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Solar Eclipse



· Solar Eclipse

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

Name: Solar Eclipse

Race: Silhouette (HF 15) O.C.C.: TGE Agent(5)/Invincible Guardsman (11) Level: TGEA(5)/IG (11) Alignment: Aberrant

Age: 26 Ht: 6’0” Wt: 150lbs Gender: Male

P.S.: 198/200 P.P.: 45 P.E.: 80 Spd: 300/600 P.B.: 26 I.Q.: 30 M.E.: 50 M.A.: 28

H.P.: N/A S.D.C.: N/A M.D.C.: 1140/1240 I.S.P.: N/A P.P.E.: 2700 Chi: Save vs. Poison & Magic: +

Charm/Impress 80% Skill Bonuses: +16% Save vs. Coma/Death: % Trust/Intimidate: 98%

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

Running Speed: of X 20 = yards per minute (6000/12000) x .681818181818 = mph (204.55/409.09) yards per 15 seconds (1500/3000) yards per second (100200)

Swimming Speed: of X 20 = yards per minute (2388/2400) x .681818181818 = mph (81.41/81.82) yards per 15 seconds (597/600) yards per second (39.8/40)

Combat Stats:

SA: +29 to Parry +25toDodge +25 to Strike +39 roll with/punch/fall/impact 16 Attacks or (8x2 attacks) +9 to disarm +19 to Maintain Balance +20 on initiatives

+191/208 damage +208/225 to Damage on all hand and foot strikes regardless of form +194/211 to Damage with head strikes,

+193/210 to Forearm Strike Damage, Critical Strike on a natural 16-20 or from behind, knock-out on a Natural 16-20

Death Blow on a natural 19 or from behind

+2d6+200/202 to power punch, and power kick, and also lower the treat the characters hand attacks as if it were a P.V. of 2,

and the character can hit fist size targets without any penalties

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

+2 to Escape Neck Holds

+11 to save vs. Pain +10 to Back Flip +11 to throw +15 to Vault+2 to Hold/Lock, Pin/Incapacitate, or Entangle+ 4 to Grab +8to Somersault

This is a very old character of mine A Male Silhouette T.G.E. Agent (5)/Invincible Guardsman (11) aberrant alignment. I ran with him for several campaigns before I finally retired him used a picture direct from Dimensional Book 2 Phase world and then recolor it myself


For the picture; I just took what it said in the phase book about the way the race likes to dress and took it to its fullest extreme when making this character, even though I could not create the full effect of this character, this one also carried 5 cosmic weapons… that his had taken from Cosmo-knights he had personally killed and had a pair of ear-rings and a necklace made from the bronzed genitalia of the first ever Cosmo-knight he killed barehanded; as a open invitation to any and all to try to take them off of him if they thought they were bad enough to take them from him; I never found anyone who was ever successful at it before I retired the character


The cosmic Weapon were: a cosmic weapon sword, a cosmic weapon dagger, a cosmic weapon staff and a cosmic weapon hammer that he took off of Cosmo knights that he had killed, sort of as a open invitation to try to take them from him if someone thought they were bad enough to do it successfully


Solar eclipse started off as a T.G.E. Agent rather successful , until the fateful day he ran afoul of a ambush with a Cosmo knight in a ambush when he remembered that in his training he was told that Cosmo knights have a weakness for kinetic attacks, and killed the knight with his bare hands, and in reward for his services he was offered a chance to become a Invincible guardsman, which he gladly took , the genetic change brought out the full nature of the Shadow elemental in him and a startling change of the ability to also change into a Light crystal Form and fill control of the


Light spectrum and all of the abilities of a Shadow Warrior a well known psychic slass for the silhouette race.


Special O.C.C. Abilities:


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


Shadow black Intelligent sentry ball= <no cost> 1-6 +6/lv 1d20*50 10ftw beam 6000ft 5a +10p/s/int 500 MDC will attack all people not designated by creator as friendly can only face one direction.

Shadow black Intelligent seeker ball= < no cost > 1-6 +6/lv 500mdc used to seek out information and used to scout out areas can link to creator so creator can see thru their eyes totally in tangible

Shadow black Sonic boom: <no cost> 1/h 1-1d10x10 +1d10x10/Lv (120) 1-20ftr 4000ft +5s can be used to counter an attack if you have anticipation skill

Shadow black Sonic blitz: <no cost> sonic boom x10/h

Shadow black Fire ball: <no cost> 1/h 1-1d10*10 +1d10*10/Lv (120)1-10ftr 4000ft +5s can be used to counter an attack if you have anticipation skill

Shadow black Plasma blitz: <no cost> fireball x10/h

Shadow black Kinetic Charge: <no cost> weapon/armor/20ftr area M.D.C. touched +1d10x10 damage/act held only inanimate items can be kinetic charged any item so charged will gain a slight black film like aura around it and anything it touches other that if the charger is touching it then it explodes destroying the thing charged and possibly anything touched by it

Or the charger can deactivate it at will.

Shadow black Royal flush: <no cost> x10 power kinetic charge per hand used

Shikomi-zue= <no cost> 1/h-f P.S. +punch/kick +1d10/Lv (11)

Shadow black Rush bird= <no cost> bite +claw +1d10x10 +1d10x10/Lv (120) +5p/s/int

Shadow black Rush dog=<no cost> bite + claw +1d10x10 + 1d10x10/Lv (120) +5p/s/int

shadow black Shockwave= <no cost> 1-100ftr point blank range kb900ft +1d6*90

Shadow black Hadoken= <no cost> 1/h 1-1d4x10 +1d4x10/Lv (120) +knock down and knock back 1ft/damage point/level 4000ft +5s can be used to counter an attack if you have anticipation skill

Shadow Black Ultimate weapon: This power psionically creates 1 Weapon; of creator’s choice, made out of Mana per hand the character these weapons can never be knocked out of a characters hand, and can never be loaned to another person. Ultimate weapons can hurt anything no matter what immunities the opponent has. You have to have all other weapon powers before you can gain ultimate weapon.

I.S.P. Cost:No cost can be used at will

Duration:5min +5min/lv (55minutes)

Damage: 1d10*60 +1d60*10/lv (720) +5p/s/int can be linked to a regular weapon+5 Parry/Strike/Iniative

Shadow Black Ultimate Stars: This power psionically creates 3 throwing stars made out of Mana per hand the character has that can be thrown 1000ft +4 to strike with them. Ultimate stars can hurt anything no matter what immunities the opponent has. You have to have all other star powers to gain ultimate star.

I.S.P. Cost: None can be used at will

Duration:5min +5min/lv (55minutes)

Damage: 1d4*24 +1d4*24/lv (288) +5s/int can be linked to a regular star +5 Parry/Strike/Iniative

Psionic Power Abilities: The character is a master psionic and saves with a 5 against psionic attacks. In addition, the agent has a +4 to save against horror factor. At first level, the character can select four abilities from the category of Sensitive, three abilities from the category of physical, two abilities from the category of healing, and one Super Psionic Power. Every level above the first, character selects 2 powers from each of the physical, healing and sensitive categories and one from the super category. Select two additional powers from any category (Including super, Psi fighter, Oni ninja tech), at every level of experience.. The 1.S.P.: 6D6x10+me*100 +1d10*10+10 +1d10*10+30/lv And give the character all of the powers of The Shadow Warrior P.C.C.


(Special Note: Solar Eclipse has burned out all possible I.S.p. to make all psi powers he has to be used at will or always on)


Energy Resistance: The character takes no damage from the first 300 M.D. points of energy attacks in each melee round. The person is also invulnerable to stun-type energy weapons.

and after that only 1/10 damage from all energy attacks.


3. Other Abilities, Bonuses, and Things of Note:


Light Crystal Form: The transformed soldier can transform into a being of pure living photonic crystal energy (light energy), able to fire, crystal shards, laser beams and fly? Add 250 M.D.C. +2 to P.S, and regenerates 1D6x10 M.D.C. per minute/hit auto, or 2D6x10 M.D.C. if exposed to full sunlight (not the light of distant stars). The color of the Light crystal body can be any of those found in nature, and even a few colors that aren't. The benefits of this transformation are increased strength and durability, plus the ability to amplify energy expulsion powers to some degree. The character can fire crystal shards do 2D6 M.D. plus 2D6 M.D. per level (range: 1000 feet/305 m), and laser blasts inflicting 4D6 M.D. plus 2D6 per level of experience (range: 2000 feet/610 m). In light crystal form, the character can fly at 1250 mph. In space, the guardsman can fly at the speed of light for short periods of time (1 minute/4 melee rounds per level of experience).


Alter Physical Structure: Light Crystal


Automatic Powers: Imperious to lasers & light, Run speed × 2.5 (glows faintly while running [about 5 watts]), night vision 1000 ft., extraordinary vision (10× better). Undead & Supernatural Intelligences take double damage from all levels.


1. Natural Armor Rating and Immense S.D.C. and Increased Mass and Strength::


The character can turn his body into organic light crystal and/or diamond. He's got an A.R. 16 and S.D.C. of 950 (that's the total damage capacity, not a bonus). The character recovers 1D6x10 M.D.C. per minute/hit auto, or 2D6x10 M.D.C. if exposed to full sunlight (not the light of distant stars).


The character takes no damage from cold, ice, heat, lasers, or radiation attacks (though the radioactive fire is still a little harmful), plus the character radiates no heat and tends to disperse it quickly. Darkness, sonic and vibration attacks do double damage due to the crystalline molecular structure, and the character's A.R. is nullified by them! The character takes normal damage from most other attacks, so long as they overcome the A.R.


Only Extraordinary, Superhuman, and Supernatural strength can damage the character when using hand to hand attacks. In the first two cases full damage is inflicted only when the A.R. is overcome. For Supernatural strength this is true also, but with this much strength penetration rolls that fall under the A.R. will do half damage (unless parried or blocked).


The character takes full damage from explosions, Gas, ingested drugs, psionics, and magic have full effect. Also, the character can withstand underwater pressure up to 200m and can even survive in a vacuum until his air supply is gone.


Strength in the crystal form is considered Supernatural and jumps to 16+1d6 (if the P.S. is higher than 14 just add in the +1d6+2 bonus). All hand to hand attacks do an extra +1d6 damage


2. LEVEL 1: Light Burst


As per Energy Expulsion: Light (+1 wild, +3 aimed), but only does 1D6 M.D. per 2 levels, (11) and doesn't include light radiation power


MANIFESTATION


Initial- takes one action [sunbeam illuminates character, then concentrates on hands]


Constant- hands glow white (about 15 watts)


REQUIREMENT: 1 action (power up)


3. LEVEL 2: Light Refraction


Character can divert light and laser beams as an auto parry (natural roll +4). By using an action, he can redirect it at a target, even with a 180° reflection. This includes redirecting his own light burst (as an extra action). He can also use this power to make himself (only) invisible to mirrors and cameras/monitors


MANIFESTATION


Initial- takes one action [cross wrists with fists clenched, Character emits a bright flash of light]


Constant- hands no longer glow, but eyes glow (character's choice of color; can be changed at will)


REQUIREMENT: 2 actions at Level One


4. LEVEL 3: Light Aura


Character glows white (400 watts). Light aura protects against all attacks except those that affect the mind (but gives +4 to save). The aura has 25+25 M.D.C. per level, (300) and regenerates 25 M.D.C. per melee. While light aura is up, strength becomes supernatural. Hitting the glowing character is difficult, due to the glare (unless wearing polarized lenses, others are -2 to hit ranged, -5 to hit if within 50 ft.)


MANIFESTATION


Initial-takes 2 actions [50 ft. around character grows dark as he seems to "absorb" the light. Normal illumination of area returns immediately]


Constant-Character glows (cannot shut it off without dropping this and higher levels of the power)


REQUIREMENT: 2 actions at Level Two


5. LEVEL 4: Light Speed


Not truly light speed (3×108 m/s), but actually Mach 3 flight and the capability to maneuver at that speed. +2 attacks, +4 initiatives, +4 strike/parry/dodge. Supersonic Ram at 800+ mph does 4D6 M.D., body block does 1D6×10. Light aura prevents character from taking ram damage.


MANIFESTATION


Initial- takes 2 actions [10 illusions appear on each side of character. Illusions slide sideways until they all overlap the character.]


Constant- Character leaves a rainbow trail as he flies (as per LIGHTSPEED of Power Pack)


REQUIREMENT: 3 actions at Level Three


6. LEVEL 5: '''Advanced Energy Expulsion '''Laser Blast:


Character can fire huge, devastating laser beams from his chest and arms together. Damage is 1D6 × 10 M.D. / level. (110) Strike is natural roll + 10, but due to the beam's size and its obvious power-up, man-sized or smaller (8ft.) targets are +5 to dodge. Beam can only be fired twice per melee, but can be combined with other actions. Characters with this minor power have more control over their attack powers than most others. They are able to regulate damage in 1d6 increments at level one, plus they can perform the dual attack normally avaliable at level three. In addition, this minor power gives the capacity to twist the attack powers in new ways. For lack of a better term, call them 'special effects'.


Although the special effects here can be applied to any attack power, they can only be used to enhance one such attack power at a time (GMs might ignore this, depending on what players want to combine). Other attack powers can be used, but only one can utilize a special effect at any given time. Further, only one special effect can be applied to an attack power at a time though multiple effects might be known. Unless otherwise stated, the special effects all require one melee action of concentration to initiate usage (to bring it online, so to speak) and one melee action to attack with it. Changing the special effect in use and/or the attack power it is being used in conjunction with can be done once per melee and requires one melee action.


The effects can, of course, be turned off to have a normal ranged blast.


Affects Insubstantial: Different from the phasing modification, the power gains the ability to affect nearly all beings like astral travellers, intangible mutants, and some supernatural beings and entities (ghosts are a good example). Note the difference between seeing the insubstantial enemies and attacking them. The character may need some means of visual enhancement. The attack still affects physical beings. Mist- form vampires and other beings with unique vulnerabilities do not take damage from this effect (unless the mutant has abilities that can normally harm vampires).


Armor Piercing: The blasts are super- focused and able to punch through tough structures. Add a +2 to penetration at level one, +1 more at levels four, eight, and twelve. A natural roll of 18-20 will partially penetrate force fields & energy shields (does half damage to the field and half to the thing inside it) and will even do half damage to invulnerable beings! Each armor piercing blast has 25% of the normal attack range.


Aura Effect: Rather than fire an energy bolt, the character can unleash the energy as a spherical flash of energy that hits everybody and everything around them. Usually, some sort of residue will be left from the burst.


Range: 3m+1m per level of experience.


Damage: The normal base for the Energy Expulsion attack (such as 2d6 for an Ultraviolet Laser, or 3d6 for Electricity), plus the number of dice rolled turned into a damage bonus per level. So for example, an Energy Expulsion: Fire Aura Effect would inflict 2d6 plus 2 damage per level of experience. Or an Energy Explusion: Electricity Aura Effect would inflict 3d6 plus 3 damage per level of experience.


Penetration: Automatic! The nice thing about the aura effect is it's concentration over an area, which enables it to damage everyone and everything within the blast area.


Attacks: Uses two actions.


Continuous: Cannot be chosen until level three or beyond. The character needs only one successful strike per round to hit with the power, and the victim suffers damage until a successful dodge of the attack roll is made. He cannot attack anything else in any way, though he can drop a current continuous attack on one target and move to another (with a new strike roll, of course). The main drawback to a continuous attack is the virtually complete lack of defense. Knockdowns, explosions, and unconciousness will obviously interrupt the continuous attack, as will intense pain and stun attacks.


When using this special effect, the character's dodge bonuses are reduced to a maximum of +2 and only two dodges per melee can be made (speedsters can add an extra +1 and get a third dodge per melee). Only normal dodges can be made - not automatic or multiple ones. Parries are not possible. To keep the continuous attack on, it may be necessary to chase the target.


Further, the character must use three melee actions to initiate a continuous attack - a failed strike means he must concentrate and try again. If the strike roll is 4 or less it fails as normal. While continuously attacking, the character cannot perform any other attack or utilize special powers that require concentration - no shapechanging, no using control powers, no bending light, and no super speed attacks. The only powers that can be utilized during a continuous attack are instinctive and/or automatic ones like the Personal Force Field, Sense Super Powers, and extraordinary attributes.


Though there are several limitations to this effect, the benefits are impressive. For the strike roll add the P.P. bonuses and the normal energy expulsion attack bonuses. Also add a +1 to strike for an M.E. of 16-21, a +2 to strike if the M.E. is 22-27, or a +3 bonus for an M.E. of 28 or higher. The strike is one made of experience and intense concentration. The victims can still dodge but that dodge must be a normal dodge - automatic dodges aren't effective against this. The victim may use up any number of attacks trying to dodge the assault, but he must tie or exceed the continuous attack strike roll. Apply the rules for natural 20's as normal (a natural 20 continuous strike can be a real problem!)


Against moving targets a new strike roll must be made each consecutive melee, but the new strike roll requires no melee actions! All the character's attacks are devoted to damaging the target. Stationary targets don't require additional strike rolls. On consecutive melees, if the strike roll fails even once the character must start all over. For the total continuous damage in a melee roll the damage of one attack and multiply it by the number of melees spent attacking, plus one more.


An Example: A third level mutant with four melee attacks and a pure energy attack doing 6d6 per level has an M.E. of 22 bonus and a +1 P.P. bonus. If he does a continous attack, he uses his first three melee attacks to continously strike with a total bonus of +6. That leaves him one melee action to dump some damage on an enemy. If the enemy fails to dodge, the attacking character will roll 6d6 and multiply the result times two (one melee action of attacking plus one more). Every consecutive melee that the character makes a successful strike roll, the damage is applied. On the consecutive melees, the character does 6d6 times five damage (four melee actions plus one more)!


Counterblast: Beyond using the attack power to strike, the character has learned to use it to interrupt oncoming projectile/ energy/ ranged attacks. The character can 'parry' one such attack per counterparry at level one - normally, parrying such an attack has a -6 penalty but the level one character does so with no penalty at all! At levels two, four, six, eight, ten, and twelve add a +1 to parry with a counterblast. No other bonuses can be added to the parry roll. The counterblast parry counts as one melee action.


The types of energy or attack power involved do not matter, to keep things simple. A counterblast can parry any kind of ranged attack (from arrows and bullets to energy blasts and missiles), and does half the normal damage (useful to know with missiles) with half of the normal range. If used to parry a melee attack the character takes no damage from the melee attack, but the attacker takes the standard damage (which is half the normal damage of the usual attack).


Cutting Torch: It isn't possible to use this effect during combat - not the focus here. Instead, the character can tune his attack powers to a beam just a few millimeters wide - perfect for cutting. The beam can do anywhere from a point of damage up to half of the normal damage times the number of melee actions - per melee applied! Penetration is double the maximum number of dice damage the blast usually does.


This could also be utilized as a torture device by evil beings (victims are -4 to save vs pain or -20% to resist interrogation) but the target must be non- moving, tied up or otherwise bound.


Range of this effect is only 10cm, plus one 2cm per level of experience. The control is so fine after level three that it is even possible to utilize this for surgery and electronics work (depending on the power). Note that the attack form need not be limited to fire and energy. A cold/ ice, sound, or vibration attack can be used to 'crack' targets instead of cut them. Radioactive energies could break down atomic bonds and swiftly separate the matter along the path desired.


Note: To cut a passage through a wall or door, only a third of the S.D.C.tm (per 3m square section) has to be depleted.


Death Blow: Cannot be selected until level six. The range of a death blow blast is drastically limited - it is only 10m. The attack requires a declared death blow, a natural roll of 19-20, and the character must use three melee attacks to perform it. Reduce the required natural roll to 18-20 at level ten. Success means that double normal damage is done direct to hit points and failure means that only double S.D.C.tm damage is done. Note that Photon Lasers have a +15% chance to Deathblow!


While preparing the death blow blast the character cannot parry, but he can dodge without the benefit of bonuses. It won't damage hit points through any kind of body armor, but will cause double S.D.C.tm damage to the armor. It is also effective against natural A.R. and will do double S.D.C.tm damage when rolls are less than the natural A.R.


Dodge Enhancement: A unique defensive use of the attack power! It is tuned to provide an acceleration away from an oncoming attack. While in use, the power can't be used to attack with - instead, the character uses it as a dodge booster, providing an additional +3 to dodge at level one, +1 more at levels two, five, and nine. Reduce the bonus by half on an automatic dodge. Thus, a blast of flame or pulse of radiation can propel the character away from an oncoming attack. As an alternative use, if the character does not have an automatic dodge he can instead use the dodge enhancement to provide an automatic dodge with a +2 bonus (does not increase - use only for those without an automatic dodge ability).


Explosive Effect: When the attack hits a target it virtually explodes, doing full damage to the target and half damage to everything within a 4ft +1ft per level radius. The primary victim also suffers knockdown - the loss of their next attack and no initiative. This penalty applies even if the victim is immune to the attack form. Explosive attacks do half damage to dense targets when failing to penetrate. The explosive blasts have half the normal range.


Extra Attack: Though the character can always use melee actions to use the attack power, this gives the character one extra melee attack to use attack power. One extra attack is possessed at level one, plus one more at levels four, eight, and twelve. If a 5th level character has four normal hand to hand attacks, he could do anything he wished with his four normal hand to hand attacks but the extra two could only be used to fire his attack power.


Note: These extra attacks cannot be used with super blasts fired by Super Energy Expulsion or Power Blast.


Hard Impact: The victim of this blast suffers knockdown (lose initiative and the next melee attack) if they fail a maintain balance roll. After level five the character can also increase the force up to a critical knockdown (lose initiative and the next two attacks). Or, the 5th level character can instead cause normal knockdown by doing an area affect burst. It is effective against 1d4+2 targets, does a quarter normal damage against each, and has 25% of the normal range.


The impact is so severe that the character can reduce the maintain balance roll by -1 at level two, -1 more at levels four, six, and nine. APS: Stone, APS: Metal, Bio- Armor, robots, power armor, androids, and other super- tough characters are all +6 to maintain balance unless otherwise stated (or in special circumstances). The range of the hard impact blast is not affected, but the special penalization effect is limited to half the normal range (only targets within the limited range will suffer the balance penalty, which would be one eighth of the normal range for an area- affect burst).


Homing: Cannot be chosen until level three. The attack will arc around structures and non- targets on its way to the intended recipient, as long as he is visible. It will also follow targets around corners and into buildings, so long as the target was initially visible to the character. Using the power for extra- accurate called shots is also possible. The attack gains an extra +1 to strike, +1 more at levels three, eight, and twelve. The strike roll also never fails - anything lower than an 8 after bonuses is treated as an eight. Dodging a homing blast is always possible, just more difficult. The homing blast range is only 25% of the normal range.


Wild shots still get the strike bonus (probably the only bonus there is), but if the roll is less than eight it is not treated as an eight (i.e. wild homing shots can still miss).


It is also possible to perform 'arcing' blasts that can boomerang back to hit targets. When hitting something from behind a -4 dodge penalty is applied, unless the target has Radar - they do it without the penalty. Arcing blasts can also hit targets hiding behind objects for cover. However, low rolls are not treated as eights and they miss outright. Arcing blasts do not benefit from P.P. bonuses, only the attack power bonuses and the homing bonuses. Arcing shots also require two melee actions to produce.


Long Range: The character can focus his attack power to have triple the range, but the damage is halved and the distance attack requires two melee actions. Long range combat is 60ft and beyond, and requires an 8 or more to strike (as opposed to the usual 5 or higher).


Ricochet Blast: The character can ricochet or bounce their energy blasts off objects to hit targets. For each ricochet, there is a -1 to strike and a -1d to damage. If a shot is ricocheted so that it hits the target from behind, then the enemy is at -4 to dodge (unless they have Radar, Sixth Sense, or other abilities which protect them from back attacks).


Each ricochet does 1d damage to the object from which it bounces off of. Shots can be ricocheted off other people, but the blaster must make a strike roll at -2 instead of -1. The same is true of ricocheting the blast off any object smaller than man-sized. Thus, it's best to ricochet the blast off large objects such as walls, doors, desks, vehicles, lamp posts, etc.


Spheres: The character can channel his attack power into concentrated balls of energy (or sound, or light, etc.), which will follow the character and stay within 5ft of him. These spheres can be used to attack targets much like mentally- directed missiles. This ability cannot be selected until level three.


One sphere can be maintained per two points of M.E., and one melee action is required to generate two spheres. There is no limit to the time that a sphere can be maintained, but while this is done no non- automatic or constant use powers can be used (no gravity manipulation, no teleporation, no shapeshifting, no control powers, etc.) The spheres have range of attack of 30m + 3m per level of experience. Each sphere does half of the normal attack power damage. The only bonuses to strike that are valid are the normal +3 to strike aimed and +1 to strike wild and a special M.E. bonus. Add a +1 to strike for an M.E. of 16-21, a +2 to strike if the M.E. is 22-27, or a +3 bonus for an M.E. of 28 or higher.


The main benefit of the spheres is that they act much like missiles do. Volleys of any number can be fired at a target. Use the standard volley rules. The spheres do not have a blast radius - they can damage only what they are fired at and do not affect the area around the victim. Also, ten points of damage will disrupt the containment field and destroy the sphere before it can damage a target (a called shot of 15 or higher is necessary to target a sphere). The spheres can, however, be used for called shots (normal missiles cannot).


MANIFESTATION


Initial- takes one action [multiple vectors of light converge on upraised fist]


Constant- Glow concentrates on arms and chest just before firing (light aura shuts off until next melee round)


REQUIREMENT: 4 actions at Level Four


SPECIAL: Laser Bomb:


One person with Light Essence powered up to level 5, can activate Laser Bomb. Laser Bomb does 2D6×1000 M.D. to all except initiators within 2000 ft. Dodge is only possible on a natural roll of 18-20 (if feasible). Afterwards, both characters have 30% HP, and are unconscious for 2D6 minutes. When they awake, they have 2 actions per melee ONLY, no bonuses, and 20% Speed for 24 hours. During that time, they cannot use any powers. After the 24 hours, all bonuses return, and the missing 70% HP are restored.


MANIFESTATION


does not take any actions if character is within reach. [Soundless explosion of light which disintegrates everything within 200 ft. radius of targets. Note that the characters will most likely be at the top of a 2000 ft. deep hemispherical hole in the ground when effect is over. In addition to this, they will be unconscious. Falling 2000 ft. does 2D6×10 S.D. or M.D.C.


REQUIREMENT: 1 person with Light Essence powered up to level 5


Advanced Energy Expulsion '''X-Ray Laser Blasts:


Range: 500ft +100ft per level of experience (1600)


Damage: 1d6x10 damage, +2 per level of experience. Add a +10 bonus at levels four and eight. (42)


Penetration: Automatic, 10 against dense targets, with a +1 at levels four and eight.


Bonuses: +2 to strike


The character can generate beams of x-rays, powerful enough to melt metal. Damage can be regulated and the standard divided attacks (5d6 +1 per level for each of the two targets) are possible at level three. Characters with this minor power have more control over their attack powers than most others. They are able to regulate damage in 1d6 increments at level one, plus they can perform the dual attack normally available at level three. In addition, this minor power gives the capacity to twist the attack powers in new ways. For lack of a better term, call them 'special effects'.


Although the special effects here can be applied to any attack power, they can only be used to enhance one such attack power at a time (GMs might ignore this, depending on what players want to combine). Other attack powers can be used, but only one can utilize a special effect at any given time. Further, only one special effect can be applied to an attack power at a time though multiple effects might be known. Unless otherwise stated, the special effects all require one melee action of concentration to initiate usage (to bring it online, so to speak) and one melee action to attack with it. Changing the special effect in use and/or the attack power it is being used in conjunction with can be done once per melee and requires one melee action.


The effects can, of course, be turned off to have a normal ranged blast.


Affects Insubstantial: Different from the phasing modification, the power gains the ability to affect nearly all beings like astral travellers, intangible mutants, and some supernatural beings and entities (ghosts are a good example). Note the difference between seeing the insubstantial enemies and attacking them. The character may need some means of visual enhancement. The attack still affects physical beings. Mist- form vampires and other beings with unique vulnerabilities do not take damage from this effect (unless the mutant has abilities that can normally harm vampires).


Armor Piercing: The blasts are super- focused and able to punch through tough structures. Add a +2 to penetration at level one, +1 more at levels four, eight, and twelve. A natural roll of 18-20 will partially penetrate force fields & energy shields (does half damage to the field and half to the thing inside it) and will even do half damage to invulnerable beings! Each armor piercing blast has 25% of the normal attack range.


Aura Effect: Rather than fire an energy bolt, the character can unleash the energy as a spherical flash of energy that hits everybody and everything around them. Usually, some sort of residue will be left from the burst.


Range: 3m+1m per level of experience.


Damage: The normal base for the Energy Expulsion attack (such as 2d6 for an Ultraviolet Laser, or 3d6 for Electricity), plus the number of dice rolled turned into a damage bonus per level. So for example, an Energy Expulsion: Fire Aura Effect would inflict 2d6 plus 2 damage per level of experience. Or an Energy Explusion: Electricity Aura Effect would inflict 3d6 plus 3 damage per level of experience.


Penetration: Automatic! The nice thing about the aura effect is it's concentration over an area, which enables it to damage everyone and everything within the blast area.


Attacks: Uses two actions.


Continuous: Cannot be chosen until level three or beyond. The character needs only one successful strike per round to hit with the power, and the victim suffers damage until a successful dodge of the attack roll is made. He cannot attack anything else in any way, though he can drop a current continuous attack on one target and move to another (with a new strike roll, of course). The main drawback to a continuous attack is the virtually complete lack of defense. Knockdowns, explosions, and unconciousness will obviously interrupt the continuous attack, as will intense pain and stun attacks.


When using this special effect, the character's dodge bonuses are reduced to a maximum of +2 and only two dodges per melee can be made (speedsters can add an extra +1 and get a third dodge per melee). Only normal dodges can be made - not automatic or multiple ones. Parries are not possible. To keep the continuous attack on, it may be necessary to chase the target.


Further, the character must use three melee actions to initiate a continuous attack - a failed strike means he must concentrate and try again. If the strike roll is 4 or less it fails as normal. While continuously attacking, the character cannot perform any other attack or utilize special powers that require concentration - no shapechanging, no using control powers, no bending light, and no super speed attacks. The only powers that can be utilized during a continuous attack are instinctive and/or automatic ones like the Personal Force Field, Sense Super Powers, and extraordinary attributes.


Though there are several limitations to this effect, the benefits are impressive. For the strike roll add the P.P. bonuses and the normal energy expulsion attack bonuses. Also add a +1 to strike for an M.E. of 16-21, a +2 to strike if the M.E. is 22-27, or a +3 bonus for an M.E. of 28 or higher. The strike is one made of experience and intense concentration. The victims can still dodge but that dodge must be a normal dodge - automatic dodges aren't effective against this. The victim may use up any number of attacks trying to dodge the assault, but he must tie or exceed the continuous attack strike roll. Apply the rules for natural 20's as normal (a natural 20 continuous strike can be a real problem!)


Against moving targets a new strike roll must be made each consecutive melee, but the new strike roll requires no melee actions! All the character's attacks are devoted to damaging the target. Stationary targets don't require additional strike rolls. On consecutive melees, if the strike roll fails even once the character must start all over. For the total continuous damage in a melee roll the damage of one attack and multiply it by the number of melees spent attacking, plus one more.


An Example: A third level mutant with four melee attacks and a pure energy attack doing 6d6 per level has an M.E. of 22 bonus and a +1 P.P. bonus. If he does a continous attack, he uses his first three melee attacks to continuously strike with a total bonus of +6. That leaves him one melee action to dump some damage on an enemy. If the enemy fails to dodge, the attacking character will roll 6d6 and multiply the result times two (one melee action of attacking plus one more). Every consecutive melee that the character makes a successful strike roll, the damage is applied. On the consecutive melees, the character does 6d6 times five damage (four melee actions plus one more)!


Counterblast: Beyond using the attack power to strike, the character has learned to use it to interrupt oncoming projectile/ energy/ ranged attacks. The character can 'parry' one such attack per counterparry at level one - normally, parrying such an attack has a -6 penalty but the level one character does so with no penalty at all! At levels two, four, six, eight, ten, and twelve add a +1 to parry with a counterblast. No other bonuses can be added to the parry roll. The counterblast parry counts as one melee action.


The types of energy or attack power involved do not matter, to keep things simple. A counterblast can parry any kind of ranged attack (from arrows and bullets to energy blasts and missiles), and does half the normal damage (useful to know with missiles) with half of the normal range. If used to parry a melee attack the character takes no damage from the melee attack, but the attacker takes the standard damage (which is half the normal damage of the usual attack).


Cutting Torch: It isn't possible to use this effect during combat - not the focus here. Instead, the character can tune his attack powers to a beam just a few millimeters wide - perfect for cutting. The beam can do anywhere from a point of damage up to half of the normal damage times the number of melee actions - per melee applied! Penetration is double the maximum number of dice damage the blast usually does.


This could also be utilized as a torture device by evil beings (victims are -4 to save vs pain or -20% to resist interrogation) but the target must be non- moving, tied up or otherwise bound.


Range of this effect is only 10cm, plus one 2cm per level of experience. The control is so fine after level three that it is even possible to utilize this for surgery and electronics work (depending on the power). Note that the attack form need not be limited to fire and energy. A cold/ ice, sound, or vibration attack can be used to 'crack' targets instead of cut them. Radioactive energies could break down atomic bonds and swiftly separate the matter along the path desired.


Note: To cut a passage through a wall or door, only a third of the S.D.C.tm (per 3m square section) has to be depleted.


Death Blow: Cannot be selected until level six. The range of a death blow blast is drastically limited - it is only 10m. The attack requires a declared death blow, a natural roll of 19-20, and the character must use three melee attacks to perform it. Reduce the required natural roll to 18-20 at level ten. Success means that double normal damage is done direct to hit points and failure means that only double S.D.C.tm damage is done. Note that Photon Lasers have a +15% chance to Deathblow!


While preparing the death blow blast the character cannot parry, but he can dodge without the benefit of bonuses. It won't damage hit points through any kind of body armor, but will cause double S.D.C.tm damage to the armor. It is also effective against natural A.R. and will do double S.D.C.tm damage when rolls are less than the natural A.R.


Dodge Enhancement: A unique defensive use of the attack power! It is tuned to provide an acceleration away from an oncoming attack. While in use, the power can't be used to attack with - instead, the character uses it as a dodge booster, providing an additional +3 to dodge at level one, +1 more at levels two, five, and nine. Reduce the bonus by half on an automatic dodge. Thus, a blast of flame or pulse of radiation can propel the character away from an oncoming attack. As an alternative use, if the character does not have an automatic dodge he can instead use the dodge enhancement to provide an automatic dodge with a +2 bonus (does not increase - use only for those without an automatic dodge ability).


Explosive Effect: When the attack hits a target it virtually explodes, doing full damage to the target and half damage to everything within a 4ft +1ft per level radius. The primary victim also suffers knockdown - the loss of their next attack and no initiative. This penalty applies even if the victim is immune to the attack form. Explosive attacks do half damage to dense targets when failing to penetrate. The explosive blasts have half the normal range.


Extra Attack: Though the character can always use melee actions to use the attack power, this gives the character one extra melee attack to use attack power. One extra attack is possessed at level one, plus one more at levels four, eight, and twelve. If a 5th level character has four normal hand to hand attacks, he could do anything he wished with his four normal hand to hand attacks but the extra two could only be used to fire his attack power.


Note: These extra attacks cannot be used with super blasts fired by Super Energy Expulsion or Power Blast.


Hard Impact: The victim of this blast suffers knockdown (lose initiative and the next melee attack) if they fail a maintain balance roll. After level five the character can also increase the force up to a critical knockdown (lose initiative and the next two attacks). Or, the 5th level character can instead cause normal knockdown by doing an area affect burst. It is effective against 1d4+2 targets, does a quarter normal damage against each, and has 25% of the normal range.


The impact is so severe that the character can reduce the maintain balance roll by -1 at level two, -1 more at levels four, six, and nine. APS: Stone, APS: Metal, Bio- Armor, robots, power armor, androids, and other super- tough characters are all +6 to maintain balance unless otherwise stated (or in special circumstances). The range of the hard impact blast is not affected, but the special penalization effect is limited to half the normal range (only targets within the limited range will suffer the balance penalty, which would be one eighth of the normal range for an area- affect burst).


Homing: Cannot be chosen until level three. The attack will arc around structures and non- targets on its way to the intended recipient, as long as he is visible. It will also follow targets around corners and into buildings, so long as the target was initially visible to the character. Using the power for extra- accurate called shots is also possible. The attack gains an extra +1 to strike, +1 more at levels three, eight, and twelve. The strike roll also never fails - anything lower than an 8 after bonuses is treated as an eight. Dodging a homing blast is always possible, just more difficult. The homing blast range is only 25% of the normal range.


Wild shots still get the strike bonus (probably the only bonus there is), but if the roll is less than eight it is not treated as an eight (i.e. wild homing shots can still miss).


It is also possible to perform 'arcing' blasts that can boomerang back to hit targets. When hitting something from behind a -4 dodge penalty is applied, unless the target has Radar - they do it without the penalty. Arcing blasts can also hit targets hiding behind objects for cover. However, low rolls are not treated as eights and they miss outright. Arcing blasts do not benefit from P.P. bonuses, only the attack power bonuses and the homing bonuses. Arcing shots also require two melee actions to produce.


Long Range: The character can focus his attack power to have triple the range, but the damage is halved and the distance attack requires two melee actions. Long range combat is 60ft and beyond, and requires an 8 or more to strike (as opposed to the usual 5 or higher).


Ricochet Blast: The character can ricochet or bounce their energy blasts off objects to hit targets. For each ricochet, there is a -1 to strike and a -1d to damage. If a shot is ricocheted so that it hits the target from behind, then the enemy is at -4 to dodge (unless they have Radar, Sixth Sense, or other abilities which protect them from back attacks).


Each ricochet does 1d damage to the object from which it bounces off of. Shots can be ricocheted off other people, but the blaster must make a strike roll at -2 instead of -1. The same is true of ricocheting the blast off any object smaller than man-sized. Thus, it's best to ricochet the blast off large objects such as walls, doors, desks, vehicles, lamp posts, etc.


Spheres: The character can channel his attack power into concentrated balls of energy (or sound, or light, etc.), which will follow the character and stay within 5ft of him. These spheres can be used to attack targets much like mentally- directed missiles.


One sphere can be maintained per two points of M.E., and one melee action is required to generate two spheres. There is no limit to the time that a sphere can be maintained, but while this is done no non- automatic or constant use powers can be used (no gravity manipulation, no teleportation, no shape shifting, no control powers, etc.) The spheres have range of attack of 30m + 3m per level of experience. Each sphere does half of the normal attack power damage. The only bonuses to strike that are valid are the normal +3 to strike aimed and +1 to strike wild and a special M.E. bonus. Add a +1 to strike for an M.E. of 16-21, a +2 to strike if the M.E. is 22-27, or a +3 bonus for an M.E. of 28 or higher.


The main benefit of the spheres is that they act much like missiles do. Volleys of any number can be fired at a target. Use the standard volley rules. The spheres do not have a blast radius - they can damage only what they are fired at and do not affect the area around the victim. Also, ten points of damage will disrupt the containment field and destroy the sphere before it can damage a target (a called shot of 15 or higher is necessary to target a sphere). The spheres can, however, be used for called shots (normal missiles cannot).


Advanced Energy Expulsion''' Photon Beams:


Range: 800ft +200ft per level of experience (3000)


Damage: 2d4 damage +1d4 per level of experience (13)


Bonuses: +3 to strike


Note: Photonic beams have a +15% chance to critical


Less powerful than the laser blasts, but still an effective weapon. Damage can be regulated and the standard divided attacks are possible at level three. Characters with this minor power have more control over their attack powers than most others. They are able to regulate damage in 1d6 increments at level one, plus they can perform the dual attack normally avaliable at level three. In addition, this minor power gives the capacity to twist the attack powers in new ways. For lack of a better term, call them 'special effects'.


Although the special effects here can be applied to any attack power, they can only be used to enhance one such attack power at a time (GMs might ignore this, depending on what players want to combine). Other attack powers can be used, but only one can utilize a special effect at any given time. Further, only one special effect can be applied to an attack power at a time though multiple effects might be known. Unless otherwise stated, the special effects all require one melee action of concentration to initiate usage (to bring it online, so to speak) and one melee action to attack with it. Changing the special effect in use and/or the attack power it is being used in conjunction with can be done once per melee and requires one melee action.


The effects can, of course, be turned off to have a normal ranged blast.


Affects Insubstantial: Different from the phasing modification, the power gains the ability to affect nearly all beings like astral travellers, intangible mutants, and some supernatural beings and entities (ghosts are a good example). Note the difference between seeing the insubstantial enemies and attacking them. The character may need some means of visual enhancement. The attack still affects physical beings. Mist- form vampires and other beings with unique vulnerabilities do not take damage from this effect (unless the mutant has abilities that can normally harm vampires).


Armor Piercing: The blasts are super- focused and able to punch through tough structures. Add a +2 to penetration at level one, +1 more at levels four, eight, and twelve. A natural roll of 18-20 will partially penetrate force fields & energy shields (does half damage to the field and half to the thing inside it) and will even do half damage to invulnerable beings! Each armor piercing blast has 25% of the normal attack range.


Aura Effect: Rather than fire an energy bolt, the character can unleash the energy as a spherical flash of energy that hits everybody and everything around them. Usually, some sort of residue will be left from the burst.


Range: 3m+1m per level of experience.


Damage: The normal base for the Energy Expulsion attack (such as 2d6 for an Ultraviolet Laser, or 3d6 for Electricity), plus the number of dice rolled turned into a damage bonus per level. So for example, an Energy Expulsion: Fire Aura Effect would inflict 2d6 plus 2 damage per level of experience. Or an Energy Explusion: Electricity Aura Effect would inflict 3d6 plus 3 damage per level of experience.


Penetration: Automatic! The nice thing about the aura effect is it's concentration over an area, which enables it to damage everyone and everything within the blast area.


Attacks: Uses two actions.


Continuous: Cannot be chosen until level three or beyond. The character needs only one successful strike per round to hit with the power, and the victim suffers damage until a successful dodge of the attack roll is made. He cannot attack anything else in any way, though he can drop a current continuous attack on one target and move to another (with a new strike roll, of course). The main drawback to a continuous attack is the virtually complete lack of defense. Knockdowns, explosions, and unconciousness will obviously interrupt the continuous attack, as will intense pain and stun attacks.


When using this special effect, the character's dodge bonuses are reduced to a maximum of +2 and only two dodges per melee can be made (speedsters can add an extra +1 and get a third dodge per melee). Only normal dodges can be made - not automatic or multiple ones. Parries are not possible. To keep the continuous attack on, it may be necessary to chase the target.


Further, the character must use three melee actions to initiate a continuous attack - a failed strike means he must concentrate and try again. If the strike roll is 4 or less it fails as normal. While continuously attacking, the character cannot perform any other attack or utilize special powers that require concentration - no shapechanging, no using control powers, no bending light, and no super speed attacks. The only powers that can be utilized during a continuous attack are instinctive and/or automatic ones like the Personal Force Field, Sense Super Powers, and extraordinary attributes.


Though there are several limitations to this effect, the benefits are impressive. For the strike roll add the P.P. bonuses and the normal energy expulsion attack bonuses. Also add a +1 to strike for an M.E. of 16-21, a +2 to strike if the M.E. is 22-27, or a +3 bonus for an M.E. of 28 or higher. The strike is one made of experience and intense concentration. The victims can still dodge but that dodge must be a normal dodge - automatic dodges aren't effective against this. The victim may use up any number of attacks trying to dodge the assault, but he must tie or exceed the continuous attack strike roll. Apply the rules for natural 20's as normal (a natural 20 continuous strike can be a real problem!)


Against moving targets a new strike roll must be made each consecutive melee, but the new strike roll requires no melee actions! All the character's attacks are devoted to damaging the target. Stationary targets don't require additional strike rolls. On consecutive melees, if the strike roll fails even once the character must start all over. For the total continuous damage in a melee roll the damage of one attack and multiply it by the number of melees spent attacking, plus one more.


An Example: A third level mutant with four melee attacks and a pure energy attack doing 6d6 per level has an M.E. of 22 bonus and a +1 P.P. bonus. If he does a continous attack, he uses his first three melee attacks to continously strike with a total bonus of +6. That leaves him one melee action to dump some damage on an enemy. If the enemy fails to dodge, the attacking character will roll 6d6 and multiply the result times two (one melee action of attacking plus one more). Every consecutive melee that the character makes a successful strike roll, the damage is applied. On the consecutive melees, the character does 6d6 times five damage (four melee actions plus one more)!


Counterblast: Beyond using the attack power to strike, the character has learned to use it to interrupt oncoming projectile/ energy/ ranged attacks. The character can 'parry' one such attack per counterparry at level one - normally, parrying such an attack has a -6 penalty but the level one character does so with no penalty at all! At levels two, four, six, eight, ten, and twelve add a +1 to parry with a counterblast. No other bonuses can be added to the parry roll. The counterblast parry counts as one melee action.


The types of energy or attack power involved do not matter, to keep things simple. A counterblast can parry any kind of ranged attack (from arrows and bullets to energy blasts and missiles), and does half the normal damage (useful to know with missiles) with half of the normal range. If used to parry a melee attack the character takes no damage from the melee attack, but the attacker takes the standard damage (which is half the normal damage of the usual attack).


Cutting Torch: It isn't possible to use this effect during combat - not the focus here. Instead, the character can tune his attack powers to a beam just a few millimeters wide - perfect for cutting. The beam can do anywhere from a point of damage up to half of the normal damage times the number of melee actions - per melee applied! Penetration is double the maximum number of dice damage the blast usually does.


This could also be utilized as a torture device by evil beings (victims are -4 to save vs pain or -20% to resist interrogation) but the target must be non- moving, tied up or otherwise bound.


Range of this effect is only 10cm, plus one 2cm per level of experience. The control is so fine after level three that it is even possible to utilize this for surgery and electronics work (depending on the power). Note that the attack form need not be limited to fire and energy. A cold/ ice, sound, or vibration attack can be used to 'crack' targets instead of cut them. Radioactive energies could break down atomic bonds and swiftly separate the matter along the path desired.


Note: To cut a passage through a wall or door, only a third of the S.D.C.tm (per 3m square section) has to be depleted.


Death Blow: Cannot be selected until level six. The range of a death blow blast is drastically limited - it is only 10m. The attack requires a declared death blow, a natural roll of 19-20, and the character must use three melee attacks to perform it. Reduce the required natural roll to 18-20 at level ten. Success means that double normal damage is done direct to hit points and failure means that only double S.D.C.tm damage is done. Note that Photon Lasers have a +15% chance to Deathblow!


While preparing the death blow blast the character cannot parry, but he can dodge without the benefit of bonuses. It won't damage hit points through any kind of body armor, but will cause double S.D.C.tm damage to the armor. It is also effective against natural A.R. and will do double S.D.C.tm damage when rolls are less than the natural A.R.


Dodge Enhancement: A unique defensive use of the attack power! It is tuned to provide an acceleration away from an oncoming attack. While in use, the power can't be used to attack with - instead, the character uses it as a dodge booster, providing an additional +3 to dodge at level one, +1 more at levels two, five, and nine. Reduce the bonus by half on an automatic dodge. Thus, a blast of flame or pulse of radiation can propel the character away from an oncoming attack. As an alternative use, if the character does not have an automatic dodge he can instead use the dodge enhancement to provide an automatic dodge with a +2 bonus (does not increase - use only for those without an automatic dodge ability).


Explosive Effect: When the attack hits a target it virtually explodes, doing full damage to the target and half damage to everything within a 4ft +1ft per level radius. The primary victim also suffers knockdown - the loss of their next attack and no initiative. This penalty applies even if the victim is immune to the attack form. Explosive attacks do half damage to dense targets when failing to penetrate. The explosive blasts have half the normal range.


Extra Attack: Though the character can always use melee actions to use the attack power, this gives the character one extra melee attack to use attack power. One extra attack is possessed at level one, plus one more at levels four, eight, and twelve. If a 5th level character has four normal hand to hand attacks, he could do anything he wished with his four normal hand to hand attacks but the extra two could only be used to fire his attack power.


Note: These extra attacks cannot be used with super blasts fired by Super Energy Expulsion or Power Blast.


Hard Impact: The victim of this blast suffers knockdown (lose initiative and the next melee attack) if they fail a maintain balance roll. After level five the character can also increase the force up to a critical knockdown (lose initiative and the next two attacks). Or, the 5th level character can instead cause normal knockdown by doing an area affect burst. It is effective against 1d4+2 targets, does a quarter normal damage against each, and has 25% of the normal range.


The impact is so severe that the character can reduce the maintain balance roll by -1 at level two, -1 more at levels four, six, and nine. APS: Stone, APS: Metal, Bio- Armor, robots, power armor, androids, and other super- tough characters are all +6 to maintain balance unless otherwise stated (or in special circumstances). The range of the hard impact blast is not affected, but the special penalization effect is limited to half the normal range (only targets within the limited range will suffer the balance penalty, which would be one eighth of the normal range for an area- affect burst).


Homing: Cannot be chosen until level three. The attack will arc around structures and non- targets on its way to the intended recipient, as long as he is visible. It will also follow targets around corners and into buildings, so long as the target was initially visible to the character. Using the power for extra- accurate called shots is also possible. The attack gains an extra +1 to strike, +1 more at levels three, eight, and twelve. The strike roll also never fails - anything lower than an 8 after bonuses is treated as an eight. Dodging a homing blast is always possible, just more difficult. The homing blast range is only 25% of the normal range.


Wild shots still get the strike bonus (probably the only bonus there is), but if the roll is less than eight it is not treated as an eight (i.e. wild homing shots can still miss).


It is also possible to perform 'arcing' blasts that can boomerang back to hit targets. When hitting something from behind a -4 dodge penalty is applied, unless the target has Radar - they do it without the penalty. Arcing blasts can also hit targets hiding behind objects for cover. However, low rolls are not treated as eights and they miss outright. Arcing blasts do not benefit from P.P. bonuses, only the attack power bonuses and the homing bonuses. Arcing shots also require two melee actions to produce.


Long Range: The character can focus his attack power to have triple the range, but the damage is halved and the distance attack requires two melee actions. Long range combat is 60ft and beyond, and requires an 8 or more to strike (as opposed to the usual 5 or higher).


Ricochet Blast: The character can ricochet or bounce their energy blasts off objects to hit targets. For each ricochet, there is a -1 to strike and a -1d to damage. If a shot is ricocheted so that it hits the target from behind, then the enemy is at -4 to dodge (unless they have Radar, Sixth Sense, or other abilities which protect them from back attacks).


Each ricochet does 1d damage to the object from which it bounces off of. Shots can be ricocheted off other people, but the blaster must make a strike roll at -2 instead of -1. The same is true of ricocheting the blast off any object smaller than man-sized. Thus, it's best to ricochet the blast off large objects such as walls, doors, desks, vehicles, lamp posts, etc.


Spheres: The character can channel his attack power into concentrated balls of energy (or sound, or light, etc.), which will follow the character and stay within 5ft of him. These spheres can be used to attack targets much like mentally- directed missiles. This ability cannot be selected until level three.


One sphere can be maintained per two points of M.E., and one melee action is required to generate two spheres. There is no limit to the time that a sphere can be maintained, but while this is done no non- automatic or constant use powers can be used (no gravity manipulation, no teleporation, no shapeshifting, no control powers, etc.) The spheres have range of attack of 30m + 3m per level of experience. Each sphere does half of the normal attack power damage. The only bonuses to strike that are valid are the normal +3 to strike aimed and +1 to strike wild and a special M.E. bonus. Add a +1 to strike for an M.E. of 16-21, a +2 to strike if the M.E. is 22-27, or a +3 bonus for an M.E. of 28 or higher.


The main benefit of the spheres is that they act much like missiles do. Volleys of any number can be fired at a target. Use the standard volley rules. The spheres do not have a blast radius - they can damage only what they are fired at and do not affect the area around the victim. Also, ten points of damage will disrupt the containment field and destroy the sphere before it can damage a target (a called shot of 15 or higher is necessary to target a sphere). The spheres can, however, be used for called shots (normal missiles cannot).


Light speed Flight:


Speed: 98% of the speed of light, roughly equal to 1.06x10 kmph.


Duration: 10 minutes per level.


Special Note: The only attacks possible in flight are the photon beams and the body beam, but the character is +8 to dodge versus all energy attacks (still immune to physical attacks while in flight due to the light- form).


Body Beam:


Range: 1 mile, +1 mile per level (12)


Damage: 2d20x200 damage +50 per level of experience. (550)


Penetration: Automatic against all targetsBonuses: +3 to strike, +1 more at levels four and nine.


Attacks Per Melee: Uses up all the attacks in a melee.


Note: Photonic beams have a +15% chance to critical


Though it takes up all melee actions, the character can briefly transform into pure photonic energy. This lasts just long enough to plunge into an enemy and cause massive amounts of damage. It can be done during flight. During the melee, attempts to strike the character are made at -10 since he is moving near the speed of light.


Light Aura:


Range: Self


Duration: Two minutes plus one per level. Activation requires one action. (13)


Attacks Per Melee: Counts as one action to turn it on, turn it off, or to maintain the glow.


The character is able to cause himself to glow very brightly, like a living halogen light bulb. While this is in use, the character gains the following benifits:


Opponents are at -2 to hit with any ranged attack, -5 with melee combat in a very dark area (near blinding).


Opponents are at -1 to hit with any ranged attack, -3 with melee combat in a dimly lit area (semi- blinding).


Opponents are at -1 to strike with melee attacks in daylight or a well lit area (the eyes are adjusted to the brightness).


Sheds light that can be used to see by with a 15m radius +3m per level, equal to 150 watts +25 per level. This light can be seen for a several kilometers at night.


Once per melee, the character can generate a brilliant flash of light to blind all people within a 3m +1m radius per level of experience. The effect lasts for 1d4 melees and causes a -6 to strike, parry, and dodge. Those within three times radius of effect, but beyond the immediate range, suffer half the penalties for a single melee.


Laser blasts do no damage.


One melee action is still required to turn the glow on and off, but there is no time limit and maintaining the glow does not require a melee action.


Glow and Shoot Light Beam:


Glow


The storage of energy can be released as light. This character can glow with up to 500 watts of light. The light can be restricted to a specific part of the body, like a hand or arm, or the entire body. If the latter, looking directly at the character is difficult and attackers are -1 to strike, parry, and dodge when fighting them up close. Glowing is also an involuntary way that the body sheds excess energy, such as after absorbing a particularly powerful energy attack (200 damage or more). This can prove to be a disadvantage, because the character ends up glowing like a beacon, which might just attract the attention and fire of more lethal opponents.


Drainage: Glowing at maximum strength drains .5KW from the character's reserve every minute. Glowing after absorbing a large attack does not drain from the reserve, and lasts for 2 minutes for every 200 damage absorbed.


Shoot Light Beam


The character is able to emit a harmless light beam. However, it is very bright, able to temporarily blind an opponent (for 1d4+1x15 seconds) if shot at the face. Blinded opponents are -8 on all melee actions for the first ten seconds, and -6 to strike, parry and dodge for the remaining duration (spots in the eyes and blurred vision).


The beam can also be used as a beacon or searchlight. Maximum width of the beam is 1m.


Range: 1968 ft


Drainage: The beam can be sustained, a single blinding beam only sucks up .1KW, and drains a whole Kilowatt for every minute it is sustained.


Body of Light:


Range: Self


Takes half damage from all kinetic attacks. Impervious to all lasers and light- based attacks. Darkness- based attacks do double damage! Takes half damage from fire and heat. Energy attacks do normal damage. Cold, ice, and sound/ vibrations do full damage. Magic and psionics have full effect.


Suffers no penalties due to pressure, whether at the bottom of the ocean floor or in the environment of space. When exposed to sunlight the character does not need to eat, sleep, or rest (solar powered). The character's weight is reduced to just a few ounces.


Gains a bonus of +60 S.D.C./M.D.C. and this (and only this) light- form S.D.C. recovers at 4d6 per ten minutes.


When outside during the day, the character regenerates 1d6 hit points or S.D.C. per hour of sunlight (solar energy absorption). Direct sunlight absorption (like when standing on a mountaintop on a clear day) allows a regeneration rate of 1d6 per minute. During this super- regeneration, the character cannot move or attack since his focus is entirely on recovery.


Special: The character can also absorb the energy from a magician's Globe of Daylight. Each globe absorbed will recover two hit points or S.D.C. per level of the mage that cast it. The globe is, of course, destroyed after the APS: Light character absorbs it.


Other Abilities and Bonuses:


Can see the entire electromagnetic spectrum for 1000ft, including infrared, ultraviolet, infrared, power waves, x-rays, gamma rays, etc.


While transformed the character has negligible weight, so Weight Manipulation powers are useless against him. Photons (particles of light) are pretty much the only mass less structure in the universe.


Gravity Manipulation can be used to slow him down - halve the power, damage, and range of abilities 1-5 while under the influence of a gravity field of 30 times or stronger, but the character doesn't suffer from any of the other penalties.


If the character possesses any energy emitting abilities, add +50% to the base range and add an extra +1d6 to damage to them while in the crystal form. The crystal body is an excellent means of focusing and amplifying energy.


Can identify most minerals and crystals with an accuracy of 60% +5% per level. He also possesses a good knowledge base of their densities and integrity/strength. (135%)


Horror factor of 12, or adds a +2 bonus to an existing one


Bend Light


Range: Self or a light beam within a range of 98ft per level of experience (1078)


The ability to bend light radiation like a prism. This can produce a number of effects.


o Separate the color bands of light to produce a colored light beam or non-visible light spectrums or radiate about 70 watts of colored light. Spectrums are violet, blue, green yellow, orange, red, as well as ultraviolet and infrared (could be useful for blinding those who see outside of the visible spectrum).


o Blank Spot: The character can manipulate non-visible light, such as infrared and ultraviolet, to bend around, thus making him/her virtually 'invisible'. However, it is not flawless, and a perception roll of 18 or higher will unveil the character.


o Parry Lasers and light beams by bending the light around him. The superbeing can parry and deflect narrow light beams, including flashlights and lasers beams. Roll just like a normal auto parry with a +3.


o Deflect light beams. The character can try to deflect light beams back from where they originate or at a specific target within range of the beam. This is done as a simultaneous parry/strike (consumes an action, parry is at half bonuses with no bonuses to strike).


o Can see into the infrared and ultraviolet spectrum. 98ft per level of experience. (1078)


Alter Physical Structure: Liquid Shadow '''(no isp/ppe/chi cost)


The incredible ability to transform into a being of living shadow as well as the ability to manipulate and control aspects of darkness.


Create Darkness:


The character can create an area of total darkness that is so black, normal vision, nightvision and light amplification optic systems are ineffective. Those trapped in the darkness are blind and -8 to strike, parry, and dodge. Using long range attacks counts as shooting wild and is likely to hit an innocent bystander or comrade. Infrared and ultraviolet optics, thermo-imaging, exceptional hearing, and the moving blind skill can be effective in the darkness (optics and moving blind nullify penalties, while exceptional hearing reduces penalties by half).


The creator of the unnatural darkness can expand, contract, and move the darkness (speed of 6) at will.


Range: Can create the darkness up to 131 ft+9ft away per level of experience. (240)


Area of Affect: Up to a 32ft diameter+9ft per level of experience. (131)


Attacks: Each act of creating darkness counts as one action.


Horror Factor: 13. Sudden unnatural darkness can be quite unsettling.


Night stalking:


This is an ability that allows the character to have temporarily heightened senses and abilities while on the trail of his/her victim(s). It can be only be used at night, or in a dim, eerie environment, such as a basement, cave, or abandoned building. Fear and darkness seem to trigger an inner power.


Night Powers:


Dark Aura:


Range: Self


Duration: there is no time limit and maintaining it does not require a melee action. Activation requires one melee action.


Attacks Per Melee: Counts as one melee action to initiate or turn off


The character effectively absorbs all light reflecting off his person rendering him a wavering shadow. While in use, the character gains the following benifits:


Opponents are -7 to strike with any ranged attack, -5 with melee combat in a very dark area (no moonlight, shadows everywhere).


Opponents are at -5 to hit with any ranged attack, -3 with melee combat in a dimly lit area (moonlight, lots of shadows).


No special bonuses in daylight or well lit areas (a walking shadow in broad daylight is easy to see).


Shadow meld at will (as per sub- ability two of Darkness Control, HU 272).


Darkness blasts do no damage.


.


Shadow Meld:


The ability to become invisible in the shadows or darkness. The only requirement is that the shadow or area of darkness must be man-sized or bigger. Exposure to light will dispel the darkness and reveal the character. Ideal for hiding. Even scanning the shadow with night-vision, looking in non-visible spectrums, or scanning with radar will not reveal the character. They absorb all light that hits them and blend in.


Night-vision


True night-sight, enabling the character to see in total darkness, up to 1000ft.


Advanced Energy Expulsion''' '''Shadow Blasts:


Range: 500ft +100ft per level (1600)


Damage: 3d6 +1d6 per level of experience. (14)


Duration: Instant


Attacks Per Melee: Counts as one hand to hand attack.


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


The character is able to generate a bolt of pure darkness and hurl it at a target. The blast is sort of an anti- laser, but is neither an energy nor a kinetic attack. Anyone who is impervious to attacks from darkness (like someone possessing a special Nightbanetm artifact) is also impervious to this power. The dark bolt is quite similar to the Shadow Blast Nightbanetm talent, but requires no expenditure of P.P.E.tm


Creatures of supernatural evil (vampires, Nightlordstm, Necrophimtm, etc.), any being filled with Negative Chi, and those in possession of a magical weapon of chaos (evil rune sword) take no damage from this attack.


Note: The possessor of the power is not necessarily evil, but his attack is sometimes resisted because of the evil in others. As a side note, I'd give this ability to any character with Darkness Control. Characters with this minor power have more control over their attack powers than most others. They are able to regulate damage in 1d6 increments at level one, plus they can perform the dual attack normally available at level three. In addition, this minor power gives the capacity to twist the attack powers in new ways. For lack of a better term, call them 'special effects'.


Although the special effects here can be applied to any attack power, they can only be used to enhance one such attack power at a time (GMs might ignore this, depending on what players want to combine). Other attack powers can be used, but only one can utilize a special effect at any given time. Further, only one special effect can be applied to an attack power at a time though multiple effects might be known. Unless otherwise stated, the special effects all require one melee action of concentration to initiate usage (to bring it online, so to speak) and one melee action to attack with it. Changing the special effect in use and/or the attack power it is being used in conjunction with can be done once per melee and requires one melee action.


The effects can, of course, be turned off to have a normal ranged blast.


Affects Insubstantial: Different from the phasing modification, the power gains the ability to affect nearly all beings like astral travellers, intangible mutants, and some supernatural beings and entities (ghosts are a good example). Note the difference between seeing the insubstantial enemies and attacking them. The character may need some means of visual enhancement. The attack still affects physical beings. Mist- form vampires and other beings with unique vulnerabilities do not take damage from this effect (unless the mutant has abilities that can normally harm vampires).


Armor Piercing: The blasts are super- focused and able to punch through tough structures. Add a +2 to penetration at level one, +1 more at levels four, eight, and twelve. A natural roll of 18-20 will partially penetrate force fields & energy shields (does half damage to the field and half to the thing inside it) and will even do half damage to invulnerable beings! Each armor piercing blast has 25% of the normal attack range.


Aura Effect: Rather than fire an energy bolt, the character can unleash the energy as a spherical flash of energy that hits everybody and everything around them. Usually, some sort of residue will be left from the burst.


Range: 3m+1m per level of experience.


Damage: The normal base for the Energy Expulsion attack (such as 2d6 for an Ultraviolet Laser, or 3d6 for Electricity), plus the number of dice rolled turned into a damage bonus per level. So for example, an Energy Expulsion: Fire Aura Effect would inflict 2d6 plus 2 damage per level of experience. Or an Energy Explusion: Electricity Aura Effect would inflict 3d6 plus 3 damage per level of experience.


Penetration: Automatic! The nice thing about the aura effect is it's concentration over an area, which enables it to damage everyone and everything within the blast area.


Attacks: Uses two actions.


Continuous: Cannot be chosen until level three or beyond. The character needs only one successful strike per round to hit with the power, and the victim suffers damage until a successful dodge of the attack roll is made. He cannot attack anything else in any way, though he can drop a current continuous attack on one target and move to another (with a new strike roll, of course). The main drawback to a continuous attack is the virtually complete lack of defense. Knockdowns, explosions, and unconciousness will obviously interrupt the continuous attack, as will intense pain and stun attacks.


When using this special effect, the character's dodge bonuses are reduced to a maximum of +2 and only two dodges per melee can be made (speedsters can add an extra +1 and get a third dodge per melee). Only normal dodges can be made - not automatic or multiple ones. Parries are not possible. To keep the continuous attack on, it may be necessary to chase the target.


Further, the character must use three melee actions to initiate a continuous attack - a failed strike means he must concentrate and try again. If the strike roll is 4 or less it fails as normal. While continuously attacking, the character cannot perform any other attack or utilize special powers that require concentration - no shapechanging, no using control powers, no bending light, and no super speed attacks. The only powers that can be utilized during a continuous attack are instinctive and/or automatic ones like the Personal Force Field, Sense Super Powers, and extraordinary attributes.


Though there are several limitations to this effect, the benefits are impressive. For the strike roll add the P.P. bonuses and the normal energy expulsion


attack bonuses. Also add a +1 to strike for an M.E. of 16-21, a +2 to strike if the M.E. is 22-27, or a +3 bonus for an M.E. of 28 or higher. The strike is one made of experience and intense concentration. The victims can still dodge but that dodge must be a normal dodge - automatic dodges aren't effective against this. The victim may use up any number of attacks trying to dodge the assault, but he must tie or exceed the continuous attack strike roll. Apply the rules for natural 20's as normal (a natural 20 continuous strike can be a real problem!)


Against moving targets a new strike roll must be made each consecutive melee, but the new strike roll requires no melee actions! All the character's attacks are devoted to damaging the target. Stationary targets don't require additional strike rolls. On consecutive melees, if the strike roll fails even once the character must start all over. For the total continuous damage in a melee roll the damage of one attack and multiply it by the number of melees spent attacking, plus one more.


An Example: A third level mutant with four melee attacks and a pure energy attack doing 6d6 per level has an M.E. of 22 bonus and a +1 P.P. bonus. If he does a continous attack, he uses his first three melee attacks to continously strike with a total bonus of +6. That leaves him one melee action to dump some damage on an enemy. If the enemy fails to dodge, the attacking character will roll 6d6 and multiply the result times two (one melee action of attacking plus one more). Every consecutive melee that the character makes a successful strike roll, the damage is applied. On the consecutive melees, the character does 6d6 times five damage (four melee actions plus one more)!


Counterblast: Beyond using the attack power to strike, the character has learned to use it to interrupt oncoming projectile/ energy/ ranged attacks. The character can 'parry' one such attack per counterparry at level one - normally, parrying such an attack has a -6 penalty but the level one character does so with no penalty at all! At levels two, four, six, eight, ten, and twelve add a +1 to parry with a counterblast. No other bonuses can be added to the parry roll. The counterblast parry counts as one melee action.


The types of energy or attack power involved do not matter, to keep things simple. A counterblast can parry any kind of ranged attack (from arrows and bullets to energy blasts and missiles), and does half the normal damage (useful to know with missiles) with half of the normal range. If used to parry a melee attack the character takes no damage from the melee attack, but the attacker takes the standard damage (which is half the normal damage of the usual attack).


Cutting Torch: It isn't possible to use this effect during combat - not the focus here. Instead, the character can tune his attack powers to a beam just a few millimeters wide - perfect for cutting. The beam can do anywhere from a point of damage up to half of the normal damage times the number of melee actions - per melee applied! Penetration is double the maximum number of dice damage the blast usually does.


This could also be utilized as a torture device by evil beings (victims are -4 to save vs pain or -20% to resist interrogation) but the target must be non- moving, tied up or otherwise bound.


Range of this effect is only 10cm, plus one 2cm per level of experience. The control is so fine after level three that it is even possible to utilize this for surgery and electronics work (depending on the power). Note that the attack form need not be limited to fire and energy. A cold/ ice, sound, or vibration attack can be used to 'crack' targets instead of cut them. Radioactive energies could break down atomic bonds and swiftly separate the matter along the path desired.


Note: To cut a passage through a wall or door, only a third of the S.D.C.tm (per 3m square section) has to be depleted.


Death Blow: Cannot be selected until level six. The range of a death blow blast is drastically limited - it is only 10m. The attack requires a declared death blow, a natural roll of 19-20, and the character must use three melee attacks to perform it. Reduce the required natural roll to 18-20 at level ten. Success means that double normal damage is done direct to hit points and failure means that only double S.D.C.tm damage is done. Note that Photon Lasers have a +15% chance to Deathblow!


While preparing the death blow blast the character cannot parry, but he can dodge without the benefit of bonuses. It won't damage hit points through any kind of body armor, but will cause double S.D.C.tm damage to the armor. It is also effective against natural A.R. and will do double S.D.C.tm damage when rolls are less than the natural A.R.


Dodge Enhancement: A unique defensive use of the attack power! It is tuned to provide an acceleration away from an oncoming attack. While in use, the power can't be used to attack with - instead, the character uses it as a dodge booster, providing an additional +3 to dodge at level one, +1 more at levels two, five, and nine. Reduce the bonus by half on an automatic dodge. Thus, a blast of flame or pulse of radiation can propel the character away from an oncoming attack. As an alternative use, if the character does not have an automatic dodge he can instead use the dodge enhancement to provide an automatic dodge with a +2 bonus (does not increase - use only for those without an automatic dodge ability).


Explosive Effect: When the attack hits a target it virtually explodes, doing full damage to the target and half damage to everything within a 4ft +1ft per level radius. The primary victim also suffers knockdown - the loss of their next attack and no initiative. This penalty applies even if the victim is immune to the attack form. Explosive attacks do half damage to dense targets when failing to penetrate. The explosive blasts have half the normal range.


Extra Attack: Though the character can always use melee actions to use the attack power, this gives the character one extra melee attack to use attack power. One extra attack is possessed at level one, plus one more at levels four, eight, and twelve. If a 5th level character has four normal hand to hand attacks, he could do anything he wished with his four normal hand to hand attacks but the extra two could only be used to fire his attack power.


Note: These extra attacks cannot be used with super blasts fired by Super Energy Expulsion or Power Blast.


Hard Impact: The victim of this blast suffers knockdown (lose initiative and the next melee attack) if they fail a maintain balance roll. After level five the character can also increase the force up to a critical knockdown (lose initiative and the next two attacks). Or, the 5th level character can instead cause normal knockdown by doing an area affect burst. It is effective against 1d4+2 targets, does a quarter normal damage against each, and has 25% of the normal range.


The impact is so severe that the character can reduce the maintain balance roll by -1 at level two, -1 more at levels four, six, and nine. APS: Stone, APS: Metal, Bio- Armor, robots, power armor, androids, and other super- tough characters are all +6 to maintain balance unless otherwise stated (or in special circumstances). The range of the hard impact blast is not affected, but the special penalization effect is limited to half the normal range (only targets within the limited range will suffer the balance penalty, which would be one eighth of the normal range for an area- affect burst).


Homing: Cannot be chosen until level three. The attack will arc around structures and non- targets on its way to the intended recipient, as long as he is visible. It will also follow targets around corners and into buildings, so long as the target was initially visible to the character. Using the power for extra- accurate called shots is also possible. The attack gains an extra +1 to strike, +1 more at levels three, eight, and twelve. The strike roll also never fails - anything lower than an 8 after bonuses is treated as an eight. Dodging a homing blast is always possible, just more difficult. The homing blast range is only 25% of the normal range.


Wild shots still get the strike bonus (probably the only bonus there is), but if the roll is less than eight it is not treated as an eight (i.e. wild homing shots can still miss).


It is also possible to perform 'arcing' blasts that can boomerang back to hit targets. When hitting something from behind a -4 dodge penalty is applied, unless the target has Radar - they do it without the penalty. Arcing blasts can also hit targets hiding behind objects for cover. However, low rolls are not treated as eights and they miss outright. Arcing blasts do not benefit from P.P. bonuses, only the attack power bonuses and the homing bonuses. Arcing shots also require two melee actions to produce.


Long Range: The character can focus his attack power to have triple the range, but the damage is halved and the distance attack requires two melee actions. Long range combat is 60ft and beyond, and requires an 8 or more to strike (as opposed to the usual 5 or higher).


Ricochet Blast: The character can ricochet or bounce their energy blasts off objects to hit targets. For each ricochet, there is a -1 to strike and a -1d to damage. If a shot is ricocheted so that it hits the target from behind, then the enemy is at -4 to dodge (unless they have Radar, Sixth Sense, or other abilities which protect them from back attacks).


Each ricochet does 1d damage to the object from which it bounces off of. Shots can be ricocheted off other people, but the blaster must make a strike roll at -2 instead of -1. The same is true of ricocheting the blast off any object smaller than man-sized. Thus, it's best to ricochet the blast off large objects such as walls, doors, desks, vehicles, lamp posts, etc.


Spheres: The character can channel his attack power into concentrated balls of energy (or sound, or light, etc.), which will follow the character and stay within 5ft of him. These spheres can be used to attack targets much like mentally- directed missiles. This ability cannot be selected until level three.


One sphere can be maintained per two points of M.E., and one melee action is required to generate two spheres. There is no limit to the time that a sphere can be maintained, but while this is done no non- automatic or constant use powers can be used (no gravity manipulation, no teleporation, no shapeshifting, no control powers, etc.) The spheres have range of attack of 30m + 3m per level of experience. Each sphere does half of the normal attack power damage. The only bonuses to strike that are valid are the normal +3 to strike aimed and +1 to strike wild and a special M.E. bonus. Add a +1 to strike for an M.E. of 16-21, a +2 to strike if the M.E. is 22-27, or a +3 bonus for an M.E. of 28 or higher.


The main benefit of the spheres is that they act much like missiles do. Volleys of any number can be fired at a target. Use the standard volley rules. The spheres do not have a blast radius - they can damage only what they are fired at and do not affect the area around the victim. Also, ten points of damage will disrupt the containment field and destroy the sphere before it can damage a target (a called shot of 15 or higher is necessary to target a sphere). The spheres can, however, be used for called shots (normal missiles cannot).


Two-Dimensional Form:


Range: Self


Duration: Infinite


Attacks Per Melee: Becoming 2-D or returning to 3-D counts as one melee action.


Restriction: Must have a surface to travel along - cannot stand unsupported in the 2-D form. A floor is okay - the character appears as a pool of darkness.


The character has the amazing ability to transform into a living shadow. In this form the character is invisible to heat, motion, and many other kinds of sensors. He weighs a mere 1/16th of his normal mass (which means 1/4 of the shadow form mass) and can travel under doors, through cracks, etc. Gases and fumes do half damage, plus the character is immune to drugs that must be ingested or injected.


In the 2-D form the character is +20% to Prowl (+50% in dark shadowy areas), but is unable to physically attack. Area- effect abilities can still be used. His speed in the 2-D form is limited to a Spd. attribute of 10, about 7 mph. The character can take himself and up to 100lbs of non- living matter into the 2-D realm.


Body of Shadow:


Range: Self


In a darkened room the character is +2 on initiative and +1 to parry and dodge (tough to see him).


The shadow form has a natural A.R. of 8. Punches by beings with a normal P.S. do no damage. Attacks by beings with Exceptional, Superhuman, and Supernatural Physical Strength, explosives, and conventional weapons (whether melee or projectile) do half damage.


Impervious to all darkness- based attacks. , Lasers and light- based attacks do double damage! , Energy, electricity, fire, heat, cold, ice, and sound/ vibrations do full damage. Magic and psionics also have full effect.


Suffers no penalties due to pressure, whether at the bottom of the ocean floor or in the environment of space. Character weight is reduced to one quarter of the normal value. The character's body also radiates no heat, so he is invisible to thermovision and infrared vision.


Gains a bonus of +800 S.D.C.tm The shadow form S.D.C.tm recovers 1d10*10/hit/rnd auto S.D.C.tm. If the character can rest within a large shadow (covering the whole body) he can recover quicker - 1d20*10/hit/rnd auto per action of absorption.


In Rifts® worlds, the APS: Shadow character instead gets MDC= pe*10+ 1d10+100 +1d10+100/lv


M.D.C.tm The character regenerates 1d10*10/hit/rnd auto


Supernatural Hearing: The character is much more sensitive to a broader range of sound levels compared to a human. Little will escape the shadow warrior's attention within a 3000 foot range. +4 to save versus ambush/sneak or back attack, +3 to initiative. Can also identify specific sounds known to them. Range: 3000 foot radius. Base Skill: 58% +3% per level of experience. (107%)


Supernatural Sight: Night-vision, See the Invisible, Infra-red, Ultra-violet, Aura, True Sight, Hyper, Thermo, Astral , & Total darkness5000 feet (152 m).


Supernatural Smell: Similar to a Dog-boy, the shadow warrior shares the canine's olfactory abilities on a supernatural level. The character can follow a scent trail that is up to six (6) days old and is able to recognize certain items or persons by smell alone.


The character is able to recognize and accurately identify general/common/known smells, including gases, food, and other distinctive odors. Range: 2000 feet radius. Base Skill: 65% +3% per level of experience. (114%)


Identify specific odors, including the scent of specific individuals, objects or other creatures. Range: 2000 feet radius. Base Skill: 50% +2% per level of experience. (88%)


The shadow warrior can actually smell magical and psychic energies, as well as supernatural creatures. Range: 2000 feet radius to detect magical/psychic energies; one-half mile (.8 km) per level of experience to detect ley lines. 2000 feet radius to detect specific types of paranormal creatures. Base Skill: 80% +2% per level of experience to detect magical/psychic energies, 55% +3% per level of experience to detect specific types of paranormal creatures. (118%)


Radar Sense: 3600ftr Sense objects in total darkness; including shape=75+5%/Lv, (146%) distance= 65+5%/Lv, (136%) direction= 55 +5%/Lv, (126) and speed= 45 +5%/lv. (116%)


Regenerates: 1d10*10/hit/rnd auto


Don’t touch the ground in shadow form hover 1 foot above the ground and can fly 10,000ft and run/fly mach1 speed<770mph{


Exceptional Agility:''' Agility for this character comes so naturally. This character has great reaction timing, good flexibility and excellent reflexes. This, in essence, translates into a high P.P. Raise the characters P.P. to 15 +1D4 or if already higher add 1D4 to it. Also, add +4 to all initiative rolls and one more attack per melee. And just for an added bonus…add +1 to all combat rolls, +6 all escape moves.


Layout Tracking: This is an unique ability. It 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 (146%) to successfully perform layout tracking and it has a 600foot radius maximum. +3ps/pe +4 spd +10hp/sdc/mdc +3s/p/d/r


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.+6int +5 damage


Leaping: This is the ability to leap at quadruple (x4) the character's normal range. All abilities from the Acrobatics and Gymnastics and Tumbling and Parkour/Free running skills are automatically gained and at 98%. One amazing side effect is the seeming ability to run part way up a wall before jumping off (as in the Matrix movie, can fall x4 leaping distance, +10% all physical skills.


Extra dimensional Storage: The character has the ability to place physical objects into a pocket dimension. It travels near the character at all times and is not centered upon any physical object. The character cannot place himself in the pocket. It takes one melee action to pull objects out of or put them into the pocket. The pocket dimension has a maximum storage capacity of M.E.x100lbs +200lbs per level of experience (7200lbs/) - the size of the object matters not, just the mass. Can place one living creature in it at the third level of experience and any number of creatures after the sixth level - useful for putting bad guys in a portable holding cell! Physical combat is not possible in the pocket dimension. The character (well, his pocket at least) can be sensed by beings and spells that can sense dimensional anomalies. Those same beings might have the ability to reach into dimensional pockets, and could pilfer objects in the character's personal one. Characters with an M.E. of 15 or higher can sense dimensional pockets (1000ft range) and dimensional envelopes (100ft range). They can also attempt to reach into them, once per melee, with a base chance of 20% plus the M.E. attribute, +5% per level.(125%) If combined with the ability to summon a personal weapon, the character can store the weapon in his dimensional pocket. The character can sense what is going on inside the pocket. Further, those attempting to open the pocket dimension are instantly known to the character - it's like reaching into his mind, so he's going to know. He'll even wake up out of a deep sleep to see who is trying.


Extraordinary Balance: This is the mutant power for an extraordinary sense of balance, and the character gains the following abilities and bonuses: +2 to P.P. +4 to maintain balance. This is applied as a roll over the strike roll when knockdown is imminent. A successful roll means knockdown was avoided. +1 to parry, dodge, pull punch, and +2 to roll with punch/ impact. +15% to the Gymnastics and Acrobatics skills (or gets both at the base level without the bonuses - just the skills). +5% to the Prowl and Climbing skills (or gets both at -5% to the base level). +5% on all vehicle control rolls. The character can run across slippery surfaces at half speed with no chance of falling, or full speed with a 30% chance of slipping. When falling (whether from climbing or flying) the character gets a chance to right himself in half the normal time (or a second roll to do so).


. Furthermore, when in a dark/shadow area/night, silhouettes are +6 to P.S., +50 to M.D.C. and can prowl at 85% (also see vulnerabilities, below).


Ley Line Powers: Silhouettes have all the special abilities of ley line walkers. Also see magic powers.


Can see others using abilities like Night stalking and Shadow meld even when concealed in the shadows.


+20% on Tracking, Land Navigation, and Prowl.


Hide in shadows/darkness: Similar to a motionless prowl - not likely to be seen or heard when hiding motionless in the darkness. 73+3% per level of experience. (122%)


Sense the exact moment of the rising and setting of the sun. Recognizes vampires and sees Shadow Beasts even when they are in shadow. Likewise, can see those cloaked in unnatural or magical darkness.


Cannot be turned into the undead.


Night-vision of 984ft


Horror Factor 13


+1 on initiative


+1d6 to damage (only at night)


+50 to S.D.C. /M.D.C. (only at night)


. Furthermore, when in a dark/shadow area/night, silhouettes are +6 to P.S., +50 to M.D.C. and can prowl at 85% (also see vulnerabilities, below).


Ley Line Powers: Silhouettes have all the special abilities of ley line walkers. Also see magic powers.


Bonuses: +2 on initiative, +2 to strike, parry and dodge, +4 to roll with impact, but only when in the shadows. +4 to save vs. horror factor. +1 to initiative and +2 to pull punch


O.C.C. Skills:


Invincible Guardsman O.C.C. Skills:


Radio: Basic: Base Skill: 50% + 5% per level of experience. (131%)


Pilot: pick two (+10%)


Power Armor Combat: Basic


Robot Combat Basic


Read Sensory Equipment: Skill: 40% + 5% per level of experience. (91%)


Weapon Systems (General): Base Skill: 60% + 5% per level of experience. (+111%)


Weapon Systems (Power Armor): Base Skill: 75% + 5% per level of experience. (+10%)


Weapon Systems (Robots): Base Skill: 75% + 5% per level of experience. (126%)


Weapon System: Base Skill: 40% + 5% per level of experience (91%)


Movement: Zero Gravity: Base Skill: P.P. multiplied by 5, +4% per level of experience. (295%)


W. P. Energy Pistol: Bonuses: +6 to strike on an aimed shot; +4 to strike on a burst. Also +1 to strike at levels 13. –paired and sharp shot


W. P. Energy Rifle: Bonuses: +6 to strike on an aimed shot; +4 to strike on a burst. Also +1 to strike at levels 13. –paired and sharp shot


W. P. Heavy: Bonuses: +6 to strike on an aimed shot; +4 to strike on a burst (applicable only to machineguns); also +1 to strike at levels 13. –paired


W. P. Heavy Energy Weapons: Bonuses: +3 to strike on an aimed shot; +4 to strike on a burst. Also +1 to strike at levels 13. –paired


Language/ Literacy: Japanese (lv4), Chinese (lv4), English, Tibetan, Battle, Elemental, Trades 1-6 (98%)


Climbing: Base Skill: 70% + 8% per level of experience. (184%)


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


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


Acrobatics


Gymnastics


Tumbling,


Pressure point Control Tactics


Running


Swimming - Basic: Base Skill: 50% + 8% per level of experience (154%)


Adv. Swimming:


Philosophies: (Bushido, Zen) Base Skill: 80% + 2% per level of experience. (118%)


Go:


Chess:


Fasting: Base Skill: 54% + 4% per level of experience. (114%)


Wilderness Survival: Base Skill: 30% + 5% per level of experience. (106%)


Fishing: Base skill: 60% + 5% per level of experience (131%)


Hunting


Meditation: Base Meditation Skill: Mental Endurance (M.E.) attributes. (50%) Duration: (7.5 hours)


Biology: Base Skill: 30% + 5% per level of experience. (101%)


Xenology: Base Skill: 30% + 5% per level of experience. (101%)


Acupressure: Base Skill: 30% + 5% per level of experience. (116%)


Acupuncture & Moxibustion: Base Skill: 30/20%+5% per level of experience. (116/106%)


Shiatsu: Base Skill: 25%+5% per level of experience. (111%)


Massage: Base Skill: 50%+5% per level of experience. (136%)


Holistic Medicine: Base Skill: 20% + 5% per level of experience. (91%)


Use & Recognize Poison: Base Skill: 24%/16% + 4% per level of experience. (88/76%)


Calligraphy:


Prowl: Base Skill: 66% + 8% per level of experience. (180%)


Climbing: Base Skill: 70% + 8% per level of experience. (184)


Rappelling Base Skill: 50% + 5% per level of experience. (131)


Sense of Balance: 80% + 5% per level. (151%)


Climb Rope: 90% + 5% per level of experience. (161%)


Roll 80%+1% per level of experience. (107%)


Cat Leap 65%+3% per level of experience. (109%)


Speed Vault 60%+5% per level of experience. (131%)


Monkey Vault at 50%+5% (111%)


Revere Vault at 40%+5% (101%)


Superman at 55%+5% (116%)


Dash Vault 50%+5% (111%)


Precision 45%+5% (91%)


Rocket Vault at 50%+5% (


Triple Kong 40%+5% (81%)


Wall Flip 35% +5%/Lv (71%)


Rings & Bars: 60% + 3% per level of experience. (109%)


Walk Tightrope or High Wire: 60% + 5% per level of experience. (131%)


Stilt Walk: 50%+5% per level of experience. (121%)


Back Flip and Somersault: Back flip: 90% + 8% per level (184%) +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.


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


Leap: 28 feet high + 6fft 4 inches per level of experience with precision landing. (309’6”)


Leap: 32 feet long + 6ft 6 inches per level of experience with precision landing. (414’0”)


Fearless of Heights


W.P. Claw: paired, and weapon mastery +2 levels


Bonuses:


Start with +1 to throw at level one; +1 to strike at 2nd, 4th, 7th, 10th and 13th levels. +1 to parry at 3rd, 5th, 8th, 11th and 14th levels.


+1 to throw at 2nd, 4th, 6th, 9th, 11th, 13th and 15th levels.


W.P. Blunt: paired, and weapon mastery+2 levels


Bonuses:


Start with +1 to strike at level one.


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


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


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


W.P. Chain: paired, and weapon mastery +2levels


Bonuses:


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


+1 to parry at 4th, 7th, 10th, and 13th


levels. +1 to throw at 6th and 12th levels.


+1 to entangle at first level and +1 at 2nd, 5th, 8th, llth, and 14th levels.


W.P. Small Thrown Weapons: paired, and weapon mastery +2levels


Bonuses:


Start with a rate of fire of three per melee round.


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


Extra shot per melee at 2nd, 3rd, 5th, 6th, 8th, 9th, 11th, 12th, 14th and 15th levels.


W.P. Large Sword: paired, and weapon mastery +2 levels


Bonuses:


Start with +1 to strike at level one. +1 to strike at 3rd, 6th, 9th, 12th, and 15th levels.


+1 to parry at 2nd, 3rd, 5th, 7th, 9th, 11th, and 14th levels.


+1 to throw at 5th, 10th and 14th levels.


W.P. Short Sword: paired, and weapon mastery +2 levels


Bonuses:


Start with +1 to strike and +1 to parry at level one. +1 to strike at 3rd, 6th, 9th, 12th, and 15th levels.


+1 to parry at 4th, 7th, llth, and 15th levels.


+1 to throw at 2nd, 6th, 10th and 13th levels.


W.P. Staff:


Bonuses:


Start with +1 to strike and parry at level one. +1 to strike at 4th, 7th, 10th and 14th levels.


+1 to parry at 2nd, 4th, 6th, 8th, 10th, 12th and 14th levels.


+1 to throw at 3rd, 7th, 11th, and 15th levels.


W.P. Knife: paired, and weapon mastery+2lvs


Bonuses:


Start with +1 to throw at level one; +1 to strike at 2nd, 4th, 7th, 10th and 13th levels. +1 to parry at 3rd, 5th, 8th, 11th and 14th levels.


+1 to throw at 2nd, 4th, 6th, 9th, 11th, 13th and 15th levels.


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


Bonuses:


Add 20 feet to the normal effective range per level or the character, (2100)


+1 to parry with that weapon (effective at level one), and +6 to strike at levels and 14.


Rate of Fire: (7), +2 at level three, +1 at levels and 12.


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


W.P. Sharpshooter: (Archery and Targeting, Energy Pistol, Energy Rifle)


The character must have first spent one skill selection on a desired W.P. skill before the Sharpshooting skill can be selected. Once the W.P. type has been selected, the sharpshooting skill can be added to it at a cost of two "other" skill selections. The sharpshooting skill bonuses are then added to those of the normal weapon proficiency for that specific type of weapon.


The sharpshooting skill can be combined with the W.P. Archery & Targeting skill (applicable only to the sling, crossbow, and bow and arrow) and all the modern weapon proficiencies, except W.P. Heavy and W.P. Heavy Energy Weapons. Not applicable to W.P. Blunt, W.P. Chain, W.P. Knife, W.P. Sword, or other ancient hand-held type weapons.


W.P. Sharpshooting Bonuses: All bonuses are in addition to conventional W.P. bonuses of +3 aimed, +1 burst.


The Sharp Aimed Shot (applicable to both the single shot and the aimed burst shot): +1 to strike with a P.P. 20 and every additional five (5) P.P. points above 20, but the bonuses are only applicable when the appropriate type of weapon is used. Aimed shots only. No bonuses for shooting wild.


The Sharpshooter's Called Shot: The sharpshooter's aimed shot bonuses are NOT applicable when using this special "Sharpshooter's called shot." Instead, the sharpshooter uses the following superior bonuses: +1 to strike with a P.P. 18 and every additional three (3) P.P. points above 18, but the bonuses are only applicable when the appropriate type of weapon is used and this special called shot counts as two melee attacks/actions. Aimed shots only.


Quick Draw: +1 to initiative with a P.P. 18 and every additional four (4) P.P. points above 18, but the bonuses are only applicable when the appropriate type of weapon is used.


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


The Trick Shot: Most Men at Arms can pick one of the following tricks (or roll 1D6 for random determination), but the Gunfighter, Sheriff and Gunslinger O.C.C.s get ALL six!


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


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


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


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


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


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


Weapon Mastery: (Sword, Blunt, Chain, Sm. Thrown Weapons, Claw, Archery & Targeting)


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


-Spanish Weapon Master


Some people, such as Lawmen and Gunfighters, learn to do amazing things with guns. Some Indian warriors do similar things with bows and slings, making the New West of Rifts Earth a deadly place... at a distance. Some places, some worlds, however, have either built a culture around hand to hand combat or have never advanced technologically to the point where distance combat is feasible. The same kinds of people live everywhere, however. Just as some in North America have devoted themselves to their guns, some people in these societies have devoted themselves to their weapons, be they high-tech blades scientifically balanced to their weilder's style, magical flails, or a hunk of wood that "just feels right", they have expanded their knowledge beyond mere proficiency: Thay are Weapon Masters.


Restrictions and Conditions


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


Bonuses of Weapon Mastery


All bonuses are in addition to attribute and WP bonuses.


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


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


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


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


Lightning Speed: Similar to Iaijutsu, this gives a character great speed when using his mastered weapon. This translates into a +1 initiative at PP 18, and another +1 per additional 4 points of PP. They also receive an extra attack on any round in which they use only their mastered weapon.


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


Weapon Proficiencies provide the following bonuses:


Aimed: +3 to strike Note: +4 with a revolver


Burst: +1 to strike.


Wild: No bonus or penalty.


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


Hand to Hand: Martial Arts (Art of the Shadows)


TGEA O.C.C. Skills:


Pilot One of Choice (Often Hovercraft, cannot be Starship unless background in space) +5% [Background Skill]


Radio: Basic: Base Skill: 50% + 5% per level of experience. (101%)


Radio: Scramblers: Base Skill: 50% + 5% per level of experience. (101%)


Cryptography: Base Skill: 40% + 5% per level of experience. (91%)


Mathematics - Basic: Base Skill: 45% + 5% per level of experience. (101%) [Background Skill]


Mathematics - Advanced: Base Skill: 45% + 5% per level of experience. (101%) [Background Skill]


Language/ Literacy: Japanese (lv4), Chinese (lv4), English, Tibetan, Battle, Elemental, Trades 1-6 (98%)


Basic Electronics: Base Skill: 50% + 5% per level of experience. (101%) [Background Skill]


Computer Operation: Base Skill: 60% + 5% per level of experience. (110%) [Background Skill]


Computer Programming: Base Skill: 40% + 5% per level of experience. (91%) [Background Skill]


Computer Hacking: Base Skill: 15%, + 5% per level of experience. (+5%)


Surveillance Systems: Base Skill: 30% + 5% per level of experience. (+5%)


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


Disguise: Base Skill: 25% + 5% per level of experience. (+10%)


Prowl: Base Skill: 46% + 8% per level of experience. (+5%)


W.P. Energy Pistol: Bonuses: +4 to strike on an aimed shot; +2 to strike on a burst. Also +1 to strike at levels 7, 10, and 13.


W.P.: Improvised


Hand to Hand: Martial Arts (Art of the Shadows)


Invincible Guardsman O.C.C. Related Skills:


Stalk/Capture: Base Skill: 10%/20% + 5% per level of experience. (81%)


Boxing


Wrestling


Recognizes weapon quality: 30% + 6% per level of experience. (112%) Add a bonus of +1 to strike for every THREE levels of experience beyond level one. (3) [All W.P.s known]


Fencing: Base Skill: P.P. multiplied by 5, +4% per level of experience (285%)


Trans Galactic Empire Agent O.C.C. Related Skills:


Binding: Base Skill: 30% + 5% per level of experience. (76%)


BS Smooth Talking: Base Skill: 35% +5% per level. (81%)


Field craft: Base Skill: 40% + 4% per level of experience. (86%)


Hojo-Jutsu: Base Skill: 30% + 5% per level of experience. (76%)


Interrogation: Base Skill: 40% + 5% per level of experience. (86%)


Interrogation Techniques: Base Skill: 30% + 5% per level of experience. (76%)


Lip Reading: Base Skill: 30% + 5% per level of experience (61%)


Pick Locks: Base Skill: 30% + 5% per level of experience. (61%)


Chinese Herbology: Base Skill: 30%+5% per level of experience. (71%)


Japanese Herbology: Base Skill: 25%+5% per level of experience. (66%)


Ninja First Aid Techniques: Base Skill: 50%+5% per level of experience. (121%)


Paramedic: Base Skill: 40% + 5% per level of experience. (61%)


Invincible Guardsman Secondary Skills:


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


Vacuum Survival: Base Skill: Automatic skill. Time of survival: Seconds equal to P.E. +20 seconds, and +5 seconds per level of experience. (155 seconds)


Land Navigation: Base Skill: 45% + 5% per level experience. (116%)


First Aid: Base Skill: 45% + 5% per level of experience. (66%)


Streetwise: Base Skill: 20% + 4% per level of experience. (80%)


Streetwise - Networks: Base Skill: 15% + 5% per level of experience. (86%)


Trans Galactic Empire Agent Secondary Skills:


Palming: Base Skill: 25% + 5% per level of experience. (66%)


Trap Construction: Base Skill: 20% + 4% per level of experience. (56%)


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


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


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


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


Research: Base Skill: 35% + 5% per level of experience. (91%)


Special Martial Arts Form:


Art of Shadows


Entrance Requirements No Attribute or Alignment restrictions. (Must be a Shadow Warrior class or Silhouette or a Shadow plane denizen to get acess to this martial arts form)


Skill Cost 10 Years Origin: Shadow Plane


CHARACTER BONUS


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


COMBAT SKILLS


Attacks per Melee 7 Escape moves Roll with Punch/Fall/Impact


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


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


Hand Attacks Backhand, Duo-Fist Strike, Knife Hand, Power Punch, Punch


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


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, Knock-Out/Stun From Rear, Pull Punch, Death Blow, Death Blow From Rear.


SKILLS INCLUDED IN TRAINING


Martial Art Powers automatically receives the Special powers of Chi Defense, Chi Relaxation, Sense Chi Abilities, Dragon Chi, Essence Fireball/Icebolt/Sparkball/Manabolt. Select a total of (12) powers from among Body Hardening Exercises, Martial Art Techniques, Atemi, 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


Language Japanese(lv4), Chinese(lv4), English, Tibetan, Battle, Elemental, Trades 1-6


Physical Climbing, Prowl , Acrobatics, Gymnastics, Tumbling, Running, Swimming basic, Adv. Swimming, Pressure point Control Tactics


Philosophical Bushido, Zen,


Cultural: Go, Chess


Survival Fasting, Wilderness Survival, Fishing, Hunting


Temple Meditation, Acupuncture, Acupressure, Shiatsu, Massage, Holistic Medicine, Use Poison, Calligraphy


Weapon Katas : WP claw-paired,and weapon mastery+2lvs, WP Sword-paired-weapon mastery, WP Knife-paired-weapon mastery, WP thrown-paired-weapon mastery +2 of choice.


LEVEL ADVANCEMENT BONUSES


1st: + 3 parry 4dodge 2 strike +2 roll with punch fall impact +1 balance +1 disarm/throw +1back flip +1int crt/ko beh dthblow20


2nd: + 2 damage +2 parry 1attack +1 roll with punch/fall/impact +1 dodge +1 int + 3 throw


3rd: + 1 attack +1 roll with punch/fall/impact +1 disarm +1 int crt/ko19 +1d6 damage Fireball/Icebolt/Sparkball/Manabolt


4th: +1 parry +1 balance +1 back flip +2 throw +2 chi/Atemi/damage +3 int


5th: + 1 attack +1 dodge +1int x2chi 3disarm crt/ko18 +1d6 damage from the Shadow Essence Bolt


6th: + 1 strike +1 balance +2parry +2 dodge +2 body/mar/ki/chi/Atemi 3throw +1d6 damage from the Shadow Essence Bolt


7th: +1 attack +1 parry +1 dodge +1 int +1 back flip +2strike +2 chi/Ki/Atemi dthblow19 +1d6 damage from the Shadow Essence Bolt


8th: + 1 balance +1 attack +1 int +1 disarm +2parry +2 dodge +2 /throw +3 roll with punch/fall/impact +3 damage crt/ko17


9th: + 1 attack +1 roll with punch/fall/im[pact +1 int +2 damage + 3balance +3 disarm crt/ko16


10th: + 1 disarm +1 balance +2 strike +3 chi/atemi/body/mar +1d6 damage from the Shadow Essence Bolt


11th: +1int +2 attack +2 parry +2 dodge + 3 balance x2chi


12th: + 1 balance +1 throw +1 disarm +2 strike +2 damage +2 Zen/inv/chi/Ki


13th: + 1attack +1 parry +1 dodge +1 int +1 throw +2 damage +2 disarm +2 chi/Atemi +1d6 damage from the Shadow Essence Bolt, learn continuous chi mask


14th: + 1 balance +1 throw +1 disarm +2 zen/inv/body/mar +1d6 damage from the Shadow Essence Bolt, learn permanent yin/yang kata15th: +2 attack +2 int + 2 P.S. +2 P.P +2 P.E. + 2parry +2 disarm roll with punch/fall/impact +2 balance +2 throw 2 disarm +2 body/mar/chi/Atemi/invis/Zen/me/iq/spd 4dmg crt/ko15 dthblw18 +2d6 damage from the Shadow Essence Bolt, learn to assume pure chi form +20 H.P/S.D.C./M.D.C./Chi/I.S.P./P.P.E.


Special Martial Abilities:


The "Shadow Essence Bolt:” as it is known, 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: 6d6 damage to S.D.C., M.D.C., Hit Points, and Chi. A regular Fireball uses up 2 Chi, and any extra chi points used will add damage to S.D.C., M.D.C., or Chi on a 1 for 2 basis. 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 dmg anyway. Also he cannot roll with the punch regardless of whether he parried or not. For every level of the Shadow 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 nonorganic substances, the fireball becomes especially destructive. Multiply all damage by 2. The Shadow 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 Shadow Master can maneuver the fireball, gaining an extra attack at 5th level and every 2 levels afterward.


Shadow Battle Aura: This is a form or aura effect used in battle that acts like a force field protecting the user from all attacks: 100+100 (SDC/MDC)/level =20/chi invested acts like a force field 10chi to activate positive chi is white colored, negative chi is black colored, while aura is up emitted light equivalent to true sunlight up to 1000ft radius, 12dmg from touch/chi invested duration is 4+1hrs/chi invested, absorbs 15chi either positive or negative chi/chi point invested.


Elemental Aura: This is a form of battle aura that has an elemental effect infused in it, it can link to battle aura, also provides immunity to element used:


Fire (red):+12protection/chi +12 dmg/chi 1ft radius/chi


Water/ice (blue):+12protection/chi +12dmg/chi 1ft radius/chi


Earth/acid (brown):+12protection/chi +12dmg/chi 1ft radius/chi absorbs 15ppe/chi


Metal/electricity (silver):+50protection/chi +12dmg/chi 1ft radius/chi


Wood/poison (green):+5protection/chi +12dmg/chi 1ft radius/chi absorbs 15isp/chi


Wind/gas (yellow):+5protection/chi +12dmg or KO 2d6melee/chi 20x20x20


cloud/chi 20+20ft/lv/chi


Mana (gold):+7protection/chi +12dmg/chi 1ft radius/chi absorbs 15chi/ppe/isp/chi


Lunar Strike: 1d10*10 +P.S. +punch fire damage; cost is: 5 chi/ppe/isp


Shadow Fist: A punch, jab or open hand strike that inflicts an additional ID10x10 M.D. (in addition to normal hand to hand damage) to supernatural beings, demons, elementals, and creatures of magic, including dragons! This attack costs I.S.P./P.P.E./Chi and counts as two melee attacks/actions and can be combined with a power punch Cost: 8 Damage: P.S. +punch +1d10*10 +kd&kb 1ft/dmg point


Shaodw Kick: The martial artist learns to channel his P.P.E./I.S.P./Chi into a powerful kick that does 1D10x10 MD. (in addition to normal hand to hand damage) to supernatural beings, demons, elementals and creatures of magic, including dragons and other oni ninja. The attack counts as two melee attacks/actions and can be combined with a power punch kick. Cost: 8 I.S.P. per attack Damage: P.S. +kick +1d10*10 +kd&kb 2ft/dmg point


Shaodw Leap Fist: A powerful leap punch that inflicts x2 the Dragon fist attack. to supernatural beings, elementals and creatures of magic, including dragons. This must be the character's first and only attack for that melee (the leap concentration and focus uses up all other attacks). All the character can do after the kick is defend himself. I.S.P./P.P.E/Chi Cost: 10 I.S.P. per kick. Damage: P.S. +dragon fist*2,


Shadow Leap Kick: A powerful leap kick that inflicts x2 the Dragon kick. to supernatural beings, elementals and creatures of magic, including dragons. This must be the character's first and only attack for that melee (the leap concentration and focus uses up all other attacks). All the character can do after the kick is defend himself. Cost: 10 I..S.P./P.P.E./Chi per kick. Damage: P.S. +dragon kick*2, must have dragon kick


Shadow Strike: 1d10*100 +P.S. cost is: 50 Chi/P.P.E./I.S.P.


No-Shadow


"There was this other instructor and he did a lot of kicks... you know a lot of high kicks and all that. Kicking was *his* thing, you know. So he starts thinking, "What do I need this Leishman guy for? I got this stuff down." So he starts bothering Master Leishman right... wants to spar with him... see where he's at right... So finally, Brian decides that this is not going to stop until they do this. The guy sets up, all ready to do his kicking thing. Next thing we know, Master Leishman's got his foot millimeters off the guy's chest and just lightly taps him.... When we took a look at the guy's back... footprint shaped bruise. Hydro-static shockwave..."- My recollection of something said by my instructor Gary Braniff. "How do I know you can't see it? Because I can't see it either... and I'm doing it."- Gary Braniff on No-Shadow


No-Shadow - To strike as fast as humanly possible. Through awareness of muscle tension and the limiting of thought, the character can strike out a speed that even she/he can barely follow. '''Note:''' '''Because of the advanced nature of No-Shadow (and the bonuses), characters need to be at least level 3 to choose it.''' No-Shadow Kicking requires the Body Hardening ability of Kick Practice


Bonuses:+2 strike +2 parry +2 damage +2 dodge +2 attacks +1D4 to PP +2D4 Spd


Shintai no Chushin wo Tadasu


Long hours of practice maintaining one's body in a balanced, correct posture. Bonuses: +1 to P.P., +2 to Maintain Balance.


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


The Plum Flower Posts are a series of long posts, about twenty feet tall, that are buried in the ground until only the very tops show. The amount left sticking out of the ground varies between three and five feet. The posts are also spaced about two to five feet apart. The posts are arranged in a pattern that resembles a flower from a plum tree. The training is conducted by practicing forms (Crane/hsing/kuen) on top of the posts. Bonuses: +1 to P.P., +5 to S.D.C., +2 to Maintain Balance, +1 to Dodge.


Makko Ho (Meridian pair stretches)


The Makko Ho exercises are used as a self healing technique by allowing the practitioner both sedate and tone the meridians through specific stretches that were developed to improve the flow of Qi. There is a stretch for each pair of meridians and, as they are based on the Traditional Chinese Medicine, they should be done in the sequence shown (i.e. Metal, Earth, Primary Fire, Water, Secondary Fire, and Wood). Begin the exercises by grounding yourself through relaxed, regulated breathing, while you focus on centering the Qi within the Tan Tien. Keep centered throughout the exercise. It is important that you settle into the stretches on exhalation and the nothing is forced. Hold each stretch as you inhales, being aware of tension (whether through excess or deficiency) that you feel along the meridian path. Do not force yourself into positions that you find uncomfortable - pain is not the goal, letting go of tension is. As with Qigong exercises, the emphasis is not so much on the physical stretch but on opening up and moving the Qi. It is therefore vital that you focus on the breathing and that you are aware of the changes going on within you during each stretch - this includes physical, emotional, and consciousness (Body, Mind, Spirit). Bonuses: +2 to P.P. +5 to Chi


Junan na Shintai


This is training to keep the body flexible, so one doesn't use excess, or unnecessary strength. Bonuses: +1D4 to P.P., +1 to P.E.


Iron Hand or Kanshu:


This is the development of the ‘Penetration Hand,” a toughened hand that will not take dam age from hitting hard objects. This training focuses on making the hands stronger and able to withstand lots of impact, so that the character may deliver more powerful attacks with the bare hands. Training is long and continuous as the ability to strike things without sustaining damage gets harder and harder. The hands are plunged into barrels of rice, then sand, then pebbles. This constant training toughens the hands enormously. The end result being that the character can hit nearly anything and not take any damage him/herself. They can also do things like pick up hot coals with their bare hands Bonuses: +2 to P.S., +15 to Damage on all hand strikes regardless of form, and +5 to SDC +2d2 +2 to power punch, and also lower the treat the characters hand attacks as if it were a P.V. of 2..


Note: Combined with Tamashiwara (see Martial Art Techniques), a martial artist can break things with hand strikes and take no damage, even when failing a roll and never fails to break an object, when using hand attacks!.


Wrist Hardening: The wrists, often the weakest part of the body, are built up using special exercises. Characters with this augmentation have a + 5% to escape from Arm Holds and can escape Wrist Joint Locks without harm. Bonuses:+ 3 P.S., +5 to S.D.C.


Kick Training Practice or Chagi:


Focusing on precision, accuracy, speed and the power of Leg Attacks is what this training is all about. Repeated kicks at all heights. The character develops the flexibility to do the “splits,” to kick straight up over the head, and to jump up, kick something directly overhead, and return to a standing position. Training is considered complete when the character can do the splits and control their kicks to the point of being able to stop their foot a centimeter short of impact and hold it. Bonuses: +2 to strike and +15 to damage on all kick attacks regardless of form and + 3D6 to Speed +10 feet to leap distance and the character can hit fist size targets without any penalties +2d6x2 to power kick.


Blind Fighter Training:


This skill is extremely useful to have. Characters are able to abandon their sense of sight, to fight using only their other senses. Characters with this ability cannot be the victim of a sneak attack (except by long range sneak attacks) and enjoys several bonuses when they are able to see: +6 on initiative, +2 to parry and +4 to dodge. If the character is blinded then this ability allows the character to fight without the previous stated bonuses, however, they retain any other bonuses they normally have! Maximum range when fighting blinded (i.e. using the other senses to combat others) is just past Long Range (about 10 feet).


Reflex Training:


Characters train themselves to try to react as fast as possible in combat. In the end, they are able to track attacks, react to them and move on to another attack, all before doing anything. Add +6 on initiative at level one and add +1 more at levels 3, 6, 9, 12 and 15.


Speed Training


This exercise is designed to improve action and reaction speed. Practitioners


throw kicks, punches, boards, bricks, knives, and, finally, shoot arrows at each


other. Bonuses: +2D6 to Speed and +3 to Initiative (or +1 Attack per Melee)


Punch Training


Repeated punches from every position and at every angle possible. This


develops the strength of the hands and the flexibility of the arms. Bonuses: +2 to


Strike and +1 to Damage on all hand attacks and a +2 to Parry.


Body Training:


A very hard and harsh method to train that involves taking various attacks with full damage without defending. The character will stand still and attempt to keep bearing while being punched, kicked or hit with weapons so their body becomes resistant to the effects of physical attacks. The characters’ body becomes as tough as a rock able to take lots of damage. Add 1D4×10+40 S.D.C., 6D6 Hit Points and +4 to save vs. pain.


Endurance Training:


Those who train in this method attempt to master the effects of fatigue and physical strain that the human body can withstand. This kind of training involves pushing and pushing oneself above and beyond normal limits of the human body. Characters will train and train until they can no longer lift their arms and pass out from exhaustion and when they wake up they will train some more. This characters capacity for endurance is almost supernaturally high—they fatigue at only 1/10 the usual, and their strength is considered “Extraordinary.” Add +2 to P.S. and +1 to P.E.


Tie Zhou Kung (Iron Broom Training):


Add 2 to P.S., Add 3 to Maintain Balance, Trip/Leg hook and Backward sweep now do 1D6 damage each.


Tie Tou (Iron Head):


This is the development of the "Stone Head", a toughened skull that will not take damage from breaking boards, bone, or brick. To toughen the head it is struck against sand, then wood, then bricks, then stone. An unfortunate side-effect of this training is that the martial artist goes bald.


Bonuses: +1 to PS +3 to Damage with head strikes +2 to Escape Neck Holds +6 to S.D.C.


Tie Gwong Kung (Iron Forearm Training)


Add 3 to P.S., Add 5 to S.D.C., Add 2 to Forearm Strike Damage.


T'ieh Chi Kung (Iron Foot Training)


Like the other types of "Iron Body" training, this one involves striking things repeatedly. The character kicks objects until the feet are conditioned to withstand heavy impact. Bonuses: +1 to P.S., +5 to S.D.C., +2 to Damage with foot strikes.


Steel Feet


This is a variation on the Iron Hand ability. The martial artist goes around kicking trees, walls, cars, whatever, with his bare feet in order to toughen them up. He also walks on hot coals, broken glass, desert sands, etc...Bonuses:+1 P.S. Feet are immune to heat and fire up to lava temperatures suffer ½ damage from magical fire/plasma +2D6 S.D.C.


Shiko:


The stamping of feet on the ground to strengthen the legs. +1 to all kick attacks, +2 to P.S., +5 to S.D.C.


Teppo:


The striking of a wooden pole to strengthen the arms and shoulders. +2 to P.S., +2 to damage on all hand strikes, +10 to S.D.C.


Arm Strengthening:


Repeated wounds to the arms increases durability, providing +2 to save vs. Pain, +5 S.D.C. and +1D4 H.P.)


Discorporate (Kai Tian):


For a single melee round ‘action”(roughly 3 seconds),the character becomes immaterial. Or as a Taoist Priest might say, the character becomes “at one with the entire universe” for that instant of time. This means the character will, for an instant, avoid any and all attacks and threats. Unlike the power of Intangibility (see Heroes Unlimited), where a character is just molecularly rearranged, the discorporate character more-or-less ceases to exist on the physical plane for a moment. So there is nothing that can harm the character. Returning from the experience, the character is always fully invigorated (even Dim Mak will be dispelled — but, no, the character can’t take anyone else along for the ride!), glowing with health, and fully charged with Positive Chi. Note: The character doesn’t need to have any Chi at the beginning of a Discorporate, and can even have Negative Chi. This is the first step in a character’s road to the Taoist version of immortality. That is. at any time the character may choose to Discorporate permanently! However, while the character becomes one of the Immortals and ascends to another aspect of existence, the character is also permanently out of the game! Because time operates differently as the newly Immortal character absorbs the secrets (or becomes one with, depending on how you look at it) of the Tao, the character is out of the player’s control.


Restrictions: No character should attempt to do Discorporation more than once per day. The problem is not the ability, but more a matter of the temptation The character feels so fulfilled and loses so much sense of the importance of lowly material life, that it’s necessary to save vs temptation anytime the character at tempts Discorporation more than once per day! The player will have to save by rolling under 40% on percentile. A failure to make the roll means the character has departed and is lost to the players.


By the way. it is possible for ‘Evil” characters to acquire the Art of Discorporation. After all, anyone, even an Infernal, can become enlightened and “at one” with the Tao. However, char acters who are fundamentally selfish or evil will likely be re pulsed by the whole idea of discorporation — “What? Me, who is destined to rule the world, You expect me to give that all up for n That is madness For these characters, it usually doesn’t take more than one experiment before -they turn away from discorporation as a dangerous trap.


Mind Walk:


The character’s spirit can leave the body and move about the world. While in this form the character be comes pure Chi, with no substance whatever. Chi Masters with Chi Awareness will be able to spot the spirit of the character, and Chi Combat is also possible in this form. While in spirit form, itis the character’s embodied Chi that is travelling. The character can see and hear normally, and can use any known Chi powers, but is completely invisible and insubstantial. Because of this, other Chi Masters (those with Chi Awareness) will be able to detect the Chi spirit. Communication, mind to mind, is possible with any person that the Chi spirit touches. The Chi, whether positive or negative, of the Mind Walking character can’t be changed while out of the body. In other words, a character filled with negative Chi who does a Mind Walk will become a negative Chi spirit, unable to perform positive Chi powers, and unable to change to positive Chi without revisiting the body.


Movement, while in spirit form, is either by drifting or by teleportation, and the character can’t do both at once. Drifting allows the character to slowly move from place to place, with a Spd. of 22. There are no restrictions either from objects or by directions with drifting, and the character can move equally fast straight up, or directly through any solid objects. Teleportation allows the character to move any distance instantly, simply by visualizing the destination. However, the act of visualizing requires that the character concentrate, while motionless and inactive, for four full melee rounds. Mother limitation is that characters may only teleport to specific known places or persons. You can’t teleport to a place or person you’ve never seen in person. In other words, a photo graph or a description is not enough to form a focus for teleporting the Chi spirit.


While a Chi spirit, the character can perform any of his/her known Chi powers normally, just as if the character were present in body. For example. the character could deliver a punch with the Hardened Chi power, delivering no physical damage but doing damage from the Hardened Chi only. The Chi spirit is also vulnerable to Chi attacks. For exam ple, any Hardened Chi, Soft Chi, Negative Chi Attacks, or One Finger Chi attacks directed against the Chi spirit, will do damage directly to Chi. Chi spirits can Parry or Roll with Punch against Chi attacks (without bonuses), but cannot Dodge. When a Chi spirit reaches zero Chi, it is dead, with no hope of any recovery. Note: Fist Gesture is the most deadly attack to Chi spirits since, if successful, it completely destroys the Chi spirit. While a character’s body is empty of the Chi spirit, it is completely vulnerable to any and all attacks. In addition, because the body is empty of all Chi during a Mind Walk, no healing is possible. After a body has been empty for two hours, it becomes possible that it will lapse into a coma (see the section op Coma and Death). For the first day there is a 20% chance of a coma every hour. After twenty-four hours, there is a 60% chance of lapsing into a coma every hour. All the normal risks (hit point loss, death) of coma will apply. Return of the Chi spirit will instantly cure the coma, but the effects of the coma will remain.


Karumi-.Jutsu:


The character has a mystic ability that al lows him to reduce his body’s weight by 85%. must a 2001b (90kg) man would weigh a mere 30lbs. There are only a few restrictions. First, it only works on the characters own body, not on any possessions or clothing. Second, it works only when invoked, and definitely does not work if the character is in combat or unconscious. It requires total concentration, and the character can perform no other attacks, defenses or actions during the melee round when the character is using the power. Karumi-.Jutsu allows for the following abilities:


Falling: The character can fall from up to 2000ft (6l0m) distance and land without suffering any damage. Great distances will do one (1) point of damage for every additional 2Oft (6.1m) of height.


Jumping: The ability to jump great distances, up to 10 times the characters normal distance (usually about 50ft/15m).


Climbing: The character can climb any surface without fear of failure/falling. Treading Lightly: The character can walk across delicate surfaces, or extremely fragile bridges, without fear of collapse. Likewise, the character can walk on objects as delicate as china teacups without causing damage or disturbance. Note: Duration is indefinite, as long as the character continues to concentrate on being lightweight. Combat will break the concentration.


Hidden Weapons


a technique sought after by many weapon oriented martial artists. The Zenjorike technique of hidden weapons allows a martial artist to carry what could almost be considered and arsenal within the confines of their clothes, with little or no weight or appearance problems.Notable users of Hidden Weapons are ninja's, able to apparently carry a multitude of shuriken on their person without making a single noise or tearing a single shred of clothing.The technique of Hidden Weapons has a few requisites for its use. That first being, the artist attempting to hide weapons on his or her person must have at least a P.S. of 20. The distortion causes some funky weight issues and thus requires a strong body to execute.Lastly, the character MUST know Karumi-.Jutsu before taking this technique. By using the weight altering technique, the martial artist can thusly carry more in the warped space than normally possible.With all these requirements met, the character can then learn the Hidden Weapons technique. The technique allows the character to hide up to 255lbs/lv of weapons within their clothes. Any number of weapons can be taken out at a certain time, within certain limits. The character must either have the free hands to pull the weapons out, or must fling his arm outwards in the case that they want to send certain throwing weapons outward from their sleeves. The number of weapons that can be thrown outwards from either sleeve is four at level 1, eight at level 4, twelve at level 8, sixteen at level 10, and twenty at level 13. NOTE: Firearms cannot be hidden, nor any weapon with any moving parts, like crossbows. For some reason, mechanical weapons do not mix with the space warping technique.Only the character can normally remove these weapons from their clothing. However another hidden weapons artist could reach in and very well pluck one of the martial artists weapons from him, and vice versa.At levels 3, 6, 9, 12, and 15, the character gains an additional 100lbs to the amount of weight in weapons that they can carry.


Art of the Doppelganger


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


Martial Arts Analysis: This is the skill that separates dedicated martial warrior from normal martial artists. Not only does this represent how well the character can fight, but it represents how well he can counter a new styles or moves, & learns new styles and moves. Most significantly it represents how well the artist controls the Chi he has access to. Most new Chi techniques require a roll of 1/10 the base to successfully learns a new Chi technique. Failure usually merely means more time required learning a Chi technique, however many of the most powerful having grave consequences for failure. The normal martial artist starts with a skill of 25% base an additional 5% per level of experience, plus add +2 % per Chi Mastery skill already known.


Layout Tracking: This is special technique that allows a character to memorize the terrain of an area just by glancing at it (takes one melee attack). At that point, they can do any feats in that area without seeing where they are going! They have a base chance of 75%+5% per level to successfully perform layout tracking and it has a 60 foot radius maximum.


Combat Sync:


The character is so comfortable with feats of agility that they can perform any acrobatic, gymnastic and/ or feats of balance in combat with no penalties! So, they can forward flip and front kick someone or back flip and fire a gun at someone, with no penalties, full bonuses apply.


Falling Technique:


The character learns the fine art of falling. Not just from a few feet, but from dozens of feet, and then from hundreds of feet. The character also learns to always land properly, automatically bouncing back to a two foot, one foot, or cross-legged stance, At safe” distances of 1200 feet or less, the character takes no damage. At “minimal damage” distances (1800 to about 2160ft) the character takes one (1) point of damage for every 50 feet of the fall. Even at very great distances, of 3000ft to about 4000fl ( the character takes only 1 point for every 20ft of distance fallen.


Tamashiwara(“Art of Breaking”):


This is the Ninjas & Super spies’ version of Breaking boards, bricks, ice, wood or bones, and eventually, glass —it makes no difference to this character what it is; they are likely to break it. Characters practice breaking wood; bricks, stones, ice and glass, and they use their fists, feet, elbows, knees and even foreheads. However, this skill goes beyond looking for the weak point in a target. In this kind of attack the AR. and S.D.C. of the object are irrelevant because the martial artist is really breaking the Chi of the object. The character actually learns to break the Chi of an object—which occurs the moment before impact. This ability does not burn up any additional attacks or actions. It is an addition to a normal attack, but it has varying modifications to combat depending on the outcome. A natural roll to strike is necessary and depending on what the character is trying to break (living beings or inanimate objects), effects will vary. Against inanimate objects, a roll of 1 to 4 will mean the object was not broken and instead the character takes full damage, instead of the object! A roll of 5-13 means the object takes half damage and the character takes half damage, but at least the object breaks. This usually happens when the Chi of the object is broken upon impact, instead of breaking it right before impact. A roll of 14-20 is perfect shot—the character breaks the object no problem, without taking damage! It does not matter how much damage was inflicted, the desired effects were achieved (broken in half, has a hole in it, shattered, etc.). Nor does an objects A.R. matter (this includes natural A.R.’s as well) this ability completely bypasses them. Using this skill on living beings is particularly deadly. A roll of 1 to 4 means the character only did normal damage (if a natural A.R., then effects are unchanged—treat it as if the character did not use this skill). A roll of 5-13 means the character did double the normal damage (if a natural A.R., then the character bypasses it and does full normal damage to the character, but takes none themselves). A roll of 14-20 means a perfect shot, the victim takes double the normal damage direct to Hit Points (effects are unchanged with a natural A.R.). This ability may only be used once per melee, because it strains the character and if the roll (against either) was 1 to 4, they lose their next available initiative. Also, this ability can only be used as the characters attack; it may not be used with Combo Parry/Attack (or Dodge /Attack), Power Parry or any Attack Modifications. If find weakness and iron hand is also possessed then always breaks objects with no damage to character using tamashiwara. When attacking another person; A roll of 14 or higher means successfully punching or kicking another human being inflicting double damage (plus damage bonus) directly to hit points (not SDC) +1d4x10 to power punch.


Martial Art Awareness or Zanshin.:


In Japanese, this is often called Tsuki No Kokoro which means “Mind like the Moon.” That’s because it is said that the martial artist’s mind floats above the body, calmly sensing all activity around it. A threat, no matter how slight, will disturb the calm.


Zanshinshi might put it, “As someone thinks to attack me, that person’s Chi comes toward me. I have only to follow the Chi, and I will know the source of the attack.’ This ability is one of readiness and awareness. Training involves being constantly on the alert, even while sleeping or when in the bathroom! The martial artist will instantly sense anybody who enters his Zanshin circle, including animals and even those with intangibility and/or invisibility (although he can not see the invisible). Bonuses: +6 on initiative, +2 to parry, +4 to dodge, and can not be surprised from attacks from behind. When fighting an invisible foe (or character with superhuman speed) these Zanshin bonuses do not apply, but his other combat skills remain unimpaired due to his mystic awareness (this character does not suffer the usual penalties from fighting an invisible foe). Characters with this ability also have a reduced form of Chi Awareness that allows them to evaluate the Chi of anyone they can see who is inside their Zanshin circle. At first level, Zanshin extends for an area of 600ft ( Sm) around the character. This is increased by 20ft for every level of advancement.


Reflex Training


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


MARTIAL ART TECHNIQUE: 5 DEADLY VENOMS:


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


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


Okugi Yaiba (Hidden Blade)


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


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


Leaping Technique


Could be considered the opposite of the falling technique. That artist is able to make leaps that are beyond even Olympic skill in terms of length or height (Crouching Tiger, Hidden Dragon anyone?). This technique is favored by Taido & Ninjutsu artists. The character can leap 2+1 meters per level lengthwise, and 1 meter per level height wise. By using this technique the artist can clear any combat range or leave combat completely in one action. Note that without the Falling Technique, the artist will have to roll 14 or higher maintain balance to stay on their feet after such a bound (if they fail when using this to leave combat, their opponents will automatically get initiative if they pursue a new melee). NOTE: When combined with the Zenjorike Karumi-Jutsu, the character will be able to perform Karumi-Jutsu leaps without intense concentration, thus allowing to be used in combat. Per level bonuses to jump distance apply to Karumi-Jutsu leaps


Yuk Gum Techniques (Inverted Sword Techniques)


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


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


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


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


Two-Hand Technique


This is mimicry of the techniques of Centipede Boxing. It allows the


fighter to act as though they were wielding paired weapons (Thus


allowing them to parry/strike with both hands in the same action… etc.) It also provides Katas: Knife - paired.


Suwari Waza (Seated Techniques)


The character has learned to fight from seated or kneeling positions. Bonuses: +1 to Strike, Parry, and Dodge when in a seated or kneeling position.


Speed striking


A special attack where the Triad masters can repeatedly strike a target up to five times with one melee attack! The first four attacks must be non-power attacks and must only take up one melee action to perform normally. The master must roll a strike that hits to begin, and then must roll successful strikes to continue the assault. A failed strike means no more speed strikes can be done. The fifth attack can be a power attack, but still takes up two melee attacks. The only problems with this is that the attacker cannot defend himself in any way during the attack, he cannot combine this with a death blow, no weapons can be held in the hands, and his bonuses to strike and damage are halved! Plus, the defender gets to roll to parry or dodge until he succeeds - if and when he does, the flurry of attacks ends. Still, this is a devastating ability (especially when used from behind) and this is why masters are so feared.


Sha Nang Kung (Sa Nong Gung)(SandBag Training)


By training with a number of sandbags on a frame, this technique teaches you how to fight multiple opponents. Bonuses: character can fight 2 opponents @ level 1, +1 opponent @ levels 4, 6, 8, 10, 12, and 14. The character also learns the combat skills Circular Parry and Multiple Dodge.


Poison Hand Technique


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


01-20 Dragon claw to the throat. Crush and tear out throat. (1D6+damage bonuses)*4 to hit points. Additional 4 hit points lost per minute. Equivalent to double critical damage and shock.


21-40 Crane forearm to the temple. Potentially lethal if the attacker breaks the temporal bone. 1D6+ damage bonuses)*2 to head SDC and another half of that to hit points. Speed, attacks, and skills reduced by 25%. Equivalent to medium injury and shock.


41-60 Tiger palm to the nose. Drive the cartilage into the brain. (1D6+damage bonuses)*3 to hit points. Additional 2D6 hit points lost per minute. Equivalent to triple heavy injury and shock.


61-80 Snake hand to the eyes (or crane hand or mantis hand etc.). Poke out the eyes. (1D4+damage bonuses)*2 to hit points. Additional 2 hit points lost per minute. Blindness with all its penalties! 50% chance of irreparable damage to the eyes. Equivalent to triple medium injury and shock.


81-100 Panther paw to throat. Crush the throat. (1D6+damage bonuses)*3 to hit points. Double medium injury and shock. [On the other hand, you can just use the table for normal death blows...]


Koppojutsu


This is the art of bone breaking. Characters with this skill are trained in the techniques, required force and knowledge of where to strike in order to shatter bones. A Koppojutsu attack can only be used once per melee round and requires a 15 or better to strike. A successful attack results in the target bone being broken, doing damage directly to Hit Points. If the roll is less than 15 the strike fails but still does normal damage to the target. Can be done with any hand strike except Finger Tip Attack/One Finger Attack, Spear Hand, any Claw Strike (including Black Tiger Claw Strike, Claw Hand, Bear Slap, Crane Fist, Duo-Claw Strike, and Eagle Claw Hand), Push Open Hand, Two Palm Push, and Sticky Hands.


Judgment:


The technique of Judgment represents the ability of a Fencer to take the measure of their opponent and figure out how to react appropriately against them. To use this power, the Fencer must spend two melees sizing up their opponent. This takes the form of applying basic attacks and defenses to certain moves, allowing the Fencer to judge what methods of attack their opponent can use. Note that this is two melees of watching the opponent fight, but not necessarily against the Fencer. If they have the opportunity to watch the combatant fight for two melees and are using the Technique on them, the same results will occur. In game terms, this means that the character will be able to determine the following things about the opposing character: approximate level of their HTH form as Low (1-3), Medium (4-7), and High (8 and up); the HTH form being used and the approximate moves they can use (tell them what form and let them look at the book to see what they can do); the enemy's physical attributes; and indicate the general possibility of other abnormal powers and abilities (only shows generalities, like odd eyesight, exceptional hearing, abnormal flexibility, and so on, not give them a description of the exact powers used.). It also grants a few bonuses, as the Fencer begins to be able to predict how their opponent will react and move.


Bonuses +2 to Initiative +2 to Parry/Dodge +2 to Time Thrust +1 to Strike


Martial Arts Techniques: Jeet Kune Do Concepts 1


There are those who believe that JKD is meant to be a constantly


evolving, changing form. Techniques that no longer work are discarded in favor of newer, more functional techniques. To simulate this in game terms, the practitioner of JKD is able to select a new technique from any martial art form ( only those techniques listed under COMBAT SKILLS )at levels 3,6,9,12,and 15.


Martial Arts Techniques: Jeet Kun Do Concepts 2


A training mindset that focuses on constantly expanding the character's range of skills, adapting what is useful from other arts while paring away what is less useful from his own martial art form.


At 1st, 4th, 7th, 10th, and 13th levels, the character may EXCHANGE any of his combat moves for any other from another style.


At 2nd, 5th, 8th, 11th, and 14th level, the character may EXCHANGE his level advancement bonus for that of another style.


Both exchanges are at the character's option, and subject to GM approval (i.e., if the character has never even MET an Eagle Claw Kung Fu practitioner, it's unlikely s/he would learn the Eagle Claw technique, or learn any of Eagle Claw's LAB's)


Jia Zhu Chi Kung (Standing Post Breathing Exercise)


This is a form of meditation designed to increase the flow of Chi in


the body. Bonuses: +5 to Chi at Level 1, +10 to Chi at Level 5, +15 to Chi at Level 10, Double Existing Chi at Level 15.


Instant Stand


The character is able to deftly return to his feet after being knocked down. He loses no actions when he is the victim of a knock-down attack.


Ground Fighting


The character has been trained to fight from the ground. He loses no actions when he is the victim of a knock-down attack, unless he chooses to get up, and he can attack from the ground with no penalty.


Battojutsu


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


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


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


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


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


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


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


Healing Atemi or Duatsu: Includes a thorough study of the art of acupuncture (healing by inserting needles into the body). The result is the ability to resuscitate a character by touch alone. Duatsu can be used to instantly reverse the effect of any other Atemi attack, except Dim Mak! It can also be used to snap a character out of a Knock-Out, Stun, Paralyze or any other form of temporary shock. It only takes one melee round attack/action to perform Healing Atemi. Note: Healing Atemi does nor restore hit points, SDC. or Chi.


Empty Palm


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


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


Ecstasy: This attack is a very dangerous reversal of the Agony attack. While the Agony attack activates all of the 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.


Puppet Dance Tien Hsueh: The first step for the attacker is to get a good grip on the back of the victim’s neck. This can be done with any sort of combat “grab” orjust by moving a hand into place when the intended victim is unaware or helpless.


Once the attacker has a hand on the back of the victim’s neck, it takes another roll to strike (normal bonuses allowed) and a single melee action for the Puppet Dance Tien Hsueh to be activated. The victim has one last chance to dodge/pull away, but there is no possibility of a roll with punch/fall/impact.


Mastering complete puppet control over his victim usually takes about one full melee round of experimentation with finger pressure. The puppet victim is completely aware but helpless. The attacker maintaining the puppet hold can manipulate his vic tim like a living puppet via pressure from his finger on the neck


— the perfect hostage hold. The victim can be made to walk, skip, dance, open doors, or otherwise move around. The arms can be made to move, gesture, pick up or drop objects, scratch, point, etc. Even the face can be made to change gestures, with forced smiles, frowns, winking and blinking, mouth movements and the like. In fact, the only things the Puppet Dance can’t do is get the victim to speak, although humming and grunting are possible. The victim can be forced to fight, but such actions will be terribly slow and clumsy. Note The puppet has only two melee actions per round and has no combat or attribute bonuses avail able (natural rolls only). Skill performance is at -60%.


As long as the Tien Hsueh expert maintains the hold, the victim will be manipulated like a puppet. However, the attacker cannot perform any other Tien Hsueh, cannot use Chi, and will have difficulty in combat because he’ll be distracted by the ma nipulation of his puppet (- attack per melee round, -2 on initiative and -2 to dodge). The attacker can continue to talk normally, walk around (with the victim), and use the other hand to fight, parry, shoot, or perform skills (one-handed of course).


Once the hold is released, the victim will be instantly back in charge of his/ber own body and will remember (and resent) hav ing been manipulated.


Bakusai Tenketsu (Breaking Point Technique)


Everything in the world, living or not, has one vulnerable point, the ‘Breaking Point,” whether it be boulder, frog, cricket, or, yes, the human body. However, this version of the Breaking Point Technique is incomplete as it was designed by ancient Chinese martial artist miners; it only works against stone. Against stone, the character could bring down a mountain if they so choose! By interrupting the flow of Chi at a key point, the structure of an object can be disrupted. It takes 1 point of Chi (negative or positive) to use the Breaking Point in its most basic form. When striking a stone target, the character can shatter 6D6x10 lbs. of stone (it explodes in a cloud of shrapnel--doing 2D6x10SDC/MDC in MDC worlds to all within 10 feet) per 1 Chi (3D6x10 SDC to stone targets).


Once the character has mastered the Breaking Point, the second function of this technique is revealed. Since every time the character uses the ability they are at ground zero of an explosion of stone and shrapnel, they become much tougher! The character gains +5 PS, +2 PE, +100 SDC, and any blunt, kinetic attack (hand to hand attacks, blunt melee weapons, etc.) do 1 point of damage for the first two dice in the attack. (Also, the character is never harmed by his/her own use of the Bakusai Tenketsu)


Example: Ryoga is hit by Ukyo for 2D8 damage. Since he is a practitioner of Bakusai Tenketsu, he takes 1 point of damage per die, for a total of 2 SDC regardless of what Ukyo rolled. However, if she hit him for 4D6 damage, Ryoga would take 2 points for the first two dice, and whatever was rolled for the second two dice.


Because the character still takes damage, however minimal, they can eventually be worn down in an attack (this is how Ranma would usually beat Ryoga--hit him enough times in the same place, and he would eventually fall down).


Bakusai Ten-Satsu (“Breaking Point Kill”)


This hideous and debilitating variant of the Bakusai Tenketsu was accidentally discovered by an enemy of Ryoga Hibiki, Ryo Muhoshin (at least, in two known universes it was). Muhoshin had devoted his life to the defeat of Ryoga and had determined that the best way to do it was to beat him at his own game—learning how muse Ryoga’s weapons, Ryoga’s moves, even Ryoga’s attitude, against him. To beat Ryoga, he had to know Ryoga better than Ryoga knew himself.


In his training, he found that the Bakusai Tenketsu did work against bone, a substance with enough calcium in it to be affected by the stone-shattering aspect of the power. The problem with the Bakusai Tenketsu was that it worked by touch, forcing Clii into the pattern of an object through the medium of touch, making such an attack utterly useless against living beings; after all, there was all that soft tissue in the way.


Muhosh’m noticed that Ryoga could channel the Bakusal Tenketsu through his umbrella by treating it as an extension of his own body. Through extensive and harsh training, Muhoshin duplicated this feat and then went one better: by attaching a sharpened spike or needle to the umbrella’s tip, he could use the umbrella as a piercing weapon (like a spear). Then, when the spike would hit an opponent’s bone, he would channel Chi through it, shattering the bone like fragile china. This method of combat became even more dangerous when used against a particularly vulnerable spot like the skull or spine. Only two of the megaverse’s “Ryo Muhoshins” are thought to know this technique; one of them has since been reduced to little better than a vegetable, and the other has reformed,


Author’s Note: Complicated? Read “ Series and “The More Things Change/The Pursuit of Happiness You’ll be glad you did.


Of course, a true Hibiki would never use the Baskusai Tensatsu training they so arduously pursue for such an evil purpose; however, they do feel that the best way to keep the Bakusai Ten-Satsu out of the hands of people who would misuse it is to keep it safely within the family. Most Hibikis who learn this technique do so entirely on their own, by accident (much as Muhoshin did), and then only find out where it really came from after questioning an elder.


By spending five Chi a user of the Bakusai Ten-Satsu (who must be of an alignment worse than Scrupulous, and an Unprincipled Hibiki will only use this move for self-defense) may charge a piercing weapon (a spike-tipped umbrella is traditional) with destructive force. If the strike against a target is an unmodified 17-20 (natural 20 only for head and spine shots), and is not parried or dodged, then the Bakusai Ten-Satsu takes effect; otherwise the Chi is simply lost and the weapon must be recharged. The strike on a Bakusai Ten-Satsu acts precisely as a called shot, hitting whatever portion of the victims anatomy is desired.


The victim is permitted a saving throw to avoid the worst effect If successful, the target merely takes an extra three dice of damage from the weapon (ie; if the weapon normally did 1D6 SDC, it does 4D6 SDC on this strike) and a small hole is cored through the bone struck (it will heal in a few days); the shot wasn’t precise enough to trigger a breaking point. If unsuccessfu’, too bad--they had more than enough chances already.


An unsuccessful save means that the bone’s breaking point was triggered, shattering the bone into fragments and flechettes; this strike inflicts 1D4x 10 SDC damage (which cannot “spill over” into HP) and an extra 3D6 damage straight to hit points. In addition, the bone struck is broken so badly that heavy medical care (or magic healing) is required to repair it; otherwise, that bone is rendered permanently useless--and whatever it was supporting. Bakusai Ten-Katsu strikes near vital organs may have more dangerous effects (a saving throw versus Coma/Death would not be inappropriate). A shot to the skull or spine grants +5 to the save (the skulls plates are flexible and strong and the spine is mostly nerve tissue and fluid); if failed, let your sickest desires as GM take over--an instant frontal lobotomy or life in a wheelchair are the kindest things you can do.


As a final note, there are over two hundred bones in the average human body (though most of them are in the hands and feet) and a Bakusai Ten-Satsu strike is necessary for each and every one of them (with some exceptions--an exploding bone will likely destroy very small surrounding bones).


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


Spells :


Cantrips:


BELCH Cost: 2 P.P.E. (FREE on RIFTS Earth)


BLINK Cost: 1 P.P.E. (FREE on RIFTS Earth)


BLUELIGHT Cost: 2 P.P.E. (FREE on RIFTS Earth)


CHANGE Cost: 5 P.P.E. (FREE on RIFTS Earth)


CLEAN Cost: 3 P.P.E. (FREE on RIFTS Earth)


COLOR Cost: 1 P.P.E. (FREE on RIFTS Earth)


CREAK Cost: 3 P.P.E. (FREE on RIFTS Earth)


CURDLE Cost: 2 P.P.E. (FREE on RIFTS Earth)


DIM Cost: 4 P.P.E. (FREE on RIFTS Earth)


DIRTY Cost: 3 P.P.E. (FREE on RIFTS Earth)


DISTRACT Cost: 2 P.P.E. (FREE on RIFTS Earth)


DRY Cost: 2 P.P.E. (FREE on RIFTS Earth)


DUSTY Cost: 2 P.P.E. (FREE on RIFTS Earth)


DUST Cost: 2 P.P.E. (FREE on RIFTS Earth)


FLAVOR Cost: 3 P.P.E. (FREE on RIFTS Earth)


FOOTFALL Cost: 2 P.P.E. (FREE on RIFTS Earth)


GATHER Cost: 2 P.P.E. (FREE on RIFTS Earth)


GIGGLE Cost: 1 P.P.E. (FREE on RIFTS Earth)


KNOT Cost: 3 P.P.E. (FREE on RIFTS Earth)


MIRAGE Cost: 6 P.P.E. (FREE on RIFTS Earth)


NOD Cost: 2 P.P.E. (FREE on RIFTS Earth)


NOISE Cost: 1 P.P.E. (FREE on RIFTS Earth)


POLISH Cost: 1 P.P.E. (FREE on RIFTS Earth)


RAINBOW Cost: 2 P.P.E. (FREE on RIFTS Earth)


RATTLE Cost: 1 P.P.E. (FREE on RIFTS Earth)


RAVEL Cost: 1 P.P.E. (FREE on RIFTS Earth)


SCRATCH Cost: 2 P.P.E. (FREE on RIFTS Earth)


SMOKEPUFF Cost: 1 P.P.E. (FREE on RIFTS Earth)


SNEEZE Cost: 2 P.P.E. (FREE on RIFTS Earth)


SPILL Cost: 2 P.P.E. (FREE on RIFTS Earth)


STITCH Cost: 1 P.P.E. (FREE on RIFTS Earth)


SWEETEN Cost: 2 P.P.E. (FREE on RIFTS Earth)


TIE Cost: 2 P.P.E. (FREE on RIFTS Earth)


TWITCH Cost: 2 P.P.E. (FREE on RIFTS Earth)


TWO-D’LUSION Cost: 7 P.P.E. (1 P.P.E. on RIFTS Earth)


UNLOCK Cost: 3 P.P.E. (FREE on RIFTS Earth)


UNTIE Cost: 2 P.P.E (FREE on RIFTS Earth)


WHISTLE Cost: 1 P.P.E. (FREE on RIFTS Earth)


WINK Cost: 1 P.P.E. (FREE on RIFTS Earth)


WRAP Cost: 3 P.P.E. (FREE on RIFTS Earth)


YAWN Cost: 2 P.P.E. (FREE on RIFTS Earth)


MAGELIGHT Cost: 5 P.P.E.


MAGEFIRE Cost: 25 P.P.E.


FILFRE Cost: 1 P.P.E. (FREE if within 10 ft. of a ley line)


DICTATION Cost: 2 P.P.E.


RECALL Cost: 10 P.P.E.


MIRROR SPELL Cost: 20 P.P.E.


SOUL SWORD Cost: 1000 P.P.E., and the permanent loss of 10, 25 or 50 Hit Points


Level One


Singing Insect: P.P.E.: 2


Glow: PPE: 2


Bladder Burst: P.P.E. : 1


Blinding Flash: (1)


Cloud of Smoke: (2)


Death Trance: (1)


Decipher Magic: (4)


Globe of Daylight: (2)


Locate Object: (4)


Magnify: (4)


Repel Vermin: (4 / 8)


Thunderclap (4)


Level Two


Turn Away the Dead: (6)


Blossom Fury: (4)


Mask Scent: (3)


Tread less Path: (3)


Holy Symbol: [Lesser]: (5)


Mystic Alarm (5)


Turn Dead (6)


Fear (5)


Heavy Breathing (3)


Level Three


Armor of Ithan: (10)


Wizard's Guide: (10)


Breathe Without Air (5)


Energy Bolt (5)


Fuel Flame (5)


Ignite Fire (6)


Impervious to Fire (5)


Invisibility: Simple (6)


Negate Poisons/Toxins (5)


Telekinesis (6)


Level Four


Ward Body: (6)


Purify Ingredient: (8)


Blinding Light: (12)


Conjurer's Clothing: (12)


Conjurer's Sword (Lesser): (12)


Training Blade: (12)


Carpet of Slickness: (15)


Charismatic Aura: (10)


Carpet of Adhesion: (10)


Cure Minor Disorders: (10)


Energy Field: (10)


Fool's Gold: (10)


Multiple Images: (7)


Repel Animals: (7)


Seal: (7)


Shadow Meld: (10)


Level Five


Aphrodisiac: (15)


Energy Disruption: (12)


Escape: (8)


Eyes of Thoth: (8)


Libido: (18)


Sleep: (10)


Calling: (8)


Circle of Flame: (10)


Heal Wounds: (10)


Horrific Illusion: (10)


Level Six


Mystic Shelter: (20)


Targeted Deflection: (25)


Time Slip: (20)


Tongues: (12)


Transparency: (13)


Crystal Battery: (20)


Nymph: (60)


Cure Illness: (15)


Fire Ball: (10)


Impervious to Energy: (20)


Magic Pigeon: (20)


Mask of Deceit: (15)


Apparition: (20)


Call Lightning: (15)


Teleport: Lesser: (15)


Level Seven


Orgasm: (20)


Ecstasy: (22)


Incognito: (30)


Metamorphosis: Animal: (25)


Constrain Being (20)


Dispel Magic Barrier (20)


Invisibility: Superior (20)


Invulnerability (25)


Purification (Food/Water) (20)


Level Eight


Exorcism: (28)


Sustenance: (35)


Metamorphosis: Human: (40)


Commune with Spirits (25)


Exorcism (30)


Hallucination (30)


Locate (30) Negate Magic (30)


Spoil (Water/Food) (30)


Stone to Flesh (30)


Level Nine


Spell Ability: (50)


Improved Invisibility: (40)


Metamorphosis: Insect: (60)


Protection Circle: Simple (45)


Summon & Control Canine (50)


Water to Wine (40)


Level Ten


Mystic Portal: (60)


Metamorphosis: Superior: (100)


Banishment (65)


Summon/Control Shadow Beast (140)


Summon/Control Rodents (70)


Wards (90)


Level Eleven


Temporarily Restore Youth & Vitality: (90)


Scarlet Peppers: Cost: 5


Nova Crystals: Cost: 10


Super Nova Crystals: Cost: 20


TAG: Cost: 10


Catalyst: Cost: 25


Nova: Cost: 120


Super Nova: Cost: 120


Interphase: Cost: 90


Clothe: Cost: 20


Silica Cocoon: Cost: 50


Hyper Densify: Cost: 25


Dark Matter Dim: Cost: 50


Mordin’s Armor: Cost: 30


MIRROR SPELL: Cost: 20 P.P.E.


SOUL SWORD: Cost: 1000 P.P.E., and the permanent loss of 10, 25 or 50 Hit Points


Anti Magic Cloud (140)


Create Magic Scroll (100)


Remove Curse (140)


Summon & Control Animals (125)


Summon Fog (140)


Level Twelve


Disguise True Nature: (250)


Disinherit (Lesser): (10)


Disinherit (Greater): (30)


Spell Store: (125) (75 for techno-wizards) + Spell being stored


Cloth of Iron: (Varies Dramatically; 50 P.P.E. Minimum)


Amulet: (290)


Calm Storms: (200)


Metamorphosis: Mist: (250)


Summon/Control Entity: (250)


Summon/Control Rain: (200)


Level Thirteen


Protection Circle: Superior: (300)


Summon Storm: (300)


Summon Lesser Being: (425)


Sanctum: (390)


Talisman: (500)


Level Fourteen


Close Rift: (200 + )


Id Barrier: (600)


Impenetrable Wall of Force: (600)


Restoration: (750)


Level Fifteen


Dimensional Portal: (250) (half at a ley-line nexus)


Dimensional Teleport: (200) (half at a ley-line nexus)


Void: (250)


TRANSFORMATION: AQUATIC


Dur: 10 minutes Range: Self


Cost: 10 P.P.E. + 15 H.P. (temporarily) Comp: Verbal (“aqus”)


EFFECT: Transforms caster into any type of normal aquatic mammal. Gains the animals size, S.D.C., attacks, natural abilities and vulnerabilities. Cannot be dispelled until duration ends. Caster can only use animal’s natural mode of communication, or telepathy.


SAVE: None


TRANSFORMATION: ARACHNID


Dur: 10 minutes Range: Self


Cost: 10 P.P.E. + 15 H.P. (temporarily) Comp: Verbal (“arachus”)


EFFECT: Transforms caster into any type of normal arachnid . Gains the animals size, S.D.C., attacks, natural abilities and vulnerabilities. Cannot be dispelled until duration ends. Caster can only use animal’s natural mode of communication, or telepathy.


SAVE: None


TRANSFORMATION: BEAR


Dur: 10 minutes Range: Self


Cost: 10 P.P.E. + 15 H.P. (temporarily) Comp: Verbal (“ursus”)


EFFECT: Transforms caster into any type of normal bear or related animal. Gains the animals size, S.D.C., attacks, natural abilities and vulnerabilities. Cannot be dispelled until duration ends. Caster can only use animal’s natural mode of communication, or telepathy.


SAVE: None


TRANSFORMATION: BIRD


Dur: 10 minutes Range: Self


Cost: 10 P.P.E. + 15 H.P. (temporarily) Comp: Verbal (“aerelus”)


EFFECT: Transforms caster into any type of normal bird. Gains the animals size, S.D.C., attacks, natural abilities and vulnerabilities. Cannot be dispelled until duration ends. Caster can only use animal’s natural mode of communication, or telepathy.


SAVE: None


TRANSFORMATION: CANINE


Dur: 10 minutes Range: Self


Cost: 10 P.P.E. + 15 H.P. (temporarily) Comp: Verbal (“canus”)


EFFECT: Transforms caster into any type of normal canine. Gains the animals size, S.D.C., attacks, natural abilities and vulnerabilities. Cannot be dispelled until duration ends. Caster can only use animal’s natural mode of communication, or telepathy.


SAVE: None


TRANSFORMATION: DINOSAUR


Dur: 10 minutes Range: Self


Cost: 10 P.P.E. + 15 H.P. (temporarily) Comp: Verbal (“saurus”)


EFFECT: Transforms caster into any type of normal prehistoric repiloid. Gains the animals size, M.D.C., attacks, natural abilities and vulnerabilities. Cannot be dispelled until duration ends. Caster can only use animal’s natural mode of communication, or telepathy.


SAVE: None


TRANSFORMATION: FELINE


Dur: 10 minutes Range: Self


Cost: 10 P.P.E. + 15 H.P. (temporarily) Comp: Verbal (“felus”)


EFFECT: Transforms caster into any type of normal feline. Gains the animals size, S.D.C., attacks, natural abilities and vulnerabilities. Cannot be dispelled until duration ends. Caster can only use animal’s natural mode of communication, or telepathy.


SAVE: None


TRANSFORMATION: FISH


Dur: 10 minutes Range: Self


Cost: 10 P.P.E. + 15 H.P. (temporarily) Comp: Verbal (“piscus”)


EFFECT: Transforms caster into any type of normal fish or cephalopod. Gains the animals size, S.D.C., attacks, natural abilities and vulnerabilities. Cannot be dispelled until duration ends. Caster can only use animal’s natural mode of communication, or telepathy.


SAVE: None


TRANSFORMATION: HOOVED


Dur: 10 minutes Range: Self


Cost: 10 P.P.E. + 15 H.P. (temporarily) Comp: Verbal (“caprus”)


EFFECT: Transforms caster into any type of normal sheep, goat or deer. Gains the animals size, S.D.C., attacks, natural abilities and vulnerabilities. Cannot be dispelled until duration ends. Caster can only use animal’s natural mode of communication, or telepathy.


SAVE: None


TRANSFORMATION: HORSE


Dur: 10 minutes Range: Self


Cost: 10 P.P.E. + 15 H.P. (temporarily) Comp: Verbal (“equs”)


EFFECT: Transforms caster into any type of normal horse, mule or ass. Gains the animals size, S.D.C., attacks, natural abilities and vulnerabilities. Cannot be dispelled until duration ends. Caster can only use animal’s natural mode of communication, or telepathy.


SAVE: None


TRANSFORMATION: INSECT


Dur: 10 minutes Range: Self


Cost: 10 P.P.E. + 15 H.P. (temporarily) Comp: Verbal (“hexus”)


EFFECT: Transforms caster into any type of normal insect. Gains the animals size, S.D.C., attacks, natural abilities and vulnerabilities. Cannot be dispelled until duration ends. Caster can only use animal’s natural mode of communication, or telepathy.


SAVE: None


TRANSFORMATION: MARSUPIAL


Dur: 10 minutes Range: Self


Cost: 10 P.P.E. + 15 H.P. (temporarily) Comp: Verbal (“marsupus”)


EFFECT: Transforms caster into any type of normal marsupial. Gains the animals size, S.D.C., attacks, natural abilities and vulnerabilities. Cannot be dispelled until duration ends. Caster can only use animal’s natural mode of communication, or telepathy.


SAVE: None


TRANSFORMATION: REPTILE


Dur: 10 minutes Range: Self


Cost: 10 P.P.E. + 15 H.P. (temporarily) Comp: Verbal (“crokkus”)


EFFECT: Transforms caster into any type of normal reptile. Gains the animals size, S.D.C., attacks, natural abilities and vulnerabilities. Cannot be dispelled until duration ends. Caster can only use animal’s natural mode of communication, or telepathy.


SAVE: None


TRANSFORMATION: RODENT


Dur: 10 minutes Range: Self


Cost: 10 P.P.E. + 15 H.P. (temporarily) Comp: Verbal (“leprus”)


EFFECT: Transforms caster into any type of normal rodent. Gains the animals size, S.D.C., attacks, natural abilities and vulnerabilities. Cannot be dispelled until duration ends. Caster can only use animal’s natural mode of communication, or telepathy.


SAVE: None


TRANSFORMATION: AQUATIC


Dur: 10 minutes Range: Self


Cost: 10 P.P.E. + 15 H.P. (temporarily) Comp: Verbal (“aqus”)


EFFECT: Transforms caster into any type of normal aquatic mammal. Gains the animals size, S.D.C., attacks, natural abilities and vulnerabilities. Cannot be dispelled until duration ends. Caster can only use animal’s natural mode of communication, or telepathy.


SAVE: None


TRANSFORMATION: ELEMENTAL


Dur: 10 minutes Range: Self


Cost: 10 P.P.E. + 30 H.P. (temporarily) Comp: Verbal (“ionyxes”)


EFFECT: Transforms caster into any type of elemental (air, fire, earth, water).Has all the attributes of a normal elemental (Character’s HP +SDC become MDC, or natural MDC is doubled) There is a 74% chance that the character will remain elemental at end of duration. If that happens, the character becomes pure air, water, fire or earth, and disperses (destroyed)


SAVE: None


Transformation: Sheep


Range: 60 feet, plus 5 feet per level


Duration: 1 hour per level


Saving Throw: Standard, but with a +3 bonus


PPE: 400


This spell changes the victim into a regular SDC sheep. Will not work on beings of magic like faeries or dragons, demi-gods, godlings, demons, alien intelligences, demons, deevils, undead, gods, energy beings, entities, or beings that are non-corporeal. The target must be a living, mortal being, so it will not work on those who are immortal and those who aren't alive, like vampires. If the target fails it's save vs. magic it is turned into an ordinary sheep with the mind of a sheep and they lose all powers. Negate Magic; Anti-Magic Cloud, etc will turn them back.


Standard Equipment Carried:


Hiking Backpack to hold everything


(1) fully environmental gimmicked to the max set of armor 300mdc


(4) sets of clothes


2 sets of brown and black monks robes


(1) box of 300 <1> meal food pellets


(200) smoke & flash 20ftr pellets


(10 each) iron/steel/wood/silver throwing stars 1d6


(10each) iron/steel/wood/silver throwing stars 1d6*10 +5s


(2) custom made indestructible Psi enhancer weapon +5p/s/int 1d20*20


(1) dim. Backpack<1ton cap>


(1) dim. Utility belt/w 40pouches<1ton cap>


(1) dim. Battle harness/w 40 pouches <1ton cap>


\(1) iron knives 5d6


(1) silver knife 5d6.


energy pistol


Vibro-blade of choice, hand computer, surveillance equipment, disguise kit, fake papers, micro-camera (the size of a pin, can be hidden anywhere, and light body armor.


Imperial


Guardsman armor (M.D.C. 120),


energy pulse rifle


mess kit


hand communicator


four grenades


survival knife


utility belt


dress uniform


Cosmic weapon Katana/w a cross on the end of the hilt and worked into the hilt P.S. +1d4x10damage can be thrown 1000ft


Cosmic Weapon Dagger P.S. +1d4x10 damage can be thrown 1000ft


Cosmic Weapon Staff P.S. +1d4x10 damage can be thrown 1000ft


Cosmic Weapon Hammer worked with runes P.S. +1d4x10 damage can be thrown 1000ft


(1) Ghostly Ninja-to of Hellish Soul Slaying


This is a powerful martial arts weapon used mainly by the mystic ninja clans, assassins and the like, and then only by the elusive chunin or master ninjas or high level warriors. Some demon fighters, especially the cold-blooded Bishamon monks (see the Bishamon Fighting Monk O.C.C.), use this weapon as well, for its eternally poisoned blades can affect even dragons and supernatural creatures. The swords blades appear to be: The Sword's blade and handle are solid black, but the blade also has a purplish sheen along its length and point, until they are used in combat; then they become ghostly and semitransparent. This ghostly blade goes through armor and any obstacle to strike directly at the body of the target. The sword is particularly devastating to supernatural beings, and utterly destructive to the undead (in fact, one legend claims that vampires have hidden two of the four in some dark place). The ghostly blades can also strike insubstantial beings without penalties (astral travelers, entities, alien intelligences in energy form, etc.). The lethal poison, of the sword inflicts 3D6 S.D.C. to normal beings and 4D6 M.D. to supernatural beings and M.D.C. materials, like the armor of Borgs or bots.


If the flesh of the victim is touched, the target must save vs. poison (15or higher). On a successful save, the poison still inflicts an additional 3D6 point of damage directly to Hit Points or M.D.C. On a failed save, the poison does the 3D6 damage as above, plus it courses through the victim's body, filling it with agony. The victim loses initiative and one melee attack per round, all combat actions are at -2, and all skills are at -15%. These effects last for 1D6+2 hours! Every hour after being struck, the victim loses 1D6 additional Hit Points or M.D.C., and must make a


save vs lethal poison or temporarily lose 1D4 points of P.E.! If the P.E. of the target is reduced to zero, he dies! The poison damage cannot be regenerated by supernatural creatures until the 1D6+2 hours have passed, but magic healing and healing potions can restore some of the damage (half per each application)!


Due to superior craftsmanship, equal to Dwarven quality, +2 to Strike, +3 to Parry, and +4 on Initiative


• Damage: 1D4x10 M.D. to supernatural beings, 2D4x10 to vampires and other types of undead. 6D6 S.D.C. damage to normal human beings/mortals.


• Ghostly Blade: This semitransparent blade will penetrate all suits of armor (including M.D.C. armor and power armor, but not robots or vehicles), force fields, and other barriers, and inflicts damage directly to the creature's S.D.C. and hit points (M.D. to supernatural beings). The blade can also affect insubstantial creatures, including vampires in mist form!


• Sense Evil: The character can sense the presence of the supernatural (treat as presence sense, sense magic and sense evil) within a radius of 30 feet (9 m) plus 10 feet (3 m) per level of experience.


• Null Aura: The Artifact negates all magic and psionic probes that would otherwise reveal information about the character. Thus, the wearer becomes impervious or invisible to see aura, sense magic, sense evil, sense/detect psionics, detect magic and even presence sense. On the negative side, it also negates psychic diagnosis, detect poison, object read and being located or communicated with via magic pigeon, ley line transmission and telepathy. The null aura is constantly in effect as long as the Artifact is touching the flesh of its wearer. When this magic is placed on a weapon, it will appear to be an ordinary object despite its magic aura and properties.


• Shape-Changer: This potent magic enables the rune weapon to transform into a less dangerous looking shape. It must still appear as a weapon, but the runes disappear and it looks like a less dangerous item. For example: A rune long-sword can transform into an ordinary looking short sword or even a dagger; a battle axe into a hand axe, a morning star into a cudgel, and so on. However, the rune weapon transforms back into its deadly, true appearance, complete with runes, whenever it is drawn for combat!


• The Soul Drinker


The drinking of souls is the actual absorption and imprisonment of one's life essence. The victim's blood must be drawn by the weapon (cut, stabbed or impaled) before the rune weapon can devour the life essence. This may be done slowly or in a spectacular flash. A victim devoured by a rune weapon is forever lost. Most soul drinkers are limited to a maximum of 1D6 souls per day. Victims of a soul drinking attack get to save vs magic, but must roll a 14 or higher. A successful save


means the victim's essence is saved but suffers double damage; triple damage if a creature of magic or a supernatural being (or in Rifts, a mega-damage creature).


(2) ZI-950 Sniping Rail Gun:


The ZI-950 is the latest development in long range strike capability, its only drawback as a front line unit is its extremely low rate of fire. Payload consists of the magazine for the rounds and a e-pack to power the weapon.


Weight: 54 pounds (24.5 kg)


Mega-Damage: 2D4x10+40


Rate of Fire: Maximum of three times per melee, once every 5 seconds.


Maximum Effective Range: 10,500 feet (3200 m)


Payload: 10 shots per mag, 50 charges per e-pack


Market Price: 215,000 credits, +60,000 with the comp-tracker.


Bonuses/Penalties: +2 to strike with scope, +4 to strike with scope and stabilizer rack, + 8 to strike (no weapon proficiency


bonuses) using an comp-tracker stand.


(2) Tachyeon Rifles


Tachyeons are physical particles with an imaginary mass. They travel backwards in time, at speeds greater than the speed of light. The Tachyeon rifle slows these to speeds below the speed of light, creating massive bursts of energy. These were theoretical weapons before the great cataclysm, and it is the Corporation's first Post-rifts weapons technology. These rifles are the mainstay of the infantry.


Weight: 25lbs+ 15lbs power pack


Range: 4000ft


Damage: 2d6x10md


Rate of Fire: Standard


Clip: 6 blasts, and recharges in 1 full minute


Price: this technology is rarely sold, and at no less than 1 million credits


(2) Neural Glove:


This item operates in a similar manner to a neural mace but is in glove form. Sometimes one is worn while in others cases two are worn. The glove is insulated so that the wearer in not affected. While the neural glove has a limited number of charges, it can be connected by a cable to standard E-Clip worn on the waist or otherwise concealed. Due to the nature of the neural gloves, they are often used for clandestine operations. It is extremely popular with bounty hunters and kidnappers (which are sometimes the same thing on Rifts Earth.) Rare and expensive due to its covert uses.


Weight: 1.5 lbs (0.68 kg)


Damage; Physical: As per punch


Special: Unconsciousness, -8 to Strike, Parry and Dodge for 2D4 Melees if save is made (Save 16 or Higher), must save each time hit, ineffective against full environmental body armor but effective against non fully environmental Armors.


Maximum Effective Range: Hand to Hand


Payload: Six charges without external E-Clip. 200 charges when connected to a short E-Clip


Cost: 35,000 credits


(4) Vibro Arm-Blades (pairs):


Weapon looks like a Tonfa with a vibro-blade along the length of the weapon and extended outwards. Uncommon weapon but popular with some groups. Often used in pairs


Weight: 2.9 lbs (1.3 kg)


Mega Damage: 2D6


Maximum Effective Range: Hand to Hand


Cost: 10,000 credits


(2) New Navy M-2011A3 Energy Pistol:


An upgraded version of the standard M-2011 Ion Pistol. While the M-2011 Ion Pistol is an excellent weapon in many respects, there are several examples of weapons which inflict greater damage. One of these is the Wilk's 237 "Backup" Pulse Laser Pistol which fires single shot or two shot burst. It is believed that a New Navy Seal came up with an upgrade for the M-2011 which allows it to fire two shot bursts in a similar manner. The appearance of the weapon is little changed other than the addition of a second selector switch and a modular rail system for various equipment including laser targeting, a flashlight, or camera systems.


Weight: 5 lbs (2.25 kg)


Mega-Damage: Two settings: 3D6 M.D. or 1D4x10 S.D.C. (6D6 M.D. or 2D4x10 S.D.C. for a double blast)


Rate of Fire: Single Shot or Double Blast


Maximum Effective Range: 800 feet (243.8 meters)


Payload: 20 Shots (10 double blasts) each short E-Clip, 30 Shots (15 double blasts) each long E-Clip.


Cost: 28,000 Credits


(4) Triple Trouble Laser Pistol (Kitsune):


Inspired by the Techno-Wizard Gatling Laser Pistol and the REEF's Tri Laser pistol, the Triple Trouble is manufactured by the Black Market using parts of Triax weapons. Triax has learned of the design and is considering manufacturing the weapon themselves under the designation TX-28. The weapon uses three TX-20 laser pistol mechanisms for greater damage. The pistol uses the same frame as the TX-22 laser pistol and can use an FSE clip forward of the trigger guard or a short E-Clip in the handle.


Weight: 5.5 lbs (2.5 kg)


Mega-Damage: 2D6 for one barrel, 4D6 for two barrels, or 6D6 for all three barrels.


Rate of Fire: Single Shot (one, two, or three barrels)


Maximum Effective Range: 800 feet (243.8 meters)


Payload: 50 shots (25 two barrel shots or 16 three barrel shots) for an FSE-Clip or 20 Shots (10 two barrel shots or 6 three barrel shots) from a short E-clip


Cost: 36,000 credits.


(4) Triax TX-30-SX Special Operations Ion Pulse Submachinegun (Kitsune):


This weapon uses any of the same components of the TX-30 Ion pulse rifle but is designed for special operations. The weapon has a shorter barrel and has a slightly shorter range but otherwise is functionally identical to the standard issue rifle. The special feature of the rifle is that it can be folded up to appear to be a standard metal briefcase or laptop and is specially shielded to make scanning difficult. It folds up in a similar fashion to the pre-Rifts ARES submachine-gun. It has no ability to carry additional material and cannot be used as a laptop computer. The weapon when folded will hide the weapons E-clip. Because of the frame making the weapon look like a briefcase, it is slightly heavier than the standard rifle.


Weight: 8.5 lbs (2.85 kg)


Mega-Damage: 2D6 for Single Shot and 6D6 for 3 simultaneous blasts.


Rate of Fire: Single shot or three round burst.


Maximum Effective Range: 1,600 ft (488 m)


Payload: 40 Shots each with short E-Clip, 50 Shots each with FSE-Clip


Bonus: +1 on Aimed Shots


Black Market/Market Cost: 150,000 to 200,000, Rarely available on the black market and is usually special issue only.


(4) Skin Suit:


An extremely light weight version of a vacuum suit and gives some limited protection against damage as well. The suit is available for sale virtually anywhere in the Three Galaxies including most repressive governments. In many ships, crews will wear these suits to protect themselves against decompression The suit is very thin and can be worn as clothing with no discomfort or can be worn under clothing. The suit can use normal helmets but is fitted with a special clear hood fitted into the collar of the suit that is thrown over the head in case of emergency. The suit also has gloves in a special pocket. The suit will provide 2 hours of breathable atmosphere by recycling the air but can be fitted with standard tanks on the back of the suit to extend the duration. The suit has no sanitary facilities so the duration in the suit under hostile conditions is limited.


M.D.C.:


Main Body: 12


Head: 10


Arms (2): 6


Legs (2): 8


Weight: 4 lbs (2 Kg)


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


(4) Cloth Fiber Armor (Kitsune):


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. It is almost like scale male with the scales inside 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


(4) Silk Mail Cloth Fiber Armor


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


M.D.C.:


Main Body: 45


Head: 30


Arms (2): 25


Legs (2): 40


Weight: 10 lbs (4.5 kg)


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


Black Market/Market Cost: 40,000 credits


Enchantments on it:


Camouflage: Armor has the ability to blend in with its environment. Not as complete as the spell Chameleon but always on. Camouflage gives a +10% bonus to prowl and -20% against detection rolls such as the detect ambush skill. Cost: 5,000 Gold


Environmental: This enchanted on armor is very similar in nature to the "Environmental Tent." The magical feature will protect the wearer from most weather and keep a comfortable temperature of around 70 degrees Fahrenheit (21 degrees Celsius). It protects from both heat and cold, making them popular in northern areas, jungles, and deserts. While the armor will protect the wearer from rain, it will not protect the person from getting wet if they are immersed in water such as from crossing a river or from getting caught in flooding water. It will still keep the wearer at a comfortable temperature and when the person is no longer immersed, all water soaked into the armor (but not other garments) will be repelled to the outside of the armor and drip off. The armor will not provide protection from drowning or from gas attacks. This feature is only available on full suits. The armor usually do not clean themselves but can be designed to repel dirt and to magically stay clean. Cost: 5,000 Gold with an additional 1,000 gold for the self cleaning feature


Teleport onto Wearer: The armor can be teleported onto the wearer effectively allowing the person to don the armor instantly. Still costs one attack for the teleport. Normal versions of the feature allow the Armor to teleport up to 120 feet (36.5 meters) but alchemists in the Western Empire have a version that can teleport up to 500 miles (805 km). The armor bonds with a specific wearer though the use of a drop of the wearers blood. The teleport ability takes 72 hours before the armor can link with the wearer. Until then, the armor cannot teleport onto the wearer. Cannot teleport from an area covered in a Mystic Energy Drain ward 500 mile range.

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