P./Chi this spell may be cast on another character. Special failure mode causes the spells recipient to see only things inside clouds of water-aligned vapors. Mode two renders the recipient blind. Mode three divides the duration by 3d6.


Hold Earth Elemental.


P.P.E/I.S.P./Chi:: 5 or more.


Range: targeting roll.


Duration: see below.


Area of Effect: one elemental.


Description:


This spell permits the caster to focus their power of air on an earth elemental so as to paralyze it. If the caster hits the elemental then the elemental and the caster make competitive stress saves each round until the elemental wins one at which point the spell ends. The caster may also end the spell by ceasing to concentrate. For +1 P.P.E/I.S.P./Chi the caster gets +10 to his stress save against the elemental. While using this spell the caster is normally concentrating on it and gets the combat penalties for concentration. For +3 P.P.E/I.S.P./Chi the caster can use their full elusiveness - additional spell casting is not possible while holding an elemental in this fashion. This spell fails if cast on a non-earth elemental. Special failure mode one causes the caster to also be paralyzed while holding the elemental. Special failure mode two causes the elemental to merely lose 30 off of its elusiveness. Special failure mode three reverses the effects of the spell.


Illusion Lightning.


P.P.E/I.S.P./Chi:: 3.


Range: targeting roll.


Duration: concentration.


Area of Effect: see below.


Description:


This spell is an illusion component that can only be learned by an air mage. Thus, use of the spell requires the caster have both illusion and Air. Cast as part of an illusion it permits the Pain component of an illusion to do electrical damage. Special failure mode one changes the damage type to a non-opposed element. Special failure mode two causes the illusion to disappear in a giant arc as it forms. Mode three treats the illusion as a ground zero blast of lightning with twice the dice delivered to the caster as the base damage done by the pain spell in the illusion.


Recharge:


P.P.E/I.S.P./Chi:: 3.


Range: none.


Duration: short.


Area of Effect: caster, see below.


Description:


This spell can only be successfully cast in conditions where natural lightning might occur; lightning from a magically summoned storm is considered "natural": super dry desert during a moderate wind is also a possibility. At the end of the duration lightning strikes the caster. The caster is free to take an measures he likes to protect himself from the lightning. Every point of lightning damage that hits the caster may, if he is still conscious, be used to restore hit points (1:3), stamina (1:1), P.P.E/I.S.P./Chi (1:1), or health (1:10). These points of damage are computed before subtracting defenses. The danger of this spell is that the size of a natural lightning bolt is quite variable. Special: this forces the caster to save versus unconsciousness when he is hit, if successful then the bolt that hits the caster will be remitted in a random direction.


Saint Elmo's Fire:


P.P.E/I.S.P./Chi:: 3 or more.


Range: none.


Duration: 10 minutes.


Area of Effect: caster, see below.


Description:


This spell causes the caster's hands to glow with St. Elmo's fire. The caster's hands or any metal weapon the caster is using will deliver 2d6 of lightning damage if they hit, +1 point per +1 P.P.E/I.S.P./Chi, with +4 treated as an added +d6. The duration is +10 minutes per +1 P.P.E/I.S.P./Chi. The St. Elmo's fire is the equal of a torch for light cast.


Sparks.


P.P.E/I.S.P./Chi:: 3 or more.


Range: none.


Duration: 6 rounds.


Area of Effect: 60-180 degree fan, 2" long.


Description:


This spell causes a fan shaped spray of sparks, 60-120 degrees, to fly from the casters extended palms. The spell requires concentration and prevents additional spell casting while the caster is maintaining the fan. The sparks are painful doing 2d6 of lightning damage and requiring a stress save to attack through if a creature takes damage from the lightning at all. The caster may add 2x duration, +2" radius, or +2 points of damage for +1 P.P.E/I.S.P./Chi. Recall that +4 points of damage become +d6 points of damage. This spell ignites flammables about as well as a burning stick would.


Vortex of Cleansing.


P.P.E/I.S.P./Chi:: 3.


Range: targeting roll.


Duration: 6 rounds.


Area of Effect: 3" radius.


Description:


This spell summons up a vortex of sufficient strength to lift dust and scraps of paper or cloth. Its typical use is to dust a room. At the end of the spell's duration the dust and scraps will be deposited in a neat pile in the center of the area of effect. Cast in a naturally dusty or sandy area, e.g. a desert or dorm room, this vortex will block sight and cause mild discomfort from the swirling particles. The caster may add +6 rounds duration or +2" radius for +1 P.P.E/I.S.P./Chi.


Wind.


P.P.E/I.S.P./Chi:: 3.


Range: short.


Duration: 1 hour.


Area of Effect: 5" radius.


Description:


This spell summons a 5 kph breeze, added to the current wind vector, in the area of the caster. The caster gets +20" radius, 2x duration, or +10 kph per +1 P.P.E/I.S.P./Chi. This spell is of great utility for nautical types.


Air Bubble:


Range: 15 foot bubble


Duration: 15 minutes per level of the warlock


Saving throw: None


P.P.E.: 10


The warlock is able to create a durable, 15 foot air bubble. The air


bubble will contain breathable air for its duration and can be used under


water. The bubble can be pierced and popped by 1D6 M.D. damage.


The bubble has 1D6 M.D.C.


Resist Cold:


Range: Self


Duration: 30 melees per level of the warlock


Saving throw: None


P.P.E. Cost: 8


The warlock is able to resist/ignore the effects of cold, functioning without discomfort or ill effects up to zero.


Unbearable Humidity:


Range: 200 foot radius plus 10 feet per each additional level of experience.


Duration: 16 melees plus 4 melees per level of experience.


Saving Throw: None


P.P.E/I.S.P./Chi: 7


The surrounding atmosphere will become extremely warm and muggy. All items will become damp from all of this moisture. Delicate items such as paper are especially affected and can be easily damaged. Those without environmental protection will immediately begin to sweat profusely and will feel quite uncomfortable. Items and hands will become slick from the excess moisture, making it difficult to perform dexterous tasks. All within the area of affect (except for the caster) will suffer -2 to strike and parry, -8% to dexterous skills and -1 to initiative (due to discomfort).


All attempts to dry oneself (or items) while the spell is in effect, are useless. Once the spells expires, it will take at least 15 minutes in a warm clime to naturally dry off (faster if done artificially). Wiping dry the hands and items in use will negate any of the penalties (once the spells has expired). Regardless, a change of clothing is recommended due to the sweat-induced odor lingering on the material (not even the strongest deodorant will help out here). Beings covered in fur will continue to smell of a dirty, wet dog until they bathe with soap.


Call Lightning


Range: 100 feet (30.5 m) per level of experience.


Duration: Instant


Damage: 1D6 M.D. per level of experience.


Saving throw: None


P.P.E.: 10


This spell creates a lightning bolt which can be directed at any specific target up to 100 feet away per level. The lightning bolt shoots down from the sky, hitting the desired target. The target or area must be within the warlock's line of vision.


Float in Air


Range: Self or other within 30 feet (6 m) per level of experience.


Duration: 10 melees per level of the warlock


Saving throw: None


P.P.E.: Six


This spell creates air currents which hold a person or object aloft, hovering about one foot above the ground. It can be used to slow someone's descent from a fall or used to float on top of water. Movement is awkward and slow while in the air. Speed of the floating person is reduced to half, all attacks, strikes, parries, and dodges are at — 1.


Darkness


Range: Five foot (1.5 m) area per level of the warlock


Duration: 10 melees per level of the warlock


Saving throw: None


P.P.E.: 10


This is an unnatural darkness which cannot be dispelled by normal flames. Night vision and optic systems are cut to half in such enchanted darkness, and passive night sight is blinded. Only the warlock can see clearly in the darkness; add + 15% prowl skill and +1 to strike. Victims that are blind in the darkness are — 9 to strike, parry and dodge.


Fingers of the Wind


Range: 40 feet (12 m) per level of experience.


Duration: Three melees per level of the warlock


Saving throw: None


P.P.E.: Eight


The warlock can conjure a wind and manipulate it to touch, tap, bump, or press against a person or object. It can also put out candles, slam doors shut, or move or knock over small items weighing less than 10 pounds (4.5 kg).


Northern Lights


Range: Affects a 30 foot (9 m) area and can be cast 60 feet (18.3 m)


away.


Duration: Four melees per level of the warlock


Saving throw: Standard


P.P.E.: 12


This spell conjures forth a kaleidoscope of swirling, changing colors, stunning/dazzling ALL who behold it. Victims will gaze helplessly into the dancing colors, not speaking, moving, attacking, parrying, dodging, etc., for the duration of the light show. All senses return at spell's end. This spell can be cast up to 60 feet (18.3 m) away.


Resist Cold


Range: Self


Duration: 30 melees per level of the warlock


Saving throw: None


P.P.E.: Eight


The warlock is able to resist/ignore the effects of cold, functioning without discomfort or ill effects up to zero.


Walk the Wind


Range: Self or others


Duration: 20 melees per level of the warlock


Saving throw: None


P.P.E.: 10


This is a sort of limited fly spell, enabling those enchanted to hover up to 20 feet (6 m) off the ground and glide along the wind currents. Warlocks love to impress people by casting this spell and walking into the sky as if climbing a staircase. Speeds: walking is equal to the person's normal speed attribute, gliding on the wind up to 20 mph (32 km). This spell offers maximum control and maneuverability, +1 to parry, +2 to dodge. There are no restrictions in combat.


Wind Rush (60 mph)


Range: 120 feet (36.6 m)


Duration: One melee (15 seconds).


Saving throw: 18 or higher; to keep balance.


P.P.E.: 10


This spell creates a short, powerful wind, gusting at 60 mph (96.5 km), which is capable of knocking people down, knocking riders off mounts, blowing small objects about 100 feet (30.5 m) away, or creating dust storms. The wind can be directed by the warlock at a specific target or a general sweep (maximum wind width: 20 feet/6 m) can be made. Any caught in the wind are helpless and unable to attack or move forward. It takes an additional melee to recover, and 1-8 to gather up all the items blown away. Saving throw: a roll of 18 to 20 saves one from losing one's balance and/or losing some item.


Autoimmunity:


P.P.E/I.S.P./Chi: 3.


Range: see below.


Duration: see below.


Area of Effect: see below.


Description:


This spell may only be cast with other spells in the same area of magic. The effect is to give the caster (or in the case of a magic item the triggerer or wielder) immunity to damage caused directly by the spell. Cast with an air spell, adding P.P.E/I.S.P./Chi cost and casting time and taking the higher rank, it causes bounce back, blast back, or ground zero results to not harm the caster. A mage might make, for example, the wand of defensive ball lightning by adding this spell to a normal ball lightning spell. The caster gets no immunity to secondary effects. Special failure modes one and two are inherited but retain caster immunity, mode three permits the parent spell to fail with the protection from this spell deleted.


Brimstone:


P.P.E/I.S.P./Chi: 7 or more.


Range: targeting roll for center.


Duration: 6 rounds.


Area of Effect: 1" radius.


Description:


This spell summons a cloud of brimstone. Brimstone does 3d6 per round of poison damage to breathing creatures, save vs. poison to no damage. It also effectively blinds any creature not used to brimstone, e.g. some dragons or all demons, and forces any creature not used to it that manages to inhale some to save vs. poison or bend all efforts toward leaving the cloud (if, for some stupid reason, they want to stay in the cloud). The caster may add +6 rounds of duration or +1" of radius per +1 P.P.E/I.S.P./Chi. The brimstone cloud will move with the wind (See : control cloud) but remain cohesive for the duration of the spell, unless an extraordinary wind is used.


Clear Air:


P.P.E/I.S.P./Chi: 5 or more.


Range: none.


Duration: 6 rounds.


Area of Effect: 5" radius.


Description:


This spell forms a sphere of breathable, sweet air. The spell acts only to purify air, e.g. counteract a brimstone spell, this spell cannot create air where there was none. For +2 P.P.E/I.S.P./Chi the zone of clear air will move with the caster. For +1 P.P.E/I.S.P./Chi the caster may buy 2x radius or 2x duration. When the spell ends the noxious fumes don't reappear but they may refill the area from outside.


Euaria:


P.P.E/I.S.P./Chi: 7 or more.


Range: none.


Duration: 1 Day.


Area of Effect: caster.


Description:


This spell renders the caster effectively an air elemental for the duration. He is susceptible to the various control and summoning spells, gains a flying movement appropriate to his body type or 6", and need not eat or breathe while in contact with air. If hit with a dismiss air elemental spell the caster will not be banished to the plane of air, rather the Euaria spell will end. The caster has any lightning damage he takes halved but takes +2d6 impact or +2d6 edge or point damage. Being surrounded by earthen materials ends this spell. The caster may add a day to the duration for +1 P.P.E/I.S.P./Chi . He may cast it on another for +5 P.P.E/I.S.P./Chi (by touch) and unwilling victims get a save versus magic. For each +3 P.P.E/I.S.P./Chi the caster may get a level of +1 or better weapons to hit, but not more than one third his rank with air element.


Humorous Vapors:


P.P.E/I.S.P./Chi: 7 or more.


Range: targeting roll to center.


Duration: 6 rounds.


Area of Effect: 3" radius.


Description:


This spell summons up a cloud of translucent, brownish vapors. Anyone who breathes these vapors must save versus non lethal poison or laugh, losing 20% off of any skill or -2 to hit rolls. The non lethal save is at -5 per round in the cloud and +10 if the person takes hit point or worse damage. The caster may get -5 to the non lethal save, +2" radius, or +6 rounds duration for +1 P.P.E/I.S.P./Chi.


Special: The vapors is flammable - they work normally unless exposed to open flame in which case they do 2d6 fire damage per action in the cloud, for one round (foowoosh!) and then the spell ends.


Infuse Lightning:


P.P.E/I.S.P./Chi: 1 or more.


Range: touch.


Duration: until triggered.


Area of Effect: one object.


Description:


This spell allows the mage to meditate over an object and infuse it with lightning. The lightning is bound within the object and quiescent until the object is broken or until a simple trigger condition is met. The P.P.E/I.S.P./Chi for the spell is equal to the number of dice of lightning infused. The time required to infuse the lightning damage is one Damage Point per die up to the caster's rank and three damage point per die thereafter. When the damage is released only characters and objects touching the infused object or connected to it by a conducting path take the lightning damage. The damage functions as an instantaneous attack. The caster may choose to have the infused lightning destroy the infused object, if there are enough dice of infused damage. One die of lightning can finish off a flower, two could deface a small coin, and seven could bend and melt a sword. The caster may also choose not to have the object shred even if it could be destroyed. The caster may double the maximum volume of the object infused with lightning for +1 P.P.E/I.S.P./Chi . If the number of dice times twenty exceeds the damage point cost of an elemental then the infused lightning is a big enough ``source of air from which to summon an elemental.


Lightning Bolt:


P.P.E/I.S.P./Chi: 7 or more.


Range: 1000ft +100ft per level of caster


Duration: instantaneous.


Area of Effect: see below.


Description:


This spell allows the caster to throw a bolt of lightning. It will do 5d6 of damage to its target, 4d6 to anything within the 3ft of its line of flight. The bolt does +d6 of damage, of both sorts, per +1 P.P.E/I.S.P./Chi . The bolt goes in a straight line from the mage's finger tips to whatever the mage aims it at - though this can be modified with other air spells. The mage may throw a second bolt with a delay of -6 actions for +2 added P.P.E/I.S.P./Chi , (and a third, fourth, etc. -6actions after the second for +1 more P.P.E/I.S.P./Chi ). Special failure mode one causes the bolt to be wide and flat doing 3d6 less damage (to a minimum of one) but doing it in 10ft adjacent to and in its line of flight.


If the bolt hits a wall or and does not destroy the wall before reaching its maximum range then it will bounce back to where it came from damaging all targets in its path again and keep moving till it has either been dismissed or reached its maximum range.


Harden Fog:


P.P.E/I.S.P./Chi: 5 or more.


Range: targeting roll.


Duration: 10 minutes.


Area of Effect: 1" radius.


Description:


This spell causes fog or other watery gases (e.g. gasified potions or steam) within the area of effect to take on the consistency of quicksand. The air in between the fog may still be safely breathed (this spell cannot suffocate people). The caster may add +2" radius or +10 minutes duration for +1 P.P.E/I.S.P./Chi


. The fog affected will flow like weightless quicksand - the same patterns but slower. Hardened fog may be controlled with a control cloud spell. Hardened fog slows missiles a great deal and may or may not scatter spells at referee discretion.


Mist Walk:


P.P.E/I.S.P./Chi: 5 or more.


Range: none.


Duration: 10 minutes.


Area of Effect: caster.


Description:


This spell permits the caster to walk on mist, fog, or other air-aligned vapors as if they were a solid surface. The caster can also walk up the side of fairly sheer walls of fog, etc. with relative ease. The caster uses his normal walking movement on the level and half his normal walking movement while climbing. The caster may double duration for +1 P.P.E/I.S.P./Chi. This spell may be cast upon another for +3 P.P.E/I.S.P./Chi.


Program Cloud:


P.P.E/I.S.P./Chi: 5 or more.


Range: see below.


Duration: see below.


Area of Effect: see below.


Description:


This spell is cast with any other cloud spell, e.g. Control Cloud, Stabilize, etc. and allows the caster to give the cloud simple instructions, i.e. envelop any ships that sail through this strait or stay behind me. The P.P.E/I.S.P./Chi and casting time for this spell are added into the other spells it is cast with and the rank of the combined spell is simply the largest rank of any of the spells involved.


Protection from Air Elementals:


P.P.E/I.S.P./Chi: 7 or more.


Range: none.


Duration: 10 minutes.


Area of Effect: 2" radius.


Description:


This spell creates an invisible barrier that prevents the entry of magical winds (vortices, thunder, etc.), magical gases associated with the air element (e.g. Brimstone), or air elementals. An elemental may enter the radius of protection if it saves versus magic. Magic winds after they are initiated , brimstone once it is summoned , etc. react to the barrier as if it was a solid wall. The barrier does not stop spells that have not gone off yet - targeting the caster successfully sets off the spell inside the radius of protection. Spells cast from inside the radius of protection also ignore the protection. The barrier does not prevent effects from leaving the radius. For +1 P.P.E/I.S.P./Chi each the caster may get +1" radius, 2x duration, or -5 to the elemental's save. For +2 P.P.E/I.S.P./Chi the radius of protection will move with the caster. If the caster crosses the circle of protection, it is dispelled.


Protection from Lightning:


P.P.E/I.S.P./Chi: 5 or more.


Range: none.


Duration: 10 minutes.


Area of Effect: caster.


Description:


This spell adds +6 to the casters "lightning" armor, +3 per +1 P.P.E/I.S.P./Chi. The duration may be increased by +10 minutes for +1 P.P.E/I.S.P./Chi. For +3 P.P.E/I.S.P./Chi the caster may cast this spell on another person. Special Mode: makes the recipient a lightning rod. Mode three makes the protection fail after the first time it is used.


Soft Lightning:


P.P.E/I.S.P./Chi: 5.


Range: see below.


Duration: see below.


Area of Effect: see below.


Description:


This spell is cast with another spell that concerns lightning and modifies the lightning the other spell generates or calls. The lightning is "softened". Soft lightning does only stamina damage, not hit point or health damage, but forces an unconsciousness save at minus (damage not taken) to targets that are out of stamina. This spell allows the caster to use lightning as a capturing tool rather than a destructive force. This spell adds its P.P.E/I.S.P./Chi and casting time to other spells it is cast with and one selects the maximum rank of a cluster of spells to determine the rank of the combined spell for figuring the casters roll to get the spell off. Duration, etc. are inherited from the lightning spell softened as are special modes.


Spear of Lightning:


P.P.E/I.S.P./Chi: 5 or more.


Range: none.


Duration: 10 minutes.


Area of Effect: caster.


Description:


This spell causes a spear or pike made of lighting to form in the caster's hand. While the caster's hands a clenched the spear is present, when the hand is open the spear vanishes. The spear uses spell to hit but it gets extra damage for good hits. The spear does 3d6 of lighting damage and has a delay of -6. The caster may reduce the weapon delay by one, double the duration, or add +2 points of damage for +1 P.P.E/I.S.P./Chi, with +4 becoming +d6. The spear may strike at a distance 1" per rank the caster has with air element. Special Mode: causes the spear to strike as a lightning bolt, doing double damage but ending the spell.


Stabilize:


P.P.E/I.S.P./Chi: 7.


Range: short.


Duration: until repealed or broken or inherited.


Area of Effect: 1" radius.


Description:


This spell allows the caster to nail a cloud, fog bank, etc. in place and make it cohesive. A very strong wind will break the stability and the caster may repeal the stability when at short range. A cloud so stabilized can be made less susceptible to Control Cloud at a rate of 15 out of 100 less likely to move per +1 P.P.E/I.S.P./Chi (a cloud normally has a 100 in 100 chance of moving). This added P.P.E/I.S.P./Chi also makes the cloud harder to break with wind. A cloud that cannot be moved is immune to wind as well. The radius of this spell is 2x per +1 P.P.E/I.S.P./Chi, but may only affect one contiguous cloud at short range from its edge. A stabilized cloud may be moved around with a control cloud and will stay where it is moved. If this spell is cast on a magical cloud it will last only as long as the magical cloud does; the duration is inherited. Special Mode: causes the cloud to follow the caster around like a puppy.


Vortex:


P.P.E/I.S.P./Chi: 5.


Range: targeting roll.


Duration: instantaneous.


Area of Effect: one person or creature.


Description:


This spell allows the caster to throw a long thin vortex of air at a person. They must make an P.P. save to hold on to anything in their hands, will have anything not strapped down or fastened on firmly blown loose (say, an open pouch of coins). Victims of this spell will be blown 3d6 (-1 per extra size) scale inches and will take 3d6 of impact damage. The caster may subtract 5 from the P.P. saves to hold on and add a die of damage for +2 P.P.E/I.S.P./Chi.


Calm:


P.P.E/I.S.P./Chi: 7.


Range: none.


Duration: 10 minutes.


Area of Effect: 50" radius.


Description:


This spell reduces wind velocity by 2 MPH within the area of effect. 1 added P.P.E/I.S.P./Chi buys +2-10 MPH better, 2x radius, or 2x duration. This spell is mostly of nautical import, but is useful for storm control.


Armor of Lightning:


P.P.E/I.S.P./Chi: 7 or more.


Range: none.


Duration: 10 minutes.


Area of Effect: caster.


Description:


This spell surrounds the caster with a glowing blue or purple garment of lightning. It adds +3 to his magic armor, and does 3d6 of electrical damage to anyone touching the mage or establishing a conductive path to him, say with a metal weapon. The mage may add +d6 damage and +1 armor for +2 P.P.E/I.S.P./Chi, or +10 minutes duration for +1 P.P.E/I.S.P./Chi. Special Mode: gives the damage aura a radius of 2d3 inches.


Ball Lightning:


P.P.E/I.S.P./Chi: 9 or more.


Range: short.


Duration: 6 rounds.


Area of Effect: see below.


Description:


This spell allows the mage to summon up a ball of lightning. The ball does 3d6 of damage to anyone within 1" of it while it hovers. Each round it moves 1-10 inches in a random direction, rebounding off obstacles, doing d6 to anyone it passes within 1" of and 3d6 to obstacles, after which it hovers. The mage may add +d6 to the 3d6 for 1 P.P.E/I.S.P./Chi. For each such +d6 he gets +1 point to the flyby damage, with +4 being treated as +d6 instead. The mage may also add up to +6 rounds duration for +1 P.P.E/I.S.P./Chi or get +1 balls of lightning. There is a 1 in ten chance each round that a ball of lightning that does more than 3d6 of hover damage will split into two balls that do d6 less each. Their first movement must be in opposite directions. This spell is mostly useful as a distraction or to cover a getaway. This chance may be increase by +1 chance in 10 for +1 P.P.E/I.S.P./Chi to a maximum of five chances in ten. Special failure mode one causes the initial damage of the ball lightning to be three no matter what. Special failure mode two causes the chance of splitting to be ten out of ten and adds +3d6 damage. Special failure mode three gives each ball a one in ten chance of detonating (for 6d6+dice>3d6) in a three inch radius at the end of each round.


Bind Lightning:


P.P.E/I.S.P./Chi: 7.


Range: touch.


Duration: until triggered.


Area of Effect: one metal object.


Description:


This spell is cast with any lightning spell the mage has. It allows the mage to bind that spell into the metal object. The next time a living creature touches the object the spell will start as if it had been cast by the metal object. The P.P.E/I.S.P./Chi for this spell and the one embedded are added together for figuring the spell roll, and the rank is the maximum of the ranks of the two spells involved. For +3 P.P.E/I.S.P./Chi the caster may specify trigger conditions other than "touch". The caster could, for example, bind a lightning bolt into a metal arrowhead and make firing the arrow the trigger. This would allow the person firing the arrow to use his bow bonus to target the lightning bolt. This spell requires that the mage paint or scratch a simple rune on the object to which the lightning is bound. This rune may be concealed by another layer of paint or by placement. Cast with a Direct Lightning spell this spell creates a metal object that attracts lightning as it the direct lightning spell has the metal object as its target. Special failure mode one causes the spell to come out of the metal object at a random time. Mode two causes the spell to work d3 extra times after the first. Mode three causes the spell to hiss and spit from 2d6 rounds before going off.


Control Air Elemental:


P.P.E/I.S.P./Chi: 7 or more.


Range: targeting roll.


Duration: 1 day.


Area of Effect: one elemental.


Description:


This spell allows the caster to force an an air elemental to save vs. magic or become subject to his will. The elemental may save vs stress to disobey specific orders that endanger its life. The caster may get +1 day or -5 to the elemental's magic save for +1 P.P.E/I.S.P./Chi. If the spell fails, the elemental will know something was thrown at it. Special failure mode one divides duration by 3d6. Special failure mode two gives the elemental +30 to its magic save against the spell. Special failure mode three lets the elemental save versus magic to disobey each specific order it is given.


Cyclone Shield:


P.P.E/I.S.P./Chi: 7 or more.


Range: none.


Duration: 6 rounds.


Area of Effect: 1" radius, see below.


Description:


This spell creates a pocket tornado around the caster. Said tornado adds 100 to the casters physical elusiveness against hurled missiles like arrows and spears. The referee should prorate this for heavier missiles, down to a minimum of 20 due to the fact the tornado obscures the caster's position. The shield adds 50 to the caster's physical elusiveness against swords, etc, prorated down to 10 for things like a giant's club. These penalties are symmetric; the caster has trouble getting stuff out of the shield. The shield makes it quite difficult to hand anything through it and totally screws up the caster's arrow fire or whatever. The caster may spend +5 P.P.E/I.S.P./Chi to be able to accurately target air spells through the vortex. For +10 P.P.E/I.S.P./Chi the caster may accurately target any sort of spell through the vortex. Other details are left to the referee. For +1 P.P.E/I.S.P./Chi the duration is +6 rounds or the shield may be enlarged to include another person. The vortex has a "strength" of 18, +2 per +1 P.P.E/I.S.P./Chi, and people must make a strength roll to force their way through the vortex to grab the mage. Special failure mode one makes the vortex weaker halving the elusiveness benefits. Mode two renders the barrier opaque. Mode three makes the vortex move d6" round (taking the caster with it and throwing him around.


Dismiss Cloud:


P.P.E/I.S.P./Chi: 9 or more.


Range: line of sight. .


Duration: instantaneous.


Area of Effect: one cloud up to 10" radius.


Description:


This spell allows the caster to dismiss a cloud of an air elemental substance, poison gas, brimstone, fog, etc. but not dust, acid, etc. consult with your referee as per the exact elemental alignment of a substance. Brimstone, for example, is both fire and air aligned. The caster must make a stress save at -5 per P.P.E/I.S.P./Chi involved in the cloud (if any) to dismiss. The caster may add +10 to this save, add +10" to the maximum radius, or subtract ten from the casting speed for +1 P.P.E/I.S.P./Chi. The caster gets +50 to dismiss substances he summoned or created. Special failure mode one reduces the stress save by 30. Special failure mode two causes only the half of the cloud nearest the caster to be dismissed if the roll to dismiss is successful. Special failure mode three summons the cloud to the caster.


Dismiss Earth Elemental:


P.P.E/I.S.P./Chi: 9 or more.


Range: targeting roll.


Duration: instantaneous.


Area of Effect: one earth elemental.


Description:


This spell permits to target a blast of essential air on an earth elemental. If the target takes extra damage from lightning then it takes that much damage from this attack and, if it is an earth elemental, it will definitely feel pain enough to make it angry. The essential air will surround the earth elemental sufficiently to invoke, with some probability, the rule that states being surrounded by the counter element will dismiss an elemental. The elemental must save versus stress to avoid being dismissed (the save is involuntary). The caster can subtract five from this save for +1 P.P.E/I.S.P./Chi and may cast another dismissal with a delay of -6 for +2 P.P.E/I.S.P./Chi. If cast on a non-earth elemental then the target will see a momentary blue blur and will feel a passing tingle as of static electricity (unless it takes extra damage from lightning). For +2 P.P.E/I.S.P./Chi this spell may be stacked onto a lightning spell that does damage and will affect anyone within the area of effect of that spell. Rank is the higher of the stacked spells and P.P.E/I.S.P./Chi costs and casting times add. Special failure mode one causes the caster to take d3 d6's of lightning damage. Special failure mode two teleports the elemental toward the caster 2-20", stopping in front of the caster rather than overshooting. Special failure mode three causes the caster to be sucked along with the elemental to the elemental plane if it blows its save.


Forked Lightning:


P.P.E/I.S.P./Chi: 3 or more.


Range: targeting roll.


Duration: instantaneous, see below.


Area of Effect: see below.


Description:


This spell, cast with a lightning bolt spell, allows the caster to cause a lightning bolt to fork once and have +1 additional primary target. A Bolt may fork only once every 3". For +1 P.P.E/I.S.P./Chi the caster may have +1 fork. The caster is -5 on his strike roll per additional target that he tries to hit; he may want the forks to entitle people to take the fringe damage in which case the terminals of the bolts are selected randomly. Large metal or metal coated objects get priority. Special failure modes are inherited from the base spell except that mode three will cause additional forks.


Lightning Form:


P.P.E/I.S.P./Chi: 5.


Range: targeting roll.


Duration: see below.


Area of Effect: caster.


Description:


This spell is cast with a Lightning Bolt. It allows the caster to travel with a lightning bolt, vanishing into it as it forms and reappearing at its end as it hits. He takes no damage from the lightning bolt. It a lightning spell has additional bolts the caster may make additional moves as lightning. This allows the caster to travel remarkably fast. The caster may take 300LBS/level of caster of stuff through, including his body, 2x mass (including other people) for +1 P.P.E/I.S.P./Chi. As always when spells are cast together one uses the largest rank involved and the total P.P.E/I.S.P./Chi. Casting times are added. Special modes are inherited.


Soporific Vapors:


P.P.E/I.S.P./Chi: 9 or more.


Range: targeting roll to center.


Duration: 6 rounds.


Area of Effect: 3" radius.


Description:


This spell summons up a cloud of silvery-gray vapors. Anyone who breathes these vapors must save versus magic or fall asleep. If in combat, this save is at +10, likewise it is +10 more in any round when the person takes damage. The magic save is at -5 per round in the cloud. The caster may get -5 to the magic save, +2" radius, or +6 rounds duration for +1 P.P.E/I.S.P./Chi. Special Mode: makes the vapors inflammable - they work normally unless exposed to open flame in which case they do 3d6 fire damage, for one round (foowoosh!) and then the spell ends.


Sphere of Air:


P.P.E/I.S.P./Chi: 7 or more.


Range: none.


Duration: 1 hour.


Area of Effect: 1" radius.


Description:


This spell creates a sphere of magically fresh, breathable air about the caster. For +2 P.P.E/I.S.P./Chi the air will move with the caster. This spell maintains the air underwater, in vacuum, etc. Anything made of air (e.g. animate air) that leaves the radius after being created within it will vanish. Each +1 P.P.E/I.S.P./Chi buys the caster 2x duration or +1" radius. This spell will not stop air elemental substances, e.g. poison gas, from mixing with the air formed but it will keep out substances, e.g. water, aligned with other elements.


Suffocate:


P.P.E/I.S.P./Chi: 9.


Range: targeting roll.


Duration: concentration.


Area of Effect: one creature.


Description:


This spell removes most of the air from around the target. This does 6d6 of damage, P.E. first with no defense, per round to breathing creatures and forces them to save vs. unconsciousness each round with a cumulative penalty of -3 each round. The caster must maintain concentration each round the spell continues or it will end. For +3 P.P.E/I.S.P./Chi the spell requires no concentration but rather acquires a duration of 6 rounds, +12 rounds per +1 P.P.E/I.S.P./Chi.


Thunder:


P.P.E/I.S.P./Chi: 7 or more.


Range: none.


Duration: instantaneous.


Area of Effect: see below.


Description:


This spell finishes with the caster clapping his hands. Everyone within 10" of the caster takes 7d6 of impact damage; people 20" away take 6d6, and so on, rolled separately for each person. The caster gets +1d6 damage per +1 P.P.E/I.S.P./Chi which increases the effective radius. The caster himself takes no damage. Those who take hit point damage must save vs. shock at minus hit points taken or be deafened. Anyone who takes 5d6 or more must save vs. agility (at -5 per die over five) or fall.


Vortex of Interposition:


P.P.E/I.S.P./Chi: 9 or more.


Range: targeting roll.


Duration: 1 hour.


Area of Effect: 1" radius, 3" high (fills 7 hexes).


Description:


This spell creates a stationary pocket tornado. Passing through it requires an P.P. save at -30, with the usual bonuses for size and density. Blowing the save flings the person in question out of the vortex in a random direction and entitles them to a CET. Blowing this agility save also interrupts any delicate skill rolls in progress, e.g. spell casting. The caster may increase radius and height by +1" for +2 P.P.E/I.S.P./Chi and may double duration or subtract 10 more from the agility save for +1 P.P.E/I.S.P./Chi. A control cloud spell can move such a vortex about.


Messages in the Wind:


Range: 1 mile (1.6 km) per level of experience of the Warlock casting the spell


Duration: 10 minutes per level of experience of the Warlock casting the spell


Saving Throw: None


P.P.E.: 10


This spell uses a fragment of an air elemental essence to act as a spy for the Air Warlock who cast the spell. The fragment cannot take any physical action but can spy on a specific location per spell casting. The area is approximately a 30 ft (9 meter) radius if the subjects are talking normally. Reduce area that can be spied on if they are whispering and increase area if they are shouting. The Air Warlock can listen to an area up to 1 mile (1.6 km) away from her location per level of experience. The Warlock only gets sound and it will seem to blow in from the breeze from a long distance. The Fragment Spy will not be able to pass through a Sanctum or other protections designed to work against Elemental beings. The spy must have a complete path through the air to get to the warlock casting the spell. For example, this means that a being in an airtight room could not be listened to unless they are yelling loud enough to be heard outside the room. People talking inside of sealed environmental body armors using radios will usually be unable to be heard for the same reason.


Thick Air:


Range: 60 feet (18.3 meter) away, covers a 10 foot (3 meter) by 10 foot (3 meter) area per level of the warlock.


Duration: 1 minute per level of experience of the Warlock casting the spell


Saving Throw: None


P.P.E.: 15


This spell creates a wall of air which is much denser than normal air, almost the consistency of water. The wall is relatively thin, only about 3 feet (0.9 meter) thick. The effect of the wall is that most bullets and fast moving objects will be either deflected and lose all velocity or will disintegrate. Relatively slow powered rounds such as pistol and black powder rounds are deflected and lose all velocity. High powered rifle rounds will simply disintegrate when they hit the wall. The wall does not impede energy weapons and larger that 14.5 mm rounds (As well as M.D.C. rounds) will penetrate the wall. Throw daggers will also be deflected by the wall although a spear or javelin can be thrown through the wall with a -4 penalty.


Ball Lightning


Range: 60 feet (18.3 m) per level of experience.


Duration of the hurled balls: Temporary.


Electrical Field Duration: Four melees (one minute) per level.


Damage: Hurled balls: 3D6 M.D. plus one M.D. per level of experience.


Electric field: 3D6+1D6 M.D. per level of experience.


Saving throw: None


P.P.E.: 15


This spell creates three basketball-sized balls of lightning which will hover at the side of the caster. With a simple gesture, the three balls are hurled at their target. The warlock character must roll a 20-sided die to strike, just as if the balls were a normal thrown weapon, but the magic balls are + 5 to strike. An electrical field can be created by placing the three balls in a triangular formation about four feet (1.2 m) apart. This creates an electrical energy field that covers approximately a 10ft area per level of the caster. Anyone who touches the field or tries to pass through it suffers damage. Destroying the field is possible if all three balls are destroyed. Each ball has 20 M.D.C.


Calm Storm


Range: 90 foot (27.4 m) radius per level of the warlock.


Duration: 10 minutes per level of the warlock.


Saving throw: Special


P.P.E.: 20


The warlock can impose his will over the forces that be, reducing the intensity of a storm by half. The warlock can affect/influence a 90 foot (27.4 m) radius per level of experience. Saving throw: This calming effect is automatic against normal storms of any kind. Calming magically created storms is more difficult as it pits the warlock against the storm's creator. This mental and magic duel is exactly like the wizard Negate Magic.


Dissipate Gases


Range: 30 foot (9 m) radius


Duration: Four melees per level of the warlock.


Saving throw: None


P.P.E/I.S.P./Chi: 15


This spell dissipates/destroys all gases, including magical. It reduces all damages and side-effects by half and will completely dissipate a 30 foot (9 m) radius of gas in eight melees.


Freeze Water


Range: 30 feet (9 m)


Duration: Varies


Saving throw: None


P.P.E.: 10


The warlock is able to instantly freeze 20 gallons (75.7 liters) of water per level of his experience. This water will remain frozen until it melts due to normal conditions. This spell can be cast up to 30 feet (9 m) away.


Invisibility


Range: Self or 6 foot (1.8m) area.


Duration: Four melees (one minute) per level of the warlock.


Saving throw: None


P.P.E.: 20


This spell renders the caster or everyone/everything in a six foot (1.8 m) area invisible. The spell requires intense concentration on the part of the caster, preventing him from casting any additional spells unless he drops the invisibility. He cannot perform any complicated task lest he lose concentration and become visible. All effects and abilities are identical to the wizard spell of invisibility.


Leaf Rustler (fragmented elemental essence)


Range: Immediate area


Duration: 30 minutes


Saving throw: None


P.P.E.: 15


Through this spell the warlock is able to summon and command a simple, mischievous air elemental essence fragment from an intelligence. This air elemental can be assigned an area or told to follow a particular person or group and rustle leaves, make noise, breathe heavy, knock over objects, slam doors, tap, thump, blow out candles, etc.


Leaf Rustler


• M.D.C.: 25


• Invisible, three feet tall (0.9 m), P.S. 4, P.P. 6, flying speed 20


mph, +4 to dodge, two melee attacks/actions.


The leaf rustler is too puny to steal any item weighing more than three pounds (1.4 kg) and is too dumb to spy/gather intelligence or follow complicated orders. It will remain in this world until the spell's duration ends or the warlock sends it back.


Phantom Footman (fragmented elemental essence)


Range: Immediate area.


Duration: 10 minutes per level of the warlock.


Saving throw: None


P.P.E.: 20This is another spell that enables the warlock to summon and command an air elemental essence fragment. This invisible assistant will stay at the warlock's side (within 200 feet/61 m) helping to carry items, open doors, locate secret compartments/doors (89%), fly slightly ahead to check out a passage, etc.


Phantom Footman


• M.D.C.: 40


• Invisible, six feet (1.8 m) tall, P.S. 20, P.P. 8, flying speed 35 mph, +1 on initiative and parry, +4 to dodge, two melee attacks/actions per melee, and can see the invisible.


The footman can carry up to 1000 pounds and still moves at its maximum speed. It can perform simple tasks and simple reconnaissance. The elemental servant will obey only the warlock and will stay within 1000 feet (305 m) of him. It will remain in this world until the spell's duration elapses or it is sent back by the warlock. Its supernatural strength means it can inflict 1D6 M.D. from a punch or 2D6 M.D. from a power punch.


Protection from Lightning


Range: Self


Duration: 10 melees (2.5 minutes) per level of the warlock.


Saving throw: None


P.P.E.: 20


The warlock is able to make him/herself nearly impervious to lightning or electrical effects; no damage.


Fly:P.P.E/I.S.P./Chi: 11 or more.


Range: none. .


Duration: 10 minutes.


Area of Effect: Caster.


Description:


This spell Gives the caster the ability of flight: glide and Flight: winged (with a special Hang Glider Staff)


Flight: Glide


This power allows the character to ride air currents to fly and hover in the air. Maximum gliding speed outdoors is 60-80kmph (Approximately 17-23 meters a second); half indoors. Diving with a boost from strong winds or from an airplane or great height (skyscraper's roof top), is 190kmph (Approximately 52 meters a second).


Bonuses when Gliding:


+1 on initiative


+1 to strike


+1 to parry


+2 to dodge


Flight: Winged


this super being has a Special Hang Glider wings that give him/her the power of flight.


Bonuses in Flight: Applicable only if there is room for the character's wings - he can hover several inches above the ground during combat in order to use full bonuses.


Speed - 250kmph (Approximately 70 meters a second) plus 10kmph (Approximately 3 meters a second) per level.


Acceleration is 20kmph an action.


+2 to P.B.


Add one extra attack per round


+2 to strike


+2 to parry


+4 to dodge when hovering or flying under 120kmph


+6 to dodge when flying 121kmph or faster.


+4 to damage for every 30kmph of speed.


+40 to S.D.C.,/M.D.C. plus the hang Glider has 30 S.D.C./M.D.C. Attacking a wing is a called shot. No S.D.C. equals crippled wing. The caster can use strength equal to his flying movement to carry objects. The caster gets +10 minutes duration or +2" movement for +1 P.P.E/I.S.P./Chi


Special Mode: for the permanent cost of: 44P.P.E./I.S.P./Chi lost the character gains the power of Flight glide and Winged 9with special hang glider permanently as at will power. And always on power with flight glide. Special note: with this power the character will never take damage from any falls ever.


Breath of Life


Range: Touch


Duration: Permanent


Saving throw: None


P.P.E.: 60


The warlock can revive a recently dead person by invoking the elemental magic and pressing his mouth to the dead person's mouth and blowing his breath into the lungs of the corpse. The person will revive in 1D4 melees if successful. Success Ratio: 70% + 1% per level of experience. This spell can be attempted only once, although another warlock can try on the same body.


This is the only life-restoring elemental magic spell that exists. It will restore life to any creature which has died within the past 24 hours.


The breath of life restores life into someone who is recently dead, but does not restore missing limbs, heal burns, or cure insanity. It only restores one-half of the creatures' original hit points, the rest must be regained through rest and medical means.


Circle of Rain


Range: 60 foot (18.3 m) radius per level of the warlock.


Duration: 15 melees per level of the warlock.


Saving throw: None


P.P.E/I.S.P./Chi: 25


Through this elemental magic the warlock can create a heavy downpour accompanied by thunder, lightning, and clouds. Anyone in the circle of rain will become soaking wet, chilled, movement slowed by one-third, and the sense of hearing and vision will be impaired (both normal and night vision reduced to 30 feet/9 m). This magic can be done indoors and outdoors.


Darken the Sky


Range: 300 feet (91.5 m) per level of the warlock.


Duration: 30 minutes per level of the warlock.


Saving throw: None


P.P.E/I.S.P./Chi: 25


The warlock is able to manipulate atmospheric conditions by causing the sky to suddenly darken, causing grey and large, black, ominous clouds to roll in as if a terrible storm were coming. A slight chill also permeates the area. This can only be done outside.


Detect the Invisible


Range: 60 feet (18.3 m) in line of vision.


Duration: 10 minutes per level of the warlock.


Saving throw: None


P.P.E/I.S.P./Chi: 10


The warlock is able to see/detect an invisible creature within his line of sight clearly and distinctly. The spell endows only the warlock with this ability.


Invisible Wall


Range: 60 feet (18.3 m) away, covers a 10 foot (3 m) area per level


of the warlock.


Duration: Four melees (one minute) per level of the warlock.


Saving throw: None


P.P.E/I.S.P./Chi: 30


This elemental magic creates an invisible wall composed of wind and water that cannot be easily penetrated because it continually renews itself; 50 M.D.C. per melee. A dispel magic barrier spell will destroy it completely in the blink of an eye. Likewise suffering double M.D.C. damage (100 points) in a single melee will completely destroy it. This spell can be cast up to 60 feet away.


Phantom (fragmented elemental essence)


Range: Immediate area.


Duration: 15 minutes per level of the warlock.


Saving throw: None


P.P.E/I.S.P./Chi: 30


This is another spell that enables the warlock to summon and command an air elemental essence fragment. This invisible assistant can be sent to scout ahead, spy, hunt, kill, defend, attack, carry items, locate secret compartments/doors (89%), etc. There is no limit to the distance it can travel away from the warlock.


Phantom


• M.D.C.: 80


• Invisible, eight feet (2.4 m) tall, P.S. 22, P.P. 19, I.Q. equal to


10, flying speed 45 mph, +2 on initiative, +4 to strike and parry,


+ 7 to dodge, and can see the invisible.


• Can cast all level 1-4 air elemental magic; 100 P.P.E.


• Four physical attacks per melee or two by magic, and inflicts 2D6


M.D. from punch or 4D6 M.D. from a power punch (counts as two attacks).


The phantom can carry up to 1100 pounds (495 kg) and still moves at its maximum speed.


The elemental servant will obey only the warlock and remain in this world until the spell's duration elapses or it is sent back by the warlock. Its supernatural strength means it can inflict mega-damage. When ordered to kill someone it will use what weapons that are at hand and/or magic.


Whirlwind


Range: 300 feet (91.5 m) distance per level of the warlock, but must


always be within sight.


Duration: Four melees (one minute) per level of the warlock.


Saving throw: None


P.P.E/I.S.P./Chi: 30


The warlock creates a whirlwind, which is a rotating windstorm of limited intensity, moving in an inward and upward spiral motion. Its75 mph (120 km) winds will suck up, hurl and dash to the ground anyone or anything within its 20 foot (6 m) area. Everyone caught in the whirling wind cannot attack, cast spells, speak, etc., for one full melee before being hurled to the ground about 40 feet (12m), suffering 2D6 + 2 M.D. and are dazed for an additional 1D4 melees (all attacks


and bonuses are reduced to half). S.D.C. objects such as wooden doors, fences, walls, cars, etc., exposed to the full force of the whirlwind will be smashed within one melee. S.D.C. stone and metal is hammered into scrap at a rate of ten feet per every four melees/one minute.


The whirlwind can move in all directions at once, but must be directed by the warlock, requiring his full attention. This means that the whirlwind can be sent to strike a foe equal to the warlock's number of hand to hand melee attacks. The whirlwind can strike targets within a 300 foot area, traveling at 75 mph. A warlock cannot cast any other spells while maneuvering a whirlwind and must be within 300 feet of it.


Wall of Wind:


P.P.E/I.S.P./Chi: 11 or more.


Range: none.


Duration: 1 round.


Area of Effect: 2" wide path 50" long.


Description:


This spell causes a mighty wind to blow away from the caster along a path in front of him. It blows humans back d3 inches per round, -1 inch per level of extra size. Each 8 points of strength can be used to substitute for a level of extra size if there is something to hold onto. Creatures not blown back may save vs agility to move forward at a rate of 1 per 10 they made the save by, up to their full movement. The caster may get +1 inch of blow back (with +2 treated as +d3), +1 round duration, +1" of width, or +25" of length on the path for +1 P.P.E/I.S.P./Chi. Special failure mode one starts the effect just behind the caster with predictable effect. Special failure mode two causes the wind to blow away from the caster both ahead and behind. Special failure mode three causes the wind to be a pleasant breeze.


Air Gem:


P.P.E/I.S.P./Chi: 9.


Range: touch.


Duration: see below.


Area of Effect: see below.


Description:


This spell allows the caster to condense air into an object that looks like a gem. The gem has one apparent karat per P.P.E/I.S.P./Chi spent. The air may be released later in any of several fashions. Anyone may release the air explosively by breaking the gem. People within a radius of 1 meter per karat must save vs. P.P. or fall over and there may be other effects if the gem contains more than simple air. All other methods require an air mage, who may release the air at will or someone with magic skill that makes their magic skill roll. Any such person may breathe the air (the gem shrinks) if it is touching their skin, 1 hour per karat. An air mage may use it as a source of air for summoning an elemental (20 P.P.E./I.S.P./Chi in the elemental per karat). This spell may also be used to condense fog, brimstone, lethal vapors, or any other primarily airy substance. This spell, once started, will cause such substances to last until they are released from the gem. In particular, an air mage may cast a spell that generates a particular type of gas at the end of the air gem spell, causing the air gem to be formed of that substance without releasing any of it. The thermal and humidity properties of the air or airy substance in question are also preserved. The appearance of the gem is highly dependent on the gases used to create the gem. Special failure mode one causes the gem to slowly evaporate. Special Mode: causes the gem to be weightless when it forms; this may be somewhat inconvenient - it will be mildly buoyant even in air.


Harden Air:


P.P.E/I.S.P./Chi: 9 or more.


Range: targeting roll.


Duration: 6 rounds.


Area of Effect: 100 cubic meters of air.


Description:


This spell turns air into a substance with the strength of sandstone. The air still looks like air. The caster may add +100 cu meters of air or may double the duration of the spell for +1 P.P.E/I.S.P./Chi. The shape hardened must be relatively simple unless the caster takes a long time visualizing said shape first. For +3 P.P.E/I.S.P./Chi the air will become as hard a stone, for +7 as hard as steel. The air will not become more massive as a result of this spell. Objects encased in this "hard" air may still breathe. Special failure mode one causes the effect to leave a web work of tunnels like Swiss cheese through the hardened area. Mode two makes the hardened air visibly different. It may darken, glow, or otherwise announce it's presence. Mode three combines mode one and two.


Lethal Vapors:


P.P.E/I.S.P./Chi: 11 or more.


Range: +5 roll to center, 1000ft.


Duration: 6 rounds.


Area of Effect: 30ft radius, +30ft/lv.


Description:


This spell summons up a cloud of awful, poisonous vapors. They do 3d6 per round of poison damage, save vs. poison to half. The mage may get +d6 of damage, +6 rounds of duration, -5 poison save, or +2" of radius for each +1 P.P.E/I.S.P./Chi. This spell forces any that want to stay in it to save vs stress to do so. Anyone who takes hit point damage from the gas must save vs. shock or be blind until cured, with the onset of blindness taking d6 rounds. This save must be made each round a character takes hit point damage. Special failure mode one reduces the duration to one round. Special failure mode two makes the vapors inflammable - they work normally unless exposed to open flame in which case they do fire damage, equal to the poison damage they would have done, for one round (foowoosh!) and then the spell ends. Special failure mode three causes the cloud to center on the caster when it forms.


Lightning Capture:


P.P.E/I.S.P./Chi: 5 or more.


Range: Strike roll at -1/1".


Duration: instantaneous.


Area of Effect: see below.


Description:


This spell is cast with a lightning bolt using the higher rank and adding the P.P.E/I.S.P./Chi costs. Casting times are added. It allows the bolt to transport the primary target of the bolt to a position next to the caster. The target takes full damage from the lightning bolt. The victim of this spell gets a magic save at minus the amount of lightning damage that got past his defenses to avoid being transported. If the caster has a multiple bolt or forked spell the lightning capture will work with each of those bolts. This spell inherits its special modes from the base spell except mode which reverses the effect sending the caster to the terminus of the bolt.


Rune of Lightning:


P.P.E/I.S.P./Chi: 9 or more.


Range: touch.


Duration: 6 rounds.


Area of Effect: one weapon.


Description:


This rune is engraved in a weapon, a process that requires 16 Damage Points. Once the rune is engraved then it may be activated by anyone that knows the rune of lightning spell by dumping in the required P.P.E/I.S.P./Chi. While a rune of lightning is active it causes the weapon it is engraved upon to become solid lightning. The weapon hits and does damage as it always has but the damage done is lightning damage. The weapon also hits as if it is a +3damage and strike weapon. The caster may get 2x duration for +1 P.P.E/I.S.P./Chi dumped into the rune.


Summon Air Elemental:


P.P.E/I.S.P./Chi: 1 or more.


Range: short yet incredible.


Duration: 1 day.


Area of Effect: see below.


Description:


This spell permits the caster to summon an air elemental from tin air. It will appear close by. The elemental will have little or no warning and may be quite grouchy. The caster has no control over the elemental (see: Control Air Elemental). At the end of the spell's duration the elemental may vanish or may elect to stay on earth, no matter what kind of control the caster has on it (the caster can order it to leave before the spell is up, assuming he has controlled the elemental). The elemental has up to 20 design/experience points per P.P.E/I.S.P./Chi spent. If the caster knows an elemental he may summon it in particular, otherwise he will get a random elemental of about the point value he tried for. Very small (<100 point) elementals are rare. The referee should prepare a list of elementals for the elementalist that represents those he is aware of as a result of his training. The caster may double the duration of the elemental's stay for +1 P.P.E/I.S.P./Chi. Should provide a list of well known types (see the monster rules). Special failure mode one does the elemental d100 points of magic damage as he comes through. Special failure mode two causes the elemental to teleport 3d100" as he appears in a random direction. Special failure mode three causes the elemental to come with d3 added elementals, possibly of different types.


Vapor Form:


P.P.E/I.S.P./Chi: 11 or more.


Range: none.


Duration: 10 minutes.


Area of Effect: caster.


Description:


This spell gives the caster he power of Alter Physical Structure: Wind/Mist:


Alter Physical Structure: Wind/Mist:


This is an impressive ability that enables incredible the character to convert the molecules of his body and clothing into a gaseous form, as well as the ability to manipulate and control aspects of the atmosphere and wind. The character retains his attributes and skills but also becomes semi-intangible. When in gas the character cannot be harmed by any form of attack (including psionic) except flame. All electrical attacks do no damage with fire inflicting half damage. The character can manipulate his/her surroundings just like other Alter Physical Structure characters.


1. Expand into fog


The character can fill a room with his gaseous form to either hide or ambush. If he is hiding in natural fog, then the prowl roll is 98%. Note that psionic attacks will not work against the character, but a see invisible spell, sixth sense, see aura, or Pyrokinesis will affect him.


Range: 66ft (20m)3 (60x60x60ft)


Duration: indefinite


Damage: none except hand to hand


Attacks per Melee: none except hand to hand


Bonuses: 80% prowl when not hiding in natural fog.


2. Vapor Combat


The character can alter the density of his molecules so that a section of gas can be used like a psionic ectoplasmic arm. It has the S.D.C of the character in normal form, cannot be regenerated when S.D.C is depleted and can carry 40lbs (18kg) per level of experience.


Range: 30ft (9.1m)


Duration: indefinitely or until S.D.C runs out.


Damage: Same as normal hand to hand as a punch or throttling.


Attacks per Melee: same as hand to hand


Bonuses: +1 to Strike, +2 parry and dodge


Note that characters with Alter Physical Structure: Ice or Control Elemental: Air could be very dangerous to this character. The ice-man could attempt to freeze the character's moisture and thereby bringing all his S.D.C and Hit Points to one each. The Air Elementallist could disperse the fog through atmospheric manipulation. The gas character has a saving throw of 16 against these sorts of attacks. When knocked unconscious he reverts back to human form.


3. Ranged Attack: Air


Range: 90ft +10ft per level


Damage: None


Duration: Minimum of instantaneous (one attack) or a maximum of half a melee (multiple attacks)


Attacks Per Melee: Counts as one hand to hand attack for an instant air burst, while a constant wind takes half of the character's melee attacks.


Bonuses: +3 to strike aimed or +1 on a wild shot.


This minor super ability is a 'shorter' version of the Control Elemental Force: Air power's Wind Rush. A 50mph wind is created that can knock people down, shatter glass, and blow away objects weighing less than 25 pounds. There is a 70% chance of knocking down a single person/ object that weighs less than 250 pounds, while a 10ft wide gust of wind can knock down a group of people (each weighing less than 250 pounds) with a 60% chance. Everyone caught in the wind is staggered - Spd. is reduced by 75%, one melee attack is lost, and all attacks are -6 to strike (penalties apply to those over 250 pounds also). Objects weighing less than 25 pounds will get blown 3d4x10 feet away. Against vehicles, the character can force an immediate control roll with a penalty of -15% (increase the penalty by -5% at levels four and eight).


The power to manipulate and control aspects of air and atmospheric conditions.


1. Wind Rush:


Range: 100m


Damage: None


Penetration: None


Duration: Minimum of instantaneous (one attack) or can be maintained for a number of actions equal to double the characters level.


Bonus: +3 to strike


The air manipulator can create a short, powerful wind gusting to 100kmph, and can direct it at a specific target or area. The wind is so powerful that it will stagger or knock people down, and blow away all objects in its path weighing less than 15kg, as well as break ordinary window glass.


Directed at one specific target, the wind is a hard-hitting, focused blast that has a 01-70% likelihood of knocking down a person and items weighing up to 140kg. If a 6m wide gust of wind, the likelihood of being knocked down is marginally less; 01-60%. Everyone caught in the wind is staggered (if not sent sprawling), speed is reduced to 1/4, one action is lost, and all attemts to attack are -6 to strike. Items weighing 15kg or less, will be sent flying 1d6x10 meters away. Vehicles or characters weighing over 140kg have no fear of being knocked over, but speed is still reduced and combat penalties still apply. Vehicles are also forced to make a control check at -20% (add -5% to the penalty at levels three, five, eight, and ten).


2. Whirlwind:


The character can summon winds to create a rotating wind storm. Moving in and inward and upward spiral motion, the 120kmph winds will suck, hurl, and dash to the ground anyone or anything within 6m of it. Anyone caught in the wind cannot attack or speak for 14 seconds. They will be snatched up and hurled approximately 1d6x10 meters away, taking 4d6 points of damage. The wind will affect anything weighing less than 320kg.


It is never advisable to fly into or through a whirlwind, at any speed.


Range: The whirlwind has a 6m radius and can be created up to 100m away.


Duration: 90 seconds.


3. Ride the Wind


The ability to Glide on currents of air. Equivalent of the minor flight ability of Glide.


4. Change Wind Direction


The character can change the direction of the wind in a small area by manipulating air currents.


Range: 100m radius from the character.


Duration: Four minutes per level of experience.


5. Stop Wind/Control Wind Speed:


Again, by manipulating wind currents, the character can completely stop or merely slow down the wind in a small area.


Range: 50m radius from the character.


Duration: Four minutes per level of experience.


6. Create Air Bubble:


This character can create an maintain a a bubble or pocket of air. This can be done underwater or in a place where there is at least a minute quantity of oxygen. The bubble offers protection from gases, smoke, foul odors, etc. If moving from an area with atmosphere to an area with no atmosphere, the character can pull a bubble with them into the vacuum, however once the duration comes up the atmosphere will swiftly disperse, and most likely flash freeze any ambient moisture.


Range: Self, with a radius of 1m per level of experience.


Duration: 12 minutes per level of experience.


Speed: Limited to a Speed attribute of 10 (about 16kmph).


7. Call Lightning:


The character has incredible control over the chaotic forces that bring about lightning, and can summon it up to strike a specific target. All attempts to dodge are at -3.


Range: 60m+6m per level of experience.


Damage: 6d6+3 per level of experience


Penetration: 6. 3 against dense targets. Automatically damages Power Armours, Cybernetics, Robots, Vehicles, and APS: Metal mutants, dealing double damage.


Bonus: +2 to strike.


8. Atmospheric Manipulation:


This incredible power enables the character to alter atmospheric conditions.


Range: 150m+30m per level of experience radius from the character.


Duration: 15 minutes per level of experience.


Attacks: Each act of manipulation takes up two actions.


Altered Atmospheric Conditions: The character can create any one effect per minute, and maintain it or combine effects, adding one to another. Effects stay in play for the duration without any additional effort on the part of the character, and all effects can be dispelled in about 30 seconds.


1. Darken Sky: Heavy overcast, with black, ominous clouds.


2. Thunderclap: Will frighten animals (01-80% chance of panicking), and startle people (Save vs. Horror Factor 12).


3. Increase/Decrease Wind Speed: +/-10kmph every ten seconds, up to a maximum of +/-60kmph per level of experience.


4. Increase/Decrease Precipitation: +/-10% every ten seconds, up to +/-90%. Can create extremely humid conditions with a 01-45% chance of light fog, and a 01-25% chance of light rain.


5. Create/Dispel Fog: At a rate of 3 square meters every ten seconds.


6. Create Cloud Cover: Within 30 seconds, the skies fill with clouds, making seeing above the clouds impossible (will also hamper radar).


9. East Wind:


A powerful wind blows from the east, strong enough to lift most people off their feet and send them flying! The wind is hurricane force, but only lasts for a mere 15 seconds (one melee). All things weighing less than 200lbs are lifted up and tossed around like crazy. Anything weighing 200lbs-250lbs suffers knockdown unless it makes a successful maintain balance roll, and even if they succeed, they are unable to move, and the slightest push or impact might cause them to lose their balance and be carried off by the wind. Those weighing over 250lbs are able to move, but do so at 1/4 their usual Speed. Flyers must be able to reach speeds of over 150mph or they will be tossed about haphazardly by the wind.


The power lasts an additional 15 seconds (one melee) per level at level's 6, 12, and 15.


10. Coriolis Storm:


This Elemental Power creates a powerful whirlwind blows from the east, bringing with it the sand and dust of the desert, at speeds fast enough to scour the skin.


Range: Can be cast on an area up to 30m (100ft) away.


Area of Affect: Affects a 1d10x10ft by 1d10x10 ft by 1d10x10ft area per level, doubling at levels 4, 8, 12, and 15.


Affect: Those without proper eye protection (goggles work) will not be able to open their eyes during the storm without causing severe damage to their retinas. If they do open their eyes, they will be blinded by searing pain for 5d6 minutes, and their vision will be reduced by 25% for 3 days while their eyes heal up. All unprotected areas of the body are also seared by the strong wind, takingDuration: The whirlwind lasts for 15 seconds (one melee), plus an additional 15 seconds at levels 8 and 15.


11. Hurricane


Range: Affects a 120 foot (36.6 m) area and can be cast up to 500 feet away (155 m).


Duration: Four melees per level of the warlock.


Saving throw: None


P.P.E.: 50


This elemental power creates a great sea storm with 100 to 150 mph winds blowing around within a 120 foot +120 foot area per level. The sea is lashed into huge waves 30 feet (9 m) tall which will batter and destroy all but the largest ships. Inflicts 3D6x10 M.D. per melee. Torrential rains, thunder and lightning accompany these terrific winds. Any person foolish enough to be above decks during this storm will take 1D6 M.D. per melee due to flying debris, wind, and hail.


12. Tornado


This is a storm, caused by causing the collision of a high pressure and low pressure system.


Range: Affects a 100 feet+100 feet per level area and can be cast up to 600 feet +600 feet per level (183 m) away.


Duration: Four melees/one minute per level of the Controller, plus one additional minute at levels 5, 10, and 15.


Saving throw: None


The controller creates the most severe storm possible, a tornado, accompanied by heavy rain, hail, thunder, lightning, and roaring winds. People a hundred feet (30.5 m) away from of the funnel cloud take 2D6 M.D. each melee from flying debris. The awesome, black funnel cloud is the center of the storm, with winds of 120 to 180 mph (192 to 288 km). The funnel sucks in everything within its 100 foot (30.5 m) area of swirling wind, destroying all wood, clay, stone and other S.D.C. structures, and uprooting trees in one melee. Anything actually caught in its funnel suffers 4D6x10 M.D. per melee. After 1D6- 1d6x10 melees, the object will be hurled from the funnel, enduring another 2D6 x10 mega damage with automatic knockout.. If a robot or living creature, the being will be stunned and immobile for 2D6 minutes. The controller can maneuver the tornado as he/she desires, in any direction. This requires the full attention of the controller, so he/she may not cast any other spells for the duration of the tornado. Should the controller be knocked unconscious or killed, there is a 64% chance the tornado will run wild and uncontrolled, disappearing only after the full power duration has elapsed.


9. Invisibility (improved) Created by Antinimicus modified by Trademark


AUTHOR'S NOTE: The original invisibility power was pathetic and suitable only as a minor super ability rather than a major power. The Invisibility power is the ability to warp to entire light spectrum to produce the illusion of invisibility. The improved power warps the infrared spectrum and is truly only susceptible to motion (detection of eddy currents in the air) and olfactory detection. The Light-Shifting ability also enables the character to cancel out any single spectrum of visible or invisible light (infrared, ultraviolet, etc.) Turning invisible/visible takes one melee action.


The following abilities apply:


The ability lasts for as long as the character requires.


Invisible field: A circular field of affect can be created to turn objects invisible. This field has no protective properties and no M.D.C rating. The maximum size is a 13m area plus 3m per level of experience.


If injured, the character's body fluids (blood etc) will remain invisible until the area of affect has been exceeded. A blood trail will appear not from directly under the character but will appear once the Invisible field has moved out of the area of affect. Note that canines would still be able to track the invisible blood trail.


Can make objects or living matter invisible 23kg per level. Range: 100m.


Can turn any part of his/her body (or another person's) invisible or visible (e.g. leg, hand, head).


Automatically receives the Bend Light minor power.


Other Bonuses: +20% Prowl (or use it as a base), +10% pickpockets and +5% to any deceit and "sleight of hand" related skill, +1D6 M.A.


10. M.D.C Durability


The Character can withstand M.D.C damage amounting to his normal body’s Hit Points and S.D.C combined+40 to M.D.C. /S.D.C. per level.


11. Other Abilities & Bonuses:


Impervious to cold electrical attacks (No Damage)


The character may flow through cracks, etc.


It requires magic weapons, fire, necromancy, or magical damage to harm the mage while in this form.


Fire & energy attacks to half damage


Can accurately sense the air temperature within 1d4 degrees.


This power is mental, and so benefits from a high M.E. Add a +1 to strike and deflect/ parry to each of the above powers for an M.E. of 16-21, a +2 to each if the M.E. is 22-27, or a +3 bonus for an M.E. of 28 or higher.


. He has a movement of 4" plus any wind vector. The character may flow through cracks, etc. This is not possible with the spell Blow, which requires space to blow through and in. The mage must pay +1 1/2x P.P.E/I.S.P./Chi to cast spells while in this form. It requires +3 or better weapons, fire, necromancy, or magical damage to harm the mage while in this form. The first immunity is the equivalent of +3 or better weapons to hit from the section on powers. If the mage's vapor form is caught by a breeze it won't hurt him but it may blow him all over the place. Special failure mode one renders the mage faintly visible in the fog. Special failure mode two causes the caster to be unable to control its movement. Mode three makes the caster take d6 points of stamina first damage with no defense each time the wind moves him.


Electrical Field


Range: Affects a ten foot (3 m) area per level of the warlock, up to


200 feet (61 m) away.


Duration: Two minutes per level of the warlock.


Damage: 4D6+ 10 M.D.


Saving throw: None


P.P.E.: 35


The electrical field is a crackling wall of energy that inflicts megadamage


on anyone who attempts to pass through it. There is also a


50% chance of being stunned for 2D6 melees, taking an additional 4D6


M.D. for each melee caught in the field. All damage is subtracted fromhit points and not armor S.D.C. The field cannot be attacked or destroyed,


but a dispel magic barrier or negate magic spell will destroy


it instantly.


Electro-magnetism


Range: Affects a 40 foot (12m) area and can be cast up to 300 feet


(91.5 m) away.


Duration: Five minutes per level of the warlock.


Saving throw: None


Chi: 40


This spell creates an area that is super magnetized. Any iron or iron alloy that enters its radius will be irresistibly drawn to the center or the field and held there until pulled away or the spell elapses. This will include iron objects in knapsacks, pockets, belt buckles, tools, rail guns and their ammunition, vehicles, bots, etc. (borgs and cybernetics are not made of iron). The magnetic force is invisible and undetectable except for its irresistible pull. To remove an object requires a combined strength (P.S.) of 600. The force can pull and hold a single object weighing up to 1000 pounds per level of the creating warlock. The magnetism is so strong that it will rip swords from their scabbards, iron utensils from pockets, and draw to it an entire suit of iron armor, man and all. A dispel magic barrier or negate magic spell can destroy the field; the magnetic field has a + 5 to save, however.


Mist of Death


Range: 90 foot distance (27.4 m), affects a 10 foot (3 m) area.


Duration: One melee


Saving throw: Standard


P.P.E.: 40


This elemental magic spell creates a toxic, red mist that covers a 10


foot area (3 m), inflicting 30 points of damage direct to hit point damage


to everyone who breathes it or touches it with bare skin. Or 15 M.D.


to mega-damage creatures. The mist lasts only one melee (15 seconds),


then dissipates. Does not affect people in environmental armor or airtight


compartments.


Snow Storm


Range: Affects a 30 foot (9 m) area per level of the warlock and can


be cast 50 feet (15.5 m) away per level of experience.


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


Saving throw: none


CHI: 50


Drops the temperature to 15 degrees Fahrenheit, creates 30 mph winds and snow and hail with a three foot (0.9) accumulation every other melee/30 seconds. Reduces speed by half and vision, including optics, to 20 feet (6 m), and inflicts 10 S.D.C. points of damage each melee.


Vacuum


Range: Affects two foot (0.6 m) area per level of the warlock and can be cast up to 10 feet (3 m) away.


Duration: One minute (4 melees) per level of the warlock


Saving throw: Special


Chi: 40


The warlock is able to create a vacuum (an area devoid of air). If the vacuum is placed around a person/animal the person will immediately begin to choke/gasp for air and will be rendered unconscious in two minutes and dies from suffocation within six minutes. Air elementals caught in a vacuum suffer 2D4 + 2 M.D. each melee. The warlock can manipulate the vacuum as he desires, at a speed of 8. Saving throw: the standard roll is made but it is to indicate if the person can escape from the vacuum area. The victim can roll two times every minute until unconscious.


Whisper of the Wind


Range: 40 miles (64 km) per level of the warlock.


Duration: Special


Saving throw: None


P.P.E/I.S.P./Chi: 30


This spell enables the warlock to send a verbal message (under 100 words) on the tongue of the wind. The message will travel on a gust of wind (40 mph) and can be sent to anyone within range as long as their general location is known. The person receiving the message will hear it clearly whispered in his ear as the wind caresses his chest. The message is only spoken once.


Animate Air:


P.P.E/I.S.P./Chi: 13 or more.


Range: short.


Duration: 1 hour.


Area of Effect: see below.


Description:


This spell creates a barely visible, man sized servant. It has a strength of 12 and is made of air. This means it is totally invulnerable to (well, transparent to) weapons. Weapons that are +3 or better may hit the creature (+15 or more to hit or +3 or more extra damage from magic). Each time it takes damage the caster must save vs magic at -1 per point of damage taken or the servant will vanish. The servant has a flying movement of 8. The servant must stay within 100 meters of the caster or it will vanish. For +5 P.P.E/I.S.P./Chi the servant will become as transparent as air. For +1 P.P.E/I.S.P./Chi the caster may cause each of the following effects. 2x duration, +1 strength, +2 movement, 2x maximum range from caster, or +5 to the caster's save to sustain the servant. For +3 P.P.E/I.S.P./Chi the caster may get 2x as many separate servants. The servant is only modestly intelligent but will follow the casters instructions implicitly. The servant borrows it's caster's speeds and combat bonuses. It can pick up physical objects. One karat of air gem suffices for 5 P.P.E/I.S.P./Chi worth of animated air (See : Air Gem). Needless to say air is necessary to summon one of these creatures. Completely imprisoning an animated air servant in earth or stone will dismiss it. Special failure mode one causes the servant to obey the caster's orders literally rather than implicitly. Special failure mode two causes the servant to play jokes on the caster in it's spare time. Special failure mode three divides the duration by 3d6.


Blow:


P.P.E/I.S.P./Chi: 11 or more.


Range: none.


Duration: until repealed.


Area of Effect: caster.


Description:


This spell turns the caster into a wind. He is invisible and insubstantial. He may move at any speed the wind can reasonably move at in the area he is in, forming a gust from a few meters to a few tens of meters wide. The mage may revert to normal at any time and this ends the spell. It costs 2x as much P.P.E/I.S.P./Chi to cast spells from windy state. Magic items not designed (3 DP of additional crafting time) with this in mind will probably not function from this state. For +3 P.P.E/I.S.P./Chi the mage may take 2x as much mass into wind form with him, where the base mass is 100 kg; the caster and a modest amount of equipment. While in this state the mage is effectively possessed of the ability +4 or better weapons to hit. Special failure mode one renders the mage faintly visible. Special failure mode two makes the duration 2d100 rounds instead of until repealed. Mode three makes the caster blow with the prevailing wind.


Contain Air Elemental:


P.P.E/I.S.P./Chi: 13 or more.


Range: touch, see below.


Duration: permanent.


Area of Effect: one container, see below.


Description:


This spell is normally cast on a bottle with a stopper. It can be cast on any sort of container with a lid, stopper, valve, or other such object. It requires 20 DP to finish the container. Once the spell is cast the container gains the ability to imprison an air elemental. If an empty, open container created with a contain air elemental spell touches an air elemental, outside of the plane of air, the elemental must save versus magic at -30 or be sucked into the container. The caster may reduce the save by -10 per +1 P.P.E/I.S.P./Chi. The wielder of the container then has a round to close the container or the elemental gains the right to save versus stress to come out. At any time when the elemental is in the container it gets +5 per round to its next set of stress saves to come out. It may only come out when the container is open. The caster may cast control spells on the container and they affect the imprisoned elemental. While the container is closed the elemental perceives the passage of time at a very low rate, returning to normal when the container is opened. Breaking the container releases the elemental and destroys the spell, including the special focus. Special failure mode one gives the elemental the right to save versus stress once every 3d6 days to force the container open and escape. Special failure mode two creates a container that put the elemental into a suspended state so that it does not come out unless the container is broken. Special failure mode three creates a container that explodes for d6 of lightning per 15 design points in the elemental.


Elemental Air Gate:


P.P.E/I.S.P./Chi: 13.


Range: short 10ft.


Duration: see below.


Area of Effect: 2" radius.


Description:


This spell can only be cast on a place where wind can easily blow and where wind is blowing. The spell lasts as long as the wind it is cast upon or with. It opens a mystical gate to the elemental plane of air that allows transport. The radius is +1" per +1 P.P.E/I.S.P./Chi. From both sides, the gate appears as a a zone of fog and is used by walking through the fog. Normally the gate shows nothing of its far side until after transport. For +3 P.P.E/I.S.P./Chi the far side is visible to those near the fog. If the caster is familiar with the plane of air he may locate the exit of the gate as he wishes, otherwise it will appear at random. The gate freely passes creatures with a design point cost of no more than 35 points per 5kph of wind speed. Points in excess of this limit require a stress save, at -1 per 5 points over the limit, to use the gate. This roll may be made once per round but leaves one standing in the wind.


Mass Suffocation:


P.P.E/I.S.P./Chi: 13.


Range: strike roll.


Duration: concentration.


Area of Effect: 3" radius.


Description:


This spell removes most of the air from the area of effect. This does d6+1 of damage, stamina first with no defense, per round to breathing creatures and forces them to save vs. unconsciousness each round with a cumulative penalty of -3 each round. The caster must maintain concentration each round the spell continues or it will end. For +3 P.P.E/I.S.P./Chi the spell requires no concentration but rather acquires a duration of 6 rounds, +12 rounds per +1 P.P.E/I.S.P./Chi. The radius is +2" per +1 P.P.E/I.S.P./Chi. Special failure mode one allows small amounts of air to leak through, reducing the damage to d3 and starting the unconsciousness saves at +20. Special failure mode two forces the caster to use stress saves to maintain the spell each round. Mode three causes the suffocation to center on the caster.


Vortex of Imprisoning:


P.P.E/I.S.P./Chi: 13 or more.


Range: targeting roll.


Duration: 1 day.


Area of Effect: 5" radius by 3" tall.


Description:


This spell creates an incredible vortex of air at the edge of the area of effect. The caster may walk in and out of the vortex as if it were clear air. Otherwise, the vortex will not permit anything to exit it and will suck in anything that touches it that fails to save vs magic. Use strength versus strength roll with the vortex having a strength of 20+2x casters rank. Exiting the vortex does 16d6 less d6 per point the person trying made or blew the strength versus strength roll by of impact damage; if you blow the roll you are stuck inside. The caster may add +5" radius, +3" height or 2x duration for +1 P.P.E/I.S.P./Chi. Attempts to tunnel under the vortex will cause it to bore into the ground to block the escape at a rate of 1/2" per round. It is possible to fly over the top but this requires an P.P. save at minus the strength of the vortex with recapture and 8d6 of impact damage if you fail. The vortex appears to be smoked glass with dust and fog writhing around in it and is remarkably quiet. This spell will not work in an area enclosed in dirt or rock (e.g. underground or in a roofed stone castle). For +3 P.P.E/I.S.P./Chi the vortex can move at a rate of 3" (+2" per +1 P.P.E/I.S.P./Chi), taking its contents with it. Special failure mode one causes a 5% per round per object in the vortex that the object will be ejected and take d100 points of impact damage. Special failure mode two halves the strength of the vortex. Special failure mode three leaves the top open so as to render flying in and out safe.


Command Air Elementals:


P.P.E/I.S.P./Chi: 15 or more.


Range: none.


Duration: 1 day.


Area of Effect: caster.


Description:


This spell draws elemental air into the caster and causes the caster to change in a number of ways. The caster gains small rills of lightning on their body and features like eyes or hands become surrounded by blue fire. The caster becomes immune to lighting damage and becomes susceptible to control air elemental spells, cannot be protected against edge, point, or impact damage, becomes able to fly at WP/2" per round, and gains great power over air elementals. Air elementals will react with deep respect or fear (depending on their personality) and will tend to obey the caster when in the caster's presence. They must save versus stress at -10 per rank the caster has with air element to attack the caster. By concentrating the caster may bind an air elemental to his orders, forcing them to do his bidding; this requires a competitive mind control save. This control lasts as long as the spell does. Non-sentient elementals can be forced to do things by continuous concentration after they lose a competitive mind control save. Those of at least animal intelligence will follow orders they can comprehend. This spell permits the caster to make his will known to elementals by gazing at them and thinking at them. The caster may subtract -10 from elemental mind control saves associated with this spell for +1 P.P.E/I.S.P./Chi or may double the duration for +1 P.P.E./I.S.P./Chi


Cloud Island:


P.P.E/I.S.P./Chi: 13 or more.


Range: touch.


Duration: until caster repeals spell or dies.


Area of Effect: one contiguous cloud, not more than 600ft radius.


Description:


This spell solidifies a cloud so that it can be used as if it were land. The caster must leave the P.P.E./I.S.P./Chi for this spell embedded in the cloud or it reverts to normal. For each +1 P.P.E./I.S.P./Chi the caster may give the cloud +1" of movement (which adds to the wind vector), from a base of no movement. Soil will tend to form in the depressions on the top of the cloud from windblown dust in a matter of a few years. The mage may transplant life etc. if he wishes. There are some life forms that live in the sky anyway that may settle on the island. Special failure modes are at referee inspiration.


Lightning Storm:


P.P.E/I.S.P./Chi: 13 or more.


Range: none.


Duration: concentration.


Area of Effect: see below.


Description:


This spell summons up a field of swirling electrical force in a 3" radius around the caster. This material covers the area with walking sparks swirls and emits small bolts of lightning. Those within 3" takes 8d6 per round of lightning damage, those within 6" take the same damage but may save versus magic to avoid it, unless they are wearing a lot of metal. The caster gets +20 dodge/parry versus missiles and targeted spells and an metallic missiles up to 50lbs are thrown away. The caster may focus his attention throwing a blast of lightning (filling a line of 100ft wide and 1000ft long) that does (2d6+2) dice of lightning damage. Moving objects require a targeting roll to hit with these attacks; static objects permit the caster to target the area. The bolt is up to 12o" long. The caster may add +2d6 lightning damage to all attacks and 20" to the length of bolts for +1 P.P.E. /I.S.P./Chi. The caster may throw an additional bolt with a delay of -6. The caster is immune to the damage of the lightning storm. The storm is not very mobile, restricting the caster to 30" per round of movement, with a P.E. Save needed at 400" of movement and -5 to this save for each +100" of movement. Special failure mode one causes the caster to take damage from the spell. Special failure mode two causes the caster to be -30 to hit with bolts. Special failure mode three forces the caster to make a stress save after each round to keep the storm going.


Bind Air Elemental:


P.P.E./I.S.P./Chi: 15.


Range: short.


Duration: until dispelled or reversed.


Area of Effect: see below.


Description:


This spell is cast on an air elemental, usually imprisoned nearby, and also on the special focus of the spell - which may be any physical object the mage chooses. At the completion of the spell the elemental is drawn into the item. This spell can draw an elemental from one item and into another. Any of the elemental's innate, continuously functioning powers that the referee judges could reasonably function through the item as a magic item do. Examples of such powers are damage reduction or immunity to a given type of damage, night sight, or movement powers like sand swimmer. These must be innate abilities that do not require the elemental’s volition to exercise. Abilities that require volition to exercise are not transferred though the item unless extra P.P.E./I.S.P./Chi is spent as described below. If the item imprisoning the elemental is a weapon then it gains +1 to hit for each +5 to hit, (or missile or bow as appropriate) that the elemental had and +1 damage for each +4 damage bonus the elemental had. This damage bonus is also added to the weapon's break. In the case the item is broken the elemental is released. Likewise, the caster of the spell may release the elemental at short range by expending one P.P.E./I.S.P./Chi per 50 M.D.C. the elemental has at a delay of -6. Unless some bizarre bargain has been made, the elemental will emerge utterly hostile when such an item is broken.


For an additional +3 P.P.E./I.S.P./Chi the magic item can bestow volitional powers (that the imprisoned elemental has) upon the possessor of the magic item when it is on their person. This requires that the elemental specifically allow this use of its powers. This can be done in a number of ways, sacrifice, magic that compels the elemental, magic that renders the elemental a compliant fool, bargains in advance, or offers to release the elemental. Someone with spiritual awareness can conduct spiritual combat with the imprisoned elemental and compel it to lend its powers to them until the elemental heals up. In this mode the possessor of the item can talk, mentally, to the elemental and it can talk to them. This power to talk can give an intelligent elemental a lot of leverage. For +2 more P.P.E./I.S.P./Chi the owner of the item can compel the elemental to let the owner use one of its powers if he wins a competitive mind control save.


Atmosphere Manipulation:


Range: 300 foot (91 m) radius per level of the warlock.


Duration: 15 minutes per level of the caster.


Saving throw: None


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


This elemental magic enables the warlock to actually manipulate atmospheric conditions. In this way he can increase condensation and air temperature to cause heavy or light rain, a storm, frost, snow, darkness in the sky, clouds to roll in, etc. He can also increase, slow or stop rain, make clouds go away, etc. Specifically, the warlock can:


1. Darken Sky: Heavy overcast, with black, ominous clouds.


2. Thunderclap: Will frighten animals (01-80% chance of panicking), and startle people (Save vs. Horror Factor 12).


3. Increase/Decrease Wind Speed: +/-10kmph every ten seconds, up to a maximum of +/-60kmph per level of experience.


4. Increase/Decrease Precipitation: +/-10% every ten seconds, up to +/-90%. Can create extremely humid conditions with a 01-45% chance of light fog, and a 01-25% chance of light rain.


5. Create/Dispel Fog: At a rate of 300ft area every ten seconds per level of experience.


6. Create Cloud Cover: Within 30 seconds, the skies fill with clouds, making seeing above the clouds impossible (will also hamper radar).


7. Raise or lower the temperature 10 degrees per level of experience


8. Create normal fog covering a 300 foot area per level of experience.


The proper manipulation of temperature and water vapor can create any number of different atmospheric conditions. The controller can create any one effect per melee, maintain it or combine effects, adding one to another. For Example: He might first darken the sky, increase the wind speed, then create a fog, and throw in a thunderclap or two. Effects such as fog or darken sky will last for 15 minutes, enabling the warlock to go about other activities or use other powers.


Hurricane


Range: Affects a 120 foot (36.6 m) area and can be cast up to 500 feet away (155 m).


Duration: Four melees per level of the warlock.


Saving throw: None


P.P.E./I.S.P./Chi: 60


This elemental magic conjures a great sea storm with 100 to 150 mph (160 to 260 km) winds blowing around within a 120 foot (36.6 m) area. The sea is lashed into huge waves, 30 feet (9 m) tall, which will batter and destroy all but the largest ships. Inflicts 3D6 x 10 M.D. per melee. Torrential rains, thunder and lightning accompany these terrific winds. Any person foolish enough to be above decks during this storm will take 1D6 M.D. per melee due to flying debris, wind, and hail.


Rainbow


Range: One mile (1.6 km)


Duration: 15 minutes per level of the warlock.


Saving throw: Standard


P.P.E./I.S.P./Chi: 60


The warlock creates a rainbow extraordinary in its prismatic color display arcing across the sky. The gentle beauty of this site will raise the morale of all who view it, instilling a deep feeling of wonder, self worth, hope and joy.


Tornado


Range: Affects a 100 foot (30.5 m) area and can be cast up to 600


feet (183 m) away.


Duration: Four melees/one minute per level of the warlock.


Saving throw: None


P.P.E./I.S.P./Chi: 60


The warlock creates the most severe storm possible, a tornado, accompanied by heavy rain, hail, thunder, lightning, and roaring winds. People a hundred feet (30.5 m) away from of the funnel cloud take 2D6 M.D.C. each melee from flying debris.


The awesome, black funnel cloud is the center of the storm, with winds of 120 to 180 mph (192 to 288 km). The funnel sucks in everything within its 100 foot (30.5 m) area of swirling wind, destroying all wood, clay, stone and other S.D.C. structures, and uprooting trees in one melee. Anything actually caught in its funnel suffers 4D6x10 M.D.C. per melee. After 1D6 melees, the object will be hurled from the funnel, enduring another 2D6 x 10 mega-damage. If a bot or living creature, the being will be stunned and immobile for 2D6 minutes.


The warlock can maneuver the tornado as he desires, in any direction. This requires the full attention of the warlock, so he may not cast any other spells for the duration of the tornado. Should the warlock be knocked unconscious or killed, there is a 64% chance the tornado will run wild and uncontrolled, disappearing only after the full spell duration has elapsed.


Wind Blast


Range: 1000 feet (305 m) plus 400 feet (122 m) per level of experience.


Duration: Instant


Damage: 2D4x10 + 30 M.D.


Saving throw: None


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


The spell caster creates a titanic, but concentrated blast of wind with hurricane force. This blast of wind has the punch of a missile or particle blast. The warlock must aim and hurl the blast, + 6 to strike.


Wind Cushion


Range: 1000 feet (305 m); covers a 40 foot (12 m) area plus 10 feet per level of experience.


Duration: One melee per level of experience.


Saving throw: None


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


The warlock can create a swirling, tornado like cone or cushion of wind and air around himself or others. The effect is like standing in the eye of a hurricane. The wind is not designed to move nor to inflict damage, but to negate the impact of explosions and deflect projectile attacks. Hurled objects, arrows, and rail gun blasts are completely negated and the air cushion absorbs up to 200 M.D.C per level of the warlock from explosions. Likewise, the cushion can be used to cushion a crashing air vehicle and set it on the ground gently. The cushion also negates sonic booms.


Tornado


Range: Affects a 100 foot (30.5 m) area and can be cast up to 600 feet (183 m) away.


Duration: Four melees/one minute per level of the warlock.


Saving throw: None


P.P.E/I.S.P./Chi: 60


The warlock creates the most severe storm possible, a tornado, accompanied by heavy rain, hail, thunder, lightning, and roaring winds. People


a hundred feet (30.5 m) away from of the funnel cloud take 2D6 M.D. C. each melee from flying debris.


The awesome, black funnel cloud is the center of the storm, with winds of 120 to 180 mph (192 to 288 km). The funnel sucks in everything within its 100 foot (30.5 m) area of swirling wind, destroying all wood, clay, stone and other S.D.C. structures, and uprooting trees in one melee. Anything actually caught in its funnel suffers 4D6x10 M.D.C. per melee. After 1D6 melees, the object will be hurled from the funnel, enduring another 2D6 x 10 mega-damage. If a bot or living creature, the being will be stunned and immobile for 2D6 minutes.


The warlock can maneuver the tornado as he desires, in any direction.


This requires the full attention of the warlock, so he may not cast any other spells for the duration of the tornado. Should the warlock be knocked unconscious or killed, there is a 64% chance the tornado will run wild and uncontrolled, disappearing only after the full spell duration has elapsed.


Wind Cushion


Range: 1000 feet (305 m); covers a 40 foot (12 m) area plus 10 feet per level of experience.


Duration: One melee per level of experience.


Saving throw: None


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


The warlock can create a swirling, tornado like cone or cushion of wind and air around himself or others. The effect is like standing in the eye of a hurricane. The wind is not designed to move nor to inflict damage, but to negate the impact of explosions and deflect projectile attacks. Hurled objects, arrows, and rail gun blasts are completely negated and the air cushion absorbs up to 200 M.D.C per level of the warlock from explosions. Likewise, the cushion can be used to cushion a crashing air vehicle and set it on the ground gently. The cushion also negates sonic booms.


Creature of the Wind


Range: Self


Duration: One melee (15 seconds) per level of experience.


Saving throw: None


P.P.E/I.S.P./Chi: 70


Alter Physical Structure: Wind & or Electricity


This is an impressive ability that enables incredible the character to convert the molecules of his body and clothing into a gaseous form with the appearance a semi-transparent vapor in a humanoid form. In this vapor form the Air bender/Warlock can fly at a speed of 500 mph (800 km) or 8.3 miles per minute (13 km), and or a living electrical conduit and battery, as well as the ability to manipulate and control aspects of electricity and the wind. The super being either ripples with electrical energy crackling from the eyes, or actually turns into a humanoid with the t appears to be an energy being composed of electricity. The character retains his attributes and skills but also becomes semi-intangible. When in gas or electrical form the character cannot be harmed by any form of attack (including psionic) except flame. All electrical attacks do no damage with fire inflicting half damage. The character can manipulate his/her surroundings just like other Alter Physical Structure characters.


1. Expand into fog


The character can fill a room with his gaseous form to either hide or ambush. If he is hiding in natural fog, then the prowl roll is 98%. Note that psionic attacks will not work against the character, but a see invisible spell, sixth sense, see aura, or Pyrokinesis will affect him.


Range: 66ft (20m)3 (60x60x60ft)


Duration: indefinite


Damage: none except hand to hand


Attacks per Melee: none except hand to hand


Bonuses: 80% prowl when not hiding in natural fog.


2. Vapor Combat


The character can alter the density of his molecules so that a section of gas can be used like a psionic ectoplasmic arm. It has the S.D.C of the character in normal form, cannot be regenerated when S.D.C is depleted and can carry 40lbs (18kg) per level of experience.


Range: 30ft (9.1m)


Duration: indefinitely or until S.D.C runs out.


Damage: Same as normal hand to hand as a punch or throttling.


Attacks per Melee: same as hand to hand


Bonuses: +1 to Strike, +2 parry and dodge


Note that characters with Alter Physical Structure: Ice or Control Elemental: Air could be very dangerous to this character. The ice-man could attempt to freeze the character's moisture and thereby bringing all his S.D.C and Hit Points to one each. The Air Elementallist could disperse the fog through atmospheric manipulation. The gas character has a saving throw of 16 against these sorts of attacks. When knocked unconscious he reverts back to human form.


3. Ranged Attack: Air


Range: 90ft +10ft per level


Damage: None


Duration: Minimum of instantaneous (one attack) or a maximum of half a melee (multiple attacks)


Attacks Per Melee: Counts as one hand to hand attack for an instant air burst, while a constant wind takes half of the character's melee attacks.


Bonuses: +3 to strike aimed or +1 on a wild shot.


This minor super ability is a 'shorter' version of the Control Elemental Force: Air power's Wind Rush. A 50mph wind is created that can knock people down, shatter glass, and blow away objects weighing less than 25 pounds. There is a 70% chance of knocking down a single person/ object that weighs less than 250 pounds, while a 10ft wide gust of wind can knock down a group of people (each weighing less than 250 pounds) with a 60% chance. Everyone caught in the wind is staggered - Spd. is reduced by 75%, one melee attack is lost, and all attacks are -6 to strike (penalties apply to those over 250 pounds also). Objects weighing less than 25 pounds will get blown 3d4x10 feet away. Against vehicles, the character can force an immediate control roll with a penalty of -15% (increase the penalty by -5% at levels four and eight).


4. Fire Electrical Ray:


A line of electricity emitted from the fingers or eyes. This is the characters most powerful blast.


Range: 30m+6m per level of experience


Damage: 1d6x10+2 per level of experience


Penetration: 8, 4 against dense targets. Automatically damages Power Armours, Cybernetics, Robots, Vehicles, and APS: Metal mutants.


Bonus: +2 to strike.


5. Mini-Lightning Bolt:


The discharge of a small electrical energy bolt.


Range: 30m+6m per level of experience


Damage: 1d6 per level of experience.


Penetration: 1+1 per level of experience. Divided in half against dense targets. Automatically damages Power Armours, Cybernetics, Robots, Vehicles, and APS: Metal mutants.


Bonus: +3 to strike


6. Lightning Bolt:


This is the character's second most powerful blast and has the most range. A bolt of electricity that can be emitted from the fingers or eyes.


Range: 100m+10m per level of experience


Damage: 5d6+2 of damage per level of experience.


Penetration: 3, 1 against dense targets. Automatically damages Power Armours, Cybernetics, Robots, Vehicles, and APS: Metal mutants.


Bonus: +3 to strike.


7. Electrical Flight:


The individual can transform into a bolt of living energy and rocket short distances.


Range: 1km per level of experience.


Speed: 500mph+100mph per level of experience. Minimum speed is 320kmph.


Damage: 1d4x10+10 damage per level of experience.


Penetration: 8+1 per level of experience. Divided in half against dense targets. Automatically damages Power Armours, Cybernetics, Robots, Vehicles, and APS: Metal mutants.


Actions: Counts as two actions


Bonus: +1 to strike.


8. Generate Electricity:


The character generates a field of electrical energy around himself (anyone who hits them will take the listed damage) or can will an electrical field with a radius of 1m per level of experience around himself or anchor it elsewhere. The field can be used to trap and attack. This attack consumes four of the character's actions.


Range: The electrical field can be projected up to 3m away.


Damage: 3d6 damage + 3 per level of experience.


Duration: 30 seconds.


9. Invisibility (improved)


AUTHOR'S NOTE: The original invisibility power was pathetic and suitable only as a minor super ability rather than a major power. The Invisibility power is the ability to warp to entire light spectrum to produce the illusion of invisibility. The improved power warps the infrared spectrum and is truly only susceptible to motion (detection of eddy currents in the air) and olfactory detection. The Light-Shifting ability also enables the character to cancel out any single spectrum of visible or invisible light (infrared, ultraviolet, etc.) Turning invisible/visible takes one melee action.


The following abilities apply:


The ability lasts for as long as the character requires.


Invisible field: A circular field of affect can be created to turn objects invisible. This field has no protective properties and no M.D.C rating. The maximum size is a 13m area plus 3m per level of experience.


If injured, the character's body fluids (blood etc) will remain invisible until the area of affect has been exceeded. A blood trail will appear not from directly under the character but will appear once the Invisible field has moved out of the area of affect. Note that canines would still be able to track the invisible blood trail.


Can make objects or living matter invisible 23kg per level. Range: 100m.


Can turn any part of his/her body (or another person's) invisible or visible (e.g. leg, hand, head).


Automatically receives the Bend Light minor power.


Other Bonuses: +20% Prowl (or use it as a base), +10% pickpockets and +5% to any deceit and "sleight of hand" related skill, +1D6 M.A.


10. M.D.C Durability


The Character can withstand M.D.C damage amounting to his normal body’s Hit Points and S.D.C combined+200 to M.D.C. /S.D.C. per level.


11. Other Abilities & Bonuses:


Impervious to cold electrical attacks (No Damage)


Fire & energy attacks to half damage


Can accurately sense the air temperature within 1d4 degrees.


This power is mental, and so benefits from a high M.E. Add a +1 to strike and deflect/ parry to each of the above powers for an M.E. of 16-21, a +2 to each if the M.E. is 22-27, or a +3 bonus for an M.E. of 28 or higher. Can squeeze through keyholes and cracks in one melee action, and is +2 on initiative, +4 to dodge, + 20% to prowl, but cannot inflict mega-damage, just normal S.D.C. damage. Although he can pick up and carry up to 500 pounds, the warlock is -2 to strike using weapons of any kind.


Comet:


P.P.E/I.S.P./Chi: 13.


Range: none.


Duration: see below.


Area of Effect: see below.


Description:


This spell calls a comet down out of the sky. It will hit in 2d10 hours right on the spot where the spell was cast. It will demolish a radius of 2d6-1 kilometers and cause huge windstorms and fires in the surrounding areas. The caster had best be careful to leave quickly unless he's committing suicide. This spell is powerful enough to attract the attention of a god if his followers are hit with it. This spell tends to create a spectacular crater. The comet will be visible for 10d10 minutes before it hits. If a comet is actually visible in the sky it may be called down, in which case it hits in 10d10 minutes and does "more" damage.


Rasengan, '螺旋丸', '''literally''' "Spiraling Sphere"


The Spiraling Sphere is a technique invented by the A ninja with the power of aero kinesis after three years of development. It requires a very high level of chakra control. The Spiraling Sphere incorporates the chakra control learned from the tree-climbing and water-walking exercises to create a ball of concentrated, spinning chakra in the user's hand that is slightly larger than a baseball, very similar to the forces in a tornado. For training purposes, teaching the technique is broken into three steps. The first, emphasizing rotation, the user has to learn to pop a water balloon by spinning the water inside in multiple directions with their chakra. The second step, emphasizing power, they do the same with a solid rubber ball. Since the rubber is thicker and air is completely different from water, it forces the user to rely mostly on denser chakra to break it. The final step, emphasizing control, the user has to form a complete Spiraling Sphere by combining what they learned in the previous two steps and making a ball shape shell around the spinning chakra to hold it in regular shape. A regular balloon is often used to train making the shell. In Part II, The Spiraling Sphere requires no hand seals to perform, instead relying entirely on the chakra control of the user. Once the user creates a stable Spiraling Sphere, however, it becomes self-sustaining, so the user does not need to provide any more chakra after forming it. The force of the spinning chakra grinds into whatever it touches, causing major damage. The force of the attack also causes significant internal injury. The user can also release the spinning chakra, creating a violent explosive force at the point of contact. (3D6xl0 SDC), landing 3D4xl00 feet away automatically knocking the opponent down and knocking them out[spinning the whole way], automatically knocking them down and out..The one drawback of the Spiraling Sphere, if it can be considered as such, is that it requires great chakra control. Of course, this will not be a drawback if the user has learned the technique, because they already possess the necessary chakra control. It can be a problem if some force is disrupting the user's ability to mold chakra. Unlike the One Thousand Birds, there is no definite limit to the amount of times this technique can be used in a day. Because it uses far less chakra in comparison, it doesn't carry the same over-use risk as the One Thousand Birds, either.


The technique of the Spiraling Sphere can be used as an "all-purpose jutsu". It can be used to mix the ingredients for noodles quickly and evenly, like a blender. The user can uses it to create a path through a maze of houses, in order to see through everything behind the walls. While outrunning some ninja, the user can use it to as a propeller for a boat. The attack costs 25 Chi/P.P.E. /I.S.P.


Rasengan Nirentotsu, '''literally''' "Twin Spiraling Sphere"


First, the Ninja clones himself. The clone each form a Spiraling Sphere of two different colors in both of the ninja's hands (one red from the fire energy chakra, the other green from wind energy). The ninja's clones take the left hand and right hand and together they hit the opponent.


Doing an attack that hurls the character’s opponent away in a mighty blow (6D6xl0 SDC), landing 6D6xl00 feet away [spinning the whole way], automatically knocking them down and out..


Kazeton Rasengan, '風遁・螺旋丸', '''literally''' "Wind Release: Spiraling Sphere"


The Ninja combines the Spiraling Sphere with Wind based chakra to knock the opponent even farther back away from them: This is an attack that hurls the character’s opponent away in a mighty blow (3D6xl0 damage +3d6x10 wind damage), landing 3D4xl000 feet away[spinning the whole way], automatically knocking them down and out.. The attack costs 50 Chi.


Ōdama Rasengan, '大玉螺旋丸', '''literally''' "Great Ball Spiraling Sphere"


This is simply a larger and more powerful version of the Spiraling Sphere, but also more unstable. The Ninja will need 4 clones to form and control the energy. This is an attack that hurls the character’s opponent away in a mighty blow doing massive damage: (10D10xl0 SDC), landing 10D10x200 feet away [spinning the whole way], automatically knocking them down and out. The attack costs 100 Chi/P.P.E. /I.S.P.


If the wind master has some sort of device made to allow a normal human to fly such as a hang glider then the Air master can flight with the same bonuses and penalties as the super power of Flight winged and Flight Glide


Flight: Glide


This power allows the character to ride air currents to fly and hover in the air. Maximum gliding speed outdoors is 60-80kmph (Approximately 17-23 meters a second); half indoors. Diving with a boost from strong winds or from an airplane or great height (skyscraper's roof top), is 190kmph (Approximately 52 meters a second).


Bonuses when Gliding:


o +1 on initiative


o +1 to strike


o +1 to parry


o +2 to dodge


Flight: Winged


this super being has actual wings that give him/her the power of flight. Unfortunately, wings are difficult to conceal (average wing span is 3.5-5.5m). They are incredibly hard to conceal. Wings can be carefully folded, tucked and restrained with minimal discomfort. Wings that are pulled back and strapped in place impair the characters mobility.


Penalties:


o -1 on initiative.


o -1 to strike.


o -1 to parry.


o -1 to dodge


o Reduce on foot speed by 10%


Bonuses in Flight: Applicable only if there is room for the character's wings - he can hover several inches above the ground during combat in order to use full bonuses.


o Speed - 250kmph (Approximately 70 meters a second) plus 10kmph (Approximately 3 meters a second) per level.


o Acceleration is 20kmph an action.


o +2 to P.B.


o Add one extra attack per round


o +2 to strike


o +2 to parry


o +4 to dodge when hovering or flying under 120kmph


o +6 to dodge when flying 121kmph or faster.


o +4 to damage for every 30kmph of speed.


o +40 to S.D.C., plus each wing has 30 S.D.C. Attacking a wing is a called shot. No S.D.C. equals crippled wing. Wings heal 1d4+4 S.D.C. per day and membrances, feathers, and tissue will regrow in 1d4 weeks.


Special Martial Abilities:


Jodo, the Way of the Staff: The art of fighting with a staff was originally developed as an anti-samurai martial combat form. In ancient Japan, only the samurai were allowed to carry swords, bow and


arrow and other weapons. As a result, the use of the "harmless wooden staff (and alternately, the spear) was turned into a martial art — the staff is not considered a weapon and can be used by any class of person. The monks' devotion to the land and their amazing skills have garnered them the right to also use spears and Pole arms.


Jodo Strike: A powerful thrust with the point of the staff, or blunt end of a spear, to the side of the temple. The blow is so painful and jarring that it inflicts an extra 1D6 damage and, for a moment, everything goes black: the victim of the Jodo strike loses initiative, loses one melee action and there is a 01-50% chance that he will drop whatever weapon he was holding (only drops one weapon if using paired weapons — victim's choice of which).


The sohei monk must focus and deliberately aim at and strike the temple (the player should announce his intentions before he rolls to strike). A roll of 18 or higher (including bonuses) is necessary to have full effect. Any roll that hits his opponent, but is under an 18 hits, but misses its mark and only inflicts normal damage.


Parry Arrows with Staff or Spear (Naginata): The monk can attempt to parry arrow attacks! He is -2 to parry arrows, darts, or thrown objects, and -6 to parry gunfire. The character can only attempt to parry


the projectile attacks of one opponent at a time. +2 at level three, and +1 at levels 4, 6, 9, 12, and 15.


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


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


Combat Sync:


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


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


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


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


Note: This bonus applies only to attacks made with “weapons” and can nor be part of a hand to hand attack.


Martial Art Awareness or Zanshin.:


In Japanese, this is often called Tsuki No Kokoro which means “Mind like the Moon.” That’s because it is said that the martial artist’s mind floats above the body, calmly sensing all activity around it. A threat, no matter how slight, will disturb the calm.


Zanshinshi might put it, “As someone thinks to attack me that person’s Chi comes toward me. I have only to follow the Chi, and I will know the source of the attack.’


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


Characters with this ability also have a reduced form of Chi Awareness that allows them to evaluate the Chi of anyone they can see who is inside their Zanshin circle.


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


Staff Chi Technique:


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


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


Staff Chi Damage: Opponents, such as creatures of Pure Negative Chi, demons, and other supernatural or magical beings, can be hurt by the staff’s Positive Chi. the amount of damage inflicted on the opponent’s Negative Chi is equal to the usual damage inflicted by the staff with the current Positive Chi level being the maximum. Note: In Rifts, BTS and Heroes Unlimited, the weapons do double damage to supernatural beings and creatures of magic.


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


Sung Chi (resistance to fear):


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


Deception: (also an invisibility technique)


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


(Seeking with Ears/The Ear That Sees):


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


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


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


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


Other Abilities Include:


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


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


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


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


Bonuses:


+1 to Mental Endurance


+1 to Rearward Attacks


+1 to parry


+2 to dodge


+6 to initiative


+2 to Perception


MARTIAL ART TECHNIQUE: WEAPON GRASP:


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


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


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


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


Focus Strength:


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


Kawasu 1:


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


Kawasu 2:


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


Suwari Waza (Seated Techniques)


The character has learned to fight from seated or kneeling positions. Bonuses: +1 to Strike, Parry, and Dodge when in a seated or kneeling position.


Sha Nang Kung (Sa Nong Gung)(SandBag Training)


By training with a number of sandbags on a frame, this technique teaches you how to fight multiple opponents. Bonuses: character can fight 2 opponents @ level 1, +1 opponent @ levels 4, 6, 8, 10, 12, and 14. The character also learns the combat skills Circular Parry and Multiple Dodge.


Mizu no Kokoro


Mizu no Kokoro (Mind like Water) indicates a type of mind that is


uniformly calm as the unruffled surface of a lake which reflects clearly everything existing or moving in the vicinity, without undue emphasis upon anything in particular. This is a chi defense skill which allows the character to disguise the projecting chi of their attacks and intentions. Effectively this power blocks the Martial Art Technique of Zanshin, rendering those bonuses null against someone using this power. This power also reduces the effectiveness of Chi Awareness, and will only show if the character has positive or negative chi and, obviously Chi Skills (since this is a Chi Skill). Use of this skill does not prevent the character from using Zanshin.


Judgment:


The technique of Judgment represents the ability of a Fencer or weapon artist to take the measure of their opponent and figure out how to react appropriately against them. To use this power, the Fencer or weapon artist must spend two melees sizing up their opponent. This takes the form of applying basic attacks and defenses to certain moves, allowing the Fencer or weapon artist 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 or weapon artist. 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 or weapon artist begins to be able to predict how their opponent will react and move.


Bonuses +2 to Initiative +2 to Parry/Dodge +2 to Time Thrust +1 to Strike


Instant Stand


The character is able to deftly return to his feet after being knocked down. He loses no actions when he is the victim of a knock-down attack.


Ground Fighting


The character has been trained to fight from the ground. He loses no actions when he is the victim of a knock-down attack, unless he chooses to get up, and he can attack from the ground with no penalty.


Ankokutoshijutsu


This is the technique for seeing in the dark. Training includes on techniques such as not looking at lights, paying attention to movement in peripheral vision, and how to study objects at night by not looking


directly at them. A character with this skill can detect movement at night up to 30 feet plus one foot per level of experience. Discerning what an object is at night is also possible with a 25%+4% per level of experience chance.


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


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


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


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


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


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


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


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


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


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


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


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


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


Chi Awareness (positive): The ability to sense the level and type of chi in others, The range of Chi Awareness is limited to 400ft. The character will be able to instantly recognize any of the following conditions: (1) A person with zero chi.


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


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


(4) Anyone with chi skills ( Arts of Invisibility, Body Hardening, Katas or Martial Art Techniques). (5) Anyone with Chi Mastery skills.


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


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


Chi Relaxation (positive):


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


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


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


Defend against Chi Attacks (positive):


Chi Combat is pretty unusual. It’s something that’s only used by those rare characters with Negative Chi and its only used against opponents with Positive Chi. Defending against Chi Attack is automatic and takes no melee round action


Here are the main features of Chi Attacks:


Defensive Chi: Each point of Positive Chi used to defend is capable of destroying 1d6+6of attacking Negative Chi points. Offensive Chi: The amount of Positive Chi destroyed by one point of Negative Chi is 3D6 points. Once the victim has reached zero Chi then each point of Negative Chi will enter the victim’s body.


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


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


Find Weakness (neutral):


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


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


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


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


Rapid Blows:


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


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


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


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


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


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


Battle Aura(Superior):


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


100+100 (SDC/MDC)/level: 20/chi invested acts like a force field 10chi to activate positive chi is white colored, negative chi is black colored, while aura is up it emittes light equivalent to true sunlight up to 1000ft radius, 12dmg from touch/chi invested duration is 4+1hrs/chi invested, absorbs 15chi either positive or negative chi/chi point invested.


Chi/Manna Claws:


P.S. +1d10 & removes 20 Chi/P.P.E./I.S.P. from target/blade typically 3-3ftlong blades that are invisible -10 s/p/d/r against attack provides a bonus of +5p/s/int can link to melee weapons to provide bonus to damage and to extend reach.


Elemental Aura:


Can link to battle aura, also provides immunity to element used


Fire (Red):+12protection/chi +12 damage/chi 1ft radius/chi


Water/Ice (Blue):+12protection/chi +12damage/chi 1ft radius/chi


Earth/Acid (Brown):+12protection/chi +12damage/chi 1ft radius/chi absorbs 15ppe/chi


Metal/Electricity (Silver):+50protection/chi +12damage/chi 1ft radius/chi


Wood/Poison (Green):+5protection/chi +12damage/chi 1ft radius/chi absorbs 15isp/chi


Wind/Gas (Yellow):+5protection/chi +12damage or KO 2d6melee/chi 20x20x20


Cloud/chi 20+20ft/lv/chi


Manna (Gold):+7protection/chi +12damage/chi 1ft radius/chi absorbs


15chi/ppe/isp/chi


Lightning Speed Positive or Negative


By focusing his Chi, the character is able to move at an increased


rate. He gains double his normal Attacks per Melee and Spd., along with a +5 initiative bonus. He cannot use any other Chi abilities while this one is being used, and he must rest for one round per round that the ability is used. This costs 15 Chi per round ( P.P.E. if you're using that method ).


Butterfly Kiss


Cost: 30 Chi per base transfer


Requirements: Must be able to channel Chi.


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


Through this method the martial artist is able to translate chi energy directly into kinetic energy and apply in to an object. The lightest touch can carry the energy of a truck. This is of limited use when used directly on people or creatures of large mass. The energy is applied to the object as a whole and cannot be applied to part of an object such as a hand or appendage. If this is attempted the energy will be distributed to the entire object. An example of this is applying the technique to a person's hand, the energy will be evenly distributed throughout the subject's body and the entire body will be moved in the direction it was applied. It can be applied directly to objects such as guns, swords, and other parts not an integral part of a larger mass. To a martial artist trained to take falls this is merely a method to put lesser skilled opponents in their place. When used on those without such capabilities or indirectly applied through missiles it can be a deadly technique. The initial transfer does no damage do to the entire mass being given a kinetic charge. When the object impacts with another is where true danger lies. Each level of experience the character may impart up to 3,000 Joules of Kinetic energy to an object. Impact with another rigid body will cause 1d10 and knock back or upwards the person or object struck 10ft per 3000 Joules. Successfully rolling with the impact/fall will reduce the damage to 1/4. When carefully applied by the martial artist it is possible to partially, or completely negate the effects of an external impact.


Chestnut Fist


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


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


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


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


Stinging Fist


Cost: N/A


Requirement: Chi Mastery, Chestnut Fist.


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


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


Dimensional Cloak


Cost: 20 Chi


Duration: 10 minutes per level.


Permanent statistic change: Sense dimensional anomalies, rifts etc.


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


Pressure Points


Cost: 40 Chi


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


Permanent statistic change: +2 Strikes, Psychic Diagnosis.


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


Splitting Cat Hairs


Cost: 50 PPE.


Requirements: Chi Control, minimum 15 ME.


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


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


Tree splitter


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


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


(Bassai) Fortress Penetration Kata or Bassai Kata:


A single minded attack on a single opponent, this Kata is designed to penetrate the defenses of any opponent. All Strike rolls receive a + 3 bonus plus the character’s normal attribute and form bonuses. Otherwise, the character uses the usual # of Attacks per Melee Round and performs all other defensive moves at -3(that means -3parry, dodge and roll).


Warrior Spirit Kata or Debana.O-Kujiki Kata:


This is known in Japan as the Unnerve at the outset” Kata The idea here s to win without fighting by psyching out the opponent. The character has the choice of moving forward resolutely, or standing his ground defiantly. In either case, the enemy will perceive a relentless and indomitable opponent, Fearsome in every respect. The character with the “warrior spirit” can Parry and Dodge with normal bonuses, but is unable to attack/strike. This Kata temporarily increases the persons MA, to 20 or adds a bonus of +6 to characters who already have a Mental Affinity (MA.) of 20 or higher. The opponent must roll over the percentile for MA, intimidation or become unnerved by the ‘warrior spirit.” A unnerved opponent will either back down, run off, or fight with a penalty of -4 to strike.


Iron Hand or Kanshu:


This is the development of the ‘Penetration Hand,” a toughened hand that will not take dam age from hitting hard objects. This training focuses on making the hands stronger and able to withstand lots of impact, so that the character may deliver more powerful attacks with the bare hands. Training is long and continuous as the ability to strike things without sustaining damage gets harder and harder. The hands are plunged into barrels of rice, then sand, then pebbles. This constant training toughens the hands enormously. The end result being that the character can hit nearly anything and not take any damage him/herself. They can also do things like pick up hot coals with their bare hands Bonuses: +2 to P.S., +15 to Damage on all hand strikes regardless of form, and +5 to SDC +2d2 +2 to power punch, and also lower the treat the characters hand attacks as if it were a P.V. of 2..


Note: Combined with Tamashiwara (see Martial Art Techniques), a martial artist can break things with hand strikes and take no damage, even when failing a roll and never fails to break an object, when using hand attacks!.


Kick Training Practice or Chagi:


Focusing on precision, accuracy, speed and the power of Leg Attacks is what this training is all about. Repeated kicks at all heights. The character develops the flexibility to do the “splits,” to kick straight up over the head, and to jump up, kick something directly overhead, and return to a standing position. Training is considered complete when the character can do the splits and control their kicks to the point of being able to stop their foot a centimeter short of impact and hold it. Bonuses: +2 to strike and +15 to damage on all kick attacks regardless of form and + 3D6 to Speed +10 feet to leap distance and the character can hit fist size targets without any penalties +2d6x2 to power kick.


Blind Fighter Training:


This skill is extremely useful to have. Characters are able to abandon their sense of sight, to fight using only their other senses. Characters with this ability cannot be the victim of a sneak attack (except by long range sneak attacks) and enjoys several bonuses when they are able to see: +6 on initiative, +2 to parry and +4 to dodge. If the character is blinded then this ability allows the character to fight without the previous stated bonuses, however, they retain any other bonuses they normally have! Maximum range when fighting blinded (i.e. using the other senses to combat others) is just past Long Range (about 10 feet).


Body Training:


A very hard and harsh method to train that involves taking various attacks with full damage without defending. The character will stand still and attempt to keep bearing while being punched, kicked or hit with weapons so their body becomes resistant to the effects of physical attacks. The characters’ body becomes as tough as a rock able to take lots of damage. Add 1D4×10+40 S.D.C., 6D6 Hit Points and +4 to save vs. pain.


Endurance Training:


Those who train in this method attempt to master the effects of fatigue and physical strain that the human body can withstand. This kind of training involves pushing and pushing oneself above and beyond normal limits of the human body. Characters will train and train until they can no longer lift their arms and pass out from exhaustion and when they wake up they will train some more. This characters capacity for endurance is almost supernaturally high—they fatigue at only 1/10 the usual, and their strength is considered “Extraordinary.” Add +2 to P.S. and +1 to P.E.


Ba Gua Circle Kata: This is a highly defensive Kata that involves circling to cover all eight directions from attack. All parries for the entire melee round are made at + 3 and ALL attacks can be parried from any direction. In addition, one attack per melee round may be delivered that inflicts the normal damage with either a Knife-Hand or Backhand.


Pun Gung Bi Weapon Kata: Includes a special W.P. allowing the character to use Pun Gung Bi. These are paired weapons designed for use with the open palm techniques of Ba Gua. Easy to hide on the body, the character slips them on like rings, one on each middle finger. When using Pun Gung Bi, the Knife-Hand and Backhand strikes both do an additional 1D6 point of damage. Plus, the Pun Gung Bi can be used to parry sharp objects without damage to the hand.


Eight Trigrams Empty Palm: ('''Hakke Kūshō, '''''八卦空掌''''', literally "Eight Trigrams Empty Palm" or "Eight Trigrams Vacuum Palm" or "Eight Trigrams Air Palm"'''):


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


Eight Trigrams Sixty-Four Palms (: '''Hakke Rokujūyon Shō, '''''八卦六十四掌''''', literally "Eight Trigrams Sixty-Four Palms"''')


This Technique closes off sixty-four specific chakra points (tenketsu) on an opponent's body with the Ba Gua style, effectively eliminating their ability to use chakra for quite some time and making it quite difficult for them to move. It begins with the closing of two chakra points, followed by four more, then eight, then sixteen, then thirty-two, and then sixty-four strikes. Each set of strikes is done at an increasing pace. The symbol that appears beneath the user while performing this technique is the Taoist symbol, Bagua.


In the Naruto video games the number of strikes is approximately halved, with the number of strikes adding up to sixty-four rather than the final blow consisting of sixty-four individual strikes: (50 chi to activate) Uses all attacks for the melee round 64 hit +1d6+ps dmg per hit can be layered with other techniques, never misses, must be first attack of the round and removes ½ of opponents (P.P.E./I.S.P./Chi) 1-144 hour duration


Eight Trigrams Palms Heavenly Spin (Hakkeshō Kaiten, '八卦掌回天', literally "Eight Trigrams Palms Heavenly Spin", English TV "Eight Trigrams Palm Rotation")


This Technique utilizes the chakra control gained through Ba Gua training to release a huge amount of chakra from the user's chakra points when struck. The released chakra blocks any possible attack. The user then spins themselves rapidly to parry the attack, both creating a shield of chakra around themselves and tossing away any would-be attackers: PE+ME x100+100+100/lv 1-100ftr +5parry no actions possible while the technique is in action while up 1hr+1hr/lv.


Eight Trigrams One Hundred Twenty-Eight Palms ('''Hakke Hyaku Nijūhachi Shō, '''''八卦百二十八掌''''', literally "Eight Trigrams One Hundred Twenty-Eight Palms" (a.k.a. "Divination Field: Divine One Hundred-Twenty Eight Strikes"''')


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


Elemental Wind Power Abilities Introduction:


The Elemental Master can specialize in any of the five major elements: air, earth, fire, void, and water. However, it is difficult to specialize in more than one element, and taking even one level in a second element prevents the Sword Master from taking the ultimate power of any element. Each element has six powers that can be taken after reaching a specific number of levels in that element, but none of these abilities need to be taken, instead the Sword Master can take a bonus that is unique to that element.


Soul spark: touch 1/h 1-1d10 +1d10/lv + P.S.( Can be Layered with other attacks)


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


Flash Kick: 1d10*10/lv +P.S. + kick *2 +kb & up 1d20 +20ft/lv +2ft/PS can be used to counter an attack if you have anticipation skill


Hurricane Kick: 1d10*10/lv +kick *4 +P.S. hits 4 times


Mega Hurricane Kick: hurricane kick *10


Hurricane Grab: This trick creates a mini hurricane that grabs the opponent and spins them into the air then hurls them 20ft away in a random direction away from the user, knocking them out for several seconds to minutes


1d6*90 +kb 20ft + auto Knock Down +KO


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


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


Sonic blitz: sonic boom x10/h


Lightning bolt: 1/h 1-1d10*10 +1d10*10/Lv 1-5ftr 4000ft +5s can be used to counter an attack if you have anticipation skill


Electric blitz: lightning bolt x10/h


Wind Blast Shockwave: This trick creates a huge shockwave like blast of wind emanating from the user that knocks down and knocks back all in the blast radius. 1-100ftr point blank range kb900ft +1d6*90


Wind Fist: The Wind Artist learns to channel his Chi into a powerful punch that does 1D6x10 M.D +auto knock down &knock back 2ft/damage point.


to supernatural beings, demons, elementals and creatures of magic, including dragons and other oni ninja. The attack counts as two melee attacks/actions and cannot be combined with a power punch kick. On a natural 20 roll in this kind of attack the AR. and M.D.C. of the object are irrelevant because the Wind Artist is really breaking the Chi of the object, then the target object is broken and has a hole in it. This means the Wind Artist can punch a hole in a door, a 2 by 4 in half, shatter a lock and so on.


Wind Kick: The Wind Artist learns to channel his Chi into a powerful kick that does 1D8x10 M.D +auto knock down &knock back 2ft/damage point.


to supernatural beings, demons, elementals and creatures of magic, including dragons and other Wind Artist. The attack counts as two melee attacks/actions and cannot be combined with a power punch kick. On a natural 20 roll in this kind of attack the AR. and M.D.C. of the object are irrelevant because the Wind Artist is really breaking the Chi of the object, then the target object is broken and has a hole in it. This means the Wind Artist can punch a hole in a door, a 2 by 4 in half, shatter a lock and so on.


Wind Leap Fist: A powerful leap punch that inflicts P.S. + Wind Fist Damage x2 M.D.C. to supernatural beings, elementals and creatures of magic, including dragons. This must be the character's first and only attack for that melee (the leap concentration and focus uses up all other attacks). All the character can do after the kick is defend him. On a natural 20 roll in this kind of attack the AR. and M.D.C. of the object are irrelevant because the Wind Artist is really breaking the Chi of the object, then the target object is broken and has a hole in it. This means the Wind Artist can punch a hole in a door, a 2 by 4 in half, shatter a lock and so on.


Wind Leap Kick: A powerful leap kick that inflicts P.S. + Wind kick Damage x2 M.D.C. to supernatural beings, elementals and creatures of magic, including dragons. This must be the character's first and only attack for that melee (the leap concentration and focus uses up all other attacks). All the character can do after the kick is defend him. On a natural 20 roll in this kind of attack the AR. and M.D.C. of the object are irrelevant because the Wind Artist is really breaking the Chi of the object, then the target object is broken and has a hole in it. This means the Wind Artist can punch a hole in a door, a 2 by 4 in half, shatter a lock and so on.


Wind Spirit fist: A punch, jab or open hand strike that unleashes a powerful telekinetic force that inflicts the equivalent of the character's normal M.D. punch. Range: five feet (1.5 m) per level of experience. Counts as a normal melee action/attack


Wind Spirit kick: A kick strike that unleashes a powerful telekinetic force that inflicts the equivalent of the character's normal M.D. punch. Range: five feet (1.5 m) per level of experience. Counts as a normal melee action/attack.


Wind weapon: 1/h 15min/Lv 1d20*10+10 +1d20*10+10/lv +5p/s/int.


Wind star: 3/h 5min +5min/Lv 1d10*10 +1d10*10/lv +5p/s/int.


Defense Aura of Wind: this is a technique where the character surrounds himself with a aura like barrier of wind to protect himself PE+ ME +150 +150/Lv aura force field.


The power to manipulate and control aspects of air and atmospheric conditions.


1. Wind Rush:


Range: 100m


Damage: None


Penetration: None


Duration: Minimum of instantaneous (one attack) or can be maintained for a number of actions equal to double the characters level.


Bonus: +3 to strike


The air manipulator can create a short, powerful wind gusting to 100kmph, and can direct it at a specific target or area. The wind is so powerful that it will stagger or knock people down, and blow away all objects in its path weighing less than 15kg, as well as break ordinary window glass.


Directed at one specific target, the wind is a hard-hitting, focused blast that has a 01-70% likelihood of knocking down a person and items weighing up to 140kg. If a 6m wide gust of wind, the likelihood of being knocked down is marginally less; 01-60%. Everyone caught in the wind is staggered (if not sent sprawling), speed is reduced to 1/4, one action is lost, and all attemts to attack are -6 to strike. Items weighing 15kg or less, will be sent flying 1d6x10 meters away. Vehicles or characters weighing over 140kg have no fear of being knocked over, but speed is still reduced and combat penalties still apply. Vehicles are also forced to make a control check at -20% (add -5% to the penalty at levels three, five, eight, and ten).


2. Whirlwind:


The character can summon winds to create a rotating wind storm. Moving in and inward and upward spiral motion, the 120kmph winds will suck, hurl, and dash to the ground anyone or anything within 6m of it. Anyone caught in the wind cannot attack or speak for 14 seconds. They will be snatched up and hurled approximately 1d6x10 meters away, taking 4d6 points of damage. The wind will affect anything weighing less than 320kg.


It is never advisable to fly into or through a whirlwind, at any speed.


Range: The whirlwind has a 6m radius and can be created up to 100m away.


Duration: 90 seconds.


3. Ride the Wind


The ability to Glide on currents of air. Equivalent of the minor flight ability of Glide.


4. Change Wind Direction


The character can change the direction of the wind in a small area by manipulating air currents.


Range: 100m radius from the character.


Duration: Four minutes per level of experience.


5. Stop Wind/Control Wind Speed:


Again, by manipulating wind currents, the character can completely stop or merely slow down the wind in a small area.


Range: 50m radius from the character.


Duration: Four minutes per level of experience.


6. Create Air Bubble:


This character can create an maintain a a bubble or pocket of air. This can be done underwater or in a place where there is at least a minute quantity of oxygen. The bubble offers protection from gases, smoke, foul odors, etc. If moving from an area with atmosphere to an area with no atmosphere, the character can pull a bubble with them into the vacuum, however once the duration comes up the atmosphere will swiftly disperse, and most likely flash freeze any ambient moisture.


Range: Self, with a radius of 1m per level of experience.


Duration: 12 minutes per level of experience.


Speed: Limited to a Speed attribute of 10 (about 16kmph).


7. Call Lightning:


The character has incredible control over the chaotic forces that bring about lightning, and can summon it up to strike a specific target. All attempts to dodge are at -3.


Range: 60m+6m per level of experience.


Damage: 6d6+3 per level of experience


Penetration: 6. 3 against dense targets. Automatically damages Power Armours, Cybernetics, Robots, Vehicles, and APS: Metal mutants, dealing double damage.


Bonus: +2 to strike.


8. Atmospheric Manipulation:


This incredible power enables the character to alter atmospheric conditions.


Range: 150m+30m per level of experience radius from the character.


Duration: 15 minutes per level of experience.


Attacks: Each act of manipulation takes up two actions.


Altered Atmospheric Conditions: The character can create any one effect per minute, and maintain it or combine effects, adding one to another. Effects stay in play for the duration without any additional effort on the part of the character, and all effects can be dispelled in about 30 seconds.


1. Darken Sky: Heavy overcast, with black, ominous clouds.


2. Thunderclap: Will frighten animals (01-80% chance of panicking), and startle people (Save vs. Horror Factor 12).


3. Increase/Decrease Wind Speed: +/-10kmph every ten seconds, up to a maximum of +/-60kmph per level of experience.


4. Increase/Decrease Precipitation: +/-10% every ten seconds, up to +/-90%. Can create extremely humid conditions with a 01-45% chance of light fog, and a 01-25% chance of light rain.


5. Create/Dispel Fog: At a rate of 3 square meters every ten seconds.


6. Create Cloud Cover: Within 30 seconds, the skies fill with clouds, making seeing above the clouds impossible (will also hamper radar).


9. East Wind


A powerful wind blows from the east, strong enough to lift most people off their feet and send them flying! The wind is hurricane force, but only lasts for a mere 15 seconds (one melee). All things weighing less than 200lbs are lifted up and tossed around like crazy. Anything weighing 200lbs-250lbs suffers knockdown unless it makes a successful maintain balance roll, and even if they succeed, they are unable to move, and the slightest push or impact might cause them to lose their balance and be carried off by the wind. Those weighing over 250lbs are able to move, but do so at 1/4 their usual Speed. Flyers must be able to reach speeds of over 150mph or they will be tossed about haphazardly by the wind.


The powerlasts an additional 15 seconds (one melee) per level at level's 6, 12, and 15.


10. Coriolis Storm


This Elemental Power creates a powerful whirlwind blows from the east, bringing with it the sand and dust of the desert, at speeds fast enough to scour the skin.


Range: Can be cast on an area up to 30m (100ft) away.


Area of Affect: Affects a 1d10x10ft by 1d10x10 ft by 1d10x10ft area per level, doubling at levels 4, 8, 12, and 15.


Affect: Those without proper eye protection (goggles work) will not be able to open their eyes during the storm without causing severe damage to their retinas. If they do open their eyes, they will be blinded by searing pain for 5d6 minutes, and their vision will be reduced by 25% for 3 days while their eyes heal up. All unprotected areas of the body are also seared by the strong wind, takingDuration: The whirlwind lasts for 15 seconds (one melee), plus an additional 15 seconds at levels 8 and 15.


11. Hurricane


Range: Affects a 120 foot (36.6 m) area and can be cast up to 500 feet away (155 m).


Duration: Four melees per level of the warlock.


Saving throw: None


This elemental power creates a great sea storm with 100 to 150 mph winds blowing around within a 120 foot +120 foot area per level. The sea is lashed into huge waves 30 feet (9 m) tall which will batter and destroy all but the largest ships. Inflicts 3D6x10 M.D. per melee. Torrential rains, thunder and lightning accompany these terrific winds. Any person foolish enough to be above decks during this storm will take 1D6 M.D. per melee due to flying debris, wind, and hail.


12. Tornado


This is a storm, caused by causing the collision of a high pressure and low pressure system.


Range: Affects a 100 feet+100 feet per level area and can be cast up to 600 feet +600 feet per level (183 m) away.


Duration: Four melees/one minute per level of the Controller, plus one additional minute at levels 5, 10, and 15.


Saving throw: None


The controller creates the most severe storm possible, a tornado, accompanied by heavy rain, hail, thunder, lightning, and roaring winds. People a hundred feet (30.5 m) away from of the funnel cloud take 2D6 M.D. each melee from flying debris. The awesome, black funnel cloud is the center of the storm, with winds of 120 to 180 mph (192 to 288 km). The funnel sucks in everything within its 100 foot (30.5 m) area of swirling wind, destroying all wood, clay, stone and other S.D.C. structures, and uprooting trees in one melee. Anything actually caught in its funnel suffers 4D6x10 M.D. per melee. After 1D6- 1d6x10 melees, the object will be hurled from the funnel, enduring another 2D6 x10 mega damage with automatic knockout.. If a robot or living creature, the being will be stunned and immobile for 2D6 minutes. The controller can maneuver the tornado as he/she desires, in any direction. This requires the full attention of the controller, so he/she may not cast any other spells for the duration of the tornado. Should the controller be knocked unconscious or killed, there is a 64% chance the tornado will run wild and uncontrolled, disappearing only after the full power duration has elapsed.


13. Alter Physical Structure: Wind & Electricity


This is an impressive ability that enables incredible the character to convert the molecules of his body and clothing into a gaseous form and or a living electrical conduit and battery, as well as the ability to manipulate and control aspects of electricity. The super being either ripples with electrical energy crackling from the eyes, or actually turns into a humanoid that appears to be an energy being composed of electricity. The character retains his attributes and skills but also becomes semi-intangible. When in gas or electrical form the character cannot be harmed by any form of attack (including psionic) except flame. All electrical attacks do no damage with fire inflicting half damage. The character can manipulate his/her surroundings just like other Alter Physical Structure characters.


1. Expand into fog


The character can fill a room with his gaseous form to either hide or ambush. If he is hiding in natural fog, then the prowl roll is 98%. Note that psionic attacks will not work against the character, but a see invisible spell, sixth sense, see aura, or Pyrokinesis will affect him.


Range: 66ft (20m)3 (60x60x60ft)


Duration: indefinite


Damage: none except hand to hand


Attacks per Melee: none except hand to hand


Bonuses: 80% prowl when not hiding in natural fog.


2. Vapor Combat


The character can alter the density of his molecules so that a section of gas can be used like a psionic ectoplasmic arm. It has the S.D.C of the character in normal form, cannot be regenerated when S.D.C is depleted and can carry 40lbs (18kg) per level of experience.


Range: 30ft (9.1m)


Duration: indefinitely or until S.D.C runs out.


Damage: Same as normal hand to hand as a punch or throttling.


Attacks per Melee: same as hand to hand


Bonuses: +1 to Strike, +2 parry and dodge


Note that characters with Alter Physical Structure: Ice or Control Elemental: Air could be very dangerous to this character. The ice-man could attempt to freeze the character's moisture and thereby bringing all his S.D.C and Hit Points to one each. The Air Elementallist could disperse the fog through atmospheric manipulation. The gas character has a saving throw of 16 against these sorts of attacks. When knocked unconscious he reverts back to human form.


3. Ranged Attack: Air


Range: 90ft +10ft per level


Damage: None


Duration: Minimum of instantaneous (one attack) or a maximum of half a melee (multiple attacks)


Attacks Per Melee: Counts as one hand to hand attack for an instant air burst, while a constant wind takes half of the character's melee attacks.


Bonuses: +3 to strike aimed or +1 on a wild shot.


This minor super ability is a 'shorter' version of the Control Elemental Force: Air power's Wind Rush. A 50mph wind is created that can knock people down, shatter glass, and blow away objects weighing less than 25 pounds. There is a 70% chance of knocking down a single person/ object that weighs less than 250 pounds, while a 10ft wide gust of wind can knock down a group of people (each weighing less than 250 pounds) with a 60% chance. Everyone caught in the wind is staggered - Spd. is reduced by 75%, one melee attack is lost, and all attacks are -6 to strike (penalties apply to those over 250 pounds also). Objects weighing less than 25 pounds will get blown 3d4x10 feet away. Against vehicles, the character can force an immediate control roll with a penalty of -15% (increase the penalty by -5% at levels four and eight).


4. Fire Electrical Ray:


A line of electricity emitted from the fingers or eyes. This is the characters most powerful blast.


Range: 30m+6m per level of experience


Damage: 1d6x10+2 per level of experience


Penetration: 8, 4 against dense targets. Automatically damages Power Armours, Cybernetics, Robots, Vehicles, and APS: Metal mutants.


Bonus: +2 to strike.


5. Mini-Lightning Bolt:


The discharge of a small electrical energy bolt.


Range: 30m+6m per level of experience


Damage: 1d6 per level of experience.


Penetration: 1+1 per level of experience. Divided in half against dense targets. Automatically damages Power Armours, Cybernetics, Robots, Vehicles, and APS: Metal mutants.


Bonus: +3 to strike


6. Lightning Bolt:


This is the character's second most powerful blast and has the most range. A bolt of electricity that can be emitted from the fingers or eyes.


Range: 100m+10m per level of experience


Damage: 5d6+2 of damage per level of experience.


Penetration: 3, 1 against dense targets. Automatically damages Power Armours, Cybernetics, Robots, Vehicles, and APS: Metal mutants.


Bonus: +3 to strike.


7. Electrical Flight:


The individual can transform into a bolt of living energy and rocket short distances.


Range: 1km per level of experience.


Speed: 500kmph+100kmph per level of experience. Minimum speed is 320kmph.


Damage: 1d4x10+10 damage per level of experience.


Penetration: 8+1 per level of experience. Divided in half against dense targets. Automatically damages Power Armours, Cybernetics, Robots, Vehicles, and APS: Metal mutants.


Actions: Counts as two actions


Bonus: +1 to strike.


8. Generate Electricity:


The character generates a field of electrical energy around himself (anyone who hits them will take the listed damage) or can will an electrical field with a radius of 1m per level of experience around himself or anchor it elsewhere. The field can be used to trap and attack. This attack consumes four of the character's actions.


Range: The electrical field can be projected up to 3m away.


Damage: 3d6 damage + 3 per level of experience.


Duration: 30 seconds.


9. Invisibility (improved) Created by Antinimicus modified by Trademark


AUTHOR'S NOTE: The original invisibility power was pathetic and suitable only as a minor super ability rather than a major power. The Invisibility power is the ability to warp to entire light spectrum to produce the illusion of invisibility. The improved power warps the infrared spectrum and is truly only susceptible to motion (detection of eddy currents in the air) and olfactory detection. The Light-Shifting ability also enables the character to cancel out any single spectrum of visible or invisible light (infrared, ultraviolet, etc.) Turning invisible/visible takes one melee action.


The following abilities apply:


The ability lasts for as long as the character requires.


Invisible field: A circular field of affect can be created to turn objects invisible. This field has no protective properties and no M.D.C rating. The maximum size is a 13m area plus 3m per level of experience.


If injured, the character's body fluids (blood etc) will remain invisible until the area of affect has been exceeded. A blood trail will appear not from directly under the character but will appear once the Invisible field has moved out of the area of affect. Note that canines would still be able to track the invisible blood trail.


Can make objects or living matter invisible 23kg per level. Range: 100m.


Can turn any part of his/her body (or another person's) invisible or visible (e.g. leg, hand, head).


Automatically receives the Bend Light minor power.


Other Bonuses: +20% Prowl (or use it as a base), +10% pickpockets and +5% to any deceit and "sleight of hand" related skill, +1D6 M.A.


10. M.D.C Durability


The Character can withstand M.D.C damage amounting to his normal body’s Hit Points and S.D.C combined+40 to M.D.C. /S.D.C. per level.


11. Other Abilities & Bonuses:


Impervious to cold electrical attacks (No Damage)


Fire & energy attacks to half damage


Can accurately sense the air temperature within 1d4 degrees.


This power is mental, and so benefits from a high M.E. Add a +1 to strike and deflect/ parry to each of the above powers for an M.E. of 16-21, a +2 to each if the M.E. is 22-27, or a +3 bonus for an M.E. of 28 or higher.


Rasengan, '螺旋丸', '''literally''' "Spiraling Sphere"


The Spiraling Sphere is a technique invented by the A ninja with the power of aero kinesis after three years of development. It requires a very high level of chakra control. The Spiraling Sphere incorporates the chakra control learned from the tree-climbing and water-walking exercises to create a ball of concentrated, spinning chakra in the user's hand that is slightly larger than a baseball, very similar to the forces in a tornado. For training purposes, teaching the technique is broken into three steps. The first, emphasizing rotation, the user has to learn to pop a water balloon by spinning the water inside in multiple directions with their chakra. The second step, emphasizing power, they do the same with a solid rubber ball. Since the rubber is thicker and air is completely different from water, it forces the user to rely mostly on denser chakra to break it. The final step, emphasizing control, the user has to form a complete Spiraling Sphere by combining what they learned in the previous two steps and making a ball shape shell around the spinning chakra to hold it in regular shape. A regular balloon is often used to train making the shell. In Part II, The Spiraling Sphere requires no hand seals to perform, instead relying entirely on the chakra control of the user. Once the user creates a stable Spiraling Sphere, however, it becomes self-sustaining, so the user does not need to provide any more chakra after forming it. The force of the spinning chakra grinds into whatever it touches, causing major damage. The force of the attack also causes significant internal injury. The user can also release the spinning chakra, creating a violent explosive force at the point of contact. (3D6xl0 SDC), landing 3D4xl00 feet away automatically knocking the opponent down and knocking them out[spinning the whole way], automatically knocking them down and out..The one drawback of the Spiraling Sphere, if it can be considered as such, is that it requires great chakra control. Of course, this will not be a drawback if the user has learned the technique, because they already possess the necessary chakra control. It can be a problem if some force is disrupting the user's ability to mold chakra. Unlike the One Thousand Birds, there is no definite limit to the amount of times this technique can be used in a day. Because it uses far less chakra in comparison, it doesn't carry the same over-use risk as the One Thousand Birds, either.


The technique of the Spiraling Sphere can be used as an "all-purpose jutsu". It can be used to mix the ingredients for noodles quickly and evenly, like a blender. The user can uses it to create a path through a maze of houses, in order to see through everything behind the walls. While outrunning some ninja, the user can use it to as a propeller for a boat. The attack costs 25 Chi/P.P.E. /I.S.P.


Rasengan Nirentotsu, '''literally''' "Twin Spiraling Sphere"


First, the Ninja clones himself. The clone each form a Spiraling Sphere of two different colors in both of the ninja's hands (one red from the fire energy chakra, the other green from wind energy). The ninja's clones take the left hand and right hand and together they hit the opponent.


Doing an attack that hurls the character’s opponent away in a mighty blow (6D6xl0 SDC), landing 6D6xl00 feet away [spinning the whole way], automatically knocking them down and out..


Kazeton Rasengan, '風遁・螺旋丸', '''literally''' "Wind Release: Spiraling Sphere"


The Ninja combines the Spiraling Sphere with Wind based chakra to knock the opponent even farther back away from them: This is an attack that hurls the character’s opponent away in a mighty blow (3D6xl0 damage +3d6x10 wind damage), landing 3D4xl000 feet away[spinning the whole way], automatically knocking them down and out.. The attack costs 50 Chi/P.P.E. /I.S.P.


Ōdama Rasengan, '大玉螺旋丸', '''literally''' "Great Ball Spiraling Sphere"


This is simply a larger and more powerful version of the Spiraling Sphere, but also more unstable. The Ninja will need 4 clones to form and control the energy. This is an attack that hurls the character’s opponent away in a mighty blow doing massive damage: (10D10xl0 SDC), landing 10D10x200 feet away [spinning the whole way], automatically knocking them down and out. The attack costs 100 Chi/P.P.E. /I.S.P.


If the wind master has some sort of device made to allow a normal human to fly such as a hang glider then the Air master can flight with the same bonuses and penalties as the super power of Flight winged and Flight Glide


Flight: Glide


This power allows the character to ride air currents to fly and hover in the air. Maximum gliding speed outdoors is 60-80kmph (Approximately 17-23 meters a second); half indoors. Diving with a boost from strong winds or from an airplane or great height (skyscraper's roof top), is 190kmph (Approximately 52 meters a second).


Bonuses when Gliding:


+1 on initiative


+1 to strike


+1 to parry


+2 to dodge


Flight: Winged


this character has a staff that can turn into a hand held hang glider giving him the power of flight.


Bonuses in Flight: Applicable only if there is room for the character's wings - he can hover several inches above the ground during combat in order to use full bonuses.


Speed: 250mph (Approximately 70 meters a second) plus 10kmph (Approximately 3 meters a second) per level.


Acceleration is 20mph an action.


+2 to P.B.


Add one extra attack per round


+2 to strike


+2 to parry


+4 to dodge when hovering or flying under 120kmph


+6 to dodge when flying 121kmph or faster.


+4 to damage for every 30kmph of speed.


.


Standard Equipment Carried:


Millennium Tree Staff: Most Sohei (90%) are given a magic staff made from the wood of a Millennium Tree. This weapon is called the Staff of Defense. It has 2D4xlOO M.D.C., regenerates all lost M.D.C. within 24 hours, possesses 2D4xlO P.P.E. that can be siphoned and used by its owner and inflicts 2D6 S.D.C. against mortal opponents or 3D6 M.D. against supernatural beings.


Ghostly Naginata of Hellish Soul Slaying''' (a gift from his mother upon graduation from temple training to be a Sohei)


This is a powerful martial arts weapon used mainly by the mystic ninja clans, assassins and the like, and then only by the elusive chunin or master ninjas or high level warriors. Some demon fighters, especially the cold-blooded Bishamon monks (see the Bishamon Fighting Monk O.C.C.), use this weapon as well, for its eternally poisoned blades can affect even dragons and supernatural creatures. The Naginata blades appear to be: The Naginata's blade and handle are solid black, but the blade also has a purplish sheen along its length and point, until they are used in combat; then they become ghostly and semitransparent. This ghostly blade goes through armor and any obstacle to strike directly at the body of the target. The Naginata is particularly devastating to supernatural beings, and utterly destructive to the undead (in fact, one legend claims that vampires have hidden two of the four in some dark place). The ghostly blades can also strike insubstantial beings without penalties (astral travelers, entities, alien intelligences in energy form, etc.). The lethal poison, of the sword inflicts 3D6 S.D.C. to normal beings and 4D6 M.D. to supernatural beings and M.D.C. materials, like the armor of Borgs or bots.


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


Due to superior craftsmanship, equal to Dwarven quality, +2 to Strike, +3 to Parry, and +4 on Initiative


Damage: 1D4x10 M.D. to supernatural beings, 2D4x10 to vampires and other types of undead. 6D6 S.D.C. damage to normal human beings/mortals.


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


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


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


• Shape-Changer: This potent magic enables the rune weapon to transform into a less dangerous looking shape. It must still appear as a weapon, but the runes disappear and it looks like a less dangerous item. For example: A rune long-sword can transform into an ordinary looking short sword or even a dagger; a battle axe into a hand axe, a morning star into a cudgel, and so on. However, the rune weapon transforms back into its deadly, true appearance, complete with runes, whenever it is drawn for combat! (Can turn into a Glider and a Tattoo when not needed as a weapon)


• The Soul Drinker


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


Silk Mail Cloth Fiber Armor


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


M.D.C.:


Main Body: 45


Head: 30


Arms (2): 25


Legs (2): 40


Weight: 10 lbs (4.5 kg)


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


Black Market/Market Cost: 40,000 credits


Enchantments on it:


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


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


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


Garments of the Traveler:


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


Ring of Cleaning:


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


(2) Sets of white robes,


(2) Sets of light brown robes,


(4)f towels to wrap the head,


(2) Sets of sandals or tabi,


(1) Backpack,


(3) Small sacks,


a large water skin,


4D4 days of rations.


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


(1) 2 man Collapsible Tent


(1) Bedroll


(4) Small pouches,


(1) Water skin


(16) Days rations


. Ring of Animal Metamorphosis


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


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


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


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


P.S.: +1d6


P.E.: +1d6


Claws: 1d4+ P.S. bonuses


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


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


Keen Hearing: Twice as well as an ordinary human.


Other Bonuses: +2 to Perception


Can speak to and understand all Canines even when not transformed especially foxes which will always obey or help the character the character when asked to.


(Fox):


Control Elemental Force: Air


Control Elemental Force: Air


Zephyr:


Paint Air:


LEVEL ADVANCEMENT BONUSES


1st:


SKILLS INCLUDED IN TRAINING


Martial Arts Powers:


:


30% + 5% per level of experience. A failed roll means a slip or fumble; roll again to regain hold or fall. (66%)


is the ability to maintain grip, hold or footing, 90%+5% per level. (136%)

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