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Onago



· Onago


By Strider Kage in Rifts · Edit Doc · Delete



Name: Called Onago


Real Name: Irr-daer Of House De-rret (Hidden trickster Champions of The void)


Race: Dark Elf O.C.C.: Strider (Super A Grade) Level: 1 Alignment: Aberrant


Age: 50 Ht: 7’5” Wt: 120lbs Gender: Female


P.S.: 66 P.P.: 42 P.E.: 70 Speed: 120 P.B.: 29 I.Q.: 26 M.E.: 30 M.A.: 27


H.P.: 236+2D8 H.P. per level of Experience. S.D.C.: 394 M.D.C.: 930 +2d12 to M.D.C. per level of Experience. I.S.P.: 280+ 2D6 per Level of experience. P.P.E.: 456 +1D6x11 per level of experience Chi: 1160 + 1d6x10 per level of experience.


Charm/Impress 90% Skill Bonuses: +12% Save vs. Coma/Death: 80% Trust/Intimidate: 92%


Save vs. Poison: +8


+15 vs. spider venoms,


+14 vs. other sleep poisons & drugs/insect & arachnid toxin,


+13 vs. all other injected poisons,


+12 vs. ingested poisons. (These are due to a regimen dosing themselves with poisons daily, a Dark Elf that doesn't continue to dose will gradually lose the benefits of immunity. For each month of skipped dosing a penalty of -1 applies to all poison saving throws until they reach standard levels. Reapplying the dosing schedule will halt further degradation for a month after a second month's dosage, the level increases by +1 for every month until the maximums listed above are reached.)


Save vs. Magic: +15 +11 to save vs. Elven Magic, Immune to Illusions Save vs. Psychic attack/Insanity: +9 Save Vs. Pain: +20 Save Vs. Poison/Magic: + Save vs. HF: +16


Spd: of X 20 = yards per minute (2400) x .681818181818 = mph (81) yards per 15 seconds (600) yards per second (40)


Combat Stats:


Parry: +22


Dodge/Auto – Dodge: +26


Auto- leap Dodge: +16


Leap Dodge: +16


Strike: +17+2 to strike with the cypher


+2 to Strike on all hand attacks, all kick attacks, all Holds/Locks, Chokes, Grabs, and similar attacks+3 to strike with ranged attacks


Roll w/Punch/Fall/Impact: +17


Disarm: +7+2 to maintain or break any holds, crush/squeeze attacks, etc.; all Disarms against the character are performed at -5


Maintain Balance: +7


Vault: +8


Maintain Balance: +14


Back Flip: +7


Hold/Lock/Entangle/Pin/Incapacitate: +6


Damage: +57


+65 to Damage with head strikes,


+57 to Damage with forearm strike,


+2 to Escape Neck Holds


+91 to Damage on all hand strikes regardless of form


+91 to Damage on all kick strikes regardless of form


+76 to Damage with Claw Hand (and all its variations), Kansetsu-Waza attacks, and One-Handed Chokes


+2d6+57 to power punch, and also lower the treat the characters hand attacks as if it were a P.V. of 2


+2d6+57 to power kick, and also lower the treat the characters hand attacks as if it were a P.V. of 2


Attacks: 5x2 (+1x2 additional attack every 3rd level of Experience.


Initiative: +20 at level one and add +1 more at levels 3, 6, 9, 12 and 15.


Feet and Hands are immune to heat and fire up to lava temperatures suffer ½ damage from magical fire/plasma


The Character can break things with hand or foot strikes and take no damage, even when failing a roll and never fails to break an object, when using hand attacks!


Critical strike from behind & on a natural 20


Knock out from behind & on a natural 20


Death blow from behind & on a natural 20


The character can survive 10 minutes per level of vacuum or airlessness.


The character can sense dimensional anomalies, rifts etc.


Pin/Incapacitate:


on a roll of 18, 19, or 20


Crush/Squeeze: does 1D4 damage


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


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


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


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


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


Timed leap: Strider are skilled at timing their leaps to their best advantage. This is usually done to cause an opponent to swing, miss the tengu but strike a tree, rock, building, vehicle or another opponent rushing in from behind or from the side. This is a dangerous maneuver because missed timing means the characters dodge missed and he is struck by his opponent. Only a +6 bonus for a timed leap and P.P. attribute bonuses are applicable to this maneuver. Do not use any other dodge bonuses. Same for mortals and tengu.


Automatic Leap Dodge: The martial arts ability to use the leap as an automatic dodge! It can be combined with back flips, cartwheels and somersaults. +8 to leap dodge plus any P.P. bonus and additional leap dodge bonuses through Strider training and experience. .


Each leaping dodge uses up one melee attack, but can be done indefinitely to avoid attack and damage as if it were a parry. This maneuver is designed to be strictly defensive and to frustrate one's opponent(s). A frustrated or angry opponent tends to become reckless, will tire himself out foolishly, and focus on his opponent rather than what's happening around him (like being lured into a trap, or not seeing others move past him, sneaking up, etc.). Striders typically chide their opponents with remarks like, "What's the matter? Can't you hit a moving target?" "Is that the best


Special O.C.C. Abilities:


Strider Armor: PE+ME x10+10+10/level (1010) 1hour+1hour/level (1) +5parry


Strider Bubble Shield: PE+ME x100+100+100/level (10100) 1-100ftr +5 to parry; no actions while shield is up 1hour+1hour/level (1) +5parry


Danger Sense: can never be ambushed includes long ranged attacks, prowl skill 60% or +15%if already possessed, +6int +6roll +4parry +4dodge 1act warning before attack strikes +1 action warning at levels 4,7,10,13, and 15, +20% for skills of: demolitions/medical/gymnastics/acrobatics/climbing/swimming/piloting/detection and impersonation


Natural Agility: automatic acrobatics/gymnastics and tumbling skill at 70+3%/level (98%), if you already have then at 95% and can go beyond 98% + acrobatic combat sync: always land on feet 70% almost impossible to throw, lay out tracking 75+5%/level (87) 600ftr +3s/p/d/r +6to all escape moves :+1d4+2pp +3ps +3pe +4speed +10S.D.C./M.D.C./H.P.


Layout Tracking: This ability 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 600 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.


Other special skills:


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


Missile parry: 1/3 P.P. (14) with weapon 1/4P.P. (11) bare handed


Missile grab: 1/3 P.P. (14)


Aerial stomp: 1d6+57 +knock down/2feet fallen


Air drop: 4d6+57 +knock down +50%knock out/foot fallen can add weapon damage to attack


Air tackles: 1d6+57 +knock down/3feet fallen


Air catch: 2d6+57 + auto knock down


R.C.C. Abilities:


Superior Physical prowess, and beauty, generally high intelligence At home in nature, Can walk in the forest without disturbing any creature, they are 90% resistant to sleep and charm spells, but in addition they are completely immune to the paralyzing effect of any undead creature. Other types of paralysis do work against them. Elves can detect secret and concealed doors and compartments as per spell always on get a +1 to strike, parry, initiative, and attack bonus with a sword or bow, +2% on all wilderness and ranger: Infra-vision, See in absolute dark, See the Invisible, See Auras, Night vision which extends 900 feet. Night Vision is combined infra red vision (both light emitting and non light emitting) and light amplification. When using active infra red vision, eyes glow red. Naturally ambidextrous and automatically have paired weapons in one weapon that they learned in their youth. Dark Elves get +10% on Prowl, any tracking skills, all wilderness and ranger skills, and the Skill "Identify Plants and Fruit" specialized for underground plants. All dark elves have the ability to meld with shadows equal to the sixth level Wizard / Ley Line Walker spell. They move almost silently and can blend into the shadows and environment with 75% chance of success (only when underground or in a very familiar area).Ta-Itaik: A highly focuses outburst of P.P.E. similar to a Chi blast does damage equal to P.P.E. expenditure x 10 (P.P.E. X 10) range is limited to 200 ft, they can Also defend at the same rate but they must declare amount before damage is Taken. Change form to regular elves, just a color change, may not use powers In this form, absolute no detection of trueness in this form, they may also heal using P.P.E. at P.P.E. x 5


Bonuses:


+3 to strike with ranged attacks,


+3 to initiative,


+4 to dodge (auto dodge),


+4 to parry,


+6 vs. magic,


+3 vs. Elven Magic, Immune to Illusions,


+6 vs. Horror Factor,


+7 vs. spider venoms,


+6 vs. other sleep poisons & drugs/insect & arachnid toxin,


+5 vs. all other injected poisons,


+4 vs. ingested poisons. (These are due to a regimen dosing themselves with poisons daily, a Dark Elf that doesn't continue to dose will gradually lose the benefits of immunity. For each month of skipped dosing a penalty of -1 applies to all poison saving throws until they reach standard levels. Reapplying the dosing schedule will halt further degradation for a month after a second month's dosage, the level increases by +1 for every month until the maximums listed above are reached.)


Natural Magic Abilities: All of the dark elves can use the following spells once/day/level:


Dancing Lights


Faerie Fire


Darkness


Those above 4th level can cast:


Detect Magic


Range: 40m (132m)


Duration: 2 minutes per level of experience


Saving Throw: None


P.P.E. Cost: 4


This spell enables teh character to sense or feel the presence of magic. Like a geiger counter, the individual can tell if it is near, or far. The ability can also indicate whether a person or object is enchanted/under a magic spell, is in the process of channeling magic energy, or if magic is being used in the range area. Note: To praciticioners of magic, most supernatural beings do not register as magic except when actually casting a spell/using magic. Psychic powers and manipulation cannot be detected with this.


Know Alignment


Levitation


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


Duration: 3 minutes (12 melees) per level of experience.


Saving Throw: Standard


P.P.E.: 5


Magic levitation enables the invoker of the magic to raise himself, or other people, or an object, straight up into the air and suspend it there (hover). Movement is limited to straight up and down; no horizontal motion is possible. Weight is restricted to 2001bs (90kg) plus 201bs (9.1kg) per level of experience. Unwilling victims of the magic get a saving throw; a successful roll means the person is not affected by the levitation and remains planted firmly on the ground. Maximum height possible is 60ft (18.3m) plus 10ft (3m) per each level of experience. Targets can be affected up to 60ft (18.3m) away.,


All Dark Elves innately know the following spells, but it's possible for other wizards to learn these as well. MDC worlds these spells do MDC instead of S.D.C.:


Blinding Flash


Range: 3m radius (10ft), up to 20m (66ft) away.


Duration: Instant


Saving Throw: Standard


P.P.E. Cost: 1


This is the most basic of spells, which creates a sudden burst of intense, white light, temporarily blinding everyone in the radius. Victims are blinded for 1d4 melees, with a penalty for -5 to strike, and -10 to parry and dodge. The chance of falling is 1-50% for every 3m traveled. The saving throw is standard, so those who successfully save vs. magic are not blinded. Note: Does not affect bionic or cybernetic eyes.


Light Target


Range: One target up to 3m (10ft) away or two by touch


Duration: Two minutes per level of experience


Saving Throw: Standard


P.P.E. Cost: 6


This spell may seem quite harmless but is designed for ill intent. The sorcerer can create a rather bright glow of light around any one victim (two by touch). The glow is intended to mark the character and make him stand out in a crowd - it is especially effective at night. Covering oneself with clothes or armour to attempt to obscure the light is impossible, for it is the person, not his possessions that are affected and the aura will appear around him no matter what he wears (this magic does not affect inanimate objects). Hiding behind closed doors, in a closet or trunk, or inside a vehicle may conceal the character, providing the radiating light can't be seen through crack, keyholes, windows, or other opening through which light can be seen. A simple yet potentially nasty spell.


DARK BOLT:


Range: 200ft.


PPE: 30


Duration: Instant.


Damage: 1D4X10 SDC per blast, IGNORING armor.


Saving Throw: Dodge.


The Dark Mage fires a bolt of pure dark energy at a target.


DARK FORCE:


Range: 20ft. long by up to 10ft. wide.


PPE: 150


Duration: Instant.


Damage: 3D6 SDC to a 50ft radius from the Caster, IGNORING armor. +1D6 damage every 2 levels.


Saving Throw: None.


An Area Effect version of Dark Bolt. While it lacks the damage of the Dark Bolt, it effects a larger area.


DARK HAND OF DESTRUCTION:


Range: Touch. Requires a strike roll.


PPE: 50


Damage: 4D6 SDC and 3D6 HIT POINT damage.


Duration: Instant, any lasting effects last 3D4 melees.


Saving Throw: Dodge (Parry will only hurt, if not maim, your arm.), and if failed, Standard save. If saved, then only normal punch damage is inflicted. Parrying this has a 35% chance of totally BREAKING a weapon, and SHATTERING a blade like glass! If you parry with your arm, depending on damage, either your arm's have got some severely shattered bones, or there’s going to be one messy explosion as bits of your arm go everywhere. Dwarven and Kobold manufactured items only run a 15% risk, and Rune Blades and Indestructible weapons are unaffected. Critical strikes double the %.


The Casters hand is filled with Dark Energy as he strikes his opponent with his bare fist, doing heavy damage from just a mere punch. In addition, there’s a 50% chance the victim will be dazed, with -3 Init, -2 to Parry and Dodge, -1 to Strike. There’s also a 25% chance of being knocked unconscious for 1D4 minutes.


ARNIZIPAL'S BLACK HORROR:


Range: Can be cast up to 5ft. away, the cloud of darkness moves 4D6ft. in a random direction every melee.


PPE: 300


Damage: 4D6 HIT POINT damage, 1D4X10 SDC Damage per melee within the cloud. If HP are totally depleted then the victims flesh is stripped from his body, leaving nothing but charred bones (Translation: Death.)


Duration: 1 minute per level of the spell caster.


Save: Standard, if save is made then victims take no direct HP damage and only 3D6 SDC.


The spell caster creates a swirling black cloud about 10X10X10ft. big, then lets it randomly go around the battlefield, painfully killing it's victims by stripping their flesh and leaving charred bones.


BLADE WIND:


Range: Can be cast up to 25ft. away. The gust of Blade Wind covers a 20X20X20ft area.


PPE: 40


Damage: Each target is struck 1D6 times, for 1D8 damage each time.


Duration: Lasts 2 melees.


Save: None, other than escaping the radius of effect.


The Spell caster calls up a strong wind, but just any wind. The air is sharp (literally) and the breeze is a burst of razor sharp blades. The Spell caster is unaffected, but everyone else will take unsalable damage unless they escape the radius of effect.


Globe of Darkness:


By using this spell, the Dark Elf/Drow can summon a ten-foot diameter sphere of absolute darkness that nothing can penetrate. No light of any kind (natural, artificial, or magical), no vision (normal, night vision, or infrared vision), no surveillance equipment, nothing can see through it. The Globe of Darkness can be used to negate Globe of Daylight, but not visa versa.


Duration: One minute per level of experience.


P.P.E.: 2


At fourth level the Dark Elves gain the ability to cast


Levitation


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


Duration: 3 minutes (12 melees) per level of experience.


Saving Throw: Standard


P.P.E.: 5


Magic levitation enables the invoker of the magic to raise himself, or other people, or an object, straight up into the air and suspend it there (hover). Movement is limited to straight up and down; no horizontal motion is possible. Weight is restricted to 2001bs (90kg) plus 201bs (9.1kg) per level of experience. Unwilling victims of the magic get a saving throw; a successful roll means the person is not affected by the levitation and remains planted firmly on the ground. Maximum height possible is 60ft (18.3m) plus 10ft (3m) per each level of experience. Targets can be affected up to 60ft (18.3m) away.,


Sense Magic


Range: 40m (132m)


Duration: 2 minutes per level of experience


Saving Throw: None


P.P.E. Cost: 4


This spell enables teh character to sense or feel the presence of magic. Like a Geiger counter, the individual can tell if it is near, or far. The ability can also indicate whether a person or object is enchanted/under a magic spell, is in the process of channeling magic energy, or if magic is being used in the range area. Note: To practitioners of magic, most supernatural beings do not register as magic except when actually casting a spell/using magic. Psychic powers and manipulation cannot be detected with this.


Sense Evil


Range: 25m (82.5ft) radius


Duration: Two minutes per level of experience


Saving Throw: None, however, a psychic mind block anything designed to protect from magic (like a circle of protection) will prevent this spell from working on those under the protect.


P.P.E. Cost: 2


This spell will enable the caster to feel or sense the presence of supernatural evil. It will indicate approximately how many supernatural evil presences are within the radius, one, a few, several, or many. It can also register the intensity of the evil and pinpoint the general location of the source to a particular room, object, or person, or an approximate distance (close, near, far etc.)


Evil emanations from human and most mortal beigns are much less distinct and cannot be sensed unless the source/person has an immediate and intense evil intention.


Females of fourth level or higher also gain (in addition to the previously mentioned spells) plus:


Oracle


Range: Self


Duration: One minute


Saving Throw: None


P.P.E. Cost: 30


This Spell is the equivalent of clairvoyance. The spell caster receives one dream-like vision of a possible future. The focus of the vision will depend on what, when, or whom the mage is thinking about. The same basic rules apply to clairvoyance apply to the "oracle" invocation.


Words of Truth


Range: 1.5m (5ft)


Duration: One minute per level of experience


Saving Throw: Standard, but the enchanted person makes a saving throw for each question asked. A successful saving throw means he doesn't have to answer. Questions can be repeated.


P.P.E. Cost: 15


A person affected by this enchantment is compelled to answer any and all questions truthfully. The spell caster must be within range and he can ask two brief questions per melee. It is wise to keep questions simple and to avoid confusion. The victim is compelled to answer only the spell caster.


Compulsion


Range: 60ft (18.3m) and within line of vision.


Duration: 24 hours


Saving Throw: Standard


P.P.E. Cost: 20


The spell caster can implant a sudden desire or need in another person's mind. The focus of the irresistible impulse should be something reasonable and attainable, although the motive may seem quite irrational.


The enchanted person will be consumed with the object or action of the implanted compulsion, whether it be something very simple, like a craving for a candy bar, or the need to visit somebody or something more extravagant. The victim of this enchantment will be obsessed with attaining whatever it is for the full duration time of the incantation or until it is attained. A "remove curse" will also negate the compulsion.


Negate Magic


Range: Touch or 60ft (18.3m).


Duration: Instant


Saving Throw: Special (Ritual magic has a greater chance of success).


P.P.E. Cost: 30


This incantation will instantly cancel the effects or influence of most magic. To determine whether the negation is successful or not roll a saving throw. If the roll is a successful save against the magic used, its influence is immediately destroyed/negated/canceled. 12, 13, 14, or 15 is needed for spell magic depending on the experience level of the mage (usually 12 or 13 is needed, or 16 and higher to save vs. ritual magic). A failed saves means the negation attempt did not work. Try again if sufficient P.P.E. is available.


Negation will not work against possession, exorcism, constrain being, banishment, talisman, amulet, enchanted objects, symbols/circles of protection, wards, summoning magic, zombies, golems, restoration or healings/cures. Negation can be attempted to cancel a curse, but only has a 25% possibility of succeeding, and that's only if the saving throw was successful. Of course, it has no affect against psychic abilities or the machines of a psi-mechanic.


.


All other spells must be learned by taking a magic O.C.C.


And have a 20% chance each level of improving previous level magic (i.e. cast more times/day, not to exceed base spell-like abilities.). Dark Elves of noble blood or name gain the ability to use their entire base and mature powers more than once per day. An additional daily use is granted at the end of each decade of life. All Dark Elves with I.Q.'s of 16 or higher, and of 6th level or greater, can wield a natural spell-like power and a spell simultaneously, or employ a maximum of two natural spell-like powers.


O.C.C. Skills:


Language/Literacy: Base Skill: 50% + 5% per level of experience. six of Choice (77%)


Detect Ambush: Base Skill: 30% + 5% per level of experience. (62%)


Detect Concealment: Base Skill: 25% + 5% per level of experience. (57%)


Locate Secret Compartments: Base Skill: 20% + 5% per level of experience (52%)


Perception: Base Skill: (IQ + 20)% + 5% per level of experience. (56%)


Mathematics - Basic: Base Skill: 45% + 5% per level of experience. (67%)


Escape Artist: Base Skill: 30% + 5% per level of experience. (52%)


Pick Locks: Base Skill: 30% + 5% per level of experience. (52%)


Disguise: Base Skill: 25% + 5% per level of experience. (47%)


First Aid: Base Skill: 45% + 5% per level of experience. (62%)


Acrobatics (+15%)


Gymnastics (+15%)


Tumbling (+15%)


Parkour/Free Running (+15%)


Prowl: Base Skill: 66% + 8% per level of experience. (123% /+143% when moving slowly)


Climbing: Base Skill: 70% + 8% per level of experience. (127%)


Rappelling: Base Skill: 50% + 5% per level of experience. (127%)


Sense of Balance: is the ability to maintain grip, hold or footing 90% + 5% per level. (142%)


Climb Rope: 90% + 5% per level of experience. (112%)


Roll 80%+1% per level of experience. (92%)


Cat Leap 65%+3% per level of experience. (77%)


Speed Vault 60%+5% per level of experience. (72%)


Monkey Vault at 50%+5% per level of experience. (62%)


Revere Vault at 40%+5% per level of experience. (52%)


Superman at 55%+5% per level of experience. (67%)


Dash Vault 50%+5% per level of experience. (62%)


Precision 45%+5% per level of experience. (57%)


Rocket Vault at 50%+5% per level of experience. (62%)


Triple Kong 40%+5% per level of experience. (52%)


Wall Flip 35% +5% per level of experience. (47%)


Rings & Bars: 60% + 3% per level of experience. (72%)


Walk Tightrope or High Wire: 60% + 5% per level of experience. (72%)


Stilt Walk: 50%+5% per level of experience. (62%)


Back Flip and Somersault: Back flip: 90% + 8% per level +4 to dodge quickly by flipping out of harm's way or over one's opponent. Always ends in a tumble and crouched stance. Like all dodges, it takes place of one attack that melee. However, because the tumbler has flipped a fairly great distance, the attacker also loses one attack, as he must turn around or lunge forward to renew his attack. (102%)


Pole Vault: 8 feet for every other level of experience. Base Skill: is 50%+5% per level. Failure means only half the intended height is achieved, or the tumbler has vaulted into a wall or other solid object (2D4 damage). (62%)


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


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


Field craft: Base Skill: 40%+4% per level of experience. (57%)


Intelligence: Base Skill: 32% + 4% per level of experience. (49%)


Urban Warfare: Base Skill: 56%/42% + 4% per level of experience. (71/57%)


Streetwise: Base Skill: 60% + 5% per level of experience. (77%)


Streetwise - Networks: Base Skill: 15% + 5% per level of experience. (32%)


Streetwise - Con Games: Base Skill: 20% + 4% per level of experience. (37%)


Streetwise - Drugs: Base Skill: 25% + 5% per level of experience. (42%)


Streetwise - Gambling: Base Skill: 20% + 5% per level of experience. (37%)


Mountaineering: Base Skill: 40% + 5% per level of experience. Bonuses for professional skill: +1 P.S. & P.E., +2D6 S.D.C., +10% to Climb, Climb Rope and Repelling. (67%)


Spelunking: Base Skill: 55% + 5% per level of experience. (67%)


Desert Survival: Base Skill: 50%+5% per level of experience. (62%)


Jungle Survival: Base Skill: 45% + 5% per level of experience. (57%)


Urban Survival: Base Skill: 35% + 5% per level of experience. (57%)


Wilderness Survival: Base Skill: 30% + 5% per level of experience. (47%)


Oceanic Survival: Base Skill: 27% + 3% per level of experience. (40%)


Winter Survival: Base Skill: 40% + 5% per level of experience. (57%)


Cook: Base Skill: 50% + 8% per level of experience. (62/67%)


Oxygen Conservation: Base Skill: 30% + 5% per level of experience. (42%)


Identify Plants & Fruits: Base Skill: 25% + 5% per level of experience. (37%)


Preserve Food: Base Skill: 25% + 5% per level of experience. (37%)


Fashion Tools and Weapons: Base Skill: 20% + 5% per level of experience. (32%)


Hunting: The skill of killing and preparing an animal for food. Special Bonuses: Add the following bonuses to the appropriate skills: +2% Prowl, +5% Track Animals, +5% Skin Animals, +5% Wilderness Survival, and +5% to Cook the catch only. No base skill.


Lore - Magic: Base Skill (general knowledge): 25% + 5% per level of experience. (37%)


Mystic Meditation: Base Skill: 30% plus the M.E. attribute, plus 5% per level. (72%)


Mystic Investigation: Base Skill: Add the I.Q. and the M.E. as the base skill proficiency, plus 4% per additional level. (52%)


Principles of Magic: Base Skill: 70% + 2% per level. (82%)


Recognize Enchantments: Base Skill: 35% + 5% per level. (47%)


Recognize Magic: Base Skill: 35% + 5% per level. (47%)


Recognize wards, runes and circles: 35% + 5% per level of experience. (47%)


Lore - Alchemy: Base Skill: 25% + 5% per level of experience. (37%)


Lore - Geomancy & Lines of Power: Base Skill: 25% + 5% per level of experience. (37%)


Feng Shui or Geomancy: Base Skill: 25% + 5% per level of experience.(37%)


Meditation:


Base Meditation Skill:


Rolls based on meditation should be done as a check versus the character's Mental Endurance (M.E.) attribute.


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


Biology: Base Skill: 40%+ 5% per level of experience. (52%)


Xenology: Base Skill: 30% +5% per level of experience. (42%)


Holistic Medicine: Base Skill: 20% + 5% per level of experience. (32%)


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.(77%)


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. (52%)


Acupressure: Base Skill: 30% + 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. (57%)


Acupuncture & Moxibustion: Base Skill: 30/20%+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. (67/57%)


Weapon Proficiency: Cypher [weapon mastery/paired/swordsmanship/fencing](and the actual weapon): The cypher is both the symbol and special weapon of the striders. Although not all striders use this weapon all striders do have a basic knowledge of how to use it. The cypher is a long sword with 2 handles. The handles are set to form an "L" shape if the blade were removed. The blade is set at the bottom of the "L" shaped hilt. The sword is usually used like a Tonfa or night stick by way of holding the handle that sticks out from the side. This unique redesign of a long sword allows for both slashing attacks and piercing attacks. And with the advancement of technology the sword has become a truly devastating weapon.


Bonuses:


+10 to strike at level 1 an additional +2 to strike and parry at level 3, add another +1 at levels 7, 11, and 14.


+10 to parry at level 1 an additional +2 to strike and parry at level 3, add another +1 at levels 7, 11, and 14.


+9 to throw at levels 2, 4, 6, 9, 11, 13 and 15.


+6 to Initiative


+4 to disarm


+10 to damage


+6 Attacks


Those not proficient in the weapon are at a -4 to using it.


The cypher is also called a plasma sword since its blade can conduct plasma energy along its blade. Unlike other weapons that may be like this the sword never seems to run out of power which adds to its deadly capabilities. The blade can be held, and sheathed, but the second it is swung or used to attack the blade becomes active. Note though that there is a variant out there that is a double ended cypher, which is simply 2 cyphers connected at the ends.


Primary Purpose: Close Combat, Minor Ranged Combat Capabilities.


Mega-Damage: 1d10x 10, can fire a small bolt of plasma that does only 1d10x 10MD. Inactive the blade can do 1d10x 10MD.


Rate of Fire: Equal to the wielders number of attacks.


Effective Range: Close Combat unless throw, Plasma Blast Range is 1000ft.


Payload: Effectively Unlimited


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


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


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


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


.


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


o · W.P. Swordsmanship/Weapon Mastery Bonuses:


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


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


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


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


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


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


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


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


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


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


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


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


The possible Effects are:


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


Hand to Hand: (Art of the Strider)


R.C.C. Skills:


Language/Literacy: Mor’drow (a variant of Dragonese/Elf) 98%, Language/Literacy: Dragonese/Elf languages at 98%,Language/Literacy: Gobbley 90%,


Language: Sign Language: Drow 98%


Language/Literacy one other language, Language/Literacy: Select two other languages 98%, Lore: Demons & Monsters: Base Skill: 25% + 5% per level of experience. (61%),


W.P. Sword: Combat skills with large and small swords, including fencing type training. This skill includes rapiers, sabers, and two handed and short swords.


Bonuses:


+9 to parry at level one, an additional +1 to strike at levels 3, 6, 9, 12 and 15.


+9 to strike at level one, an additional +1 to parry at levels 2, 3, 5, 7, 9, 11 and 14.


+4 to throw at levels 5, 10 and 14.


+4 to disarm


+10 to damage


+6 to Initiative


W.P. Archery and Targeting: This is an expertise with thrown and bow weapons. It includes throwing spears, forks, slings, short bows, long bows, crossbows, and modern bows.


Bonuses:


+6 to Initiative


+4 to disarm


+10 to damage


+6 Attacks


+20 feet to the normal effective range per level or the character,


+9 to parry with that weapon (effective at level one), and +1 to parry at levels 2, 4, 6, 8, 11 and 14.


+9 to strike with that weapon (effective at level one), and +1 to strike at levels 2, 4, 6, 8, 11 and 14. Note:


The character loses all bonuses and rate of fire is half when riding on horseback or a moving vehicle.


Rate of Fire: Two at level one, +2 at level three, +1 at levels 5, 7, 9 and 12. [weapon mastery]


W.P. Throwing Claw:


Bonuses:


+9 to strike when thrown on level one. +1 to strike at levels 2, 4, 7, 10 and 13.


+9 to parry at levels 2, 4, 8, 11 and 14.


+9 to strike at levels 2, 4, 6, 9, 11, 13 and 15.


+9 to throw at levels 2, 4, 6, 9, 11, 13 and 15.


+6 to Initiative


+4 to disarm


+10 to damage


+6 Attacks


W.P. Knife: [paired] Training with all types of knives.


Bonuses:


+9 to strike when thrown on level one.


+9 to strike at levels 2, 4, 7, 10 and 13.


+9 to parry at levels 2, 4, 8, 11 and 14.


+9 to throw at levels 2, 4, 6, 9, 11, 13 and 15.


+6 to Initiative


+4 to disarm


+10 to damage


+6 Attacks


Mathematics - Basic: Base Skill: 45% + 5% per level of experience. (77%)


Detect Concealment: Base Skill: 25% + 5% per level of experience. (67%)


Locate Secret Compartments: Base Skill: 20% + 5% per level of experience (52%)


Prowl: Base Skill: 66% + 8% per level of experience. (98%)


Prepare Doku: Base Skill: 34%/26%+4% per level of experience. (76%)


Use/Recognize Poison: Base Skill: 24%/16% + 4% per level of experience. (66/58%)


Recognize Precious Metals and Stones: 45% + 5% per level of experience. (57%)


Blind-Fighting: Base Skill: 10% + 5% per level of experience. (37 %)


Paired Weapons (Fighters and Clerics only)


O.C.C. Related Skills:


Tracking: Base Skill: 30% + 5% per level of experience. (42%)


Imitate Voices and Impersonation: Base Skill: 36%/16% + 4% per level of experience (48/28%)


Pick Pockets: Base Skill: 30% + 5% per level of experience. (42%)


Paramedic: Base Skill: 62% + 5% per level of experience. (74%)


Chinese Herbology: Base Skill: 52%+5% per level of experience (64%)


Japanese Herbology: Base Skill: 47%+5% per level of experience. (59%)


Battle Bike Combat: A person trained in Battle Bike Combat becomes one with his machine, with better reflexes, endurance, and concentration. His Riding ability is improved and he learns the best ways to "Crush" and opponent which allows his side to score and win. Requires: Pilot Motorcycle. Bonuses: +1 attack when on a Bike. +1 ME, +1 PE, +1d4 PP, +10% Pilot Motorcycle. Special Attack: The "Crush" Either a sideswipe or kick attack, good only against a person on either a one or two wheeled motorcycle. If the attack hits the target the target must make a piloting roll or lose balance and crash their bike. A person with Battle Bike Combat has an additional +5% Pilot Motorcycle only to save against this. The "Crush" itself causes no damage, but a rider still suffers damage from the crash.


Jump Bike Combat: Another elite skill used for such advance performance vehicles as the Tarantula Jump Bike. Base Skill: 72% + 5% per level of experience. Bonuses: +1 attack per melee round with bike's weapon systems. Automatic Dodge: +1 to dodge Bike Jump Attack: This attack uses the rockets to have the bike jump in the air and then land on a target (%).


The sensitive rocket controls require a special skill roll. Base Skill: 52% + 5% per level of experience. If the skill roll is successful, the pilot can make a normal attack roll (at +1 to strike in addition to normal bonuses) to hit the target. Damage to his opponent is 3D6 M.D. Note: This attack can only be done if there is room to maneuver (open terrain only). (64%)


Motorcycle: . Base Skill: 87% + 4% per level of experience. (104%)


Psychological Warfare: Base Skill: 25% + 5% per level of experience. (37%)


Psychology: Base Skill: 30% + 5% per level of experience. (42%)


Plus select an additional skill at levels 3, 6, 9, 12. All new skills start at level I proficiency.


Communications: Any


Domestic: Any


Electrical: Basic Electronics only


Espionage: Any (+10%)


Mechanical: Mechanical Engineer, and Weapons


Engineer only (+5%)


Medical: Criminal Sciences & Forensics, and First Aid, and Holistic Medicine(all), Acupressure, Acupuncture only.


Military: Any


Physical: Any, (+10% where applicable)


Pilot: Any


Pilot Related: Any


Rogue: Any (+10%)


Science: Chemistry, and Math-Basic only.


Technical: Any (+5%)


W.P.: Any


Wilderness: Any (+5%)


Secondary Skills:


Oxygen Conservation: Base Skill: 30% + 5% per level of experience. (42%)


Research: Base Skill: 35% + 5% per level of experience. (47%)


Computer Operation: Base Skill: 60% + 5% per level of experience. (72%)


Computer Networks: Base Skill: 55% + 5% per level of experience. (67%)


Lore - Megaverse: Base Skill: 50% + 5% per level experience. (62%)


Lore - Sea: Base Skill: 50% + 5% per level of experience. (62%)


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 - 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 - 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%)


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%)


Special Martial Arts Form:


Art of the Strider


Entrance Requirements:


No Attribute or Alignment restrictions. (Must be a Strider)


Skill Cost: 10 Years Origin: Moralos Island


CHARACTER BONUS:


+9ps, +10pp, +8pe, +28spd, +5me, +200I.S.P., +50P.P.E., +50H.P., +120S.D.C., x4Chi


COMBAT SKILLS:


Attacks per Melee: 7


Escape moves: Roll with Punch/Fall/Impact


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


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


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


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


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


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


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


SKILLS INCLUDED IN TRAINING:'''


Martial Art Powers Automatically receives the Special powers of Chi Defense, Chi Relaxation, Sense Chi Abilities, Dragon Chi, Essence Fireball/Ice bolt/Spark ball/Man bolt. Select a total of (12) powers from among Body Hardening Exercises, Martial Art Techniques, and Invisibility Arts, (15) Chi, (6)Kata, ( 3) Zen , *(5) Psionic Powers from (each category),and Ki Manipulation. If desired, any number of Powers can be traded one-for-one for any Basic Skill Program (excluding physical). Recommended Martial Art Powers are: Chagi, Combination of Winter and Summer Training, Iron Hand, Kihapsul, Kyukpasul


Code of Honor: Strider Code


Language Skills: Japanese(Stage 4), Chinese(Stage 4), English, Tibetan, Battle, Moralos


Physical Skills: Climbing, Prowl , Acrobatics, Gymnastics, Running, Basic: Swimming


Philosophical Skills: Bushido, Zen, Go, Chess


Survival Skills: Fasting, Wilderness Survival, Fishing, Hunting


Temple Skills: Meditation, Acupuncture, Acupressure, Shiatsu, Massage, Holistic Medicine, Recognize and Use Poison, Calligraphy , Biology, Xenology


Weapon Katas : WP cipher-paired, and Swordsmanship/ weapon mastery+2lvs, WP Sword-paired, WP Knife-paired +2 of choice.


LEVEL ADVANCEMENT BONUSES


1st = + 3p 4d 2s/r 1b/disarm/throw back flip/int crt/ko beh dthblow20


2nd= + 2dmg/p 1a/r/d/int 3throw


3rd= + 1a/r/dis/int crt/ko19 +1d6 damage Fireball/Ice bolt/Spark ball/Man bolt


4th= +1p/b/back flip 22/throw/chi/Atemi/damage 3int


5th= + 1a/d/int x2chi 3dis crt/ko18 +1d6 damage Essence Fireball/Ice bolt/Spark ball/Man bolt


6th= + 1s/b 2p/d/body/mar/ki/chi/Atemi 3throw +1d6 damage Essence Fireball/Ice bolt/Spark ball/Man bolt


7th=


+1a/p/d/int/back flip 2s/chi/ki/Atemi dthblow19 +1d6 damage Essence Fireball/Ice bolt/Spark ball/Man bolt


8th =+ 1b/a/int/dis 2p/d /throw 3r/damage crt/ko17


9th =+ 1a/r/int 2dmg 3b/dis crt/ko16


10th= + d/b 2s/chi/Atemi/body/mar +1d6 damage Essence Fireball/Ice bolt/Spark ball/Man bolt


11th= +1int 2a/p/d/ 3b x2choi


12th= + 1b/throw/dis 2s/damage/zen/inv/chi/ki


13th= + 1a/p/d/int/throw 2damage/dis/chi/Atemi +1d6 damage Essence Fireball/Ice bolt/Spark ball/Man bolt learn continuous chi mask


14th= + 1b/throw/dis 2zen/inv/body/mar +1d6 damage Essence Fireball/Ice bolt/Spark ball/Man bolt learn permanent yin/yang kata


15th= + . a/int/ps/pp/pe +2p/d/s/r/b/throw/dis/body/mar/chi/Atemi/invis/Zen/me/iq/spd 4damage crt/ko15 dthblw18 +2d6 dmg Essence Fireball/Ice bolt/Spark ball/Man bolt learn to assume pure chi form 20hp/scd/mdc/chi/isp/ppe


Special Martial Abilities:


The "Essence Fireball/Ice bolt/Spark ball/Manna bolt:"


As it is known, this technique is the concentration of mind and body on focusing Chi into a destructive force. The result is something like plasma, except that it is mystical in nature.


Fireball: 1d6 damage to SDC, Hit Points, and Chi. A regular Fireball uses up 2 Chi, and any extra chi points used will add damage to either SDC or Chi on a 1 for 2 bases. Only martial art Strike bonus can be used; however there is a +3 to strike because it is partially mentally directed. If the victim parries he takes half damage anyway. Also he cannot roll with the punch regardless of whether he parried or not. For every level of the Strider student, damage is increased by one. The range of the fireball is 20 feet, plus 2 every level. The Fireball takes up 2 actions.


Against non organic substances, the fireball becomes especially destructive. Multiply all damage by 2. The Strider master can only use the fireball 4 times per round.


Invulnerable characters are especially vulnerable to the fireball, taking quadruple damage and save vs pain at -4 or be dazed(-6 to hit, parry, and dodge, and lose init. and half their attacks for 1d6 rounds). Characters who are immune to fire still take damage.


The fireball can be used in place of a parry, meaning that he has a chance to strike his opponent before he himself is hit, thus disrupting the attack. The parrying fireball can only be used against somebody attacking from long range doing something like a jump kick or leap attack, but gains an additional +3 to strike and the attacker cannot defend.


5th level the Strider Master can maneuver the fireball, gaining an extra attack at 5th level and every 2 levels afterward.


Battle Aura(Superior):


100+100 (SDC/MDC)/level


Chi Cost: 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 emitters light equivalent to true sunlight up to 1000ft radius, 12dmg from touch/chi invested


Duration: 4hours+1hour/chi invested, absorbs 15chi either positive or negative chi/chi point invested.


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


Ragnarok: This is a technique that summons into existence for 1 attack 4 exact copies of yourself, 36hit


Chi Cost: 100


Damage: +6d6+ps damage per hit can be layered with other techniques, never misses, must be first attack of the round


Formation A: This is a technique that summons into existence for 1 attack 4 exact copies of pet bird, 36hit


Chi Cost: 200


Damage: +6d6+ps damage per hit can be layered with other techniques, never misses, must be first attack of the round


Formation B: This is a technique that summons into existence for 1 attack 4 exact copies of pet cat 36hit


Chi Cost: 200


Damage: +6d6+ps damage per hit can be layered with other techniques, never misses, must be first attack of the round


Legion: This is a technique that summons into existence for 1 attack 4 exact copies of pet bird and cat, 36hit


Chi Cost: 400


Damage: +6d6+ps damage per hit can be layered with other techniques, never misses, must be first attack of the round


Chi Awareness:


Chi Relaxation (positive):


Defend against Chi Attacks (positive):


Dragon Chi or Fu Zhensong (positive):


Negative Chi Control


Control Negative Chi:


Activate Negative Chi:


One Finger Chi or Negative Empty Chi


Dark CM or Chakuri-Chi


Vacuum Blades


Cost: 10 PPE.


Requirements: Chi Control, minimum 7 attacks.


Damage: 1d4x5 per level experience.


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


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


Find Weakness (neutral


Channel Chi


Chi Weapon


Bean Jam Blowout


Cost: 50 Chi.


Range: 10ft per level of experience level.


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


Butterfly Kiss


Cost: 30 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 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).


Stinging Fist


Dimensional Cloak


Cost: 20 P.P.E./Chi/I.S.P.


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.


Hidden Weapons (Lesser)


Cost: 3 P.P.E./I.S.P./Chi per summons.


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


No-Shadow


Shintai no Chushin wo Tadasu


Mei Hua Kung Kung / Mui Fa Gung Gung (Plum Flower Post Training)


Makko Ho (Meridian pair stretches)


Junan na Shintai


Wrist Hardening:


Kick Training Practice or Chagi:


Blind Fighter Training:


Reflex Training:


Speed Training


Punch Training


Body Training:


Endurance Training:


Tie Zhou Kung (Iron Broom Training):


Tie Tou (Iron Head):


Tie Gwong Kung (Iron Forearm Training)


T'ieh Chi Kung (Iron Foot Training)


Steel Feet


Shiko:


Teppo:


Arm Strengthening:


Steel Hand:


Standard Equipment Carried:


Cypher (and the actual weapon): The cypher is both the symbol and special weapon of the striders. Although not all striders use this weapon all striders do have a basic knowledge of how to use it. The cypher is a long sword with 2 handles. The handles are set to form an "L" shape if the blade were removed. The blade is set at the bottom of the "L" shaped hilt. The sword is usually used like a tonfa or night stick by way of holding the handle that sticks out from the side. This unique redesign of a long sword allows for both slashing attacks and piercing attacks. And with the advancement of technology the sword has become a truly devastating weapon.


Bonuses: +2 to strike and parry at level 1 an additional +2 to strike and parry at level 3, add another +I at levels 7, 11, and 14. Those not proficient in the weapon are at a -4 to using it. The cypher is also called a plasma sword since its blade can conduct plasma energy along its blade. Unlike other weapons that may be like this the sword never seems to run out of power which adds to its deadly capabilities. The blade can be held, and sheathed, but the second it is swung or used to attack the blade becomes active. Note though that there is a variant out there that is a double ended cypher, which is simply 2 cyphers connected at the ends.


Primary Purpose: Close Combat, Minor Ranged Combat Capabilities.


Mega-Damage: 1d10x 10, can fire a small bolt of plasma that does only 1d10x 10MD. Inactive the blade can do 1d10x 10MD.


Rate of Fire: Equal to the wielders number of attacks.


Effective Range: Close Combat unless throw, Plasma Blast Range is 1000ft.


Payload: Effectively Unlimited


Powers:


Targeted Reflection:


When 15 PPE is channeled into the weapon, the weapon can be used to parry energy blasts and attacks back at the originator. The wielder of the weapon makes a parry roll with a +3 in addition to any other bonuses with the weapon. If a successful parry is made, then if the roll is 13 or greater the blast is sent back to the attacker. Unless they expect it, the attacker can only dodge or parry with no bonuses. The wielder can bounce the attack at a different target but needs a 16 or greater without bonuses. Only energy blasts, including magical, can be directed back at the attack but can deflect projectiles harmlessly away. The enchantment lasts for 6 melees/1.5 minutes


Combat Boosting: When 40 PPE is channeled into the weapon, the weapon greatly boosts the combat speed of the wielder. When this is activated, the weapons damage increases to 6D6 for each hit. In addition, the character gets double the normal number of attacks with the weapon only (does not count for another weapon if using two weapons with paired weapons). The blade comes in at an unexpected high speed and is -5 to parry. The enchantment lasts for 12 melees/3 minutes


Lightning Arc:


When 30 PPE is channeled into the weapon, the weapon can fire multiple lighting arcs from the blade. The wielder can fire one lightning bolt for each hand to hand attack with a range of 600 feet (183 meters) and inflicts 4D6+12 per lightning arc. Wielder has +4 to strike targets within 100 feet (30.5 meters) but has only +1 to strike targets beyond that. The enchantment lasts for 6 melees/1.5 minutes


Armor Penetrating: The sword will bypass the A.R. Rating of its target. The weapon will seek the gaps and chinks in body armor. When used against creatures with A.R. Ratings, the weapon will simply goes through the creatures defenses.


Turn Wielder Invisible: The Sabre turns the person holder the weapon invisible. If another person is grabbing the handle, they can be turned invisible as well but as soon as they let go of the sword, they will become visible again. The sword's enchantment acts as Invisibility: Simple and the wielder can attack and remain invisible. Attackers will be at -5 to parry and -10 to parry and dodge if they do not have the ability to detect the invisible. In that case, they have no penalties. The invisibility can be activated up to four times per day and has a duration of the invisibility is 15 minutes each time it is activated.


Indestructible: Cannot be destroyed by any means except for possibly in the hands on an alchemist


Physical Transferal (Lesser): This enchantment is more common than the one which some Western Empire Alchemists know but is still quite effective. The weapon transfers half the damage (S.D.C. / Hit Points) it inflicts against the opponent to the wielder. Does not include damage inflicted against unless a living being. The transfer is much shorter in duration than the greater ability and lasts for as many melees as the wielders P.E. (I.e.: PE: 15 will last for 15 melees.) Any damage inflicted on the wielder is inflicted against the stolen S.D.C. and Hit Points first.


Turns into a tattoo on the forearm when not needed


Bonuses:


Gives +1 to strike. Weapon can also be used to parry energy blasts but gets no special bonuses to parry (Gets normal hand to hand bonuses)


To Activate: 40 I.S.P. or Light Blade (20 P.P.E.)


P.P.E. to Create: 120


Spells Need to Create: Light Blade (20) and Globe of Daylight (2)


Physical Requirements: Handle and two diamonds worth 1,000 credits or greater each


Time to Create: 8d4 hours


Scythe Hook:


A Strider's secondary weapon and climbing tool. Stored in left shoulder holster.


Primary Purpose: Climbing, Close Combat.


Mega-Damage: 1d6


Total Bonuses to Strike with this Weapon: +5 to strike


(10) Plasma Grenades:


A back up concussion weapon. Stored in utility belt.


Primary Purpose: Demolition


Mega-Damage: 5d6MD per 12 ft area.


Effective Range when Throwing: 40 yards


Payload: Carries around 10 plasma grenades.


Total Bonuses to Strike with this Weapon: +5 to strike


Steel Tree Forged SC Penetrator III Compound Snap-Bow: (Telescopic [12x]/Thermo/IR gun scope mounted on it)


This is a large compound bow, with burnished gray metal colored, lined with veins; the "snap-arms" on this weapon are arranged in a double pivot structure to give easier pull but more snapping power. It can also be loaded and locked into firing position and carried until needed. Or the bow can be folded down to 1/3 its size when it is not needed. A bow made from forged Steel Tree requires a P.S. of at least 21, or having augmented bionic (P.S. 18), robotic (P.S. 15) or even Supematural Strength (any P.S. above 6) to use it. Combine that with arrows made of Steel Tree and it is a mighty projectile that will hit with the velocity of a small gauge rail gun round.


It also does 1D8 damage as a clubbing weapon.


Range: 2,320 feet.


Weight: 10 pounds.


Length: 4 feet.


Damage: 3D10 +20,


Rate of Fire: Standard, see the archery skill.


Cost: 1000 credits.


(10) Each Steel Tree/Wooden/Iron/Silver/Copper/Steel tipped barbed Arrows +1D10 M.D.C. damage


(10) Each Wooden/Iron/Silver/Copper/Steel tipped barbed Arrows +1D10 S.D.C.


(5) Explosive tipped Arrows 1d6x10 S.D.C.


(5) Explosive tipped Arrows 1d6x10 M.D.C.


10each steel/iron/silver/wood throwing knives (26damage)


10each steel/iron/silver/wood throwing knives (26damage) with the orgasm spell on it


10each steel/iron/silver/wood throwing knives (26damage) with the ecstasy spell on it


20each silver/wood/iron/steel throwing stars (1d4damage)


20each silver/wood/iron/steel throwing stars (1d4damage) with the ecstasy spell on it


20each silver/wood/iron/steel throwing stars (1d4damage) with the orgasm spell on it


(1) Set of hand and foot spikes<+40% climb skill +1d6*10 damage combat


Strider vest: Made of reinforced cloth and leather, it gives to a Strider AR 5.


Strider Armor:


This is a set of personalized custom armor. The armor is in the form of a Shimmering silvery green color ninja garb, but individual customizations are allowed. The light weight cloth like armor offers incredible protective capabilities. M.D.C: 200 F.F. + O.P. field +magnetic coating + thermo late and kinetic suit ½ damage from kinetic/heat/cold/energy attacks no prowl penalty


Armor regenerates 2D6x10 points of damage per minute. Armor will regenerate if brought below zero S.D.C.


Armor and Wearer are impervious to both normal and magical fire. The Armor turns into a series of green tattoos when not in use


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


Special Features:


Wearer can cast the following spells at will (equal to a tenth level spell caster):


Tongues


Eyes of Thoth


Shadow Meld


Chameleon


Breath without Air


Invisibility: Lesser


Fly as an eagle


Wearer can cast the following spells up to 10 times per day:


Time Slip


Impervious to Energy


Impervious to Fire and Heat (just consider it a combination of the two separate spells).


Impervious to Cold


D-Phase


Invisibility: Superior


and four others that can be selected by the Arch-Mage when he creates the Armor. These selections can be changed only by the creator of the Armor, and only with very good reason for the change.


Sharp Ridges: The armor plates edges are razor sharp and can cut those who are not careful. Anyone attempted a punch, kick, or grab without some form of protection will get cut. Person attack will have 1D4 points of damage inflicted against them. This is SDC damage and does not become MDC damage in MDC environments.


Forearm Claws (3 each forearm): Similar in abilities to Griffon Claws and inflict 4D6 per double claw swipe in addition to any strength or other bonuses. Weapon inflicts S.D.C. normally but will inflict M.D.C. in M.D.C. environments. Claw can be used to parry with +1 to initiative and climb with +10% to climb rolls. Unlike griffon claws, the claws are not indestructible; however, the claws can only be damaged by magic weapons and are considered of master quality. If a claw is destroyed, it will regenerate within ten minutes unless the armor is destroyed.


Burst into Flame and Flame Bolts: The armor may burst into flames up to three times daily and has duration of 12 minutes each time. While the armor is flaming, unlimited fire bolts can be thrown. Burst into Flame ability is similar to the fire warlock spell of the same name. The magical flame adds an addition 100 S.D.C. (M.D.C. in Rifts) which all damage is taken from first. The armor's A.R. Rating is also increased by two points for an A.R. Rating of 20. Punches, Kicks, and attacks from the built in forearm claws inflict an additional 3D6 S.D.C. (M.D.C. in Rifts) and any else that attempts to make physical contact (Touch, grab, punch, or kick) on the blazing armor will have 3D6 S.D.C. (M.D.C. in Rifts) inflicted on them unless they are impervious to fire. In addition, there is a 50% that the armor will set on fire any combustibles that it touches. The wearer of the magic armor is unaffected by the magic flames and can see clearly. The ability to throw Fire Bolts can be done as long as the armor is blazing and each fire bolt requires one melee attack to throw. Fire bolts can be thrown from either hand and they have +4 to strike. Each fire bolt can be thrown up to 160 feet (48.8 meters) and inflict 5D6 S.D.C. (M.D.C. in Rifts)


Camouflage: Armor has the ability to blend in with its environment. Not as complete as the spell Chameleon but always on. Camouflage gives a +10% bonus to prowl and -20% against detection rolls such as the detect ambush skill.


Environmental: This enchanted on armor is very similar in nature to the "Environmental Tent." The magical feature will protect the wearer from most weather and keep a comfortable temperature of around 70 degrees Fahrenheit (21 degrees Celsius). It protects from both heat and cold, making them popular in northern areas, jungles, and deserts. While the armor will protect the wearer from rain, it will not protect the person from getting wet if they are immersed in water such as from crossing a river or from getting caught in flooding water. It will still keep the wearer at a comfortable temperature and when the person is no longer immersed, all water soaked into the armor (but not other garments) will be repelled to the outside of the armor and drip off. The armor will not provide protection from drowning or from gas attacks. This feature is only available on full suits. The armor is designed to repel dirt and to magically stay clean.


(Converts to a series of tattoos on characters body when not in use)


Special Bonuses:


Adds +15 points to P.S. and then converts that total to Supernatural Strength (with or without the armor "engaged").


The Wearer has all standard optical capabilities (thermo-graphic, passive infrared, light intensification, etc...), and all magical sensing ranges of the Mage are multiplied by 10.


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, blue, and red are the most common.


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.


(1) lg. flashlight, (1) pen flashlight, pocket laser distancer,


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


(1) 2 man Collapsible Tent


(1) Bedroll


(1) Set of superior lock picks,


(8) Sets of fully reversible gimmicked clothes,


(1) Ornate traveling robe and outfit,


(3) Silk kimonos and a pair of black clothing with tabi boots


(4) Small pouches,


(1) Thieves’ tools set


(1) Water skin,


(16) Days rations.


Felinoid Biomech


Felinoid Biomech


Alignment: Familiars are typically Unprincipled, while those found in the wild are Anarchist.


Attributes: I.Q. : 7, M.E. : 22, M.A. : 19, P.S. : 37, P.P : 30, P.E. : 36, P.B. : 16, Speed : 110.


M.D.C.: 290.


S.D.C.: 192


Hit Points: 348


AR: 14


Horror Factor: 9Size: One foot (0.3 m) tall at the shoulder, and 3-5 feet (0.9 to 1.5 m) long from the tip of the nose to the end of its tail (half that length being the tail.)


Average Life Span: 40-60 years in the wild, but as a familiar they can live twice as long.


Natural Abilities: Excellent normal vision and sees in the infra-red spectrum with a range of 1000 feet (30.5 m), natural radar with a range of 2000 feet (305 m) but is completely fouled up by rain, snow, and dust storms. Strength is equal to Robotic, and they have natural weapons described below under damage. The Saurian Biomech is also able to integrate additional mechanical items as part of its body, but they cannot exceed 10 items total. These additions can be anything from weapons, like an ion or laser rod, to optics and sensory enhancements like those found in the Rifts® Bionics Sourcebook. The Biomech can integrate cybernetic within 1D4 days and does not require surgery. The Felinoids also have one, small built-in storage compartment that can hold small items like credits and gems. The container is only 6 inches long, by 4 inches wide and 4 inches deep. The Felinoid’s tail is prehensile and its clawed fingers allow the Biomech to pick up and handle items with the same articulation as a squirrel or raccoon. Recovers lost MDC. at a rate of 3d6x6 per every 12 hours, twice that if it has metal scraps to absorb and incorporate into its body. It may feed on small metal scraps, bionic parts, metal shavings and iron dust particles, but its primary food in its natural environment is other small Biomech animals. Attacks per melee: 6


Bonuses (in addition to attribute bonuses): +3 on initiative, +10 to strike, parry and dodge, +10 to save vs. horror Factor, resistant to heat and cold (half damage) and is impervious to diseases that afflict flesh and blood animals


R.C.C. Skill Equivalents: Acrobatics (all) 55%, Climb 65%/55%, Land Navigation 60%, Palm 50%, Prowl 50%, Swim 70%, and Track by smell 45%. Skills do not improve with experience.


Magic: None. P.P.E.: 296


Psionics: None, however due to the alien nature of their minds they save as if they were Minor Psychics (12 or higher saves). And don’t forget about the link that all familiars share with their human partners.


Habitat: Found in their native dimension only, on a half dozen worlds.


Languages: None. They have a synthesized growl, purr and a high-pitched chirp, but it’s only used when they engage in combat, as a warning, or when seeking to attract a mate. Familiars tend to be vocal and respond to their master when spoken to


Enemies: The Felinoid Biomech is a small predator in its native dimension, so it only has to fear larger Biomech predators.


Physical Appearance: The Felinoid looks like a small Black Panther with a set of tiny sharp teeth, clawed toes, and lashing tail. They have silver or chrome colored metallic skin, with streaks of black or dark blue that look like fiber optic cables running over their bodies.


Value: None; Felinoid Biomechs cannot be domesticated; However, as a familiar they garner as much as 50,000-70,000 credits.


Note: All Biomechs sustain themselves with a diet of other inorganic matter, preferably something with a high iron or nickel content.


Avian Biomech


Avian Biomech


The Avian Biomech hails from an alien dimension populated by biomechanical life forms. They have a high animal intelligence and are very loyal to their master, this biomechanical bird is metallic with silicon chips and hydraulic fluid. They make great “eyes in the sky” and are a tremendous help to Shifters and Artifact Hunters who are more prone to combat than other men of magic. Like its cousin, the Saurian Biomech, the Avian is capable of adding cybernetic enhancements to it.


Alignment: Familiars are typically considered Scrupulous (50%) or Unprincipled (50%.), while those found in the wild tend to be Anarchist.


Attributes: I.Q.: 8 (animal), M..E.: 34, M.A.: 20, P.S.: 19, P.P.: 30, P.E.: 36, P.B.: 18 Speed: 24 the ground, but Flying: 120, approx. 82mph


M.D.C.: 300


S.D.C.: 120


Hit Points: 180


AR: of 13


Horror Factor: 9


Size: Around one foot (0.3 m) tall, but they can have a six foot 1ong (1.8 m) wingspan.


Weight: 15-25 pounds (6.75 to 11.25 kg).


Average Life Span: Typically 200 to 300years in the wild, but familiars tend to live three times as long.


Natural Abilities: Telescopic vision, can see a dime clearly to two miles (3.2 kin) away. Natural radar with a range of 2000 feet , but is completely fouled up by rain, snow, and dust storms. Strength is equal to Robotic, and they have natural weapons described under damage. Burst of speed 6 times per day the Avian Biomech can triple its SPD for a duration equal to its PE. in minutes. It is also able to integrate additional mechanical and bionic items to its body but they cannot exceed 10 items total. These additions can be anything from weapons, like an ion or laser rod, to optics and sensory enhancements like those found in the Rifts® Bionics Sourcebook. The Biomech can integrate cybernetics within 1 day and does not require surgery. Recovers M.D.C. at a rate of 3d6+6 per every 12 hours, twice that if it has metal scraps to absorb and incorporate into its body .It may feed on small metal scraps, bionic parts, metal shavings, and dust particles, but its primary food in its natural environment is other small Biomech animals.


Attacks per melee: 6


Bonuses (in addition to attribute bonuses): +4 on initiative, +11 to strike and disarm, +9 to parry with its feet, +10 to dodge, though when they are at maximum speed they are +13 to dodge, +10 to roll with punch, fall or impact, and +11 to save vs. Horror Factor. Impervious to diseases that afflict flesh and blood animals.


R.C.C. Skills: Track by sight: 52% (+10% to track animals), Land Navigation 75%, Prowl 55% and Tailing (from Surveillance Systems) 77% (+10% if the Avian actually has sensors and/or optics or surveillance systems built into it). Skills do not improve with experience.


Damage: Claws do 1d10 M.D.C. in addition to Robotic Strength; Beak or Bite does 5d6x10 S.D.C./Hit Points damage. They are also able to whip four of their Metallic Feathers at a time (or individually) as hurled daggers. Damage is 2d6 M.D.C. per feather dagger. The Avian has 120 of these feather daggers and regenerates spent ones at a rate of 1d6x4 per 24 hours. Feather daggers have an effective range of 2000 feet (609 m) and are +3 to strike.


Magic: None. P.P.E.: 300


Psionics: None, however due to the alien nature of their minds they save as if they were Minor Psychics (12 or higher saves). And don’t forget about the link that all familiars share with their human partners.


Habitat: Primarily found in their native dimension only, on a half dozen worlds.


Languages: None. They have a synthesized high chirp, but it’s only used when they engage in combat, to sound a warning and when seeking to attract a mate. Familiars understand their mortal partners completely and clearly, and respond when spoken to


Enemies: None known, presumably none as it is the dominant predator on its own world


Physical Appearance: The Avian Biomech looks like a mechanical bald eagle. It has a metallic sheen around the head and claws, with metallic feathers the color of aluminum and bronze. The metallic color is offset with an emerald green pattern of fiber optic bands that adorn the metallic bird,


Value: None. Avian Biomechs cannot; be domesticated under normal circumstances. However, a baby may be sold for the purpose of becoming a Shifter’s familiar for as much as 50,000 to 100,000 credits.


Note: All Biomechs sustain themselves with a diet of other inorganic matter, preferably something with a high iron or nickel content. The Avian Biomech typically hunts for small Biomech animals in its own world, so a good substitute is a spent E-Clip, scraps of armor and tin cans.


Heavily Modified Tarantula Combat Jump Bike (indestructible)


Height: 4’1” Width: 3’10” Length: 8’7” Weight: 1ton


Max Speed: 400 mph Cruise Speed: 200 mph Brake: 100- 0 75ft (2 act)


Accelerate: 0 – 100 75ft (2 actions) 2 man seater


Jump: (jump jets 3) 9ft/mph or x2 SPD high and x3 SPD long


Power System: twin micro fusion (40year life each) with a TW backup


EMP hardened, Sonic Screen, Gravidic Dampeners, Inertia Dampeners, Kinetic Dampeners, Multi-Gyroscopic Balancers, D-Phase Force Field (1hour duration),


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


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


Twin D-Beam Blasters (disguised as Green Lasers)= 1d20x20/blaster +5 strike 6000ft unlimited ammo draws from fusion power system


Turreted Entropic Blaster (disguised as Black Laser)= 1d20x10 +5stk 6000ft 180 degree range Unlimited ammo draws from fusion power system


Smoke Screen= 50’x50’x50’ area +10dodge & +5strike, -5 to parry dodge or strike user, Duration: 2D4 Minutes Payload: 200 shot


Oil Slick= 50’area -6 Parry/dodge/strike 30% chance slip with every move, -25% sense of balance, takes d4 melee actions to get up again, 30% chance of failure, vehicles: -10% control roll/ 10 mph, Duration: 2d4 minutes, Payload: 200shot


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


NE-HC-120 "Shadow" Combat Hover cycle


The extreme popularity of hover cycles in North America has led Naruni Enterprises to market several models on Earth, including the Shadow. This cycle is sleek, black with blue, gold or crimson trim, highly maneuverable and designed for stealth. It is faster than many Earth models yet makes only one tenth the engine noises as a result of special filters and mufflers; To aid the pilot in high speed flying. when quiet is not an issue, the vehicle is equipped with twin jet engines that send it rocketing through the sky. A very sophisticated anti-collision radar system provides relevant course data to the pilot via a Heads up Display (HUD) visor that fits over most helmets or, in the alternative, on the windshield (though the windshield is an optional feature that many purchasers do without). The Shadow can stop or turn on a dime, even when flying at speeds of up to 300 mph (480 km).


There is more to being a stealth vehicle than silent running, and the Shadow incorporates various technologies to reduce the cycle's heat and radar signatures. This makes it very difficult to detect under normal conditions, and attempts to locate the hover cycle using radar and heat sensors suffer a skill penalty of -50% to accurately Read Sensory Equipment and make a clear identification of the Shadow or its exact location strictly using instrument readings. What's more, the hover cycle's engines run "quiet" (one tenth the engine noise of conventional engines) at speeds under 100 mph (l60 km) and have a "Whisper Quiet" mode at speeds of 40 mph (64 km) or less. 'Whisper Quiet" enables the pilot to drive the hover cycle with the barely audible hiss of the hover and directional jets equal to his Prowl skill, or at a base skill of 33% if the pilot lacks that skill.


Another unique feature of the Shadow hover cycle is its remote piloting capability. The vehicle has a sophisticated onboard computer that can fly the vehicle independent of a pilot, responding to a hailing frequency ('come and get me" signal) or a preprogrammed flight pattern, complete with rendezvous points, the length of the landing or hover time, and the next destination if the rendezvous is not met. This is typically used to provide the pilot with a ride at a specified time when he goes off on foot and to make a quick getaway. The combat programming is a basic and simplified version of what's deployed in Naruni Enterprises' Combat Drones. The Shadow is linked to its owner via a combination remote and homing module that is about the size of a cigarette lighter. Voice commands are used to direct the hover cycle to a specific location ("Advance 300 meters, turn left on Madison and stop at the security fence.") or the pilot's own current position by following the hailing beacon.


All of these systems make the Shadow immensely popular among espionage agents, spies, thieves, smugglers, raiders, assassins, special forces, mercenaries and adventurers with special needs for a smart, quiet bike.


This system is ideal for urban operations and visiting hostile environments where you would rather not be seen.


Want to visit the 'Burbs but need to avoid Coalition patrols, bounty hunters or a rival gang? Then the Shadow is probably your best bet. This vehicle enjoys widespread use throughout the Three Galaxies for similar operations and is ranked number one by three out of four military intelligence operatives.


Model Type: NE-HC-12O "Shadow"


Class: Stealth Combat Hover cycle.


Crew: One rider; no space for a passenger.


M.D.C. by Location:


* Large Hover Jet (2; rear): 90 each


* Small Hover Jets (6; undercarriage): 25 each


* Directional Hover Jets (6; tiny and concealed): 5 each


* Side Stabilizing Wings (2; small): 15 each


* Tail Fin (l; large): 50


* Forward Headlight (1): l0


* Forward Particle Beam Turret (l): 70


Windshield (l; optional): 20


Main Body: 210


* A single asterisk indicates small and/or difficult targets to hit and requires the attacker to make a "called shot," but even then he is -4 to strike. The driver, hunched down, low to the body of the hovercycle, is equally difHcult to hit and enjoys t.he -4 penalty to be shot.


** Depleting the M.D.C. of the main body completely destroys the vehicle.


Speed:


Flying: 300 mph (480 km), but cruising speed is considered to range from 40 to 100 mph (64 to 160 km). VTOL capable, it can hover stationary; retractable landing gear. Maximum altitude is limited to about 10,000 Feet (3050 m), and the cycle can handle drops of up to 4000 feet (1219 m).


Flying Range: The nuclear power supply provides the vehicle with decades of life. The Shadow can be flown continuously, and at top speed, for 36 hours without fear of overheating.


Statistical Data:


Height: 4 feet, 6 inches.


Width: 3 feet.


Length: 7 feet.


Weight: 620 lbs.


Cargo: None.


Power System: Nuclear, average energr life is 20 years.


Market Cost: 3.6 million credits. The nuclear power supply and built-in heavy weapons add to the cost, but are worth every credit.


Weapon Systems:


1. Light Particle Beam Turret (1): Built into the nose of the vehicle is a small particle beam turret. lt rotates 300 degrees and has a 40 degree arc of fire up and down. When in stealth mode, the gun arm folds back and up into a housing where the weapon is concealed and enjoys the benefits of the radar and heat masking shielding of the rest of the vehicle.


Primary Purpose: Defense.


Secondary Purpose: Assault/Anti-Aircraft.


Mega-Damage; 6D6+6 M.D.C.


Rate of Fire: Each blast counts as one of the pilot's melee attacks/actions.


Range: 1200 feet (366 m).


Payload: Effectively unlimited.


2. Light S.D.C. Machine-Gun (2): A pair of machine-guns are tucked under the nose of the hover cycle just behind the P-Beam turret. They are locked in a fixed forward position and intended for anti-personnel operations against unarmored opponents.


Primary Purpose: Assault and Anti-Personnel.


Secondary Purpose: Defense and Dog-Fights.


Damage: A single shot from one machine-gun inflicts 8D6 S.D.C., two simultaneous shots do 1D6x10 S.D.C., a short burst


of 10 rounds does 5D6x10 S.D.C. or one M.D. point and a heavy burst of 2O round does 1D6xlO0 S.D.C. or lD6 M.D.


Rate of Fire: A single shot or burst counts as one melee attack.


Range: 2000 feet (610 m).


Payload: 1200 round drum provides 60 heavy bursts or 120 short ones. Reloading a drum takes about 5 minutes for those not trained, but just one minute by a trained soldier.


3. Mini-Missile Pods (2): At the buyer's option, a pair of mini-missile pods can be attached to the sides of the fuselage to provide additional firepower. The problem is that the missile pods dramatically increase the overall radar signature of the cycle (reduce the Read Sensory Equipment skill penalty of the enemy to only -20% if the cycle is outfitted with mini-missile pods).


Primary Purpose: Anti-Aircraft.


Secondary Purpose: Anti-Armor.


Missile Type: Any mini-missile can be used, but we highly recommend the K-HEX high explosive (1D4x10 M.D.C.), armor piercing (1D4x10 M.D.C.) or plasma (1D6x10 M.D.C.).


Mega-Damage: Varies with the missile type.


Rate of Fire: One at a time or in volleys of 2, 4, 5 and 10.


Range: One mile (1.6 km).


Payload: 10 mini-missiles total; five per each launcher.


4. Sensors & Features of Note:


1. Stealth System: The Shadow employs the identical stealth technology as the NE·SA40 Stealth Exoskeleton. It is composed of radar absorbing materials, has a minimized radar signature about the size of a crow, and IR suppressors to defeat thermal imaging. These features combine to make the hover cycle (and body armor) almost impossible to detect with sensory equipment under normal circumstances. The size and nature of the hover cycle is such that it is not as effective as a man in a suit, but it still does the job well, making the heat and radar signals that may be picked up difficult to interpret and identify accurately. Attempts to locate the hover cycle using radar, thermal imaging (cannot be detected by thermal-imagers at ranges of 300 feet/91.5 m or more) and similar sensory devices incurs a penalty of -50% to the operator's Read Sensory Equipment skill. Note: To be effective, the pilot must also be wearing the Stealth body armor or similar suit that masks radar and heat, otherwise, sensors will easily key in on his body.


2. Remote Piloting Feature: A sophisticated combat program enables the cycle to fly independently, without any pilot, similar to a combat pod. Normally this feature is employed to summon the vehicle to its owner, which makes it excellent for quick getaways and second story work. To activate this feature the pilot must carry a cigarette lighter-sized remote and homing module. The program enables the vehicle to recognize, locate and avoid targets at a skill equivalent of 86%, as well as hide and Prowl at 40% and Land Navigation 90%.


3. Sensor & Piloting Bonuses: The Shadow hover cycle is equipped with advanced, computerized anti-collision radar that rapidly collates sensory data and displays the information on a heads-up display to aid the pilot in high-speed maneuvers and evasive action. Add bonuses of +2 to initiative, +2 to dodge and + 10% to piloting skill.

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