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1 Advanced and Superspies Book II: Classes

Design: Marco Ferraro

Copyright © 1990, 2005 and 2018 Inc. & ; all rights reserved world wide. No part of this work may be sold, distributed or reproduced in part or whole, in any form or by any means, without written permission from the publisher. All incidents, situations, institutions, governments and people are fictional and any similarity to characters or persons living or dead is strictly coincidental.

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2 Contents Foreword 3 New Weapons 4 New Classes 16 Revised Classes 64 New Covers 75 Revised Training 84 Mystic China Revisions 116 Country of Origin 117 Espionage Templates 123 Creating Agencies 134 Character Levels 157 Non Player Characters 158 New Powers 168 Revised Attacks and Defences 277 New Combat Skills 307 Revised Modern Combat 307 Creating Martial Art Styles 320 Organizations 337 Glossary 345 The Other Ultimate 351

Foreword This document is the second compilation of all the remaining articles about the game Ninjas & Superspies taken from various internet sites, many of which are no longer around. None were created by me.

3 1. New Weapons Omei Tz’u (Emei Piercer): A short, thin, metal rod with points on both ends. A Mantisking's Weapons of the finger ring is mounted on a swivel in the Philippines: middle of the rod. Length: 0.3 meters/1 Olisi (Stick): This weapon is commonly foot, Weight: 0.34 kilograms/0.75 called an Escrima or Kali Stick. It can be pounds, Damage: 1D6, Cost: $30. made from wood or bamboo, but most often it is made of rattan. Length: 0.74 P’u Tao (Long Handle Broadsword): meters/2.42 feet, Weight: 0.15 This is a heavy Chinese broadsword kilograms/0.33 pounds, Damage: 1D6, blade with a short staff for a handle. Cost: $12. Length: 1.5 meters/4.8 feet, Weight: 3.6 kilograms/8 pounds, Damage: 3D6, Mantisking's Weapons of China: Cost: $160. Deer Antler Knives (Lu Jiao ) / Crescent Moon Piercers (Yue Ci) / Sam Chieh Kun (Three Section Staff): Mandarin Duck Blades (Yuen Yang Three long rods (2.2 feet each) Yue): These weapons consist of connected by sections of chain (0.75 feet overlapping, crescent-shaped blades. each). It looks like a staff-sized version One crescent points towards the user, the of a with an extra rod. It is other away. The handle is the center also known as an “Eighteen Staff”. portion of the crescent that is facing Length: 2.5 meters/8.1 feet, Weight: 4 away. Usually used in pairs, one weapon kilograms/8.8 pounds, Damage: 2D6+1, is used to catch and lock the opponent's Cost: $60. weapon while the other is used to the opponent. One variant of this Shuang Shou Tao (Two Handed weapon is called the Elk Horn Knives, it Broadsword): This is a larger version of only has three prongs though. Weight: 2 the broadsword. pounds (0.91 kilograms), Width: 1.25 Length: 1.7 meters/5.5 feet, Weight: 3.2 feet (0.38 meters), Length: 0.41 feet kilograms/7 pounds, Damage: 3D6, (0.13 meters), Damage: 1D6, Cost: $150 Cost: $140. (for one). Shuang Tao (Double Broadsword): This Kwan Dao (General Kwan's ): is a pair of Chinese Broadswords This weapon, supposedly created by the designed to fit together into the same legendary General Kwan, consists of a scabbard. Length: 0.9 meters/3 feet, heavy sword blade attached to a stout Weight: 1.1 kilograms/2.5 pounds staff. Length: 2.1 meters/7.0 feet, (single) 2.3 kilograms/5 pounds (both), Weight: 9.09 kilograms/20.0 pounds, Damage: 2D6, Cost: $159. Damage: 2D8+2, Cost: $150. W.P. : +1 to Strike and Ta Ch'iang (Long ): This weapon Parry at level 1. +1 to Strike at levels 3, is used in the Liu Ho Ta Ch'iang style. A 6, 9, 12, & 15. +1 to Parry at levels 3, 5, long and very heavy spear, significant 10, & 13. +1 to Throw at levels 4, 8, & strength and training is required to use it 14. +1 to Entangle at levels 2, 7, 11, & properly. Length: 3.05 meters/10.0 feet, 15. Weight: 7.26 kilograms/16.0 pounds, Damage: 2D8, Cost: $150.

4 Mantisking's Weapons of Korea: Weight: 0.3 pounds / 0.14 kilograms, Joong Bong (Short Stick): This is the Damage: 1D6, Cost: $. Korean version of the Escrima Stick. Length: 0.4 meters/2.25 feet, Weight: Mantisking’s Hawaiian weapons: 0.9 kilograms/2 pounds, Damage: 1D6, Most of the numbers are guesstimates at Cost: $12. the moment.

Dan Gum (Short Sword): This is the Hoe (Oar): This is a canoe paddle used Korean version of the . as a weapon. Length: 5 feet / 1.53 Length: 0.6 meters/2 feet, Weight: 1.4 meters, Weight: 3.3 pounds / 1.5 kilograms/3.1 pounds, Damage: 1D6+1, kilograms, Damage: 1D8+1 Cost: $75. Hoe Lei-o-mano (Shark Tooth Oar): Ch’ang Hsiao Pang (Short Handle This is an oar with shark's teeth placed Sweeper): This is a short rod (1 foot) along the edge of the paddle section. connected to a short staff (3.75 feet) by a Length: 5 feet / 1.53 meters, Weight: length of chain (0.5 feet). Length: 1.6 3.52 pounds / 1.6 kilograms, Damage: meters/5.25 feet, Weight: 1.9 kilograms/ 1D8+2 4.25 pounds, Damage: 2D4, Cost: $30. Ko'oko'o (Staff): Length: 6 feet / 1.83 Di So Gee (Long Handle Sweeper): This meters, Weight: 3.3 pounds / 1.5 is a long rod (2 feet) connected to a staff kilograms, Damage: 1D8, (6.5 feet) by a length of chain (1 foot). Length: 2.8 meters/9.5 feet, Weight: 3.9 Ko'oko'o Pokole (Short Staff): Length: 4 kilograms/8.5 pounds, Damage: 3D4, feet / 1.22 meters, Weight: 2.2 pounds / Cost: $45. 1.0 kilograms, Damage: 1D6,

Mantisking's Weapons from India: Ku'eku'e Lima Lei-o-mano (Knuckle : This Indian weapon consists of 1 Duster Weapon): This weapon has two to 4 blades of light, flexible steel versions. One is shaped like a "D", with attached to a hilt. The blades are 1.5 to 2 shark's teeth around the outside of the inches wide and sharp on both edges. It's curved section. The other is shaped like generally used with whipping or flailing a "d", similar to a trench knife, it has techniques when in combat. Also called shark's teeth around the outside of the a Spring Sword or Belt Sword, the curved section and and the extended Urumi can be carried concealed around section sharpened to a point. Length: the waist like a belt. Length: 0.9 meters/ inches / meters, Weight: pounds / 3 feet, Weight: 1.1 kilograms/2.5 kilograms, Damage: 1D pounds, Damage: 1D6+1, Cost: $119. Lei-o-manô (Shark Tooth Weapon): This Chakram: A flat, razor edged, Indian weapon looks like a large ping-pong throwing weapon similar to the Chinese paddle with shark's teeth around the lun (wheel), favored by Sikh warriors. It outside edge. The handle is sharpened to is thrown like an American a point and can be used as a thrusting frisbee.Length: 1 foot / 0.31 meters, weapon. Length: 1.5 feet / 0.46 meters,

5 Weight: 1.24 pounds / 0.56 kilograms, Kukri, Regimental Damage: 1D6+1. Short Sword; 2D6 (very sharp); 4 lbs.; The regimental kukri is an enlarged Maka Pâhoa (Double-Edge Dagger): version of the normal Gurkha knife. It is This weapon looks like a wooden , a ceremonial weapon, used to bless the but with both tines of a equal length. regiment by beheading a water buffalo Length: 1.5 feet / 0.46 meters, Weight: with a single stroke. Only one is issued 1.24 pounds / 0.56 kilograms, Damage: per Gurkha regiment, and only for the 1D6 specific purpose of the blessing ceremony. Newa (Short Club): A small, wooden club carved to look like a human hip or Mantisking’s Okinawan Weapons: leg bone. Length: 1 foot / 0.305 meters, The format is the name of the weapon Weight: 1.5 pounds / 0.68 kilograms, followed by the weapon proficiency it Damage: 1D6 falls under.

Pahi (Knife): A wooden knife. Length: Ryoba (Sword): This is a double- feet / meters, Weight: pounds / edged, straight-bladed sword. It is kilograms, Damage: 1D, Cost: $. similar to the Chinese . Damage: 1D8+2 Pâhoa Ko'oko'o (Cane Double-Edge Dagger): A larger version of the Maka Yamakatana (Sword): This is a broad- Pahoa. Length: 4 feet / 1.22 meters, bladed, single-edged sword that is Weight: 2.75 pounds / 1.25 kilograms, heavier than a normal katana. It Damage: 1D8 resembles the southern Chinese Nan Dao. The name literally translates into "Mountain Sword". Damage: 3d4+1 Short Sword; 2D4 damage; 5 lbs.; $??? The klewang is a Malaysian Puku (Spear): This is the spear machete/ hybrid. Okinawans use for hunting. Damage: 1D8 Kora Large Sword; 2D6 damage; 8 lbs.; $??? Tuja (Spear): This is a three-pronged The kora is the national sword of Nepal. fishing spear. Damage: 1D8 It is a pure chopping weapon, ostensibly for the purpose of executions... (W.P. Kusarigama): This weapon is different than the Japanese Kukri weapon of the same name. It consists of Knife; 1D6+2 damage; ? lbs.; $??? two joined by a length of chain. The famous (and deadly) knife of The chain can be used to entangle or Nepal's Gurkha mercenaries. The edge is choke. Damage: 1D8 curved inward, and the back of the blade is straight for several inches, before Gekiguan (W.P. Gekiguan): This is a 3 angling towards the tip. 1/2 foot stick with weighted rope or chain attached to one end. Damage: 1D6 (short staff)/ 1D8 (chain)

6 Rokushaku Kama (Polearm): This is a 6 usually used in combination with a foot staff with a sickle blade attached at leather or straw shield. Damage: 1D6 a right angle to one end. Damage: 1D8 Kanzashi (Blunt): This item, a hairpin Toyei Kama (Polearm): This is a used by both Okinawan men and 5 1/2 foot staff with a hatchet blade women, does 1D2 damage. It also can be attached at a right angle to one end. It is used to perform Neural Atemi, also known as a Nata. Damage: 1D8 Bloodflow Atemi, and Paralysis Attack.

Tanbo (Paired Blunt): This is a short Nuntei (W.P. Nuntei): This weapon is a stick, 1 foot long or less, that is used in 7 foot staff with a Manji no (see pairs. Damage: 1D6 above) fastened to one end. It is also called the Nunti. Damage: 1D6. NOTE: Tankon (Blunt): This is a 2 foot stick, This is listed under it's own weapon designed to be used singlehandedly. proficiency because it is a combination Damage: 1d6 of the spear, staff, and forked W.P.s.

Tekko (Blunt): This weapon would be Mame (Small Thrown Weapons): A called a knuckle duster by Americans. It dried bean. Damage: 1D2 (S.D.C. only) is "D" shaped, with the user holding the straight section of the "D". Sometimes Kenju (Flintlock): This is a flintlock there are bumps or projections on the pistol. curved section of the "D". Damage: 1D8 Damage: 3D6 Feed: Muzzle Loader Techu (Blunt): This is a 1 foot metal or Weight: 2.5 pounds (1.1 kg) loaded wood rod, that is tapered at the ends. It Effective Range: 60 feet (18.24 m) also has a swivel ring in the center. This Overall Length: 15.5 inches (39.37 cm) weapon is similar to Bagua's Pun Gun Bi, but heavier. Damage: 1D6 Kinawaju (Flintlock): This is a flintlock rifle. Rokushaku Bo (Staff): This is a 6 foot Damage: 4D6 staff. Damage: 1D6 Feed: Muzzle Loader Weight: 8.8 pounds (4 kg) loaded Hassaku Bo (Staff): This is an 8 foot Effective Range: 150 feet (45.7 m) staff. Damage: 1D8 Overall Length: 49 inches (124.46 cm)

Kyushaku Bo (Staff): This is a 9 foot (Blunt): This is an Okinawan staff. Damage: 1D8 pipe. It can be used for smoking tobacco or as a weapon. Generally made from Daijo (Chain): This is a nunchaku wood, there are some made from metal. variant. The rods of this weapon are only They range from 12 to 18 inches in 6 inches long. Damage: 1d6 length, though there are some of Chinese origin that are longer. Damage: 1D4 Tinbe(Knife): This is a short-handled (Wood), 1D4+1 (Metal). weapon that resembles a tiny spear. It is

7 Chiu Tsi Kou (Nine Teeth Hook): This Manji-no-sai(Forked): A weapon of weapon is a variant of the Hook Sword. Ryukyu archipelago origin, the manji- Instead of a crescent shaped hand guard, no-sai is similar to the sai, except that there is a half-moon shaped one that has one of the two shorter tines curves nine spikes on it. Also instead of being downward. Damage: 1D6. hooked over, the end of the blade is straight with a short hook coming out of Abumi: woodens which the side opposite to the hand guard. Like were also used as knuckle dusters. the Hook Sword, the Nine Teeth Hook is Damage: 1D4 used as a set of paired weapons. Overall Length: ~50". Weight: ~4 lbs. Damage: Chizikanbo: These are knuckle dusters 1D8+2 for the main blade, 1D8 for the made from wooden fish floats. Damage: spiked hand guard, 1d4 for the hook. 1D4 W.P. Type: Large Sword. Kuruman Bo: "supple long staff" This Kai (Blunt): The kai is a long, paddle- weapon is a six shaku long staff to which like wooden oar used primarily for is attached by the means of a rope or boating in the Ryukyu islands, but chain, a second staff roughly 50 cm readily adapted for use as a weapon. long. Similiar to many other Okinawan Damage: 1D8+1. flail weapons, the original use of this was to harvest rice. This weapon comes Gusan Jo (Blunt, Staff, or Stick): A three from the village of Kume. Damage: 2D8 and a half foot wooden stick of Ryukyu archipelago origin. Damage: 1D4+2. Tatsuko: A knuckle duster similar in design to the or Tekken, this Sanjaku Jo (Blunt, Staff, or Stick): A weapon is made from metal hand has three foot long staff of Ryukyu metal studs protruding where the archipelago origin. Similar in all respects knuckles are placed. Damage: 1D4+2 to the Jo. Damage: 1D8. Mantisking’s Burmese weapons: Sanbon Nunchaku(Chain): A three- Dalwel. A Burmese two-handed sword section staff of Ryukyu archipelago with a tanged steel blade. Damage: 3D6 origin, consisting of three separate two foot long staves connected with rope or The national sword of Burma, it is a chain. This weapon was originally single-edged blade varies in length from introduced to the Ryukyu archipelago about 12 to 24 inches (30-100 cm) and is from China. Damage: 1D6+1. slightly curved; the point is usually long, apart from a few specimens which are Uchibo(Chain): This Ryukyu square-ended. Some blades are plain but archipelago weapon consists of two others are grooved and decorated with staves, one longer than the other, scrolls, figures, and inscriptions inlaid in connected by a short length of rope or copper and silver. There is no guard and chain. One staff is generally one foot in the hilt is long with hardwood, horn, length, with the other being two and silver, or often beautifully carved sometimes three feet long. Damage: or engraved. Shark skin is sometimes 1D8. used to cover it. Dha scabbards are

8 wooden and have brass or silver fittings sabers have guards shaped like the tsuba with bands of cane, silver, or even gold. of Japanese katana. Some are actually Occasionally a cord is wound around the copies of tsuba right down to the holes scabbard and secured with a knot and a on either side to allow for the utility long loop to enable the weapon to be knives present on the side of Japanese slung around the neck. Damage: 2D4+2 sword scabbards (but are absent on the dai dao). The Cochin dai dao also have a Dhaw. A Burmese knife. Damage 1D4 habaki or collar at the forte as do Japanese . Sometimes, oval, Panji: Burmese bamboo slivers wrapped serrated washers like Jappanese seppa in rattan with an arm band like strap. are also positioned between guard and Damage: Add 1D4 to Forearm Strikes. collar. While these specific features are drawn from Japanese sources, the overall NOTE: I'm going to try to post more design of the Cochin saber is Southeast new weapons at least once each day, but Asian. Their blades form closely follow I've got a lot of notes, so it may take the Chinese Willow Leaf pattern longer. mentioned above. And the grips on these weapons are also of round cross-section, NEW NOTE: Yeah, a lot longer. I went like those of Thai and Burmese dha. looking for pics and found a bunch of Damage: 2D6. new notes. (Ironic isn't it, when you're Bottom sword looking for notes you can't find jack, when you're looking for something else, Cung: A Vietnamese bow. Damage 1D6. you find stuff for notes.) Range 300 feet.

Mantisking’s Vietnamese Weapons: Cuu Tiet Mai Hoa Tien: Vietnamese Bat Tram Dao: Vietnamese butterfly chain, has the same characteristics; it is knife can be used in pairs, using both the composed by a series of nine knots hands at the same time to ward-off and joined together. Functionally identical to counter-attack. Functionally identical to the Chinese nine-section . Damage: Mystic China’s Da Kan Dau. 2D6+1 Chinese Butterfly Knives Chinese Nine-Section Whip

Cau Liem Kiem: Vietnamese hook Dai Dao: This weapon, which consists of sword. Functionally identical to Mystic a spear with one or two crescent moon- China’s Wu Grou Jen. shaped blades set just below the Chinese hook swords spearhead. Functionally equivalent to the Chinese Fang Tian Hua or Sky Cochin Dai-dao: Dao of Cochin China . Damage: 4D4. are of the two handed variety called dai Chinese Double Halberd dao. These are related to other Southeast Asian saber such as the Burmese and Dai-dao††: Vietnamese two-handed Thai dha. But they also show a strong saber †† The small "d" should be Japanese influence. The Japanese crossed. In Vietnamese, the D is influence on Vietnamese dai dao appears pronounced like an English "d". A strongest in the fittings. These Cochin crossed D is pronounced like "z" in the

9 north, like "y" in the south. Functionally slashing as well as thrusting. Damage: identical to Mystic China’s Pok Dau. 2D4+1 Chinese Da Dao Khan: Vietnamese material belt as a Dao: Vietnamese sabre of Chinese band, that is characteristic of the uniform origin. The Dao, in fact, is a heavy of the practicing of Viet Anh Mon: the weapon, typically military, used by cut, belt is made of a double layer of cloth that needs wide circular movements to and it was used as a purse and in case of perform the techniques with very hard need it was used in a similar way as a impact. Functionally identical to Mystic medieval nailed star, whirling and hitting China’s Lieu Yeh Dau. for the weight of the coins. Functionally held in arms similar to the Manriki-Gusari. Damage: 1D6-1 Dinh Ba: Vietnamese , used to perform ward off and counter-attack Khieng: Vietnamese shield. while blocking at the same time the weapon of the enemy. Functionally Kich: Vietnamese with blade as a identical to the Chinese Tiger Fork. half-moon. that allow, for their particular Damage: 4D4 conformation, to perform ward off and Far right polearm counter-attack while blocking at the same time the weapon of the enemy. Doan-dao††: Vietnamese dagger †† The Functionally equivalent to the Chinese small "d" should be crossed. In Ma Ji or Horse Halberd. Damage: Vietnamese, the D is pronounced like an 3D4+2 English "d". A crossed D is pronounced like "z" in the north, like "y" in the Kiem (Jian in Mandarin): A Vietnamese south. Functionally identical to Mystic straight sword. The kiem is a double China’s Bi Shou. edged straight sword that has no parallel elsewhere in . Kiem are Doan Con: Vietnamese short stick about clearly a direct descendant of the 80 centimeters long (distance wrist - Chinese straight sword, or Jian, and armpit). The short stick (1-2) is the mirror their general shape and design better weapon for an application in a very closely. The Vietnamese kiem fighting, as it can be substituted by however are lighter with thin almost object of common use. It has the same needle-like blades. In some respects the length of the short weapons as the Dao Vietnamese straight sword is reminiscent (butterfly-sword). Also called Gian. of European small swords and at first Functionally identical to other short glance one might mistakenly assume a sticks of the same size. Damage: 1D4+1 European origin for this weapon. held in arms Vietnamese(right sword with double cut), of Chinese origin, is lighter and Guom: (in North , also called easier to handle (than the Dao) and Kiem) Vietnamese curved sword with allows fluent movements, faster and one edge sharpened. It is used one more exact attacks, performed mostly handed and is similar to the Dao, but with the tip of the sword. This is the thinner. It’s blade design allows for light Chinese broadsword, often used in

10 Kung Fu styles. The weapon's blade is Quat: Vietnamese fan. Functionally straight, light and double-edged; it's a identical to the fan. Damage. 1D4. thrusting weapon, and normally only the fans four inches at the tip of the blade are used in combat. Functionally identical to Roi: "as mouse tail" Vietnamese stick, Mystic China’s Shi-Zi Jen. with conical section, about 2.10 meters in use long a weapons typical of the Vietnamese styles, whose origin goes Luc Liem Dai Dao: Vietnamese Halberd back in the beginning of the 19th stick-sword with a shorter grip, that century, when in the Binh Dinh (Central makes it easier to handle in contexts Vietnam), was prohibited the practice of different from the clash in open field, the martial arts: to train the techniques of too. Damage: 2D6. lance (Thuong), they begin to use a stick center polearm with the same length, thinner in one end, that allow movements similar to the ones Luong Tiet Con: performed with the lance. Damage: 2D4 Vietnamese( nunchaku), derived from it; both were used to hit the rice, so to share Song Dau Thuong: Vietnamese lance it from the chaff. Functionally identical with two heads. In southern styles, the to the nuchaku. Damage: 1D6+1 pole of the lance is a wooden or metal Nunchaku rigid stick, with cylindrical section; in North styles, like Thai Cuc Duong Lang, Ná: A Vietnamese . the pole is a stick with conical section, Functionally identical to a light similar to the Roi stick, that, for its crossbow. Damage: 2D4 Range: 340 flexibility, allows to perform particularly feet. insidious attack techniques, able to penetrate the enemy guard through Phi Long Da: Vietnamese meteor, is sudden or rapid rotatory movements. composed by a rope on which it is fixed The tassel decorating the point of the a metallic point, and it can be as lethal as lance has the role to distract the enemy, a weapon to launch, but in opposition of as in rotatory movements it opens "as a a knife or a arrow, it is immediately flower" hiding partially blocking his recoverable. Functionally identical to the view. Functionally identical to Mystic . Damage: 1D4 China’s Chiang Chiang. Chinese Meteor Hammer Chinese Double Headed Spear

Phu: Vietnamese axe. Functionally Song Gian: Vietnamese paired short identical to Mystic China’s Fu. sticks. See Doan Con. Chinese Li Kwei Axe Song Kiem: Vietnamese paired straight Quai: Vietnamese( tonfa), often swords. See Kiem. associated to the sword to perform ward off techniques, was used for the grinding Song Dao: Vietnamese paired sabers. Functionally identical to the tonfa. See Dao. Damage: 1D4 Tonfa

11 Tam Thiet Con: Vietnamese stick with cylindrical section; in North styles, like three sections Functionally identical to Thai Cuc Duong Lang, the pole is a stick Mystic China’s Shan Gieh Kun. with conical section, similar to the Roi Three Section Staff stick, that, for its flexibility, allows to perform particularly insidious attack Te Mi Con: Vietnamese stick high as a techniques, able to penetrate the enemy man about 1.8 meters long. The weapon guard through sudden or rapid rotatory mostly diffused is certainly the long movements. The tassel decorating the stick (3-4), present both in the point of the lance has the role to distract Vietnamese and in the sino-vietnamese the enemy, as in rotatory movements it styles, that used this weapon in different opens "as a flower" hiding partially way according to their strategy of blocking his view. Functionally identical fighting. According to the styles, the to Mystic China’s Chiang. long stick could be held with the hands in use in opposition (positive-negative) or with the two hands turned on the same part Tien Bong: This is a single stick around (positive-positive); the stick can be also 4' in length. Functionally identical to the took up in the center, for a fighting in Jo staff. Damage: 1D8 short distance in which the two heads are used; or with the hands at one end, that Tien Can: Vietnamese medium stick, a involve long distance and need more little longer than the precedent (at the complex movements to change head. height of the navel). The short stick is classical long stick high as a man, that is the better weapon for an application in a used both in the Vietnamese and in the fighting, as it can be substituted by Chinese styles. Functionally identical to object of common use. Vietnamese the Bo staff. Damage: 1D10 medium stick Tien Can has the same in use length of the short weapons as the Kiem (sword with double cut). Functionally That Cuoc Mai Hoa Tien: Vietnamese in identical to the Hanbo. Damage: 1D8-1 Thai Cuc Duong Lang, contrary to the other styles, uses a chain variant Tonkin Dao: Sabers from northern composed of seven knots. Functionally Vietnam (Tonkin) show a strong identical to the seven-section whip. Chinese influence. In blade form and Damage: 4D4-3. design of fittings, they descend from the Chinese Seven-Section Whip Ming type LiuYe Dao - 'Willow Leaf Saber'. These dao have a hand or hand Thiet Linh: Vietnamese(whip), a long and a half grip. Functionally identical to stick linked to a shorter one. Of peasant Mystic China’s Lieu Yeh Dau. flail origin. Functionally identical to Top sword Mystic China’s Shao Tzu. Chinese Chang Xiao Ban Truong Con: A Vietnamese long stick, 3.5 meters long, used only in the Thuong: Vietnamese (lance), most Chinese styles, like Thieu Lam Chu Gia important of the long weapons. In (Shaolin Zhou Gar). Functionally southern styles, the pole of the lance is a identical to Mystic China’s Chang Bahn. wooden or metal rigid stick, with

12 Xa Mau: Vietnamese lance or spear with striked metal. Its shape is flat and curve winding (as a snake) blade. In southern at the end, weighing more than krabi. It styles, the pole of the lance is a wooden is used in ground-level and horseback or metal rigid stick, with cylindrical fights. section; in North styles, like Thai Cuc Duong Lang, the pole is a stick with Daam (F) Jiu (F): A folding fan of conical section, similar to the Roi stick, Chinese design. Also called phat (H) that, for its flexibility, allows to perform daam (F) jiu (F). particularly insidious attack techniques, able to penetrate the enemy guard Daap (L) Bplaay (M) Bpeuun (M): through sudden or rapid rotatory bayonet movements. The tassel decorating the point of the lance has the role to distract Dha: length: 28" ,blade: 20 3/4",blade the enemy, as in rotatory movements it width: 1" base,grip: 7 1/4" Nice solid opens "as a flower" hiding partially workingman's dha. 5/16" thick at spine blocking his view. Functionally identical of blade with distal tapering to 1/16" at to Mystic China’s Chiang Zhu. the point. (By the way, this is one indicator you can use to tell tourist junk Mantisking’s Thai Weapons from authentic weaponry. Tourist junk The uses five tones, invariably has a flat blade, working tools called mid (M), low (L), high (H), rising and weapons will be thicker at the base, (R), and falling (F). tapering to thinner at the point. This is not a sure-fire identifier, but it's a great Baat (L): lasso, lariat, chain, snare, rule of thumb.) Sharp blade with dark noose patina, no maker's marks. Wooden grip with rattan banding, brass and copper Bpa (L) Dtak (L): archaic harpoon, spear plating. Wooden scabbard with lacqured black cloth wrapping for water- Bpang (M) Dtaaw (M): loanword, proofness. Someone or some generations Chinese cleaver; butcher's knife carried and used this weapon regularly, but the blade edge is in perfect shape. Cha (L) Muaak (L): harpoon; spear Diu (F): club, stick, bat, truncheon Chakram, Thai: The Indian Chakram, usually with a sawtooth edge. Dtang (M) Ga (L): Pali spade, hoe, hatchet Daab/daap (L): A Thai sword used in Krabi Krabong. Thai sword. This is the Dtang (M) Gi (L) Gaa (M): Sanskrit axe, more popular weapon in the history of hatchet, chisel Siam. Sometimes the warrior held two swords (One on each hand), this is call Dung: Thai Long Shield. This weapon is "Daab Song Muun" They can be used to a different kind of shield, it is long and stab or slash the opponent. Normally a thing. It covers from the shoulder until ground weapon and is a little more your knee and is made of skin or metal curved and heavier than a "Krabi". It can and is "HEAVY"!!! Thai tool for be used to cut and stab. It is made from defense made from animal skin or rattan.

13 It has long rectangular shape which fighting. It is used to stab, is thin and curves like a leaf sheaf of a banana tree sharp ,metallic and is a ground weapon; truck. It is about 100 centimeters long. Normally used by high rank soldiers. (shield) This is the European fencing saber, a very sharp, curved weapon used Graw (L): body armor; ; principally for slashing. It is included in protective plating The Ultimate Martial Artist because it is used with the Fencing style. The saber's Haawk (L): lance, spike, spear statistics can also be used for the krabi, a saber-like sword used in Krabi-Krabong. H/Na: A crossbow Overall Length: 34"

Kaen: Thai Buckler. This medium shield Krabong/Gra (L) Baawng (M): Thai a is rectangular like DUNG, but is not wooden bar, made normally from very long. It adjust well on your Bamboo, It is 6 feet long. It is very easy forearm. Made from the same materials to make one and very effective because as the other shields. Thai rectangular- of it's long range. Is normally a ground shaped weapon for defense. It is about weapon and the people that used it are 50 centimeters long. It is about 50 farmers that became soldiers.a long staff centimeters long. It is usually made from similar to the Japanese Rokushakubo. animal skin. (shield) Kris: Kris made in the Malay shape. The Khan (M) Chak (H)/Khan (M) Sohn (R)/ Thai kris is straight rather than pistol Tha (H) Nuu (M): archery bow The hilted, is always waved, and that's really longbow, which was also used as a staff about it. Usually no Aring, Dagu, or at close quarters. other peculiar features that distinguish Malay keris. All that matters is the Khiaao (M): A sickle like the Javanese waves. Arit. Leaf Blade Sword: A sword with a leaf Khwaan (R) Lek (H): hatchet shaped blade.

Khwaan (R): ax, axe Loh: Thai Round Shield. This weapon normally is used to block but you can Krabi/Gra (L) Bee (L): A sword strike with the edges as well. It is big identical to the Burmese Dha and the and round, and is made of metal or skin. Vietnamese Dai Dao. Like Japanese Thai self-defense. It is round, protruding swords, it is basic pattern that is repeated in the middle and usually made from at different lengths. The best swordsmen animal skin, rattan weaving together or fight with a pair of identical-length. In metal. (shield) my *Very* amateur observation, the striking movements look sorta like the Maai (H) Dta (L) Baawng (M): wooden "Doble Baston" of eskrima. Thai saber club; cudgel used for cutting and stabbing. It is made from striked metal. With its flat shape Mai Sowks: (also called Mae Sun Sowks and sharp tip, it suits the groung-level and Mai Sun) Thai (wooden elbows).

14 Eighteen inch long pieces of wood with cut and stab. Its body is made from fine double handles that were strapped to metal. It is flat-shaped and curve at the your arms. The mai sowks were end like daab but short and attached to a developed for use against longer long wooden stick. It is the weapon used weapons but work well at all ranges. on the elephant back. Looks like the Much of what you see in traditional Chinese , but thinner and with Muay Thai hand positioning, blocking, a hook in front. Used when dueling from and stance come from the mai sowks. Elephant-back; this is what King The mai sowks are a truly formidable Naresuan used to kill the Crown Prince weapon able to defend at distance and of Burma in 1556. awesome in close with punches, elbows, slaps, hooks with the handles, and the Ngow: This is similar to the Chinese Ghi ability to slide out to your hands and be halberd, which consists of a spear with used as clubs. Thai ground level one or two crescent moon-shaped blades weapon ,made of hard wood or bone. set just below the spearhead. They come in pairs, each one you wear iton the out side part of your forearm. Phra (H) Saaeng (R): official sword of The weapon is used to attack as well asto state block .Because it is a close range weapon you can use it very well in close Phraa (H): a big curved knife, a jungle combat. Thai rectangular lump of wood sickle, a scythe shaped like the bone at the tip of the arm. It is put on each lower arm for both Plong/Phlaawng (M): This is a 5'-6' fighting and defense. (shield) hardwood staff (also called Sri-Sok) Thai (four-cubit long) weapon used to Mit/meet (F): A single-edged Siamese strike. dagger shaped exactly like the Krabong but tanto size. Sa (L) Lao (R): A Cambodian loanword for arrow, spear Ngao: (also called Ngaw, ngaao (H)) Thai spear. This weapon is to be used on Saae (F): whip Elephant-back or horse-back. Normally the King would use this weapon. There Sak (L): spike, lance, javelin, sword, is an extensive variety of different spear. Straight spear resembling the . When the King was going to . Battle on the sides of the Elephant he had different kinds of spears. The end of Seuua (F) Graw (L): chain mail jacket some look like a knife, others looks like a fork, and some like a sword. Thuan: This weapon is similar to the Some are for slicing, some to trap the Chinese spear. It comes in dozens of opponents weapon, and some for unusual styles. Often the spear had a red stabbing etc. The spears consist of a tassel tied behind its head, partly for strong and long wood pole and with a decoration and partly to keep blood from sharp metal end. The form changes1 running back down the shaft and fouling depending of what kind of spear you are the spearman's grip. talking about. Thai long weapon used to

15 Trident, Thai: This is identical to the of intuition. Their unusual skills become Indian Trisula. In artwork it is always tools and weapons used against crime, depicted being gripped ice-pick fashion, corruption, and the plots of madmen. implying downward stabs. Amateur Detectives lack the resources of most large scale Agencies. Most of the P’an Kuan Pi (Scholar’s Brush): A short time, the local cops will outclass them in rod that tapers from one end which is resource and technological areas. For thick and round, to the other that ends in this character, the adventure comes from a point. This weapon can be used for defeating the enemy without the ability stabbing attacks, or to strike atemi to call in an air strike. They are the points. Length: 1 foot (0.3 meters), Dupins and Miss Marples of the weight: 0.5 pounds (0.2 kilograms), Superspy world, unable or unwilling to Damage: 1D6, Cost: $25, Weapon call on the cavalry or rely on anything Proficiency: W.P. P’an Kuan Pi. but their own wits and talents. Tessen (Iron Fan) / Shon (Fan): This is a ATTRIBUTE REQUIREMENTS: IQ of regular folding fan that has been 13 or higher, MA of 10 or higher. strengthened for combat. Length: 1 foot STARTING AGE: 1D10 x 1D8 (0.3 meters)(closed) / 1.8 feet (0.55 (minimum of 14) meters)(open), Weight: 1.1 pounds (0.5 BASE SDC: 10 kilograms), Damage: 1D6, Cost: $90, MARTIAL ART FORM: None. Can Weapon Proficiency: W.P. Fan. choose Basic (costs one Secondary Skill) or Martial Arts (costs three Secondaries). EDUCATIONAL LEVEL: N&SS: 2. New Classes Anything. Best to use the HU or BtS Educational Tables and system for the AMATEUR DETECTIVE OCC (Free character's background and skills. If Agent) based on N&SS those aren't available, choose one based by Flashfire. on the background of the character and NOTE: This class should work equally use a comparable bonus based on other well, if not more so, in Beyond the educational levels. Supernatural. Crime and mystery aren't BtS: Roll on the Educational Table. just for the spies and martial artists... SUPERSPY MODIFICATIONS: None. "And I'd have gotten away with it, too, if BASIC MINIMUM SKILLS: Basic it hadn't been for those meddling kids!" Math, Literacy: Native Language, The Amateur Detective is a private Language: Native. citizen who, for varied reasons, become AVAILABLE SKILL PROGRAMS: involved in mysteries, conspiracies, and Automatically gains Information adventures outside the norm. These Gathering (can be traded for two Basic Sleuths, unlike other Free Agents, do not Programs) at +15%. Gains 1D4 Basic do this sort of thing for a living. They Skill Programs, plus 1 for every ten are professionals in various fields, from years of age. medical to legal to construction work, BtS characters take Investigation who simply enjoy the thrill of the chase Program at no bonus (scholastic or and the adventure of puzzling out otherwise) at the cost of one skill mysteries and crimes. They possess program (can be traded off for that lost sharp minds, ability to read body language, and more than their fare share

16 skill program). Roll on the Educational Officer rank in the military force they Table for the exact number of programs. are serving in. SECONDARY SKILLS: N&SS: Select Magic Abilities of the Battle Mage: ten. These represent the best combat magic BtS: See Educational Level. abilities I have seen to date. MONEY: $5,000 in cash and $30,000 in 1. Aura of Power: After receiving various bank accounts, stocks, and other intense training at the hands of the financial holdings. military, the young Battle Mage learns to EQUIPMENT: Characters have manipulate his personal magical aura for reasonable personal possessions, up to a distinguishing sense of power and and including a personal firearm or two respectability. Horror Factor: 10+1 per (legal ones only). Vehicles can be of any three levels of experience. This aura conventional type (including large blue does not extend to other Battle Mages and green vans) , but is 2D6 years old. and does not affect them. INCOME: Varies, based on job. They 2. The Principles of Force and don't often get paid for detective work, Resistance: Throughout the years of though an agency may hire them on magical study, the Battle Mage is based on their real job where they'll inducted into a form of mystical pseudo- make $100 more a week than in the rest religious training as the Principles of of the field. Freelancers also make Force and Resistance. This magical whatever is offered as reward money for training allows the mage to cast solving the case. destructive and defensive spell magic at LEVEL ADVANCEMENT BONUSES: half the usual P.P.E. cost. Select two new Secondary Skills at 3. See Magic Energy: The Battle Mage levels 2, 5, 7, 10, 12, and 15. is so in tune with the forces of magic, Alternately, use the BtS rules for gaining that he can see magic energy radiating new skills. from people, creatures, objects and WHY I LOVE BEING AN AMATEUR areas, as long as more than forty (40) DETECTIVE: You mean people get P.P.E. is present. The sensing ability is paid for this? Why should a person be so acute that the character can see things paid for something they love doing? made invisible by magic and invisible Besides, its just a hobby with me. Never things that are magic, including could stand the laws and red tape those supernatural creatures. Range: 500 feet P.I.s and cops have to follow. Sure, I (152.4m). might not have a laser mike or be able to 4. Sense Magic in Use: The expenditure call in the troops, but that's not really the of magic in the form of spells can be felt, point of it, is it? if not seen, up to 50 feet (15.24m) per EXPERIENCE TABLE: level of experience. The Battle Mage N&SS: Use the Free Agent Table. will not know the location or the source, BtS: Use the Ordinary Person Table. but will be able to feel the energy within his range. Battle Mage 5. Initial Spell Knowledge: The Battle By Kuseru Mages are known to have one of the Battle Mages are the military's answer to most dangerous repertoire of spells. magic on the battlefield. Battle Mages They tend to concentrate on regular spell typically hold Warrant or Commissioned magic because of the amount of time

17 required to cast rituals. A first-level hand; it simply means physical combat Battle Mage may select three spells from that melee is out of the question. The each magic level one through four, for a mage can mix magic and physical total of twelve spells (three from each). combat with no difficulty. At each additional level of experience, **Raises the requirement needed to save the Battle Mage may select or learn one vs magic. As a spell caster grows in spel equal to his own level of experience and expertise, the strength or experience. Note: Spells selections are power of his spells also increase. This based on which game is used for magic increase is indicated as a spell strength selection, i..e. BTS, NB, HU2, PF2, bonus listed in the wizard magic combat Rifts, etc, only Invocation spells can be table. This bonus is added to the base selected. magic attack strike (saving throw) of 12. 6. Learning New Spells: Additional Thus, a +2 spell strength makes a magic Spell Magic spells may only be learned attack/strike of 14. from other Battle Mages. Attribute Requirements: I.Q. 10 and P.E. 7. Magic Bonuses: +6 to save vs Horror of 10 Factor. Starting Age: 28 8. Battle Mage Combat Table Base S.D.C.: 10 1st: Can cast TWO spells per melee* Martial Art Styles: Choose either Hand 2nd: +1 to save vs spell magic to Hand Martial Arts (Agent) or Hand to 3rd: Can cast One additional spell per Hand Assassin (Agent). At the GM's melee* option the character can trade the three 4th: +2 is added to destructive & Military skill programs for one martial defensive magic spell strength** art style from the following list: , 5th: +1 to save vs spell magic An Yin, Ba Gua, Bak Mei, Bok Pai, Ch'a 6th: Can cast One additional spell per Ch'uan, Chao Ta, Chi Hsuan Men, Chin- melee* Na, Choy-Li-Fut, Gui Long, Han Yu, 7th: +1 is added to destructive & Hsing-I, Lee Kwan Choo, Li Chia, Liang defensive magic spell strength** Hsiung, Mien Chuan, Moo Gi Gong, Pao 8th: +2 to save vs circle magic Pat Mei, Sankukai , Shan Tung, 9th: Can cast One additional spell per Shih Ba Ban Wu Yi, Snake Style, Tai melee* Chi Chuan, Taido, Tang Su, Te, Tong 10th: +1 to save vs psionics Lun, Triad Assassin, Yu Sool, and Zanji 11th: +1 is added to destructive & Shinjinken Ryu. If the GM allows, a defensive magic spell strength** non-Exclusive style from the PMAN 12th: Can cast One additional spell per may be selected. melee* Educational Level: Military Academy 13th: +1 to save vs spell magic Graduate. 14th: +1 is added to destructive & Superspy Modifications Available: defensive magic spell strength** None. 15th: Can cast One additional spell per Base Minimum Skills: Basic Math, melee* Speak Native Language, Literacy: *The casting of a spell counts as one Native Language. action/attack and will take the place of a Character automatically receives the hand to hand attack. The spell caster can Basic Military Skill Program with the have more magic attacks than hand to Basic Military Mage Skill Program

18 (new). The character also selects three monster" missions), and W.P. Shotgun (3) Military Skill Programs and any one (generally useful). (1) Basic Skill Programs. *Cyborg Soldier: Again, basically Secondary Skills: Select any five (5). unchanged, with the same Money: $5,000 recommendation as the Cyber Agent and Income: Base of $400 a week from an some new options for the Man-Machine agency. variant: Level Advancement Bonuses: Receive 01-15 Full Cranial Damage (see N&S, one new Secondary Skill at 3rd, 5th, 7th page 56) and 10th levels. 16-30 Massive Body Trunk Damage (see Social Contacts: The character keeps N&S, page 56) track of both sides of the magic war, 31-45 Right Side Destroyed (see N&S, both the magic organizations, and the page 56) military and magical forces of the 46-60 Left Side Destroyed (see N&S, various governments. As a result page 56) character can recognize most prominent 61-70 Lower Extremities Destroyed. I spell caster along with the major don't know why this wasn't included in commanders of anti-magic and magic the original, since it seems the most units (30%). Keeping a very low profile, likely occurrence for soldiers stepping the character has a 2% chance of ever on land mines. Both Legs have been being recognized. blown off. Unlimited Cyber-Attachment Basic Military Mage Skill Program replacements are available, so long as Detect Ambush (+15%) they're within Expense Account limits. Tactics (+5%) Additionally, a total of two Body Cavity Select four (4) Lore skills from the Implants can be purchased. following list, with a +10% bonus for Implant/Cyber Expense Account: $550, each: Demons & Monsters, Entities & 000. Ghosts, Faerie & Creatures of Magic, 71-80 Bionic Implants (see HU2, page Geomancy/Lines of Power, Magic, 118) Magic Arcane, Mythology, Paranormal 81-90 Bionic Weapon System (see HU2, & Psionics, Religion, and Superstitions. page 119) Take two (2) Weapon Proficiencies from 91-00 Bionic Sensor System (see HU2, the following list: W.P. Knife (for claw page 119) attacks and/or staking vampires), W.P. Axe (for decapitating monsters), W.P. Bounty Hunter O.C.C. Crossbow (for shooting wooden bolts, or By Kuseru silver-tipped quarrels), W.P. A special breed of Freelance Agent. Flamethrower (ironically, usually useful Bounty Hunters are typically employed against all types of undead), W.P. to hunt down criminals, rogue agents, Grenade (sometimes monsters need a lot and other wanted persons. Bounty of killing), W.P. Black Powder Hunters specialize in tracking people (sometimes older weapons work better), down and bringing them back to their W.P. Energy Rifle , W.P. Energy Pistol employer. Many Bounty Hunters are (both for miscellaneous weapons that typically ex-military or espionage types, might be used), W.P. Dart Pistol (for but some professional hunters or action those annoying military "capture the seekers also try their hand at the

19 business. Anarchists and evil aligned care about damage to their targets or Bounty Hunters typically don't care if anything else). their targets are alive or dead, when they Attribute Requirements: None. bring them back, and the employer must Starting Age: 18 specify this for these unsavory types. Base S.D.C.: 20 Some Aberrant Bounty Hunters may Martial Art Forms: See above. make it a point to bring their targets back Educational Level: Literate with a alive, whatever the cost. Most evil formal education. alignments and Anarchists also take no Superspy Modifications Available: precautions against damage to property None. or bystanders, unless told otherwise. Base Minimum Skills: Basic Math, Good alignments and Unprincipled Speak Native Language, Literacy: characters typically try to bring their Native Language. targets back alive and try to minimize O.C.C. Skills: Cyborg and Martial property damage and the loss of innocent Hunters can select two (2) skill programs lives. from among the categories of Espionage, Special Abilities: In Ninjas and Military, and Basic. Skilled Hunters Superspies there are three types of select five (5) skill programs from Bounty Hunters: among the categories of Espionage, The Cyborg Hunter: These are Bounty Military, and Basic. All three Bounty Hunters who have opted for the edge of Hunters can select an additional Basic cybernetic enhancement. All cybernetics skill program. are selected/purchased from among Secondary Skills: Select any six (6). Implants, Cyber-Attachments, and Money: $15,000 for Martial Hunters, Cyber-Disguises. $10,000 for Cyborg Hunters, $20,000 for The Skilled Hunter: Bounty Hunters Skilled Hunters. with lots of professional training and are Implant/Cybernetic Expense Account: able to select more skill programs than Cyborg Hunter only: $450,000. the other types of Bounty Hunters Income: The Income for Bounty Hunters The Martial Hunter: Martial Hunters is dealt with in two ways: A Bounty have trained in a martial art to assist Hunter can make $400 a week if them in capturing their prey. Select one working for an agency or can make from martial art style from the following: $2500 to $1 million per contracted Ch'in-na, Isshin Ryu Karate, Fu-Chiao target. Pai Kung Fu, , Lee Kwan Choo, Level Advancement Bonuses: receive Li-Chia Kung Fu, Mien-Ch'uan Kung one new Secondary skill at 3rd, 6th, 8th, Fu, Moo Gi Gong, Pao Pat Mei Kung and 12th levels. Fu, Tae Kwon Do Karate, and T'ang-Su Social Contacts: The character has a Karate from Ninjas & Superspies. If 20%+5% per level of experience chance Mystic China is available add Bak Mei of encountering a former employer, Kung Fu, Liang Hsiung Kung Fu target, or acquaintance. (Bounty Hunters who study this style usually hunt down demons and The Civilian Martial Artist O.C.C. monsters), and Triad Assassin (mostly As written up in Ninjas & Superspies, for evil and anarchist types who don't the Dedicated Martial Artist is a pure scholar of the arts, while the Worldly

20 Martial Artist is more of a transient medically as repugnant, and under scholar. Yet, there has always been a normal circumstances would have no void in the RPG for those types not access to them. trained in a monastery or some Martial Arts Forms: Choose one Primary government agency. What of people form (and its automatic skills), plus three growing up in a non-cloistered martial physical skills. artist environment? Educational Level & Skill Programs: The Civilian Martial Artist has little Varies, based on final age (after training) experience with the monastic lifestyle, or culture, if no other factors used. Will having grown up surrounded by the arts almost always have at least the as part of their everyday existence. equivalent of a high-school education. These persons grew up as part of another Choose (with GM's approval), or roll on martial artist's household; usually as the the following table (percentiles), child or fosterling of their sensei. Their adjusting age to meet minimums for the training starts long before puberty, and education level rolled: often continues into their college years. Percentile Roll In fact, these martial artists often start 01-20 High School Graduate: Physical their own satellite schools of their art, if Program, plus two other Basic skill not actually inheriting the sensei's (often programs. Minimum age: 16 a parent, grandparent or other family 21-35 Military: The character joined the member) own dojo. military after finishing training and high Attribute Requirements: None school. Basic Military Program, Physical Starting Age: 8 Program, plus two other Basic programs Base S.D.C.: 35 and one Military program. However, as Basic Minimum Skills: the character chose NOT to follow that Native Language (with literacy) and career path, none of the bonuses for the Basic Mathematics. Depending on programs apply - just the skill selections. culture and preference, will have either Adds 1D4+1 years to age. Minimum Pilot Bicycle or Pilot Automobile as age: 20, after addition well. Also choose two domestic skills 36-48 Vocational School: Physical from the Cultural skill list (i.e. ones Program, plus 3 Electrical skills (no found in the household) that reflect the engineering or robot skills, but can home environment of the character. For include Computer skills), the example, the skills Cook and Sewing can Mechanical Program, and one other be found in most households, but more Basic Program. Minimum age: 20 esoteric skills such as Bonsai, 49-68 Associate Degree (two years of Calligraphy, Gardening, gaming skills college): Physical Program, plus three (such as Go), Floral Arrangement, other Basic skill programs. Adds 2 years Poetry and/or Singing vary in to age. Minimum age: 20 availability, generally from culture, the 69-88 Bachelor Degree (four years of school's martial art and/or the teacher's college): Physical Program, plus four own knowledge. other Basic skill programs. Two of the Super-spy Modifications: None, and will non-physical programs may be traded probably never even KNOW about them, for a Gizmoteer or the Basic Military let alone get them. The character would programs. Adds 1D4+2 years to age. consider modifications not required Minimum age: 22

21 89-93 Special Training: As High School, Choose two domestic skills (as in old- plus Basic Military and choice of style description above) (+15%) Professional Thief or Guerilla Warfare Native Language (with literacy): 98% programs. However, as the character Basic Mathematics chose NOT to follow that career path, O.C.C. Related Skills: Choose 12; four none of the bonuses for the programs must be physical skills. apply - just the skill selections. Very Communications: Any, except Rare. Adds 1D4+2 years to age. Electronic Counter-Measures. Minimum age: 22 Domestic/Cultural: Any (+5%) 94-97 Masters Degree: As Bachelor Electrical/Computer: Basic Electronics Degree, but with +5% to non-physical and Computer skills only. skills. Adds 1D4+4 years to age. Espionage/Military: None. Minimum age: 24 Mechanical: Aircraft, Automotive and 98-00 Doctorate: As Masters Degree, but Basic Electronics only. Armorer (up to with +10% instead of +5%. Can trade 20th Century technology only) can be two Programs for Medical Doctor taken, but costs triple. program, Holistic Medicine skill (from Medical: Any 20th century skills, but Rifts), and six science and/or medical Medical Doctor costs 3 skills and has skills related to (or required by) a many prerequisites (and the age penalty medical degree. Adds 1D6+6 years to from the old system, above). Holistic age. Minimum age: 26 Medicine costs one skill. Secondary Skills: Choose any eight. Physical: Any (+5%). Receive one additional skill at each level Pilot: Any non-space conventional skills, evenly divisible by four. Also, can use but aircraft, and high-tech water craft the rules for learning additional skills cost double. Military vehicles available from Heroes Unlimited, but if done so only to characters who previously served prior to beginning of play, factor in that in the military. aging as well. Pilot-Related: Any non-space. *********** Rogue: Any, but the truly criminal skills OPTIONAL: "Second Edition" Skill cost double. format. Science: Any, but add 4 years to Actually, this is for skill selection in the character's age for every skill over 3 format of Mystic China, Rifts, and the taken. majority of other Palladium RPGs. A Technical: Any, except demolitions. skill list combining those of the various Lores are at the GM's discretion, but 20th Century setting RPGs is suggested, Geomancy/Ley Line lore is the most as the character will have a skill likely to be possessed. selection closer to a Heroes Unlimited Weapon Proficiencies: Any, but tends non-powered character, but still with toward ancient weapons, and especially access to the beefed-up physical skills of to those used in the martial art (i.e. those Ninjas & Superspies. with bonus or available ) O.C.C. Skills Wilderness: Any (+5%). Martial Arts Form: Choose one Primary Secondary Skills: Choose any eight from form (with its automatic skills) those choices above, but without the Choose three physical skills (+15% listed bonuses. Receive one additional where applicable). skill at each level evenly divisible by

22 four. Also, can use the rules for learning Bak Mei, Bok Pai, Ch'a Ch'uan, Chao additional skills from Heroes Unlimited. Ta, Chi Hsuan Men, Chin-Na, Choy-Li- ************** Fut, Gui Long, Han Yu, Hsing-I, Lee Special Martial Arts Bonus: The Kwan Choo, Li Chia, Liang Hsiung, character can select one additional Mien Chuan, Moo Gi Gong, Pao Pat Martial Arts Power from those available Mei, Sankukai Karate, Shan Tung, Shih through his martial arts form at level one Ba Ban Wu Yi, Snake Style, and level seven. At level twelve, select a Chuan, Taido, Tang Su, Te, Tong Lun, Zenjorike power. Triad Assassin, Yu Sool, and Zanji Money: $3D6x1000; depending on Shinjinken Ryu. If the GM allows, a character background, may be in like to non-Exclusive style from the PMAN inherit a dojo, but would never consider may be selected. selling it or the land. Educational Level: Special Training Income: $250 per week as a martial arts Superspy Modifications Available: instructor working for someone else Cybernetics Option: All N&S (such as a family member). If actually cybernetics, Mutants in Orbit Bioware, running the dojo, income is $50 per and Rifts Cybernetics are available. week per student, and may have class Bionics Option: Select Partial or Full sempai (high-ranking students; younger Conversion Borg from Heroes Unlimited siblings?) helping teach classes under Second Edition or Rifts. him (lower level classes, or as temporary Base Minimum Skills: Basic Math, substitutes while he's away). If so, then Speak Native Language, Literacy: income is split 3/1 between the character Native Language. and the sempai, in favor of the character. Available Skill Programs: Character can Social Contacts: As Worldly Martial select any two (2) Basic skill programs. Artist, but not from travels. More likely, Secondary Skills: Choose any six (6). the knowledge/contacts come from years Money: $2,000 of other, traveling martial artists Cybernetics Expense Account: $1.25 boarding, training, or visiting at the million. Bionics Option Account: Partial character's home dojo. or Full Conversion cost plus $2.5 18% chance of Recognizing a major million. martial artist (5% chance of having met, Income: Character can teach martial arts or at least having that person recognize for $150 a week. Base pay at an agency the character as someone they last saw is $500 per week. as a child). Level Advancement Bonuses: Receive 30% of tracking down another, known one additional Secondary Skill at 4th, martial artist. 8th, and 12th levels. Social Contacts: Character keeps track Cyber Martial Artist of every publicly known cybernetic By Kuseru researcher in the field. There a 75% Attribute Requirements: As per Martial chance of recognizing or tracking down Art Style. any of these researchers. In addition, Starting Age: 16 there's a 15% chance that any cybernetic Base S.D.C.: 20 researcher will recognize the character. Martial Art Forms: Choose one style from the list: Aikido, An Yin, Ba Gua,

23 Cyber-Cop crime organizations and can find an The police variant of the Cyborg Soldier informant, major crime figure or former Attribute Requirements: I.Q. 8 or higher convicted felon (25% chance). Major Starting Age: 20 police or other law enforcement agencies Base S.D.C.: 25 have a 20% chance of identifying the Martial Art Style: Choose either Hand to character and criminals have a 15% Hand Expert (Agent) or Martial Arts chance of identifying the character. (Agent) or can spend three (3) skill programs for one of the following Cyberpunk Martial Art Styles: Tae Kwon Do By Kuseru Karate, Kyokushinkai Karate, Isshin- The genre come to life for your Ryu Karate, or Jujutsu. cybernetic criminals. Educational Level: Equal to about two Attribute Requirements: I.Q. 8, P.P. 12 years of college. Starting Age: 16 Superspy Modifications Available: Base S.D.C.: 10 Cybernetics Option: All N&S Martial Art Styles: None. Choose either cybernetics, Mutants in Orbit Bioware, Hand to Hand Basic or trade one and Rifts Cybernetics are available. secondary skill for the Hand to Hand Bionics Option: Select Partial or Full Expert or trade two secondary skills for Conversion Borg from Heroes Unlimited Hand to Hand Martial Arts. Second Edition or Rifts. Educational Level: General and Special Man-Machine Option: Identical to the Training. revised table for the Cyborg Soldier. Superspy Modifications Available: Base Minimum Skills: Basic Math, Cybernetics Option: Choose a total of Speak Native Language, Literacy: four (4) from among Implants, Cyber- Native Language. Attachments and Cyber-Disguises. Note Available Skill Programs: Automatically that the character is limited to a receives the Police/Law Enforcement maximum of one Cyber-Attachment. (Basic Cop) skill program. In addition, Any Bioware from Mutants in Orbit or select two (2) Police skill programs. Cybernetics from Rifts are also available Also, select one (1) Basic skill program. as Implants. Secondary Skills: Select any six (6). Bionics Option: Partial Conversion only. Money: $12,000 Basic Minimum Skills: Basic Implant/Cyber Expense Account: Mathematics, Read/Write Native $450,000 Language, Speak Native Language. Income: Base pay as an agent is $1,200 Available Skill Programs: Automatically per week. receives the Cyberpunk skill program Level Advancement Bonuses: Receive (New). In addition, select any three (3) one new Secondary skill at 3rd, 6th, 8th Rogue/Criminal skill programs. Also, & 12th levels. select two (2) Basic skill programs. Social Contacts: Cyber-Cops are usually Secondary Skills: Select any eight (8). well connected to other police agencies. Money: $9,000 The character has a 33% chance of Implant/Cyber Expense Account: locating a former friend, acquaintance, $1,000,000, Partial Conversion Option: or key figure of these groups. In addition $7,000,000 total, so the Partial most cops have dealt with criminals and

24 Conversion must be paid for out of this Martial Arts Forms: Choose (1) one amount. martial art form except those marked Income: Base pay is $425 a week when exclusive. at an agency. Education Level: Special Training Level Advancement Bonuses: Receive Basic Minimum Skills: Basic one new Secondary Skill at 3rd, 6th, 9th, Mathematics, Read/Write Native and 13th levels. Language, Speak native Language and Social Contacts: The character has one other. served time in prison. Roll for country Available Skill Programs: Select any 5 and roll 1D20 for number of years (and programs, 2 must be Gizmoteer, two add to age). Character can also easily must be espionage and/or military. pass for an underworld criminal (60% + Secondary Skills: Select any six (6). 5% per level). The character has a Money: $40,000 chance of finding a former friend, Income: Base Pay is $1,200 accomplice; or acquaintance in most Level Advancement Bonuses: Receive criminal hang-outs or organizations one additional secondary skill at levels (20% in country of origin, 31% in 4, 8 and 12. country where the character was jailed, Social Contacts and 7% everywhere else). This cuts both The Demonstration Agent, has a broad ways, since other criminals have a 7% focus in their contacts, ranging from chance of recognizing the character. going through various trade magazines and shows, to intelligence gathering Demonstration Agent professionals. The character has a 10% By ? chance of recognising major inventors, The Demonstration Agent, is a trained products and those in the intelligence Gizmoteer/Field Agent, that will assist in community. the delivery, demonstration and training Why I love being a Demonstration in the use of all SpyWorks equipment. Agent O.C.C. The SpyWorks agents, are protected For one thing, trying out all the new under contract with the agencies gadgets and gizmos. Sure I have to teach requesting their services and if wounded, some stuck up spies how to use the or killed in the course of their duties due gadgets to save their lives, but this compensation is required to be paid to means that I get to use the gear first. Plus SpyWorks. If the agent is wounded of I get the chance to travel. killed by the carelessness of the hiring This OCC can be used in in other Ninjas agency, all contracts will be suspended and Superspies games, and represents for 3 months. If the wounding or death those who test gadgets in the field. was deliberate SpyWorks inc will cancel all contracts, with no refund for Grand Master Martial Artist outstanding contracts. By Kuseru Demonstration Agent Package for Ninjas Grand Masters are typically good for the and Superspies. sensei or teacher of the player group. Attribute Requirements: I.Q. 12, P.P. 12 Grand Masters typically speciallize in at Starting Age: 18 least one fighting style and one mental Base SDC: 10 style. Special Abilities:

25 1. Feign Death, The Cleansing Spirit, Martial Art Forms: Since these and Positive Energy from HU's Ancient characters have spent their lives studying Master. the martial arts, the character can select 2. Additional Martial Art Powers: The two primary forms (Exclusive, with Character can select one additional those counting as two martial art forms martial arts power from those available (Thai Kick Boxing and ) taking through each of his Primary Form(s) at up both slots.) And three (3) secondary levels one, five, ten, and fifteen (that forms (non-Exclusive). At the GM's means that a Grand Master with three option, all three secondary forms can be Primary forms would select three new traded in for another Exclusive form. martial art power at those levels). The Grand Master will have the 3. Grand Masters are also apt to have following experience levels for his abilities from one of the following (if martial arts: First Primary Form: 1D4+4 one of the following powers is chosen, levels of experience; Second Primary reduce the number of Exclusive forms Form: 1D4+3 levels of experience; available by one): Secondary Forms/Third Exclusive Form: Chi Magic: has all the abilities under 1D4+1 levels of experience. NOTE: P.C.C. skills and Wu Shih Magic & Grandmaster Martial Artists who create Spell Casting, but no additional martial their own style will forfeit the arts, or skills. appropriate 'slot' of available martial art Psionics: considered to have major forms for the new style. psionics (25% chance) or minor psionics Educational Level: Literate (can read (75% chance). and write native language), but without Super Powers: determine Super Powers formal education. No education Bonus. by rolling on the following table: Superspy Modifications Available: Roll Percentile dice None. Roll Number of Super Abilities Base Minimum Skills: Basic Math, 01-15 One major super ability and three Speak Native Language, Literacy: minor abilities Native Language. 16-32 Four minor super abilities only O.C.C. Skills: None, only those skills (no major powers) gained from martial art styles. 33-50 One major super ability and one Secondary Skills: Select any four (4). minor ability Money: $500 plus any weapons or 51-69 One major super ability and two equipment associated with the characters minor abilities martial art styles. 70-86 Five minor super abilities (no Income: Weekly earnings are roughly major powers) $1000 a week as a martial arts instructor. 87-00 Two major super abilities (no Base pay at an agency is special, as the minor powers) Grand Master is typically head of his Attribute Requirements: P.S.: 10, P.E.: own organization (typically considered a 12, P.P.: 8. master martial arts school, 100 points are Starting Age: 60 (this is based on the available for the creation of the Grand Dedicated Martial artists starting level Master's 'school') . Assume that the with the average times to learn the Grand Master's salary is four times that martial arts added in.) of the feature selected for step N: Base S.D.C.: 50+3D6 Agency Salary.

26 Level Advancement Bonuses: receive Martial Art Forms: None, choose either one new Secondary skill at 3rd, 5th, 7th, Hand to Hand: Basic or spend one 9th, 11th, and 13th. secondary skill for Hand to Hand: Social Contacts: (Basically double the Expert, or two secondary skills for Hand percentages of the Dedicated martial to Hand: Martial Arts. artist.) The character has a 50% chance Educational Level: Special Training; add of recognizing any other major figure in +3% to all skills gained from the the martial arts world. There is only a Hacker's specialty skill Programs. 10% +5% chance per level of experience Superspy Modifications Available: that the the character will have met the Choose three (3) Implants. martial artist before. Recognizing Base Minimum Skills: Basic Math, martial artists from any of the character's Speak Native Language, Literacy: Primary Form(s) is 90% for major Native Language. figures and 30% for established O.C.C. Skills: Character can select four practitioners (3rd level or higher). For skill programs from the following: the character's Secondary Forms, there is Electronic Communication (Gizmoteer), a 75% chance of recognizing the major Telephone Hacking (Gizmoteer), figures and a 25% chance of recognizing Computer Hacking (Gizmoteer), established practitioners (3rd level or Locksmith & Security Systems higher). (Gizmoteer), Microchip Technology (Gizmoteer), Cybernetics (Gizmoteer), Hacker Gizmoteer O.C.C. Robot Construction (Gizmoteer), By Kuseru Information Gathering (Espionage), These characters are advanced versions Electronic Warfare (Military). Also of traditional hackers. Hacker select any One Basic Skill Program. Gizmoteers typically construct their own Secondary Skills: Select four (4) computer/cybernetic systems for use in secondary skills. their work. These hackers are at the Money: $25,000 for personal equipment cutting edge of computer technology and plus $80,000 for their computer system are able to breeze through most of the (if cybernetics are not opted for). computer systems in the world. While Implant/Cybernetic Expense Account: some Hacker gizmoteers prefer to use $200,000. standard keyboard and mouse computer Income: $600 base pay working for an interfaces, others use cybernetic agency. May make up to three times as implants to interface with computers. much working freelance. While the cybernetic interface is faster Level Advancement Bonuses: These than the traditional method, there is also characters can receive new Cybernetic the increased risk of brain damage if a Implants as they advance in level. Get a virus is implanted in the character's new Implant at 3rd, 6th, and 10th levels. 'biological computer' (brain). Hackers Note that the character must pay for use the cyberjacking rules as found in these changes. While they are not free, Rifter #2. they are automatically successful, and Attribute Requirements: I.Q.: 14. the character does not have to roll for the Starting Age: 16 surgery. On-Board Computer options Base S.D.C.: 10 and data chips can be purchased anytime the character can afford the prices.

27 Receive one new Secondary skill at 4rd, advanced age rules for PFRPG). 8th, 10th, 12th, and 15th levels. Mastering a martial arts does take time Social Contacts: Due to the character's after all, and true mastery can take a interactions on the net, encountering a lifetime. The Instructor can be a Kick real person who knows the character and Boxing coach, a karate sensei, a kung fu vice versa is 15%. Recognizing a net sifu, a Korean kwanjangnim, the persona is 75%. possibilities are nearly endless. Aside from his great martial arts abilities, the Instructor O.C.C. Instructor has years of life experience. By Ronin He has traveled and seen places and This one was inspired by every martial things that his students have only arts movie master, from Obi-Wan imagined. He has done things that his Kenobi and Qui-Gon Jinn, to that dude studentÆs can only dream of attaining. Pat Morieta played. It is especially He is the Master. inspired and dedicated Kwanjangnim The Instructor runs a school, dojo, gym, Park Chang Hwa, one of the wisest men dojang, or kwoon, teaching students his I have ever met, and whose kindness far art. This ties him down and prevents outshines his vaunted skills. quite a of adventuring, but he often WARNING: This character's advanced serves as a leader for his students, an combat skills, as well as his life adviser in their crises, and a moral experience can make him an unbalanced guidepost for those looking to find character in the hands of an inept or meaning in the chaos of life. The munchkin gamer. Only experienced Instructor could go on adventuring of players should be allowed to play an course, when he himself is called upon Instructor, or he should be used as an by the Grand Masters of his style to NPC. He makes a great NPC for a dojo- complete a quest. Often, this involves based campaign. taking his best students along with him, WARNING: If a gamer is playing an both for their aid, and for the life Instructor and calls one of his student's experience it will give them. He can also Grasshopper, he should be smacked . . . travel as he leads his students to hard. tournaments and competitions. Note: The Instructor is not just a teacher. Some Instructors gain no pay from The average sensei does not apply. He is teaching, charging his students only a master or grandmaster, ie. above a 7th what is needed to keep the school degree black belt. In a traditional school. operating. This means the Instructor Not a McDojang that gives 4th degree must have a "day job" that provides him black belts to fourth grade kids. Ie. he's with the income necessary to survive. really old. And really good. Others charge for their instruction, and Somebody's got to teach your players the some successful instructor's can make martial arts. The Instructor has studied a quite a living. Also, military units and martial art for most likely all of his life, police forces will sometime hire an to the point where he is capable enough Instructor of a particularly well-known in his art to teach others. This means that school or style to teach a seminar to their the character automatically gets a martial members. art at a high level, but that is outweighed NOTE: Many high-level martial artists by his advanced age (not to self: insert take on students. The Instructor is more

28 than just a martial artist who teaches. His Reyes, Sr. can make $1000 to $5000 a focus has changed from personal week. mastery, winning tournaments, or Level Advancement Bonuses: Receive 1 learning how to fight, to teaching others additional Secondary Skill at 3rd, 5th, what he has learned. While he is a 7th, 9th 11th, and 13th levels. phenomenal combatant, he is no longer a Social Contacts: The character has an fighter, but a teacher, and should be 30% chance of recognizing any other played as such. The high combat skill major figure in the martial arts world, be level is reflective of his years of the fighter, trainer, or promoter. There is experience, and not how many skulls he only a 8% chance that the characters can bash in. have met before. The character's forms Alignment: Any may have branches throughout the Attribute Requirements: None world. In any of these places, the Starting Age: 30 Instructor has a 50% chance of tracking Base SDC: 25 down a familiar contact. Martial Art Form: The character has four Why I love being an Instructor? martial arts "slots". An exclusive martial I am able to touch lives in ways no other art takes up two slots. A non-exclusive can. I can guide the young in the way of martial art takes up one. Thus you can discipline and honor, and teach them have different combinations of exclusive how to protect themselves from that and non-exclusive arts. One art is cruel world out there. I have the trust primary, this is the art that character first and respect of my students, and the joy studied and has achieved the highest of being a teacher. rank in. Roll 1D6+7 to determine the experience level in this art. Roll 1D6+6 INTELLIGENCE ANALYST OCC to determine the experience level for the (Espionage Agent) based on N&SS secondary martial art. Roll 1D6+5 to by Flashfire. determine the experience level for the The intelligence analysts are the guys tertiary martial art. Roll 1D6+4 to who figure things out. It is their job to determine the experience level for the take all the information that they can get quadinary martial art. and try to come up with a reasonable Educational Level: High School guess as to what it all means, to figure Superspy Modifications: None out what the other guy is going to do. Basic Minimum Skills: Basic Most have a college or university Mathematics, Read/Write Native education and are not combat oriented, Language, Speak Native Language though this does not stop them from Available Skill Programs: Select 2 from learning Martial Arts and weaponry Basic. skills anymore than it does the average Secondary Skills: Choose any 10. Joe off the street. Money: $1,000.00 ATTRIBUTE REQUIREMENTS: IQ of Income: $300 a week teaching at a 12 or higher school. Agencies/military will pay $500 STARTING AGE: 20+3D6 a week if they hired(SP) the character to BASE SDC: 15 teach their agents/soldiers/police MARTIAL ART FORM: None. Can officers. High end instructors, like Ernie choose Basic (costs one Secondary Skill) or Martial Arts (costs three Secondaries).

29 EDUCATIONAL LEVEL: Equal to four grenades? I've just handed the President years of college (+20%) intel that places most of the world's SUPERSPY MODIFICATIONS: None leading terrorists in your kitchen. We BASIC MINIMUM SKILLS: Basic know who you are and we know what Math, Literacy: Native Language, you can do. Goodbye... Language: Native AVAILABLE SKILL PROGRAMS: Looker O.C.C. Automatically gets Information By Mephisto Gathering at +15% to all skills, plus they The looker is the spy who specializes in can choose any five Basic Skill observing things: both from up close and Programs, including Basic Military, Spy at a distance. They are skilled and well Network Administration, and Computer trained and often like to play the role of Hacking. ditzy airhead. This is always an act, and SECONDARY SKILLS: Select any six. they use their womanly wiles to secure MONEY: $35,000 many secrets about organizations and INCOME: Base of $850 a week at a spy individuals. agency, or $1100 a week at a large news Attribute Requirements: I.Q. 10, M.A. network. 12, P.B. 14 LEVEL ADVANCEMENT BONUSES: Starting Age: 14 Receives one new Secondary Skill at Base S.D.C.: 15 levels 2, 4, 6, 7, 9, 11, 12, 14, and 15. Martial Art Form: Choose one non- SOCIAL CONTACTS: Due to the exclusive martial art form. However, by character's job description, he or she has sacrificing three secondary skills the a 55% chance at recognizing anyone in character can choose Wui . the Superspy (or whatever part of the Education Level: Special Training world they're tasked to) world, though Superspy Modifications: Can select up that person may not recognize them. He to two breast implants, plus three other or she has a 10% chance at finding a implants. contact who knows them in the Basic Skills: Basic Math, Speak Native international scene, but has a markedly Language, Read/Write Native Language less chance at being recognized by those Available Skill Programs: Character that don't know them personally when in automatically receives Seduction the field (half chance). (+15%). The character gets two (2) WHY I LOVE BEING AN Espionage skill programs, one (1) Basic INTELLIGENCE ANALYST: Some skill program, and one (1) additional will tell you about the power of being a skill program from Espionage, mercenary, or the glamour of being a Gizmoteer, Military, or Basic. secret agent man, or the inner peace that Special Looker Bonuses: +4 to M.E., +3 comes from having the ability to break to P.B. Also +3 to initiative (very alert), people with their bare hands. None of and +4 to save versus psionics or mind this compares to knowing everything control. about everyone. Got your Flying Secondary Skills: Choose any eight (8). Spinning Kick Of Death? I've got your Money: $30,000 bank account number, which will be Implant/Cyber Account: $800,000 empty tomorrow. Got your .50 caliber Income: Base pay is $1500 a week from machinegun and white phosphorous an agency.

30 Level Advancement Bonuses: Add one *Medical Researcher (medical),*C4I secondary skill at levels 3, 7, 10, and 13. (military), Electronic Warfare (military), Each skill starts at level one proficiency. Information Gathering (espionage), Social Contacts: The character has a Security Specialist (espionage), or any 10% chance of recognizing a major basic skill program. espionage figure. The character however Secondary Skills: Select eight (8) has a 30% chance of recognizing a secondary skills. fellow femme fatale. Money: $250,000. Note: This character may opt to spend some of his money on Mad Scientist O.C.C. Cybernetics, this either occurs at By Kuseru character creation and is paid for from I love these guys! The mad scientist is the initial funds or the character must the ultimate gizmoteer, building all kinds acquire the money and locate a facility of machines depending on their whims. capable (and willing) to handle the Mad Scientists are often found working implantation process. for the military, companies that market Implant/Cybernetic Expense Account: tons of new products, or organizations None. bent on world conquest. Optional: Roll Income: $3000 base pay working for an three times on the Random Insanity table agency. May make up to five times as or roll once on the multiple personality much working freelance. table. Level Advancement Bonuses: receive Attribute Requirements: A minimum one new Secondary skill at 3rd, 6th, 9th, I.Q. of 11 and M.E. of 10 is required 12th, and 15th levels. (not so much resistance to insanities, but Social Contacts: Due to the character's more of the willpower to persevere with varying interests, encountering someone their research, regardless of the cost), an they know is 20%+3% per level of I.Q. of 14 or higher is recommended. experience. Starting Age: 18 Base S.D.C.: 10 Magestalker Martial Art Forms: None, choose either To combat the presence of magic and the Hand to Hand: Basic or spend one supernatural, several police forces have secondary skill for Hand to Hand: recruited their own spell casters to help Expert, or two secondary skills for Hand maintain law and order. These cops hunt to Hand: Martial Arts. down law breaking spell casters and thus Educational Level: Special Training; add earn the title of Magestalker. +5% to all skills gained from the Magic Abilities of the Magestalker: Gizmoteer skill Programs. 1. Determining P.P.E.: Use P.E. as the Superspy Modifications Available: base and add 1D6x10. The character None. gains an additional 1D6 P.P.E. per level Base Minimum Skills: Basic Math, of experience. P.P.E. can be restored at Speak Native Language, Literacy: the rate of five points per hour of Native Language. meditation or sleep. O.C.C. Skills: Character can select four 2. Understanding the Principles of Gizmoteer skill programs and two skill Magic: Magestalkers know and programs from the following: *Forensics understand the main principles of magic (medical), Medical Doctor (medical), and sorcery, including rituals, symbols,

31 incantations and paraphernalia. This otherwise causes mind control (including allows them to distinguish between fake trances, domination, compulsion, quest, "occult" materials from the real thing, as etc.). This ability also includes well as determine the general purpose of identifying magic sickness, curses, the specific items and even which effects of faerie food and faerie magic, supernatural forces are involved. Base and supernatural or magic possession. Skill: 70%+2% per level of experience. Illusions, metamorphosis, and psionic A failed roll means the character does powers do not count as enchantment. not realize or misunderstands the Base Skill: 35%+5% per level of significance of the evidence, dismissing experience. it as fake, or maybe thinking a forgery or Recognize magic: The wizard has a charlatan's scribblings are authentic. certain percentage chance to recognize a 3. Read Magic: The ability to read a magic item by shape, inscription, magic magic scroll or perform a mystic ritual is symbols or intuition (gut feeling). It's not as simple as it may sound. Under the important to understand that while the right circumstances and frame of mind, character may know something has anyone can read a spell with mystic magical properties, he does not know results. However, this is pure chance. what powers the item may have or how The Magestalker understands the to use it. Base Skill: 20%+5% per level practical principles of magic. The of experience. weaving of a spell is more than reading 6. Initial Spell Knowledge: Because the or reciting mere words, just as the Magestalkers studies magic used to invocation of a circle is more than chalk. police spell casting, they learn how to The use of any magic requires a practice cast spells certain spells. At first level of mental exercises akin to Oriental the magestalker starts off with See The meditation. The magestalker knows how Invisible, See Aura, Sense Evil, Detect to relax, clear his mind, focus by using Concealment, Extinguish Fire, Fear, the spell's words like a mantra, draw on Armor of Ithan, Negate Poison/Toxin, his P.P.E., know exactly how much will Paralysis: Lesser, Carpet of Adhesion, be needed and what effect the magic will Magic Net and Seal. At each new have. He can manipulate mystic energies additional level of experience, roll on the with an ease and speed that belies the Shortcut to Gaining New Spells table on years of study, practice and page 151 of HU2. concentration it took to master the 7. Read/Acquire Magic: Through intense mystic arts. Base Skill: 80%+3% per study of scrolls or books of magic lore, level of experience. Magestalkers can attempt to learn a new 4. Sense Magic: Magestalkers are spell or ritual. Once the spell has been attuned to the forces of magic. Most deciphered, the Magestalker can attempt magic, magical items, or magic forces to cast it. Casting a new spell in this can be detected. Range: 120 feet plus 10 fashion requires and additional roll feet per level of experience. against the caster's skill. Base Skill: 30% 5. Recognize Magic & Enchantment: +5% per level of experience. Recognize enchantment: Just as a doctor Attribute Requirements: I.Q. and P.S. 10 can recognize flu symptoms and disease, Starting Age: 22 the wizard can recognize the influence of Base S.D.C.: 15 magic that charms, hypnotizes, or

32 Martial Art Forms: None. Choose either Geomancy/Lines of Power, Magic, Hand to Hand Basic or trade one Magic Arcane, Mythology, Paranormal secondary skill for the Hand to Hand & Psionics, Religion, and Superstitions. Expert or trade two secondary skills for Take one (1) Weapon Proficiency from Hand to Hand Martial Arts. the following list: W.P. Knife (for claw Educational Level: Two Years of attacks and/or staking vampires), W.P. College or equivalent. Axe (for decapitating monsters), W.P. Superspy Modifications Available: Crossbow (for shooting wooden bolts, or None. silver-tipped quarrels), W.P. Base Minimum Skills: Basic Math, Flamethrower (ironically, usually useful Speak Native Language, Literacy: against all types of undead), W.P. Native Language. Grenade (sometimes monsters need a lot Available Skill Programs: Automatically of killing), W.P. Black Powder receives the Magestalker skill program (sometimes older weapons work better), (New). In addition, select three (3) W.P. Energy Rifle , W.P. Energy Pistol Police skill programs. Also, select two (both for miscellaneous weapons that (2) Basic skill programs. might be used), W.P. Dart Pistol (for Secondary Skills: Select any six (6) those annoying "capture the monster" Money: $5000 missions), and W.P. Shotgun (generally Income: Base pay as a Magestalker is useful). $650 per week. Level Advancement Bonuses: Receive MASTER THIEF O.C.C. one new Secondary skill at 2nd, 4th, 6th, by Devenyi 9th, and 13th levels. No mere muggers or back-alley purse Social Contacts: Magestalkers are snatchers, Master Thieves are the elite of usually well connected to other police the criminal underground. They are agencies,. The character has a 33% security experts and masters of chance of locating a former friend, subterfuge and disguise who use their acquaintance, or Magestalker in one of unconventional skills to steal valuables. these groups. In addition most cops have Their targets are usually enormous sums dealt with criminals and crime of money, prized information, and organizations and can find an informant, extremely expensive major criminal spell casters or former jewelry and metals. Some Master convicted felon (25% chance). Major Thieves rob from the rich and give to the police or other law enforcement agencies poor, as sort of modern Robin Hoods. have a 20% chance of identifying the Other, more unscrupulous Master character and spell casters have a 15% Thieves steal only for personal gain and chance of identifying the character. rarely cares about anyone in the way. Magestalker Skill Program There is even the occasional Master Crime Scene Investigation or Thief that uses his special skills and Investigation (+15%) abilities to rob super-villains Tracking or Stalk & Capture (+15%) and other powerful, evil corporations. Select two (2) Lore skills from the Master Thieves tend to be very agile, following list, with a +10% bonus for sharp, and observant with training in each: Demons & Monsters, Entities & covert operations and diversions. Ghosts, Faerie & Creatures of Magic,

33 (NOTE: These make good villains and Intelligence (+10%) fun NPC's. For some ideas on how some Climbing (+20%) really good thieves work, pick up any Concealment (+16%) Lupin III anime (also known as Rupan Pick Pockets (+15%) III), the movie "The Saint", and Streetwise (+20%) numerous others. Some Bond movies Plus three Rogue or Espionage skills of might give you some nifty ideas too). choice (+15%) ATTRIBUTES: Plus one Scholastic Skill Program Determine the eight attributes as normal, Equal to three years of college (+15%); but add in these special bonuses: see Option #2 further down. +1 M.E. SPECIAL SKILLS: +1D4 M.A. 1)Mastery of Security and Surveillance +1D6 P.P. Devices (82% + 2%/level) +1D6 Spd The Master Thief is incredibly skilled in Hit Points: P.E. attribute number +1D6 the construction, deactivation, repair, per level of experience. S.D.C.: programming, and setting up various Determine as normal; gets a one-time security and surveillance devices. He is bonus of +30 S.D.C. far more skilled than the Electrical EDUCATION AND SKILLS Genius (found in Hardware), but only Common and General Skills: when his skills are pertaining to security Pilot Automobile (+10%) devices in general. However, he can not Pilot: One of choice (+20%) build wild and crazy devices like the Mathematics: Basic (+25%) Hardware character, but can create most Speak Native Language (+25%) standard types of devices. Read and Write Native Language SECURITY AND ALARM SYSTEMS (+20%) -0% A common, standard alarm, a piece Speaks two other languages of choice of cake; time required 1D6 melees (+15%) -5% A sophisticated alarm system; time And 2D4+3 secondary skills required 2D4+2 melees Security and Locksmith Skill Program: -5% Tied to a security camera; add 1D4 Surveillance Systems (+25%) melees Electrical Engineer (+15%) -5% Tied to a laser system; adds 1D4 Mechanical Engineer (+15%) minutes Locksmith (+20%) -10% A superior alarm system; time Read Sensory Equipment (+10%) required is 1D6 minutes Safecracking (+20%) -10% An unfamiliar security system; Radio: Basic (+25%) add 1D4+1 minutes Radio: Scramblers (+15%) -10% Tied to a heat or motion detector; Computer Operation (+20%) add 1D6 melees Computer Programming (+15%) -10% Mechanical construction or Computer Hacking (+10%) deconstruction is necessary Rogue Skill Program: -20% A super high-tech, state of the art Hand to Hand Expert complex alarm system (like in banks, Disguise (+20%) museums, and enemy strongholds); time Forgery (+20%) required is 4D4 minutes Imitate Voice/Impersonation (+15%)

34 (NOTE: A failed roll means the alarm him, his stealth rolls automatically has accidentally been set off, unless the succeed and he is undetected. If being GM thinks something else will happen) actively searched for, he must roll lower ELECTRICAL LOCKS than 60% + 4% per level or else he is -5% A basic lock system; time required detected. 2D4 melees (piece of cake) **Art of Hiding: A Master Thief can -10% A more sophisticated lock system; remain hidden for hours (some even time required 1D4 minutes days) at a time with minimal movement. -10% A timer lock system (set to open They have a 45% + 5% per level chance only at a specific time; often combined to hide successfully and, if they do, will with the sophisticated systems); add be nearly impossible to find again (until 1D4+1 minutes the thief moves to a new spot). This -20% A superior lock system; time does not work too well with heat sensors required 1D6+1 minutes or enhanced senses, but motion detectors -30% A super-sophisticated, complex only have a 1-in-20 chance of detecting lock system; 2D6+2 minutes the character. -?% An alarm system is linked to the **Art of Vanishing: If being pursued by lock (must be disconnected first) an enemy, a Master Thief can use this MISCELLANEOUS special ability to make it seem as if -5% Tap into a computer system or he/she has suddenly vanished! This has network a 70% + 2% per level chance of success, -5% Bypass keypad entry system, -10% for good light and -20% for flat commercial type; requires 1D4 melees featureless ground. Add +10% if in the -10% Tap into telephone wires dark and +10% if in a place with lots of -10% Bypass sophisticated keypad; hiding spots. A Master Thief can even requires 2D4 melees use this in combat (although it counts as -10% Tamper-proof keypad all actions that melee round). This (supposedly); add 1D4 minutes technique usually involves a sleight-of- -15% Tap into a sophisticated computer hand distraction, followed by rolling or system or network diving onto the ground out of the sight of -15% Hot-wire or shut down electrical your opponent. doors, escalators, or elevators (keypad EQUIPMENT: must be available to work); requires 1D6 Roll on the following table for the melees starting budget of a Master Thief. At 2) SUPERIOR STEALTH AND least 40% of the starting money must be COVERT TRAINING spent on equipment used in thievery Like the ancient Ninja of , a Master (such as lock picks, climbing equipment, Thief can move with unnatural grace and optics, etc.) and 10% for listening silence. This is far better than the devices and other surveillance regular Prowl skill (which, if you equipment. As much as 50% can be noticed it was missing from the skills, is saved for later. why it isn't there) and is far more BUDGET: encompassing and useful. Gains the 01-19: $10,000 following abilities: 20-39: $20,000 **Art of Stealth: If the opposition does 40-59: $30,000 not expect him or is actively looking for 60-79: $40,000

35 80-94: $50,000 Roll on the following Table to determine 95-00: $60,000 psychic powers: (NOTE: Presumably the character has 01-20 Diviner; Psychic Dowsing, already spent $2D4x10,000 on some Reading Signs, Palm Reading, Touch kind of hidden safe-house he or she can Conveyance, See the Aura of the hide out at until things cool down. It is Supernatural, See the Aura of Magic, bound to be loaded with stolen P.P.E., I.S.P., Recovering I.S.P., and valuables, half-repaired surveillance Selecting Physical Psychic Abilities. devices, its own security system, a (BTS2, pages 39-42) hidden vault, and an escape tunnel). 21-30 Latent Psychic; Outlook & The character typically has a common Orientation, Mind Storm, Precognitive vehicle, at least 2D4 years old. Dream, P.P.E. base, I.S.P., and OTHER STUFF Recovering I.S.P. (BTS2, pages 55-58) Alignment: Any can be chosen, although 31-40 Parapsychologist; Specialized I would suggest no principled or Knowledge of the Paranormal and scrupulous alignments (for rather Magic, Keen Perception, Understanding obvious reasons). the Principles of Psionics, S.D.C.: As noted previously. Understanding the Principles of Magic, Hand to Hand Combat: Automatically Read Magic, and P.P.E. (BTS2, pages gets two attacks per melee, plus training. 70-72) Weapons and Armor: Unless fabulously 41-60 Physical Psychic; Yoga Style wealthy (as some thieves are), they start Meditation & Trance States, Summon with pretty conventional equipment, Supernatural Strength, Standard armor, and weapons. Meditation, Select additional abilities at Other Options #1: With GM permission, levels 2, 4, 5, 6, 11, and 14, Closed to a character can have up to 1D6 implants the Supernatural, P.P.E., I.S.P., from Ninjas and Superspies, probably Recovering I.S.P., and Selecting cyber-disguises. They may also be Physical Psychic Abilities. (BTS2, pages allowed to buy some of the nifty gadgets 74-76) from the book. 61-80 Psychic Medium; The Spirit Other Options #2: By giving up their Guide, See Other Spirit Guides, See & skill program of choice, a Master Communicate with Other Spirits, Spirt Thief can be a minor psychic with Channeling/Seance, Auditory Reading, 1D4x10 I.S.P. and the powers of total Olfactory Symbols & Omens, Spirit recall, speed reading, sixth sense, and Strike, Hear Death Rattle, Object Read object read. Gains 1D6 I.S.P. per level the Dead, P.P.E., I.S.P., Recovering and is considered a minor latent psionic I.S.P., and Selecting Physical Psychic (needs a 12 or higher to save versus Abilities. (BTS2, pages 83-88) psionics) 81-00 Psychic Sensitive; Sense Supernatural Evil, Opening Oneself to Mountebank the Supernatural, Recognize Possession, By Kuseru Recognize Magic Enchantment, P.P.E., A psychic who uses their powers for I.S.P., Recovering I.S.P., and Selecting personal gain, often through trickery or Psychic Sensitive Abilities. (BTS2, deceit. pages 90-91) Psionic Powers of the Mountebank:

36 Attribute Requirements: A high M.E. is Cardsharp/Card Shark, Dickering: recommended but not necessary. Dishonest Dickering, Gambling (Dirty Starting Age: 18 Tricks), Imitate Voices & Sounds, Muck Base S.D.C.: 15 Slinging, Palming, Pick Pockets, Martial Art Forms: None. Choose either Seduction, Shell Game, and Fast Hand to Hand Basic or trade one Talking. secondary skill for the Hand to Hand W.P. Knife or W.P. Blunt (pick one) Expert or trade two secondary skills for Hand to Hand Martial Arts. NINJA O.C.C Educational Level: Special Training By Kuseru Superspy Modifications Available: Trained since an early age in the ways of None. Ninjutsu, this martial artist has dedicated Base Minimum Skills: Basic Math, his life to carrying on the legacy of the Speak Native Language, Literacy: ancient Ninja clans of feudal Japan. Native Language. Something of a cross between the Available Skill Programs: Automatically Dedicated and Worldly Martial Artists, receives the Mountebank skill program this character’s training has had a (New). In addition, select any three (3) particular emphasis on the Arts of Rogue/Criminal skill programs. Also, Invisibility. The Ninja may be the select two (2) Basic skill programs. student of a solitary master, the member Secondary Skills: Select any eight (8). of a vast international organization, or Money: $9000 anything in between. Income: Base pay is $450 a week when Attribute Requirements: None. working for a crime group. Starting Age: 12. Level Advancement Bonuses: Receive Base S.D.C.: 25. one new Secondary Skill at 3rd, 6th, 9th, Martial Art Forms: Choose either and 13th levels. Ninjutsu or Ninpo. Social Contacts: The character has Educational Level: Special Training. served time in prison. Roll for country Superspy Modifications Available: and roll 1D20 for number of years (and None. add to age). Character can also easily Basic Minimum Skills: Basic pass for an underworld criminal (60% Mathematics, Read/Write Native +5% per level). The mountebank has a Language, Speak Native Language. chance of finding a former friend, Available Skill Programs: Character gets accomplice; or acquaintance in most one (1) Espionage Skill Program, two criminal hang-outs or organizations (2) Basic Skill Programs, plus one (1) (20% in country of origin, 31% in additional skill program from Military or country where the character was jailed, Espionage or Gizmoteer or Basic. and 7% everywhere else). This cuts both Special Martial Arts Bonus: The ways, since other criminals have a 7% character can select one (1) additional chance of recognizing the character. Martial Art Power from among the Arts Mountebank Skill Program of Invisibility at levels one (1), five (5), Yarrow Stick Counting (+10%) and ten (10). Streetwise: Wierd (+15%) Secondary Skills: Choose any six (6). Select Two Rogue skills from the Money: $1000. following list, each with a +5%:

37 Income: Character can teach martial arts Japan. These families were renowned for for $300 per week. Base pay at an possessing great skill in espionage, agency is $400 per week. reconnaissance, sabotage, and Level Advancement Bonuses: Receive commando warfare --- and they sold one additional Secondary Skill at 4th, their skills, on a case-by-case basis, to 8th, and 12th levels. anyone that could serve to protect the Social Contacts: The character has a interests of their community as well as 15% chance of recognizing any other the interests of the nation as a whole. major figure in the martial arts world. Even today, their exploits are legendary There is only a 5% chance that the both in and out of Japan, and the character will have met the martial artist descendents of the original Ninja before. If a member of a Ninja clan, the families have found themselves often character’s organization will likely have satirized by popular culture. A select branches located throughout the world. few, however, know the actual truth... In any of these places, the character has The martial arts of Ninpo focus heavily a 40% chance of tracking down a fellow on dealing with situations that the feudal member (not necessarily an Ninja would find themselves in, mostly acquaintance). on reconnaissance or sabotage missions. Why I love being a Ninja O.C.C. Thus, there is a strong emphasis on In many ways combining the best of evasion, avoidance, and escape found in both the martial artist and the superspy, Ninpo, as opposed to simply "defeating" the Ninja is a force to be reckoned with. one's opponent. A Ninpo stylist will No other character can be as skilled in typically use the momentum or energy the ways of invisibility as the mysterious generated by his opponent's initial Ninja. Additionally, the Ninja’s duty and movements to attack an exposed vital responsibility to his master and clan give point, knock the opponent to the ground, him a sense or purpose that many other distract him/her with (throwing characters lack. blades) or metsubishi (blinding NINPO - THE LAW OF powders), and then escape as quickly as PERSEVERANCE (EXCLUSIVE) possible. There is a very relaxed, soft, Entrance Requirements: Characters must and flowing dynamism to Ninpo be of an Honorable Alignment and techniques, and they make extensive use committed to Ninpo. Minimum of rolling maneuvers and other attributes include: I.Q.: 9, M.E.: 12, P.P.: acrobatics, as well as an in-depth study 14; a high M.A. and P.E. are useful but of attacking Atemi weak points. Ninja not required. are also known for their diverse training Skill Cost: 13 Years. in various forms of weaponry. Ninpo is a term that refers both to the The guiding philosophy of Ninpo collective of martial skills studied by the informs the Ninja's entire of way of infamous Ninja warriors of feudal Japan, seeing and relating to the world. It is and to the philosophical understanding closely rooted in Mikkyo Buddhism and that underlines those skills. The Ninja Amatsu Tatara Shinto, with many Ninja were the warrior clans (primarily masters being of a Taoist alignment in composed of jizamurai, or farmer- game play. The details of Ninpo ) that controlled the mountainous philosophy are explained below. Iga and Koga regions of south-central

38 Ninpo can be studied at many "civilian" Roll/Dodge (special!), Multiple Dodge, dojos throughout the world, but is most Muto Dori (special!). common in Japan and the United States. Hand Attacks: Claw Hand, Extended After a student has reached a high Knuckle Fist (special!), Knife Hand, enough level of skill and demonstrated a Strike (Fist). sincere loyalty to the tradition in one of Basic Foot Attacks: Kick Attack, Rear these schools, he/she may be initiated Kick (special!), Snap Kick. into the clan itself. This is a rare Jumping Foot Attacks: Jump Kick. occurrence, however, and not to be taken Special Attacks: Body Flip/Throw, lightly. Virtually all higher-ranking Combination Joint Lock/Throw Ninpo practitioners are clan members. (special!), Combination Roll/Attack Costume: A black -style gi is what (special!), Death Blow, Escape Throw is most commonly worn in the dojo, and (special!), Leap Attack, Paralysis Attack it is almost always accompanied with a (Vital Points), Roll/Knockdown. pair of (split-toed, lightly-soled Holds/Locks: None. stockings). Students of more Weapon Katas (Pick Three): W.P. traditionally oriented dojos can often be Chain, W.P. Forked, W.P. Knife, W.P. seen donning black , as well. Large Sword, W.P. Polearm, W.P. Short However, many dojos (particularly those Sword, W.P. Spear, W.P. Staff, W.P. in the West) have no formal uniform, Thrown. and merely adopt common, everyday Modifiers to Attacks: Critical Strike, clothing. Critical Strike or Knockout/Stun on Stance: Ichimonji no Kamae --- low, Sneak Attacks, Knockout/Stun, Pull wide-legged, side stance, with most of Punch. the body centered over the back leg, SKILLS INCLUDED IN TRAINING: forward leg pointed toward opponent. Martial Art Powers: Select a total of four Forward hand is held out and open, the (4) Powers from among Arts of rear hand is pulled back and out at waist Invisibility, Atemi Abilities, Martial Art or neck level. Techniques, and Special Katas. Powers CHARACTER BONUSES: cannot be exchanged for Skill Programs. Add 1D4 to M.E. Languages: Japanese. Add 1D4 to M.A. Physical: Acrobatics, Climbing, Add 1D4 to P.P. Gymnastics, Prowl, Swimming (Basic). Add 1 to P.E. Cultural Skills: None. Add 10 to BIO-E (Mutant Animals and Survival: None. Human Mutants only) Temple: None. COMBAT SKILLS: Weapon Proficiencies: W.P. Bow, W.P. Attacks per Melee: 2 Chain, W.P. Forked, W.P. Knife, W.P. Escape Moves: Leap, Roll with Large Sword, W.P. Mouth Weapons, Punch/Fall/Impact. W.P. Polearm, W.P. Short Sword, W.P. Attack Moves: Leap, Roll. Spear, W.P. Staff, W.P. Thrown. Basic Defensive Moves: Automatic Philosophical Training: Ninpo (special!). Parry, Dodge, Parry. LEVEL ADVANCEMENT BONUSES: Advanced Defenses: Automatic Roll, 1st +3 to Roll with Punch/Fall/Impact, Breakfall, Circular Parry, Combination +2 to Parry/Dodge, Knockout/Stun on a

39 Natural 20, Critical Strike or character uses a Roll that is either an Knockout/Stun on Sneak Attacks. advance or retreat from combat range to 2nd +1 to Strike, +2 to Breakfall. avoid an aggressor's attack. When using 3rd +1 Attack per Melee, +2 to this maneuver, the defender must roll Roll/Knockdown. above (or equal) the opponent's Strike 4th +1 to Muto Dori, +2 to Roll with roll using only the bonus to Roll with Punch/Fall/Impact. Punch/Fall/Impact. Failure to beat the 5th Death Blow on a Natural 20, Select Strike means taking full damage without One (1) Additional Martial Art Power a chance to Roll with Punch/Fall/Impact from among Arts of Invisibility, Atemi or Breakfall. Success means avoiding the Abilities, Martial Art Techniques, and attack and either closing or escaping Special Katas. from immediate combat range. 6th +1 Attack per Melee, +2 to Combination Roll/Dodge can be used at Breakfall. any range and uses up one melee attack/ 7th Knockout/Stun on a Natural 18 or action, even if it fails. This technique better, +1 to Strike. cannot be combined with Automatic 8th Critical Strike on a Natural 17 or Roll. better (triple damage), Death Blow on a Muto Dori: An advanced Disarm Natural 19 or better. maneuver in which the opponent’s 9th +2 to Parry/Dodge, +1 to weapon is taken by the disarmer. This Roll/Knockdown. maneuver can be used as a defense only, 10th +1 to Muto Dori. and the defender can only use P.P. 11th +1 Attack per Melee, Select One bonuses and Muto Dori bonuses (no (1) Additional Martial Art Power from bonus to Strike or Parry allowed). among Arts of Invisibility, Atemi Requires at least one free hand to use Abilities, Martial Art Techniques, and (and thus no W.P bonuses allowed, Zenjorike. either). This technique does no damage 12th +2 to Roll with Punch/Fall/Impact. and uses up one melee attack/action, 13th +1 to Breakfall, Death Blow! even if it fails. 14th +2 to Roll/Knockdown. Extended Knuckle Fist (Shikan Ken): A 15th +1 to Muto Dori, Select One (1) clenched fist with all the finger knuckles Additional Martial Art Power from protruding out. Cannot be used at among Arts of Invisibility, Atemi Grappling Range. Does 1D8 damage and Abilities, Martial Art Techniques, and can also be used for Atemi Abilities. Zenjorike. Rear Kick (Koho Geri): This is a version Why study NINPO? of the Kick Attack used on opponents The true way of the Ninja, Ninpo from behind the character. Does 1D8 embodies the spirit and essence of damage. Japan's mystical shadow warriors!! Combination Joint Lock/Throw (Gyaku Flexibility, surprising attacks, and Nage-Waza): By applying pressure deadly moves, as well as a vast against a particular joint, often the wrist repertoire of weapon skills, are all the or elbow, the character can force the Ninja's trademarks. opponent to the ground. Standard SPECIAL MANEUVERS: damage is 1D8 (plus any Damage bonus) Combination Roll/Dodge: This is a with the opponent knocked down, losing defensive maneuver in which the initiative, and losing the next melee

40 attack. Victims can attempt to defend to Roll with Punch/Fall/Impact (no P.P., normally with Parry, Dodge, or a similar Strike, or W.P. bonuses allowed). This technique. After a Combination Joint maneuver cannot be used with Death Lock/Throw, a victim who succeeds Blow or Knockout/Stun, and the with a Roll with Punch/Fall/Impact or character cannot add his/her Damage Breakfall takes no damage and is not bonuses to the attack. Uses up one melee knocked down, but still loses one attack. attack/action. With a Breakfall the damage is reduced Escape Throw (Hajutsu): This is a in half, even if the roll fails. As an special maneuver which can only be attack, it is possible to throw the victim used if the opponent has successfully of a Combination Joint Lock/Throw into applied a Hold, Joint Lock, or Pin to the something or someone. To determine character. Instead of escaping normally, success, roll another Strike. The second the character can attempt to unbalance victim, the one who's getting hit with the the opponent, thus reversing his/her thrown body, can attempt to defend with grasp, and then throwing him/her to the a Parry, Dodge, or similar technique. If ground. This technique requires agility. the two bodies collide, then they both Both the character and the opponent roll take the same amount of damage, lose twenty-sided die and add their P.P. initiative, are knocked down, and lose attribute. The character doing the Hold, one attack. Another unique aspect of this Joint Lock, or Pin also gets to add in any ability is that it can be used to disarm an bonuses to Hold or Lock or Pin, and to attacker by using the flipping action to Strike. The character attempting the turn the arm and bend the hand to make escape can add in any bonuses to Disarm the attacker drop his weapon (no or Muto Dori, and to Body Flip/Throw. damage), or to throw him in such a way If the defender meets or beats the that no damage is inflicted, but the aggressor's roll, then he/she can throw attacker drops his weapon. The damage the character doing the Hold, Joint Lock, upgrades from Grasping Hand Atemi or Pin. Standard damage is 1D4, with the can be applied to this maneuver. victim ending up knocked down, losing Combination Roll/Attack: This the initiative, and losing the next melee maneuver combines a Roll with a melee attack/action. A character's Damage attack, including thrown weapons and bonuses are not included in this body flip/throws. It cannot be used technique. The character doing the Hold, defensively (no Roll with Joint Lock, or Pin cannot attempt to Punch/Fall/Impact allowed), but what defend normally with a Parry, Dodge, or can be done is a melee attack combined similar maneuver. After an Escape with a Roll that is an either an advance Throw, a victim who succeeds with a or retreat from combat range. Against an Roll with Punch/Fall/Impact or Breakfall opponent from the front, only a rolling takes no damage and is not knocked Body Flip/Throw can be used at down, but still loses one melee attack. Grappling Range. All others must be With a Breakfall the damage is reduced attempted at Combat Range. Against an in half, even if the roll fails. An Escape opponent to the rear, only kick attacks Throw can only be used to knock are possible and these can only be done someone down, it cannot be used to at Combat Range. The only bonuses that throw them into something or someone can be used with this maneuver are those

41 else. This maneuver uses up one melee Ninniku Seishin: 'Spirit of perseverance'. attack/action, even if it fails. The true Ninja is expected to receive all Special Note: Combination Joint threats, insults, and oppression with a Lock/Throw and Escape Throw are calm, enduring heart. He is not to allow revisions of special maneuvers originally his personal desires to dictate his created by Kuseru Satsujin. actions, and is not to indulge himself in NINPO PHILOSOPHY: such things as hatred, anger, guilt, Kyojitsu Tenkan Ho: 'Method of jealousy, sadness, or malice. Such interchanging truth and falsehood'. This motivations are not only unhealthy but refers to the Ninja's preference for can also interfere with the success of the utilizing deceptive and non-direct means Ninja's mission. to accomplishing his goals. Violence and Nagare: 'Flow'. In the end, there should direct confrontation are to be avoided be no such as surprise to the true Ninja. unless no other option is viable. This He is expected to constantly prepare involves the use of stealth, political himself for any situation in not only his manipulation, espionage, martial arts training but his mental reconnaissance, illusion, reverse outlook, as well. He is to develop the psychology, suggestion, sabotage, and flexibility of mind and adaptability of surprise tactics such as ambushes. Even spirit to face any unforeseen obstacles. when the Ninja is forced into a direct Fudoshin: 'Immovable spirit'. The true battle, he will attempt to make use of Ninja is not to allow himself to be evasive and deceptive tactics, including possessed by such things as greed, Sneak Attacks. personal desire, luxury, laziness, pride, Wa: 'Harmony and balance'. In Ninpo, or egotism. He is discouraged from life is regarded as the most sacred, relying too much on others, even close superseding value in the universe and it friends, to accomplish his goals. is to be protected at all costs. This refers Jin: 'Humanity'. The true Ninja is to the lives of not only the Ninja's expected to develop a kind and friends and family, but those of the compassionate, yet detached, supposed 'enemy' as well. Killing understanding of others. He is taught to another sentient being is regarded as allow his heart to grow into a warm violating the Laws of Nature, unless palace and not wither away as a cold deemed absolutely necessary as a last fortress. According to Ninpo traditions, resort. Connected with this ideal is the Ninja is encouraged to develop the Ninpo's prescribed goal of continually Kajo Chikusei (Flower Heart, Bamboo attempting to ensure a peaceful balance Spirit) --- a heart that is as kind and pure within human society --- by any means as a flower, but as firm and flexible as necessary. As something of a paradox, it the bamboo. is sometimes required to perform acts of Gambatte: 'Keep going'. The true Ninja violence to maintain this balance (but is expected to train intensively in all the always as a last resort). However, the prescribed areas of training, and master motivation of the true Ninja must always many forms of weaponry. The Ninja no be to fight not only for the peace of his Hachimon (‘Eight Gates of the Ninja’) loved ones, but for the peace of one's are Ninja no Kiai (harmonizing of enemies as well. spirit), Ninja no Taijutsu (skill with the body), Ninja no Ken (sword), Ninja no

42 Yari (spear), Ninja no Shuriken Educational Level: Technical Training. (throwing blades), Ninja no Kajutsu (use Superspy Modifications Available: of explosives), Ninja no Yugei None. (deceptive skills), and Ninja no Kyomon Base Minimum Skills: Basic Math, (philosophical training). Speak Native Language, Literacy: Bunbu Ichi: 'Pen and sword are one'. The Native Language. true Ninja is expected to study and Available Skill Programs: Automatically master many things in addition to the receives Basic Police Skill Program. martial arts. These include varying Choose four (4) skill programs from the different arts, sciences, philosophies, and following: Advanced Pilot (Basic), Basic so forth. Besides the personal Military (Military), Beat Cop development afforded such study, the (Espionage), Communications (Basic), goal is to be prepared for any situation Detective (Espionage), Forensics one might encounter --- particularly (Medical), Information Gathering during espionage missions. (Espionage), Journalist (Basic), Giri: 'Duty and obligation'. First and Mechanical (Basic), Surveillance foremost, the true Ninja is loyal and Specialist(Espionage), Swat Team respectful to his clan and its allies. He is Member(Espionage), Undercover Cop not to betray his clan for any reason and (Espionage). not to go against the teachings of Ninpo. Secondary Skills: Select six. If the Ninja is asked to do something that Money: $10,000 either weakens or endangers the clan and Implant/Cybernetic Expense Account: its members, or that violates the None. teachings of Ninpo, he is to report the Income: Base pay equal to 400$ a week. request to the clan heads to determine Level Advancement Bonuses: Receive what the appropriate course of action is one new Secondary skill at levels 2, 4, 6, to be. 8, 10, 12, & 14. Social Contacts: The police usually are Police O.C.C. well connected to other police, the By Kuseru F.B.I., other national agencies, Interpol, Police are the common public law and the local and national government. enforcers of many nations. Characters The character has a 33% chance of who play the Police O.C.C. are typically locating a former friend, acquaintance, either freelance agents who have police or key figure of these groups. In addition training or Police officers who are most cops have dealt with criminals and involved in a case or mission and have crime organizations and can find an been assigned as liaisons to espionage or informant, major crime figure or former military agencies. convicted felon (15% chance in country Attribute Requirements: None. of origin, and 5% everywhere else). Starting Age: 18 Major police or other law enforcement Base S.D.C.: 25 agencies have a 20% chance of Martial Art Forms: None, choose either identifying the character and criminals Hand to Hand: Basic or spend one have a 15% chance of identifying the secondary skill for Hand to Hand: character. Expert, or two secondary skills for Hand to Hand: Martial Arts.

43 Prestidigitator and psionic powers do not count as By Kuseru enchantment. Base Skill: 35%+5% per Some spell casters put their abilities to level of experience. work for personal gain. Commonly Recognize magic: The prestidigitator has known as Prestidigitators, they are a certain percentage chance to recognize feared and reviled. a magic item by shape, inscription, Magic Abilities of the Prestidigitator: magic symbols or intuition (gut feeling). 1. Determining P.P.E.: Use P.E. as the It's important to understand that while base and add 1D6x10. The character the character may know something has gains an additional 1D6 P.P.E. per level magical properties, he does not know of experience. P.P.E. can be restored at what powers the item may have or how the rate of five points per hour of to use it. Base Skill: 20%+5% per level meditation or sleep. of experience. 2. Understanding the Principles of 5. Initial Spell Knowledge: Because the Magic: Prestidigitators know and prestidigitator studies magic used for understand the main principles of magic personal gain, they learn how to cast and sorcery, including rituals, symbols, spells certain spells. At first level the incantations and paraphernalia. This prestidigitator starts off with Cloud of allows them to distinguish between fake Smoke, Decipher Magic, See the "occult" materials from the real thing, as Invisible, Befuddle, Chameleon, well as determine the general purpose of Darkness, Breathe Without Air, specific items and even which Invisibility: Simple, Sense Traps, supernatural forces are involved. Base Charismatic Aura, Shadow Meld and Skill: 60%+2% per level of experience. Swim as a Fish.. At each new additional A failed roll means the character does level of experience, roll on the Shortcut not realize or misunderstands the to Gaining New Spells table on page 151 significance of the evidence, dismissing of HU2. it as fake, or maybe thinking a forgery or 6. Read/Acquire Magic: Through intense charlatan's scribblings are authentic. study of scrolls or books of magic lore, 3. Sense Magic: Prestidigitators are prestidigitators can attempt to learn a attuned to the forces of magic. Most new spell or ritual. Once the spell has magic, magical items, or magic forces been deciphered, the prestidigitator can can be detected. Range: 120 feet plus 10 attempt to cast it. Casting a new spell in feet per level of experience. this fashion requires and additional roll 4. Recognize Magic & Enchantment: against the caster's skill. Base Skill: 35% Recognize enchantment: Just as a doctor +5% per level of experience. can recognize flu symptoms and disease, Attribute Requirements: A high P.E. is the prestidigitator can recognize the recommended but not necessary. influence of magic that charms, Starting Age: 16 hypnotizes, or otherwise causes mind Base S.D.C.: 10 control (including trances, domination, Martial Art Forms: None. Choose either compulsion, quest, etc.). This ability also Hand to Hand Basic or trade one includes identifying magic sickness, secondary skill for the Hand to Hand curses, the effects of faerie food and Expert or trade two secondary skills for faerie magic, and supernatural or magic Hand to Hand Martial Arts. possession. Illusions, metamorphosis, Educational Level: Special Training

44 Superspy Modifications Available: Flamethrower, W.P. Black Powder, W.P. None. Dart Pistol, and W.P. Shotgun. Base Minimum Skills: Basic Math, Speak Native Language, Literacy: Professional Assassin O.C.C. Native Language. By Kuseru Available Skill Programs: Automatically Professional Assassins are trained killers receives the Prestidigitator skill program employed to kill a specified target. Many (New). In addition, select any three (3) espionage agencies typically employ Rogue/Criminal skill programs. Also, assassins to remove enemy agents, select two (2) Basic skill programs. government officials, economic leaders, Secondary Skills: Select any eight (8). and any other person who might become Money: $8000 a threat to the agency. Freelance Income: Base pay is $400 a week when assassins are also employed by agencies working for a crime group. (to increase deniability), criminal Level Advancement Bonuses: Receive organizations, and businesses as well as one new Secondary Skill at 3rd, 6th, 9th, rich individuals. and 13th levels. Attribute Requirements: I.Q.: 11, M.E.: Social Contacts: The character has 10, P.P.: 10. served time in prison. Roll for country Starting Age: 18 and roll 1D20 for number of years (and Base S.D.C.: 15 add to age). Character can also easily Martial Art Forms: Hand to Hand pass for an underworld criminal (60% Assassin or Martial Arts or may spend +5% per level). The prestidigitator has a two (2) secondary skills to select one of chance of finding a former friend, the non-exclusive martial arts or one accomplice; or acquaintance in most skill program and two skill programs and criminal hang-outs or organizations four secondary skills to choose Ninjutsu. (20% in country of origin, 31% in Educational Level: Literate with a country where the character was jailed, formal education. and 7% everywhere else). This cuts both Superspy Modifications Available: ways, since other criminals have a 7% None. chance of recognizing the character. Base Minimum Skills: Basic Math, Prestidigitator Skill Program Speak Native Language, Literacy: Streetwise or Yarrow Stick Counting Native Language. (+10%) Available Skill Programs: Character gets Streetwise: Wierd (+15%) the Bodyguard/Assassin Skill Program Select two (2) Lore skills from the with a +15% bonus on each of those following list, with a +5% bonus for skills and a +5 to Strike for the Sniper each: Demons & Monsters, Entities & Skill. In addition the character can select Ghosts, Faerie & Creatures of Magic, three (3) of the following skill programs: Geomancy/Lines of Power, Magic, Explosive Construction, Weapon Magic Arcane, Mythology, Paranormal Construction, Basic Military, *Counter & Psionics, Religion, and Superstitions. Terrorism, Guerilla Warfare, *Sea, Air, Take two (2) Weapon Proficiencies from & Land, *Special Forces, *"Black" the following list: W.P. Knife, W.P. Operative, *Police: Special Weapons Axe, W.P. Crossbow, W.P. And Tactics or any Basic Skill

45 Programs. Also select any one other or hand-held weapon like a sword, axe, Basic Skill Program. spear, club, etc. and does double normal Secondary Skills: Select any eight (8). damage plus P.S. bonus in mega- Money: $50,000. Note: This character damage. The attack is so devastating to may opt to spend some of his money on the creature's body that it cannot bio- Cybernetics, this either occurs at regenerate injury from the Demon Death character creation and is paid for from Blow for 1D4 hours! This is what makes the initial funds or the character must the attack so deadly to the supernatural. acquire the money and locate a facility Limitations: capable (and willing) to handle the 1. In addition to being limited to the implantation process. Psiber-Knight O.C.c., the character must Implant/Cybernetic Expense Account: be pure of spirit and intent. This means None. there can be no possibility of regret Income: A professional Assassin can when this spiritual inner strength is used. make $1000 a week if working for an It cannot be used in anger, fear or for agency or can make from $5000 to $5 revenge, even if the character wants to. million for a freelance "hit". 2. Counts as two melee attacks/actions. Level Advancement Bonuses: receive 3. Limited to supernatural beings and one new Secondary skill at 3rd, 6th, 9th, creatures of magic. The demon death and 13th levels. The Character also blow attack is not applicable against receives a new W.P. at 4th, 8th, 12th, bdoy armor, inanimate structures, or and 15th levels. ordinary human beings, or any mortal, Social Contacts: The character has been S.D.C./hit point creatures. around long enough to recognize famous 4. The demon death blow is not criminals (30%), Known Espionage applicable to the projectile or thrown Agents and Military Personnel (15%), weapons. and important political figures (30%). Note: The demon death blow draws on 2D6 of the character's I.S.P. reserve of PSIBER-KNIGHT O.C.C. psychic, inner energy and can be By Kuseru considered a psionic attack. I could easily write a huge, two or three 2. Spirit Strike: An attack that draws on page description of the Psiber-Knight, the character's inner spirit. It can only be but all you really need to know is that used against dragons, elementals, they are Master Psychic knights whose demons and other supernatural beings focus, unlike that of the Cyber-Knight, is and creatures of magic! It can be fighting supernatural menaces and evil. inflicted with all physical attacks using Special O.C.C. Training & Bonuses the hands, feet, head, and body (no 1. Demon Death Blow: The warrior can weapons) and does triple normal damage focus his inner spirit to attack demons, in mega-damage! Uses 3D6 I.S.P. and dragons, elementals and other counts as three melee attacks/actions. supernatural beings and creatures of 3. Sense Supernatural Evil: The magic! When used against supernatural character is keenly aware of the world opponents, the attack inflicts mega- around him, thus, he or shee feels or damage, even if it is normally an S.D.C. senses any major disturbances nearby. attack. The character can inflict the One such disturbance is the presence of mega-damage strike with a punch, kick, supernatural evil. All supernatural

46 beings radiate their alignment, most are doing anything except his meditation evil. The Psiber-Knight can feel that evil and is completely unaware of what's like an icy chill cutting through him and going on around him. The character taste their vile thoughts like vomit. The doesn't even dream while in this sensation is unmistakable, costs no defensive state, except, perhapse of I.S.P., and is automatic, meaning hte fighting whatever affliction is attacking character does not have to actively try to his body. Empathetic and Telepathic sense anything. The evil washes over the transmissions can get through without character, warning him like an alarm that difficulty and without breaking the supernatural evil is present. Range: trance, but the character cannot respond Senses any suprnatural evil within a 300 until he comes out of the trance. The foot (91.5m) radius +50 feet (15.2m) per character can be roused by firm shaking level of experience starting with level and shouting for 1D4+1 melee rounds, two. However, the sensation is very as will phyiscal pain (at least four points general. The location and nature of of damage, causing the character to theevil is unknown. To identify the awaken within 2D4 seconds). When the cause and pinpoint its source, the Psiber-Knight comes out of his trance, character must other skills and abilities he is completely alert and ready for to locate the source. Note: Close action, though he will suffer the full proximity to ley lines (within a mile/1.6 effects of the poison or sickness unless km) disrupts and blurs the psychic the duration of its effects have passed. senses (reduce range by half) and 5. I.S.P. Base and Additional Psionic completely obliterates them when Powers: 6D6+10+M.E. attribute number on/within a ley line. +1D6 I.S.P. per level of experience. As a 4. Yoga Style Meditation and Trance Master Psychic, the Psiber-Knight needs States: Special meditation techniques a 10 or higher to save vs psionic attacks. that provide the following. Note that Select a total of six additional psychic there is NO I.S.P. cost, only an powers from the categories Healing, investment of time and concentration. Sensitive, and Physical. The Psiber- Complete Relaxation and Restorative Knight also gains one additional power Rest: A light trance in which the from among these three categories at character can shut out the world and levels 3, 6, 9, and 12. In addition, the focus on calm, relaxation, and rest. character also gains ONE Super-Psionic Twenty minutes of mediation is the power at levels 2, 5, 8, and 13. equivalent of two hours of sleep and 6. P.P.E. Base: Most of the Psiber- restores I.S.P. equal to that much sleep. Knight's P.P.E. has been expended in the Requires 10 minutes of preperation but development of psychic abilities. The there is no I.S.P. cost. remaining P.P.E. base is only 1D6. Curative Trance: Reduces the symptoms, 7. Psiber-Knight Combat: damage and penalties of poison, 1st Level: Start with: Five attacks per infection and illness by half for as long melee round, +3 to Initiative, +3 to as the character remains in his trance. Perception, +2 to Pull Punch, +2 to May be maintainted up to a maximum of Disarm, and Knockout/Stun on a Natural three hours per level of experience as the 20. Basic Moves and Special illness or poison runs its course. Techniques: Automatic Parry, Body However, the character is incapable of Block/Tackle, Body Flip/Throw, Critical

47 Strike, Disarm, Dodge, Elbow, Entangle, Unprincipled (30%), with a handful of Human Fist (Punch; does 1D4 damage), Anarchist (4%), Aberrant (4%), or some Kick Attack (1D8 or 2D4 damage), other alignment (2%). Knee, Knockout/Stun, Leap Kick, Parry, Attribute Requirements: M.E. 14, P.E. Power Kick, Power Punch, Pull Punch, 11, and P.S. 12 or higher. A high I.Q., Roll with Punch/Fall/Impact, and and P.P. are also helpful, but not a Simultaneous Attack. requirement. 2nd Level: +2 to Parry and Dodge. Racial Requirements: None, provided 3rd Level: +2 to Strike, +2 to Roll with one can meet the Attribute Requirements Punch/Fall/Impact. (above) and has the discipline and 4th Level: +1 to Parry and Dodge, temperment to be a Psiber-Knight. Critical Strike on a Natural 19 or 20. O.C.C. Skills: 5th Level: +1 additional Attack per Climbing (+5%) Melee. First Aid (+5%) 6th Level: +2 to Roll with Horsemanship: Knight Punch/Fall/Impact, +1 to Parry and Land Navigation (+10%) Dodge, +1 to Disarm. Languages: Speaks two (+15% each) 7th Level: +1 to Strike and +2 to Literacy: Native Language (+10%) Damage. Lore: Demon and Monster (+15%) 8th Level: +1 additional Attack per Mathematics: Basic (+10%) Melee. Swimming 9th Level: Knockout/Stun on a Natural Tracking (+15%; humans and demons) 19 or 20. Wilderness Survival (+10%) 10th Level: +1 additional Attack per W.P. Three of choice Melee. W.P. Sword 11th Level: +1 to Strike and +2 to Hand to Hand: Psiber-Knight Combat Damage. (SPECIAL! See above) 12th Level: +1 to Roll with O.C.C. Related Skills: Select ten (10) Punch/Fall/Impact, +1 to parry and other skills, but at least two must be Dodge. selected from the Physical category, and 13th Level: +2 to Disarm, +2 to another three must be selected from Entangle, Critical Strike on a Natural 17, Military or Weapon Proficincies. Select 18, 19 or 20. an additional two skills at 3rd, 6th, 9th 14th Level: +1 additional Attack per and 12th levels. All new skills start at Melee. level one proficiency. 15th Level: +2 to Strike, +4 to Damage. Communications: Any 8. Bonuses: +2 to P.S., +2 to P.E., and Cowboy: Trick Riding only. +2 to P.P., +1 to save vs horror factor at Domestic: Any (+10%) levels 1, 2, 4, 5, 6, 7, 9, 11, 13, and 15, Electrical: Basic Electronics only. impervious to possession, impervious to Espionage: Any (+10%). the bite and mind control of vampires, Horsemanship: Exotic Animals (+10%) and +1 to save vs mind control. only. Psiber-Knight O.C.C. Stats Mechanical: Basic Mechanics only. Alignment: Theoretically any, but most Medical: Holistic Medicine or true Psiber-Knights are Principled Paramedic only. (30%), Scrupulous (30%), or Military: Any (+10%).

48 Physical: Any (+5% where applicable). 2D6x1000 credits. As always, money Pilot: None. can be spent imediately or saved. Pilot Related: Navigation Only. Cynernetics: Starts with none. Tends to Rogue: None. avoid implants in favor of natural Science: Any. powers. Technical: Any. Related O.C.C.s: While this is a variant W.P.: Any. of the North American "Cyber-Knight," Wilderness: Any. this class has more in common with the Secondary Skills: Select eight (8) Japanese and Chinese Demon Quellers Secondary Skills from the list in the than the anti-technology bent of the Skill Section. Select an additional two Cyber-Knights. skills at 5th, 10th, and 15th levels. These Note: Uses the same experience table as are additional areas of knowledge that do the Cyber-Knight (big surprise that, I not get any bonuses, other htan possible know). bonuses for haivng a high I.Q. All Secondary Skills start at the base skill Psi-Soldier level. By Kuseru Standard Equipment: A suit of The result of the military's attempt to personalized, heavy, Mega-Damage produce psychic warriors for the body armor (typically has a classic battlefield. "knight" design with 1D4x10+50 Psionic Powers of the Psi-Soldier: M.D.C.). The Knight also has a suit of Roll on the following Table to determine light Mega-Damage body armor. psychic powers: Clothing includes a pair of boots or 01-20 Zapper; Impervious to Electricity, moccassins, a set of camouflage or black Sense Electricity, Electrical Aura & clothing for cover operations, a set of Radiate Electricity, Electricity dress clothing, hat or helmet, and two Absorption, I.S.P. and P.P.E. (Psyscape, pairs of socks. Additional equipment pages 81-82) Note: convert all Mega- typically carried; tent, sleeping bag, Damage on one-to-one basis to S.D.C. backpack or knapsack, saddle bags, an for all Zapper powers. air filter or gas mask, tinted goggles or 21-40 Psi-Slayer; Sleepwalk, Locate & sunglasses, hatchet for cutting wood, Track Mark, Telekinetic Air Walk, Psi- knife (or two), 2D6 wooden stakes, Dagger (convert Mega-Damage on one- hand-held silver cross, first aid kit with to-one basis to S.D.C.), Other Psionic extra bandages and antispetic, suture Powers, I.S.P. and P.P.E. (Psyscape, thread and painkiller, two canteens, two pages 71-73) weeks worth of rations, radiation dector 41-60 Psi-Warrior; Levels of Experience and some personal items. & Power, I.S.P. and P.P.E. (Psyscape, Weapons include two ancient weapons pages 78-79) of choice, handgun and rifle of choice 61-80 Fire Walker; Burning Touch, (probably one energy weapon and one Commune with Fire, Fire firearm) and three extra ammo-clips/E- Awareness/Sense Fire, Fire Knowledge, Clips. Resistant to Fire, Sense Temperature, Money: The character starts off with Closed to the Supernatural, P.P.E., 3D4x100 in credits, and has black I.S.P., Recovering I.S.P., and Selecting market items which will garner another

49 Physical Psychic Abilities. (BTS2, pages the character has a 2% chance of ever 44-45 being recognized. 81-00 Psi-Slinger; Energy Expulsion, Psi-Soldier Skill Program Psychic Weapons, Energy Conversion, Detect Ambush (+15%) and Other Psionic Powers (New West, Detect Concealment (+15%) pages 98-99) Note: convert all Mega- Land Navigation (+10%) Damage on one-to-one basis to S.D.C. Tracking (+10%) for all Psi-Slinger powers. Select two (2) Lore skills from the Attribute Requirements: I.Q. 10 and following list, with a +10% bonus for M.E. of 10 each: Demons & Monsters, Entities & Starting Age: 24 Ghosts, Faerie & Creatures of Magic, Base S.D.C.: 20 Paranormal & Psionics, Religion, and Martial Art Styles: None. Choose either Superstitions. Hand to Hand Basic or trade one Take four (4) Weapon Proficiencies secondary skill for the Hand to Hand from the following list: W.P. Knife, Expert or trade two secondary skills for W.P. Axe, W.P. Crossbow, W.P. Hand to Hand Martial Arts. Flamethrower, W.P. Grenade, W.P. Educational Level: Military Academy Black Powder, W.P. Assault Rifle, W.P. Graduate. Energy Rifle, W.P. Energy Pistol, W.P. Superspy Modifications Available: Dart Pistol, and W.P. Shotgun. None. Base Minimum Skills: Basic Math, Psychic Agent O.C.C. Speak Native Language, Literacy: By Kuseru Native Language. These characters are psychics who have Character automatically receives the been recruited and trained by various Basic Military Skill Program with the agencies to lend their psionic abilities Psi-Soldier Skill Program (new). The the international espionage arena. They character also selects two (2) Military are typically employed to interrogate Skill Programs and any one (1) Basic prisoners, infiltrations, assassinations, Skill Programs. and information gathering. Secondary Skills: Select any five (5). Psychic powers for the Psychic Agent:. Money: $6,500 Base I.S.P.: Roll 5D6 plus the character's Income: Base of $400 a week from an M.E. attribute. The character receives agency. another 2D4 I.S.P. per level of Level Advancement Bonuses: Receive experience after first. one new Secondary Skill at 3rd, 5th, 7th P.P.E.: Most of the Psychic's P.P.E. has and 10th levels. been expended in the development of Social Contacts: The character keeps psychic abilities. The remaining P.P.E. track of both sides of the magic war, base is only 2D4. both the magic organizations, and the Chi: The character's Chi is equal to the military and magical forces of the P.E. attribute. However, unlike other various governments. As a result characters who have learned how to character can recognize most prominent harness their chi (at least on some level), spell caster along with the major Psychic Agents CANNOT manipulate commanders of anti-magic and magic their chi. Like all characters, they can units (30%). Keeping a very low profile,

50 have their chi depleted, and zero or known espionage agents (10%), and negative chi has the usual effects. important political figures (20%). Saving throw versus psionic attack: As a Master psychic, the character needs a 10 Psychic Detective or higher to save vs psionic attack. By Kuseru Psionics: At first level, the character can A police or private detective with select three powers from the categories psychic powers. of Physical, Sensitive, and Healer. The Psionic Powers of the Psychic Detective: character can also select one power from Roll on the following Table to determine the Super category. The character can psychic powers: select one additional lesser power 01-20 Diviner; Psychic Dowsing, (Physical, Sensitive, or Healer) at levels Reading Signs, Palm Reading, Touch 3, 6, 9, 12, and 15 and one new Super Conveyance, See the Aura of the power at levels 3, 5, 9, and 12. Supernatural, See the Aura of Magic, Attribute Requirements: I.Q. and M.E. P.P.E., I.S.P., Recovering I.S.P., and of 11 or higher. Selecting Physical Psychic Abilities. Starting Age: 20 (BTS2, pages 39-42) Base S.D.C.: 10 21-30 Latent Psychic; Outlook & Martial Art Forms: None. Choose either Orientation, Mind Storm, Precognitive Basic Hand to Hand (Agent) or trade one Dream, P.P.E. base, I.S.P., and Secondary skill for Expert Hand to Hand Recovering I.S.P. (BTS2, pages 55-58) (Agent), or two Secondary skills for 31-40 Parapsychologist; Specialized Martial Arts Hand to Hand (Agent). Knowledge of the Paranormal and Educational Level: Special Training Magic, Keen Perception, Understanding Superspy Modifications Available: the Principles of Psionics, None. Understanding the Principles of Magic, Base Minimum Skills: Basic Math, Read Magic, and P.P.E. (BTS2, pages Speak Native Language, Literacy: 70-72) Native Language. 41-60 Physical Psychic; Yoga Style O.C.C. Skills: The Character gets the Meditation & Trance States, Summon Lore Skill Program and can select two Supernatural Strength, Standard Espionage or Military skill programs and Meditation, Select additional abilities at two Basic Skill programs. levels 2, 4, 5, 6, 11, and 14, Closed to Secondary Skills: Select any six (6). the Supernatural, P.P.E., I.S.P., Money: $25,000 Recovering I.S.P., and Selecting Income: Base pay is $1,000 a week from Physical Psychic Abilities. (BTS2, pages the character's agency. 74-76) Level Advancement Bonuses: Receive 61-80 Psychic Medium; The Spirit one new Secondary skill at 4th, 8th , and Guide, See Other Spirit Guides, See & 12th, levels. Communicate with Other Spirits, Spirt Social Contacts: The character has Channeling/Seance, Auditory Reading, studied the international psychic Olfactory Symbols & Omens, Spirit community enough to recognize famous Strike, Hear Death Rattle, Object Read psychics (30%). The character's the Dead, P.P.E., I.S.P., Recovering espionage training gives him the ability I.S.P., and Selecting Physical Psychic to recognize famous criminals (20%), Abilities. (BTS2, pages 83-88)

51 81-00 Psychic Sensitive; Sense client, former colleague, former enemy, Supernatural Evil, Opening Oneself to or former rival during any investigation. the Supernatural, Recognize Possession, Psychic Detective Skill Program Recognize Magic Enchantment, P.P.E., Parapsychology (+15%) I.S.P., Recovering I.S.P., and Selecting Astrology (+15%) Psychic Sensitive Abilities. (BTS2, Select two (2) Lore skills from the pages 90-91) following list, with a +10% bonus for Attribute Requirements: I.Q. 9, P.E.:8 each: Demons & Monsters, Entities & Starting Age: 18 Ghosts, Faerie & Creatures of Magic, Base S.D.C.: 15 Paranormal & Psionics, Religion, and Martial Art Forms: None. Choose either Superstitions. Hand to Hand Basic or trade one W.P. Automatic Pistol or W.P. Revolver secondary skill for the Hand to Hand (Pick one) Expert or trade two secondary skills for Hand to Hand Martial Arts. Psychic Gizmoteer Educational Level: Two Years of by Kuseru College or equivalent. These characters are psychics who have Superspy Modifications Available: been recruited and trained by various None. agencies to lend their psionic abilities Base Minimum Skills: Basic Math, the international espionage arena. They Speak Native Language, Literacy: are typically employed to interrogate Native Language. prisoners, infiltrations, assassinations, Available Skill Programs: Automatically and information gathering. receives the Psychic Detective skill Psychic powers for the Psychic program (New). Character can take any Gizmoteer:. two (2) from among Espionage Base I.S.P.: Roll 2D6 plus the character's Programs, plus any two (2) Basic Skill M.E. attribute. The character receives Programs or Gizmoteer Skill Programs. another 2D4 I.S.P. per level of Secondary Skills: Select any eight (8). experience after first. Money: $10,000. P.P.E.: Most of the Psychic's P.P.E. has Income: Base pay as a Psychic Detective been expended in the development of is $650 per week. psychic abilities. The remaining P.P.E. Level Advancement Bonuses: Receive base is only 3D6. one new Secondary skill at 2nd, 4th, 6th, Chi: The character's Chi is equal to the 9th, and 13th levels. P.E. attribute. However, unlike other Social Contacts: Being in the characters who have learned how to investigation business means the harness their chi (at least on some level), character is familiar with other Psychic Agents CANNOT manipulate investigators, and law enforcement their chi. Like all characters, they can figures, throughout the world. There's a have their chi depleted, and zero or 25% chance of recognizing a psychic or negative chi has the usual effects. somebody in the law enforcement Saving throw versus psionic attack: As a business during any investigation. And, Major psychic, the character needs a 12 because the character is in a known or higher to save vs psionic attack. position, there's a 6% chance the Psychic Build Psionic Device: The character can Detective will be recognized by a former build a device that emulates a broad

52 range of psychic abilities. When the Initially, at first level, the character can machine is built, the Psychic Gizmoteer use as much as half the total P.P.E. to is permanently drained of P.P.E. The build one or several psi-machines. expenditure of P.P.E. creates the psychic Remember, once spent, the P.P.E. is circuit board which gives the machine its permanently gone. Also, remember that power. The psychic ability is identical to the other half of P.P.E. becomes the the natural psi-power it is meant to character's permanent base and can emulate. The P.P.E. cost to instill a never be used for building. Any device with a specific power is listed, available P.P.E. that is not spent on along with the available abilities. Each building can be saved for later use. At individual machine will require P.P.E. second level, the character gets an However, to build a duplicate device additional ten P.P.E. for building and, at costs half the original, listed, P.P.E. cost. each of the following levels, an Multiple psi-powers can be built into the additional 2 to 8 P.P.E. (roll 2D4 for same device, but is costly in both P.P.E. each level). to create it and I.S.P. to operate it (each A psychic gizmoteer can immediately power will require I.S.P.). build a new device each level, or opt to The machine should suggest some save all or part of the additional P.P.E. scientific common sense. For example: available from level advancement. The To see the invisible, the character would saved P.P.E. can be used to create or devise some type of goggles or glasses. duplicate a device at any time. For Perhaps a psychically "enhanced" pair of Example: Joe reaches second level of infrared goggles, or passive night sight experience and gets ten more P.P.E. for goggles with some sort of extra building. He saves those P.P.E. At third doohickey (psi-powered) which would level, Joe rolls 2D4 for additional offer conventional optical enhancement, building P.P.E.; he rolls a 5. He now has as well as the psychic, see the invisible. a total of 15 P.P.E. that he can use to A psychic sensory device meant to build psi-machines. Joe spends 4 points detect a supernatural presence might on the creation of a new device, keeping include multiple psi-powers, such as the remaining 11 for an emergency. Sure presence sense, sense evil and/or sense enough, his goggles to "see the magic. This sensory device is likely to invisible" get smashed, but Joe has look and function like a Geiger counter eleven P.P.E. to recreate a duplicate pair or other modem sensory machine, with of goggles. The first pair cost Joe 4 displays, counters, dials, indicators, and P.P.E., but even though it takes him just even sound. A device to induce as long to build a new pair, the duplicate clairvoyance, empathy or telepathy will goggles cost half; 2 P.P.E. This leaves probably fit over the head like a helmet nine P.P.E. still in reserve. Remember or wild looking, thinking cap. To invoke never to use the permanent P.P.E. base. a mind block or cause levitation might To avoid confusion, it may be wise to require a headband-like device or log available building P.P.E. separately. another helmet/hat. Hydrokinesis may The only restrictions are that: 1. Enough demand an underwater eye mask with P.P.E. is available (do not use the unusual attachments or a shower head or permanent base). and 2. The character well...I think you get the idea. spends at least 48 hours building the Cost and P.P.E. item. That's 48 hours of actual labor, not

53 just two days time. A typical days work only one try. A failed roll means that, building a psi-machine is 10 to 12 hours, despite the private tutelage and practice, which would mean four or five days of the character has no chance of ever intense activity. A rush job will require mastering that particular psi-device. more work hours per day (16 There is one more person who may be maximum), which will result in a able to use the machine, with instruction. finished machine in three days, but an A child 6 to 12 years old has a 32% exhausted psi-mechanic. chance of successfully using the item. WHO ELSE CAN USE THESE NOTE: All percentile rolls should be DEVICES? made in front of the game master. The psychic gizmoteer is the only person Scientists and mechanical engineers will who can use his odd creations without not be able to find a way of making the effort. Non-psychics can not use them at device work by conventional means. all. Nor can a psychic sensitive or BONUSES AND VULNERABILITY physical psychic or supernatural Bonuses creature. However, with proper *+ 10% on each mechanical or electrical instruction and practice, a latent psychic, skill. The character's mechanical psi-mechanic or another psychic inclinations provide an extra one time, gizmoteer may also be able to use the skill bonus applicable to all device. conventional, building-type skills The chance of successfully using a psi- including demolitions, demolitions machine without personal instruction disposal, and secondary skills like basic from the creator is slim. Another Psychic mechanics and pick locks. This bonus is gizmoteer has a chance equal to his in addition to I.Q. and/or educational Basic Gizmoteer Construction Skill to skill bonuses. figure out its function and operation. A *Recognize magic or psychic psi-mechanic has a 20% chance of enchantment of objects and devices (not figuring out its function and operation people) -- 40% + 5% per each additional (two tries are possible). A latent psychic level of experience. has a mere 12% chance to successfully Vulnerability use a psi-device (add + 5% if the latent *The most obvious weakness is that the psychic uses an object read on the item). character has no special psychic powers Personal instruction by the character without the aid of his devices. On the who created the device, plus 24 hours other hand, the character can use both spent on focus and practice, will yield sensitive and abilities. the best possible chance for success. *Because of the unusual focus, the Under these conditions, another psychic psychic gizmoteer does not have any gizmoteer has a 55% chance of making innate sensitivity nor the usual battery of the device work, although his own bonuses. However, the character tends to design philosophies limit his be extremely clever and resourceful. receptiveness. A psi-mechanic is also *The large reserve of P.P.E. makes him limited by his own design philosophies or her an inviting target of supernatural and has a 50% chance of making the forces. device work. A latent psychic, who is PSYCHIC POWERS AVAILABLE TO not blocked by his own design ideas, has THE PSI-MECHANIC the best chance; 64%. The character gets

54 Any one or more related abilities can be O.C.C. Skills: The Character gets the built into one of the gizmoteer's Lore Skill Program and can select three machines. The power(s) function as Gizmoteer skill programs and one Basic described in the psychic ability section Skill program. and still require the usual number of Secondary Skills: Select any six (6). I.S.P. The machine is powerless when Money: $15,000 the character temporarily uses up his Income: Base pay is $700 a week from I.S.P. the character's agency. Each available power indicates the Level Advancement Bonuses: Receive P.P.E. cost to build it into the psi- one new Secondary skill at 3rd, 5th, 8th , machine. 10th, and 12th, levels. Sensitive Abilities Social Contacts: The character has Clairvoyance Cost: 4 P.P.E. studied the international psychic Empathy Cost: 4 P.P.E. community enough to recognize famous Empathic Transfer Cost 6 P.P.E. psychics (30%). The character also Mind Block Cost: 2 P.P.E. knows many academics and fellow Presence Sense Cost: 4 P.P.E. gizmoteers, there's a 20% chance of See Aura Cost: 2 P.P.E. running into an acquaintance at any large See the Invisible Cost: 4 P.P.E. university. Sense Evil Cost: 2 P.P.E. Sense Magic Cost: 4 P.P.E. Psychic Martial Artist O.C.C. Telepathy Cost: 6 P.P.E. By Kuseru Physical Abilities The Psychic Martial Artist is a new Electrokinesis Cost: 6 P.P.E. optional O.C.C. variant, that has Hydrokinesis Cost: 4 P.P.E. developed latent psychic abilities into Impervious to Cold Cost: 2 P.P.E. martial art powers. With the exception of Impervious to Fire Cost: 4 P.P.E. their psychic powers, the Psychic Resist Fatigue Cost: 2 P.P.E. Martial Artist falls in between the Telekinesis Cost: 6 P.P.E. Dedicated and Worldly Martial Artists in Attribute Requirements: I.Q. and M.E. terms of Martial Arts studies. of 10 or higher. Psychic powers for the Martial Artist: Starting Age: 18 The character learns to develop psionics Base S.D.C.: 10 rather than standard martial art powers. Martial Art Forms: None. Choose either Base I.S.P.: Roll 3D4X10 plus the Basic Hand to Hand (Agent) or trade one character's M.E. attribute. The character Secondary skill for Expert Hand to Hand only receives additional I.S.P. based on (Agent), or two Secondary skills for the martial art style(s) studied. Martial Arts Hand to Hand (Agent). P.P.E.: Most of the Psychic Martial Educational Level: Special Training; add Artists P.P.E. Has been expended in the +2% skill bonus to all skills gained from development of psychic abilities. The the gizmoteer programs. remaining P.P.E. bas is only 2D4. Superspy Modifications Available: Chi: The character's Chi is equal to the None. P.E. attribute. However, unlike other Base Minimum Skills: Basic Math, martial artists who have learned how to Speak Native Language, Literacy: harness their chi (at least on some level), Native Language. Psychic Martial Artists CANNOT

55 manipulate their chi. Like all characters, Chi bonuses: Where a chi bonus would they can have their chi depleted, and normally occur for the martial art style, zero or negative chi has the usual effects. perform the same action for I.S.P. (i.e. Saving throw versus psionic attack: As a Double Normal Chi would become Master psychic, the character needs a 10 Double Base I.S.P.). This is the only or higher to save vs psionic attack. possible way to gain I.S.P. Psionics: To determine the character's Notes on martial arts with special martial psionic abilities, take a look at what art powers and automatic selections of martial art powers would normally be martial art powers: available to the character's martial art Bok Pai-Crane Stance would style(s). If Weapon Katas are listed as become Levitation, Summon Inner part of the character bonuses, they Strength, and Mind Block. remain unchanged. Kung Fu-Bear Stance Kata In place of each Arts of Invisibility or would become Impervious to Cold, Atemi power (including advanced Impervious to Fire, and Resist Fatigue. Atemi), the character can select three (3) Fu-Chia Pai Kung Fu-Instead of Karumi psionic powers from the Healing Jutsu, the character receives Telekinesis category. (Super). In place of each Martial Art Technique Isshin Ryu Karate-Instead of the Bassai or Chi Kata (but not Special Kata), the "Fortress Penetration" Kata, the character can select three (3) psionic character receives Mind Block, Summon powers from the Sensitive category. Inner Strength and Nightvision. In place of each Body Hardening Kyoushinkai Karate-Instead of Exercise (including the Demon Hunter Tamashiwara, the character receives ones) or Special Kata (but not Chi Kata), Presence Sense, See Aura, and Sixth the character can select three (3) psionic Sense. powers from the Physical Category. Monkey Style-Instead of the Monkey In place of each Chi Mastery (including Style Special Kata(s), the character can advanced Chi Mastery, but not including select can select three powers from the Chi Kata) or Zenjoriki, the character can Physical category. select one (1) psionic power from the Shao-lin Kung Fu-Dragon Kata would Super category. become Impervious to Fire, Resists No martial art powers (with the Thirst, and Summon Inner Strength. exception of Weapon Kata, if the GM Thai Kick Boxing-Lightning Form Kata approves) can be selected. Psionic would become Levitation, Summon powers cannot be traded in for basic skill Inner Strength and Telekinesis (lesser). programs. Tien Hsueh Touch Mastery-Dim Mak Level advancement bonuses work the becomes Bio-Manipulation. same way as initial psionic selections. Wu Shu T'sung PRC Kung Fu-Mao's Example: The character has selected the Pride Kata becomes Summon Inner Aikido style. Instead of selecting two Strength, Alter Aura, and Resist Fatigue. powers from Atemi or Chi Mastery and An Yin Kung Fu-the mudra selections one Zenjoriki, the character would select become 2D4 I.S.P. each. six psionics from healing and one Ba Gua Kung Fu-Ba Gua Circle Kata psionic from super, or three healing and becomes Alter Aura, Death Trance, and two super, or three super.

56 Impervious to Poison. Pun Gung Bi games, substitute Negative Chi powers Weapon Kata is unchanged. with the special Nega-Psychic Psionic Chao Ta Kung Fu-Greased Lightning powers and/or Psi-Nullifier Special Kata becomes Summon Inner Strength Abilities from Psyscape, and the Anti- and Resists Fatigue. Kung Sao Kata Psychic special abilities from Beyond becomes Impervious to Cold and the Supernatural. Impervious to Fire. Ni Huei Kata Attribute Requirements: M.E. of 10 or becomes Resist Hunger and Resist higher. Thirst. Starting Age: 12-15 (usually a year after Gui Long Kung Fu-advanced Chi Sword the onset of puberty). Technique becomes Psi Sword. Base S.D.C.: 30 Hsien Hsia Kung Fu-Mind Walk Martial Art Forms: For non-revised becomes Astral Projection and Mind N&S, select one Exclusive martial art or Bond. Calm Minds becomes Empathetic two Secondary martial arts. For Revised Transmission and Group Mind Block. N&S, select one Exclusive or one Two Minds becomes Mind Block Auto Secondary martial art. Defense and Hypnotic Suggestion. Spirit Educational Level: Special Training Burst becomes Pyrokinesis or Superspy Modifications Available: Electrokinesis or Hydrokinesis. None. Discorporate becomes Bio-Manipulation Base Minimum Skills: Basic Math, and Telekinetic Force Field. Speak Native Language, Literacy: Hsing-I Kung Fu-Hua Chin becomes Native Language. Mind Bolt. O.C.C. Skills: The Character gets the Pao Chih-Instead of Evoke Animus of Lore Skill Program and can select two Positive Chi abilities, select three (3) other Basic Skill Programs. Sensitive powers or one (1) Super power Secondary Skills: Select any four (4). (for each Evoke Animus ability). Money: $2500 Triad Assassin Training-None. Triad Income: Can teach martial arts for Assassin training offers no Psionic roughly $250 a week. Base pay at an abilities or powers. agency is $350 a week. Options: If the GM has access to the Level Advancement Bonuses: Receive Phase World Sourcebook, Arts of one new Secondary skill at 3rd, 6th,9th, Invisibility can become one of the 12th, and 15th levels. powers under Oni Ninja Techniques. If Social Contacts: The character has a the GM has access to Psycape, the 20% chance of recognizing any other Evoke Animus abilities can be replaced major figure in the martial arts world. (one for one) with the Mind Bleeder There is a 5% chance that the character Psionic powers. Additionally, in place of will have met the martial artist before. Demon Hunter Body Hardening, The character's style may have branches Advanced Atemi, Chi Kata and located throughout the world. In any of Advanced Chi Mastery, the GM can these places the character has a 30% substitute the new powers from Psyscape chance of tracking down a familiar (at the regular category selections and person. rates). For GMs wishing to give the Positive/Negative Chi aspect to their

57 Super Power Investigation & convicted felon (25% chance). Major Enforcement (SPIE) Officer police or other law enforcement agencies By Kuseru have a 20% chance of identifying the Basically, super-powered police officers, character and criminals have a 15% formed in an organization similar to chance of identifying the character. SWAT to combat super power crimes. Super Powers for the SPIE Officer: Roll Super Powered Martial Artist on Table C of the Experiment Power By Kuseru Category (HU2, page 116). The Super Powered Martial Artist is a Attribute Requirements: I.Q. and P.S. 10 new optional O.C.C. variant, that has Starting Age: 18 developed super powers into martial art Base S.D.C.: 20 powers. With the exception of their Martial Art Forms: None. Choose either super powers, the Super Powered Hand to Hand Basic or trade one Martial Artist is on par with Worldly secondary skill for the Hand to Hand Martial Artists in terms of Martial Arts Expert ( or trade two secondary skills for studies. Hand to Hand Martial Arts. Super Powers for the Martial Artist: The Educational Level: Two Years of character learns to develop super powers College or equivalent. rather than standard martial art powers. Superspy Modifications Available: Chi: The character's Chi is equal to the None. P.E. attribute. However, unlike other Base Minimum Skills: Basic Math, martial artists who have learned how to Speak Native Language, Literacy: harness their chi (at least on some level), Native Language. Psychic Martial Artists CANNOT Available Skill Programs: Automatically manipulate their chi. Like all characters, receives the Police/Law Enforcement they can have their chi depleted, and (Basic Cop) skill program with a +12% zero or negative chi has the usual effects. bonus to each of those skills. In addition, Super Powers: To determine the select three (3) Police skill programs. character's super powers, take a look at Also, select two (2) Basic skill what martial art powers would normally programs. be available to the character's martial art Secondary Skills: Select any six (6) style(s). If Weapon Katas are listed as Money: $3500 part of the character bonuses, they Income: Base pay as a SPIE Officer is remain unchanged. All reference to $500 per week. super power types are based on Level Advancement Bonuses: receive Kittenstomp's Random Tables of one new Secondary skill at 2nd, 4th, 6th, DOOM. 9th, and 13th levels. *In place of each Arts of Invisibility, the Social Contacts: The SPIE usually are character can select one power from well connected to other police agencies,. Stealth (Minor) Powers. The character has a 33% chance of *In place of each Atemi power, the locating a former friend, acquaintance, character can select one power from or key figure of these groups. In addition Augmented Biology or Extra/Enhanced most cops have dealt with criminals and Limbs (Minor) Powers. crime organizations and can find an *In place of each advanced Atemi, the informant, major crime figure or former character can select one power from

58 Energy Expulsion or Energy Control Chi bonuses: Where a chi bonus would (Minor) Powers. normally occur for the martial art style, *In place of each Martial Art Technique, delete the chi bonus. the character can select one power from Notes on martial arts with special martial Matter Expulsion or Matter Control art powers and automatic selections of (Minor) Powers. martial art powers: *In place of each Chi Kata (but not *Bok Pai-Crane Stance Kata would Special Kata), the character can select become Winged Flight. one power from Heightened Senses, *Choy Li Fut Kung Fu-Bear Stance Kata Supervision, or Extrasensory Perceptions would become Adhesion. (Minor) Powers. *Fu-Chia Pai Kung Fu-Instead of *In place of each Body Hardening Karumi Jutsu, the character receives Exercise (including the Demon Hunter Weight Manipulation. ones), the character can select one power *Isshin Ryu Karate-Instead of the Bassai from Enhanced Attribute, Enhanced "Fortress Penetration" Kata, the Structural Capacity or Impervious character receives Super Burrowing. (Minor) Powers. *Kyoushinkai Karate-Instead of *In place of each Special Kata (but not Tamashiwara, the character receives Chi Kata), the character can select one Gun Limb. power from Locomotion or Flight *Monkey Style-Instead of the Monkey (Minor) Powers. Style Special Kata(s), the character can *In place of each Chi Mastery (including select can select super powers from the advanced Chi Mastery, but not including Animal/Natural Abilities (Minor) Chi Kata), the character can select one Powers. power from Mental Powers, Dimension *Shao-lin Kung Fu-Dragon Kata would Warping, or Physics Manipulation become Flight: Energy. (Minor) Powers. *Thai Kick Boxing-Lightning Form *In place of each Zenjoriki, the character Kata would become Slow Motion can select one Major Power, with the Control. exception of Natural Combat Ability. *Tien Hsueh Touch Mastery-Dim Mak No martial art powers (with the becomes Disruptive Touch. exception of Weapon Kata, if the GM *Wu Shu T'sung PRC Kung Fu-Mao's approves) can be selected. Super powers Pride Kata becomes Super Bounce. cannot be traded in for basic skill *An Yin Kung Fu-The mudra selections programs. are replaced by the first four Special Level advancement bonuses work the Abilities of the Ancient Master; Feign same way as initial super power Death, The Cleansing Spirit, Positive selections. Energy, and Channel & Unleash Example: The character has selected the Physical Energy. Aikido style. Instead of selecting two *Ba Gua Kung Fu-Ba Gua Circle Kata powers from Atemi or Chi Mastery and becomes Spin at High Velocity. Pun one Zenjoriki, the character would select Gung Bi Weapon Kata is unchanged. two super powers from Augmented *Chao Ta Kung Fu-Greased Lightning Biology, Extra/Enhanced Limbs, Mental Kata becomes Enhanced Leaping. Kung Powers, Dimension Warping, or Physics Sao Kata becomes Sliding. Ni Huei Kata Manipulation and one Major Power. becomes Side-Step.

59 *Gui Long Kung Fu-advanced Chi Superspy Modifications Available: Sword Technique becomes Body None. Weapons. Base Minimum Skills: Basic Math, *Hsien Hsia Kung Fu-Mind Walk Speak Native Language, Literacy: becomes Intangibility. Calm Minds Native Language. becomes Karmic Power. Two Minds Available Skill Programs: Character can becomes *Transferral/Possession. Spirit select any two (2) Basic skill programs. Burst becomes Re-Channel & Expel Secondary Skills: Choose any six (6). Energy. Discorporate becomes APS: Money: $1,000 Void. Income: Character can teach martial arts *Hsing-I Kung Fu-Hua Chin becomes for $150 a week. Base pay at an agency Power Weapon. is $250 per week. *Pao Chih-Replace the Animus Powers, Level Advancement Bonuses: Receive Martial Art Powers, and Level one additional Secondary Skill at 4th, Advancement Bonuses with the 8th, and 12th levels. following: Social Contacts: The character has an 1st: +2 to Roll with Punch/Fall/Impact 18% chance of recognizing any other 2nd: +1 attack per melee major figure in the martial arts world. 3rd: Receives Alter Physical Structure: There is only a 5% chance that the Wood character will have met the martial artist 4th: +2 to Dodge before. Both of the character's styles 5th: +1 to strike may have branches located throughout 6th: Receives Alter Physical Structure: the world. In any of these places, the Fire character has a 30% chance of tracking 7th: +1 on Initiative down a familiar person. 8th: +1 attack per melee 9th: Receives Alter Physical Structure: Super Soldier Stone By Kuseru 10th: +2 to Roll with Punch/Fall/Impact The super soldier is an experiment which 11th: +1 to dodge is a deliberate attempt to create a 12th: Receives Alter Physical Structure: superior, human fighting machine. The Metal focus is usually on tapping into the vast 13th: +1 to strike human potential. Unlike Heroes 14th: Critical Strike from Behind Unlimited super soldiers, these are only 15th: Receives Alter Physical Structure: super powered end-products. Water Super Powers for the Super Soldier: Use *Triad Assassin Training-None. Triad the following revised Supersoldier Assassin training offers no super powers. Ability table, If the same old super Attribute Requirements: As per Martial soldier ability (from HU2) is rolled more Art Style. than once, ignore it and reroll, new Starting Age: 15 entries can be rolled more than once, Base S.D.C.: 30 however, reroll the same result on the Martial Art Forms: Select one martial art indicated sub-table. Roll four times: style. 01-10 Attempted to Increase Physical Educational Level: Raised in a Agility and Dexterity (see HU2 , page monastery or retreat, minimum skills. 118)

60 11-20 Attempted to Increase Physical additional Military Programs, and one Speed (see HU2 , page 118) (1) General Skill Program. 21-30 Mind and Body are more attuned Secondary Skills: Select any six (6). (see HU2 , page 118) Money: $12,000 31-40 Attempted to make a natural Income: Base pay as an agent is $1,200 weapon (Roll once on the Matter per week. Expulsion sub-table from Kittenstomp's Level Advancement Bonuses: Receive Random Tables of DOOM) one new Secondary skill at 3rd, 6th, 8th 41-50 Attempted to make the subject & 12th levels. Impervious to something (Roll once on the Impervious sub-table from Super Villain Kittenstomp's Random Tables of By Kuseru DOOM) Yeah, nothing much new about these 51-60 Brain Boost (see HU2 , page 118) bad guys. 61-70 Physical Transformation (see HU2 Super Powers for the Super Villain: Roll , pages 118-119) on Table C of the Experiment Power 71-80 Attempted to Enhance the Biology Category (HU2, page 116). of the Subject (Roll percentile, 01-50% Attribute Requirements: I.Q. 10, P.P. 10. Roll once on the Enhanced Structural Starting Age: 16 Capacity sub-table, 51-00% Roll once on Base S.D.C.: 20 the Augmented Biology sub-table, both Martial Art Forms: None. Choose either from Kittenstomp's Random Tables of Hand to Hand Basic or trade one DOOM) secondary skill for the Hand to Hand 81-90 Attempted to make an Energy Expert ( or trade two secondary skills for Weapon (Roll once on the Energy Hand to Hand Martial Arts. Expulsion sub-table from Kittenstomp's Educational Level: General and Special Random Tables of DOOM) Training. 91-00 Uncanny Targeting & Throwing Superspy Modifications Available: None (see HU2 , page 119) Base Minimum Skills: Basic Math, Attribute Requirements: I.Q. 8 or higher Speak Native Language, Literacy: Starting Age: 20 Native Language. Base S.D.C.: 30 Available Skill Programs: Select three Martial Art Forms: None. Choose either Rogue/Criminal Skill Programs. Also, Hand to Hand Martial Arts or Hand to the character can select two (2) Basic Hand Assassin. skill programs. Educational Level: Equal to about two Secondary Skills: Select any six (6) years of college. Secondary Skills: Select any eight (8). Superspy Modifications Available: Money: $10,000 None. Income: Base pay is $400 a week when Base Minimum Skills: Basic Math, at an agency. Speak Native Language, Literacy: Level Advancement Bonuses: Receive Native Language. one new Secondary Skill at 3rd, 6th, 9th, Available Skill Programs: Character and 13th levels. automatically receives the Basic Military Social Contacts: The character has Skill Program. Also select any two (2) served time in prison. Roll for country and roll 1D20 for number of years (and

61 add to age). Character can also easily program, one (1) Basic skill program, pass for an underworld criminal (60% plus one (1) additional program from +5% per level). The thief has a chance of Espionage, Basic, Military, or finding a former friend, accomplice; or Gizmoteer. acquaintance in most criminal hang-outs Special Temptress Bonuses: +2 to strike or organizations (20% in country of with weapons the character has a origin, 31% in country where the proficiency in. (including guns, thrown character was jailed, and 7% everywhere weapons and melee combat). As well the else). This cuts both ways, since other character is +2 to M.E., +2 to P.S. and criminals have a 7% chance of +2 to P.P. Additional bonuses include +3 recognizing the character. to initiative and +2 to save versus pain. Secondary Skills: Select any six (6). Temptress O.C.C. Money: $15,000 By Mephisto Special Clothing: The character has a The Temptress is the assassin. They special clothing budget of $80,000 to know how to use their sexuality to its purchase wardrobes useful for her best advantage and usually do most of occupational needs. At least 50% must their killing in the bedroom. They be spent on lingerie modifications. As generally also like to play the weak much as 30% can be saved for later woman role to lull men into purchases. overconfidence. However, those who Income: Base pay at an agency is $2000 underestimate the Temptresses are often a week (hazardous work) the ones who end up dead. They are Level Advancement Bonuses: Add one often fearless and are generally very secondary skill at levels 5, 10, and 14. capable in any situation they find Each new skill starts at level one themselves in. proficiency. Attribute Requirements: I.Q. 11, P.P. 14, Social Contacts: The character has a P.E. 12, P.B. 12 35% chance of recognizing a past client/ Alignment Restrictions: limited to victim or a fellow femme fatale. Anarchist and Evil Why I love being a Femme Fatale Starting Age: 13 O.C.C. Starting S.D.C.: 30 Ah, the only class that can shoot a gun Martial Art Form: Any non-exclusive and look good doing it! Feminine wiles, form. Can exchange four (4) secondary deadly marksmanship, and unparalleled skills for one of the following exclusive charm gives the character unmatched forms: Aikido, Tien-Hsueh, Wui Wing versatility. Chun, or Wu Shu. Education Level: Special Training Western Drug Dealer O.C.C. Basic Skills: Basic Math, Speak Native By Kuseru Language, Read/Write Native Language This is a character who is a specialized Available Skill Programs: Character type of merchant; a cross between a automatically gets Seduction (+25%) salesman, scholar, man of medicine, and and the Bodyguard/Assassin program often, assassin. While pandering to the (+15% bonus to each skill in the rich and decadent has it's appeal, many program where applicable.). The Western Drug Dealers scour the world character gets another Espionage skill over for new ingredients to their

62 concoctions, and can be found anywhere Espionage: Any, except Sniper and from the Library of Blethlerad (doing Track Humanoids. research) to the Yin Sloth Jungles Horsemanship: General or Exotic only (looking for new plants, chemicals, Medical: Any (+10%) animal parts, what have you). Outside of Military: Any the Western Empire, these characters are Physical: Any except Acrobatics, not well regarded and tend to pass Gymnastics, Boxing & Wrestling. themselves off as scholars or men of Rogue: Any (+5%) medicine. Science: Any (+5%) Alignments: The nature of drug dealing Scholar/Technical: Any is such that a Drug Dealer cannot be a Weapon Proficiencies: Any except good alignment (principled or Siege, Axe, Shield, Polearms and Lance. scrupulous). The best (or nicest) possible Wilderness: Identify Plants & Fruits, alignment available to the Drug Dealer Preserve Food, and Wilderness Survival O.C.C. is unprincipled (selfish). In this only. (+5%) case, the drug dealer would have some Secondary Skills: The character also gets degree of a conscience, so he tries to to select four secondary skills from the victimize only evil, greedy, cruel and previous list at level one, and one selfish aligned people (his justification additional skill at levels two, four, eight for questionable actions), and will never & twelve. These additional are areas of supply harmful drugs to friends. knowledge that do not get the advantage Attribute Requirements: I.Q. 11 or of the bonus listed in the parantheses. higher, a high M.A. and P.E. are helpful, All secondary skills start at the base skill but not necessary. level. Also, skills are limited (any, only, O.C.C. Skills: none) as previously indicated in the list. Basic Math (+25%) Starting Equipment: Two sets of Biology (+10%) clothing, pair of boots, hat, belt, blanket, Botany (+20%) backpack, one large sack, 1D4+2 small Brewing (+20%) sacks, a waterskin, bottle of wine, food Holistic Medicine (+20%) rations for 1D4 weeks, a notebook, two Interrogation Techniques (+5%) crow quill pens, a bottle of ink, flint & Language: Western at 98% steel, one dozen long burning candles. Literacy: Western (+20%) Armor: Starts with a suit of hard leather Surgeon (+10%) (A.R. 11, S.D.C. 30). Use & Recognize Poison (+10%) Weapons: Starts with a dagger and one Hand to Hand: Basic can be selected for other weapon of choice. All are basic the cost of one "other" skill, expert for S.D.C. weapons of good quality. Magic the cost of two "other" skills or martial weapons and other equipment must be arts for the cost of three "other" skills. acquired later. O.C.C. Related Skills: Select 10 other Money: The character starts with 190 in skills at level one, plus select two gold, which can be used immediately to additional skills at levels three, six, nine, purchase more equipment or saved. and twelve. All new skills start at first Additional money will come from level proficiency. payment for jobs and/or booty. Communications: Any Domestic: Any (+5%)

63 Wu Shih P.C.C. /Chi Arcanist: 10th: Add 1D6 to hit points and add 1D6 The Wu Shih (more commonly the to S.D.C. character is just called "Wu") are the 11th: Add 1D6 to P.P.E. and +1 to save Chinese equivalent of sorcerers. vs. possession. Instead of cultivating psychic powers, 12th: Add 1D6 to Chi and +1 to save vs. Wu learn to save their inner resources horror factor. and view their hoarded P.P.E. as a 13th: Add 1D6 to S.D.C. battery with which to power spells of 14th: Add 1D6 to Chi and +1 to save vs. Chi Magic. Wu are also attuned to the magic. world of Chi. In fact, they usually come 15th: Add 1D6 to P.P.E. and +1 to save to know about magic through their early vs. possession. experiences with the martial arts, where they will have mastered at least one Wu Shih Martial Arts: All Wu Shih are ability that allows them to control Chi. retired martial artists. That means they Note: See the Arcanist Mage P.C.C. in devoted years to the study of a martial Beyond the Supernatural for other useful art form, but left it behind in the pursuit information that can also apply to Wu of magical power. As a result, each Wu Shih. Shih is permanently stuck at third level Wu Shih Requirements & Base and cannot, under any circumstances, Numbers: advance beyond that level! The character Attribute Requirements: I.Q. 12, M.E. 9, does NOT gain any experience in any and M.A. 9. martial art while progressing as a Wu Alignment Requirements: None Shih. Select any one martial art form Base S.D.C.: 20 from the following: Bok Pai Kung Fu Base Hit Points: Standard (P.E.) (Crane Style), Hsing-I Kung Fu (Mind Base Chi: Standard (P.E.) Shaping), Pao Chih (Animus Base P.P.E.: 6D6+10 Development), Snake Style Kung Fu Chun Tzu Advancement Bonuses: (She Shen), Tai-Chi Ch'uan (Exercise 1st: +2 to save vs. magic, +1 to save vs. Style) possession, +1 to save vs. horror Wu Shih P.C.C. Skills: factor. : Stage 4/Classical 2nd: Add 1D6 to hit points, add 1D6 to Chinese Literacy (+10%) P.P.E. Chinese Classical Studies (+10%) 3rd: Add 1D6 to Chi and +1 to save vs. Artistic Calligraphy (+20%) magic. Research (+15%) 4th: Add 1D6 to P.P.E. and +1 to save Wu Shih P.C.C. Related Skills: Select vs. possession. four from the following; plus select 2 5th: +1 to save vs. horror factor. more per 2 levels 6th: Add 1D6 to S.D.C. and add 1D6 to Cultural/Domestic: Any (+10%) Chi. Cultural Games: Any (+5%) 7th: Add 1D6 to P.P.E. and +1 to save Technical: Any (+10%) vs. possession. Temple: Any (+5%) 8th: Add 1D6 to hit points and +1 to Communications: Basic Radio Only save vs. horror factor. Computer: Operations or Programming 9th: Add 1D6 to Chi and +1 to save vs. only. magic. Electrical: Basic Only

64 Espionage: Any is (minuscule, low, moderate, powerful Mechanical: Any, but only as secondary or super-powerful). Range: 120 Feet. skill 2. Read/Acquire Magic. Wu are Medical: Any intensely interested in any book,' Physical: Any manuscript or inscription related to Pilot Skills, Basic: Any magic. By learning to read all available Science: Any magical scripts, including those of Swindler: Any Celestial Calligraphy, the character can W.P. Ancient Chinese: Any attempt (roll under skill on percentile) to W.P. Modern: Any determine the function of any written Wu Shih Secondary Skills: Select any spell or magical procedure. Once a spell four from the following; plus select 2 has been successfully deciphered, the more per 2 levels Wu character can then attempt to cast it. Wu Shih Finances: Casting requires an additional roll Cash: Start with $5,000 to purchase against the Wu's skill proficiency. initial equipment and/or for the However, if the spell casting succeeds, character's then the character can add that spell to personal savings. his/her list of known spells. Note: Since Income: Since the character is so Wu do NOT automatically receive any devoted to such an esoteric study, any spells as they advance in experience, one kind of way to gain new spells is to find them in steady income is difficult. However, written form and decipher them (another since the Wu is extremely literate in is to be taught them). ancient Chinese, he is often able to pick Base Skill: 25% +3% per level of up freelance work as a translator, experience. researcher, or as a reference expert (at a Initial Spells of the Wu Shih: Roll bookstore, library or University). percentile, consult the following table, Such jobs are full-time and pay $250 to then select whatever spells are allowed $600 per week. from the listing of the Chi Magic Special Wu Shih Gear: Other than a set spells. of clothing and personal effects, the Wu Note: If the result says "No Living Chi" starts out with no other gear. or "No Geomantic" spell allowed, then none of those can be chosen for the Wu Shih Magic & Spell Casting character's initial selection of spells. The 1. Sense Magic. All Wu have attuned character can, however, attempt to learn themselves to magical sensitivity. That these spells later on, in the same way means that most magic, magical items or that any spells are learned by an arcanist/ magical forces will be detectible. It's sorcerer. also possible, if the character spends at 01-10: All the spells from first and least one full melee round of second levels, for a total of 16 spells. concentration, to determine if a person 11-30: Six spells each from the first and or an object has been magically second levels, plus one spell each enchanted. Note that the most a Wu will from the third through sixth levels, for a notice is the presence of the magic and a total of 16 spells. general sense of how powerful the magic 31-55: Four spells each from the first four levels (4 from 1st, 4 from 2nd,

65 etc.), for a total of 16 spells. balance of power be restored to Ninjas & 56-75: Three spells each from the first Superspies and recommend the four levels, plus two spells each from following changes to the revised edition: levels five and six, for a total of 16 spells. Dedicated Martial Artist O.C.C. 76-80: Two spells each from the first Attribute Requirements: Unchanged. seven levels, and one (1) from the eighth Starting Age: Unchanged. level, for a total of 16 spells. No Base S.D.C.: 40 Geomantic spells allowed. Martial Art Forms: Choose one Primary 81-85: Four spells each from first and (Exclusive) form and one Secondary second levels, two spells each from third form, or three (3) Secondary forms, or and fourth levels, and one spell each One Exclusive form and the Special from fifth, sixth and seventh levels, for Martial Arts Bonus previously part of a total of 15 spells. No Geomantic spells the WMA O.C.C., or two Secondary allowed. forms and the Special Martial Arts 86-90: Three spells each from first Bonus previously part of the WMA through third levels, two spells each O.C.C. from fourth and fifth levels, and one Educational Level: Unchanged. spell each from sixth and seventh levels, Superspy Modifications Available: for a total of 15 spells. No Geomantic Unchanged. Spells allowed. Base Minimum Skills: Unchanged. 91-95: Two spells each from first Available Skill Programs: Unchanged. through sixth levels, and one spell each Secondary Skills: Unchanged. from seventh through ninth levels, for a Money: Unchanged. total of 15 spells. No Geomantic Spells Income: Unchanged. allowed. Level Advancement Bonuses: 96-00: One spell from each level, for a Unchanged. total of 15 spells. No Living Chi or Social Contacts: Unchanged. Geomantic spells allowed. Worldly Martial Artist O.C.C. Attribute Requirements: Unchanged. 3. Revised Classes Starting Age: Unchanged. Base S.D.C.: 35 By Kuseru Martial Art Forms: Choose one Overall the power level of characters Exclusive style or two non-Exclusive with access to martial art forms went martial art styles. (Disregard the physical down from the pre-revised to revised skill selections and Special Martial Arts edition (with a few exceptions, most Bonus.) notably Thief (Free Agent) and the Educational Level: Unchanged. Cyborg Soldier). However this down Superspy Modifications Available: grade, while balancing in some aspects, Unchanged. really lessens the utility that the martial Base Minimum Skills: Unchanged. artist OCCs had prior to the conversion Available Skill Programs: Unchanged. (lets face it, even with the extra physical Secondary Skills: Unchanged. skills and martial art powers, the WMA Money: Unchanged. sucks compared to most of the Agent Income: Unchanged. OCCs). Therefore I propose that the

66 Level Advancement Bonuses: Available Skill Programs: Unchanged. Unchanged. Secondary Skills: Unchanged. Social Contacts: Unchanged. Money: Unchanged. Income: Unchanged. Cyber Agent O.C.C. Level Advancement Bonuses: Attribute Requirements: Unchanged. Unchanged. Starting Age: Unchanged. Social Contacts: Unchanged. Base S.D.C.: 20 Martial Art Forms: Unchanged. Operative Agent O.C.C. Educational Level: Unchanged. Attribute Requirements: Unchanged. Superspy Modifications Available: Starting Age: Unchanged. Unchanged. Base S.D.C.: 25 Base Minimum Skills: Unchanged. Martial Art Forms: Unchanged. Available Skill Programs: Unchanged. Educational Level: Unchanged. Secondary Skills: Unchanged. Superspy Modifications Available: Money: Unchanged. Unchanged. Income: Unchanged. Base Minimum Skills: Unchanged. Level Advancement Bonuses: Available Skill Programs: Unchanged. Unchanged. Secondary Skills: Unchanged. Social Contacts: Unchanged. Money: Unchanged. Income: Unchanged. Gadgeteer Agent O.C.C. Level Advancement Bonuses: Attribute Requirements: Unchanged. Unchanged. Starting Age: Unchanged. Social Contacts: Unchanged. Base S.D.C.: 25 Martial Art Forms: Unchanged. Private Eye O.C.C. Educational Level: Unchanged. Attribute Requirements: Unchanged. Superspy Modifications Available: Starting Age: Unchanged. Unchanged. Base S.D.C.: 20 Base Minimum Skills: Unchanged. Martial Art Forms: Unchanged. Available Skill Programs: Unchanged. Educational Level: Unchanged. Secondary Skills: Unchanged. Superspy Modifications Available: Money: Unchanged. Unchanged. Income: Unchanged. Base Minimum Skills: Unchanged. Level Advancement Bonuses: Available Skill Programs: Unchanged. Unchanged. Secondary Skills: Unchanged. Social Contacts: Unchanged. Money: Unchanged. Income: Unchanged. Wired Agent O.C.C. Level Advancement Bonuses: Attribute Requirements: Unchanged. Unchanged. Starting Age: Unchanged. Social Contacts: Unchanged. Base S.D.C.: 25 Martial Art Forms: Unchanged. Professional Free Agent O.C.C. Educational Level: Unchanged. Attribute Requirements: Unchanged. Superspy Modifications Available: Starting Age: Unchanged. Base Minimum Skills: Unchanged. Base S.D.C.: 20

67 Martial Art Forms: Unchanged. Level Advancement Bonuses: Educational Level: Unchanged. Unchanged. Superspy Modifications Available: Social Contacts: Unchanged. Unchanged. Base Minimum Skills: Unchanged. Dreamer Gizmoteer O.C.C. Available Skill Programs: Unchanged. Attribute Requirements: Unchanged. Secondary Skills: Unchanged. Starting Age: Unchanged. Money: Unchanged. Base S.D.C.: 15 Income: Unchanged. Martial Art Forms: Unchanged. Level Advancement Bonuses: Educational Level: Unchanged. Unchanged. Superspy Modifications Available: Social Contacts: Unchanged. Unchanged. Base Minimum Skills: Unchanged. Wandering Free Agent O.C.C. Available Skill Programs: Unchanged. Attribute Requirements: Unchanged. Secondary Skills: Unchanged. Starting Age: Unchanged. Money: Unchanged. Base S.D.C.: 25 Income: Unchanged. Martial Art Forms: Unchanged. Level Advancement Bonuses: Educational Level: Unchanged. Unchanged. Superspy Modifications Available: Social Contacts: Unchanged. Unchanged. Base Minimum Skills: Unchanged. Gizoid Gizmoteer O.C.C. Available Skill Programs: Unchanged. Attribute Requirements: Unchanged. Secondary Skills: Unchanged. Starting Age: Unchanged. Money: Unchanged. Base S.D.C.: 10 Income: Unchanged. Martial Art Forms: Unchanged. Level Advancement Bonuses: Educational Level: Unchanged. Unchanged. Superspy Modifications Available: Social Contacts: Unchanged. Unchanged. Base Minimum Skills: Unchanged. Professional Thief O.C.C. Available Skill Programs: Unchanged. Attribute Requirements: Unchanged. Secondary Skills: Unchanged. Starting Age: Unchanged. Money: Unchanged. Base S.D.C.: 15 Income: Unchanged. Martial Art Forms: Replace the optional Level Advancement Bonuses: selection of Aikido with Te (remember Unchanged. Aikido is an exclusive style--WTF is the Social Contacts: Unchanged. Thief doing with access to it!) Educational Level: Unchanged. Tinker Gizmoteer O.C.C. Superspy Modifications Available: Attribute Requirements: Unchanged. Unchanged. Starting Age: Unchanged. Base Minimum Skills: Unchanged. Base S.D.C.: 10 Available Skill Programs: Unchanged. Martial Art Forms: Unchanged. Secondary Skills: Unchanged. Educational Level: Unchanged. Money: Unchanged. Superspy Modifications Available: Income: Unchanged. Unchanged.

68 Base Minimum Skills: Unchanged. Cyborg Soldier O.C.C. Available Skill Programs: Unchanged. Attribute Requirements: Unchanged. Secondary Skills: Unchanged. Starting Age: Unchanged. Money: Unchanged. Base S.D.C.: 30 Income: Unchanged. Martial Art Forms: Unchanged. Level Advancement Bonuses: Educational Level: Unchanged. Unchanged. Superspy Modifications Available: Social Contacts: Unchanged. Unchanged. Base Minimum Skills: Unchanged. Academy Officer O.C.C. Available Skill Programs: Unchanged. Attribute Requirements: Unchanged. Secondary Skills: Unchanged. Starting Age: Unchanged. Money: Unchanged. Base S.D.C.: 25 Income: Unchanged. Martial Art Forms: Unchanged. Level Advancement Bonuses: Educational Level: Unchanged. Unchanged. Superspy Modifications Available: Social Contacts: Unchanged. Unchanged. Base Minimum Skills: Unchanged. Commando Mercenary O.C.C. Available Skill Programs: Unchanged. Attribute Requirements: Unchanged. Secondary Skills: Unchanged. Starting Age: Unchanged. Money: Unchanged. Base S.D.C.: 30 Income: Unchanged. Martial Art Forms: Replace the selection Level Advancement Bonuses: of Tien-Hsueh Touch Mastery with Tae Unchanged. Kwon Do Karate and the selection of Social Contacts: Unchanged. Wu Shu T'Sung P.R.C. Kung Fu with T'ang-Su Karate (both Tien-Hsueh and Veteran Grunt O.C.C. Wu Shu T'Sung are Exclusive forms). Attribute Requirements: Unchanged. Educational Level: Unchanged. Starting Age: 20, this change represents Superspy Modifications Available: the additional time needed to become a Unchanged. veteran, in addition to the minimum age Base Minimum Skills: Unchanged. one can join an organized military. Available Skill Programs: Unchanged. Base S.D.C.: 35 Secondary Skills: Unchanged. Martial Art Forms: Unchanged. Money: Unchanged. Educational Level: Unchanged. Income: Unchanged. Superspy Modifications Available: Level Advancement Bonuses: Unchanged. Unchanged. Base Minimum Skills: Unchanged. Social Contacts: Unchanged. Available Skill Programs: Unchanged. Note: Alternatively, dupm this useless Secondary Skills: Unchanged. O.C.C. entirely. Money: Unchanged. Income: Unchanged. Mystic China O.C.C. Conversions Level Advancement Bonuses: This article is an attempt to bring the Unchanged. Mystic China O.C.C.s more fully inline Social Contacts: Unchanged. with N&S standard O.C.C. formats. By revamping the skill selections and

69 overall setup, a more integrated use of Educational Level: General and Special the Mystic China O.C.C.s with N&S can Training be achieved. Of course, for those games Superspy Modifications Available: incorporating Beyond the Supernatural None. with Mystic China, the O.C.C.s can be Base Minimum Skills: Chinese used as is. Language: State 1/Thousand Character Literacy. Chun Tzu O.C.C. Available Skill Programs: Special! Attribute Requirements: Unchanged Demon Hunter Training Skill Program Starting Age: 16 Tiao (+10%) Base S.D.C.: 30 Fasting (+5%) Martial Art Forms: Unchanged Singing (+5%) Educational Level: Military Training Tracking (+15%) Superspy Modifications Available: None Wilderness Survival (+10%) Base Minimum Skills: Chinese Stage 4/ Desert Survival (+5%) Classical Chinese Literacy (+5%) Mountaineering (+10%) Available Skill Programs: Special! Chun Spelunking (+10%) Tzu Studies Skill Program Cook Wei Qi (+15%) Hunting-Snare Chinese Classical Studies (+10%) W.P. Long Sword Chinese History (+5%) No other skill programs are available. Detect Ambush (+5%) Secondary Skills: Choose any ten (10). Land Navigation (+5%) Money: Unchanged Paramedic (+5%) Income: Unchanged Wilderness Survival (+5%) Level Advancement Bonuses: Radio: Basic Unchanged if the character selects Artistic Calligraphy Demon Hunter Combat, if Liang Hsiung W.P. (Ancient Chinese): One of Choice Kung Fu is selected, the character W.P. (Modern): One of Choice receives one new secondary skill at In addition the character gets any two (2) levels 5, 10, and 15. Military or Basic Skill Programs. Social Contacts: In Progress. Secondary Skills: Choose any four (4). Money: Unchanged Jian Shih O.C.C. Income: Unchanged Attribute Requirements: Unchanged Level Advancement Bonuses: Starting Age: 12 Unchanged Base S.D.C.: 30 Social Contacts: In Progress. Martial Art Forms: Unchanged with the exception of removing the Zanji Demon Hunter O.C.C. Shinjinken Ryu Option. Attribute Requirements: Unchanged Educational Level: Literate, but with no Starting Age: 15 formal education. Base S.D.C.: 35 Superspy Modifications Available: Martial Art Forms: The character now None. has the option of selecting Liang Hsiung Base Minimum Skills: Chinese Kung Fu INSTEAD of The Demon Language: Stage 2/Chinese Literacy Hunter Combat Abilities.

70 Available Skill Programs: Automatically Educational Level: Literate, but no receives the Paramedic Skill (+5%). formal education. Character gets to choose one Espionage, Superspy Modifications Available: Military, or Basic Skill Program. None. Secondary Skills: Choose any four (4). Base Minimum Skills: Chinese Money: Unchanged Language: Stage 3/Advanced Chinese Income: Unchanged Literacy Level Advancement Bonuses: Available Skill Programs: Special! Wai Unchanged Chia Wu Shih Chinese Studies Skill Social Contacts: In Progress. Program Bicycle Nei Chia Wu Shih O.C.C. Language Dialects: Chinese (+10%) Attribute Requirements: Unchanged Chinese Classical Studies (+5%) Starting Age: 12 Oriental Philosophies: Taoism or Base S.D.C.: 25 Buddhism Martial Art Forms: Unchanged Cooking (+15%) Educational Level: Special Training Gardening (+6%) Superspy Modifications Available: None Wai Chia Wu Shih Physical Training Base Minimum Skills: Chinese Skill Program Language: Stage 4/Classical Chinese Land Navigation (+5%) Literacy Paramedic (+10%) Available Skill Programs: Special! Nei Mountaineering Chia Wu Shih Studies Skill Program Wilderness Survival (+5%) Meditation (+20%) Acrobatics Languages (Select three, including Athletics dialects) (+5% each) Climbing Artistic Calligraphy (+5%) Swimming: Advanced Wilderness Survival (+10%) In addition the character can choose any Begging (+10%) one (1) Basic Skill Program. Fasting (+5%) Secondary Skills: Choose any four (4). Oriental Philosophy: Taoism or Money: Unchanged Buddhism (+8%) Income: Unchanged In addition the character can choose one Level Advancement Bonuses: (1) Espionage or Basic Skill Program. Unchanged Secondary Skills: Choose any four (4). Social Contacts: In Progress. Money: Unchanged Income: Unchanged Antiquarian O.C.C. Level Advancement Bonuses: Attribute Requirements: Unchanged Unchanged Starting Age: Unchanged Social Contacts: In Progress. Base S.D.C.: 10 Martial Art Forms: Unchanged Wai Chia Wu Shih O.C.C. Educational Level: Equal to about two Attribute Requirements: Unchanged years of college. Starting Age: 12 Superspy Modifications Available: None Base S.D.C.: 30 Martial Art Forms: Unchanged

71 Base Minimum Skills: Basic Math Pilot Skills, Basic: Any three (3) (+10% (+12%), Chines Language: Stage each) 4/Chinese Classical Literacy. In addition the character can select one Available Skill Programs: Special! (1) Espionage or Basic Skill Program. Antiquarian Studies Skill Program Plus select one (1) additional Basic Skill Chinese Antiquarianism (+25%) Program. Archeology (+18%) Secondary Skills: Choose any four (4). Chinese Classical Studies (+12%) Money: Unchanged Chinese History (+5%) Income: Unchanged Languages: Select Two (+10% each) Level Advancement Bonuses: Photography (+5%) Unchanged Writing Social Contacts: In Progress. W.P. (Ancient Chinese): One of Choice W.P. Modern: One of Choice Fox Spirit R.C.C. In addition the character can choose any Attribute Requirements: Unchanged one (1) Espionage, Medical, or Basic Starting Age: Not applicable Skill Program. Plus select two (2) Base S.D.C.: Fox Spirit Fox Form 8 (no additional Basic Skill Programs. change) Human Form 15 Secondary Skills: Choose any four (4). Martial Art Forms: Unchanged Money: Unchanged Educational Level: Basic Instincts and Income: Unchanged observation of the human world. Level Advancement Bonuses: Superspy Modifications Available: None Unchanged Base Minimum Skills: Chinese Social Contacts: In Progress. Language: Stage 0/Illiterate; unable to read or write, Language Dialects: Capitalist Entrepreneur O.C.C. Chinese, Learn New Language! (See Attribute Requirements: Unchanged R.C.C. skills). Starting Age: 18 Available Skill Programs: None! Base S.D.C.: 10 Secondary Skills: Choose any four (4). Martial Art Forms: None. Choose either Money: Unchanged Hand-to-Hand Basic (free), Expert (use Income: Unchanged one Secondary Skill), or Marital Arts Level Advancement Bonuses: (use two Secondary Skills). Unchanged Educational Level: Equal to two years of Social Contacts: Unchanged, see Fox college. Spirit's Allies & Enemies. Superspy Modifications Available: None Base Minimum Skills: Basic Math Reformed Demon R.C.C. (+15%), Chinese Language: Stage Attribute Requirements: Unchanged 2/Chinese Literacy. Starting Age: Unchanged Available Skill Programs: Special! Base S.D.C.: Reformed Demon Demon Capitalist Entrepreneur Skill Program Form 40 S.D.C. with possibly some Entrepreneurship more due to exchanging chi for S.D.C., Radio: Basic (+10%) not more than half of total Chi can be Computer Programming (+10%) converted to S.D.C. Human Form 25, no Athletics possibility of exchanging chi for extra Running S.D.C.

72 Martial Art Forms: Unchanged advantage of the bonus listed in Educational Level: Basic Instincts and parenthesis. All secondary skills start at observation of the human world. base skill level. All new skills start at Superspy Modifications Available: None level one proficiency. Base Minimum Skills: Chinese Social Contacts: In Progress. Language: Stage 4/Classical Chinese Base PPE: 2D6 Literacy, Tiao Qi (+15%), Xiang Qi Base Chi: Standard (P.E.). +1 per level (+10%), Wei Qi (+5), W.P. Ancient of experience, starting at second level. (Select One), Torment. Bonuses: Level 1: Immune to all horror Available Skill Programs: None! factor based on sight alone, +2 to save vs Secondary Skills: Choose any four (4). Horror Factor, +2 to save vs Possession. Money: Unchanged +1 to save vs psionics at levels 5 and 14, Income: Unchanged +1 to save vs Horror Factor and +1 to Level Advancement Bonuses: save vs Possesion at levels 5 and 12, +1 Unchanged to save vs magic at levels 2 and 10. Social Contacts: Unchanged, see Special Abilities: All special abilities as Restrictions of the Reformed Demon. described in Mystic China, including Combat Penalties. Add See Supernatural Blind Mystic P.C.C. Beings, See Magic Energy, and See Pure Attribute Requirements: Unchanged Negative Chi at level one, and Starting Age: 18 Recognize Possession by Supernatural or Base S.D.C.: 20 Chi forces at level 4 (40%+5% per Martial Art Forms: Unchanged additional level of experience.) Educational Level: Special Training Superspy Modifications Available: None Fang Shih P.C.C. Base Minimum Skills: Chinese Attribute Requirements: Unchanged Language: Stage 0/Illiterate; unable to Starting Age: 18 read or write. Base S.D.C.: 20 Available Skill Programs: Special! Blind Martial Art Forms: Unchanged Mystic Skill Program Educational Level: Special Training Sculpture/Identify Features by Touch Superspy Modifications Available: None Language Dialects: Chinese (+10%) Base Minimum Skills: Chinese First Aid Language: Stage 4/Classical Chinese Play Musical Instrument (+10%) Literacy Swimming Available Skill Programs: Special! Fang Wrestling Shih Skill Program Secondary Skills: Choose any nine (9) Advanced Feng Shui/Geomancy (+25%) from the available list of learnable Land Navigation (+20%) O.C.C. Related and Secondary Skills Chinese Classical Studies (+10%) under the description of the Blind Artistic Calligraphy (+5%) Mystic. In addition, the character can select one Money: Unchanged (1) Espionage or Basic Skill Program. Income: Unchanged Secondary Skills: Choose any four (4). Level Advancement Bonuses: Receive Money: Unchanged one additional Secondary Skill at levels Income: Unchanged 3, 5, 7, 11, and 13. These do not get the

73 Level Advancement Bonuses: Receive W.P. (Modern): One of Choice one additional Secondary Skill at levels In addition, the character can choose one 2, 4, 6, 10, and 12. These do not get the (1) Espionage or Basic Skill Program. advantage of the bonus listed in Plus select any one (1) Basic Skill parenthesis. All secondary skills start at Program. base skill level. All new skills start at Secondary Skills: Choose any four (4). level one proficiency. Money: Unchanged Social Contacts: In Progress. Income: Unchanged Base PPE: 3D6, +1 per level of Level Advancement Bonuses: Receive experience, starting at second level. one additional Secondary Skill at levels Base Chi: Standard (P.E.), +2D6 per 2, 4, 7, and 12. These do not get the level of experience, starting at second advantage of the bonus listed in level. parenthesis. All secondary skills start at Bonuses: +1 to save vs magic, +3 to save base skill level. All new skills start at vs possession, and +2 to save vs horror level one proficiency. factor at level one. +1 to save vs magic Social Contacts: In Progress. at levels 5 and 15, +1 to save vs Base PPE: 6D6, +1D4 per level of possession at levels 3 and 11, +1 to save experience, starting at second level. vs horror factor at levels 3 and 11. Base Chi: Standard (P.E.). Special Abilities: Geomantic Spell Bonuses: +2 to save vs magic, +2 to save Knowledge as per old Level vs possession, and +1 to save vs horror Advancement Bonuses, Geomantic factor at level one. +1 to save vs magic Spells of the Fang Shih as per Mystic at levels 5 and 15, +1 to save vs China. possession at levels 7 and 11, +1 to save vs horror factor at level 9. Tao Shih P.C.C. Special Abilities: Initial Spells of the Attribute Requirements: Unchanged Tao Shih and Tao Shih Magical Writing/ Starting Age: 18 Inscribing Celestial Calligraphy, etc as Base S.D.C.: 15 per Mystic China. Initial Mudra as per Martial Art Forms: Unchanged Tao Shih Knowledge of Mudra plus one Educational Level: Special Training Mudra of Self-Possession at levels 2 and Superspy Modifications Available: None 12, one Mudra of Protection at level 6, Base Minimum Skills: Chinese one Mudra of Evocation at level 8, and Language: Stage 4/Classical Chinese one Mudra for the Manipulation of Literacy (+5%). Objects at level 14. Available Skill Programs: Special! Tao Shih Skill Program Wu Shih P.C.C. Chinese Classical Studies (+15%) Attribute Requirements: Unchanged Wei Qi (+10%) Starting Age: 18 Chinese History (+10%) Base S.D.C.: 20 Detect Ambush (+5%) Martial Art Forms: Unchanged Land Navigation (+5%) Educational Level: Special Training Radio: Basic Superspy Modifications Available: None Artistic Calligraphy (+10%) Base Minimum Skills: Chinese Wilderness Survival Language: Stage 4/Classical Chinese W.P. (Ancient Chinese): One of Choice Literacy

74 Available Skill Programs: Special! Wu characters get their hands on documents Shih Skill Program that they might need for the adventure. Chinese Classical Studies (+10%) Skill(s) Required: Librarian Skill Artistic Calligraphy Program is recommended, but not Research (+15%) necessary. In addition the character can select one Ease of Acceptance: 50%+5% per level, (1) Basic Skill Program. this is halved if the character can't afford Secondary Skills: Choose any four (4). to purchase books. Money: Unchanged Chance of Locating Friend: 2%+1% per Income: Unchanged level Level Advancement Bonuses: Receive Chance of Accidental Discovery: 5% one additional Secondary Skill at levels Years of Employment: None, as long as 2, 4, 6, 7, 12 and 15. These do not get the character can afford to buy books. the advantage of the bonus listed in parenthesis. All secondary skills start at Advertiser. base skill level. All new skills start at Advertisers are in demand the world level one proficiency. over to increase awareness of various Social Contacts: In Progress. companies' products. Base PPE: 6D6,+1D4 per level of Skill(s) Required: A Business or experience, starting at second level. Technical Skill Program. Base Chi: Standard (P.E.), +2D6 per Ease of Acceptance: 60%+3% per level level of experience, starting at second Chance of Locating Friend: 30%+5% level. per level Bonuses: +2 to save vs magic, +1 to save Chance of Accidental Discovery: 15% vs possession, and +1 to save vs horror Years of Employment: 1 (as junior factor at level one. +1 to save vs magic advertiser) at levels 3, 9, and 14. +1 to save vs possession at levels 4, 7, 11, and 15. +1 Agricultural Specialist. to save vs horror factor at levels 5, 8, In countries with developing and 12. agriculture, these characters are in high Special Abilities: Wu Shih Magic and demand. There trade allows them to Spell Casting as per Mystic China. carry a variety of equipment all over the country. Skill(s) Required: Farm/Ranch Worker 4. New Covers or a Technical Skill Program. Ease of Acceptance: 64%+2% per level By Kuseru Chance of Locating Friend: 20%+5% Acquisition Librarian. per level The character can claim to be looking Chance of Accidental Discovery: 8% for rare or hard to find books. This Years of Employment: 4 (as junior search can anywhere in the world, specialist) from the most exclusive city libraries to the corner bookstore in a small town. Air Traffic Controller. Since the character is usually a buyer, With an increasing demand for air travel, they must have a way to pay for the characters in this high-stress occupation acquisition, although this can help the are in high demand all over the world.

75 These characters can be found at just Antique Dealer. about any airport, civilian radar site or Characters with this occupation are any city with an airport. typically involved in buying rare and Skill(s) Required: Read Sensory valuable antiques of all types. This Instruments and Radio: Basic. means they can be found in just about Communication Skills will be especially any town, village, or city in the world. useful. The only drawback to this cover is the Ease of Acceptance: 70%+45% per level vast amount of money needed to buy Chance of Locating Friend: 30%+5% rare and valuable objects. per level Skill(s) Required: Appraise Goods. Chance of Accidental Discovery: 15% Research and other technical skills may per level be useful. Years of Employment: 2 (as ATC Ease of Acceptance: 50%+5% per level, student) this is halved if the character can't afford to purchase antiques Amateur Athletics Competitor. Chance of Locating Friend: 2%+1% per An athlete specializing in semi-pro or level local sports. May work anywhere in the Chance of Accidental Discovery: 5% world depending on the type of sport Years of Employment: None, as long as specialized in. the character can afford to buy antiques. Skill(s) Required: Sports or an equivalent physical (or cultural) skill. Antiquities Consultant. Ease of Acceptance: 65%+5% per level Highly skilled occupation. Can be an (for the more common sports), 25%+5% older, experienced person or a younger per level (less common sports) character who grew up in the family Chance of Locating Friend: 35%+5% business of collecting Antiquities. per level Constant world travel. Chance of Accidental Discovery: 2% Skill(s) Required: Appraise Antiques, Years of Employment: 1 in some Art, Business & Finance. History, Lore organized competition or team skills, and Research are useful, but not required. Anthropologist. Ease of Acceptance: 60%+5% per level These scientists study the history of Chance of Locating Friend: 2%+1% per human society. They can be found all level over the world from universities, Chance of Accidental Discovery: 5% archaeological expeditions or sites, Years of Employment: 4 (establishing libraries, or just about any place people reputation in field of antiquities) can be found. Skill(s) Required: Anthropology. A Archaeologist. science skill program would be useful. Archaeologists are investigators in Ease of Acceptance: 55%+5% per level ancient sites. They can be found all over Chance of Locating Friend: 5%+2% per the world, especially when a new level discovery is made. Archaeologist Chance of Accidental Discovery: 5% typically have a lot of equipment used in Years of Employment: 4 (as uncovering, cataloging, identifying, and anthropology student) restoring historical artifacts and sites.

76 Skill(s) Required: Archaeology or the Mechanical and Electrical skills may be Archaeologist skill program. useful but are not required. Ease of Acceptance: 55%+5% per level Ease of Acceptance: 60%+5% per level Chance of Locating Friend: 5%+2% per Chance of Locating Friend: 10%+1% level per level Chance of Accidental Discovery: 5% Chance of Accidental Discovery: 10% Years of Employment: 2 (as archaeology Years of Employment: 1 (as a junior student) mechanic)

Artist: Fine Arts or Crafts. Band Roadie. Another cover with flexible hours. Since Band Roadies are the working crew of art shows and galleries exist all over the touring bands the world over. With world, they can often be found anywhere bands from every country, characters displaying their art or evaluating the have an excuse to be in just about any work of another artist. major city in the world. The drawback to Skill(s) Required: Art at a professional this cover is that the character is usually level. limited to major cities based on the Ease of Acceptance: 50%+5% per level band's tour. Chance of Locating Friend: 5%+2% per Skill(s) Required: Stage Carpentry, level Lighting and Assembly, Jury Rig or Jury Chance of Accidental Discovery: 3% Rig Mechanics, Basic Electronics and Years of Employment: 4 (establishing Basic Mechanics. Other electronic, work history in the field) mechanical, and technical skills may be useful Artist: Illustrator Freelance. Ease of Acceptance: 55%+5% per level While many freelance illustrators work Chance of Locating Friend: 10%+5% from home, they have very flexible per level hours and can be found anywhere in the Chance of Accidental Discovery: 5% world. Years of Employment: 1 (as assistant) Skill(s) Required: Art at a professional level. Banking. Ease of Acceptance: 50%+5% per level Skill(s) Required: Basic Math, Chance of Locating Friend: 5%+2% per Advanced Math, Business & Finance. level Other technical skills may be useful. Chance of Accidental Discovery: 3% Years of Employment: 1 (establishing Bartender. work history in the field) With alcohol being enjoyed just about the world over, characters in this Automotive Mechanic. occupation can find employment just A grease monkey who enjoys working about anywhere. Language skills may be on cars, rebuilding engines, and the like. needed to communicate with bar patrons A perfect cover for those with (especially if the character wants to mechanical skills. extract information). The only drawback Skill(s) Required: Automotive of this cover is in Muslim countries, Mechanics at the very least. Other where alcohol is frowned on or outright illegal.

77 Skill(s) Required: Mixology, Cooking. Communications Engineer. Ease of Acceptance: 70%+5% per level Highly skilled profession covering radio, Chance of Locating Friend: 10%+2% television, telephones and other per level telecommunications work. Chance of Accidental Discovery: 10% Skill(s) Required: Depends on specialty. Years of Employment: 1 Electrical Engineer, Computer Operation, Radio (any), Laser Brokerage. Communications, Optic Systems, Skill(s) Required: Business Management Telephone Networks, Computer or Business Operation skill programs. Networks, and TV/Video are all handy. Ease of Acceptance: 64%+2% per level Brothel Recruiter. Chance of Locating Friend: 20%+5% Recruits young men and women, per level typically from third world countries for Chance of Accidental Discovery: 8% use in brothels world wide. Years of Employment: 4 (as junior Skill(s) Required: Streetwise and engineer) Seduction or Streetwise: Drugs. Other Rogue skills may be useful but aren't Computer Consultant. necessary. Skill(s) Required: Basic Computer Skill Ease of Acceptance: 34%+4% per level Program. Other computer skills and Chance of Locating Friend: 2% + 2% computer skill programs will be quite per level useful. Chance of Accidental Discovery: 10% Years of Employment: None Construction Worker. A skilled laborer involved in building, Carpenter. excavation, and the use of heavy A skilled laborer involved in building, machinery. carpentry, and the use of power tools. Skill(s) Required: Physical Labor at the Skill(s) Required: Carpentry. Other minimum. Other Physical and Piloting Physical and Piloting Skills may be Skills may be useful. useful. Ease of Acceptance: 70%+4% per level Ease of Acceptance: 70%+4% per level Chance of Locating Friend: 35%+15% Chance of Locating Friend: 35%+15% per level per level Chance of Accidental Discovery: 25% Chance of Accidental Discovery: 25% Years of Employment: 1 (as junior Years of Employment: 1 (as apprentice laborer) carpenter) Consulting Engineer. Cartographer. Skill(s) Required: Mechanical, Skill(s) Required: Read Sensory Electrical, Computer or Technical skills Instruments, Land Navigation, Art: depending on the type of engineering Drafting. Other technical and science specialty. skills may be useful. Courier. Chef. Skill(s) Required: None. Etiquette skills Skill(s) Required: Cooking. may be useful.

78 Croupier. swimming, diving, skiing, Skill(s) Required: Basic and Advanced snowboarding, surfing, and similar Math, Gambling, Cardsharp, Gambling events. (Cheating), Gambling (Dirty Tricks), Skill(s) Required: A physical skill or Sleight of Hand, Palming. Other rogue piloting skill from the list of events or physical skills may be useful. above. Ease of Acceptance: 40%+3% per level Diamond Trader. Chance of Locating Friend: 60%+5% Skill(s) Required: Appraise Goods, and/ per level or Gemology. Chance of Accidental Discovery: 2% (many Extreme Sports fans can pass this Diplomat. off as a hobby) Skill(s) Required: Law, Bartering. Other Years of Employment: None. technical skills may be useful. Fighting Competitor. Diver. Boxing, wrestling, martial artists or Skill(s) Required: Swimming, tough-man (or woman) competitors who Swimming: SCUBA, Underwater enjoy rough and tumble sports. Navigation. Other physical or wilderness Skill(s) Required: Physical skills can skills may be useful. include Body Building, Boxing, Wrestling, Kick Boxing, or hand to E-Business Developer. hand. With modern technology electronically Ease of Acceptance: 20%+2% per level linking businesses the world over, this (everyone wants to test the character's occupation comes in more and more mettle for themselves) demand. One of the great advantages of Chance of Locating Friend: 45%+5% this cover is that an electronic identity is per level easy to manipulate, so you may not Chance of Accidental Discovery: 5% know exactly who you are dealing with. Years of Employment: 1 (establishing Skill(s) Required: Basic Computer Skill reputation) Program, Business & Finance Skill Program. Other Computer Skill Freelance Airplane Pilot. programs may be useful. Skill(s) Required: Pilot, any air. Pilot Ease of Acceptance: 60%+5% per level and Pilot Related skills may be useful Chance of Locating Friend: 5%+2% per (or needed) level Chance of Accidental Discovery: 3% Freelance Writer. Years of Employment: 1 (as webpage While many freelance writers work from designer) home, they have very flexible hours and can be found anywhere in the world. Extreme Sports Enthusiast. Skill(s) Required: Literacy, and Writing An avid enthusiast of the "extreme" or Creative Writing. Lore, History, sports and can be found all over the Research and Technical Writing may world. Events may include track & field, come in handy, but aren't required. skateboarding, bicycling, bungee Ease of Acceptance: 50%+5% per level jumping, sky diving, motocross,

79 Chance of Locating Friend: 5%+2% per over. While a computer consultant may level typically be called to install or Chance of Accidental Discovery: 3% troubleshoot computer systems, IT Years of Employment: 1 (establishing professionals are employed to set up, work history in the field) manage, and maintain computer networks. Geologist. Skill(s) Required: At least two Computer Skill(s) Required: Geology. Other Skill Programs. Computer skills are science skill programs may be useful. highly recommended. Ease of Acceptance: 80%+2% per level Gold Trader. Chance of Locating Friend: 5%+2% per Skill(s) Required: Appraise Goods. level Chance of Accidental Discovery: 3% Historian. Years of Employment: 1 (as computer Historians travel the world in order to consultant) learn more about the history of various nations and cultures. They are typically Journalist. found at learning centers and libraries, Skill(s) Required: Journalist Skill although they can also be found at Program. museums, archaeological digs, and other places of historical interest. Landscaper. Skill(s) Required: History. Other Training in the care, grooming, trimming Technical skills may be useful. and nurturing of trees, plants and Ease of Acceptance: 50%+5% per level gardens as well as the aesthetics of Chance of Locating Friend: 2%+1% per garden design. level Skill(s) Required: Gardening. Chance of Accidental Discovery: 5% Ease of Acceptance: 55%+4% per level Years of Employment: 4 (as student) Chance of Locating Friend: 5% +2% per level Horse Racing Professional. Chance of Accidental Discovery: 5% Skill(s) Required: Horsemanship and/or Years of Employment: 1 (as apprentice) Veterinarian. Import/Export Agent. Lawyer. Skill(s) Required: Business Management With increasingly complex societies, the or Business Operation skill programs. demand for those who specialize in the Languages and other technical skills law. Happily enough, these parasites may be useful. can't really travel the world over without studying the local laws. Insurance Agent. Skill(s) Required: Lawyer Skill Skill(s) Required: Insurance Agent skill Program. program. Ease of Acceptance: 30%+1% per level (few people like lawyers) IT Professional. Chance of Locating Friend: 2%+1% per A specific type of computer consultant, level (same as above) the information age makes IT Professionals high demand the world

80 Chance of Accidental Discovery: 25% Outfitter. (since few people like lawyers, they're Characters with this cover specialize in quick to remember someone they hate) outfitting a variety of expeditions, trips, Years of Employment: 4 (as law student) tours, or any activity which consists of people away from civilization. Outfitters Media Representative. can be found all over the world from Skill(s) Required: Journalist Skill major cities to remote outposts. Program or some technical or repair skill Skill(s) Required: None, though program. wilderness and technical skills would be very useful. Mercenary or Weapons Dealer. Ease of Acceptance: 60%+4% per level Skill(s) Required: Weapons Technician Chance of Locating Friend: 6%+3% per Skill Program or Recognize Weapon level Quality skill. Other military or technical Chance of Accidental Discovery: 5% skills may be useful. Years of Employment: 1 (as store clerk)

Missionary. Paramedic. Skill(s) Required: Religious, Basic or A high stress job which may be part of a Advanced Skill Program. fire and rescue unit, hospital or private ambulance service. Museum Representative. Skill(s) Required: Paramedic The character can claim to be looking Ease of Acceptance: 80%+2% per level for art, primitive artifacts, or even Chance of Locating Friend: 15%+5% geological specimens. This search can per level lead to anywhere in the world, from the Chance of Accidental Discovery: 12% most exclusive city art galleries to the Years of Employment: 1 (as trainee) most remote archaeological dig. Even though the character is a buyer, the Photographer. legendary slow budget process of Skill(s) Required: Photographer Skill museums allows the character to delay Program or Photography skill. actual payment indefinitely. Skill(s) Required: Appraise Goods Professional Driver. would be useful, but isn't necessary. Training in driving a taxi, limo, delivery Ease of Acceptance: 50% + 5% per level truck, semi, or bus for a living. Chance of Locating Friend: 2% + 1% Skill(s) Required: At least one Piloting per level skill for land vehicles. Chance of Accidental Discovery: 5% Ease of Acceptance: 70%+4% per level Years of Employment: None Chance of Locating Friend: 30%+5% per level Nurse. Chance of Accidental Discovery: 15% Skill(s) Required: EMT or Medical Years of Employment: None Assistant Skill Program. First aid or paramedic skill will be very handy for Psychiatrist. this cover. Reduce acceptance by 30% if A doctor specializing in mental illness, the character has no such skill. personality disorders, stress, anxiety, and

81 the therapy and other treatments to Ease of Acceptance: 25%+2% per level alleviate the problems. Chance of Locating Friend: 5%+2% per Skill(s) Required: Psychology level Ease of Acceptance: 40%+2% per level Chance of Accidental Discovery: 5% Chance of Locating Friend: 5%+2% per Years of Employment: 2 (establishing level work history in the field) Chance of Accidental Discovery: 12% Years of Employment: 4 (as student) Roustabout. Skill(s) Required: Some Area Quality Assurance Inspector. Knowledge or mechanical skill would be Increasingly complex industry calls for helpful. these specialized consultants who insure that industrial equipment and operations Sales Representative. are faultless. Skill(s) Required: Salesperson skill Skill(s) Required: Some electrical, program. mechanical, or technical skill to inspect. Acceptance: 64%+2% per level Salvage Specialist. Chance of Locating Friend: 25%+3% These specialists are responsible for per level restoring various pieces of equipment as Chance of Accidental Discovery: 8% well as vehicles and wrecks. Salvage Years of Employment: 4 (as junior operations take place all over the world, engineer) especially at or near the sea. Skill(s) Required: Salvage skill. Recruiter. Appraise Goods and other technical These specialists are responsible for skills would be useful. hiring new talent for various companies. Ease of Acceptance: 50%+3% per level The vast range of recruitment occurs all Chance of Locating Friend: 8%+4% per over the world, although most recruiting level takes place in the more technologically Chance of Accidental Discovery: 10% advanced countries. Years of Employment: 1 (as an assistant) Skill(s) Required: None. Ease of Acceptance: 60%+4% per level Security Specialist. Chance of Locating Friend: 6%+2% per Installation and testing of security level systems, looking for weaknesses, as well Chance of Accidental Discovery: 15% as performing high end security/guard Years of Employment: None duty. Skill(s) Required: Bodyguard/Assassin Role Playing Game Designer. Skill program and Electronic Gizmoteer While many RPG designers work from or Surveillance Skill Programs home, they have flexible hours and can Ease of Acceptance: 80%+2% per level be found anywhere in the world. Chance of Locating Friend: 5%+2% per Skill(s) Required: RPG Design. Business level & Finance, Basic Math, Advanced Math, Chance of Accidental Discovery: 3% Writing, Creative Writing, Lore, History, Years of Employment: 1 (as security Research and Technical Writing may consultant/bodyguard) come in handy, but aren't required.

82 Small Business Owner. (especially English or other common These dedicated self-starters are and/or difficult languages), can usually responsible for filling small niches in the find employ in any city in the world. business industry. The vast range of Skill(s) Required: Teaching. business occurs all over the world, Ease of Acceptance: 60%+3% per level although most transactions take place in Chance of Locating Friend: 15%+2% the more technologically advanced per level countries. Chance of Accidental Discovery: 20% Skill(s) Required: Business & Finance Years of Employment: 2 (as student of Ease of Acceptance: 60%+5% per level teaching) Chance of Locating Friend: 5%+2% per level Tour Operator. Chance of Accidental Discovery: 3% Skill(s) Required: None. Years of Employment: 1 (business startup) Translator. Skill(s) Required: Obviously, the Stage Magician. character must have a good foreign A professional entertainer and master of language skill or two (or more). sleight of hand magic tricks. Often found worldwide at bars, nightclubs, Veterinarian. restaurants, private parties, conventions, Not just limited to taking care of sick and other private events. pets, veterinarians can be found in zoos, Skill(s) Required: Contortionist, on farms or ranches, or just about Juggling, Performance, and Sleight of anywhere that animals need medical Hand, other Performing Arts, Technical, attention. Rogue, and Communications skills may Skill(s) Required: Veterinarian Skill come in handy. Program. Ease of Acceptance: 80%+2% per level Ease of Acceptance: 80%+2% per level Chance of Locating Friend: 25%+5% Chance of Locating Friend: 15%+5% per level per level Chance of Accidental Discovery: 26% Chance of Accidental Discovery: 12% Years of Employment: 2 (as assistant) Years of Employment: 2 (as assistant vet) Surveyor. Skill(s) Required: Read Sensory Video Crew Member. Instruments, Land Navigation, Art: With the increasing emphasis on making Drafting. Other technical and science movies in foreign countries, as well as skills may be useful. documentaries, characters with this cover can be increasingly found all over Teacher. the world, even in the most remote Teaching is a valuable skill that is in locations. high demand in developing countries the Skill(s) Required: TV/Video, other world over. More advanced nations communication, electrical, and technical employ part time teachers, area- skills may be useful. specialist instructors, and tutors. Ease of Acceptance: 55%+5% per level Characters with language skills

83 Chance of Locating Friend: 10%+5% 10-14 Basic Schooling (Elementary per level School, Grade 6): This is typically a Chance of Accidental Discovery: 15% rural character from a poor family that Years of Employment: 1 (as cameraman) only completed an Elementary School Education. Base Minimum Skills: Read/ Wine Buyer. Write Native Language, Speak Native Skill(s) Required: Appraise Goods Language, Basic Math. Select One Basic and/or Brewing. skill program. Select four Secondary Skills. 5. Revised Training 15-18 Military Draftee: These are either relatively young people turned into Optional Expanded Education Level soldiers, or people from less educated Table for Ninjas & Superspies: lifestyles (think Billy Bob the farmer, who hasn't gone to school). Base Roll Percentile: Minimum Skills: Read/Write Native 01-03 Wild Self Education: Everything Language, Speak Native Language, is self taught as the character lives in the Basic Math. Receives the Basic Military wilds with no help or assistance. Basic Skill Program and One Basic Skill Math (40%). Wilderness skills include Program, plus four Secondary skills. Prowl, Wilderness Survival, Climbing and Swimming. Character can select two 19-22 Basic Schooling (Junior High Secondary Skills. School, Grade 9): This is typically a character who for some reason, dropped 04-06 Fringe Self Education: By out of school before completing a High skulking around the fringes of society, School education. Base Minimum Skills: the character picks up a rudimentary Read/Write Native Language, Speak education. Base Minimum Skills: Speak Native Language, Basic Math. Select Native Language, Basic Math. One Basic skill program. Select six Automatically receives Prowl. Select Secondary Skills. four Secondary skills. 23-30 High School Graduate or General 07-09 Street Education: No formal Equivalency Degree: This is education education, instead all skills are learned for the average person who has from parents (if any) and on the streets. completed basic education at a school or The character is not necessarily a series of schools, but not the advanced criminal, low-life, or an anti-authority education a college provides. Base punk, although gang membership is Minimum Skills: Read/Write Native possible (01-33% chance, may or may Language, Speak Native Language, not still be an active member). Base Basic Math. Select Two Basic Skill Minimum Skills: Speak Native Programs. (+5% to Base Minimum Language, Basic Math. Automatically Skills and Skill Programs.) Select eight gets Literacy: Native Language at 30%, Secondary skills. Prowl, Streetwise and W.P. Knife or W.P. Blunt (pick one). Select four 31-34 Trade School or On-The-Job Secondary Skills. Training: This is special training for one

84 job or discipline. Roll on the following Speak Native Language, Basic Math. table to determine area of special Character has Hand to Hand Martial Arts training: (or equivalent) plus four physical skills. 01-15 Basic Military Training: This is Also Choose Two Basic Skill Programs your average soldier who enlisted in the and eight Secondary Skills. military from school and received the 86-00 Part-Time Inventor: This is the training to do his job. Base Minimum kind of person that likes to mess around Skills: Read/Write Native Language, in their garage, basement or attic Speak Native Language, Basic Math. creating items. Base Minimum Skills: Receives the Basic Military Skill Read/Write Native Language, Speak Program and choose One Primary MOS Native Language, Basic Math. Choose Skill Program. (+10% to Base Minimum two Gizmoteer skill program. (+10% to Skills and Military Skill Programs) Also Base Minimum Skills and Gizmoteer Choose Two Basic Skill Programs and Skill Programs) Also Choose Two Basic eight Secondary Skills. Skill Programs and eight Secondary 16-30 Basic Thug: This is your typical, Skills. run of the mill, low grade criminal. Base Minimum Skills: Read/Write Native 41-43 One Year of College: This is Language, Speak Native Language, education equivalent to one year of Basic Math. Receives the Basic Thug college, without a specific discipline or Skill Program and choose One Rogue area of study. Base Minimum Skills: Skill Program. (+10% to Base Minimum Read/Write Native Language, Speak Skills and Rogue Skill Programs) Also Native Language, Basic Math, Advanced Choose Two Basic Skill Programs and Math. Select Two Basic Skill Programs. eight Secondary Skills. (+10% to Base Minimum Skills and 31-45 Basic Police: This is an average Skill Programs) Select eight Secondary beat cop. Base Minimum Skills: skills. Read/Write Native Language, Speak Native Language, Basic Math. Receives 44-45 One Year of College and Trade the Basic Police Skill Program and School: This is education equivalent to choose One Police Skill Program. one year of college, without a specific (+10% to Base Minimum Skills and discipline or area of study and specific Police Skill Programs) Also Choose training for a job or discipline. Roll on Two Basic Skill Programs and eight the following table to determine area of Secondary Skills. special training: 46-70 Basic Civilian Training: Base 01-15 Advanced Military Training: This Minimum Skills: Read/Write Native is specialized training that a person has Language, Speak Native Language, received to help them perform their jobs Basic Math. Select Two Basic Skill and is typically found among NCO Programs. (+10% to Base Minimum types. Base Minimum Skills: Read/Write Skills and Skill Programs) Select ten Native Language, Speak Native Secondary skills. Language, Basic Math. Receives the 71-85 Student Martial Artist: A student Basic Military Skill Program and choose undergoing martial arts training, yet not One Primary MOS Skill Program and completely skilled. Base Minimum One Secondary MOS Skill Skills: Read/Write Native Language, Program(+15% to Base Minimum Skills

85 and Military Skill Programs). Choose significant time to making them work. Two Basic Skill Programs and ten Base Minimum Skills: Read/Write Secondary Skills. Native Language, Speak Native 16-30 Enforcer/Bodyguard: A more Language, Basic Math. Choose Three advanced and experienced version of the Gizmoeteer Skill Programs (+15% to basic thug. Base Minimum Skills: Read/ Base Minimum Skills and Military Skill Write Native Language, Speak Native Programs). Choose Two Basic Skill Language, Basic Math. Choose Three Programs and ten Secondary Skills. Rogue Skill Program(+15% to Base Minimum Skills and Rogue Skill 49-56 Two Years of College: This is Programs). Choose Two Basic Skill education equivalent to two years of Programs and ten Secondary Skills. college, without a specific discipline or 31-45 Private Eye/Detective: This is area of study. Base Minimum Skills: either a senior police detective or a Read/Write Native Language, Speak former military/espionage agent/police Native Language, Basic Math, Advanced person who has taken up private work. Math. Select Four Basic Skill Programs. Base Minimum Skills: Read/Write (+15% to Base Minimum Skills and Native Language, Speak Native Skill Programs) Select ten Secondary Language, Basic Math. Choose One skills. Espionage Skill Program and Two Police Skill programs (+15% to Base 57-58 Two Years of College and Trade Minimum Skills and Espionage/Police School: This is education equivalent to Skill Programs). Choose Two Basic Skill two years of college, without a specific Programs and ten Secondary Skills. discipline or area of study and specific 46-70 Advanced Civilian Training: Base training for a job or discipline. Roll on Minimum Skills: Read/Write Native the following table to determine area of Language, Speak Native Language, special training: Basic Math, Advanced Math. Select 01-15 Military Specialist Training: This Three Basic Skill Programs. (+10% to is similar to advanced training, but is Base Minimum Skills and Skill usually reserved for special areas of Programs) Select ten Secondary skills. operations in military service. Base 71-85 Military Martial Artist: Another Minimum Skills: Read/Write Native form of advanced military training, Language, Speak Native Language, where the special focus is martial arts Basic Math, Advanced Math. Receives instead of other military skills. Base the Basic Military Skill Program and Minimum Skills: Read/Write Native choose One Primary MOS Skill Program Language, Speak Native Language, and Two Secondary MOS Skill Basic Math. Receives the Basic Military Programs. (+20% to Base Minimum Skill Program and choose One (non- Skills and Military Skill Programs) Exclusive) Martial Art style (+15% to Choose Three Basic Skill Programs and Base Minimum Skills and Military Skill ten Secondary Skills. Programs). Choose Two Basic Skill 16-30 Con Man: A mid-level criminal Programs and ten Secondary Skills. that prefers guile to physical 86-00 Dreamer Gizmoteer: A person intimidation. Base Minimum Skills: who is constantly dreaming up new ideas Read/Write Native Language, Speak and creations, and has developed some Native Language, Basic Math, Advanced

86 Math. Choose Three Rogue Skill Skills and Gizmoteer Skill Programs) Programs. (+20% to Base Minimum Choose Three Basic Skill Programs and Skills and Rogue Skill Programs) ten Secondary Skills. Choose Three Basic Skill Programs and ten Secondary Skills. 61-63 Three Years of College: This is 31-45 Federal Agent: Federal Agents are education equivalent to three years of a specialized form of national police that college, without a specific discipline or handle internal incidents within the area of study. Base Minimum Skills: country. Base Minimum Skills: Read/Write Native Language, Speak Read/Write Native Language, Speak Native Language, Basic Math, Advanced Native Language, Basic Math, Advanced Math. Select Five Basic Skill Programs. Math. Choose Two Espionage/Police (+20% to Base Minimum Skills and Skill Programs and One Police Skill Skill Programs) Select ten Secondary Program (+20% to Base Minimum Skills skills. and Espionage/Police Skill Programs) Choose Three Basic Skill Programs and 64-65 Three Years of College and Trade ten Secondary Skills. School: This is education equivalent to 46-70 Civilian Specialist Training: Base three years of college, without a specific Minimum Skills: Read/Write Native discipline or area of study and specific Language, Speak Native Language, training for a job or discipline. Roll on Basic Math, Advanced Math. Select the following table to determine area of Four Basic Skill Programs. (+15% to special training: Base Minimum Skills and Skill 01-15 Military Warrant Officer Training: Programs) Select twelve Secondary These are former enlisted types who skills. have been given (or taken at their 71-85 Worldly Martial Artist: A martial option) collegiate style training that artist who snuck out and spent some makes them nominal officers, but instead time learning about the world instead of of being line officers (those given a meditating. Base Minimum Skills: Read/ place in the chain of command...aka Write Native Language, Speak Native command officers), these are usually Language, Basic Math, Advanced Math. technical specialists in their field. Base Choose one Exclusive style or two non- Minimum Skills: Read/Write Native Exclusive martial art styles or one non- Language, Speak Native Language, Exclusive style and either the Special Basic Math, Advanced Math. Receives Martial Arts Bonus or the Special the Basic Military Skill Program and Abilities of the Master. (+20% to Base choose One Primary MOS Skill Program Minimum Skills and Martial Art skills.) and One Secondary MOS Skill Program. Choose Three Basic Skill Programs and (+25% to Base Minimum Skills and ten Secondary Skills. Military Skill Programs) Choose Four 86-00 Tinker Gizmoteer: A wild-eyed Basic Skill Programs and ten Secondary genius who constantly creates new Skills. items. Base Minimum Skills: 16-30 Professional Thief: A professional Read/Write Native Language, Speak criminal who concentrates on high-end Native Language, Basic Math, Advanced thefts. Base Minimum Skills: Math. Choose Three Gizmoteer Skill Read/Write Native Language, Speak Programs. (+20% to Base Minimum Native Language, Basic Math, Advanced

87 Math. Receives the Professional Thief Advanced Math. Choose Four Skill Program and choose three Gizmoteer Skill Programs (+25% to Espionage/Rogue Skill Programs. Base Minimum Skills and Military Skill (+25% to Base Minimum Skills and Programs) Choose Three Basic Skill Espionage/Rogue Skill Programs) Programs and ten Secondary Skills. Choose Three Basic Skill Programs and ten Secondary Skills. 68-73 Four Years of College: This is 31-45 Espionage Agent: The typically education equivalent to four years of international espionage agent of a college, without a specific discipline or country. Base Minimum Skills: area of study. Base Minimum Skills: Read/Write Native Language, Speak Read/Write Native Language, Speak Native Language, Basic Math, Advanced Native Language, Basic Math, Advanced Math. Choose Four Espionage Skill Math, Research. Select Six Basic Skill Programs. (+25% to Base Minimum Programs. (+25% to Base Minimum Skills and Espionage Skill Programs) Skills and Skill Programs) Select ten Choose Three Basic Skill Programs and Secondary skills. ten Secondary Skills. 46-70 Accomplished Civilian Training: 74-75 Fours Years of College and Trade Base Minimum Skills: Read/Write School: This is education equivalent to Native Language, Speak Native four years of college, without a specific Language, Basic Math, Advanced Math. discipline or area of study and specific Select Five Basic Skill Programs. (+20% training for a job or discipline. Roll on to Base Minimum Skills and Skill the following table to determine area of Programs) Select twelve Secondary special training: skills. 01-15 Military Officer Training: Straight 71-85 Dedicated Martial Artist: Base from N&S's Academy Officer, these are Minimum Skills: Read/Write Native the guys that go to college and receive Language, Speak Native Language, their commission as line officers in the Basic Math, Advanced Math. Choose military (certain special education one Primary (Exclusive) form and one programs that specialize in making Secondary form, or three (3) Secondary officers is also represented by this). Base forms, or One Exclusive form and the Minimum Skills: Read/Write Native Special Martial Arts Bonus or two Language, Speak Native Language, Secondary forms and the Special Martial Basic Math, Advanced Math. Receives Arts Bonus. The Special Martial Arts the Basic Military Skill Program and Bonus may be substituted with the choose One Primary MOS Skill Program Special Abilities of the Master. (+25% to and Three Secondary MOS Skill Base Minimum Skills and Martial Art Programs. (+25% to Base Minimum Skills) Choose Two Basic Skill Skills and Military Skill Programs) Programs and ten Secondary Skills. Choose Two Basic Skill Programs and 86-00 Research & Development ten Secondary Skills. Specialist: A highly paid specialist who 16-30 Hit Man: A professional assassin. works for a major economic, political, or Base Minimum Skills: Read/Write military organization. Base Minimum Native Language, Speak Native Skills: Read/Write Native Language, Language, Basic Math, Advanced Math. Speak Native Language, Basic Math, Choose Four Espionage/Rogue

88 Programs. (+25% to Base Minimum Gizmoteer Skill Programs). Choose Two Skills and Espionage/Rogue Skill Basic Skill Programs and ten Secondary Programs) Choose Four Basic Skill Skills. Programs and ten Secondary Skills. 31-45 Black Ops Agent: A highly 81-84 Bachelor's Degree: This is trained espionage specialist for handling education equivalent to one or two years those difficult missions. Base Minimum of college, in a specific discipline Skills: Read/Write Native Language, allowing them to gain a Bachelor's Speak Native Language, Basic Math, Degree in that discipline. Base Minimum Advanced Math. Choose Five Espionage Skills: Read/Write Native Language, Skill Programs. (+25% to Base Speak Native Language, Basic Math, Minimum Skills and Espionage Skill Advanced Math, Research. Select Three Programs) Choose Two Basic Skill Basic Skill Programs. (+15% to Base Programs and ten Secondary Skills. Minimum Skills and Skill Programs) 46-70 Successful Civilian Training: Base Select ten Secondary skills. Minimum Skills: Read/Write Native Language, Speak Native Language, 85-86 Master's Degree: This is education Basic Math, Advanced Math, Research. equivalent to three to four years of (+25% to Base Minimum Skills and college, in a specific discipline allowing Skill Programs) Select Six Basic Skill them to gain a Master's Degree in that Programs. Select twelve Secondary discipline. Base Minimum Skills: Read/ skills. Write Native Language, Speak Native 71-85 Instructor Martial Artist: An Language, Basic Math, Advanced Math, advanced martial artist who teaches his Research. Select Four Basic Skill knowledge. Base Minimum Skills: Read/ Programs. (+20% to Base Minimum Write Native Language, Speak Native Skills and Skill Programs) Select ten Language, Basic Math, Advanced Math. Secondary skills. Choose one Primary (Exclusive) style and one Secondary style, or three (3) 87-88 Multiple Bachelor's Degrees: This Secondary styles. Also choose either the is education equivalent to three to four Special Martial Arts Bonus or the years of college, in more than one Special Abilities of the Master. Note: discipline, allowing the character to gain One secondary form can be replaced Bachelor's Degrees in several areas. Roll with the Special Martial Arts Bonus or on the following table to determine area the Special Abilities of the Master. of special training: (+25% to Base Minimum Skills and 01-15 Warmaster: The most highly Martial Art skills). Choose Two Basic trained professional soldier in the world. Skill Programs and ten Secondary Skills. Base Minimum Skills: Read/Write 86-00 Master Gizmoteer: A highly Native Language, Speak Native creative genius who spends his time Language, Basic Math, Advanced Math. creating new and wonderful creations. Receives the Basic Military Skill Base Minimum Skills: Read/Write Program and choose One Primary MOS Native Language, Speak Native Skill Program and Three Secondary Language, Basic Math, Advanced Math. MOS Skill Programs and choose One Choose Five Gizmoteer Skill Programs (non-Exclusive) Martial Art style. (+25% to Base Minimum Skills and (+25% to Base Minimum Skills and

89 Military Skill Programs) Choose Two depending on their whims. Base Basic Skill Programs and ten Secondary Minimum Skills: Read/Write Native Skills Language, Speak Native Language, 16-30 Super Villain: The head of a large Basic Math, Advanced Math. Choose criminal organization. Base Minimum Five Gizmoteer Skill Programs (+25% to Skills: Read/Write Native Language, Base Minimum Skills and Gizmoteer Speak Native Language, Basic Math, Skill Programs). Choose Four Basic Advanced Math. Choose Five Skill Programs and ten Secondary Skills. Espionage/Rogue Programs. (+25% to Base Minimum Skills and 91-94 Doctorate or Ph.D: This is Espionage/Rogue Skill Programs) education equivalent to four to six years Choose Four Basic Skill Programs and of college, in a specific discipline ten Secondary Skills. allowing them to gain a Doctorate or 31-45 Super Agent: The best of the best Ph.D in that discipline. Base Minimum of the best. 007 doesn't have anything on Skills: Read/Write Native Language, these guys. Choose Five Speak Native Language, Basic Math, Espionage/Military Skill Programs. Advanced Math, Research. Select Six (+25% to Base Minimum Skills and Basic Skill Programs.(+25% to Base Espionage/Military Skill Programs) Minimum Skills and Skill Programs) Choose Four Basic Skill Programs and Select ten Secondary skills. ten Secondary Skills. 46-70 Business Tycoon: Base Minimum 95-96 Multiple Master's Degrees: This is Skills: Read/Write Native Language, education equivalent to three to four Speak Native Language, Basic Math, years of college, in more than one Advanced Math, Research. Select Six discipline, allowing the character to gain Basic Skill Programs. (+20% to Base Bachelor's Degrees in several areas. Minimum Skills and Skill Programs) Base Minimum Skills: Read/Write Select twelve Secondary skills. Native Language, Speak Native 71-85 Ancient Master Martial Artist: Language, Basic Math, Advanced Math, The ultimate martial artist who has Research. Select Seven Basic Skill devoted a significant portion of his life Programs. (+25% to Base Minimum to mastering the martial arts. Base Skills and Skill Programs) Select ten Minimum Skills: Read/Write Native Secondary skills. Language, Speak Native Language, 97-98 Post Graduate Training: This is Basic Math, Advanced Math. Choose education equivalent to six to eight years one Primary (Exclusive) form and one of college, in a specific discipline Secondary form, or three (3) Secondary allowing them to gain be considered as a forms. Also receives both the Special Post Graduate for that discipline. Base Martial Arts Bonus and the Special Minimum Skills: Read/Write Native Abilities of the Master. (+25% to Base Language, Speak Native Language, Minimum Skills and Martial Art skills). Basic Math, Advanced Math, Research. Choose Two Basic Skill Programs and Select Seven Basic Skill Programs. ten Secondary Skills. (+30% to Base Minimum Skills and 86-00 Mad Scientist Gizmoteer: The Skill Programs) Select twelve Secondary mad scientist is the ultimate gizmoteer, skills. building all kinds of machines

90 99-00 Multiple Doctorates: This is Basic: Bounty Hunter Skill Program education equivalent to eight to ten years by Mantisking of college, in more than one discipline, Stalk and Capture allowing the character to gain Doctorates Law (General) or Ph.Ds in several areas. Base Detect Concealment Minimum Skills: Read/Write Native Detect Ambush Language, Speak Native Language, Choose two (2) W.P.s Basic Math, Advanced Math, Research. Select Ten Basic Skill Programs. (+30% Basic: Bounty Hunter Program to Base Minimum Skills and Skill by Kygo (Note: Designed for Heroes Programs) Select twelve Secondary Unlimited/BTS) skills. Radio: Basic Intelligence Basic Skill Programs Criminal Science Basic: Artist Streetwise by Shotgunlo Law Art (+ 10%, professional quality) W.P. Blunt Drawing (+ 15%, professional quality) W.P. Auto Pistol or Revolver Forgery (+ 10%) Note: This is only available to On the Job Training, One, Two, Three and Four Basic: Attorney Years of College and Military Specialist. by Shotgunlo Computer Operation Basic: Business Law (general) by Shotgunlo Law: Select 3 Accounting Public Speaking Advertising Research Business Management Writing (+ 10%, professional quality) Computer Operation Economics Basic: Bard Math: Advanced by Shotgunlo Research Language (+ 25%) Literacy (+ 35%) Basic: Business Poetry (+ 15%, professional quality) by Mantisking Play Musical Instrument (+ 15%, Advanced Mathematics professional quality) -or- select 2 (+ 5%) Business & Finance Sing (+ 10%, professional quality) Computer Operation Law(general) Basic: Biker Research by Kuseru Basic Mechanics(+5%) Basic: Business Mountain Bike Mechanics(+5%) by Kuseru Pilot Motorcycle(+10%) Basic Math(+10%) Pilot Mountain Bike(+5%) Business & Finance(+10%) Offensive Driving Computer Operation(+10%) Law(+10%)

91 Research(+10%) Civil Engineer(+10%) Highway Design & Engineer(+5%) Basic: Canadian Studies Sanitary Engineer(+5%) by Shotgunlo Surface Materials Technology(+5%) History: Era-Specialization: Canadian Language: English Basic: Cowboy Language: French by Kuseru Law: Canadian Horsemanship: Cowboy(+15%) Literacy: English Select any four (4) other Cowboy skills Literacy: French with a +10% to each

Basic: Chinese Studies Basic: Electronics Technician by Shotgunlo by Kuseru Chinese Classical Studies Basic Math(+5%) History: Era-Specialization: Chinese Computer Operation (+10%) Language: Chinese (Stage 3) Electrical Engineer(+15%) Law: Chinese One Electrical Skill Of Choice with a Literacy: Chinese (Stage 3) +10% Lore: Chinese Mythology: Buddhist Lore: Chinese Mythology: Taoist Basic: Entertainer Marxism/Leninism/Maoism by Kuseru Pick any four Performing Arts Basic: Cultist skills(+10% to each) by Kuseru Lore: Demons & Monsters or Aliens Basic: Fire Fighter (+10%) by Kuseru Lore: Magic or Religion (+5%) Fire Fighting Techniques(+15%) Lore: Geomancy & Ley Lines (+5%) First Aid(+10%) Lore: Cults & Sects (+10%) Pilot Commercial Vehicles(+5%) W.P. Knife Safety Engineer(+10%)

Basic: Explorer Basic: Fire Fighter by Shotgunlo by Shotgunlo Climbing Body Building & Weight Lifting Dowsing Climbing Land Navigation Fire Fighting Mountaineering Land Navigation Prospecting Offensive Driving Spelunking Paramedic Swimming Pilot: Truck Wilderness Survival Running Search Basic: Civil Engineer * Parachuting by Kuseru Advanced Math(+5%) Basic: General Handyman Architectural Design(+10%) by Kuseru

92 Basic Electronics(+10%) Land Navigation(+5%) Basic Mechanics(+10%) Track Animals(+10%) General Repair/Maintenance(+10%) Wilderness Survival(+10%) Jury Rig(+10%) W.P. Rifle Radio: Basic(+10%) Basic: Language Basic: Historian by Shotgunlo by Shotgunlo Literacy: Select 5 Computer Operation History (general) Basic: Linguist History: Era-Specialization: Select 3 by Shotgunlo Language: Select 1 Anthropology Literacy: Select 2 Computer Operation Research Language: Select 3 Writing Literacy: Select 3 Phonetics Basic: Homemaker Research by Shotgunlo Writing Barbering Lore: Pick any five (5) Lore skills (+ Cook (+ 5%) 10%) Fashion & Design Floral Arrangement Basic: Lore Skill Program Gardening (+ 5%) by Kuseru Play Musical Instrument Select four Lore skills (+10% each) Sew (+ 5%) Sing Basic: Master Chef * Any skill can be traded in for another by Shotgunlo skill to reach professional quality (+ Art (+ 10%) 10%, + 15% if added to Cooking, Biology Gardening, or Sewing) Botany Cook (+ 25%, professional quality) Basic: Hotshot (Wilderness Firefighter) Dieting by Mantisking Language and Literacy (+ 20%) Pre-requisites: Character must possess a Zoology minimum P.S. and P.E. of 10. Fire Assessment and Response (+10%) Basic: Merchantman Fire Damage Assessment (+8%) by Kuseru Forestry (+%) Pilot Ship(+10%) Wilderness Survival (+5%) Read Sensory Instruments(+5%) Radio: Basic Operations Rope Works(+10%) Forced March Seamanship(+10%) Swimming(+10%) Basic: Hunter by Kuseru Basic: Middle Eastern Studies Fishing(+5%) by Shotgunlo Hunting

93 History: Era-Specialization: Middle- Basic: Musician Eastern by Shotgunlo Language: Arabic Sing (+ 5%) Language: Hebrew Dance (+ 5%) Language: Yiddish Musical Composition (+ 10%) Literacy: Arabic Play Musical Instrument (+ 15%, Literacy: Hebrew professional quality) -or- Sing (+ 15%, Literacy: Yiddish professional quality) Lore: Christian Play Musical Instrument: Select 2 (+ Lore: Hebrew/Jewish 5%) -or- Dance (+ 15%, professional Lore: Islam/Muslim quality)

Basic: Mining Engineer Basic: Outdoorsman by Kuseru by Kuseru Gemology(+5%) Wilderness Survival(+10%) Geology(+10%) Choose any four (4) wilderness skills Geophysics(+5%) with a +10% Metallurgy(+5%) Basic: Modern Weapons Mining Engineer(+15%) Select any three (3) Modern W.P.s. Petrology(+5%) Prospecting(+10%) Basic: Physical Anthropologist by Shotgunlo Basic: Modern Weapon Anthropology by Shotgunlo Archaeology Select any 4 Modern W.P. Biology Chemistry Basic: Monster Language Chemistry: Analytical by Shotgunlo Criminal Sciences & Forensics Language: Dragonese/Elven (+ 25%) Computer Operation Literacy: Dragonese/Elven (+30%) Drawing Language: Select 3 of the following (+ Math: Advanced 20%): Physics Demongogian, Dwarven, Faerie Speak, Research Gargoyle, Giantese/Troll, Gobblely, Writing Larhold, Zoology Wolfen Basic: Peking Opera Skill Program Basic: Music Academy Program by Mantisking by Mantisking Minimum M.E.: 10, Minimum P.E.: 10 Play Musical Instrument (+5%) Chinese Literacy (Stage 2) (+5%) History: Music Gymanstics (+2% to all sub-skills) Musical Theory (+10%) Acrobatics (+2% to all sub-skills) Musical Composition Acting (+10%) Choose one: Play Musical Instrument Mime (+10%) (+10%) or Sing (+10%) Singing (+10%)

94 Choose One (Public Speaking, Poetry, Basic: Ranger Dance) (+5%) by Shotgunlo Cooking (+ 5%) Basic: Political Activist Dowsing (+ 5%) by Shotgunlo Fishing (+ 5%) History (general) Land Navigation (+ 5%) Language Tracking (+ 5%) Law (general) Wilderness Survival (+ 10%) Law: Select 1 specialty Select any 3 Wilderness skills (+ 5%) Literacy * Holistic Medicine Public Speaking Writing Basic: Russian Studies by Shotgunlo Basic: Professional Race Car Driver History: Era-Specialization: Russian by Kuseru Language: Russian Offensive Driving(+5%) Law: Russian Pilot Automobile(+10%) Literacy: Russian Pilot Pro Race Car(+15%) Marxism/Leninism/Maoism Read Sensory Instruments(+5%) Philosophy: Christian: Eastern Orthodox Winter Survival Basic: Professional Athlete by Shotgunlo Basic: Sailor Athletics by Shotgunlo Dieting Astrogation Running Astronomy Select 1 Physical skill (+ 25%, Navigation professional quality) Pilot: Boat: Motor & Hydrofoil Select 2 Physical skills (+ 10%, Pilot: Boat: Rafts & Canoes professional quality) Pilot: Boat: Sail Type Radio: Basic Basic: Pyrotechnics Designer Rope Works by Mantisking Seamanship (+ 10%) Pyrotechnics (+15%) Sew (+ 5%) Chemistry (+5%) Basic: Seminarian Demolitions (+5%) by Shotgunlo Computer Operations Lore: Select 2 Computer Programming Philosophy: Select 1 Public Speaking Basic: Pyrotechnics Engineer Research by Mantisking Sing Pyrotechnics (+10%) Writing Basic Electronics (+5%) Basic Mechanics Basic: Slayer (Supernatural Hunting) Demolitions Disposal (+10%) Program (New) W.P. Mortar by Kygo (Note: Designed for Heroes Unlimited/BTS)

95 Hunting Pilot: Automobile (+10%) Land Navigation Offensive Driving (+10%) Prowl Detect Ambush (+5%) Tracking Two Lore and/or Weapon skills of Basic: Tailor choice by Shotgunlo Art Basic: Smokejumper Disguise by Mantisking Fashion & Design (+ 20%, professional Pre-requisites: Character must possess quality) the Hotshot Skill Program. Language/Literacy: French Parachuting (+10%) Language/Literacy: Italian Land Navigation (+4%) Sew (+ 30%, professional quality) Mountaineering (+5%) Technical First Aid (+5%) Pick any five (5) Technical skills (+ Running 10%) Basic Athletics Basic: Technical Basic: Sports by Mantisking by Shotgunlo Select 5 Technical skills Select 2 (+ 5%) -or- 1 (+ 15%, professional quality) Basic: Thrill-Seeker Select 1 additional physical skill by Shotgunlo Select 5 of the following: Basic: Stage Magician Athletics, Climbing, Mountaineering, by Shotgunlo Parachuting, Pilot: Select 1 (probably Concealment fast or bizarre), Skiing (+ 10%, Contortionist professional quality, choose specialty), Jesting Spelunking, Sports (+10%, professional Juggling quality), Swimming: Comptetitive, Palming Swimming: S.C.U.B.A., Waterskiing & Pick Locks Surfing Public Speaking Ventriloquism Basic: Trucker * Escape Artist by Kuseru Auto Mechanics(+5%) Basic: Survival/Wilderness Pilot Freight Hauler(+10%) by Mantisking Pilot Small Truck(+5%) Wilderness Survival Pilot Large Truck(+10%) Select 4 from (Boat Building, Carpentry, Navigation(+5%) Hunting, Identify Plants & Fruits, Land Navigation, Preserve Food, Skin & Espionage Skill Programs Prepare Animal Hides, Track Animals) Espionage: Agent Program (New) by Kygo (Note: Designed for Heroes Basic: Tactical Driving School Unlimited/BTS) by Mantisking Hand to Hand: Basic

96 W.P. Auto Pistol or Revovler Interrogation(+10%) W.P. Rifle or Auto Rifle Intelligence(+5%) Criminal Science/Forensics Night Fighting(+10%) Anthropology Optic Systems(+5%) Tailing Sniper Research Tracking(+15%) Pick any four modern/military W.P.s Espionage: Assassin Skill Program (New) Espionage: Deep Cover by Kygo (Note: Designed for Heroes by Shotgunlo Unlimited/BTS) Intelligence Hand to Hand: Assassin or Ranged Interrogation Combat: Sniper Seduction Disguise Streetwise Prowl Sniper or Toxicology Espionage: Evasion Specialist W.P. Rifle or Auto Rifle by Kuseru W.P. Auto Pistol Camouflage(+10%) Note: This is only available to Street Climbing(+5%) Schooled, On the Job Training/Trade Detect Ambush(+10%) Schooled, Military and Military Disguise(+5%) Specialist characters. However, if a Escape Artist(+15%) Street Schooled character wants this Impersonation(+5%) program it will take the place of all their Pick Locks(+5%) normal scholastic skills. It will also Prowl(+10%) automatically give the character the Running "four known skills known to all Swimming(+5%) regardless of education level." However, they still retain their secondary skills. Espionage: Information Gathering by Shotgunlo Espionage: Assassin: Covert Computer Hacking by the Key Intelligence Demolitions Research Intelligence Espionage: Professional Thief Surveillance Systems by Shotgunlo Escape Artist Intelligence Streetwise Espionage: Bodyguard/Assassin by Shotgunlo Espionage: Security Specialist Assassination Techniques by Shotgunlo Intelligence Anthropology Intelligence Espionage: "Black" Operative Trap/Mine Detection by Kuseru Detect Ambush(+10%) Espionage: Spatial Intrusion Engineer Detect Concealment(+15%) by Kuseru

97 Climbing(+10%) 10% to physical skills). AR can also bbe Computer Operation(+5%) iincreased by a maximum of 2 points. Disguise(+5%) The light bullet-proofing clothing Forgery(+5%) gimmick can also be constructed at $500 Impersonation(+5%) per 10 SDC, to a maximum of 40 SDC Locksmith(+10%) absorption. Another trick is to build Optic Systems(+10%) small weapons like pistols, stun guns, Pick Locks(+10%) spike launchers, etc., into armor, Safecracker(+10%) especially hard armors, or combat Surveillance Systems(+15%) gauntlets. The Basic Gizmoteer TV/Video(+10%) Construction Skill is used to create, repair, or modify armors, though specific Espionage: Spy Network Administration skills like armorer and mechanical by Shotgunlo engineer are used to work on Anthropology environmental systems, built-in Intelligence weapons, and other special features. Armorer (+10%) Espionage: Surveillance Specialist Blacksmith (+20%) by Shotgunlo Chemistry (+10%) Archaeology Chemistry: Analytical (+15%) Intelligence Leatherworking (+20%) Read Sensory Equipment Mechanical Engineer (+15%) Streetwise Metallurgy (+20%)

Gizmoteer Skill Programs Gizmoteer: Building Construction Gizmoteer: Armor Construction by Kuseru by Tinker Dragoon Architectural Design(+10%) This program allows a character to make Basic Electronics(+5%) and repair all kinds of conventional body Carpentry(+15%) armors, both ancient and modern, Civil Engineer(+20%) including the concealed types. Electricity Generation(+5%) Equivalent to the armor creation skill of Fortification(+5%) the Hardware: Analytical Genius from Masonry(+15%) HU. For those without the book: Any of Metal Construction(+15%) the armors listed in the equipment Sanitary Engineer(+10%) section can be made at 10% of the listed Sculpture(+10%) cost. Ancient armors require 12 hours of work for each 10 SDC, and modern Gizmoteer: Computer Hacking armors require 24 hours of work for each by Shotgunlo 10 SDC. The character can also modify Artificial Intelligence (+ 10%) armors, adding up to +10% of the total Computer Hacking (+ 20%) armor SDC without decreasing the Cyberjacking -or- Neural Interface (+ mobility of the armor. A maximum of 5%) +25% can be added to a suit of armor, but then it will be heavy and slightly Gizmoteer: Computer operation awkward (-1 to all combat rolls and - by the Key

98 Computer Programming Math:Advanced Computer Repair *Radio: Basic for remote timers Math:Basic Gizmoteer: Explosive Construction Gizmoteer: Containment Fabrication by Shotgunlo by Shotgunlo Trap Construction Carpentry Underwater Demolitions (+ 10%) Masonry Locksmith & Security Systems Locate Secret Compartments/Doors Trap Construction Trap/Mine Detection Gizmoteer: Cybernetics by Shotgunlo Gizmoteer: Locksmith/Security or Computer Repair (+ 5%) Computer hacker Cybernetic Repair (+ 20%) by the Key Robot Electronics (+ 10%) Surveillance Systems Robot Mechanics (+ 10%) Picklocks Mehcanical Engineer Gizmoteer: Cybernetics ECM?? by the Key Electrical Engineering Gizmoteer: Nanorobotics Mechanical Engineer by Kuseru Surveillance Systems Computer Repair(+5%) *Biology for making it work Electrical Engineer(+5%) weapons, sensors, etc. need the Mechanical Engineer(+5%) appropriate skills. Needs M.D. for Nanomanufacturing(+20%) installation Nanorobotics(+25%) Robot Electronics(+10%) Gizmoteer: Electronic Communication Robot Mechanics(+10%) by Shotgunlo Computer Operations (+ 20%) Gizmoteer: Nanotechnology Cryptography (+ 10%) by Kuseru Radio: Deep Space (+ 5%) Math: Advanced(+5%) Read Sensory Equipment (+ 10%) Biology(+10%) Chemistry(+10%) Gizmoteer: Electronic Communication Chemistry: Analytical(+5%) by the Key Computer Operation(+5%) ECM Computer Programming(+10%) Electrical Engineer Nanotechnology(+25%) Radio: Basic, Scrambler, Satellite Gizmoteer: Naval Engineer Gizmoteer: Explosive expert by Shotgunlo by the Key Carpentry Basic Electronics Mechanical Engineer Chemistry Electrical Engineer Cehmcial : Analytical Hydrology Demolitions: Disposal Plumbing

99 Marine/Naval Engineer Circuit Board Micro-Electronics Submersible Vehicle Mechanics Computer Operations Pilot: Boat (Select 2) Computer Programming Robot Mechanics Gizmoteer: Professional R.P.G. Designer by Mantisking Gizmoteer: Spacecraft Construction Advanced Mathematics by Shotgunlo Computer Operation Computer Operation RPG Design (+4%) Computer Repair Writing (+2%) Drive Repair: Chemical Choose One: Art (+%), Business & Drive Repair: Select 2 Finance (+%), or Computer Imaging (+ Electrical Engineer %) Jet Aircraft Mechanics Math: Advanced Gizmoteer: Robot Construction Mechanical Engineer by Kuseru Oxygen Systems Armorer(+5%) Read Sensory Equipment Artificial Intelligence(+10%) Satellite Systems Computer Operation(+10%) Spaceship Mechanics Computer Programming(+5%) Submersible Vehicle Mechanics Computer Repair(+5%) Electrical Engineer(+10%) Gizmoteer: Vehicle Construction Mechanical Engineer(+10%) by Shotgunlo Robot Electronics(+15%) Vehicle Armorer Robot Engineer(+20%) Weapons Engineer Robot Mechanics(+15%) Weapon Construction Weapons Engineer Gizmoteer: Robot Construction by Shotgunlo Gizmoteer: Weapons Engineer Program Artificial Intelligence by Kygo (Note: Designed for Heroes Circuit Board Micro-Electronics Unlimited/BTS) Computer Operation Basic Math Computer Programming Advanced Math Computer Repair Electrical Engineer Electrical Engineer Mechanical Engineer Mechanical Engineer Weapons Engineer Pilot: Robots & Power Armor Armorer Robot Combat: Basic Note: The character must first get all the Robot Combat: Power Armor Basic required skills before getting this Robot Electronics program Robot Mechanics Weapons Engineer Medical Skill Programs Medical: Alternative Medicine Gizmoteer: Robotics by Shotgunlo by Mantisking Biology Advanced Mechanics Botany

10 Chemistry Streetwise Chemistry: Analytical Chemistry: Pharmaceutical Medical: Cyber Doctor Holistic Medicine by Shotgunlo Lore: Healing MD in Cybernetics Massage Therapy Juicer Technology Math: Advanced Dentist Nutrition Dentistry Paramedic Paramedic Pathology Pathology Sea Holistic Medicine Chemistry Chemistry: Analytical Medical: Alternative Medicine Chemistry: Pharmaceutical by Kuseru Math: Advanced Aboriginal Medicine(+15%) Nutrition Biology(+10%) Holistic Medicine(+15%) Medical: Dentist Sea Holistic Medicine(+15%) by Kuseru Snake Doctor Medicine(+15%) Advanced Math(+5%) Biology(+10%) Medical: Athletic Physician Chemistry: Pharmaceutical(+15%) by Shotgunlo Dentistry(+25%) Biology Microbiology(+15%) Chemistry Pathology(+5%) Chemistry: Analytical Radiation Technology: Medical(+10%) Chemistry: Pharmaceutical Field Surgery Medical: Emergency Medical MD in Cybernetics Technician Medical Doctor by Shotgunlo Nutrition Biology Pathology Chemistry Plastic Surgery Chemistry: Pharmaceutical Climbing Medical: Criminal Pathologist Offensive Driving by Shotgunlo Paramedic Biology Pilot: Automobile Botany Running Chemistry Streetwise Chemistry: Analytical Criminal Science & Forensics Medical: Forensics Drawing (+ 15%, professional quality) by Kuseru Graphology Advanced Math(+6%) Interrogation Biology(+10%) Math: Advanced Chemistry(+10%) Paramedic Chemistry: Analytical(+10%) Psychology Criminal Science & Forensics(+20%)

10 Paramedic(+15%) Basic Math(+5%) Research(+5%) Biology(+10%) Business & Finance(+10%) Medical: Geneticist Computer Operation(+10%) by Shotgunlo Paramedic(+15%) Biology Chemistry Medical: Medical Doctor Chemistry: Analytical by Shotgunlo Chemistry: Pharmaceutical Chemistry: Pharmaceutical Pathology Field Surgery Math: Advanced Nutrition Medical Doctor Microbiology Medical: Medical Examiner MD in Genetics by Shotgunlo Transgenics Biology Botany Medical: Genetic Engineering Program Chemistry (New) Chemistry: Analytical by Kygo (Note: Designed for Heroes Criminal Sciences & Forensics Unlimited/BTS) Drawing Analytical Chemistry Math: Advanced Advanced Math Medical Doctor Botany Nutrition Genetic Manipulation Pathology Note: This program is limited to Physics characters with an education level of Toxicology PhD only. Medical: Medical Investigation Medical: Medical by Mantisking by Mantisking Advanced Mathematics Virologist Biology Microbiololgy (+10%) Chemistry Chemistry: Analytical (+10%) Criminal Sciences/Forensics Advanced Mathematics Medical Doctor Biology Pathology Chemistry Medical: Medical Orderly Medical: Medical Assistant by Mantisking by Mantisking Biology Biology Computer Operation Business & Finance HtH: Basic Computer Operation Paramedic Paramedic Pressure Point Control Tactics

Medical: Medical Assistant Medical: Medical Researcher by Kuseru by Kuseru

10 Advanced Math(+5%) Pathology Biochemistry(+10%) Psychology Bioengineering(+15%) Psychotherapy Biology(+10%) Chemistry(+5%) Medical: Psychologist Electrochemistry(+5%) by Kuseru Genetics Engineering(+15%) Advanced Math(+5%) Microbiology(+15%) Chemistry: Pharmaceutical(+10%) Research(+5%) Psychiatry(+20%) Psychobiology(+10%) Medical: Parapsychologist Psychology(+20%) by Shotgunlo Psychotherapy(+5%) Astronomy Biology Medical: Traditional Chinese Medicine Botany by Kuseru Chemistry Acupressure (+5%) Chemistry: Alchemical Acupuncture & Moxibustion (+10%) Chemistry: Analytical Chinese Herbology (+10%) Criminal Sciences & Forensics (+5%) Drawing Massage (+10%) Lore: Select 2 Math: Advanced Medical: Traditional Japanese Medicine Pathology by Kuseru Physics Acupuncture & Moxibustion (+10%) Psychology Dieting (+5%) Toxicology Japanese Herbology (+10%) Shiatsu (+10%) Medical: Pharmacist Choose one of the following (+5%): by Shotgunlo Acupressure, Sea Holistic Medicine or Biology Venom Medicine Botany Chemistry Medical: Veterinarian Chemistry: Analytical by Kuseru Chemistry: Pharmaceutical Advanced Math(+5%) Nutrition Animal Husbandry(+20%) Paramedic Biology(+10%) Pathology Chemistry: Pharmaceutical(+10%) Toxicology Entomological Medicine(+20%) Psychologist Microbiology(+10%) Biology Pathology(+15%) Chemistry Veterinarian(+20%) Chemistry: Analytical Chemistry: Pharmaceutical Medical: Veterinarian Graphology by Shotgunlo Math: Advanced Animal Husbandry Paramedic Biology

10 Chemistry Rope Works(+5%) Chemistry: Analytical Tumbling(+10%) Chemistry: Pharmaceutical * Note: Pilot Antigrav Suit, Contragrav Doctor of Veterinary Medicine Pack, or Jet Pack can be substituted for Math: Advanced Parachuting. Nutrition pick any two modern/military W.P.s Paramedic Pathology Military: Armor & Artillery * Entomological Medicine by Shotgunlo Weapon Systems Military Skill Programs Basic Military Military: Advanced Infantry Forced March by Shotgunlo Radio: Basic Command Trap/Mine Detection Fortification Military Etiquette Military: Assassin: Overt and Covert Radio: Basic by the Key Radio: Scrambler Ex-military or ex-security forces Strategy/Tactics Detect Ambush Trap Construction Tracking Sniper <+1 strike bonus> Military: Advanced Infantry Detect Concealment by Ten Tigers Prowl Read Sensory Equipment (+10%) Concealment Optic Systems (+10%) Prowl (+10%) Military: Basic Training Detect Ambush (+10%) by Ten Tigers 2 military W.P.s of choice (+1 Strike) Military Etiquette (+15%) Hand-to-Hand Expert Radio: Basic (+5%) Land Navigation (+5%) Military: Airborne Ranger Forced March by Ten Tigers Running Parachuting (+15%) Climbing (+5%) Land Navigation (+10%) Athletics Detect Ambush (+10%) Swimming* (+10%) Swimming (+5%) W.P. Bayonet (+1 Strike) Wilderness Survival (+10%) W.P. Assault Rifle (+1 Strike) 1 Military W.P. of choice (+1 Strike) W.P. Grenade Throwing (+1 Strike) Hand-to-Hand Expert Hand-to-Hand Basic * Navy only. Military: Airborne by Kuseru Military: Basic Army (Revised) Camouflage(+10%) by Kuseru Climbing(+5%) Athletics Map Reading(+5%) Military Etiquette (+10%) Parachuting(+20%) W.P. Pistol

10 W.P. Assault Rifle Trap/Mine Detection(+10%) W.P. Grenade Hand to Hand: Basic Military: Combat Engineer by Kuseru Military: Basic Naval Seamanship Architectural Design(+5%) by Kuseru Demolitions(+10%) Athletics Demolitions: Despisal(+10%) Read Sensory Instruments(+5%) Fortification(+20%) Rope Works(+10%) Military Construction(+20%) Seamanship(+10%) Pilot Combat Engineer Vehicles(+10%) Swimming(+10%) Pilot Construction Machinery(+5%) W.P. Auto Pistol Trap Construction(+5%)

Military: C4I Military: Combat Driving School by Kuseru by Mantisking Communications: Basic (+15%) Pilot: Automobile (+5%) Communications: Scrambler (+10%) Offensive Driving (+5%) Electronic Counter-Measures (+15%) Detect Ambush (+5%) Communications: Satellite Relay (+5%) W.P. Vehicle-Mounted Weapons (+1 to Computer Operation (+5%) Strike) Read Sensory Instruments (+10%) Weapon Systems (+5%)(+1 to Strike) Intelligence (+5%) Command Structure Etiquette (+10%) Military: Communications by Ten Tigers Military: Combat Diver Radio: Basic (+20%) by Mantisking Radio: Scramblers (+15%) Pilot: Deep Sea Diving Electronic Countermeasures (+15%) Pilot: Mini-Submarine Cryptography (+10%) Underwater Demolitions Select two from communications or W.P. Harpoon Gun computers (+10%)

Military: Combat Engineer Military: Counter Terrorism by Mantisking by Kuseru Camouflage Climbing(+10%) Demolitions Demolitions: Disposal(+15%) Electrical Engineer Intelligence(+5%) Mechanical Engineer Nightfighting(+5%) Military Fortification Prowl(+10%) Trap Construction Radio: Basic(+10%) Strategy/Tactics(+15%) Military: Combat Engineer - Hazardous pick one additional physical skill Materials Specialist W.P. Pistol by Mantisking W.P. Submachine Gun Demolitions Disposal (+6%) W.P. Rifle/Shotgun Nuclear, Biological, & Chemical Warfare (+20%)

10 Military: Counter Terrorism Running by Ten Tigers Read Sensory Equipment Nuclear/Biological/Chemical Warfare Radio: Basic (+15%) Weapon Systems Interrogation (+15%) Detect Ambush (+5%) Military: Guerilla Combat Detect Concealment (+15%) by Ten Tigers Trap/Mine Detection (+10%) Land Navigation (+15%) Surveillance (+10%) Wilderness Survival (+15%) Intelligence (+10%) Camouflage (+10%) Prowl (+10%) Military: Demolitions Climbing (+5%) by Ten Tigers Swimming (+5%) Demolitions (+15%) Strategy and Tactics (+10%) Demolitions Disposal (+15%) 4 W.P.s of choice (Any, including Trap Construction (+10%) sniper/marksmanship) Detect/Remove Traps (+15%) Hand-to-Hand Expert Basic Mechanics (+5%) Basic Electronics (+5%) Military: Helicopter Aviation Read Sensory Equipment (+5%) by Shotgunlo Military Intelligence Military: Driver Military Etiquette by Ten Tigers Pilot one military land vehicles at Military: Intelligence (+25%) or two at (+15%) by the Key Combat Driving Disguise Land Navigation (+15%) Intelligence Radio: Basic (+10%) Forgery Read Sensory Equipment (+10%) Crytography Weapon Systems (+15%) Radio Scrambler 1 military W.P. of choice (+1 Strike) Surveillance systems

Military: Electronic Warfare Military: Medic by Shotgunlo by Ten Tigers Intelligence Paramedic (+25%) Guerilla Warfare Field Surgery (+25%) Camouflage Read Sensory Equipment (+10%) Intelligence Interrogation Military: Mercenary Program (New) Psychological Warfare by Kygo (Note: Designed for Heroes Psychology Unlimited/BTS) Strategy/Tactics One Physical Skill Four from among Military, Espionage Military: Grunt and/or Communications by the Key Two W.P.'s of Choice Climbing

10 Note: This program is limited to Military W.P. Pistol (+1 Strike) Trained, On the Job Trained or Military Hand-to-Hand Expert Specialist. * Use Breed Dogs as a base

Military: Military Lawyer Military: Military Police by Mantisking by Mantisking Computer Operation Detect Concealment (+5%) Law (General) HtH: Expert Law (Military) (+5%) Law (Military) Military Etiquette Police Procedures Public Speaking Radio: Basic Operations Research (+5%) W.P. Pistol Writing W.P. Nightstick (+1 to Strike)

Military: Military Officer Program Military: Naval Vehicles (New) by Ten Tigers by Kygo (Note: Designed for Heroes Pilot one naval vessels at (+25%) or two Unlimited/BTS) at (+15%) Military Etiquette Navigation or Underwater Navigation Tactics (+15%) Select four Military Skills Radio: Basic (+10%) Note: Available only to Military and Read Sensory Equipment (+10%) Military Specialist characters. Weapon Systems (+15%) 1 military W.P. of choice (+1 Strike) Military: Military Police by Shotgunlo Military: Naval Aviation Criminal Science by Kuseru Find Contraband Pilot Jet Fighter (+15%) Investigation Pilot Combat Helicopter (+10%) Military Etiquette Pilot Twin Engine Aircraft(+5%) Streetwise Air to Air Combat (+20%) Surveillance Navigation (+10%) W.P. Automatic Pistol Read Sensory Instruments (+10%) W.P. Automatic Rifle Weapon Systems (+10%) W.P. Energy Pistol Swimming (+5%) W.P. Energy Rifle Wilderness Survival (+5%) Castaway & Shipwreck Survival (+10%) Military: Military Police by Ten Tigers Military: NBC Warfare Law (+15%) by Kuseru Detect Concealment (+15%) Nuclear, Biological & Chemical (NBC) Interrogation (+15%) Warfare (+20%) Surveillance Systems (+10%) Psychological Warfare (+5%) Dog Handling* (+5%) Radiation Technology: Military (+10%) W.P. Blunt (+1 Strike) Read Sensory Instruments(+10%) W.P. Handcuffs (+1 Strike) Chemistry (+5%)

10 Biology (+5%) Military: Psychological Warfare Physics (+10%) Specialist Paramedic (+5%) by Mantisking Computer Operation Military: Night Ops Psychology by Ten Tigers Military Intelligence Prowl (+15%) Research Optic Systems (+15%) Sociology Surveillance (+10%) Intelligence (+10%) Military: Public Relations Specialist Sniper by Mantisking 1 Military W.P. of choice (+1 Strike) These are the soldiers you see in front of the camera. They conduct breifings, Military: Officer Training press conferences and photo-ops. by Ten Tigers Perfectly dressed and impeccably Strategy and Tactics (+15%) groomed, they are the front line troops in Intelligence (+15%) the information war. Interrogation (+10%) Military Etiquette (+5%) Land Navigation (+10%) Performance (+5%) Radio: Basic (+10%) Public Speaking (+5%) W.P. Handguns (+1 Strike) Research T.V./Video Military: Pilot Writing by Ten Tigers Pilot one military aircraft at (+25%) or Military: Ranger two at (+15%) by Kuseru Air-to-Air Combat Camouflage(+10%) Navigation (+10%) Detect Mines & Booby Traps(+5%) Radio: Basic (+10%) Detect Ambush(+5%) Read Sensory Equipment (+10%) Detect Concealment(+10%) Weapon Systems (+15%) Intelligence(+10%) W.P. Handguns (+1 Strike) Tracking(+20%) Wilderness Survival(+10%) Military: Power Armor Pilot pick any two modern/military W.P.s by Shotgunlo Land Navigation Military: Recon Pilot: Robots & Power Armor by Ten Tigers Radio: Basic Land Navigation (+15%) Radio: Scrambler Detect Concealment (+10%) Read Sensory Equipment Detect Ambush (+10%) Robot Combat: Elite: Power Armor Surveillance (+15%) Robot Combat: Power Armor Basic Intelligence (+10%) W.P. Heavy Prowl (+10%) W.P. Heavy Energy Weapons 1 Military W.P. of choice (+1 Strike) Hand-to-Hand Expert

10 Military: Robot Pilot Military: Sniper by Shotgunlo by Ten Tigers Land Navigation Land Navigation (+10%) Pilot: Robots & Power Armor Wilderness Survival (+10%) Radio: Basic Detect Ambush (+5%) Radio: Satellite Climbing (+15%) Radio: Scrambler Prowl (+15%) Read Sensory Equipment Camouflage (+15%) Robot Combat: Basic W.P. Semi-Automatic Rifles (+1 Strike) Robot Combat: Elite Combat Sniper* Weapon Systems *Combat Sniper is +4 instead of + 2.

Military: SEa, Air, and Land Military: Special Forces by Kuseru by Ten Tigers Camouflage(+5%) Land Navigation (+10%) Detect Ambush(+10%) Wilderness Survival (+10%) Detect Concealment(+5%) Climbing (+10%) Intelligence(+10%) Swimming (+10%) Night Fighting(+10%) Prowl (+10%) Parachuting(+10%) Detect Ambush (+10%) S.C.U.B.A.(+15%) Trap/Mine Detection (+10%) Wilderness Survival(+5%) Intelligence (+10%) pick any three modern/military W.P.s Demolitions (+10%) W.P. Knife (+1 Strike) Military: SEAL 1 military W.P. of choice (+1 Strike) by Ten Tigers Hand-to-Hand Martial Arts or Assassin Parachuting (+10%) S.C.U.B.A. (+15%) Military: Special Forces Detect Ambush (+10%) by Kuseru Prowl (+10%) Camouflage(+10%) Demolitions (+5%) Detect Mines & Booby Traps(+5%) Underwater Demolitions (+10%) Detect Ambush(+10%) W.P. Knife (+1 Strike) Detect Concealment(+5%) 1 Military W.P. of choice (+1 Strike) Intelligence(+15%) Hand-to-Hand Martial arts or Assassin Night Fighting(+5%) Military: Small Boat Wilderness Survival(+20%) by Kuseru pick any two modern/military W.P.s Pilot: Motor Boats (+10%) Pilot: Sail Boat (+5%) Military: Special Weapons Pilot: Select either Warships & Patrol by Ten Tigers Boats or Hydrofoils or Hovercraft Read Sensory Equipment (+10%) (+10%) Weapon Systems (+15%) Navigation (+15%) Select 4 military W.P.s of choice (+1 Read Sensory Instruments (+10%) Strike) Wilderness Survival (+5%) Swimming(+10%)

10 Military: Submariner Streetwise (+ 40%) by Kuseru Urban Survival (+ 20%) Pilot: Submarines (+20%) Urban Warfare (+ 15%) Navigation (+5%) 5 Rogue Skills (+ 25%) Navigation: Underwater (+10%) 1 Weapon Proficiency Read Sensory Instruments (+10%) Advanced Deep Sea Diving (+5%) Military: Urban Combat Swimming (+5%) by Kuseru Swimming: SCUBA (+10%) Detect Ambush (+15%) Detect Concealment (+5%) Military: Technical Officer Choose either Find Contraband or by Ten Tigers Locate Secret Doors/Compartments Radio: Basic (+15%) (+10%) Read Sensory Equipment (+20%, +15% Choose either Military Fortification or is Computer Ops is taken at +20%) Basic Construction (+10%) Computer Operations (+20%, +15% is Demolitions (+10%) Read Sensory Equipment is taken at Choose Three of the following W.P.s: +20%) Knife, Spear (bayonet), Pistol, Shotgun, Select 4 from Communication and/or Submachine Gun, Grenade (throw), or Computer (+10%) Grenade Launcher.

Military: Tunnel Rat Military: Urban Combat by Ten Tigers by NMI Spelunking (+20%) Detect Concealment /Traps Climbing (+15%) Detect Ambush Detect Concealment (+10%) Climbing Detect Ambush (+10%) Prowl Detect/Remove Traps (+10%) Radio Basic Demolitions Disposal (+5%) WP Pistol Optic Systems (+5%) WP Sub-Machinegun W.P. Knife (+1 Strike) WP Assault Rifle W.P. Handguns (+1 Strike) Military: Urban Combat Specialist Military: Urban Combat by Mantisking by Ten Tigers Detect Concealment (+5%) Detect Ambush (+15%) Detect Ambush (+5%) Detect Concealment (+15%) Prowl (+4%) Demolitions (+5%) Land Navigation (+5%) Trap/Mine Detection (+10%) W.P. Submachinegun (+1 to Strike) Prowl (+10%) W.P. Grenade Throwing (+1 to Strike) Climbing (+10%) W.P. Pistol 2 military W.P.s of choice (+1 Strike) Choose W.P. Shotgun or W.P. Grenade Hand-to-Hand Expert Launcher

Military: Urban Combat Police Skill Programs by Shotgunlo Police: Air Marshall Skill Program

11 by Mantisking Research(+10%) W.P. Pistol Sharpshooter (Pistol) Police: Detective Concealment by Mantisking Disguise HtH: Basic Police Procedures Intelligence (+10%) HtH: Martial Arts Interrogation (+5%) Law (General) Police: Basic Police Officer Police Procedures by Kuseru Streetwise Athletics W.P. Pistol First Aid(+5%) Law(+5%) Police: Dispatcher/ Communications Pilot Automobile or Motorcycle(+10%) Specialist W.P. Shotgun by Kuseru W.P. Pistol Radio: Basic(+10%) Radio: Scramblers (+5%) Police: Beat Cop Surveillance Systems (+10%) by Kuseru TV/Video (+5%) Contacts(+10%) Interrogation(+5%) Police: Law Enforcement Running by Shotgunlo Streetwise(+10%) Criminal Science Streetwise-Drugs(+5%) First Aid W.P. Pistol Investigation Law (general) Police: Bomb Squad Officer Offensive Driving by Mantisking Pilot: Automobile Basic Electronics Pilot: Race Car Basic Mechanics Police Etiquette Demolitions Police Filing Demolitions Disposal Streetwise Read Sensory Equipment Surveillance W.P. Automatic Pistol Police: Canine Officer W.P. Revolver by Mantisking * Wrestling Animal Handling Detect Concealment Police: Patrol Officer Find Contraband & Illegal Weapons by Mantisking Police Procedures (+3%) Police: Detective Radio: Basic by Kuseru Computer Operation Bureaucracy(+5%) Detect Concealment (+10%) Criminal Science(+10%) First Aid (+5%) Computer Operation(+5%) HtH: Basic Photography(+5%) W.P. Pistol (+1 to Strike)

11 W.P. Shotgun Detect Concealment (+10%) W.P. Nightstick Disguise Choose either Horsemanship, Bicycle, or HtH: Expert Pilot: Automobile Impersonation Law (General) Police: Police Negotiator Police Procedures by Mantisking Streetwise Computer Operation Police Procedures Rogue Skill Programs Psychology Rogue: Black Marketer Research by Shotgunlo Sociology Accounting Appraisal Police: Special Weapons and Tactics Bargain/Bribe Officer Find Contraband by Mantisking Locate Secret Compartments/Doors Armorer (Field) Pilot: Select 1 Climbing Recognize Weapon Quality Demolitions Streetwise Prowl Streetwise: Drugs Radio: Scramblers W.P.: Automatic Pistol Read Sensory Equipment Sniper Rogue: Bootlegger Surveillance Systems by Shotgunlo W.P. Rifle, +1 to Strike with all W.P.s Botany gained through Police Skill programs Brewing Chemistry Police: Special Weapons And Tactics Chemistry: Pharmaceutical by Kuseru First Aid Demolitions(+5%) Law (general) Demolitions: Disposal(+5%) Locate Secret Compartments/Doors Sniper Streetwise Strategy & Tactics(+10%) Streetwise: Drugs W.P. SA/FA Rifle Use & Recognize Poison W.P. Submachine Gun Rogue: Boss by Kuseru Police: Undercover Cop Hand to Hand: Expert or Martial Arts by Kuseru (pick one) Disguise(+15%) Streetwise-Criminal Networks (+15%) Radio: Basic(+5%) Business & Finance (+10%) Streetwise(+5%) Law (+10%) Surveillance Systems(+5%) Choose Two Technical Skills (+5% each) Police: Undercover Officer by Mantisking Rogue: Cat Burglar Detect Ambush (+5%) by Kuseru

11 Climbing (+10%) Rogue: Enforcer/Bodyguard Pick Locks (+10%) by Kuseru Safe-Cracking (+5%) Hand to Hand: Expert or Martial Arts Streetwise (+5%) (pick one) Detect Ambush (+5%) Running Surveillance Systems (+10%) Body Building Boxing or Wrestling (pick one) Rogue: Computer Hacker Pilot Automobile (+5%) by Kuseru Pilot Truck (+5%) Computer Operation (+10%) W.P. Revolver or W.P. Pistol Computer Programming (+15%) Computer Hacking (+15%) Rogue: Fence Basic Electronics (+5%) by Kuseru Circuit Board Micro-Electronics (+5%) Palming (+5%) Select one Computer Skill (+10%) Streetwise (+15%) Streetwise-Con Games (+5%) Rogue: Con Man Streetwise-Drugs (+10%) by Kuseru Streetwise-Illegal/Contraband Weapons Concealment (+10%) (+10%) Forgery (+5%) Streetwise-Networks (+10%) Disguise(+5%) Palming (+10%) Rogue: Forger Pick Pocket (+10%) by Kuseru< Streetwise-Con Games (+15%) Literacy in one Language (+10%) Shell Game (+15%) Forgery (+15%) Art: Drawing (+5%) Rogue: Criminal Streetwise (+5%) by Mantisking Computer Operation (+5%) Streetwise Photography (+5%) Pick Locks Select 3 from (Cardsharp, Hacking, Rogue: Gambler Concealment, Find Contraband & Illegal by Kuseru Weapons, Palming, Pick Pockets, Prowl, Gambling (Dirty Tricks) (+15%) Safecracking, Seduction, Ventriloquism) Gambling (Standard) (+10%) Rogue: Drug Dealer Gambling(Cheating) (+15%) by Kuseru Card Sharp (+10%) Chemistry (+5%) Palming (+5%) Chemistry: Pharmaceutical (+10%) Pool Shark(+5%) Biology (+5%) Streetwise-Con Games (+5%) Streetwise (+10%) Streetwise-Drugs(+15%) Rogue: Gambler W.P. Knife by Mantisking W.P. Pistol Advanced Mathematics W.P. Rifle, Shotgun or Submachine Gun Cardsharp (Pick one) Gambling (Standard) Palming

11 Streetwise and choose either Gambling Rogue: Professional Thief Program (Dirty Tricks) or Seduction (Modified) by Kygo (Note: Designed for Heroes Rogue: Gambler Unlimited/BTS) by Shotgunlo Climbing Accounting Hotwiring Cardsharp Locksmith Gambling Prowl Gambling: Dirty Tricks Surveillance Systems Game: Select 2 (+ 5%) or 1 (+ 10%, professional quality) Rogue: Safe Cracker Math: Advanced by Kuseru Pool Safe-Cracking (+15%) Pool Shark Pick Locks (+10%) Streetwise Security Systems (+5%) Surveillance Systems (+5%) Rogue: Getaway Driver Demolitions (+10%) by Kuseru Locksmith (+10%) Automotive Mechanics (+5%) Pilot Automobile (+10%) Rogue: Safe-cracker Pilot Race Car (+15%) by the Key Pilot Motorcycle(+5%) Locksmith or Pick locks Pilot One of Choice (+5%) Demolitions Offensive Driving(+15%) Demolition Disposal *Mechanical Engineer Rogue: Hit Man *Basic Electronics by Kuseru Detect Ambush (+10%) Rogue: Thug/Two-bit Punk/Hood Disguise (+5%) by Kuseru Prowl (+10%) Pilot Automobile or Motorcycle (pick Tracking (+5%) one) (+5%) Sniper Running W.P. Bolt Action Rifle W.P. Knife W.P. Automatic Pistol W.P. Chain W.P. one of choice W.P. Pick one of the following; Blunt, Revolver, Pistol, Shotgun Rogue: Pimp/Prostitute by Kuseru Rogue: Underworld Medic Seduction (+10%) by Shotgunlo Cosmetics (+10%) Biology Streetwise (+10%) Chemistry First Aid (+5%) Chemistry: Analytical W.P. Knife or Razor Chemistry: Pharmaceutical Massage (for Prostitutes) Criminal Sciences & Forensics Athletics (for Pimps) Field Surgery Find Contraband

11 Interrogation Veteran Grunt, Academy Officer, Tinker Math: Advanced Gizmoteer. MD in Cybernetics Skill Cost: 3 Years Medical Doctor Pre-Requisites: Biology, Electrical Pathology Engineer, and Mechanical Engineer. Physics Orbital Navigation Plastic Surgery Radio: Basic Operations Streetwise Read Sensory Equipment (+10%) Streetwise: Drugs Computer Operations (+10%) Torture Methods Space Suit Operations (+%) Toxicology Movement: Zero Gravity (+4%) E.V.A. (+5%) Space Skill Programs Choose two(2) Communications skills Space: Astronaut (+5% each) by Shotgunlo Choose one(1) Science skill (+5%) Extra Vehicular Activity Choose one(1) Medical Skill (+5%) First Aid Math: Advanced Space: Space Shuttle Payload Specialist Movement: Zero-Gravity by Mantisking Navigation There are a limited number of O.C.C.s Navigation: Space who can actually select this program. Pilot: Jet Aircraft These O.C.C.s are -- all Espionage Pilot: Space Shuttle Agents, Professional Free Agent, Read Sensory Equipment Veteran Grunt, Academy Officer, Tinker Gizmoteer. Space: Space Combat Notes: The information in my source by Shotgunlo material had the Pilot and Mission Defense Systems Specialist programs being almost Extra Vehicular Activity identical. I changed this to the current Movement: Zero-Gravity aspect because I thought it would be Navigation: Space more interesting and serve the game Pilot: Space Fighter better. The Payload Specialist is Radio: Basic generally some one who is chosen to go Radio: Deep Space on a shuttle flight (like Krista McCauliff Radio: Satellite (sp?)) or someone who has skills Radio: Scrambler appropriate to the mission at hand. These Read Sensory Equipment people are then given a very basic Weapon Systems astronauts course. Space Suit Operations Space: Space Shuttle Mission Specialist Movement: Zero Gravity by Mantisking There are a limited number of O.C.C.s Space: Space Shuttle Pilot who can actually select this program. by Mantisking These O.C.C.s are -- all Espionage There are a limited number of O.C.C.s Agents, Professional Free Agent, who can actually select this program. These O.C.C.s are -- all Espionage

11 Agents, Professional Free Agent, Skill Cost: 15 Years (7 years as a Veteran Grunt, Academy Officer, Tinker Secondary Martial Art Style) Gizmoteer. If this is your Primary Martial Art Style, Skill Cost: 3 Years then the following other styles can be Pre-Requisites: Advanced Mathematics, learned in a shorter time: Hsing-I Kung Physics, and Pilot: Jet. Fu (3 years), Pao Chih (4 years), Snake Pilot: Space Shuttle (+%) Style Kung Fu (3 years), and Tai-Chi Orbital Navigation (+10%) Chuan (4 years). Instrument Rating(+10%) Read Sensory Equipment (+10%) Chao Ta Kung Fu (Perfomance) Radio: Basic Operations Skill Cost: 4 Years (2 years as a Meteorology (+5%) Secondary Martial Art Style) Astronomy (+5%) If this is your Primary Martial Art Style, Physics (+5%) then the following other styles can be Computer Operations learned in a shorter time: Drunken Style Space Suit Operations Kung Fu (5 years), Monkey Style Kung Movement: Zero Gravity Fu (4 years), Shih Ba Ban Wu Yi Kung Fu (4 years), and Tai-Chi Chuan (3 years). 6. Mystic China Revisons Gui Long Kung Fu(Dragon Spirit) Skill Costs and Shorter Learning Times Skill Cost: 12 Years (6 years as a for Mystic China Martial Arts. By Secondary Martial Art Style) Kuseru If this is your Primary Martial Art Style, then the following other styles can be An Yin Kung Fu (Med/Murda) learned in a shorter time: Choy-Li-Fut Skill Cost: 17 Years (8 as a Secondary Kung Fu (3 years), Moo Gi Gong (4 Martial Art Style) years), Shih Ba Ban Wu Yi Kung Fu (3 If this is your Primary Martial Art Style, years), and Zanji-Shinjinken Ryu (4 then the following other styles can be years). learned in a shorter time: Ba Gua Kung Fu(4 years), Bak Mei Kung Fu (4 years), Han Yu Kung Fu (Chi Katas) Han Yu Kung Fu(3 years), and Shao-lin Skill Cost: 8 Years (4 years as a Kung Fu (6 years). Secondary Martial Art Style) If this is your Primary Martial Art Style, then the following other styles can be Ba Gua Kung Fu (8 Trigrams) learned in a shorter time: An Yin Kung Skill Cost: 18 Years (7 years as a Fu (4 years), Ba Gua Kung Fu (5 years), Secondary Martial Art Style) Bok Pai Kung Fu (3 years), and Pao If this is your Primary Martial Art Style, Chih (4 years). then the following other styles can be learned in a shorter time: Hsing-I Kung Hsien Hsia (Immortality) Fu (4 years), Shao-lin Kung Fu (3 Skill Cost: 20 Years (Not available as a years), Tai Chi Chuan (5 years), and Secondary Martial Art Style) Taido (5 years). If this is your Primary Martial Art Style, then the following other styles can be Bak Mei Kung Fu (White Eyebrow)

11 learned in a shorter time: No other forms Skill Cost: 10 Years (5 years as a can be learned if this style is taken. Secondary Martial Art Style) If this is your Primary Martial Art Style, Hsing-I Kung Fu (Mind shaping) then the following other styles can be Skill Cost: 15 Years (7 years as a learned in a shorter time: Gui Long Secondary Martial Art Style) Kung Fu (4 years), Liang Hsiung Kung If this is your Primary Martial Art Style, Fu (3 years), Moo Gi Gong (3 years), then the following other styles can be and Zanji-Shinjinken Ryu (5 years). learned in a shorter time: Ba Gua Kung Fu (5 years), Mien-Chu'an Kung Fu(5 Tong Lun Kung Fu (Praying Mantis) years), Shan Tung Kung Fu (3 years), Skill Cost: 10 Years (5 years as a and Tai-Chi Chuan (4 years). Secondary Martial Art Style) If this is your Primary Martial Art Style, Liang Hsiung Kung Fu (Demon then the following other styles can be Combat) learned in a shorter time: Ch'in Na (4 Skill Cost: 6Years (3 years as a years), Monkey Style Kung Fu (4 years), Secondary Martial Art Style) Shao-lin Kung Fu (6 years), and Tai Chi If this is your Primary Martial Art Style, Chuan (5 years). then the following other styles can be learned in a shorter time: Gui Long (4 Triad Assassin Training (auto-pistols) years), Jujutsu (3 years), Moo Gi Gong Skill Cost: 4 Years (3 years as a (3 years), and Shih Ba Ban Wu Yi (3 Secondary Martial Art Style) years). If this is your Primary Martial Art Style, then the following other styles can be Pao Chih (Animus) learned in a shorter time: Jujutsu (3 Skill Cost: 20 years (10 as a Secondary years), Moo Gi Gong (3 years), Shi Ban Martial Art Style) Bi Wu Yi Kung Fu (4 years), and Snake If this is your Primary Martial Art Style, Style (5 years). then the following other styles can be learned in a shorter time: An Yin (7 years), Han Yu (5 Years), Tai Chi Chuan 7. Country of Origin (5 years), and Yu Sool (7 years). CONTINENT OF ORIGIN 01-06 South America 07-19 Africa Shan Tung Kung Fu (Black Tiger) 20-79 Asia Skill Cost: 8 Years (4 years as a 80-91 Europe Secondary Martial Art Style) 92-99 North America If this is your Primary Martial Art Style, 00 Australia/Oceania then the following other styles can be learned in a shorter time: Ch'in-na Kung AFRICA Fu (4 years), Kuo Ch'uan Kung Fu (5 01 Burundi, speaks Kirundi and French years), Liang Hsiung Kung Fu (3 years), (official), Swahili and Tong Lun Kung Fu (4 years). 02 Somalia, speaks Somali (official), Arabic, English, Italian Shih Ba Ban Wu Yi (18 Weapons) 03 Rwanda, speaks Kinyarwanda, French, and English (all official)

11 04 Zambia, speaks English (official) and 82-84 Uganda, speaks English (official), local dialects Swahili, Luganda, Ateso, Luo 05 Niger, speaks French (official); 85-87 Ghana, speaks English (official), Hausa; Songhai; Arabic Native tongues (Brong Ahafo, Twi, 06 Mali, speaks French (official), Fanti, Ga, Ewe, Dagbani) African languages 88-89 Cameroon, speaks French and 07-08 Angola, speaks Bantu, Portuguese English (both official); 24 major African (official) language groups 09-10 Madagascar, speaks Malagasy and 90-91 Burkina Faso, speaks French French (both official) (official), tribal languages 11-12 Ivory Coast/Cote d'Ivoire, speaks 92 Zimbabwe, speaks English (official), French (official) and African languages Ndebele, Shona (85%) (Diaula esp.) 93 Senegal, speaks French (official); 13-15 Mozambique, speaks Portuguese Wolof, Serer, other ethnic dialects (official), Bantu languages 94 Malawi, speaks English and 16-19 Kenya, speaks English (official), Chichewa (both official) Swahili (national), and several other 95 Tunisia, speaks Arabic (official), languages spoken by 25 ethnic groups French 20-23 Algeria, speaks Arabic (official), 96 Chad, speaks French and Arabic French, Berber dialects (official), more than 100 tribal languages 24-28 Sudan, speaks Arabic (official), 97 Benin, speaks French (official), English, tribal dialects African languages 29-35 Congo (Democratic Republic of), 98-00 Minor Country, roll on following speaks French (official), Swahili, table: Lingala, Ishiluba, and Kikongo, others 01-04 Botswana, speaks English 36-44 Egypt, speaks Arabic (official), Setswana 45-59 Nigeria, speaks English (official), 05-08 Cape Verde, speaks Hausa, Yoruba, Ibo, and more than 200 Portuguese, Criuolo others 09-13 Central African Republic, 60-67 Ethiopia, speaks Amharic speaks French (official), Sangho, (official), English, Orominga, Tigrigna, Arabic, Hansa, Swahili over 70 languages spoken 14-17 Comoros, speaks French 68-73 South Africa, speaks Xhosa and and Arab (both official), Shaafi Zulu (official), English, Afrikaans, Islam (Swahili dialect), Malagasu Ndebele, Sesotho sa Leboa, Sesotho, 18-22 Congo, speaks French Swati, Xitsonga, Setswana, Tshivenda (official), Lingala, Kikongo, 74-77 Tanzania, speaks Swahili and others English (both official), local languages 23-26 Djibouti, speaks Arabic 78-81 Morocco and French (both official), Afar, 01-98 Morocco proper, speaks Somali Arabic (official), French, Berber 27-30 Equatorial Guinea, speaks dialects, Spanish Spanish (official), French (2nd 99-00 Western Sahara, speaks official), pidgin English, Fang, Hassaniya Arabic, Moroccan Bubi, Creole Arabic

11 31-33 Eritrea, speaks Afar, Bilen, 03 Afghanistan, speaks Pushtu, Dari Kunama, Nara, Arabic, Tobedawi, Saho, Persian, other Turkic and minor Tigre, Tigrinya languages 34-37 Gabon, speaks French (official), 04-05 , speaks Thai (Siamese), Fang, Myene, Bateke, Chinese, English Bapounou/Eschira, Bandjabi 06-07 Turkey, speaks Turkish 38-43 Gambia, speaks Native tongues, 08-09 Philippines, speaks Filipino English (official) (based on Tagalog) and English (both 44-47 Guinea-Bissau, speaks Portuguese official); regional languages: Tagalog, Criolo, African languages Ilocano, Cebuano, others 48-51 Guinea, speaks French (official), 10-13 Pakistan, speaks Punjabi 48%, native tongues (Malinkéé, Susu, Fulani) Sindhi 12%, Siraiki (a Punjabi variant) 52-55 Lesotho, speaks English and 10%, Pashtu 8%, Urdu (official) 8%, Sesotho (official); also Zulu and Xhosa Balochi 3%, Hindko 2%, Brahui 1%, 56-61 Liberia, speaks English (official) English, Burushaski, and others and tribal dialects 14-17 Bangladesh, speaks Bangla 62-67 Libya, speaks Arabic, Italian and (official), English English widely understood in major 18-23 Indonesia, speaks Bahasa cities Indonesia (official), Dutch, English, and 68-71 Mauritania, speaks Arabic more than 583 languages and dialects (official) and French 24-51 India, speaks Hindi (official), 72-75 Mauritius, speaks English English (official), Bengali, Gujarati, (official), French, Creole, Hindi, Urdu, Kashmiri, Malayalam, Marathi, Oriya, Hakka, Bojpoori Punjabi, Tamil, Telugu, Urdu, Kannada, 76-80 Namibia, speaks Afrikaans, Assamese, Sanskrit, Sindhi (all German, English (official), several recognized by the constitution). Dialects, indigenous 1,652 81-84 Sao Tome and Principe, speaks 52-86 China, speaks Chinese, Mandarin, Portuguese also local dialects 85-88 Seychelles, speaks English and 87-90 Russia Federation, speaks French (both official), and Seselwa (a Russian, others creole) 91-93 Japan, speaks Japanese 89-92 Sierra Leone, speaks English 94-95 Iran, speaks Farsi (Persian), Azari, (official), Mende, Temne, Krio Kurdish, Arabic 93-96 Swaziland, speaks English and 96-97 Vietnam, speaks Vietnamese Swazi (official) (official), French, English, Khmer, 97-00 Togo, speaks French (official), Chinese Ewéé, Mina (south), Kabyéé, Cotocoli 98 South Korea, speaks Korean (north), and many dialects 99 Burma () , speaks Burmese, minority languages ASIA 00 Minor Country, roll on following 01 Uzbekistan, speaks Uzbek 74.3%, table: Russian 14.2%, Tajik 4.4%, other 7.1% 01 Armenia, speaks Armenian 02 Nepal, speaks Nepali (official), 02 Bahrain, speaks Arabic Newari, Bhutia, Maithali (official), English, Farsi, Urdu

11 03 Bhutan, speaks Dzongkha (official) 92 Kyrgyzstan, speaks Kyrgyz (official); 04 Brunei, speaks Malay (official), Russian is de facto second language of Chinese, English communication 05 Cyprus, speaks Greek, Turkish 93 , speaks Lao (official), French, (official), English is widely spoken English 06 East Timor, speaks Portuguese 94 Lebanon, speaks Arabic (official), (official), Bahasa Indonesian, and Tetum French, English 07 Jordan, speaks Arabic (official), 95 Maldives, speaks Dhivehi (official); English Arabic, Hindi, and English are also 08 Kuwait, speaks Arabic (official), spoken English 96 Mongolia, speaks Mongolian, 90%; 09-10 Singapore, speaks Malay, Chinese also Turkic, Russian, and Chinese (Mandarin), Tamil, English (all official) 97 Oman, speaks Arabic (official); also 11-13 Azerbaijan, speaks Azerbaijani English and Indian languages Turkic, 82%; Russian, 7%; Armenian, 98 Qatar, speaks Arabic (official); 2% English is also widely spoken 14-17 , speaks Khmer 99-00 Turkmenistan, speaks Turkmen, (official), French, English 72%; Russian, 12%; Uzbek, 9% 18-24 Syria, speaks Arabic (official), French and English widely understood EUROPE 25-31 Sri Lanka, speaks Sinhala 01 Andorra, speaks Cataláán (official), (official), Tamil, English French, Spanish 32-39 North Korea, speaks Korean 02 Albania, speaks Albanian (Tosk is the 40-47 Malaysia, speaks Malay (official), official dialect), Greek Chinese, Tamil, English 03 Bosnia-Herzegovina, speaks The 48-56 Iraq, speaks Arabic (official) and language that used to be known as Kurdish Serbo-Croatian but is now known as 57-64 Saudi Arabia, speaks Arabic, Serbian, Croatian, or Bosnian, English widely spoken depending on the speaker's ethnic and 65-72 Taiwan, speaks Chinese political affiliation. It is written in Latin (Mandarin) and Cyrillic. 73-79 Yemen, speaks Arabic 04 Croatia, speaks What was once 80-85 Kazakhstan, speaks Kazak known as Serbo-Croatian is now known (Qazaq), official language spoken by as Serbian, Croatian, or Bosnian, over 40% of population; Russian, depending on the speaker's political and official language spoken by two-thirds ethnic affiliation. of population and used in everyday 05 Denmark, speaks Danish, Faeroese, business Greenlandic (an Inuit dialect), small 86-87 Tajikistan, speaks Tajik German-speaking minority 88-89 Israel, speaks Hebrew (official), 06 Estonia, speaks Estonian (official), Arabic, English Russian, Finnish, English 90-91 United Arab Emirates, speaks 07 Finland, speaks Finnish, Swedish Arabic (official), English as a second (both official); small Sami- (Lapp) and language Russian-speaking minorities

12 08 Georgia, speaks Georgian (official), 89 Bulgaria, speaks Bulgarian 71%; Russian, 9%; Armenian, 7%; 90 Switzerland, speaks German, French, Azerbaijani, 6% Italian (all official), Romansch 09 Iceland, speaks Icelandic 91 Latvia, speaks Latvian 10 Ireland, speaks English, Irish Gaelic 92 Lithuania, speaks Lithuanian 11 Austria, speaks German 98% (small (official), Polish, Russian Slovene, Croatian, and Hungarian- 93 Luxembourg, speaks speaking minorities) Luxermbourgish, French, German 12 Sweden, speaks Swedish 94 Macedonia, speaks Macedonian, 13-14 Hungary, speaks Magyar which uses the Cyrillic alphabet, 70%; (Hungarian), 98.2%; other, 1.8% Albanian, 21%; Turkish, 3%; other, 6% 15-16 Czech Republic, speaks Czech; 95 Malta, speaks Maltese and English Slovak minority (both official) 17-18 Serbia/Montenegro (Yugoslavia), 96 Moldova, speaks Moldovan (official; speaks Serbian 95%, Albanian 5%. What virtually the same as Romanian), was once known as Serbo-Croatian is Russian, Gagauz (a Turkish dialect) now known as Serbian, Croatian, or 97 Norway, speaks Two official forms Bosnian, depending on the speaker's of Norwegian: Bokmåål and Nynorsk political and ethnic affiliation. It is 98 Slovakia, speaks Slovak (official), written in Latin and Cyrillic Hungarian 19-22 Netherlands, speaks Dutch, 99 Slovenia, speaks Slovenian; most can Frisian also speak Serbo-Croatian 23-28 Poland, speaks Polish 00 Minor Country, roll on the following 29-36 Ukraine, speaks Ukrainian table: 37-45 France, speaks French, declining 01-25 Vatican City, speaks Latin, regional dialects (Provenççal, Breton, Italian, and various other Alsatian, Corsican) languages 46-57 Germany, speaks German 26-50 San Marino, speaks Italian 58-66 United Kingdom, speaks English, 51-75 Liechtenstein, speaks Welsh, Scots Gaelic German (official), Alemmanic 67-74 Italy, speaks Italian; small dialect German-, French-, and Slovene-speaking 76-00 Monaco, speaks French minorities (official), English, Italian, 75-80 Spain, speaks Castilian Spanish Monéégasque 74% (official), Catalan 17%, Galician 7%, Basque 2% NORTH AMERICA 81-84 Romania, speaks Romanian 01 Haiti, speaks Creole and French (both (official); Hungarian- and German- official) speaking minorities 02 Honduras, speaks Spanish (official), 85 Greece, speaks Greek English widely spoken in business 86 Belarus, speaks Belorussian (White 03 El Salvador, speaks Spanish Russian) 04-05 Cuba, speaks Spanish 87 Belgium, speaks Dutch (Flemish), 06-07 Dominican Republic, speaks 57%; French, 32%; bilingual (Brussels), Spanish, English widely spoken 10%; German, 0.7% 08-28 Mexico, speaks Spanish, Indian 88 Portugal, speaks Portuguese languages

12 29-85 United States, speaks English, 05 Nauru, speaks Nauruan (official) and sizable Spanish-speaking minority English 86-92 Canada, speaks English, French 06 Palau, speaks Palauan, English (both official) (official) 93-95 Guatemala, speaks Spanish, 07-31 Papua New Guinea, speaks Indian languages English, Tok Pisin (a Melanesian Creole 96-00 Minor Country, roll on the English), Hiri Motu, and 717 distinct following table: native languages. 01-07 Antigua and Barbuda, speaks 32-92 Australia, speaks English English 93-95 New Zealand, speaks English 08-14 Bahamas, speaks English (official), Maori 15-21 Barbados, speaks English 96 Samoa, speaks Samoan and English 22-28 Belize, speaks English (official), 97 Solomon Islands, speaks English, Creole, Spanish, Garifuna, Mayan Solomon Pijin (an English pidgin), over 29-35 Costa Rica, speaks Spanish 60 indigenous Melanesian languages 36-42 Dominica, speaks English 98 Tonga, speaks Tongan (an (official) and French patois Austronesian language), English 43-49 Grenada, speaks English 99 Tuvalu, speaks Tuvaluan, English 50-57 Jamaica, speaks English, Jamaican 00 Vanuatu, speaks Bislama (a Creole Melanesian pidgin English), English, 58-64 Nicaragua, speaks Spanish French (all 3 official) 65-72 Panama, speaks Spanish (official); many bilingual in English SOUTH AMERICA 73-79 St. Vincent & the Grendines, 01-12 Colombia, speaks Spanish speaks English (official), French patois 13-20 Peru, speaks Spanish and 80-86 St. Kitts & Nevis, speaks English Quééchua (both official), Aymara, and 87-93 St. Lucia, speaks English (official) other native languages and patois 21-24 Chile, speaks Spanish 94-00 Trinidad & Tobago, speaks 25-75 Brazil, speaks Portuguese English (official), Hindi, French, 76-86 Argentina, speaks Spanish Spanish (official), English, Italian, German, French OCEANIA 87-93 Venezuela, speaks Spanish 01 Fiji, speaks Fijian, Hindustani, (official), various indigenous languages English (official) in the remote interior 02 Kiribati, speaks English (official), I- 94-97 Ecuador, speaks Spanish Kiribati (Gilbertese) (official), Quechua 03 Marshall Islands, speaks both 98-99 Bolivia, speaks Spanish (official), Marshallese and English are official Quechua, Aymara, Guarani languages. Marshallese is a language in 00 Minor Country, roll on the the Malayo-Polynesian family. following table: 04 Micronesia, speaks English is the 01-25 Guyana, speaks English official and common language; major (official), Amerindian dialects indigenous languages are Chukese, 26-50 Paraguay, speaks Spanish Pohnpeian, Yapase, and Kosrean (official), Guaraníí

12 51-75 Suriname, speaks Dutch (official), Other Useful Skills: Basic Espionage Surinamese (lingua franca), English Program, Agent Program, Information widely spoken Gathering Program, Security Specialist 76-00 Uruguay, speaks Spanish Program, Surveillance Specialist Program., and Advanced Infantry Program. Leadership, Strategy, Tactics, 8. Espionage Templates Business and Finance skills. Special Options: Receives a higher base While N&S has several generic classes pay (typically double that of a regular for spies and superspies, there are some agent). specific areas of espionage that need to Social Contact Modifiers: Since the be looked at. The following templates character has been around the block a provide an optional method of further few times and survived, add +10% to all fleshing out the spy and his area of normal Social Contact percentages. expertise within the agency. Another option available are the additional Analyst O.C.C.s in the N&S GMs Netbook. Area of Expertise: The job of analysts is to examine and interpret bits of Administrator information or physical evidence. Area of Expertise: This is not officially Analysts rely on their memory and an agent's role unless the GM has a observation to assemble clues into useful character in the field or positioned where knowledge. Analysis is primarily a desk action can take place. Administration is, job; analysts rarely venture into the field theoretically, where agents who have to collect their own data. An analyst in worked in the field come to retire. the field is a talking encyclopedia, and Having survived at least four missions to may have inside information that other get into administration, the agent/player agents are not aware of. Analysts should should have plenty of ideas on how to have a high skill percentages and several design and moderate missions. skill programs, and should be able to Administrators often contact an operator speak several languages. Experienced to assemble a team of agents for a analysts may become kidnaping targets particular mission. The administrator of enemy agencies, because they can be then uses agency resources to supply and pumped for information. pay the chosen operator, who in turn Attribute and Alignment Requirements: supplies and pays the selected (or I.Q. of 13 or higher. surviving) agents. Available to the following O.C.C.s: Attribute and Alignment Requirements: Gadgeteer Agents, Operative Agents, I.Q. 11 or higher. NOTE:: Private Eyes, Professional Free Agents, Administrators are typically fifth level or Wandering Free Agents, Dreamer higher. Gizmoteers, Gizoid Gizmoteers, Tinker Available to the following O.C.C.s: Gizmoteers, and Academy Officers. Cyber Agent, Wired Agent, Gadgeteer Required Skill Programs: Information Agent, Operative Agent, Private Eye, Gathering. Academy Officer, Worldly Martial Other Useful Skills: Agent Program, Artist. Basic Espionage Program, Security Required Skill Programs: Spy Network Specialist Program, Surveillance Administration

12 Program, Any Gizmoteer or Basic Skill character to purchase Ninjutsu at the cost Program. Research skill. of four skill programs. Special Options: The character may add Social Contact Modifiers: Due to the a one-time bonus of +5% to any five character's specialized line of work, they skills. have a 10% chance of recognizing other Social Contact Modifiers: Due to the assassins and bodyguards and a +5% character's extensive research, the chance of recognizing significant targets character has an additional +10% chance in their line of work. of recognizing any figure in the character's particular field of expertise. Assassin, Ranged Area of Expertise: The infamous yet Assassin, Physical regretfully necessary assassin is Area of Expertise: The infamous yet primarily a cold-blooded murderer of regretfully necessary assassin is prominent persons and secret agents. primarily a cold-blooded murderer of Ranged Assassins are experts in the use prominent persons and secret agents. of firearms or explosives (occasionally These agents perform dangerous, often both). suicidal, tasks in the line of duty. The Attribute and Alignment Requirements: Physical Assassin is a character who P.S. of 12 or higher, M.E. of 12 or specializes in up close and personal higher. combat rather than relying on Available to the following O.C.C.s: explosives, poisons, or firearms. Worldly Martial Artist, Cyber Agent, Attribute and Alignment Requirements: Wired Agent, Gadgeteer Agent, P.S. of 12 or higher, M.E. of 12 or Operative Agent, Professional Free higher. Agent, Wandering Free Agent, Academy Available to the following O.C.C.s: Officer, Commando Mercenary, Cyborg Worldly Martial Artist, Cyber Agent, Soldier, and Veteran Grunt. Wired Agent, Gadgeteer Agent, Required Skill Programs: Assassin Operative Agent, Professional Free Program, Covert Assassin Program, or Agent, Wandering Free Agent, Academy Bodyguard/Assassin Program. Officer, Commando Mercenary, Cyborg Other Useful Skills: Weapon Soldier, and Veteran Grunt. Construction Program, Explosive Required Skill Programs: Assassin Construction Program, Basic Military Program, Covert Assassin Program, or Program, Guerilla Warfare Program, Bodyguard/Assassin Program. ""Black"" Operative Program, Basic Other Useful Skills: Physical Program, Modern Weapons Program, Airborne Ancient Weapons Program. Physical Ranger Program, Airborne Program, and/or Ancient W.P. skills. Assassin: Overt and Covert Program, Special Options: Due to the Physical Demolitions Program, Military Assassin's reliance on hand to hand Demolitions Program, Night Ops combat, the GM may allow the character Program, Ranger Program, Recon without access to a martial art style Program, SEAL Program, Sniper access to a non-Exclusive style, at the Program, Special Forces Program. cost of two skill programs. In addition, Sniper, any Modern W.P., any since Ninjutsu is often thought of as an Demolitions skill. assassin's art, the GM may allow a

12 Special Options: These characters may, Surveillance Program, SEAL Program, at the GMs option, be eligible for the Sniper Program, Special Forces Triad Assassin martial art, at the cost of Program. Sniper, any Modern W.P., any one skill program. Demolitions skill. Social Contact Modifiers: Due to the Special Options: Due to their specialized character's specialized line of work, they line of work, many bodyguards learn a have a 10% chance of recognizing other martial art. If the GM allows it, the assassins and bodyguards and a +5% character without access to a martial art chance of recognizing significant targets style may take a non-Exclusive style at in their line of work. the cost of two skill programs. Social Contact Modifiers: Due to the Bodyguard character's specialized line of work, they Area of Expertise: Bodyguards are a have a 10% chance of recognizing other subclass of assassins. Instead of killing assassins and bodyguards and a +5% and destroying, bodyguards try to chance of recognizing significant targets prevent such acts. They are trained in in their line of work. assassination and sabotage techniques in order to better protect against them. Confiscator Protectors of live targets are called Area of Expertise: This agent is the bodyguards, and are trained to use their hands of an espionage body. A own bodies as shields to protect other confiscator's main concern is seizing agents or VIPs. property. Most confiscators are well- Attribute and Alignment Requirements: coordinated and familiar with all types P.S. of 12 or higher, M.E. of 12 or of valuable goods and security systems. higher. Security detection and deactivation are a Available to the following O.C.C.s: confiscator's strengths, with picking Worldly Martial Artist, Cyber Agent, pockets and gambling as sidelines. Wired Agent, Gadgeteer Agent, Confiscators generally report to their Operative Agent, Professional Free personal or team operator instead of an Agent, Wandering Free Agent, Academy admin. Officer, Commando Mercenary, Cyborg Attribute and Alignment Requirements: Soldier, and Veteran Grunt. P.P. of 11 or higher. Required Skill Programs: Available to the following O.C.C.s: Bodyguard/Assassin Program Cyber Agent, Wired Agent, Gadgeteer Other Useful Skills: Weapon Agent, Operative Agent, Private Eye, Construction Program, Explosive Professional Free Agent, Wandering Construction Program, Basic Military Free Agent, Thief, Dreamer Gizmoteer, Program, Guerilla Warfare Program, Tinker Gizmoteer, Gizoid Gizmoteer. ""Black"" Operative Program, Basic Required Skill Programs: Security Modern Weapons Program, Airborne Specialist Program. Ranger Program, Airborne Program, Other Useful Skills: Agent Program, Assassin: Overt and Covert Program, Basic Espionage Program, Information Demolitions Program, Military Gathering Program, Professional Thief Demolitions Program, Night Ops Program, Spatial Intrusion Engineer Program, Ranger Program, Recon Program, Computer Hacking Program, Program, Security Specialist Program, Electronic Communications Program,

12 Locksmith and Security Systems Assassin: Overt and Covert Program, Program, Electronic Warfare Program. Demolitions Program, Military Appraise Goods, Pick Locks, Pick Demolitions Program, Night Ops Pockets, Gambling (any), Security Program, Ranger Program, Recon Systems, any electronic, Program, Security Specialist Program, communications or rogue skill. Surveillance Program, SEAL Program, Special Options: At the GMs option, the Sniper Program, Special Forces character can add a one-time bonus of Program. Sniper, any Modern W.P., any +5% to their security related skills. Demolitions skill. Social Contact Modifiers: There is a Special Options: +10% chance of finding another Social Contact Modifiers: Due to the confiscator among the character's regular character's specialized line of work, they contacts (i.e. the Pro Free Agents base have a 10% chance of recognizing other numbers for criminals (40%) and known assassins, guards, saboteurs, and espionage agents (15%) would have a bodyguards. +10% chance if the character was trying to find a criminal or known espionage Hunter agent in the same line of work). Area of Expertise: Not necessarily a killer at all, a hunter traces the Guard movement of prey, learns its habits, its Area of Expertise: Guards are a subclass strengths, and its weaknesses. The of assassins that protect installations, hunter is often a loner who blends in vehicles, or valuable objects. Instead of with the shadows, tries to find the target, killing and destroying, they try to and often forces the surprised target out prevent such acts. They are trained in into the open. Once this occurs, other assassination and sabotage techniques in agents can investigate, confiscate, or order to better protect against them. assassinate the target. A hunter generally Attribute and Alignment Requirements: reports to an operator, but can organize a P.S. of 12 or higher, M.E. of 12 or manhunt personally if necessary. higher. Attribute and Alignment Requirements: Available to the following O.C.C.s: P.S. of 12 or higher, M.E. of 12 or Worldly Martial Artist, Cyber Agent, higher, I.Q. of 11 or higher, P.P. of 11 or Wired Agent, Gadgeteer Agent, higher, M.A. of 11 or higher. Operative Agent, Professional Free Available to the following O.C.C.s: Agent, Wandering Free Agent, Academy Cyber Agent, Wired Agent, Gadgeteer Officer, Commando Mercenary, Cyborg Agent, Operative Agent, Professional Soldier, and Veteran Grunt. Free Agent, Wandering Free Agent, Required Skill Programs: Security Academy Officer. Specialist Program. Required Skill Programs: Assassin Other Useful Skills: Weapon Program, Covert Assassin Program, or Construction Program, Explosive Bodyguard/Assassin Program. Construction Program, Basic Military Additionally, they must also have Program, Guerilla Warfare Program, Surveillance Specialist or Deep Cover. ""Black"" Operative Program, Basic Other Useful Skills: Weapon Modern Weapons Program, Airborne Construction Program, Explosive Ranger Program, Airborne Program, Construction Program, Basic Military

12 Program, Guerilla Warfare Program, Attribute and Alignment Requirements: ""Black"" Operative Program, I.Q. of 11 or higher, P.P. of 11 or higher, Information Gathering Program, M.A. of 11 or higher. Surveillance Specialist Program, Basic Available to the following O.C.C.s: Modern Weapons Program, Airborne Cyber Agent, Wired Agent, Gadgeteer Ranger Program, Airborne Program, Agent, Operative Agent, Professional Assassin: Overt and Covert Program, Free Agent, Wandering Free Agent. Demolitions Program, Military Required Skill Programs: Deep Cover Demolitions Program, Night Ops Other Useful Skills: ""Black"" Operative Program, Ranger Program, Recon Program, Information Gathering Program, SEAL Program, Sniper Program, Surveillance Specialist Program, Special Forces Program, Any Program, Guerilla Warfare Program, Basic Program. Sniper, Photography, Basic Military Program, Explosives Language (any), any Modern W.P., any Construction Program, Demolition Demolitions skill, any espionage skill. Program, Military Demolition Program, Special Options: The GM may allow the Assassin/Bodyguard Program, Covert character without access to a martial art Assassin Program, Overt or Covet style access to a non-Exclusive style, at Assassin Program, Any Basic Program. the cost of two skill programs (or, for Photography, Language (any), any characters with access to non-Exclusive espionage skill. styles, access to an Exclusive style at the Special Options: With the character cost of one additional skill program (or focusing on infiltrating organizations, two for Thai Kick Boxing or Ninjutsu)). the GM can allow the character to add a Due to the character's specialized focus one-time bonus of +5% to Disguise, on information gathering, a one-time Impersonation, Intelligence, Imitate +5% skill bonus can be added to any Voice, and/or Forgery skills. five information gathering skills. Social Contact Modifiers: If the Social Contact Modifiers: Due to the character successfully infiltrates and character's specialized line of work, they organization for a period of time, they have a 10% chance of recognizing gain a +50% chance of recognizing any assassins and bodyguards and with the members of that organization in the focus on gathering information, the future. character gets a +5% bonus to recognizing any contacts. Investigator Area of Expertise: This agent is the eyes Infiltrator and ears of an espionage body. Primarily Area of Expertise: Infiltration goes an information-gatherer, an investigator beyond surveillance; an infiltrator must observes, inquires, and examines the become part of a group or organization situation or target systematically, often in order to uncover its goals, aims, and using surveillance equipment. An secret activities. They usually report investigator needs a good memory. their findings to an operator. Infiltrators Investigators should be proficient in may eventually be called on to subvert electronics, languages, photography, and or destroy the group from inside. tailing. They generally report to their personal or team operator instead of an administrator.

12 Attribute and Alignment Requirements: Professional Thief, Dreamer Gizmoteer, I.Q. of 11 or higher, P.P. of 11 or higher. Gizoid Gizmoteer, Tinker Gizmoteer, Available to the following O.C.C.s: Veteran Grunt, Academy Officer. Cyber Agent, Wired Agent, Gadgeteer Required Skill Programs: Fence. Agent, Operative Agent, Private Eye, Other Useful Skills: Any Basic, Rogue, Professional Free Agent, Wandering or Espionage Program. Appraise Goods, Free Agent, Academy Officer. Pick Pockets, Pick Locks, Safe- Required Skill Programs: Surveillance Cracking, Research. Specialist. Special Options: To determine item Other Useful Skills: ""Black"" Operative availability for an agency, under the Program, Information Gathering appropriate category (i.e. outfits, Program, Any Basic Program. equipment, weapons, or vehicles) Photography, Language (any), any consider a level of 1 (None) to have a espionage skill. 5% base chance, 2 a 10% base chance, 3. Special Options: Due to the character's A 25% base chance, 4. A 50% base specialized focus on information chance, 5. A 75% base chance, and 6. A gathering, a one-time +5% skill bonus 95% chance. The character has a base can be added to any five information chance of 25%+5% per level of gathering skills. experience of being able to obtain an Social Contact Modifiers: With the focus item outside the agency. on gathering information, the character Social Contact Modifiers: Increase any gets a +5% bonus to recognizing any chance of recognizing criminals by contacts. +10%. The character will also be able to identify many figures in the legal supply Logistician system (40% chance) and black market Area of Expertise: The logistician's job (20%). is to procure, distribute, maintain, and replace agency equipment and Magician personnel; they are equipment handlers. Area of Expertise: Masters at sleight of A logistician may need to perform the hand, confidence games, and deception, opposite of a confiscator's job: altering magicians are welcome on any missions and returning stolen items without being that are conducted in public view. detected. Travel documents, tickets, Magicians are escape artists, masters of ammunition, and the necessities of life disguise, and alluring entertainers all in are supplied by the logistician. When one. agents need to flee as quickly as possible Attribute and Alignment Requirements: along the shortest route, a logistician is I.Q. of 11 or higher, P.P. of 11 or higher, the person who knows where to go and M.A. of 11 or higher. how to get there. Available to the following O.C.C.s: Attribute and Alignment Requirements: Cyber Agent, Wired Agent, Gadgeteer I.Q. of 11 or higher, M.A. of 11 or Agent, Operative Agent, Professional higher. Free Agent, Wandering Free Agent, Available to the following O.C.C.s: Thief, Dreamer Gizmoteer, Tinker Cyber Agent, Wired Agent, Gadgeteer Gizmoteer, Gizoid Gizmoteer. Agent, Operative Agent, Professional Required Skill Programs: Surveillance Free Agent, Wandering Free Agent, Specialist or Deep Cover. Additionally,

12 they must also have Security Specialist, secrecy. Often working alone with Locksmith & Security Systems, or explosives, gases, poisons, and special Fence. devices, mechanics must rely on Other Useful Skills: ""Black"" Operative technical knowhow. While mechanics Program, Surveillance Specialist occasionally aid assassins, they perform Program, Agent Program, Basic many other jobs as well. Mechanics Espionage Program, Information work well with saboteurs and hunters. Gathering Program, Professional Thief They usually report to personal or team Program, Spatial Intrusion Engineer operators. Program, Computer Hacking Program, Attribute and Alignment Requirements: Electronic Communications Program, P.S. of 12 or higher, M.E. of 12 or Locksmith and Security Systems higher, I.Q. of 12 or higher. Program, Electronic Warfare Program, Available to the following O.C.C.s: Guerilla Warfare Program, Basic Gadgeteer Agent, Operative Agent, Military Program, Explosives Professional Free Agent, Wandering Construction Program, Demolition Free Agent, and Academy Officer. Program, Military Demolition Program, Required Skill Programs: Assassin Assassin/Bodyguard Program, Covert Program, Covert Assassin Program, or Assassin Program, Overt or Covet Bodyguard/Assassin Program. Any one Assassin Program, Any Basic Program. Gizmoteer skill program. Photography, Language (any), Appraise Other Useful Skills: Weapon Goods, Pick Locks, Pick Pockets, Construction Program, Explosive Gambling (any), Security Systems, any Construction Program, Basic Military electronic, communications, performing Program, Guerilla Warfare Program, arts, or rogue skill. ""Black"" Operative Program, Basic Special Options: The character may add Modern Weapons Program, Airborne a one-time bonus of +5% to any ten Ranger Program, Airborne Program, skills. Assassin: Overt and Covert Program, Social Contact Modifiers: There is a Demolitions Program, Military +15% chance of finding another Demolitions Program, Night Ops magician among the character's regular Program, Ranger Program, Recon contacts (i.e. the Pro Free Agents base Program, SEAL Program, Sniper numbers for criminals (40%) and known Program, Special Forces Program, any espionage agents (15%) would have a Gizmoteer and Basic Skill Programs. +15% chance if the character was trying Sniper, any Modern W.P., any to find a criminal or known espionage Demolitions skill, Communications, agent in the same line of work). The Computer, Electrical, Mechanical, and character will also be able to identify Technical skills.. many figures in the legal supply system Special Options: The character may add (45% chance) and black market (35%). a one-time bonus of +10% to any five skills. Mechanic Social Contact Modifiers: Due to the Area of Expertise: Mechanics are agents character's specialized line of work, they whose role is to create ""accidents."" have a 10% chance of recognizing other Like wizards, mechanics rely on tools assassins and bodyguards and a +5% and are concerned with subtlety and chance of recognizing significant targets

12 in their line of work and an additional to know a wide variety of people, add +10% chance of finding a known figure +5% to any social contacts. in his or her chosen field of expertise. Poisoner Operator Area of Expertise: The infamous yet Area of Expertise: In the field, an regretfully necessary assassin is operator is the boss. The operator leads primarily a cold-blooded murderer of the team, pays its members, enforces prominent persons and secret agents. team regulations, and reports directly to Rating high in Physical Strength and the administrator. Most operator duties Mental Endurance, these agents perform are mundane and bureaucratic, such as dangerous, often suicidal, tasks in the recruiting and training new agents. Many line of duty. Poisoners are a subclass of operators, tired of the constant danger of the assassin, one specializing in using field work, strive to become chemicals, toxins, venoms, and administrators, whose lives are safer. An biological agents to eliminate their operator is personally responsible for the targets. actions of agents under his control. An Attribute and Alignment Requirements: operator also is responsible for the I.Q. of 12 or higher, M.E. of 12 or proper use and care of expensive or higher. valuable special equipment borrowed Available to the following O.C.C.s: from the agency. An operator may be a Worldly Martial Artist, Cyber Agent, resident of the area where a mission is Wired Agent, Gadgeteer Agent, being carried out. Operative Agent, Professional Free Attribute and Alignment Requirements: Agent, Wandering Free Agent, Academy I.Q. of 11 or higher, M.A. of 11 or Officer, Commando Mercenary, Cyborg higher. Soldier, and Veteran Grunt. Available to the following O.C.C.s: Required Skill Programs: Poisoner Cyber Agent, Wired Agent, Gadgeteer (New!) Agent, Operative Agent, Private Eye, Poisoner Skill Program Academy Officer. Use/Recognize Poison (+20%) Required Skill Programs: Spy Network Toxicology (+10%) Administration. Biology (+5%) Other Useful Skills: Basic Espionage Chemistry (+5%) Program, Agent Program, Information Botany (+5%) Gathering Program, Security Specialist NBC Warfare (+10%) Program, Surveillance Specialist Criminal Science/Forensics (+10%) Program., and Advanced Infantry Chemistry: Analytical (+5%) Program. Leadership, Strategy, Tactics, Select one ancient and one modern W.P. Business and Finance skills. Other Useful Skills: Weapon Special Options: Since operators are Construction Program, Explosive team leaders and often responsible for Construction Program, Basic Military agency missions, they typically have a Program, Guerilla Warfare Program, higher salary than the average agent ""Black"" Operative Program, Basic (usually 1.5 times normal salary). Modern Weapons Program, Airborne Social Contact Modifiers: Because of Ranger Program, Airborne Program, their recruitment duties, the Operator has Assassin: Overt and Covert Program,

13 Demolitions Program, Military Construction Program, Basic Military Demolitions Program, Night Ops Program, Guerilla Warfare Program, Program, Ranger Program, Recon Agent Program, Basic Espionage Program, SEAL Program, Sniper Program, Information Gathering Program, Special Forces Program. Program, Professional Thief Program, Special Options: +2 to save vs Poison Spatial Intrusion Engineer Program, (due to the poisoner's unique knowledge Computer Hacking Program, Electronic of poison and antidotes). Communications Program, Locksmith Social Contact Modifiers: The character and Security Systems Program, will have some knowledge of the Electronic Warfare Program,""Black"" medical, forensics, and pharmacological Operative Program, Basic Modern scene with a chance of recognizing Weapons Program, Airborne Ranger famous persons within those fields Program, Airborne Program, Assassin: (30%). Overt and Covert Program, Demolitions Program, Military Demolitions Program, Saboteur Night Ops Program, Ranger Program, Area of Expertise: Not mad bombers or Recon Program, SEAL Program, Sniper political terrorists, saboteurs are Program, Special Forces Program. dazzling, fast-acting experts with a Appraise Goods, Pick Locks, Pick toolbox. Not only must saboteurs know Pockets, Gambling (any), Security how to stop a machine or a process, but Systems, Sniper, any Modern W.P., any they must know how the mechanism Demolitions skill, any electronic, should work properly. To sabotage a communications or rogue skill. series of machines, saboteurs must Special Options: At the GMs option, the remove or destroy the same part on each, character can add a one-time bonus of so a few of them cannot be repaired by +10% to ten of their demolition, cannibalizing parts. Saboteurs work well electrical, mechanical, and technical with mechanics. skills. Attribute and Alignment Requirements: Social Contact Modifiers: Due to the I.Q. of 11 or higher, M.A. of 11 or character's specialized line of work, they higher, M.E. of 12 or higher, P.S. of 12 have a 10% chance of recognizing other or higher, P.P. of 11 or higher. saboteurs, assassins, guards, and Available to the following O.C.C.s: bodyguards. Cyber Agent, Wired Agent, Gadgeteer Agent, Operative Agent, Professional Seductress/Seducer Free Agent, Wandering Free Agent, Area of Expertise: The seductress is the Academy Officer, Dreamer Gizmoteer, spy who specializes in observing things: Gizoid Gizmoteer, Tinker Gizmoteer. both from up close and at a distance. Required Skill Programs: Assassin They are skilled and well trained and Program, Covert Assassin Program, or often like to play the role of ditzy Bodyguard/Assassin Program. airhead or dumb beefcake. This is Additionally, they must also have always an act, and they use their wiles to Security Specialist, Locksmith & secure many secrets about organizations Security Systems, or Fence. and individuals. Other Useful Skills: Weapon Attribute and Alignment Requirements: Construction Program, Explosive P.B. of 12 or higher, M.A. of 12 or

13 higher. NOTE:: Seductresses are almost code breaking are two of a sleuth's always female, the role for male strong points. seducers is very limited in the mostly Attribute and Alignment Requirements: male-dominated society of international I.Q. of 13 or higher, P.P. of 11 or higher, espionage, however wives, girlfriends, M.A. of 11 or higher. lovers, and other acquaintances of Available to the following O.C.C.s: targets may have some potentially useful Gadgeteer Agent, Operative Agent, information... Professional Free Agent, Wandering Available to the following O.C.C.s: Free Agent, Dreamer Gizmoteer, Gizoid Cyber Agent, Wired Agent, Gadgeteer Gizmoteer, Tinker Gizmoteer, and Agent, Operateive Agent, Professional Academy Officer. Free Agent, Wandering Free Agent, Required Skill Programs: Surveillance Thief. Specialist or Deep Cover. Any Required Skill Programs: No specific Gizmoteer Skill Program. program, the character must select a skill Other Useful Skills: ""Black"" Operative program that gives access to the Program, Information Gathering seduction skill. Program, Surveillance Specialist Other Useful Skills: ""Black"" Operative Program, Guerilla Warfare Program, Program, Deep Cover, Information Basic Military Program, Explosives Gathering Program, Surveillance Construction Program, Demolition Specialist Program, Guerilla Warfare Program, Military Demolition Program, Program, Basic Military Program, Assassin/Bodyguard Program, Covert Explosives Construction Program, Assassin Program, Overt or Covet Demolition Program, Military Assassin Program, any Gizmoteer and Demolition Program, Any Basic Basic Skill Programs. Photography, Program. Language (any), Communications, Special Options: With the focus on the Computer, Electrical, Espionage, soft side of information gathering, the Mechanical, and Technical skills. character may have a +10% to either Special Options: The character may add Charm/Impress or Trust/Intimidate at the a one-time bonus of +5% to any ten GMs option. skills. Social Contact Modifiers: Since the Social Contact Modifiers: With the focus character interacts with people on a on gathering information, the character regular basis, they have a +10% to all gets a +10% bonus to recognizing any social contacts. contacts.

Sleuth Specialist Area of Expertise: As information Area of Expertise: Specialists are highly experts, sleuths are valuable assets on trained in one specific field of study. highly technical missions where quick, They are limited to this one job, which clear thinking is a must. Brilliant, they perform very well. In other skills, systematic, charming but never specialists will have average training at assuming, sleuths often solve the best. A specialist chooses a specialty problems they pose. Sleuths are cautious when the character is created, and is yet surprising, and often fool those they called on to perform only that function. come in contact with. Wiretapping and The specialist is extremely dedicated.

13 Specialists will rarely be allowed to Attribute and Alignment Requirements: leave their low-profile desk jobs to I.Q. of 12 or higher. accompany a team of agents on a Available to the following O.C.C.s: mission. They are, however, experts in Gadgeteer Agent, Operative Agent, their fields and hence may be called on Professional Free Agent, Wandering to perform a specific function. Free Agent, Dreamer Gizmoteer, Gizoid Attribute and Alignment Requirements: Gizmoteer, Tinker Gizmoteer, and I.Q. of 15 or higher. Academy Officer. Available to the following O.C.C.s: Required Skill Programs: Any one Operative Agent, Professional Free Gizmoteer skill program. Agent, Dreamer Gizmoteer, Gizoid Other Useful Skills: Gizmoteer and Gizmoteer, and Tinker Gizmoteer. Basic Skill Programs. Communications, Required Skill Programs: The character Computer, Electrical, Mechanical, must devote two Gizmoteer Skill Medical, and Technical skills. Program slots to the same Gizmoteer Special Options: The character may add Skill Program, resulting in a one-time a one-time bonus of +5% to any five bonus of double the normal usual skill skills. program bonuses. This can only be done Social Contact Modifiers: The character once. has an additional +10% chance of Other Useful Skills: Any Gizmoteer or finding a known figure in his or her Basic Skill Programs. chosen field of expertise. Special Options: In addition to the Temptress required skill program bonus, the Area of Expertise: The Temptress is a character receives a one time bonus of type of assassin. They know how to use +25% to the Basic Gizmoteer their sexuality to its best advantage and Construction Skill. usually do most of their killing in the Social Contact Modifiers: The character bedroom. They generally also like to has a whopping 75% chance of finding play the weak woman role to lull men someone in his or her specialized field of into overconfidence. However, those expertise, however, this means there's who underestimate the Temptresses are also a 50% chance of being recognized often the ones who end up dead. They in that field of expertise. are often fearless and are generally very capable in any situation they find Technician themselves in. Area of Expertise: The technician is a Attribute and Alignment Requirements: generalist who usually is seen only in P.S. of 12 or higher, P.B. of 12 or support roles, and rarely is placed in the higher, M.A. of 12 or higher, M.E. of 12 field. The technician operates or higher. equipment, bandages injuries, analyzes Available to the following O.C.C.s: compounds, or studies special devices. Cyber Agent, Wired Agent, Gadgeteer Those few who are assigned to work Agent, Operateive Agent, Professional with assassins, confiscators, and Free Agent, Wandering Free Agent. investigators can expect an equal share Required Skill Programs: Assassin of the hazards and difficulties. Many Program, Covert Assassin Program, or technicians carry no weapons, relying on Bodyguard/Assassin Program. The team members for protection. character must also select a skill

13 program that gives access to the Available to the following O.C.C.s: seduction skill. Gadgeteer Agent, Operative Agent, Other Useful Skills: Physical Program, Professional Free Agent, Wandering Ancient Weapons Program. Physical Free Agent, Dreamer Gizmoteer, Gizoid and/or Ancient W.P. skills. Gizmoteer, and Tinker Gizmoteer. Special Options: Due to the Temptress' Required Skill Programs: Any one reliance on hand to hand combat, the Gizmoteer skill program. Additionally, GM may allow the character without they must also have Security Specialist access to a martial art style access to a or Fence. non-Exclusive style, at the cost of two Other Useful Skills: Agent Program, skill programs. Since Wui Wing Chun is Basic Espionage Program, Information a style open to women only, the GM Gathering Program, Professional Thief may also allow this martial art to be Program, Spatial Intrusion Engineer chosen at the cost of three skill programs Program, Computer Hacking Program, (or one if the character does have access Electronic Communications Program, to a martial art). In addition, since Locksmith and Security Systems Ninjutsu is often thought of as an Program, Electronic Warfare Program. assassin's art, the GM may allow a Gizmoteer and Basic Skill Programs. character to purchase Ninjutsu at the cost Appraise Goods, Pick Pockets, Pick of four skill programs (or two if the Locks, Safe-Cracking, Research, character does have access to a martial Gambling (any), Security Systems, any art). With the focus on the cuddly route Communications, Computer, Electrical, to getting targets, the character may have Mechanical, Rogue, and Technical a +5% to either Charm/Impress or Trust/ skills. Intimidate at the GMs option. Special Options: The character may add Social Contact Modifiers: Due to the a one-time bonus of +10% to any ten character's specialized line of work, they skills. have a 5% chance of recognizing other Social Contact Modifiers: The character assassins and bodyguards. has an additional +20% chance of finding a known figure in his or her Wizard chosen field of expertise. Area of Expertise: At one time wizards were seldom more than safecrackers, but modern technology has expanded their 9. Creating Agencies role. Wizards can deactivate security 9.1 The Player Character's Agency systems, hot-wire vehicles, find hidden One of the first things a GM should have openings, and withdraw information established before starting a campaign is from computer files in seconds. These a good espionage organization for player agents nearly always use tools, and are character spies. The organization is welcome on delicate missions with time responsible for sending the agents on restrictions. Wizards work well with missions, paying them upon successful sleuths (see above) and generally report completion of said missions, and to a team operator. disciplining them for rules infractions, Attribute and Alignment Requirements: among other things. I.Q. of 13 or higher, M.A. of 11 or higher, P.P. of 11 or higher.

13 9.2 Designing the Agency 5. What are its goals, and how does it go To create a strong, believable spy about achieving them? organization, answer for yourself the Identifying the goals and methods of following questions: accomplishing those goals can help focus the agency toward a particular 1. What is the name of the agency, what agency size (see below). is it's insignia and symbol? This question is one of the most 6. What is the basic nature of the important tools in creating an agency. agency? While there may be an idea for the Along with the agency's goals, the basic agency, without a name and symbols, it's nature of the agency will help determine just an idea. This step allows you to what the type and size of the agency is. begin the basis for all steps for all other aspects of the agency. However, 7. How large is the agency? sometimes it's difficult to come up with This is the key factor in choosing what a name, or symbol for the agency type of agency is being created by giving without defining some other aspects of the guideline of points that can be spent the agency, so don't fret if you can't on the agency's features. think of one immediately. 8. What are the activities of the agency? 2. When was the agency started, by who, A wide variety of activities are and why did they start the agency? performed by different agencies. Overall Not everyone is going to care about this the agency will have one activity which little section of information on the is it's primary mission or function. agency, however, by answering the Typical activities of agencies include the question, you can get a good feel for the following: agency's various policies and history and Crime Busting. An activity that deals the how and why of the agency. with preventing and stopping criminal 3. Is it a known agency, or is it secret? If activity. secret, why? Diplomatic Intelligence. Gathering Secrecy plays an important part in information for the purpose of deciding several factors of the agency. implementing policy-making decisions Agencies that are secret tend to keep and policies of the agency's sponsor. their activities hidden and the operatives Domestic Counterintelligence. Covers are more constrained by the need for stopping espionage activities inside the secrecy. Known agencies do have secret borders of the agency's own country. operations and activities, but they also Economic Intelligence. Information perform a more visible role in achieving gathering on fiscal resources and R&D their policies and goals. applications of a target agency, company, or government. 4. Where is it located? Electronic Intercept. Information Having a headquarters for the agency, as gathering though a variety of electronic well as notes about outlying offices and means. facilities gives the agency a scope of it's Foreign Counterintelligence. Preventing place within the world. intelligence activities by the agency outside the borders of its own country.

13 Military Intelligence. Gathering of agency tries to stop. Likewise, enemies military information such as troop tend to try to stop the buildups, military installations, military operations and missions of the agency. technology, and other military operations. 13. How is the agency structured? Private Investigation. This activity This identifies the chain of command of includes a variety of problems, such as the agency, as well as the position within fraud investigation, occult investigation, the agency hierarchy every section fills. domestic investigation (got to catch those cheating husbands), missing 14. What are some of the agency's persons searches, and the operations? like. Identifies the agency's spectacular Strategic Intelligence. Gathering mission successes or failures, ongoing information of foreign nations and operations, past operations, and other agencies for the purpose of security for activity. the agency's sponsor or home country. Terrorism/Counter-Terrorism. Engaging 15. What cover does the agency have? in terrorist activity or opposing terrorist Determines whether or not the agency activity. has a cover for its activities and how the cover is used. 9. What are the policies of the agency? This covers the major laws and 16. What is the agency's past history? philosophies of the organization and Combines elements of the agency's how they are applied to personnel. creation history, spread of influence, mission involvement, and major ups and 10. Where are the agencies activities downs of the agency. located? Similar to the location of the agency and 17. What is the agency's political it's facilities, this step identifies the orientation? places where the agency is known to These next three questions help focus the operate or where its jurisdiction extends. agency's place in the world setting of the game. They help determine whether or 11. Does the agency have any allies? not the agency will follow a particular Agencies often share intelligence data avenue of operational commitment and formally and informally with one mission accomplishment. Political another, when it suits them to do so. orientation refers to the agency's overall Associated agencies do not necessarily belief in whether governmental authority share intelligence because of publicly should be spread out to all of a country's recognized treaties. population ("democratic") or kept in the hands of one person ("autocratic"), or 12. Does the agency have any enemies? some belief between those two extremes. Like allies, agency's often have enemies that they've made over the years. These 18. What is the agency's economic enemies typically have opposed polices orientation? and goals which they try to enact and the Economic orientation measures the agency's overall view in private

13 enterprise ("capitalist") or in government original features are unchanged, control of business ("communist"), or however some new ones have been some position between those two added. extremes. 9.3 Agency Design 19. What is the agency's view on 1. Martial Arts School. Rather than political change? devote some small amount of points to Political change measures the agency's make an inaccurate portrayal of the overall opinion on political change; many different types of martial arts those with "radical" beliefs think that organizations, they've been separated out change should be rapid and far-reaching; to form their own group creation table. those who are "reactionary" want no Rather than reprint that bad boy here, I'll change at all. just list the Martial Art Organizations . 2. Private Investigation Agency. Since 20. Who are the Non Player Character's the revised edition of N&S added this worth note within the agency? new addition to the Spy Agency creation This is a final step after all other areas of (without putting it in the Spy Agency the agency have been considered and the section), it should be added here. Note agency has been designed. Several NPCs that this will now be the lowest ''official' should be created to help breathe life form of spy agency and have the fewest into the agency. The agency's creator (if points for creation. 60 points are still alive), agency director, character's available. immediate superior, and several 3. Private Crime Buster Agency. A supporting characters should be created. privately funded organization dedicated Support characters include secretaries, to fighting common criminals an security, technicians and clerks, as well underworld crime gangs. 75 points are as other section heads, and possibly available. some NPCs for remote offices of the 4. Public Crime Buster Agency. A agency (such as the Officer in Charge, government funded organization and local sources for that office). The dedicated to fighting common criminals latter types of NPCs can be created for an underworld crime gangs. This is part individual adventures, rather than at the of the new break down of Agency types start of agency creation. to provide a logical niche for the obligatory example of a typical city With these questions answered, let's police department. 100 points are move on to selecting an Agency type available. and designing that agency. N&S has a 5. National Espionage Agency. Yet fairly decent system for setting up spy another breakdown of Agency types. agencies (even if you don't like This provides a niche for federal Palladium's point based group creation). agencies concerned only with matters However, there's still some areas which within the country. 200 points are leave a lot of coverage open. With that available. in mind, I've worked out a revised 6. International Espionage Agency. This agency creation system, adapting some group is involved in the contest between new elements to help flesh out the the world's superpowers and agency design system. Most of the increasingly combating terrorism. The

13 ""war in the shadows"" between national intelligent, as found in Heroes spies and counterspies should be Unlimited. Special Note: Due to the the group's major focus. 250 points are unique setup of N&S and the additional available. availability of 7. Superspy Agency. The agency's main Bionics and Robotics from other games, enemies are villains and organizations this system has been modified to allow with extraordinary powers, devices, and/ an agency to focus on one field of or skills. 300 points are available. augmentation, or several if they so 8. Ultraspy Agency. The agency's main desire. With this in mind, it is possible to enemies are villains and organizations pay points to combine several of the with superhuman powers, devices, following featured augmentations. and/or skills. 400 points are available. 1. None. The characters have NO access 9. Elite Spy Agency. The agency's main to cybernetics, bionics or robotics. Must enemies are villains and organizations buy or steal and modify any robots on with supernatural powers, devices, their own. No automatic replacement of and/or skills. 500 points are available. robots, parts, or bionic devices. Agency 10. Mega-Spy Agency. An agency of Cost: None this size and power indicates that the 2. Basic Cybernetic Systems. The world setting is extremely dangerous. agency provides one person, other than Most, if not all, of the bad guys also possible player characters, who has a fair belong to agencies with lots of points. understanding about cybernetics. 600 points are available. Similarly, the agency understands the basics behind cybernetics and implants Agency Features, with revisions: and can perform minor repairs and A. Outfits. Unchanged installation surgery. Must buy or steal and modify any cybernetic parts or B. Equipment. Unchanged implants, but can modify and install basic systems and features. No automatic C. Weapons. Unchanged replacement of parts or implants. Agency Cost: 5 Points D. Vehicles. Unchanged 3. Basic Bionic Systems. The members of this agency are able to recognize E. Cybernetics, Bionics, and Robotics. bionic parts and how they work. Very (Modified from Villains Unlimited) simple bionic implants can be removed, Bionics includes all the bionic and repaired, and installed, but installing cybernetic implants, gizmos, disguises, artificial limbs, organs, or weapons, limbs, internal organs, body major operations are impossible. Must armor, and reconstruction as presented in buy or steal and modify any bionic Ninjas & Superspies, Heroes Unlimited, implants, but can modify and install Aliens Unlimited, Aliens Unlimited basic systems and features. No automatic Galaxy Guide, and the Rifts Bionics replacement of parts or bionic devices. Sourcebook (remember that N&S does Agency Cost: 5 Points not use MDC and adjust 4. Basic Robotic Systems. The agency all Rifts bionics accordingly). Robotics provides one person, other than possible offers the various types of robot player characters, who has a fair constructions, both drones and understanding about robotics. Similarly,

13 the agency understands the basics behind given to operatives. No other robots are robots and artificial intelligence and can available, unless they are purchased or perform minor repairs and stolen. The annual budget is limited to reprogramming of basic robot systems. 1D6X10 million dollars, which Must buy or steal and limits the creation of new robotic agents modify any robots or robot parts, but can and may affect the availability of robotic modify and install basic systems and parts, features, and exoskeletons. features. No automatic replacement of Agency Cost: 10 Points robots or parts. Agency Cost: 5 Points 8. Cyber Agents. This organization has a 5. Wired Agents. This organization has a knowledge and access to cybernetic knowledge and access to cybernetic technology and systems, although technology and systems, although limited. Qualified agents can receive any limited. Qualified agents can receive of the Implants, Cyber-Attachments, or four (4) cybernetic implants. These Cyber-Disguises from Ninjas & include any of the Implants, Cyber- Superspies. The annual budget is limited Attachments, or Cyber-Disguises from to 2D6X10 hundred thousand dollars Ninjas & Superspies. Wired agents are ($200,000-1.2 million), which limited to a maximum of one (1) limits the creation of new cyber agents Cyber-Attachment. The annual budget is and may affect the availability of limited to 2D4X10 hundred thousand cybernetic parts, features, and implants. dollars ($200,000-800,000), which limits Agency Cost: 25 Points the creation of new wired agents and 9. Full Conversion Bionic Agents. Full may affect the availability of cybernetic bionic reconstruction, features, and parts, features, and implants. Agency implants are available as found in Cost: 10 Points Heroes Unlimited, although limited to 6. Partial Conversion Bionic Agents. special agents and for the restoration of This organization has a knowledge and seriously injured and valuable access to bionic technology and systems, operatives. 15% of the organization's although limited. Qualified agents can operatives will have one to four bionic receive three (3) bionic implants. These implants, weapons or disguises. 10% include bionic features for will have a bionic limb or two and that the ear, and eye, eye weapons, sensors, limb will have three special features or lung, and throat implants from Heroes weapons, plus the agent can have one Unlimited. Bionic organs and partial additional bionic implant or feature. bionic conversion are also available to Furthermore, 5% of the operatives will agents who are seriously injured, have major bionic reconstruction, with a however, full bionic reconstruction, budget of 7.2 million. Repairs, limbs, weapons, and armor are NOT replacements, ammunition, additional available. The annual budget is limited features (if proven worthy), and body to 1D6X10 million dollars, which limits armor are available upon approval. The the creation of new bionic agents and annual budget is 2D4X10 million. may affect the availability of bionic Agency Cost: 25 Points parts, features, and implants.Agency 10. Specialty Robotic Agents. Only the Cost: 10 Points type 3 (exoskeleton) and type 1 (robot 7. Robotic Agents. Only the type 3 vehicle) robots can be built and given to (exoskeleton) robot can be built and operatives. No other robots are available,

13 unless they are purchased or stolen. The finished robot types and features annual budget is available, in addition to robot player limited to 2D6X10 million dollars, characters. Agency Cost: 35 Points which limits the creation of new robotic 14. Unlimited Cybernetics and Bio- agents and may affect the availability of systems. Characters belonging to the robotic vehicles, parts, features, and agency can receive any number of exoskeletons. Agency Cost: 25 Points cybernetic implants, Cyber-Disguises, 11. Cybernetics Arsenal. This Cyber-Attachments, and Bio-Systems organization has a knowledge and access subject to approval from the to cybernetic technology and systems. organization's leaders. Typically, only Qualified agents can receive any of the valuable and experienced agents are Implants, Cyber-Attachments, or Cyber- bristling with cybernetic features or Disguises from Ninjas & Superspies. given powerful cybernetic The annual budget is limited to 1D6X10 reconstruction. However, as many as million dollars, which limits the creation 50% of the agents will have 1D4 of new cyber agents but does not affect Implants, Cyber-Disguises, and Cyber- the availability of cybernetic parts, Attachments. Agents wounded in the features, and implants. Agency Cost: 35 line of duty can also request bio-system Points replacements rather than undergoing 12. The Bionic Arsenal. Full bionic cybernetic augmentation. Repairs, and reconstruction, features, and implants are replacements are automatic and supplied available as found in Heroes Unlimited, quickly. See N&S and the Rifts Bionics although limited to special agents and Sourcebook for the full range of for the restoration of seriously injured available systems. Agency Cost: 50 and valuable operatives. 30% of the Points organization's operatives will have one 15. Unlimited Bionics. Characters to four bionic implants, weapons or belonging to the agency can receive any disguises. 20% will have a bionic limb number of bionic implants, organs and or two and that limb will have three reconstruction, subject to approval from special features or weapons, plus the the organization's leaders. Typically, agent can have one additional bionic only valuable and experienced implant or feature. Furthermore, 10% of agents are bristling with bionic features the operatives will have major bionic or given powerful bionic bodies. reconstruction, with a budget of 14 However, as many as 50% of the agents million. Repairs, replacements, will have 1D4 bionic implants/features. ammunition, additional features (if Repairs, replacements, and ammunition proven worthy), and body are automatic and supplied quickly. See armor are available upon approval. The HU and N&S for the full range of annual budget is 5D4X10 million. available systems. Agency Cost: 50 Agency Cost: 35 Points Points 13. Robot Arsenal. Type one, two and 16. Unlimited Robotics. Robots can three robots can be constructed, repaired, include all four types, but the most and modified by this agency. The only common are type one and two. Repairs, limitation is money for production. The replacements, and ammunition are annual budget is 3D6X10 million automatic and supplied quickly. See HU dollars, which limits the total number of and AU Galaxy Guide for the full range

14 of available systems. Agency Cost: 50 suite hidden from public access, within a points. building containing other offices. This can be either the director's office in a F. Communications. Unchanged building containing the rest of the agency's facilities or an office among G. Offices and Distribution. Unchanged other offices in a building unrelated to the agency. This level is unavailable to H. Headquarters. Government and International A somewhat advanced addendum to the Organization Sponsorship, Known or Offices and Distribution Feature, this better Agency Credentials, and Regional feature determines where the or better Offices and Distribution. headquarters of the agency is located. Agency Cost: 10 Points Note: Unlike any of the other features, 5. Small Building. The headquarters of this one is entirely dependent on the the agency is contained with in a small level of certain other features purchased. (1D6 level) building. This level is 1. None. The unofficial headquarters of unavailable to Ubiquitous Offices and the agency would be the director's Distribution. Agency Cost: 10 Points personal home. This level is mandatory 6. Large Building. The headquarters of if the Offices and Distribution is None. the agency is contained within a large Agency Cost: 0 Points building (2D6 levels). This level is 2. Single Office. The headquarters of the unavailable to Urban or worse Offices agency is a single office within a and Distribution. Agency Cost: 25 Points building containing other offices. This 7. Hidden Building. The headquarters of can be either the director's office in a the agency is a completely concealed building containing the rest of the building (1D6 levels) either disguised as agency's facilities or a single office another building, underground or among other offices in a building underwater, or disguised as a large unrelated to the agency. This level is object (typically a hill or mountain). unavailable to Government and This level is unavailable to Known or International Organization Sponsorship better Agency Credentials. Agency Cost: and Regional or better Offices and 35 Points Distribution. Agency Cost: 2 Points 8. Small Facility. The agency 3. Multiple Offices. The headquarters of headquarters is a small facility the agency is several offices within a composed of several buildings (1D6). building containing other offices. This There may or may not be a wall or other can be either the director's office suite in enclosure around the facility. This level a building containing the rest of the is unavailable to Urban or worse Offices agency's facilities or an office suite and Distribution. Agency Cost: 35 Points among other offices in a building 9. Large Facility. A large sprawling unrelated to the agency. This level is complex of buildings (2D6) houses the unavailable to Government and headquarters of the agency. An International Organization Sponsorship enclosure may or may not be present. and Regional or better Offices and This level is unavailable to Urban or Distribution. Agency Cost: 5 Points worse Offices and Distribution. Agency 4. Hidden Office. The headquarters of Cost: 50 Points the agency is a single office or office

14 10. Hidden Facility. This headquarters is the agents work for, and materials and a complex of buildings or spaces that is agents will often have cover occupations hidden. Typically such a facility is within that business. Agency Cost: 25 disguised as a different facility, hidden Points completely underground, within a 5. Unrelated Big Business. Similar to mountain, underwater, or even as a space small business, except that this business station. Another option is a secret island has a larger clientele base and may or facility that covers a small, little known may not have international operations. island. This level is unavailable to Urban Unlike many small businesses, big or worse Offices and Distribution and business are often known by a wide Known or better Agency Credentials. variety of consumers, and any operations Agency Cost: 60 Points that can be linked to the business will be directed at them. Of course, this cover I. Covers. has the added advantage in that Agency Covers can provide a disguise international business is conducted, and for the agency's activities and personnel and equipment can be moved operations. This may provide a good through private, rather than public smoke screen based on the Agency transportation. Agency Cost: 35 Points Credentials for operations gone bad. 6. Multiple Businesses. Several Similar to the Headquarters feature, this businesses, companies, and corporations is an advanced addendum to the Agency act as fronts and provide covers for the Credentials Feature. agency. This cover allows the agency to 1. None. The agency has no cover or do a variety of things from private front whatsoever. Based on the Agency transportation of agents and supplies, to Credentials, they could be seen as marketing materials that the agency anything and their public relations are R&D labs have come up with through often directly linked to the agency. ''civilian' channels. Also this cover Agency Cost: 0 Points allows for teams of agents to be inserted 2. Recognized Public Agency. An in target areas without linking the agents agency that's established and known as to one another through their covers. an agency. Any operations or activities Agency Cost: 50 Points that receive negative press will be directed at the agency. Agency Cost: 5 J. Military Power. Unchanged Points 3. Faceless Public Agency. Similar to the K. Sponsorship. Unchanged Faceless level of Agency Credentials, no one is quite sure who this agency is, but L. Budget. Unchanged any operations gone bad will be blamed on the government in general, rather M. Administrative Control. Unchanged than the agency specifically. This is a good cover for agencies that pass their N. Internal Security. Unchanged operatives off as agents from another, public agency. Agency Cost: 10 Points O. External Infiltration. Unchanged 4. Unrelated Small Business. The cover of the agency is that of a small business. P. Research and Information Gathering. Often this means that no one knows who (Modified from Boxed Nightmares)

14 The available resources and methods of addition the information they gather is collecting, collating, storing, and collated and kept track of by a small accessing information. staff (1D6). Agency Cost: 10 Points 1. None. The characters are responsible 4. Excellent Connections. $30,000 for buying their own books, newspapers, computer system, with a computer and computers, recording equipment, and modem for every field operator, is on paying for research/information line with 40 national and 20 international facilities. Agents must keep track of and computer networks, 1D6X10 clipping do their own cryptanalysis, photo- services, a staff of 3D4 leg men to do analysis, interrogations, media-analysis, research and monitor the news services. surveillance, counter espionage, and Plus, connections at 4D6 different major intelligence gathering. They must do newspapers and 1D4 TV stations their own foot-work at libraries, etc. nationwide and 1D6 foreign news Agency Cost: None agencies. Agents perform the primary 2. Cheap Resources. Each character has interrogations, surveillance, counter up to $2000 worth of computer espionage, and intelligence gathering, equipment, as well as a TV, VCR, police but are often assisted by one or two band radio, and commercial radio. The technical specialists. Mundane analysis agency has 1D4 national and one is performed by desk agents. All international clipping service. Note that information is collated and tracked by a replacement costs, at the completion of a dedicated staff (1D4x10). Agency Cost: mission, are often subtracted from the 20 Points amount available for the next mission if 5. Superior Connections. Has twice as the equipment is destroyed. Agents do big budget, services, news connections, their own cryptanalysis, photo-analysis, analysis capability, and staff as interrogations, media-analysis, described in number four. Special surveillance, counter espionage, and connections include Interpol and several intelligence gathering, however, all the police forces, scientific agencies, and information they gather is collated and universities across the globe. Has kept track of by a small group of clerks reasonable access to laboratories and (1D4). Agency Cost: 2 Point research facilities at half price (agency 3. Good Connections. The agency has picks up all lab and research fees). $10,000 worth of computer equipment, Agency Cost: 30 Points two modems, is on line with a dozen 6. Unlimited Connections. Massive national and international computer research and information network with networks, a score of clipping services, full-time staff monitoring all data, up to both national and international (with the minute updating, and assistants and 1D4 staff sorting and updating data), and private research personnel for grunt has a source at 1D6 major newspapers, work. Staff of technical specialists and allowing access to newspaper laboratory facilities are also available at files/records and wire services. Agents key centers around the world. do their own interrogations, surveillance, Connections with 2D6X100 news counter espionage, and intelligence agencies around the globe, Interpol, the gathering, however, all cryptanalysis, military, and spy agencies. Agency Cost: photo-analysis, and media-analysis are 50 Points done by specialized technicians. In

14 Q. Library. (Taken from Boxed 6. Library of the Arcane. A large library Nightmares) of about 4000 reference books on magic, The archives of books and information the supernatural, legends, and lore. Plus kept by the agency. This feature is an additional 2000 rare books, private typically only used by those agencies in diaries, original letters and scrolls on the games where the supernatural and subjects of magic and the paranormal. paranormal are common occurrences. The rarest authentic books contain Great for that Mystic China tie-in. instructions on casting spells and magic 1. None. Only whatever each character rituals. Note: The GM may select a total may bring into the agency over the of 20 spells from levels 1-6 (generally years. Agency Cost: None the more common ones) and a total of 2. Small. A mostly insignificant library eight rituals/circles selected from levels in the way of magic. Popular books on 3-12. Approximate value of the library is the occult, the paranormal, ghosts, four million dollars. Agency Cost: 50 legends, UFOs, mysterious happenings, points. all of Victor Lazlo's books, and newspaper clippings. Also included are R. Research and Development. several recent world atlases, dictionaries What kind of spy agency doesn't and other common scientific and research new technology and geographic references. Agency Cost: 3 applications for technology to further Points their goals? In addition, R&D is 3. Good Library. An impressive responsible for creating the various selection of over 800 books on the gadgets that characters use in the field. paranormal, supernatural, lore, E.S.P., Disguising useful magic, and magazine articles that span objects as ordinary objects is their the last 100 years. Included are many specialty and they are always looking at rare and hard to find books (15%). Also new ways to incorporate advanced an excellent reference library on the equipment into common, ordinary, subjects of religion, geography, history, objects. and science. Also contains all articles 1. None. You want to design a new and data from clipping services (if any). weapon, or put that camera into a pack Approximate value: $75,000. Agency of cigarettes, do it yourself, because the Cost: 10 Points agency can't help you. Agency Cost: 0 4. Excellent Library. A vast selection of Points. nearly 3000 books on the usual subjects, 2. Cheap Research. The agency strives to spanning the last 250 years. A few are develop new technologies, and can reproductions of rare, ancient tomes and provide basic containment fabrication diaries. Approximate value: $225,000. functions. However, a limited budget Agency Cost: 15 Points (1D6X$10,000) and single technician 5. Superior Library. A large library of (one Gizmoteer of 1D6 level) means that over 5000 books on the usual subjects production isn't quick or simple. Figure spanning the last 500 years. Also 1D6 days for any one item to be newspaper clippings that date back 200 produced. Agency Cost: 2 Points. years. 20% are extremely rare and 3. Basic Research. The agency can valuable items. Approx. value: produce some new technologies and $500,000. Agency Cost: 25 Points provides some standard containment

14 fabrication devices. A few technicians available easily, with replacements and (1D4 Gizmoteers) and modest budget advanced technical support on call. (2D6X$10,000) can provide the most Figure 4D6 hours for items to be common gadgets and technologies to the available, with common items being characters (any espionage equipment, available withing a few (1D4) hours. energy weapons, specialty weapons, and Agency Cost: 35 Points equipment described under the 6. Unlimited Research. National Gizmoteer skill programs is available, at Governments are most interested in double the normal cost to characters). these advanced facilities. Especially Figure 1D4 days for items to be since they rival the research and available. Agency Cost: 5 Points development capabilities of most world 4. Specialty Research. With this level of superpowers. One major and several research, the agency can develop (1D6) minor research facilities are fully completely new (i.e. GM or Player's staffed (Four times the numbers as creation) items, though it may take time. number five for the major facility and Common gadgets and technologies are equal numbers for the minor research widely available, though not in any large facilities) with a budget that makes quantity. Several technicians (1D6 Gates look poor (1D6X$1 billion) means Gizmoteers with 2D4 assistants) with a that this level of R&D provides useful budget (1D6X$1 million) work to unparalleled technology and impressive constantly design new technology, while gadgets. Often, some of the older (20+ keeping up a steady supply of common years old) technologies are marketed containment fabrications. Figure 1-2 through the agency's front company (or days (24-48 hours) for items to be companies) to augment the agency available. All common gadgets and budget. Figure 2D6 hours for items to be technology are available at standard available, with common items being book prices. Agency Cost: 10 Points available usually on demand, with a one 5. Gimmick Research. Research hour delivery time to most agents in the facilities of this level are often working field. Agency Cost: 50 Points on reverse engineering other technology, developing new technology and S. Agency Credentials. Unchanged applications thereof, as well as improving standard containment T. Agency Salary. Unchanged fabrication designs for miniaturization, increased durability and dependability, Modified Private Investigation Agency as well as longer use times and increased Creation for the Private Eye O.C.C.: functionality. A dedicated research Starting with the same 60 points to station (2D6 Gizmoteers, 1D6X10 spend, the player creates the private highly trained assistants, and 1D4x10 eye's agency using the modified Agency other personnel) with an impressive creation rules found here. Because the budget (1D6X$100 million) provide character will continue to add to the almost round the clock research and organization as he or she develops, add development of gadgets and an additional 10 points to the agency at technologies. Major break-throughs levels 3, 5, 7, 8, and 9. The following are occur once every few years (1D4+2) and the maximum levels allowed to be almost any gadget or technology is purchased by a private eye agency, note

14 that everything, even those levels C. Weapons: Unchanged. required, must be paid for with the 60 D. Vehicles: Unchanged. points: E. Cybernetics, Bionics, and Robotics: Agency Features None. A. Outfits. Unchanged. F. Communications: Unchanged. B. Equipment. Unchanged. G. Offices and Distribution: Unchanged. C. Weapons. Unchanged. H. Headquarters: Typically Small D. Vehicles. Unchanged. Building (10 Points), however most E. Cybernetics, Bionics, and Robotics. major cities will have a Large Building Limited to Basic Cybernetic Systems (25 Points). (#2), Basic Bionic Systems (#3), or I. Covers: Recognized Public Agency (5 Basic Robotic Systems (#4) (pick one, Points) can only choose augmentation from one J. Military Power: Unchanged. category). K. Sponsorship: Unchanged. F. Communications. Unchanged. L. Budget: Unchanged. G. Offices and Distribution. Unchanged. M. Administrative Control: Unchanged. H. Headquarters. Limited to Single N. Internal Security: Unchanged. Office (#2), Multiple Offices (#3), and O. External Infiltration: Unchanged. Small Building (#5). P. Research and Information Gathering: I. Covers. Limited to None (#1), Poor Resources (1 Point) Recognized Public Agency (#2), or Each police officer has a police band Unrelated Small Business (#4). radio, and commercial radio. The agency J. Military Power. Unchanged. has 1D4 national and one international K. Sponsorship. Unchanged. clipping service. Police officers do their L. Budget. Unchanged. own leg work and investigations, M. Administrative Control. Unchanged. however, their reports and evidence is N. Internal Security. Unchanged. collated and kept track of by a small O. External Infiltration. Unchanged. group of clerks (1D4). P. Research and Information Gathering. Q. Library: None Unlimited. R. Research and Development: Poor Q. Library. Unlimited. Research (1 Point) R. Research and Development. Limited Police can provide a limited range of to Basic Research (#3). concealed equipment, such as wire taps S. Agency Credentials. Unchanged. and microphones. However, a the budget T. Agency Salary. Unchanged. usually comes from Feature L (above) and single technician (typically an EXAMPLE: TYPICAL CITY POLICE electronics engineer) means that access DEPARTMENT and/or repair of the equipment is often Here's a breakdown of a typical city slow. Figure 1D6 days for any one item police department. Although the to be available. categories are the same, a few of the S. Agency Credentials: Unchanged. choices fall in between the standard T. Agency Salary: Unchanged. offerings. DEPARTMENT TOTAL 90 Points/105 A Crime Busting Agency Points (for major cities) A. Outfits: Unchanged. B. Equipment: Unchanged.

14 9.4 Using Agencies Of course designing an agency is only 9.6 Alternate creation rules for Agencies part of the process when dealing with At the Game Master's option, the players agencies. Using the agency is also can put together their own organization important as it plays a vital role in game using the following point system. This play and has an impact on what type of saves the GM time and assures the game is played. No one expects novice players that their organization is characters to go up against the super- satisfactory. If the group designs the powered villain with his hordes of well organization it should be by consensus, trained and equipped minions, bent on with everyone agreeing to the way the global domination their first time in points are distributed. The exact number action. Scaling the agency to the players of points available depends on the GM. makes for more believable, fun, and Here are some possibilities. most importantly playable games. Of course then you end up creating more Size than one agency for the players, but hey, 1. Wandering Martial Arts Instructor. it's all about the game. This is the lone, wandering martial artist who is seeking increased martial 9.5 Adversarial Agencies knowledge, enlightenment, or just out to When creating agencies to oppose the see the world. The instructor will characters, try to keep in mind that the typically have 1D6 disciples and or relative level of ability of that agency students. 10 points are available. should roughly correspond to the level of 2. Martial Arts Instructor. A martial arts ability of the agents. By making the instructor who typically teaches in one main villains of that agency a few location, typically out of his home, or a (1D4+2 works good) levels higher than public place such as a gym, park, etc. the agents you can maintain a Students and disciples may or may not challenging game without making the include a family (typically 1D4 people) opposition too difficult to handle. and non- family students and disciples Activities of these opposing agencies will be 2D4. 50 points are available. should mirror that of the characters' 3. Small Martial Arts School. Slightly agency. For example, if the characters' bigger in scope than the martial arts agency is dedicated to preventing crime, instructor, a small martial arts school, be have the opposing agency be dedicated it a single dojo, dojang, Wu guan , Mo to crime. Obviously in the espionage Kwoon, fencing salle, martial hall, small situation, the characters or their temple, or club. There will typically be a opponents will be dealing with head instructor, several (1D4) assistants, intelligence and counter-intelligence and 1D4X10 students. 100 points are activities, but that doesn't rule out other available. activities being performed by the 4. Large Martial Arts School. Larger opposing agency. For instance, the than a small martial arts school, this is characters could be gathering an impressive building, or possibly a intelligence on the terrorist activities of series of smaller connected buildings. the opposing agency, yet not quite taking There will be a head instructor, 1D6 action (i.e. engaging in counter- instructors, 2D4 assistant instructors, terrorism). 2D4 disciples or inner circle students,

14 and 1D6X10 normal students. 200 points 4. Uniforms. A complete range of are available. civilian clothes, including disguises and 5. Martial Arts Training Center. These foreign uniforms, is available to any are the largest temples, monasteries, agent of the organization. Quality is martial schools and academies, as well comparable to the stuff found in a as martial retreats. There will typically discount department store or in a cheap be a group or council running the mail-order catalog. Organization Cost: 4 facility, several (2D6) instructors, Points 1D4X10 assistants, and 3D6X10 5. Martial Arts Training Armor. In students. 400 points are available. addition to the selection of martial arts 6. Martial Arts Organization. This can be uniforms, the organization has available a national or even international one style of practice armor which it organization dedicated to advancing a typically uses for training and/or particular school or style of martial arts. missions. Organization Cost: 5 Points There will typically be a separate 6. Specialty Clothing. Standard armor, administrative council who runs the protective clothing, pilot outfits, SCUBA organization while each outlying school gear, plus any other standard outfits, are will range in size from a small martial available. In addition, the civilian arts school to a martial arts training clothing is fairly classy, equivalent to center. 500 points are available. what's available in expensive clothing stores. Organization Cost: 10 Points ORGANIZATION FEATURES 7. Full Range of Ancient Armor. In A. Outfits. The standard clothing issued addition to martial arts uniforms, a by the organization to its members. selection of normal clothing, training Replacement of any organization issued clothing, and practice armor, the outfits is automatic. organization has access to a full range of 1. None. The characters are responsible ancient style armor. Organization Cost: for their own clothing. No replacements 15 Points of any kind are available. Organization 8. Gimmick Clothing. A full range of Cost: None clothes, including standard armor, plus 2. Training clothes. The organization up to $10,000 per outfit for clothing provides fairly cheap sweat and or Gimmicks. The quality is high-fashion, exercise clothes with shoes. No with designer labels in the very latest replacements are available. Organization styles. Organization Cost: 30 Points Cost: 2 Points 9. Full Range of Modern Armor. In 3. Martial Art Uniforms. The addition to martial arts uniforms, a organization has a standard uniform for selection of normal clothing, gimmick all its employees. This is typically the clothing, training clothing, practice and appropriate style of uniform (i.e. Gi, ancient armor, the organization has Dobok, etc.), with insignia patches and access to a full range of modern style shoes also provided free. The armor. Organization Cost: 35 Points organization has plenty of replacements, 10. Unlimited Clothing. The in standard sizes, and also provides free organization offers any and all clothing laundry service. Organization Cost: 3 Gimmicks for any standard clothing, Points uniforms or specialty outfits. Any quality level is available, and the world's

14 top designers are on call to specially (improvised and/or cheap materials) make appropriate outfits for any agent. equipment is available. Organization Organization Cost: 50 Points Cost: 2 Points 3. Advanced Martial Arts Equipment. B. Equipment. This describes all the An unlimited amount of martial arts equipment and supplies provided free of equipment is available. Organization charge by the organization. Replacement Cost: 5 Points of any lost or damaged, organization- 4. Specialized Martial Arts Equipment. issued equipment is automatic. An unlimited amount of specialized Equipment covers the areas that martial arts (custom made items) clothing, armor, and weapons doesn't. equipment is available. Organization I.e. training material such as heavy bags, Cost: 10 Points speed bags, floor mats, wall scrolls, 5. Basic Ninja Equipment. A limited cleaning equipment, armor and weapon amount of basic ninja (improvised stands or racks, tools, targets, weights and/or cheap materials) equipment is and other gym equipment, etc. Assume available. martial arts equipment is any non- Organization Cost: 5 Points training equipment that the organization 6. Advanced Ninja Equipment. An would have available, training unlimited amount of ninja (custom made equipment is just that, the bags, items) equipment is available. punching aids, plum flower stumps, Organization Cost: 10 Points targets, etc. that would be used in martial 7. Basic Training Equipment. A limited arts training. Gym and fitness equipment amount of basic (improvised and/or is what you would find in gym or fitness cheap) training equipment is available. center (exclusive of combat training Organization Cost: 2 Points equipment like punching bags etc.), 8. Advanced Training Equipment. An Ninja equipment are all the specialized unlimited amount of training (custom devices that the ninja devised to help made items) equipment is available. them in their missions. Specialized Organization Training equipment would include Cost: 5 Points things like computer modeling software 9. Gym/Physical Fitness Equipment. An and equipment that would register the unlimited amount of gym and/or force of strikes and what not. physical fitness equipment is available. SPECIAL NOTE: Unlike some Organization Cost: 10 Points categories, it is possible to pay points to 10. Specialized Training Equipment. An combine several of the following unlimited amount of training equipment featured equipments. For example, by (custom made items) as well as state-of- spending 7 Points, an organization the-art computerized machinery is would provide both Basic Ninja (#5) and available. Organization Cost: 20 Points Basic Training (#7) equipment as described below. C. Medical Treatment. This describes 1. None. The characters are responsible the level of medical assistance available for buying and replacing their own to the organization. Services could be in- equipment. Organization Cost: None house or a deal with an associated 2. Basic Martial Arts Equipment. A specialist (or on call medical unit). limited amount of basic martial arts Japanese, Korean, South-East Asian,

14 Tibetan, Mongolian, and Indian medical spending 22 Points, an organization specialists would all be covered under would provide Training (#2) , Wooden TCM. Holistic medicine could be either (#5), and Ninja (#6) Weapons as western or eastern. described below. SPECIAL NOTE: Unlike some 1. None. The characters must buy their categories, it is possible to pay points to own weapons and ammunition. No combine several of the following automatic replacement. Organization featured Medical Treatments. For Cost: None example, by spending 7 Points, an 2. Training Weapons. The organization organization would provide both Basic provides an unlimited number of padded, First Aid Equipment (#5) and Advanced wooden, plastic, and/or foam training Holistic Medicine Treatments (#7) as weapons. Organization Cost: 2 Points described below. 3. Wooden Weapons. The organization 1. None. Organization Cost: 0 Points provides an unlimited number of custom 2. Basic First Aid Equipment. made/hand crafted wooden weapons. Organization Cost: 2 Points Organization Cost: 5 Points 3. Basic Holistic Medicine Treatment. 4. Metal Melee Weapons. The Organization Cost: 2 Points organization provides an unlimited 4. Advanced First Aid Equipment. number of common metal melee Organization Cost: 5 Points weapons. Organization Cost: 10 Points 5. Advanced Holistic Medicine 5. Archery and Missile Weapons. The Treatment. Organization Cost: 5 Points organization provides an unlimited 6. Paramedic. Organization Cost: 10 number of common bows, , or Points other missile weapons with an unlimited 7. TCM Doctor. Organization Cost: 15 amount of ammunition. Organization Points Cost: 10 Points 8. Emergency Medical Treatment 6. Ninja Weapons. The organization Facility. Organization Cost: 25 Points provides an unlimited number of 9. Medical Doctor. Organization Cost: specialty or gimmicked melee or ancient 30 Points missile weapons and ammunition. 10. Small Medical Clinic. Organization Organization Cost: 15 Points Cost: 40 Points 7. Assassin Weapons. The organization 11. Full Staffed Medical Clinic. provides an unlimited number of Organization Cost: 50 Points specialty weapons used for assassinations. D. Weapons. This includes all the Organization Cost: 15 Points weapons issued from the organization's 8. Exotic Weapons. The organization armory. Any organization-issued provides an unlimited number of custom weapons come with an unlimited supply made or hand crafted melee or missile of ammunition. Any expended ammo or weapons of exceptional quality and damaged weapons are replaced specialty ammunition. Organization automatically. Cost: 20 Points SPECIAL NOTE: Unlike some 9. Modern Weapons. Each martial artist categories, it is possible to pay points to is issued one (1) weapon, with a combine several of the following maximum value of $5,000. Ammunition featured Weapons. For example, by

15 is provided free. Organization Cost: 25 cheapest kind available. Organization Points Cost: 10 Points 10. Advanced Weapons. Each agent is 7. Souped Vehicles. Aside from an allowed to choose up to $50,000 worth unlimited selection of unmodified of all available weapons and gimmick or vehicles (valued at $20,000-$30,000), energy weapons, with all appropriate each martial artist has $20,000 available ammunition included. Organization for customizing or upgrading his or her Cost: 30 Points own vehicle. The vehicles are of high quality, but are limited to standard E. Vehicles. Transportation provided by production line versions. Organization the organization to the characters. Also Cost: 20 Points includes information on the 8. Specialty Vehicles. Unmodified organization's fleet of vehicles. vehicles are available in unlimited 1. None. Can you run? Fly? Swim? We quantity and can be fairly expensive. sure hope so, because you're not going to Currently available sports cars and get any kind of ride from the luxury cars are also available. Each organization. Organization Cost: None martial artist's car may have up to 2. Public Transportation. The $200,000 worth of modifications. organization has no vehicles of its own Organization Cost: 30 Points and sends all agents out via commercial 9. Super Vehicles. Unmodified vehicles transit facilities. In other words, the are available in unlimited quantity and characters can take buses, regularly can be fairly expensive. Currently scheduled airlines, trains and ships. It's available sports cars and luxury cars are also possible for the characters to hire also available. Each martial artist's car taxicabs and rent vehicles, but they have may have up to $1,000,000 worth of to use their own money. Organization modifications. Organization Cost: 40 Cost: 2 Points Points 3. Instructor's car. The instructor owns a 10. Unlimited Vehicles. Any existing private vehicle which can be used to vehicle is available, including rare and transport a number of members, expensive models (I'll take a 1928 depending on the size of the vehicle. Duesenberg, Model SJ.) Any and all Organization Cost: 3 Points modifications, including one 4. Group vehicle. The instructor or "conversion" per vehicle, are available. organization provides a single large van Organization Cost: 50 Points or small bus to transport the members. Organization Cost: 4 Points F. Location. Where the organization 5. Individual Student Vehicles. Most, if trains or works. not all of the students or members has a 1. None. Organization Cost: None vehicle, those without vehicles are given 2. Public Place. A public place such as a a lift with one of the other students. gym, park, etc. Organization Cost: 2 Organization Cost: 5 Points Points 6. Fleet Vehicles. The organization 3. Instructor''s Home. The instructor maintains a fleet of standard, unmodified works out of his or her home. vehicles. Small cars, minivans, small Organization Cost: 5 Points boats and small aircraft are available. All 4. Instructor''s Home with Small vehicles are the most common and Training Room. The instructor has a

15 room set aside within his home G. Military Power. The amount of dedicated to training military force that the organization can students. Organization Cost: 7 Points command directly. Note that directly 5. Small Building. A small martial arts means just that; the organization can school, be it a single dojo, dojang, Wu order around the unit without needing guan , Mo Kwoon , fencing salle, martial permission or authorization from any hall, small temple, or club. Organization other source. Cost: 10 Points 1. None. The organization's main 6. Instructor''s Home with Small security force is composed of its "own" Training Building . The instructor has a martial artists. No additional support is small building with his house where he available. Organization Cost: None trains students. This can be a multiple 2. Security Guards. A few hired security story building with the instructor''s home guards with revolvers, are all the above or below the floor used for organization has. Organization Cost: 3 training, a separate home and training Points building, or a small house and training 3. Militia. The organization can call building on the same lot. Organization directly on a 150 man force of national Cost: 20 Points guardsmen. They have access to 7. Small Building with Grounds. This is standard military weapons and typically found in rural areas where land equipment. Organization Cost: 10 Points is available, the instructor may or may 4. Private Army. A small unit of 200 not live with his senior students on the experienced mercenaries and combat grounds. There is typically a large veterans. They come complete with central building used for training with weapons and equipment. Constantly on some smaller out buildings, on a lot that duty and ready to be mobilized. is typically fenced or walled in. Organization Cost: 20 Points Organization Cost: 25 Points 5. Strike Force. One of the country's 8. Large Building. This is an impressive commando battalions with up to 450 building, or possibly a series of smaller soldiers, is ready to be airlifted to connected buildings. Organization Cost: anywhere in the world at a moment's 30 Points notice. Includes infantry weapons, eight 9. Large Building with Grounds. This is tanks, and four artillery pieces, plus a large building or facility with its own three armed helicopters. Organization grounds that may or may not include out Cost: 30 Points buildings and a wall or fence around the 6. Major Strategic Force. The grounds. Organization Cost: 40 Points organization directly commands a 5,000 10. Complex. This is a large facility, soldier force complete with vehicles, typically occupying its own area it has aircraft, artillery and shipping. several large buildings, possible several Organization Cost: 50 Points series of smaller connected buildings, in addition there will be outlying buildings H. Special Personnel. There are no limits and possibly a wall, fence, or other on the number of special personnel means of restricting access to the available to the organization that one can facility. Organization Cost: 50 Points purchase from this feature. The same personnel can be selected as often as three times (although the same basic

15 personnel, each will have unique Organization Cost: 25 Points differences). 10. Superspy Organization Connection. 1. None. Organization Cost: 0 Points The organization has an arrangement 2. Gang Connection. The organization with a superspy agency, and in exchange has connection to a gang. The for training and assistance, can request arrangement often includes trading services or assistance from the agency. instruction or a safe house in exchange Organization Cost: 40 Points for information, muscle, and minor 11. Gang. A gang of 2D4+2 thieves and criminal activities. Organization Cost: 2 thugs who can be used to rob people or Points enforce the organization''s actions. 3. Enforcer. The organization has an Organization Cost: 15 Points enforcer (typically a warrior, mercenary, 12. Thief. An experienced, 1D4+3 level, or martial artist with 1D4 levels of thief who can be used to acquire funds or experience) to handle any problems. objects that the organization may desire. Organization Cost: 5 Points Organization Cost: 5 Points 4. Military Connection. This is either 13. Group of Thieves. A group of 1D4 access to a militia organization, or an thieves who can be used to acquire funds additional unit of military power or objects. Organization Cost: 15 Points depending on what the organization has 14. Assassin Squad. A group of four in the way of Military power (step G). assassins who are used to murder Organization Cost: 10 Points whoever the organization desires. 5. Dojo Destroyer. The organization has Organization Cost: 30 Points an experienced martial artist (1D4+4 15. Armorer. An in house specialist who levels of experience) who can be used to crafts the organization's armor and/or challenge rival organizations or help training equipment. The armorer's skill with the organization''s activities. isequivalent to the equipment the Organization Cost: 15 Points organization has available (See Step B. 6. Organized Crime Connection. An Equipment). Organization Cost: 10 arrangement with the local organized Points crime element, typically the same as a 16. Weaponsmith. An in house specialist Gang Connection, but with the who forges the organization's weapons. availability of major criminal activities. The weaponsmith's skill is equivalent to Organization Cost: 20 Points the weapons the organization has 7. Expert Assassin. An evil, 1D4+4 available (See Step D. Weapons). level, warrior who specializes in murder. Organization Cost: 10 Points Organization Cost: 15 Points 17. Carpenter. The organization has a 8. Government Connection. The carpenter who is used to maintain the organization has an arrangement with wood work of the organization, the government, and in exchange for including building repairs and training and assistance, can request equipment. Organization Cost: 5 Points services or assistance from the 18. Stonemason. The organization has a government. Organization Cost: 30 stonemason who repairs any stonework Points for the buildings. Organization Cost: 5 9. Special Forces. A pair of well trained Points and experienced (1D4+2) soldiers or 19. Servant. The organization has an mercenaries used for special missions. employee who serves in a domestic

15 capacity (i.e. cleaning, driving, butler, 5. Paranoid. Everybody entering is strip cook, etc.). Organization Cost: 2 Points searched, and no one can so much as 20. Group of Servants. The organization enter a bathroom without surveillance. has 1D4+2 employees who serve in a Multiple checkpoints and constant variety of domestic capacities. personnel checking reduce infiltrations Organization Cost: 10 Points to less than a 3% chance in each office. Organization Cost: 30 Points I. Internal Security. This is the level of 6. Impregnable. An insanely complicated internal infiltration that the organization barrage of tests, signs and countersigns, is vulnerable to. Note that this is the only searches, and (choose one) either X-ray thing that prevents rival organizations Checking (comparing skeleton/dental from already having been infiltrated the patterns to make positive ID), Retinal organization. It varies according to the Scans, or Biochemical (checking a per- organization's security measures. Rival son's blood type and genetic markers for martial artists, spies, "turned" positive identification) for each and employees, and other unreliables can every person entering any office of the only be prevented with high levels of organization. Only a 1% chance of an internal security. infiltrator being found anywhere in the 1. None. No security. Anyone can walk organization. Organization Cost: 50 in or out, and employees are not Points screened or given security background checks. 25% chance of each and every J. Research and Information Gathering. student or employee being an infiltrator. The available resources and methods of Organization Cost: None collecting, collating, storing, and 2. Lax. A security guard at each entrance accessing information. checks visitors in and out. Identification 1. None. The characters are responsible is simply printed and signed (no pictures for buying their own books, newspapers, or fingerprints). 15% chance of each computers, recording equipment, and student or employee being an infiltrator. paying for research/information Organization Cost: 5 Points facilities. They must do their own foot 3. Tight. Alert security guards, work at libraries, etc. Organization Cost: electronic/alarms, and electronic picture None I.D. cards are all part of the 2. Cheap Resources. Each character has organization's security system. A rigid up to $2000 of computer equipment, as check of prospective students or well as a TV, VCR, police band radio, employees reduces the chance of and commercial radio. The organization infiltrators to 10%. Organization Cost: has 1D4 national and one international 10 Points clipping service. Note that replacement 4. Iron-Clad. Every entrance and exit is costs, at the completion of a mission, are under constant video monitoring. often subtracted from the amount Everyone entering is checked for available for the next mission if the fingerprints signature, subjected to a equipment is destroyed. Serve yourself. metal detector and must be personally Organization Cost: 2 Points recognized. Only a 5% chance of finding 3. Good Connections. The organization a spy in any office. has $10,000 worth of computer Organization Cost: 25 Points equipment, two modems, is on line with

15 a dozen national and international SPECIAL NOTE: Unlike some computer networks, a score of clip-ping categories, it is possible to pay points to services, both national and international combine several of the following (with 1 D4 staff sorting and updating featured Teachings. For example, by data), and has a source at 1D6 major spending 7 Points, an organization newspapers, allowing access to would provide both One Hand to Hand newspaper files/records and wire Form (#1) and Physical Skills (#2) services. Organization Cost: 10 Points training as described below. 4. Excellent Connections. $30,000 1. One Hand to Hand Form (No Martial computer system with a computer and Art Forms). Any one hand to hand form modem for every field operator, is on can be chosen. This includes Hand to line with 40 national and 20 international Hand Basic, Expert, Martial Arts (often computer networks, 1D6 x 10 clipping a quickie form of a martial arts style), services, a staff of 3D4 leg men to do Commando, Basic Martial artist, Expert research and monitor the news services. Commando Martial artist, Assassin Plus, connections at 4D6 different major Commando Martial artist, Martial Arts newspapers and 1D4 TV stations Martial artist (a quickie form of Tae nationwide and ID6 foreign news Kwon Do), Aikido, Judo, Jujitsu, Karate, agencies. Organization Cost: 20 Points Kendo, Ninjitsu/Tai-jutsu, Zanji 5. Superior Connections. Has twice as Shinjinken-Ryu, Teng-Jutsu (the big budget, services, news connections previous ''named'' martial arts are Rifts: and staff as described in number four. Japan hand to hand forms analogous to Special Connections include Interpol and quickie forms of the full Martial Art several police forces, scientific agencies, Form), Bull Fight (AtB), Gladiator and universities across the globe. Has (High Seas), Kirndayv''Zhyf (Kirn) reasonable access to laboratories and (Manhunter), Kung Fu (Manhunter), research facilities at half price Mngutch (Ular) (Manhunter), Ninjitsu (organization picks up all lab and (TMNT), Shtek-iyr (Chiropti) research fees). Organization Cost: 30 (Manhunter), Zero Gravity (Basic) Points (Manhunter), Zero Gravity (Advanced) 6. Unlimited Connections. Massive (Manhunter), Aslyl Okta (Rifter), Talitsu research and information network with (Skraypers), Tarlock Martial Arts full-time staff monitoring all data, up to (Skraypers), Zero Gravity: Advanced the minute up-dating, assistants and (Mutants in Orbit), Zero Gravity: Basic private research personnel for grunt (Mutants in Orbit). Many of the Hand to work. Staff of technical specialists and Hand Styles are options available from laboratory facilities are also available at the listed book and analagous to quickie key centers around the world. forms (with the exception of the Zero Connections: 2D6 x 100 news agencies Gravity hand to hand forms) of martial around the globe, Interpol, the military, arts. and spy agencies. Organization Cost: 50 Organization Cost: 2 Points each. Points 2. Physical Skills. This allows four skills from the Physical Category to be taught. K. Teachings. This is category defines This is addition to any skills gained from the types of training available from the the martial art form. Organization Cost: martial arts organization. 5 Points for each four physical skills.

15 3. Ancient Weapon Proficiencies. This just how much respect the characters' allows four ancient weapon proficiencies martial artists can command. to be taught. This is addition to any 1. Hunted. The organization is assumed skills gained from the martial art form. by the public to be a group of criminals, Organization Cost: 5 Points for each four outlaws, vigilantes, or terrorists. ancient weapon proficiencies. Organization Cost: None 4. One Martial Art Form. This teaching 2. Unknown. No one has even heard of is any one of the martial art forms from the organization. They get no Ninjas & Superspies, Mystic China, and/ cooperation and receive no attention. or the Rifter. Organization Cost: 5 Points Organization Cost: 3 Points 5. Modern and/or Military Proficiencies. 3. Faceless. The group is regarded as just This allows three modern or military another bunch of crazy kung-fu-ers weapon proficiencies to be taught. This sponging off the public. Cooperation is addition to any skills gained from the from authorities, particularly police, will martial art form. Organization Cost: 10 be slow and reluctant. Organization Points for each three modern/military Cost: 5 Points weapon proficiencies. 4. Known. The organization is known as 6.Two Martial Art Forms. This teaching an effective and loyal martial arts is any two of the martial art forms from organization. Police and local authorities Ninjas & Superspies, Mystic China, and/ will help in matters that are in their or the Rifter. Organization Cost: 10 jurisdiction. Organization Cost: 10 Points Points 7. Three Martial Art Forms. This 5. Recognized. Martial Artists are teaching is any three of the martial art known as "good guys" who deserve all forms from Ninjas & Superspies, Mystic the help they can get. Police, foreign China, and/or the Rifter. Organization governments, and bureaucrats will all Cost: 20 Points help and cooperate fully with any 8. Four Martial Art Forms. This teaching investigations and operations. is any four of the martial art forms from Organization Cost: 30 Points Ninjas & Superspies, Mystic China, and/ 6. Heroes. Characters are known as or the Rifter. Organization Cost: 30 bigger-than-life heroes fighting against Points evil. Any official, and any citizen, will 9. Five Martial Art Forms. This teaching jump at the chance to risk their lives is any five of the martial art forms from helping the character's organization. Ninjas & Superspies, Mystic China, and/ They always receive favorable press and or the Rifter. Organization Cost: 40 are swamped with fan letters. Points Organization Cost: 50 Points 10. Six Martial Art Forms. This teaching is any six of the martial art forms from Other Information: Ninjas & Superspies, Mystic China, and/ Each organization should also have a or the Rifter. Organization Cost: 50 name, insignia and symbol. It's also a Points good idea to come up with a martial arts instructor, and a few students, all as non- L. Organization Credentials. Just what is player characters. Remember that the reputation and authority of the interesting guards, secretaries, and organization? The credentials determine fellow (or senior) martial artists can

15 make an organization a lot more aspects of the game to the players by interesting. inviting them to perform a variety of Note: Feel free to change or add intelligence and counterintelligence anything you want. This is only a missions for their agency. The best guideline and anything that doesn't work agencies for this level of play are the for you, or something that you feel is National Espionage Agency and missing can be changed at your whim. International Espionage Agency. While espionage missions may take a while for the players to get the hang of (especially 10. Character Levels if they're used to just doing combat with the villain to thwart their plot), they do 10.1 Low Level Characters. introduce a higher level of play that For characters just starting out in their moves the focus away from pulse-racing espionage careers, the Private action to more cerebral challenges. That Investigation Agency, Private Crime doesn't mean that their won't still be Buster Agency, and Public Crime Buster action for the players to enjoy Agency are usually the best place to (especially on missions gone bad), but start. The relatively small size of the that action and combat have become less agencies, combined with the relatively the focus of the game, where puzzle low powered villains they oppose should solving and information gathering move allow the characters to go on missions to the fore. and adventures at an appropriate level of For agencies funded by the characters play. These agencies are recommended themselves, this represents a step up in for two uses. Low level characters the espionage world to more advanced (levels 1-3) and characters who want to missions. Often their agency will be fund their own espionage agency, one contracted by a larger, more capable that will grow with the players and agency (deniability you know), to become more powerful as they increase perform missions of a delicate nature. Or in power. Self-funded, privately funded, the agency could just become aware of and mysterious sponsors work well to the bigger picture and dedicate get these agencies going. Low level themselves to doing their part. This is threats such as criminals and minor often the case if their adventures lead agents can be dealt with at a fairly them to become aware of large criminal complementary level of challenge for the syndicates, rogue espionage groups, and players, while keeping them interested terrorists. and satiated with the campaign. Another aspect of using agencies to support and develop the players is the 10.2 Middle Level Characters. super-secret black ops agency. After the As the characters become more character's have proven themselves experienced (levels 4-7) they require capable agents (typically by fourth tougher challenges to keep game play level), they could be tested and recruited interesting. For this, we move on to by a secretive agency dedicated to more more advanced and sophisticated advanced threats. This could be an villains. In this case, the most agency dedicated to combat more appropriate opponent of an espionage difficult threats, especially those game, other espionage agents. Here is typically faced by high level characters. where we introduce the true espionage

15 Or this could be a rogue agency strewn about for your agents to find and dedicated to opposing certain elements piece together. But if you don't have within a society. good, realistic non-player characters, you are wasting your time as well as that 10.3 High Level Characters. of your players. Since many missions Higher levels of play require even involve human targets and contacts, it is tougher opponents to face and often incumbent upon the GM to come up nothing is as it seems. For this level with NPCs that the characters can (7+), the Superspy Agency, Ultraspy believe in and relate to. Every good story Agency, Elite Spy Agency, and Mega- has an antagonist, and what is an Spy Agency come into play. Opponents adventure but a story in which characters of this level aren't you common participate? An antagonist can be anyone criminals or espionage agents anymore. from a basic lackey who guards a target Now they've got powers, abilities, or to a wily KGB colonel who seems to slip augmentation on their side, and they use through the agents' lingers time and time it to it's full effectiveness. Cyborgs, again, to return and befuddle them in the Robots, even spell casters or villains future. Obviously, the GM would spend with superpowers become the main more time developing the latter NPC, focus of the adventures. Of course, it's though most NPCs deserve some not just the head villain that's got special minimal fleshing out. abilities, henchmen employed by the villain also have a special something Quick Roll NPC Generation going for them. At the highest levels of Sex play, even the hordes of faceless minions 01-50 Male may be augmented or powered in some 51-00 Female way. To combat these baddies, the heroes must be well trained, skilled, Age experienced, and have awesome 01-17 Child (1D6+3 for age) resources. In agencies funded by the 18-40 Pre-Teen (1D6+6 for age) characters, this means the characters 41-65 Teenager (1D6+12 for age) have managed to get their hands on 66-85 Young Adult (2D6+18 for age) enough wealth to properly fund their 86-95 Middle Aged Adult (3D6+30 for agency to a level on terms with the age) world's best agencies. They have moved 96-00 Senior Citizen (4D6+51 for age) to a level on the playing field where they make major decisions that could affect General Appearance the entire world. In doing so, they have 01-05 African, Roll on sub-table: taken on the responsibility of stopping 01-80 Congoid: The peoples of West other people from taking over the world Africa generally have deeply pigmented and other world-shattering plots. skin, hair, and eyes; coarse, tightly curled hair; broad noses; prominent front teeth; and thick lips. In southern Africa, 11. Non Player Characters many people are short and not very dark- skinned. No one is actually black, and A good adventure can combine an exotic among the dark-skinned peoples of setting with a tough challenge. You can Africa, both regional and individual weave plots and sub-plots, with clues

15 differences can be found. Congoid South China tend to resemble other Negroes are the largest population group Southeast Asians more than they do in Africa. Their physical characteristics North Chinese. Also, it is not always vary from region to region, but in possible to distinguish Chinese people general they are dark skinned and have from Koreans and Japanese on the basis little body hair. of physical characteristics. 81-95 Capoid: In southern Africa 81-85 European, European peoples remnants, often mixed, survive of the range in skin color from dark to pale and San (Bushman) hunters and gatherers; in hair color from black to blond, but these people are short and not very dark. they are generally lighter in pigment 20th-century Capoids consist mainly of than any other peoples of the world. the San people, also called the Bushmen, Generally stature is greatest in northern and the Khoikhoin. Both live in southern Europe, and hair color is darkest in the Africa. The San live mainly in southern parts of Europe. Botswana, Namibia, and northwestern 86-90 Indian, The people of the Indian South Africa. The Khoikhoin inhabit the subcontinent fit most closely with those Cape Province of South Africa and of Europe and the Mediterranean basin, Namibia. There are also two smaller but many of them are dark-skinned and Capoid tribes in Tanzania--the Hadza also distinct in other ways. and the Sandawe. 91-92 American Indian, almost always 96-00 Pygmy: The Mbuti or Bambuti are have straight, black hair and large faces. the shortest population both in Africa Native Americans differ in various parts and in the world. The Pygmies average 5 of the Americas, and they differ also feet (150 centimeters) in height. Most of from East Asians in generally having them live in the Congo River basin. more prominent noses and eyes that lack 06-80 East Asian, constitute the largest the epicanthic fold. The Native human racial group (nearly three fourths Americans and the Inuit and Aleut of the world's population). include people of the northern coasts almost Chinese, Japanese, Koreans, always have the same straight, black hair Vietnamese, Philippines, Indonesians, and large faces, and some of the dental Malayans, and Thais. East Asians have characteristics of East Asians. The straight, black hair and generally a wide, Aleuts and Inuit are much like East flat face with such features as sparse Asians in some respects, but they tend to beard and mustache and a fold of skin have narrow noses and other features not (epicanthic fold) that covers at least the found in East Asians. inner corner of the eye and gives it an 93-94 Australian, The aborigines of almond-shaped appearance. Most East Australia are another dark-skinned group Asians share these features, but the not closely related to the peoples of peoples of Southeast Asia are generally Africa. smaller, darker, and more slender than 95-96 Melanesian, The Melanesians are those farther north. Most East Asians a dark-skinned people with rugged facial share these features and certain features. characteristics of the teeth, but the 97-98 Micronesian, Micronesians are peoples of Southeast Asia are generally somewhat lighter-skinned than smaller, darker, and more slender than Melanesians. those farther north. In fact, people of

15 99-00 Polynesian, Polynesians differ Trust/Intimidate. For both D20 and physically from island to island, though percentile rolls of this type, rolling over they are usually taller, stockier, and have the target number results in the NPC lighter skin than Micronesians. acting aggressively, rolling below the target number results in the NPC running Faceless Characters are the NPCs agents for cover or staying put. Some types of encounter that often have little bearing NPCs (notably those developed as Minor on the plot of the adventure. With the Characters, Major Characters, and Full exception of minions, most of the NPCs Blown Characters) will react more in are nothing more than backdrops to the line with their own personalities than game. A single sentence description of Faceless or Victim Characters and these NPCs more than suffices to cover should have their reactions modified to their details. Typically this sentence lists reflect such. Minor Characters should a basic description including sex, general have a bonus to their rolls, typically a height and weight, clothing worn, low to medium bonus which determines notable features such as hair style, scars, if they fight or flee. Major Characters piercings, tattoos, race, skin color and will have either a high bonus or will only occasionally general personality. If you roll for their reactions in more complex want to make players suspicious of these situations, such as taking a certain NPCs, throw in a few more lines of amount of damage. The GM should description, since the expanded always determine the reaction of Full description may attract the PCs' notice, Blown NPCs based on their personalities (falsely) indicating that they are more rather than random rolls. fleshed out NPCs which are more important to the adventure. Victim Attributes of Note Infant Child Teen Adult Senior Victim Characters are step up from the S.D.C. 4 8 12 8 Faceless Characters in that they might H.P. 5 7 10 10 get killed or wounded during the game. In addition to a single descriptive Minor Characters are in the middle range sentence about the victim, HP and SDC, of NPCs. These will be NPCs that the at much lower than average levels player characters may interact with on should be listed. Perhaps another more than one occasion, yet don't play a sentence on how they will react during major role in the game or campaign. To the adventure (or even a quick, short give Minor Characters more variety statement) could be used to further flesh while keeping down the effort in their them out. In stress-centered situations development, I recommend updgrading such as robberies or sidewalk shootouts, the one or two sentences of a Faceless these non-player characters behave Character to three essential sentences. erratically (except for those in authority, These sentences used to describe the like bank presidents or police). By NPC provide a starting point for generating a reaction table and rolling developing a set of essential data for each observer, their reaction can be containing what the essential elements to determined. Horror/Awe Factor rolls can allow PCs to deal with and remember be used for determining how the NPC the NPC. Just because I typically use reacts, as well as Charm/Impress and three sentences does not necessarily

16 mean each NPC is described in exactly Minor Characters, except they typically three sentences. For the sake of the don't have average attributes, and they English language and clarity, sometimes should have their full list of skills listed. more than one sentence is used for a The average experience level of Major given point. Characters is often much higher than that of Minor Characters, typically 1D4+4 or 1. Occupation & history 1D6+4. The first sentence serves as the In general, when designing the introduction to the NPC, describing his background, personality, and appearance occupation and giving a brief history of of your Major Characters, you should be the character. A brief historical note can able to summarize the cognizant points give the NPC more depth and indicate in three paragraphs. Not surprisingly, skills and knowledge that are not readily these paragraphs are called background, apparent to the PCs. Also of note is the personality, and appearance. Each possibility that the NPC has knowledge paragraph should be from three to seven useful to the PCs. sentences long. 2. Physical description Background The second sentence is a brief physical In the background paragraph the country description of the NPC. With the of origin (including any ethnic 'sub- exception of Personality traits, this is class'), family information, and rough identical to the single sentence used for history of growing up should be covered. Faceless NPCs. The only possible Major points of a NPC's history includes exception would be the addition of a countries lived in, education taken distinguishing feature or trait that makes (usually a who or where question), major this NPC easier to remember by PCs. disruptions, and any significant 3. Personality recognition of the NPC's actions that Personality should cover how they occurred. The Background paragraph interact with others, values, motivations, has one important factor that gauges it's quirks, likes, dislikes, habits, secrets, length...the NPC's age. Most NPCs start moral, ethical, economic, political, and their career as young adults (ages 20- religious beliefs, and how strongly he is 30). However, some are play younger biased toward those beliefs. Rolling on a (typically teen-aged) or older (middle Disposition table (any of Palladium's, aged adults or even senior citizens). If my own composite, or one from another the NPC a younger person, they will game system) covers the basic aspect of have less of a background, hence a the character's personality and should be shorter Background paragraph. Older the first sentence. Other sentences NPCs will have a longer background, should cover quirks and unique traits, after all, they've been around longer. beliefs, secrets, and other important Also of note in this paragraph is it personal information. provides some hint as to what useful information the NPC will have that the Major Characters are almost fully PCs can possibly find out about. designed NPCs that the characters will Personality either interact with quite a bit or play This should cover quirks, likes, dislikes, major roles in the campaign or game. habits, secrets, moral, ethical, economic, Their attributes are identical to that of political, and religious beliefs, and how

16 strongly he is biased toward those and dress. This includes the general type beliefs. Rolling on a Disposition table of clothing worn (especially amount of (any of Palladium's, my own composite, clothing worn) from head to toe, with the or one from another game system) colors of the clothing mentioned. The covers the basic aspect of the NPC's cut or style of the clothing may also be personality and should be the first mentioned if it is distinctive. Clothing sentence. Values & motivations are used accessories and other accouterments may to help the GM decide how the NPC will also be described. The last sentence I use react to conversation, questions, and typically concerns commonly seen deals with the PCs, howevery the PCs weapons and other equipment that other must discover what these values and characters would typically see (even if motivations are for themselves through they only see it in use). For espionage observing how the NPC talks and acts in characters (and any other type of order to exploit or manipulate the NPC. character which typically uses disguises, Also of note is how the NPC interacts covers, aliases, etc.) a useful tool is to with others, be it loud and obnoxious or write an Appearance paragraph for each condescending and rude. Other disguise/cover/alias. While many of the sentences should cover quirks and details would remain the same (it is unique traits, beliefs, secrets, and other often difficult to change some of the important personal information. This basic physical traits), there is a wide paragraph will typically be the shortest latitude in what can be changed, thus one the character has. you could have a character with two or Appearance more entirely different Appearance Covering the remaining questions; what paragraphs. does the NPC look like, does the NPC have any distinguishing features, what Full Blown Characters are NPCs does the NPC typically wear or have developed to the same level that player with him (note, this shouldn't be a full characters are developed. Their complete equipment list, just the most notable details should be listed. When equipment such as clothing and large determining the experience level of these items that would be recognizable). I PCs, I recommend having them high typically arrange such paragraphs so that enough to actually provide the PCs with they are easily managed and provide a a challenge. distinct impression of the NPC. The first sentence concerns the overall physical Disposition appearance and consists of height, 01-02 Amiable, well-mannered weight appearance or 'build' (as opposed 03-04 Arrogant, feels superior to others, to specific weight), skin color/race, hair may underestimate others color and style, distinguishing facial hair 05-06 Bad tempered, irritable all the and eye color. Sometimes this sentence time is divided, covering the first few items in 07-08 Blabber-mouth, nice guy, but talks one sentence and the others in the next too much sentence. Other factors could be 09-10 Boastful, rascal distinguishing features such as scars, 11-12 Braggart, may be a nice fellow, piercings, tattoos, etc. After the physical but likes to brag about his or her abilities description, I cover the usual clothing and exploits

16 13-14 Complainer; constantly 63-64 Shy, timid, tends to be a loner aggravated about something 65-66 Slow, doesn't learn or understand 15-16 Coward, tends to avoid danger as fast as other people 17-18 Devout, pious, holy 67-68 Snob, arrogant, feels superior to 19-20 Easy going, laid back; trust almost others anyone until they are proven unworthy 69-70 Spoiled, fickle of trust 71-72 Stubborn, doesn't give in to 21-22 Forgetful, has trouble anyone remembering things 73-74 Tough guy, lone wolf; cocky and 23-24 Gentle, kind hearted self reliant 25-26 Greedy, bad hearted, jealous 75-76 Uncouth, boorish 27-28 Gung-ho, guts and glory type who 77-78 Vane, obsessed with appearance, sees himself as a hero; likes combat and hair, and clothing challenges 79-80 Violent, quick-tempered 29-30 Honest, tells the truth to the point 81-82 Wild man, cocky, overconfident, of getting into trouble takes unnecessary risks 31-32 Honest, hard working 83-84 Worry wart, nervous and cautious 33-34 Hot-head, quick-tempered, 85-90 Roll twice and combine two emotional, but basically nice personalities 35-36 Imperious and condescending 91-95 Alcoholic 37-38 Impulsive, always jumps in 96-98 Drug Addict, roll on the following without thinking table to determine particular drug 39-40 Industrious, frugal addiction: 41-42 Intolerant, a bigot or racist, may 01-10 LSD be biased against a particular race or 11-20 Cocaine derivatives class of people or against anyone who is 21-30 Heroin/Opiates different 31-40 Sex Drugs 43-44 Jealous, obsessed and watchful 41-50 Speed (amphetamines) 45-46 Jealous, physically violent 51-60 Marijuana 47-48 Jealous, accusational and 61-70 Party Drugs confrontational 71-80 Mood altering drugs 49-50 Lazy, doesn't like to work, does as 81-90 Barbituates (downers) little as possible 91-00 PCP 51-52 Lecherous, can't resist 99-00 Insane, roll on the following table: grabbing/pawing the opposite (or same) 01-10 Psychotic: Roll on sex and makes lewd comments Psychosis Table 53-54 Mean or bitter, suspicious and 11-20 Neurotic, roll on Neurosis vindictive Table 55-56 Nice guy, friendly, courteous and 21-30 Kleptomaniac: A hospitable compulsion to steal, even if of a 57-58 Paranoid, trusts no one good alignment 59-60 Paternal, overprotective of others, 31-40 Compulsive Liar: tends to be overbearing, especially Constantly tells lies and tall tales toward young children even if of a good alignment 61-62 Schemer, gambler who likes to 41-50 Obsessed: Roll on take chances Obsession Table

16 51-60 Phobic: Roll on Phobia Informants: People on the periphery of table the intelligence networks hear rumors 61-70 Recluse: The character and bits of information which may be prefers to be alone, quite and useful to the character. Such people unobtrusive. include local power figures (legal or 71-80 Hypochondriac: The otherwise) and local free agents.. character is constantly concerned about sickness, disease, and Indigenous Personnel: Whenever a poisoning. He exaggerates the character enters a locale of which he has slightest discomfort and illness no first hand knowledge, he will need he may suffer and is constantly maps, directories and guidebooks, or, under the belief that he is better yet, some native who is friendly to "coming down" with something. him. A guide will have more intimate He may avoid others who are knowledge of an area than any sick even with the common cold, guidebook or dossier. Note these may blame others for his characters should have the skill Area illnesses (so and so coughed in Knowledge and their areas of specialty my direction yesterday) and is listed in addition to whatever other stats likely to have a half dozen are done for them. "quack" cures for every ailment imaginable; most taste terrible, or Specialists and Academicians: Often a are ridiculous, and none of them character's assignment will require work! specialized knowledge which cannot he 81-90 Affective Disorder: Roll obtained through the normal channels. on the Affective Disorders Table Should an adventure deal with an 91-00 Multiple Personalities: Roll on esoteric subject or should a character Multiple Personality Tables request information on such a subject, the GM should be ready to handle such a Technicians: These character's provide situation. In addition to the skills some kind of technical assistance (it involved in whatever field the specialist does not necessarily have to be focuses on, the basic research skill is a scientific). When the character is out of good skill to note for these characters, to touch with headquarters, especially look up answers for any questions the R&D, he may still need a specialized NPC may not normally be familiar with. piece of equipment made or repaired. The technical (communications, Minor Functionaries: People of even the computer, electronic, mechanical, smallest measure of authority can cross science, and/or technical) skills the the path of a character. These include technician has should be listed with the such petty types as lower-level character, in addition to any other bureaucrats, head waiters, train details. Such knowledge is also helpful conductors, hotel managers, and the like. when tracking down the equipment used These are hardly ever cultivated as life- by the opposition. Enemy Technicians, long friends but the character can make because they rely on brain over brawn, use of them briefly, usually through the they are not usually confronted directly age-old custom of greasing the palm. I by the PCs. like to include notes on bribing these

16 functionaries, any information about specialists, and even civilian contractors their habits or activities that could be working for the armed forces in addition used on them (blackmail or other to combat personnel. Military personnel methods) and any other factors that may are usually considered Minor NPCs, help the PCs interact with them, such as though there may be Victims as well as useful information. Major Characters.

Guards: Guards are defined as armed Ordinary People private protectors of object and human Level of Experience: Most adults are targets. Most guards fall under the third to sixth level (1D4+2). Highly Victim or Minor NPC categories. skilled NPCs, especially those in high- Typically, the average guard will be a risk professions, may have years of Victim NPC, guard officers, specialists experience and can be as high as nine to of note and other important guards will thirteenth (1D4+9) level. If this sounds be Minor NPCs. rather high, remember that they do not have super abilities and thus would have Local Authorities: Having a contact in much lower experience tables than the local law enforcement or government PCs. Also note that a person's can be very useful when a character occupational skills will be taken first, enters foreign territory or needs help in with less important skills being tracking a lead. It may help keep him out secondary, including most physical and of serious trouble should he be forced to combat skills. Thus, their combat ability break the law on an assignment. These will be less than impressive (soldiers, characters are usually Minor NPCs. law enforcement personnel, and athletes are exceptions) if they exist at all. Note: Police are defined as the local law Most people have no fighting skills, not enforcement. Police cannot enter a even Hand to Hand: Basic, and only building or board a vessel without have two melee actions per round. permission of the owner unless a crime Attributes: These vary widely from is being committed there at the time. person to person. Police have no jurisdiction in regions Hit Points and S.D.C.: other than where they are assigned. Each The average adult, male and female, police unit has communication with all commonly only has around 21-32 Hit other regional police units. Agents can Points; P.E. attribute plus 1D6 (3.5) per assume that police will fire on anyone level of experience. S.D.C. is 1D6+6 that attacks them or does not stop when (+15 for those in occupations or ordered to. Like Guards, Police are environments that would build the body, typically Victims or Minor NPCs. like farmers, construction workers, athletes, etc.). Note: S.D.C. can be Military: Military characters may increased with the selection of certain include members of the armed forces of physical skills. the character's nation, opposing nations, Teenagers have an average 7-10 (P.E. or neutral nations. Not all of these attribute plus possibly one level of characters are combat personnel, and the experience). S.D.C. is 1D6+10 (tough, PCs may interact with military young and virile, but this S.D.C. drops to technicians, medics, clerks, drivers, the adult range after the age of 21).

16 Note: S.D.C. can be increased with the per melee round. Period. Boxing would selection of certain physical skills, like make that three. If the character being a high school athlete or other regularly happens to study Karate or physical hobbies (running, climbing, takes similar martial arts self-defense etc.) that build the body and keep it classes he will have the equivalent skill strong. However, these skills and S.D.C. of Hand to Hand: Basic. bonuses remain in adult life only if the Characters with a Military or Police character regularly continues these Training will have Hand to Hand: Basic, activities even if only on an amateur while military personnel with years of level. combat duty, mercenaries and special Children have only P.E. attribute number operatives will have Hand to Hand: (experience level is considered zero). Expert. Remember, we are talking about S.D.C. is 1D6+2 (kids, especially little the "average" soldier or ex-military ones, are practically indestructible). (probably out of shape since leaving the Senior citizens have an average of 16-36 military), so we will not consider (26) Hit Points; P.E. attribute Assassin or Martial Arts for them. Of number+2D6+12 (H.P. from experience course the G.M. can elect otherwise. levels don't count). S.D.C. is 1D6+2, Weapon Proficiencies: The Average Joe plus any S.D.C. gained from physical has no W.P. About 40% will have one or skills, but at half the normal amount and two and is likely to be limited to W.P. only if the Senior remains physically Blunt, W.P. Knife, W.P. Revolvers, active (otherwise they don't count at all). W.P. Pistol or W.P. Bolt-Action Rifle Education: The average North (for hunting). Handguns and rifles will American, European, and city people in be the most common, but even most the rest of the world typically has the people who own a handgun have little or equivalent of a high school education, or no training in its use. one or two years of college. Japan, and Military or Police Training characters some other countries, will have 50%- will have 2D4 W.P.s, typically the 60% of their people with four years of standard Modern W.P.s of Pistol, College. Revolver, Bolt-Action Rifle, or Shotgun Ultimately, education will be appropriate for Police training; W.P. Pistol, Assault to the occupation selected for the NPC; Rifle, and/or Grenade for Military i.e., Doctors have Ph.D.s, gang members training. Most of these characters will have "street education," etc. Also keep in also have a ancient W.P. such as Blunt, mind that normal people will have a Knife, or Spear (equivalent to Bayonet number of mundane skills (i.e., training). Special units such as SWAT, Domestic and/or technical skills). Any Special Forces, etc, will often have W.P. Physical skills they might have reflects Submachine Gun or Heavy Weapons regular, serious devotion to that activity. and possibly Sniper in addition to the For example, marathon runners would other skills. have the Running skill, regular Clearly, even a Police Officer or racquetball or tennis enthusiasts would professional boxer will pale in have General Athletics, and so on. comparison to any player hero, but don't Combat Skills: Most people will have no judge a book by its cover, or a character combat skills! The Average Joe with no by the numbers on his sheet. Some of the combat training will have two attacks most normal people can be the best

16 opponents. One terrorist with a gun or should be sixth level (or the equivalent). bomb stands little chance against even a This keeps both you and your players lone hero, but that same terrorist honest. surrounded by innocent hostages is much harder to capture or defeat without Criminals loss of life. While often run of the mill criminals don't necessarily oppose your player Opposing NPCs characters, they can often be opposed to The "bad guys" in any campaign must be their purposes and mission. Just like a cut above the ordinary people used. other NPCs, there are different levels of One way to handle this is to design an criminals and their impact on the game. enemy agency and have your players' One key thing of note about criminals, is agents go up against it. Or, you could that many of them operate in groups, be come up with individual villains for your it gangs, drug cartels, organized crime agents to tackle. In either case, the syndicates, what have you. following guidelines should be used when you design villains: Thugs: The lowest level of common 1. Give each villain a distinct criminals that the PCs will encounter. personality. While the usual enemy These typically include basic thieves, agent in a black leather trench coat enforcer types, two bit punks, getaway might work in a normal campaign, the drivers, con men, forgers, pimps, same agent simply won't do in an elite prostitutes, drug dealers, and the like. campaign. It doesn't matter if your Good quick rolls for these types of villain is an elite enemy agent, a suicidal criminal can be found in the HU GMs terrorist, or a mad scientist. Give each Guide, however, this often places them one motives, interests, likes, dislikes, with attributes unsuited for the victim and habits. One thing that should be level of play, with that in mind, the Hit common to all your villains is a strong Points, Attributes, and S.D.C. should be desire for revenge. True elite villains adjusted accordingly. don't like to lose and will stop at nothing to hurt those who hurt them. Elite Criminals: A step up from the 2. Make your Henchmen and Rival common criminal, these NPCs will Villains at least equal to your agents in typically be in charge of groups of thugs power and ability. This point cannot be and other lower level underlings. stressed enough. Since the agents are Another type of Elite Criminal is the supposed to be larger-than-life, the Professional Criminal, one skilled in one villains you send out against them field (or more) of crime, such as should be at least as good if not better professional cat burglars, jewel thieves, than the agents themselves. This can be computer hackers, freelance assassins, difficult, since some GMs occasionally master forgers, smugglers and the like. have trouble deciding if they want to kill They fall into the Minor Character off their PCs or give them an easy ride. Range of NPC and should be detailed One method I have used successfully to accordingly. correct this is what I call " +2." All that means is that if, for example, your Master Criminals: While typically, no agents are fourth level, the major villains character would be caught associating

16 with common thieves, knowing some technique, and leave behind some object high-class, "respectable" criminals can to maintain the illusion that the ninja be quits beneficial because they have was still there. sources of information usually Cost in chi: 4 points unavailable to legitimate operatives. Mind trick lasts: 3 attacks (about 6-8 These are the criminals in charge or seconds) large organized crime syndicates and Attacks used: 1 (can be used as a dodge) have hordes of underlings as well as Chance of success: 50% +3% per level several elite lieutenants. They are also (rolled by the PC) efficient sources of men and equipment. Note: This art must be combined also However, these types are most likely to with prowl or another art of invisibility help when it serves their own purposes. to avoid being seen. generally how it Since they're a step up from even elite works is one attack is used to dodge (no criminals, they fall into the Major bonus or penalty to dodge), one attack is Character Range of NPC.. used to hide (while enemy is confused and looking around) and one attack to Super Criminals: The rarest of the take some action (run, fight, etc.) This criminal types, these are Full Blown art also can shield ninja from Chi NPCs and often occur not in their awareness and Zanshin if the chi is capacity as a criminal, but rather as a doubled. (shields only for the 3 attacks) Mastermind villain that the characters are out to thwart. Art of Mystic Nonexistence This is a more advanced form of the Art of Mystic Invisibility. It affects every 12. New Powers person within 30 feet (+2ft. per Level) of the character. Unlike normal Chi Arts of Invisibility Zoshiki, this skill allows the character to Art of Body Switch perform any action except an attack By Zach Jackson without expending Chi points. This Art This is a old Ninja trick, to allow the foe will even fool creatures that hunt by or defender of a castle to strike at the smell (like dogs, for example). Note: ninja with a blow, and discover that the You must have Chi Zoshiki before ninja was gone after the attack failed. taking this Art. Further Note: When usually in the place of the ninja was a initiating this Art, roll under the Chi object, traditionally a log or a statue. Zoshiki percentage. Further Further However in serious cases where the Note: People outside the range of ninja has no such object, only the clothes Nonexistence will be able to detect you of the ninja were left. After the art, the normally. Those within range will not be ninja, who was hiding at the time after able to "see" you by any means. the trick, usually ran away or counter- attacked the surprised foe, who usually Art Of Shadows had no idea where their enemy was. This Art of Invisibility allows you to This art involved in it's more effective confuse your enemies by "manifesting" form a mind trick, based off of chi doubles of yourself. This power is zoshiki (chi invisibility), but used for a actually quite useless without shorter time. Also the ninja must hide or modifications, though it may frighten run from the area of combat to use this

16 non-martial artists. The modifications time equals your M.E. divided by 3 are worth the trouble to obtain, though. (round down). They are as follows: Solidity: By giving up 5 points off of Chakuzen no Jutsu or Art of Special your maximum Chi level, you gain the Hiding ability to solidify your images. Note: It By Kuseru costs 2 points of Chi to solidify each This is the art of hiding in the ceiling or image when it is manifested. attic and includes the ceiling walking Trans-Shadow: By giving up 5 points off technique. Hiding in a ceiling or attic of your maximum Chi level, you gain requires specific muscle control and a lot the ability to imperceptibly switch places of patience. The ability to cling to the with any double with a single thought. tops of rooms where the crossbeams and This can prove very useful. such can be employed (usually with the Infuse Aura: By giving up 5 points off of aid of nekode) for hours the drop your maximum Chi level, you can silently, free of muscle knots and confuse those who use Zanshin and Chi cramps, and be ready to attack is readily Awareness by giving all of your doubles handy for ninja on assassination the same "aura" you have. This way, he/ missions. In addition a character with she won't know which one you are. Chakuzen no Jutsu can, by securely Total Mind: By giving up 10 points off pressing his limbs and torso against a of your maximum Chi level, you gain wall or ceiling, use the smallest the ability to be in two places at once. handholds and cracks to keep his body in You meditate in one place while position while he "crawls" across the controlling one double in another. Note: ceiling. The base skill for this ability is This is analogous to the Mind Walk 45%+5% per level of experience. A Zenjoriki Power, except that the character can move in such a manner at character cannot use his Chi Powers (if one third his Spd attribute. he has any) without returning to his body. Further Note: Combining this Chikairi or Art of Infiltration ability with Mind Walk will allow your By Kuseru controlled double to be solid if you This is the art of infiltration, and spend 1 point of chi per hour. And your includes Toiri no Jutsu the art of double's drifting Speed Class is infiltrating castles and enemy camps. A automatically upgraded to your normal character with this skill uses a variety of Speed Class. Note: The range at which techniques such as stealth, hiding, an image can be manifested without climbing, swimming, and even just Total Mind is 40 ft. + 5 ft. per level. brazenly strutting to get into a castle or With Total Mind, the range increases to other stronghold of the enemy. For 100 miles. When Total example, to get into a castle may require Mind is combined with Mind Walk, the the character to sneak up through patrols range becomes unlimited, but you must then swim through the moat and climb know a place in order to teleport there. the castle walls and then into the castle Further Note: Your doubles are itself all the while hiding from guards controlled by your subconscious except and the people who inhabit the castle. when using Total Mind. The number of The character may also try to just bluff doubles you can manifest at any single his way past guards and others by

16 pretending that he actually belongs Zoshiki, but does NOT include those there! This technique actually works, who are successfully using the martial because no one tends to bother someone art power of Chi Zoshiki/Mystic who looks like they know what they are Invisibility (which shields against chi doing and belong there. Base skill for awareness). At first level, Zanshin sneaking into a place is 50%+3% per extends for an area of 3ft (1m) around level of experience. Base skill for the character. This is increased by 1ft attempting to bluff entry is 30%+3% per (0.3m) for every level of advancement. level of experience. Bonuses: None, this character does not gain initiative against those in this form Fudojutsu or Art of Immobility of zanshin since the character is in a By Kuseru meditative state, likewise this skill can Training in the ability to remain totally not be used to evaluate the chi of immobile involves being able to remain anybody in their zanshin circle. This totally tranquil under any circumstance, ability only alerts the character to the as well as suppressing the body's presence of others in the area. functions (cooling the blood, slowing the By slowing metabolic functions, the heartbeat, and suppressing appetite) for character can also resist the effects of long periods without any ill effects. fatigue, hunger, and thirst. As long as Requires the Meditation skill. this power is successfully employed, the Successfully employing meditation character does not need to sleep, eat, or allows the character to suffer no ill drink. This ability lasts six hours per effects from inclement weather, level of experience. Note: While the constantly be aware of their character can suppress the need for surroundings, and resist the effects of sleep, food, and drink, this does not fatigue, hunger, and thirst. eliminate the body's need for these Characters with this skill can resist bad items. For each six hours of meditation weather unprotected for one hour per using this ability, the character only level of experience without ill effect, requires four hours of sleep. Hunger can note that this includes cold and hot be resisted, but for each period of 12 weather as well as rain and storms hours that the character does not eat at (though flooding can drown the least once, they lose 1 pound (0.45 kg) character, lightning can still the of weight. For each 6 hours that the character, fires can still burn the character does not drink at least half a character, etc.). quart of water/liquid, they have a Also included in this martial art power is cumulative 12.5% (round up) chance a lesser version of the Zanshin martial (that means that after 12 hours of not art technique. This ability is one of drinking at least one quart of water, they readiness and awareness. The character have a 25% chance of becoming will instantly sense anybody who enters dehydrated, after 18 hours, they have a his Zanshin circle, including animals, 37.5% chance, and after 24 hours, they pure chi spirits and those with have a 50% chance, after 48 hours, they intangibility and/or invisibility, have a 98% chance, this percentage does including beings with zero chi! This not increase above 98% after 48 hours) includes those using the Mind Walk of suffering from the effects of Zenjorike and the spell Invoke Chi dehydration. Dehydrated characters have

17 all combat bonuses and number of pursuer, or even using a piece of highly attacks per melee reduced by half. After polished steel to catch a ray of light and 60 hours of not drinking however, the blind or distract an enemy, base skill is character begins to suffer from sustained 30%+3% per level of experience. dehydration, resulting in the character Gotonpo also includes the Kitsune losing 25% of their total hit points. gakure no jutsu (imitating a fox hiding Reduce Hit Points by an additional 20% under water) technique. This technique for each subsequent 24 hour period includes learning how to hold one's without at least one quart of water. After breath for long periods of time, use 108 hours (four and a half days), tightly woven skins to store air and the characters will have lost 65% of their use of breathing tubes and snorkels. total hit points, plus speed will be Base skill is 50% +4% per level of reduced by 90%, attacks per melee experience. The character can hold his round are reduced to one, and no combat breath for a period of time equal to P.E. bonuses of any kind! NOTE: These are in minutes, plus one minute per level of not the rules for normal dehydration, but experience. the rules for the reduced dehydration penalties the character suffers from Hotennojutsu or Art of Walking on using this ability. Vertical Surfaces By Kuseru Gotonpo or Special Escape & This is similar to the martial art power of Concealment Techniques Chakuzen no Jutsu and allows the By Kuseru character to climb any surface at their Gotonpo are various escaping and normal Speed. Masters of this power concealing moves based on the Godai (typically tenth level of experience or (five elements). Dontonjutsu is the art of higher) can move so effortlessly that earth concealment and is equivalent to they can move at their full running speed the camouflage skill, Base skill is 40% while climbing. Climbing normally can +5% per level of experience. Katonjutsu be done automatically without rolling is the art of using fire and smoke to the dice. Climbing at the character's escape, base skill depends on the area normal walking speed can be done with and conditions this skill is used in: at a normal roll. Attempting to move at the night in the forest or a castle (or similar character's full running is done at a -50% heavy concealment area) has a 80% penalty, reduced 5% per level of chance of success while at night in an experience after the first level of area of moderate concealment or during experience that they take this ability. daylight in an area of heavy concealment has a 50% chance of success, an area of Mokutonjutsu or Art of Tree light concealment during the day would Movement have a 25% chance and an area where no By Kuseru concealment during the middle of the This is the art of escape and concealment day would have only a 5% chance of within trees. Characters with this skill success. Kintonjutsu, the art of using are taught how to move from tree to tree metal to escape would include such by jumping from branch to branch and things as throwing shuriken at a pursing also by using a kamayari to hook enemy, dropping caltrops to slow a branches and swing or pole vault from

17 tree to tree. Also learned are silent this is positive chi only, negative chi will movement through trees and the ability not work) to use trees for maximum concealment. Note 1: The copies are shadow, so they Base skill is 50%+3% per level of cannot do any damage to anyone who is experience. Movement is equivalent to not a negative chi creature. character's Spd attribute in heavily Note 2: This art can be used against forested areas and half that (½ Spd) in negative chi creatures in mind walk lightly wooded areas. Characters can mode. also use this skill to move from telephone pole to telephone pole. Note: Shinobi Aruki or Special Walking Arts A good example of Mokutonjutsu can be By Kuseru seen in the anime Ninja Scroll. Shinobi Aruki are the special walking arts of the ninja. These techniques are an Shadow Copy advanced form of prowl that enable the By Zach Jackson character to move silently through more One of the uses that the ninja clans that difficult terrain and situations. Joei no used this art discovered is that the copies jutsu is the ability to move without actually damaged Infernal demons in the making noise or shadows. Ko ashi are physical or chi planes. This damage small steps learned for moving through depends on the chi amount invested in plants or water. Taijutsu sosoku is the the copy, every point of chi invested ability to walk like the wind. Yoko aruki *extra* (not just the minumum to is the art of silently walking sideways. activate the power) does damage to Shikko is the method of silently moving creatures of negative chi equal to that on one's knees. All types of walking are investment per strike. done at two thirds of the character's Spd. Ex: Wang creates three copies with five attribute. Base skill is 45%+5% per level points of chi invested each. (15 total) He of experience. fights Owai the demon, who has 30 SDC and 30 negative chi points. Wang strikes Shinobi Iri or Art of Stealthy Entering with a punch to Owai, as do his copies. By Kuseru His strike does normal damage to the An advanced version of the Art of demons SDC, but his copies do 12 points Stealth, this ability focuses on being able of damage (15 total- three to keep power to enter buildings and structures quietly active) to Owai's chi. and without being seen. Training also If the Ninja's chi is reduced to zero, all includes the balance necessary to copies vanish, even if they were invested traverse a variety of obstacles, such as with their own chi. The art then cannot strung ropes, tight ropes, narrow ledges be used again until 1/2 or more of the and roof tops, as well as being able to ninja's chi returns. stand on, and even fight from the tops of Cost per copy: 1 point of chi per melee narrow poles and posts. per copy. The copies must be charged The character must have a climbing, for the duration desired, i.e., if you want prowl, and swimming skills (in addition the art to continue for three melees, to the required sense of balance listed invest three points in the copies, as they below) to take this power. However, the lose one chi point per melee. (note that character does not need to roll prowl or climbing when entering a structure so

17 long as the character is in the dark and Attempting to dodge or avoid a trap unsuspected. If the character's area is while traversing the surface -40% subject to inspection, then the chance to Engaging in combat on the surface -40% remain undetected is 25%+3% per level These penalties are reduced by 5% per of experience. This power also gives the level of experience, after the first level character the skill to silently cross moats that the character takes this martial art and other water boundaries silently as power. In situations where more than well as to enter and leave the water one penalty applies (for instance, silently. Also useful is the skill of being attempting to run while engaging in able to leave water and further sneak combat on a surface where the total into a structure without leaving tell-tale penalty is -80%), the penalties are water traces along the character's path. combined BEFORE the reduction is Base skill is 35%+4% per level of applied. For example, a tenth level experience for entering, crossing, and character who received this skill at fifth leaving water undetected. Note: If the level (the first level they had the sense of character has the Art of Stealth martial balance percentage needed, and could art power, they can use those prowl and take a new martial art power) attempting water skill percentages while using this to run while engaging in combat on a martial art power. narrow wall top has a normal 98% Due to the balance requirements of this chance for sense of balance and a -25% power, it cannot be learned by anyone penalty reduction against the combined with a sense of balance skill of less than penalties of -80% for engaging in 80%. However, Maintain Balance can combat while running on a narrow also be used to determine if the character surface would have a resulting skill has the sense of balance required, for percentage of 43%. Failure means the every +1 to Maintain Balance, the character has lost their balance and character receives a +5% chance toward fallen. their sense of balance skill. In normal situations, such as walking at one fourth Shotennojutsu or Art of Walking on the character's normal Speed on narrow Vertical Surfaces surfaces, they do not have to roll against This is similar to the martial art power of their balance to successfully navigate the Chakuzen no Jutsu and allows the surface. Engaging in combat, attempting character to climb any surface at their to walk faster or run, or jumps and leaps normal Speed. Masters of this power to and from these surfaces require a roll (typically tenth level of experience or against the modified sense of balance higher) can move so effortlessly that skill, with the following cumulative they can move at their full running speed penalties: while climbing. Climbing normally can Attempting to walk at half the be done automatically without rolling character's normal speed -15% the dice. Climbing at the character's Attempting to walk at the character's normal walking speed can be done with normal speed -20% a normal roll. Attempting to move at the Attempting to run on the surface -30% character's full running is done at a -50% Attempting to jump or leap to or from penalty, reduced 5% per level of the surface -40% experience after the first level of experience that they take this ability.

17 Atemi Because the character still takes damage, Bakusai Tenketsu (Breaking Point however minimal, they can eventually be Technique) worn down in an attack (this is how Everything in the world, living or not, Ranma would usually beat Ryoga--hit has one vulnerable point, the ‘Breaking him enough times in the same place, and Point,” whether it be boulder, frog, he would eventually fall down). cricket, or, yes, the human body. However, this version of the Breaking Bakusai Ten-Satsu (“Breaking Point Point Technique is incomplete as it was Kill”) designed by ancient Chinese martial This hideous and debilitating variant of artist miners; it only works against stone. the Bakusai Tenketsu was accidentally Against stone, the character could bring discovered by an enemy of Ryoga down a mountain if they so choose! By Hibiki, Ryo Muhoshin (at least, in two interrupting the flow of Chi at a key known universes it was). Muhoshin had point, the structure of an object can be devoted his life to the defeat of Ryoga disrupted. It takes 1 point of Chi and had determined that the best way to (negative or positive) to use the do it was to beat him at his own game— Breaking Point in its most basic form. learning how muse Ryoga’s weapons, When striking a stone target, the Ryoga’s moves, even Ryoga’s attitude, character can shatter 6D6x10 lbs. of against him. To beat Ryoga, he had to stone (it explodes in a cloud of know Ryoga better than Ryoga knew shrapnel--doing 2D6x10SDC/MDC in himself. MDC worlds to all within 10 feet) per 1 In his training, he found that the Bakusai Chi (3D6x10 SDC to stone targets). Tenketsu did work against bone, a Once the character has mastered the substance with enough calcium in it to Breaking Point, the second function of be affected by the stone-shattering this technique is revealed. Since every aspect of the power. The problem with time the character uses the ability they the Bakusai Tenketsu was that it worked are at ground zero of an explosion of by touch, forcing Clii into the pattern of stone and shrapnel, they become much an object through the medium of touch, tougher! The character gains +5 PS, +2 making such an attack utterly useless PE, +100 SDC, and any blunt, kinetic against living beings; after all, there was attack (hand to hand attacks, blunt melee all that soft tissue in the way. weapons, etc.) do 1 point of damage for Muhosh’m noticed that Ryoga could the first two dice in the attack. (Also, the channel the Bakusal Tenketsu through character is never banned by his own use his umbrella by treating it as an of the Bakusai Tenketsu) extension of his own body. Through Example: Ryoga is hit by Ukyo for 2D8 extensive and harsh training, Muhoshin damage. Since he is a practitioner of duplicated this feat and then went one Bakusai Tenketsu, he takes 1 point of better: by attaching a sharpened spike or damage per die, for a total of 2 SDC needle to the umbrella’s tip, he could use regardless of what Ukyo rolled. the umbrella as a piercing weapon (like a However, if she hit him for 4D6 damage, spear). Then, when the spike would hit Ryoga would take 2 points for the first an opponent’s bone, he would channel two dice, and whatever was rolled for Chi through it, shattering the bone like the second two dice. fragile china. This method of combat

17 became even more dangerous when used does 4D6 SDC on this strike) and a against a particularly vulnerable spot small hole is cored through the bone like the skull or spine. Only two of the struck (it will heal in a few days); the megaverse’s “Ryo Muhoshins” are shot wasn’t precise enough to trigger a thought to know this technique; one of breaking point. If unsuccessfu’, too them has since been reduced to little bad--they had more than enough chances better than a vegetable, and the other has already. reformed, An unsuccessful save means that the Author’s Note: Complicated? Read “ bone’s breaking point was triggered, Series and “The More Things shattering the bone into fragments and Change/The Pursuit of Happiness You’ll flechettes; this strike inflicts 1D4x 10 be glad you did. SDC damage (which cannot “spill over” Of course, a true Hibiki would never use into HP) and an extra 3D6 damage the Baskusai Tensatsu training they so straight to hit points. In addition, the arduously pursue for such an evil bone struck is broken so badly that purpose; however, they do feel that the heavy medical care (or magic healing) is best way to keep the Bakusai Ten-Satsu required to repair it; otherwise, that bone out of the hands of people who would is rendered permanently useless--and misuse it is to keep it safely within the whatever it was supporting. Bakusai family. Most Hibikis who learn this Ten-Katsu strikes near vital organs may technique do so entirely on their own, by have more dangerous effects (a saving accident (much as Muhoshin did), and throw versus Coma/Death would not be then only find out where it really came inappropriate). A shot to the skull or from after questioning an elder. spine grants +5 to the save (the skulls By spending five Chi a user of the plates are flexible and strong and the Bakusai Ten-Satsu (who must be of an spine is mostly nerve tissue and fluid); if alignment worse than Scrupulous, and an failed, let your sickest desires as GM Unprincipled Hibiki will only use this take over--an instant frontal lobotomy or move for self-defense) may charge a life in a wheelchair are the kindest things piercing weapon (a spike-tipped you can do. umbrella is traditional) with destructive As a final note, there are over two force. If the strike against a target is an hundred bones in the average human unmodified 17-20 (natural 20 only for body (though most of them are in the head and spine shots), and is not parried hands and feet) and a Bakusai Ten-Satsu or dodged, then the Bakusai Ten-Satsu strike is necessary for each and every takes effect; otherwise the Chi is simply one of them (with some exceptions--an lost and the weapon must be recharged. exploding bone will likely destroy very The strike on a Bakusai Ten-Satsu acts small surrounding bones). precisely as a called shot, hitting whatever portion of the victims anatomy Blindness Strike: is desired. A precise two-finger strike to a point just The victim is permitted a saving throw below the victim’s eyes. It causes a total to avoid the worst effect If successful, blindness that persists for 1d10 hours! the target merely takes an extra three The roll is so difficult that the atemi dice of damage from the weapon (ie; if expert must roll 14 or better to strike, the weapon normally did 1D6 SDC, it with no bonuses allowed. A miss or if

17 the victim manages to parry or dodge minutes of continuous meditation for the means there is no damage or blindness. victim to regain control over Chi. If the victim manages to roll with A successful Chi Block requires a roll to punclVfalllimpacc, then the blindness strike of 10 or bet- ter, without benefit of will only last 3D6 melee rounds. A blind attribute and combat bonuses. The oppo character is -10 to strike, party and nent can attempt to patty or dodge and, if dodge and must travel at half speed to successful, will avoid any damage. If the avoid stumbling and falling (and victim manages to roll with possibly getting hurt). punclilfallfam pact, instead of the Chi Block, the character will lose 31)6 Blood Flow Atemi or Chirigi: Points of Chi (Positive or Negative, Damage from this kind of skill is done whichever the victim is currently direct to hit points, bypassing any of the charged with). victims S.D.C. A successful attack is one Since the exact location of the “Chi that has not been parried or dodged and Control Center” is differ ent from person the roll to strike is no less than 9. to person the atemi expert must observe Normal Strike bonuses are allowed. This his op ponent before attempting this attack must be done directly with a attack. If the adversary is seen engaging fingertip attack or fore-knuckle strike. in combat or in any fonn of Chi control, Forms without these strikes can not take it will only take a single melee round to Blood Flow Atemi. Attacks do 1D8 discover the exact spot. Otherwise, if the damage with no bonus to Damage victim is simply engaged in normal allowed. activities (eating, walking, sleeping, etc.), the atem, expert will need to Burning Pain observe the victim for at least ten By danzig138 minutes. The character is able to strike the victim's nerves in such a way as to cause Chian Hsi Tien Hsuh (Seal the Breath great pain, but little actual damage. Vital Point) Requires a natural Strike roll of 13 or When this atemi point is struck, it better. If successful, the victim must roll interferes with the target's ability to a saving throw versus Pain ( 13+), or be breath. There are three different points, incapacitated for as long as the attacker with three different levels of effect. The maintains the hold, plus 1D4 melee first requires a Natural 12 or better to hit, rounds after release. and reduces the targets effective P.E. to 3/4 of what it originally was. The second Chi Block Strike: requires Natural 15 or better to hit, and This is a strike that disrupts the victim’s reduces the targets effective P.E. to 1/2 ability to control his own Chi. Once of what it originally was. The third disrupted, the Wctim is blocked from requires a Natural 18 or better to hit, and doing anything that requires Chi, reduces the targets effective P.E. to 1/4 including Chi combat, Chi magic, and of what it originally was. This lasts for even Chi-Gung Body Hardening. It will 1D4 hours. If the target manages to take 2D6 minutes of intense, successfully Roll with Punch/Fall/ uninterrupted concentration, or 1D6 Impact this is reduced to 3D4 minutes.

17 Eight Trigrams Sixty-Four Palms Empty Palm This is a series of Atemi point Strikes This Atemi poweris similar in practice to that closes off sixty-four specific chakra Eight Trigrams Sixty-Four Palms, but points (tenketsu) on an opponent's body has a specific target rather than a general effectively eliminating their ability to area. To perform it, the user does a palm use chakra( PPE, ISP, CHI) for quite thrust at an opponent while expelling a some time and making it quite difficult large burst of chi from his palm. This for them to move. It begins with the violently pushes the opponent away. The closing of two chakra points, followed opponent does not need to be within his by four more, then eight, then sixteen, reach for the attack to be effective, this then thirty-two, and then sixty-four attack does no damage and bypasses strikes. Each set of strikes is done at an armor effects are: Agony: A particularly increasing pace. cruel and painful attack that Uses all attacks for the melee round 64 incapacitates its victim with pain. Under hit +1d6 damage per hit can be layered the influence of the attack, the victim has with other techniques, never misses, no attacks per melee, cannot move or must be first attack of the round and even speak; only writhe in agony. removes ½ of opponents Although there is no physical damage (P.P.E./I.S.P./Chi) users choice 1-144 (no S.D.C. or hit points are lost), the hour duration pain is very real, and it will take another minute for the victim to regain his full Eight Trigrams One Hundred composure. During that minute his Twenty-Eight Palms number of attacks per melee are reduced This Atemi power is essentially a by half, speed is reduced by half, and he doubled version of Eight Trigrams suffers a penalty of — 1 to strike, parry Sixty-Four Palms. Like the former, it and dodge. closes off the opponent's chakra points Blind: Temporarily knocks out the in an exponentially increasing number of victim's optic nerves, rendering that quick successive strikes. Unlike the person quite helpless. Victims are -10 to former, it closes off twice as many at strike, parry and dodge. twice the speed. Alternatively, it can be Deafness: Can be caused by used to hit a great number of targets very manipulating the eardrum. Victims quickly. It has a slightly different stance cannot hear anything, and are -6 to parry than the lesser form in which the upper or dodge attacks from behind. In body is slightly rotated to the right. This addition, the shock of suddenly stance activates the characters at the becoming deaf makes them -3 to strike, edge of the sight field to begin the parry or dodge any other attacks, and technique. : (100 chi to use uses all they automatically lose the initiative on attacks for the melee round) 128hit all attacks while deaf. +1d6+ps dmg per hit can be layered with Ecstasy: This attack is a very dangerous other techniques, never misses, must be reversal of the Agony attack. While the first attack of the round and removes all Agony attack activates all of the victims (P.P.E/I.S.P./Chi from the opponent)1- pain centers, the Ecstasy power does the 144 hour duration. reverse and activates all of a victims pleasure centers. The attack creates the same effects to a targets activity that the

17 agony attack does but does it for the stimulating the victim's body into feeling opposite reasons. For the first minute, an intense sexual orgasm. While under the victim will be able to do nothing but the power of the attack the victim will writhe in pleasure. After that initial have no melee actions, can barely move, minute, the target takes another full and cannot make any intelligible sounds minute to regain full composure and other than a faint moan of pleasure. during that time the number of his There is no physical damage inflicted by attacks will be reduced by half, speed this attack , although the character may will be reduced by half, and will have a wish to clean their shorts shortly after penalty of -1 to strike, parry, and dodge, succumbing to the spell's effects. After and has a 10% chance of victim being the brief incapacitation period, the addicted to it per application cumulative. victim will need another 1D4 minutes to The big danger of the power is not the regain their composure. Until such time effect the power has in combat but that the characters attacks per melee and some psychics have used the spell to speed will be reduced by half. They will profit off of victims similarly to the way also suffer a -1 penalty to all combat drug dealer will addict people to drugs. bonuses and -5% to skill performance. They can do this by using the power for Only one person may be affected per use free or a reduced price and then once the of this attack. It should be noted that person is addicted, they raise the cost of although this attack suffers from a the power astronomically or make the shorter incapacitation time than the person do jobs for them under the threat Agony attack, of which it is derived, it is of not using the power anymore. The more sought by characters of good process of addiction takes from two to alignments who would not bring such four weeks normally. The other pain as the Agony attack on any living disadvantage is that addicts of this power creature while at the same time, totally will get no save against the power even incapacitating the victim of the attack. if it is cast on them in combat Pain: By manipulating the nerve centers Rumored and only whispered is that the psionic can induce terrible pain, some psychics have used the powers shooting throughout the body. Victims agony and ecstasy together. For every are -6 to strike, parry, and dodge, and two sessions of this, the target must save take one point of damage off their Hit against insanity. If this power Points (not S.D.C.) per each minute combination is used often for over two affected. months, their pleasure and pain centers Paralysis: Immobilizes the motor part of will get mixed up and whenever a person the brain, causing legs and arms to stop feels pain, they will feel pleasure as well functioning. Victims are completely (GM's choice of actual effects). incapacitated for the duration. Note: A Mute: Impairs the victim's vocal cords, paralyzed character can still use psionics making speech impossible. Victims are but only if he has line of sight on his likely to be shocked and panic, making intended target. Spell casters need to them -2 to strike, parry and dodge for the speak, so they cannot cast spells while first melee ONLY. paralyzed. ORGASM: Effect: Probably the gentlest PINS & NEEDLES: Effect: This unique and most pleasurable incapacitation attack causes its victim to experience the attack to date that functions by stinging "pins and needles" sensation as

17 if the blood flow in that particular limb Tissue Manipulation: Affects the tissue's of the casters choice has been connecting nerve fibers which can cause temporarily cut off and then restored. If a variety of effects. By irritating the used on a leg the victim will run at 1/2 nerve fibers, a victim will suddenly feel speed, -4 to dodge, and have a -5% skill itchy, as if breaking out in a severe rash. penalty from the distraction. Any skill Through endothermic manipulation the requiring the use of a leg will be at - victim can also be made to suddenly feel 25%. If used on an arm, that particular cold or hot while everyone around him arm will be -4 to strike and parry, and feels fine. ALL three conditions are any skills requiring manual dexterity more annoying or frightening than will be at -25%, other skills will only physically impairing. In each case the have a -5% penalty. If used on the head, victims are -1 to strike, parry and dodge. the victim's face will become flush and If the attack is successful, the victim is very distracting giving them a -1 on loses initiative, and 1D6 melee actions, initiative, strike, parry, and dodge and this attack pushes opponent back 1- bonuses as well as a -5% skill penalty 100 ft per time hit. unless trying to speak in which the character has a -40% language penalty! Enlightenment Strike: They will also have a temporary -2 to In a two-handed move, the martial artist their M.A. and P.B. as no one can take pushes his palms toward the victim, their appearance and voice seriously. pulling the hands apart an instant before Using this attack on the torso will give they would contact the face. The result is the victim a -2 initiative, -1 strike, parry, that the victim will instantly be freed and dodge, and a -5% skill penalty. Also from any possession spell or entity, Chi when used upon the torso, sex will be no Control or mind controlling spell. The pleasure less no matter how hard the move uses up ALL the actions/attack of victim tries, even if affected by the an entire melee round and must be done orgasm spell. On the plus side, however, within striking distance from the victim. any limb affected by this spell is impervious to all other pain, which can Er Qiao An Xi Tien Hsueh (2 Strike be a boon to wounded people with no Knockout Atemi) anesthetics handy. By Ray Bull Release: The attacker manipulates the This is exactly what the name says, a 2- victim's pressure points in such a way part atemi strike that produces that the victim either vomits or defecates unconsciousness in the target. To use or urinates. This attack requires a natural this attack the character must make 2 Strike roll of 14 or better. The attacker consecutive strikes within the same chooses the effect. If the attack is melee round, each roll to strike must be successful, the victim loses initiative, a natural 9 or better. If successful the and 1D6 melee actions, must have art of unconsciousness lasts 2d6 melees. offense and art of defense to gain Stun: This attack disorients and confuses Finger-Snap Tien Hsueh: its victims. Victims forfeit one attack per The sharp sound from this special “snap” melee, speed is cut by half, and the of the fingers disrupts the victim’s inner character is -4 to strike, parry, dodge, ear and he loses all sense of balance. disarm, and all combat moves. Finger-Snap Tien Hsueh attacks must be

17 made close to the victim, so the ‘snap” damage per melee round. The character takes place no more than 3 feet from the also gets an additional bonus of + I to ears; closer is better. To succeed, the damage at 2nd, 4th, 6th, 8th, 10th, 12th attacker must roll a natural 8 or better to and 14 levels, strike, with no strike bonuses of any kind allowed. Healing Atemi or Duatsu: After being affected by Finger-Snap Includes a thorough study of the art of Tien Hsueh, the victim can still think acupuncture (healing by inserting normally and perform most skills and needles into the body). The result is the other actions, but he cannot stand, walk ability to resuscitate a character by touch or make sudden movements. If the alone. Duatsu can be used to instantly character lays on the floor, is seated reverse the effect of any other Atemi solidly, or stands with their back attack, except Dim Mak! It can also be anchored against a wall, he will be used to snap a character out of a Knock- comparatively okay. However, every Out, Stun, Paralyze or any other form of time the character attempts to stand temporary shock. It only takes one melee unassisted, walk, turn, or make a sudden round attack/action to perform Healing movement, a wave of dizziness comes Atemi. Note: Healing Atemi does nor over him and he’ll lose his balance and restore hit points, SDC. or Chi. fall down. Note: Even when “propped up,” the Finger-Snap victim is -3 on Jua Jin (Grabbing the Muscle/Tendon) - initiative, -7 to dodge and cannot kick, The martial artist learns the best points leap, or turn quickly without falling at which to grab the surface muscles and over. tendons of the body, and trains in the There is no defense against Finger-Snap grips best suited to ripping those fibers Tien Hsueh, except wearing noise-proof from their moorings. The character may ear plugs or being in the middle of a choose to attack an arm, leg, or the neck. rock concert or similar noisy For arm or leg attacks, a called shot is environment. There is also no way for required (15 or better, plus bonuses). If the victim to roll with punch/fall/impact. successful, the strike does normal Recovery takes 3D6 minutes, although a damage directly to hit points, and the Healing Tien Hsueh can cure the target receives penalties appropriate for problem instantly. the torn muscle or tendon (see Nightsbane if you must, p. 39). A Jua Jin Grasping Band Atemi or Kansetsu attack to the neck is essentially a Death Waza: Blow attack, and is treated as one, The character can, at will, dislocate the except that the character's required joints of any opponent. These are Death Blow roll is reduced by one (ie, if damaging bone-locking techniques that you have Death Blow on natural 20, a 19 have been outlawed by most martial arts. is ok...). The attacking character must first Limitations - the Jua Jin attack can only Succeed in a hold or joint lock be performed with a claw hand strike. At maneuver. The victim takes no damage the GM's option, the Crushing Grip on the first attack/action that melee of Body Hardening Exercise or a minimum the hold, But the rest of that melee and PS or Hard Chi expenditure (yes, subsequent melees, this hold inflicts 2D6

18 Hardened Chi works just fine with Jua penalties remain in effect for 2D6 Jin) may be required. minutes. Pain medication will dull the suffering considerably, but clouds one's Kagyaku Kyusho or Atemi Pain mind and abilities so the penalties Strike remain in effect. By Kuseru This is a debilitating attack used to Koe Joumae Atemi (Voice Lock Vital distract and impair the target. On a Point) successful strike the victim must make a By Mantisking saving throw vs pain. A precise strike to the neck that prevents A successful save means the character a person from speaking. For this to be has managed to overcome the pain and successful a Natural roll of 12 or better can continue to function at an impaired must be made. If successful, the target level for 1D6 melee rounds +1 melee per loses their voice until Healing Atemi is level of experience. Reduce speed by used to reverse the effect. If the target 40%, melee attacks/actions are reduced manages to successfully Roll with by half, skill performance is -30% and Punch/Fall/Impact the target only loses reduce all combat bonuses and their voice for 3D6 melees. maneuvers by half. These penalties remain in effect for 2D6 melee rounds. Kotegaeshi or Paralyzation Defense Note: The character can try to roll again By Kuseru to save vs pain when the above time This defensive technique allows the elapses. Another successful roll means character to perform a paralysis attack he or she can continue for another 1D6 (as per N&S rules, page 132) in place of melee rounds +1 melee per level of a parry, as a countermove against the experience. However, pushing oneself following Holds and Locks; Arm Hold, like this can cause greater injury and Finger Lock, Wrist Lock, Arm Lock, damage. A failed roll means he can not and Elbow Lock. It costs one melee continue, collapses and falls unconscious action to do and is considered a for 1D6 minutes. When he awakens he defensive move for the purpose of suffers from the full range of penalties combat (which means a tie allows this from pain and can not roll to save vs move to be performed successfully). pain again for this injury. A failed roll generally means that he Nerve Destruction succumbs to the pain and is either By Ray Bull incapacitated by it -- kicking and This is a combination of Neural Atemi screaming or just pass out. The character and Tamashiwara. In a nerve destruction will pass out on a saving throw result of attack an opponent's nerve clusters are 1, 2, 3, or 4. If conscious the pain is struck hard enough to permanently incapacitating: Reduce speed by 30% disable them. A nerve destruction attack and then an additional 1D6x10%, melee must be a fore-knuckle fist and the first attacks/actions are reduced to two (or (and only) attack of the melee round. one if the character has less than four The character chooses one of the attacks), skill performance by half and opponent's limbs (arm or leg) and must all combat bonuses and maneuvers are roll a natural 14 or better to strike. If reduced to zero; no initiative. These successful the opponent takes (1D6 +

18 bonus) damage and the targeted limb is Open Hand Atemi: disabled for a number of days equal to This is an attack based strictly on sound, the amount of damage taken. If the the sound made by a single clap of the amount of damage the opponent takes is hands. There are four possible types of greater than his P.E. then the limb is attacks. One possible attack temporarily permanently disabled. There is a (100- deafens the victim, knocking out the amount of damage)% chance that the sense of hearing totally for 2d6 melees, damage can be repaired through surgery. Another stuns, the victim for 2d6 melee If the attacker misses (Rolls 4 or less, or rounds, leaving him unable to do any the attack is dodged.), he takes 1D6 more than defend himself (all dodges, damage and the arm used in the attack is parries, and rolls are -3). The third hyperextended at the shoulder and throws the opponent off balance, and elbow. knock’s the opponent to the floor, but does no physical damage. The victim Neural Atemi or Kyosho: knocked down, loses is one melee attack The ability to touch and paralyze and initiative. different parts of the body. The character Finally, there’s the sonic wave attack must declare which body part is to be which does damage directly to the paralyzed and makes a successful strike character’s hit points. This attack does (is not dodged or parried). When hit by a 1d6 damage to the hit points of one’s successful Kyosho “paralysis” opponent (no damage bonuses allowed). punch/touch, the attack does no damage, This attack also temporarily deafens the but automaticaily (victim cannot Roll character for 2d6 melees. with Punch/Fallllmpact) paralyzes the All Open Hand Atemi attacks must be specified limb. It takes 2d6 minutes (8 to made relatively close to the victim, with 42 melee rounds) to recover the feeling the actual ‘clap” no more than two feet in a paralyzed hand, arm or leg. away (0.6m). Because of the unexpected Paralyzing an enemy’s entire body is nature of the attack, there is always a + 4 also possibie. The attacker using Kyosho to strike from the first Open Hand Atemi must first make two successful attack. There is also no way for the paralyzing touches on the same victim to Roll with Punch/Fail/Impact. opponent. A third paralysis touch will The Open Hand Atemi can be used equal completely immobilize one’s opponent to the number of attacks per melee. for 206 minutes. For example: The first Note: Temporarily deafened victims arc- Kyosho paralysis punch paralyzes his 1 to parry and dodge, and can not defend opponents left arm, the second punch is against sneak attacks or hear warnings or blocked the third dodged the fourth other danger signals. paralyses the right leg. That’s 2 successful Kyosho punches (out of 4 Oshi Kyusho or Atemi Deafness Strike attacks). The next punch strikes the By Kuseru opponent in the neck, a third successful This is a precise one finger strike Kyosho neural Atemi, and the opponent directly behind the lower portion of the falls over completely paralyzed. victim's ear. It causes a disruption of the ear drums and temporary deafness. This deafness lasts for 1D6 hours! The strike is so difficult the atemi expert must roll a

18 14 or better to strike, with no bonuses to Puppet Dance can’t do is get the victim strike. A miss or if the victim manages to speak, although humming and to parry or dodge, means there is no grunting are possible. The victim can be damage or deafness. If the victim forced to fight, but such actions will be manages to Roll with Punch/Fall/Impact terribly slow and clumsy. Note The then the deafness only lasts for 3D6 puppet has only two melee actions per melee rounds! A deafened character round and has no combat or attribute loses initiative, and is -6 to strike, parry, bonuses avail able (natural rolls only). and dodge. Victims also take an Skill performance is at -60%. additional 1D6 damage each melee As long as the Tien Hsueh expert round for 1D6 melee rounds due to maintains the hold, the victim will be damage to the ears. manipulated like a puppet. However, the attacker cannot perform any other Tien Puppet Dance Tien Hsueh: Hsueh, cannot use Chi, and will have The first step for the attacker is to get a difficulty in combat because he’ll be good grip on the back of the victim’s distracted by the ma nipulation of his neck. This can be done with any sort of puppet (- attack per melee round, -2 on combat “grab” orjust by moving a hand initiative and -2 to dodge). The attacker into place when the intended victim is can continue to talk normally, walk unaware or helpless. around (with the victim), and use the Once the attacker has a hand on the back other hand to fight, parry, shoot, or of the victim’s neck, it takes another roll perform skills (one-handed of course). to strike (normal bonuses allowed) and a Once the hold is released, the victim will single melee action for the Puppet Dance be instantly back in charge of his/ber Tien Hsueh to be activated. The victim own body and will remember (and has one last chance to dodge/pull away, resent) hav ing been manipulated. but there is no possibility of a roll with punch/fall/impact. Reiki Mastering complete puppet control over by Lee Casebolt his victim usually takes about one full Prerequisite: Duatsu/Healing Atemi melee round of experimentation with An advanced form of Duatsu/Healing finger pressure. The puppet victim is Atemi (but NOT an Advanced Atemi completely aware but helpless. The Ability), Reiki blends the principles of attacker maintaining the puppet hold can Duatsu with a low form of Chi-Atsu to manipulate his vic tim like a living allow the character to heal damage to the puppet via pressure from his finger on body or Chi by hand. One point of SDC/ the neck Hit Point damage or Negative Chi — the perfect hostage hold. The victim infection can be cured per minute of can be made to walk, skip, dance, open Reiki massage. A character can perform doors, or otherwise move around. The up to his/her PE in minutes of Reiki arms can be made to move, gesture, pick massage before requiring rest, and each up or drop objects, scratch, point, etc. minute drains him/her of one point of Even the face can be made to change Chi (which must be Positive). gestures, with forced smiles, frowns, winking and blinking, mouth movements Release and the like. In fact, the only things the By danzig138

18 The attacker manipulates the victim's only lasts for 3D6 melee rounds! A pressure points in such a way that the character who has had this ability used victim either vomits or defecates ( this is on him is -5% to perform skills, and as a real-life ability BTW ). This attack this is a strike that can be done multiple requires a natural Strike roll of 14 or times, the effects are cumulative, with better. The attacker chooses the effect. If four successful strikes of this type the attack is successful, the victim loses adding a -1 to all combat rolls in initiative, and 1D6 melee actions. addition to the skill penalty.

Roua Kyusho or Atemi Mute Strike Thodu Varman ( Minor Deadly Sopt ) By Kuseru By Ray Bull This is a precise one finger strike When this atemi is struck it produces a directly to the throat, above the larynx of short shock to the central nervous the victim. It causes a disruption of the system. If the attack is successful the larynx and temporary loss of speech. opponent must save vs. Pain or lose their The loss of speech lasts for 1D6 hours! next action. The roll to strike for this The strike is so difficult the atemi expert ability is a natural 11 or better. must roll a 14 or better to strike, with no bonuses to strike. A miss or if the victim Tien Hsueh Amnesia: manages to parry or dodge, means there This ability will not work in com bat is no damage or loss of speech. If the situations. Victims must either be willing victim manages to Roll with Punch/Fall/ and passive partiç pants, or must be Impact then the loss of speech only lasts rendered unconscious before the Tien for 3D6 melee rounds! A mute character Hsd Amnesia can begin. cannot speak and must find another way Short-Term Amnesia: If successful, the to communicate. Characters made mute victim will forget all the events of the in this manner are likely to be shocked preceding 1D6+5 minutes. Note: The and panicked, making them -2 to strike, memories of the “lost” time will NEVER parry, and dodge, but only for one melee be recovered. It will be as if the round. character never experienced the events of that time period. This is the only Tien Shokkaku no Shibireru or Atemi Hsueh Amnesia that is permanent. Touch-Numbing Strike Traditionally, Short-Term Amnesia is By Kuseru done on those who have witnessed either This is a strike to one of many nerve the forbidden or the horrific, and when clusters which handle the sense of touch. the victim volunteers to have hk memory This loss of feeling persists for 1D6 ‘erased’ forever. hours, but is often unnoticeable. While Alignment Amnesia: The victim this strike is difficult, it does not require remembers everything, in cluding his or as precise a target as many other atemi her name and previous life, but strikes, and only requires a called shot of somehow “for gets” his/ber 12 or better to succeed. A miss or if the alignment/moral view of life. To those victim manages to parry or dodge, who can detect alignment, the character means there is no damage or loss of will seem uncommitted and un formed, touch. If the victim manages to Roll with as if he had never figured out what Punch/Fall/Impact then the loss of touch alignment to be come. Usually this is

18 used as a means of infiltrating an enemy the target from using positive chi. For group (i.e.: it allows ‘good” alignments this to be successful a Natural roll of 12 to sneak into evil groups, or “evil” or better must be made. If the target alignments to pass undetected among manages to successfully Roll with princi pled and scrupulous). Lasts 1D6 Punch/Fall/Impact the chi block is not days. succesful, but the target loses 4D6 Full Amnesia: The victim remembers positive chi. (For more information see absolutely nothing from his or her life Mystic China page 150.) previous to the Tien Hsueh, nor any shred of identity. Although the character Yin Qi Bi Tien Hsueh (Negative Chi still has all hisTher usual skills, abilities, Block Vital Point) and bonuses, he/she won’t remember This is a more selective version of the what they are (they just occur when Chi Block Tien Hsueh. It only prevents needed). Because of the total loss of the target from using negative chi. For memory, the victim is easy prey for this to be successful a Natural roll of 12 anyone who wants to ‘fill in” their or better must be made. If the target memory. The amnesia lasts three hours manages to successfully Roll with per experience level of the character who Punch/Fall/Impact the chi block is not caused the amnesia in the first place. succesful, but the target loses 4D6 negative chi. (For more information see Ullu Varman (Muscle Vital Spot) Mystic China page 150.) By Ray Bull When struck this atemi causes a sharp, Body Hardening Exercises painful contraction in a muscle. To use Aite wo Kuzusu this attack the character must declare By Kuseru that a limb is being struck. If successful Training in the methods and techniques the opponent loses use of the target limb of unbalancing one's opponent. Bonuses: for 1 melee. +1 to P.S., +2 to Knockdown (increases the chance of knockdown for percentage Withering Flesh Atemi or Iken based rolls by 10%). hisatsu: This attack literally knocks out a victim’s natural S.D.C., leaving them Ao Dah Jong: vulnerable to attacks directly on hit The idea is to inflict a lot of the potential points. The victim can attempt to Roll damage on the character deliberately, so with Punch/Fall and, if successful, they’ll be, (1) tougher, and (2) they’ll be reduce the damage to only 2d6 S,D.C. able to handle it when it happens in Othenvise, the first successful Iken combat. For example, the character’s Hisatsu punch leaves the victim with h shoulders are dislocated so he/she can (½) his sac, The second punch reduces learn to “pop” them back in without the S.D.C. to ONE point. This attack assistance. The bones of the hand and never does any damage to hit points. arms are also broken and broken again, so that they grow back stronger. Bonuses Yang Qi Bi Tien Hsueh (Positive Chi +3 to save vs. pain, with an additional Block Vital Point) +1 at 7th and 14th levels of experience, This is a more selective version of the +2 to P.E. and +15 to S.D.C. Chi Block Tien Hsueh. It only prevents

18 Arm Strengthening of aerobic training. BONUSES: +1 to By Sinestus PE, +10 to SDC. Repeated wounds to the arms increases durability, providing +2 to save vs. Pain, Breathing Technique +5 S.D.C. and +1D4 H.P.) This exercise improves the air capacity of your lungs and the strength of the Blind Fighter Training: muscles used in breathing (for example, This skill is extremely useful to have. the diaphragm). This means that you Characters are able to abandon their gain the ability to hold your breath for sense of sight, to fight using only their up to three times your usual time (see other senses. Characters with this ability Holding Your Breath) cannot be the victim of a sneak attack (except by long range sneak attacks) and Chuan Kung (Fist Training) enjoys several bonuses when they are By Mantisking able to see: +6 on initiative, +2 to parry This is an advanced version of Body and +4 to dodge. If the character is Hardening Exercise: Kanshu. The blinded then this ability allows the character must choose one hand. Add 6 character to fight without the previous to Damage done by that specific hand. stated bonuses, however, they retain any Strikes with that hand cannot be pulled. other bonuses they normally have! That hand also cannot be used for any Maximum range when fighting blinded fine manipulation tasks (picking pockets, (i.e. using the other senses to combat picking locks, calligraphy, forgery, etc.). others) is just past Long Range (about 10 Pre-Requisite: Body Hardening feet). Exercise: Kanshu.

Body Training: Control Revulsion: A very hard and harsh method to train The character’s training consists of that involves taking various attacks with being exposed to the most horrible, full damage without defending. The graphic, and disgusting sights, sounds, character will stand still and attempt to smells, tastes, and textures that the keep bearing while being punched, trainer can imagine. For example, not kicked or hit with weapons so their body only would the character have to visit a becomes resistant to the effects of morgue (preferably, immediately after physical attacks. The characters’ body it’s been filled with several victims from becomes as tough as a rock able to take a disaster like an airplane crash), but the lots of damage. Add 1D4×10+40 S.D.C., character would be expected to sleep in a 6D6 Hit Points and +4 to save vs. pain. pile of bodies. The character develops a certain, shall we say, resistance, to Breathing horror factor. Bonuses: +4 to save vs By Flash Fire horror factor and +2 to ME. The Breathing BHE is simply the ability to breathe adequately when engaging in Crushing Grip heavy combat, a necessity when by Lee Casebolt swinging a heavy sword while covered An assortment of exercises designed to in plate mail. It is the rough equivalent maximize gripping strength and speed in the hands and forearms, giving the

18 character a vice-like grip. Primarily used or better at 12th level. Crush/Squeeze: by grappling-intensive styles, but also does 2d6 to damage or can valuable to weapons styles and a few crush/squeeze for pain such that the kung fu styles. victim will have to save vs. pain. +2 to Bonuses: +1 to PS, +1 to Strike with all strike with a gouge or other illegal move. Holds/Locks, Chokes, Grabs, and similar +20% to Conceal Illegal Move. The attacks, +2 to Damage with Claw Hand character learns to SW. repetitiously (and all its variations), Kansetsu-Waza deliver a gouge, jab, poke, or otherwise attacks, and One-Handed Chokes, +2 to attack a pain sensitive area (victim must maintain or break holds, crush/squeeze save vs. pain). Also includes practice of attacks, etc.; all Disarms against the acting innocent when accused (“who? character are performed at -1. Me?”). Feign Illegal Injury: The character learns to convincingly act like Demon Drinking a foul blow did grievous pain and The ability to drink large amounts of damage, complete with wincing, moans alcohol without getting as drunk. This and groans, in a way designed to impress Body Hardening Exercise differs from by standers and referees. +30%, with an Eternal Clarity in that it only additional i-4% per level of experience concentrates on drinking large amounts (use with the MA. roll for trust). Body of alcohol and doesn't deal with staying BlockdTackle: does 2d6+6 damage and relatively sober. The training of this opponent must dodge or parry to avoid technique concentrates on quickly being knocked down (loses initiative and drinking large amounts of alcohol, one melee action if knocked down). +2 before drunkenness, losing to roll with punch or fall, with an consciousness, and/or vomiting additional +1 at 5th, 10th and 15th levels incapacitate the character. Bonuses: of experience. +3 to PS. +1 to P.E. • Resist the effects of alcohol at +10% +6d6 on S.D.C. • +3 to save vs. pain. with an additional +2% per level of experience. There are no adjustments to Drunken Master the drunkenness penalties, but the (Only available to practitioners of the character can drink two to three times as Drunken Style of Kung Fu) much as before. The character is also +1 By Flash Fighter to save vs Poison and Drugs. This allows the character to increase his martial arts abilities by drinking alcohol. Demon Wrestling: This only works for practitioners of the Like the standard wrestling skill (as in Drunken Style of Kung Fu. First the Heroes Unlimited), except that Demon character must drink some sort of Wrestling is tougher and tilled with lots alcohol, weather this be wine, vodka, and lots of dirty tricks. Gouging, biting, any hard liquor, or industrial alcohol is and illegal strikes all take place in up to the PC and GM and what is Demon Wrestling (yes, the bonuses of available in the area. Once the character conventional wrestling and Demon is drunk, he gains the following bonuses: Wrestling can be added together!) +1 Attack per Melee Pin/incapacitate :on a roll of 18 or better +2 to Strike at first level, on a roll of 17 or better at +3 to Parry 4th level, 16 or better at 8th level, and 15 +5 to Dodge

18 +5 to Damage running with an increasing amount of +10 SDC. weights over an increasing distance. This The drawbacks are the character is builds up strength and endurance so that drunk, and after the fight is over, he when the weights are removed the gains the normal penalties. Also the character will be able to run at high character has a 50% Chance of speed. Bonuses: +10 to Spd., +2 to P.E., Becoming an alcoholic. Those penalties +1 to P.S. also apply when not in combat. Feign Death/Coma/Unconscious: Drunken Rage Sometimes it’s a good idea to play dead. With this Body Hardening Exercise the However, since demons tend to test their character can enter into a berserk theories to extremes, playing dead or rampage (similar to the Rampaging unconsciousness for a demon is pretty Super being from HU GMs Guide) The grueling. Typically the demon will poke, character lashes out at everything in his prod, twist, squeeze, toss, throw, scratch, path and cannot think coherently. The and otherwise bedevil a body into sitting rage lasts for a number of melees equal up and saying “alright, already!” While to the P.E. attribute plus the number of in training, the character must spend drinks that have consumed. Bonuses: +2 hours play dead while being badgered by to P.S., +4 to Damage, and +2 to all a team of trainers. As a final saving throws, but suffers from -2 to examination, the character is tossed over Dodge/Parry and skills are performed at a fence into junk yard or some other area -50%. filled with vicious guard dogs. Bonuses: +2 to save vs. pain, +1 to ME., +1 to Endurance Training: P.E., +5 to S.D.C., +1 to save vs. horror Those who train in this method attempt factor. to master the effects of fatigue and physical strain that the human body can Fujimi (Nerve Hardening) withstand. This kind of training involves The martial artist undergoes rigorous, pushing and pushing oneself above and often painful training intended to reduce beyond normal limits of the human his (or her) vulnerability to nerve body. Characters will train and train trauma, including Atemi/Tien Hsueh until they can no longer lift their arms attacks. BONUSES: +2 to save vs pain, and pass out from exhaustion and when +5 to SDC. they wake up they will train some more. In addition - This characters capacity for endurance is 1st level: The "natural" number an almost supernaturally high—they fatigue opponent requires for a Critical Strike or at only 1/10 the usual, and their strength Knock-Out/Stun attack is increased by is considered “Extraordinary.” Add +2 one (though a Natural 20 is still to P.S. and +1 to P.E. considered a Critical Strike). 3rd level: The character is entitled to a Faai Tang Gung (Speed Running Saving Throw of 14+ vs the effects of Training) Atemi Ability attacks. By Mantisking 5th level: Knock-Out/Stun effects Unlike the regular running skill this against this character are halved, and the Body Hardening Exercise involves

18 character is immune to the Paralysis Trust/Intimidate, +2 to P.E., +5 to Attack Special Attack. S.D.C. 7th level: The "natural" number an opponent requires for a Critical Strike or Hou Chi/Hau Chek (Monkey Foot) Knock-Out/Stun attack is increased by By Mantisking one (though a Natural 20 is still The character has been trained so that considered a Critical Strike). they can hold small melee weapons with 9th level: The effects of Atemi Abilites their feet. The character can also use on the character are halved. small tools like lockpicks with a -50% 11th level: The "natural" number an penalty to their skill. Bonuses: Add +1 opponent requires for a Critical Strike or to P.P., Add +1 to M.E. Knock-Out/Stun attack is increased by one (at this point, the Natural 20 is no Junan na Shintai longer an automatic Critical Strike). By Kuseru 13th level: The character's Save vs This is training to keep the body flexible, Atemi is reduced to 12+ so one doesn't use excess, or 15th level: The character is immune to unnecessary strength. Bonuses: +1D4 to Critical Strike and Knock-Out/Stun P.P., +1 to P.E. effects. Finally, due to a certain deadening of the nerves, the character Kick Training Practice or Chagi: suffers a -5% to the performance of Focusing on precision, accuracy, speed skills requiring a delicate touch (GM's and the power of Leg Attacks is what discretion; see HU Heightened Sense of this training is all about. Repeated kicks Touch for suggestions). at all heights. The character develops the flexibility to do the “splits,” to kick Hand Practice straight up over the head, and to jump Repeated punches from every position up, kick something directly overhead, and at every angle possible. This and return to a standing position. develops the strength of the hands and Training is considered complete when the flexibility of the arms. Bonuses: +2 the character can do the splits and to Strike and +1 to Damage on all hand control their kicks to the point of being attacks and a +2 to Parry. able to stop their foot a centimeter short of impact and hold it. Bonuses: +2 to Haragei strike and +15 to damage on all kick By Kuseru attacks regardless of form and + 3D6 to A series of exercises, consisting of Speed +10 feet to leap distance and the meditations and abdominal character can hit fist size targets without concentration, designed to produce a any penalties +2d6x2 to power kick. calming in warriors engaged in battle. In Sumo, this ability is used to defeat one's Laugh at Pain: enemies by using the focused energy of Characters are conditioned to equate the center (Seika Tanden or ) to pain with humor. Gradually larger and deflect or project a powerful attack. larger needles are inserted in more and Bonuses: +2 to save vs HF, +10% to more painful parts of the character’s resist Charm/Impress or body. When properly trained the character will be able to pull pieces of

18 broken glass out of their own flesh while includes physical, emotional, and chuckling and cracking jokes. Not that it consciousness (Body, Mind, Spirit). doesn’t hurt anymore — it certainly does Bonuses: +2 to P.P. +5 to Chi — it’s just the character learns to laugh and joke about it. Which is something Mei Hua Kung Kung / Mui Fa Gung that’s useful when attempting to Gung (Plum Flower Post Training) intimidate or impress demons. Bonuses: By Mantisking +2 to save vs pain, +1 to ME., +1 to The Plum Flower Posts are a series of MA., and +8% with an additional +2% long posts, about twenty feet tall, that per level to intimidate when are buried in the ground until only the demonstrating resistance to pain & very tops show. The amount left sticking suffering (can be added to an MA.%). out of the ground varies between three and five feet. The posts are also spaced Makko Ho about two to five feet apart. The posts By Kuseru are arranged in a pattern that resembles a The Makko Ho exercises are used as a flower from a plum tree. The training is self healing technique by allowing the conducted by practicing forms practitioner both sedate and tonify the (hsing/kuen) on top of the posts. meridians through specific stretches that Bonuses: +1 to P.P., +5 to S.D.C., +2 to were developed to improve the flow of Maintain Balance, +1 to Dodge. Qi. There is a stretch for each pair of meridians and, as they are based on the Nei T'ieh Chuan Kung (Internal Iron Traditional Chinese Medicine, they Fist Training) should be done in the sequence shown By Mantisking (i.e. Metal, Earth, Primary Fire, Water, Instead of toughening the hand by Secondary Fire, and Wood). thrusting it into increasingly harder Begin the exercises by grounding substances, this form of Body Hardening yourself through relaxed, regulated Exercise relies more on Chi to issue breathing, while you focus on centering damage and protect the hand. Both the Qi within the Tan Tien. Keep hands are struck against a bag that centered throughout the exercise. It is contains at first beans, then gravel, then important that you settle into the iron bearings. While the hand is striking stretches on exhalation and the nothing the bag, Chi is concentrated into the is forced. Hold each stretch as you hand and the striking surface used. The inhale, being aware of tension (whether net result is similar to the external through excess or deficiency) that you version, but there is less visible damage feel along the meridian path. Do not to the hands. Bonuses: +1 to P.E., +2 to force yourself into positions that you Damage with all hand attacks, +5 to Chi. find uncomfortable - pain is not the goal, letting go of tension is. As with Qigong No-Shadow exercises, the emphasis is not so much To strike as fast as humanly possible. on the physical stretch but on opening up Through awareness of muscle tension and moving the Qi. It is therefore vital and the limiting of thought, the character that you focus on the breathing and that can strike out a speed that even s/he can you are aware of the changes going on barely follow. within you during each stretch - this

19 Note: Because of the advanced nature of Steel Feet No-Shadow (and the bonuses), By danzig138 characters need to be at least level 3 to This is a variation on the Iron Hand choose it. No-Shadow Kicking requires ability. The martial artist goes around the Body Hardening ability of Kick kicking trees, walls, cars, whatever, with Practice his bare feet in order to toughen them Bonuses up. He also walks on hot coals, broken +2 strike glass, desert sands, etc... +2 parry Bonuses +2 damage +1 P.S. +2 dodge Feet are immune to heat and fire up to +2 attacks lava temperatures +1D4 to PP suffer ½ damage from magical +2D4 Spd fire/plasma +2D6 S.D.C. Resist Chi Influence: By practicing under waterfalls, at the Stubborn Ox edge of a cliff, deep underground, and in By Daimyo Shi the middle of a freezing underground Stubborn Ox allows the Martial Artist to stream, the character conditions the body withstand incredible amounts of damage. to ignore that natural tendency to be It cost 10 Chi to activate and it lasts for filled or drained of both Positive and ten rounds. While active the martial Negative Chi. This results in a save vs Artist is IMMUNE TO DEATH BLOW Chi Attacks. 30% at first level +3% at instead they do damage as a critical each additional level, strike. The Martial Artist also gets 50 S.D.C. while the power is active. After Shiko being reduced to 0 H.P. while under the By Kuseru affects of this power the martial Artist The stamping of feet on the ground to can save vs. pain (base 10 this martial strengthen the legs. +1 to all kick Art form only) to remain upright and attacks, +2 to P.S., +5 to S.D.C. continue to fight. If still below 0 H.P. at the end of this powers effect treat as if Shintai no Chushin wo Tadasu the Martial Artist was a 0 H.P. for the By Kuseru purposed of save vs. Coma/death. Long hours of practice maintaining one's body in a balanced, correct posture. Suiren Bonuses: +1 to P.P., +2 to Maintain By Kuseru Balance. This is water training, including swimming in armor, shooting a bow or Speed Training gun from the water, riding a mount in This exercise is designed to inprove water, and water and underwater action and reaction speed. Practitioners fighting. Bonuses: +3 to swimming Spd., throw kicks, punches, boards, bricks, +1D6 to S.D.C., +1 to P.E., +1 to P.S., knives, and, finally, shoot arrows at each and not impeded when swimming with other. Bonuses: +2D6 to Speed and +3 armor on. Note: This does not have any to Initiative (or +1 Attack per Melee) effect against the buoyancy of armor,

19 however the lighter construction of T'ieh Chi Kung (Iron Foot Training) Japanese armor does allow the character By Mantisking to swim in half suits of armor up to Like the other types of "Iron Body" splint mail (lamellar) grade (but not full training, this one involves striking things suits of heavy armor...i.e. chain or repeatedly. The character kicks objects better). until the feet are conditioned to withstand heavy impact. Bonuses: +1 to Tai Sabaki P.S., +5 to S.D.C., +2 to Damage with By Kuseru foot strikes. This is training in body movements and body evasions which should be free Tie Gwong Kung (Iron Forearm flowing, prudent, and natural. Bonuses: Training) +2 to P.P., +2 to Dodge, +4 to Roll with By Mantisking punch/fall/impact, +1 to Initiative. Add 3 to P.S., Add 5 to S.D.C., Add 2 to Forearm Strike Damage. Teppo By Kuseru Tie Tou (Iron Head) The striking of a wooden pole to By Ray Bull strengthen the arms and shoulders. +2 to This is the development of the "Stone P.S., +2 to damage on all hand strikes, Head", a toughened skull that will not +10 to S.D.C. take damage from breaking boards, bone, or brick. To toughen the head it is Tie Ching Chi Kung (Iron Throat struck against sand, then wood, then Breath Training) bricks, then stone. An unfortunate side- By Mantisking effect of this training is that the martial This hard, external chi kung involves artist goes bald. conditioning the throat/neck area so that Bonuses it is difficult to damage. Bonuses: Add 3 +1 to Physical Strength to S.D.C., Character takes no damage +3 to Damage with head strikes from Choke or Neck/Hold Choke +2 to Escape Neck Holds attacks, Throat/Neck area now has +6 to S.D.C. AR:16. Tie Zhou Kung (Iron Broom Training) Ti Chi Kung (Rooting Breathing By Mantisking Exercise) Add 2 to P.S., Add 3 to Maintain By Mantisking Balance, Trip/Leghook and Backward When using this ability the character sweep now do 1D6 damage each. cannot be pushed, lifted or otherwise moved by another person. The character Tobi uses knowledge of body mechanics and By Kuseru chi to hold herself to the ground. To use Leaping and Jumping skills which are this ability the character must have at taught so that a warrior may jump farther least one action to prepare for the and higher and still land safely. Bonuses: push/lift and one (1) point of positive Leap five feet high or six feet long plus chi. one foot per level of experience. +2 to Spd.

19 Weighted Clothing Training This Body Hardening Exercise involves By Jason Che-Han Yip digging a shallow pit and then jumping A combination strength/endurance/speed out of it. This continues until the exercise. The practitioner wears character can do it with ease, even when weighted shirts, pants, wristbands, ankle heavily weighed down. The pit is then bands, footwear, even headwear, during made deeper and the process begun training and even during actual combat. again. This continues until the character Bonuses: +2 PS can easily leap out of a ten foot deep +2 PE hole. Bonuses: +10 feet to Standing +1D4 Spd Leap distance, +15 feet to running Leap Note: Characters can choose to continue distance. training beyond the initial bonus period. Chi Mastery Yu Dai Kung (Jade Belt Training) Advanced Shi Jin By Mantisking This is a much stronger version of the Add 4 to P.S., Add 4 to Damage with normal Shi Jin power on page 120 of Chrush/Squeeze or Body Hold, Add Ninjas & Superspies. When used as a +10x to Carry/Lift value. defense, Advanced Shi Jin Chi can soak up damage that would otherwise hurt the Yung Chin or Eternal Clarity: character. Each point of Chi expended A fancy name for learning how to think absorbs up to 25 points of damage. a lot of booze without getting too drunk. When used offensively, Advanced Shi Demons arid many other vile creatures Jin not only adds 5 points (compared to have less than savory habits, thus i often 2 for normal Shi Jin) to the damage roll easy to tempt them into either drunken of hand to hand strikes, but also to melee binges or drink ing contests. Not only weapon attacks (not to thrown weapons can this lure creatures into making or gunfire). Like normal Shi Jin, foolish wagers, but it also dims their Advanced Shi Jin is never wasted. ability to use Chi and slows their natural Note:'' In order to take Advanced Shi rate of Chi recovery. This Body Jin, you must have already taken normal Hardening Exercise is meant to teach the Shi Jin. character how to ‘burn off the effect of Battle Aura (Superior): booze and recognize their own limits of 100+100 (SDC/MDC)/level =20/chi drunkenness. After the training, the invested acts like a force characters usually become ‘professional’ field 10chi to activate positive chi is drinkers — they won’t drink unless there white colored, negative chi is black is something specific to be gained by it. colored, while aura is up emitte light Bonuses: Resist the effects of alcohol at equivalent to true sunlight up to 1000ft +20% with an additional 44% per level radius, 12dmg from touch/chi invested of experience. Penalties for drunkenness duration is 4+1hrs/chi invested, absorbs are halved and skills are only -6%. The 15chi either positive or negative chi/chi character is also +1 to save vs. poisons point invested. and drugs. Chi/Manna Claws: P.S.+1d10= removes 20 ISP/Chi/PPE Yung Kung (Leaping Training) from target/blade By Mantisking

19 typically 3-3ftlong blades that are Superhuman P.S. & P.E. at a cost of 24 invisible -10 s/p/d/r against attack chi per melee round. Level 15 - provides a bonus of +5p/s/int can link to Supernatural P.S. & P.E. at a cost of 48 melee weapons to provide bonus to chi per melee round. damage and to extend reach. Elemental Aura: Alcoholic Flame can link to battle aura, also provides By Kuseru immunity to element used The character with this Chi Mastery Fire (Red):+12protection/chi +12 Ability can convert the alcohol in his damage/chi 1ft radius/chi body into a breath of flame which can be Water/Ice (Blue):+12protection/chi used to ignite objects or people. At least +12damage/chi 1ft radius/chi two melees (30 seconds) of Earth/Acid (Brown):+12protection/chi concentration are required to use this +12damage/chi 1ft radius/chi absorbs power, and the character must have a 15ppe/chi minimum of six points of Positive Chi or Metal/Electricity (Silver):+50protection/ the power cannot be used. Range: 12 feet chi +12damage/chi 1ft radius/chi plus 2 feet per level of experience. Wood/Poison (Green):+5protection/chi Damage: 6D6 points of damage. Cost: +12damage/chi 1ft radius/chi absorbs five points of Positive Chi and alcohol 15isp/chi equivalent to five drinks for each use. Wind/Gas (Yellow):+5protection/chi +12damage or KO 2d6melee/chi Alternate Body Chi 20x20x20 This power allows you to use another Cloud/chi 20+20ft/lv/chi person's Chi (if they volunteer it) to Manna (Gold):+7protection/chi influence your attributes or vice versa +12damage/chi 1ft radius/chi absorbs (see Body Chi, page 119). Note: When 15chi/ppe/isp/chi you are using your Chi to improve Lightning Speed Positive or Negative someone else's attributes, you don't By focusing his Chi, the character is able necessarily need their approval. Further to move at an increased rate. He gains Note: A character must use 1 point of double his normal Attacks per Melee and Chi to initiate Alternate Body Chi, in Spd., along with a +5 initiative bonus. addition to the Chi he/she uses to He cannot use any other Chi abilities improve attributes. while this one is being used, and he must rest for one round per round that the Battle Aura (Lesser) ability is used. This costs 15 Chi per Cost: 10 Chi Duration: 2 minute per round ( P.P.E. if you're using that level of experience level. Permanent method ). statistic change: N/A. Requirement: Chi Divine Body Chi Kung Control This creates a small battle aura This ancient and lost chi power once that surrounds the character. The aura allowed normal humans to compete protects them by cushioning blows and in hand to hand combat with demons and damage received(works against all other supernatural creatures. attacks made against the character, Pre-requisite: Body Chi. Level 1 - weather it is magical, technological, Extraordinary P.S. & P.E. at a cost of 12 psionic, or whatever; for spells or chi per melee round. Level 8 - psionics that don’t do damage but create

19 negative effects for the character, they unable to effectively act or move (HF are also half effective). Characters take 18). The aura also protects the user with half damage while the battle aura is up. 100 MDC/SDC per level.(in SDC In some dire instances certain huge settings the aura has an AR of 15) energy attacks cannot be avoided, by Repeated exposure to this technique will concentrating all his energy into the into reduce the effect 1 HF per exposure the battle aura this last ditch technique unless the character witnesses the aura can reduce the damage by 1/10. The user doing something truly awe inspiring character must successfully roll a dodge while under the effects. NOTE: this while expending 100 chi. As a secondary power can be learned before level 12, if effect, while the battle aura is active the it wasn’t learned before character character is considered an MDC creature reached level 12 then he/she in MDC type environments(combine HP automatically gets it at level 12. & SDC to figure out MDC), or in SDC type environments take SDC & HP then Bean Jam Blowout times it by 5 plus they have an AR of Cost: 50 PPE. 12(after battle aura is deactivated, Range: 10ft per level of experience whatever damage the extra SDC &HP level. taken is gone & the character retains his Area Affect: 5ft per level of experience normal HP & SDC. If enough damage level. Creates a directed tornado-like was taken while the aura was activated funnel that sweeps the opponents, and to where the characters HP & SDC go carries them hundreds(1d6x100) of feet below their normal level, then subtract away, taking 1d4 MDC/HP damage per that damage from the characters HP & level of Exp, are knocked down and SDC). If Battle Aura(greater) is taken & confused for 2 rounds (-5 strike, parry, this power activated, ignore secondary & dodge) and suffer the effects of Wind effect(above) & double the characters Rush. Opponents/objects weighing over MDC for the duration of this power. For 10 tons are merely knocked down for a an SDC setting take HP & SDC times round (15 sec). Once targeted the only 10. way to escape the effects of the funnel is to roll a natural 18, 19, or 20 dodge. Battle Aura (Greater) Takes four attack actions. Cost: 100 chi.( when reaches level 12 Cost is 50 PPE) Belly Disruption Duration: 2 minute per level of By Kuseru experience level. Since the philosophy of chi also include Permanent statistic change: +2 MA, +50 the theory that chi in the body is PPE. Character becomes an MDC developed from a central point (Most being(combine HP &SDC to figure out systems of Chi development center MDC; or use the secondary effect of around a spot in the body located two to Battle Aura lesser if using an SDC four inches below the naval and about an setting) inch inside. This spot is called the Seika Requirement: Battle Aura (6th Level) Tanden (or Seika No Itten) in Japanese, This creates a huge battle aura that the Dantian ('cinnabar field') in Chinese, surrounds the character. Those that see and is referred to as Svadishthana the aura are stricken with terror and Chakra in Sanskrit (or Indian culture.)

19 Chi is believed to originate from this Permanent statistics change: +10 PS, +6 spot, also referred to as the One Point (or PE, -2PP, 1d6x10 M.D.C. /H.P./S.D.C. one's center) in English. And through the per level of character(this is in addition practice of breathing and concentration to what the character normally receives). exercises, one is able to gain mastery Minus 3 attacks. over the force already naturally present Damage reduction: -1d6 points of in one's organic makeup at birth.), it then damage per level of Exp times 10 MDC/ follows that disruption of this spot would HP. this is a technique originally used prevent the victim from being able to for mining. Merely touching objects like exert mastery over their own chi. While a rock, ceramic, steel, etc. caused it to this ability is similar to the dreaded Dim explosively shatter. The theory behind Mak, it differs in that the character's chi this is that everything has a breaking (and thus healing) is unaffected. Instead, point or a point where it is weakest. By the character can no longer use abilities sensing this point, touching it and dependent on chi (including Chi Mastery channeling Chi in a certain way into this abilities, Zenjoriki dependent on having point the object is violently disrupted. chi, Chi Zoshiki, and some martial art The training for this technique is techniques). Unlike the difficult to cure ingenious. The trainee is hung from a Dim Mak, this attack can be treated by rope while tied up like a mummy, with those trained in the various forms of chi only his arm sticking out. Meanwhile an healing (although not by the victim approximately 10 ton boulder is swung himself, he can no longer manipulate his at the victim…er… trainee. The trainee own chi). must find the breaking point of the boulder or be smashed by the boulder. Body Chi or Kokyu (positive): This serves two purposes, one since it is This is the ability to focus” Chi to very rare to succeed on the first few tries directly influence the character’s body each impact toughens the character's (attributes). Chi is directed into either body making more resistant to impact ME., MA, P.S., P.P., or Speed. Each and damage for the next attempt. It is point of Chi adds five (5) points directly quite common to be knocked to the attribute for 1 full melee round. unconscious on the first few tries. People Characters can use some or their entire who do not have sufficient control over Chi, in one or more of their attributes. their Chi and who do not meet the For example, a character can decide to minimum requirements are will most raise his/her P.S. by 5, their PP. by 10 likely die if they attempt this training. If and theft Speed, by 20, all in the same some talented freak of nature were to melee round (15 seconds). The cost actually succeed in the first few tries the would be 7 points of Chi (1+2+4). second purpose of this training would be Attribute bonuses would then be based demonstrated. Without the toughening on the new, temporary attribute scores. up process the boulder will explosively shatter and the trainee will take full Breaking Point damage at ground zero. Said talented Cost: 20 PPE. freak of nature would be wise to just sit Requirements: Must be able to channel back and let himself be pounded by the Chi, minimum 25 PE. boulder and concentrate his Chi on getting more resistant to damage.

19 Training takes 1d6 week, unless 1/10 limited use when used directly on people martial arts analysis skill is rolled. The or creatures of large mass. The energy is effect of this technique is awesome but applied to the object as a whole and has limitations. Most living creatures are cannot be applied to part of an object soft and do not fracture in this manner, such as a hand or appendage. If this is however robots, armor, most walls, attempted the energy will be distributed floors and so on are rigid enough to to the entire object. An example of this explode quite nicely. Sentient rock is applying the technique to a person's creatures, magic object and other hand, the energy will be evenly borderline creatures roll a save versus distributed throughout the subject's body magic 12 or less, or suffer normal and the entire body will be moved in the damage. The attack counts as two direction it was applied. It can be applied actions. Any creature within 5 ft of the directly to objects such as guns, swords, blast point receives 1/5 damage. The and other parts not an integral part of a character takes no damage from this larger mass. To a martial artist trained to technique. Masters of this technique are take falls this is merely a method to put MDC in MDC type environments. lesser skilled opponents in their place. Variants: There are rumors that it might When used on those without such be possible to strike a breaking point in capabilities or indirectly applied through one place and if calculated correctly it missiles it can be a deadly technique. may cause a chain reaction or travel The initial transfer does no damage do to along a "fault" to take effect at another the entire mass being given a kinetic place. This is unverified and would take charge. When the object impacts with extra-ordinary skill (1/10 martial arts another is where true danger lies. Each analysis and GM approval). level of experience the character may impart up to 3,000 Joules of Kinetic BURNING PALM: energy to an object. Impact with another When used, Burning Palm causes a rigid body will cause 1d10 per 3000 painful burning sensation whenever a Joules. Successfully rolling with the target is struck. In game terms, a impact/fall will reduce the damage to successful palm strike with Burning 1/4. When carefully applied by the Palm means the opponent must make a martial artist it is possible to partially, or save vs. pain, or suffer -4 init, and -3 to completely negate the effects of an parry, dodge, and strike. Requires 2 Chi external impact. per use. Chestnut Fist Butterfly Kiss Cost: 10 PPE per melee round (15 sec). Cost: 30 PPE per base transfer Requirements: Must be able to channel Requirements: Must be able to channel Chi, minimum 25 PP, minimum of 7 Chi. attacks. Permanent statistic change: +50 S.D.C. / Permanent statistic change: triple speed H.P. /M.D.C. Through this method the attribute, +4 to PP; +2 to dodge, +3 to martial artist is able to translate chi parry & strike; two additional melee energy directly into kinetic energy and attacks(plus 1 additional attack every 3rd apply in to an object. The lightest touch level of Exp from the level they learned can carry the energy of a truck. This is of this) & auto parry. This is also a

19 technique which involved a complete Negative Chi is used by those trained in speed training regimen, in some ways it Snake Style or Tien Hsueh. This is the antithesis of the "Breaking Point". negative chi is not necessarily evil, but it Once the character gets his speed up to is based on the forces of non life, and it the minimum required the training is prevents healing in living things. simple. Toss several dozen chestnuts into an open fire and grab them out Chi Charge: without getting burned. If you succeed A very useful ability, allowing you have achieved the basic chestnut characters to channel their Chi back into fist. This gives you Automatic paired their own body, boosting his/her weapons with bare hands and any physical attributes! For every five points weapon proficiencies known, and an of Chi the character uses they may boost additional +1d6MDC/HP per level of either P.S., P.P., P.E., Spd up by a point Exp. With further training it is possible and/or they may spend 20 P.P.E. to to parry or catch projectiles up to and upgrade their strength to Supernatural including bursts. This also includes for the duration—one melee. In the shrapnel (such as caused by the Breaking alternative, they may also spend P.P.E. Point). The basic technique including the to give a temporary S.D.C. charge. They preliminary speed training takes 1d6 will gain 1 S.D.C. point per 1 P.P.E. weeks unless 1/10 martial arts analysis is spent. However, while this helps the rolled. This was meant to be a bare character to gain more S.D.C., it cannot handed technique, however with practice be used to restore S.D.C. or Hit Points. this speed technique could be applied to weapons (roll 1/10 martial arts analysis Chi Healing or Chiatsu (positive): each week per weapon). Curing with Chi involves channeling positive Chi into a wounded body. So Chi Awareness (positive): long as the character is conscious, it’s The ability to sense the level and type of also possible to heal oneself with Chi- chi in others, The range of Chi atsu. Each point of Chi-atsu Chi does Awareness is limited to 400ft. The three things all at Once. First, 1 point of character will be able to instantly Chi will heal 3 hit point. Second, that recognize any of the following same point of Chi will also restore up to conditions: (1) A person with zero chi. 10 points of S.D.C. Finally, each time (2) A person with only 1 or 2 points of Chi-atsu is used on a comatose character chi. (3) Anyone with more than 10 it gives that character an extra chance to points of chi. (4) Anyone with chi skills recover. Another Chi-atsu ability is that ( Arts of Invisibility, Body Hardening, of dispelling negative Chi When Katas or Martial Art Techniques). (5) characters have been infected with Anyone with Chi Mastery skills. (6) negative Chi they cannot heal or Anyone with more chi than the regenerate theft normal Chi, S.D.C. or character’s own (7) The presence of hit points. Each point of Chi-atsu Chi negative or positive chi in any person, will destroy two (3) points of negative place or thing. Living things are usually Chi. Note that destroying negative Chi charged with positive chi. This is the does not simultaneously heal any hit force of life and healing that makes it points, or S.D.C., but does heal the possible for things to grow and survive. positive Chi so that natural healing (and

19 treatment) can resume. CHI-ATSU gives the character great resistance to the EXAMPLE'': Kajo decides to save a effects of insanity or drug addiction. Of comatose Bruno from death. Bruno is course, the character can still have an down 28 SdC. and is at 5 hit points He insanity, be a drug addict or an also suffers from 2 points of negative alcoholic, it’s just that the character can chi. Without medical attention Bruno hide the symptoms and resist the will die First, Kajo must use 1 point of temptations. This resistance will Chi-atsu to destroy the 2 points of disappear when the character chi is negative Chi. Until the negative Chi is weakened and drops below 10. destroyed Bruno can not be healed. For example, let’s look at our old friend Then, once the Chi balance has been Kajo, who is a recovered alcoholic. So restored, Kajo decides to use 2 Points of long as Kajo has a high level of chi, he Chi on Chi-atsu for Bruno. Bruno can easily resist the temptation of drink. instantly heals 5 hit points, which brings However after a battle has depleted his him to zero (0) hit points. Kajo chi, he finds himself shaken and tense, simultaneously has his 28 S.D.C. healed suddenly, he needs that drink. Rather (he could have gone up to 50 SDC., but than meditating to recover his chi he that’s more than Bruno’s natural SDC.). succumbs to his desire for a beer, from Finally, Bruno gets an extra roll (best 2 that point on the character is lost, either out of four rolls), with a + 5 bonus, to too drunk or too shaken to recover his recover from his coma. lost chi, Kajo will continue to drink and have the affects of an alcoholic until he Chi Overcharge: is made to recover. Effects of alcohol & This allows the character to “over drugs on chi in the Insanity Section charge” the body with double the usual Any character with Chi Mastery can use amount of Positive or Negative Chi. The Chi Relaxation to regain lost chi. A full Chi Overcharge will usually last 4 full hour’s meditation will recover all lost days and will drain away immediately chi no matter what the amount. Note: whenever the character falls asleep or is that this does not cure Chi “damaged” otherwise rendered unconscious. The Dim Mak nor does it work if the excess Chi can be gained by either a full character is infected with Negative Chi. hour of meditation in the appropriate environment, where the right kind of Chi Chi Spirit: is available, or using either Dragon Chi First let’s start with the nature of this (Tap Positive Chi) or Dark Chi (Tap ability. It is meant to impose fear or awe Negative Chi). Cost: One point of Chi into others. It purely a move to use as (Positive if the Overcharge is with defense or a move to use to stop a battle. Positive Chi, Negative if the Overcharge Whatever way this ability manifests, it is with Negative Chi). has the same effects, has the same duration and costs the same amount of Chi Relaxation (positive): P.P.E. This ability will effectively give The ability to “calm” the mind. This the character a temporary Horror Factor means the character can go to sleep of 12 +1 per point of M.A. (negative or instantly, eat without indigestion, relax positive depending on what the character in the face of danger, and otherwise is trying to achieve) above 15. It costs 10 ‘cool it” whenever necessary. This also P.P.E. per melee and also acts as a sort

19 of probe wall to the character A side of the following methods to imbue a effect of this ability, due to it’s nature clearly visible object with chi: (P.P.E. oriented), makes the character Using Fill Object with Chi on an object resistant to magic—+5 to save vs. magic allows the character to move the object for the duration. Now, as for the up to 100 feet (30.5m) away, plus 25 feet manifestations. This can be anything the per level of experience. They can lift up player thinks of. The character could to 100 pounds (45kg) of material for glow bright with any color they want, each 10 points of chi per melee round. In they could seemingly catch on fire with addition to the weight cost, using Chi the fire being an unusual color, or a Telekinesis in this method costs one bigger “spirit” of the character could point of chi per melee round. Combat eminent from them. Or it can be as Bonuses: +3 to strike with telekinesis simple as the characters' eyes glowing (physical/skill bonuses do not apply unnaturally, they can have a god like when telekinesis is used), +4 to parry voice, their attacks could seem when using an object to parry energized, etc. These are just a few (physical/skill bonuses do not apply examples; feel free to come up with your when telekinesis is used). own. Imbuing a held or touched object with Chi. If the item can be touched or held, Chi Telekinesis (Positive or Negative the character can imbue the item with Chi Mastery) one point of chi and use it up to 60 feet By Kuseru (18.3m) away, plus 10 feet per level of By imbuing an object with Chi the experience. Imbuing a held object does character can move the object without not cost an attack per melee to perform. physically touching it. The character can This method of using Chi Telekinesis make an object hop, fall, roll, rise into costs 3 points of chi per melee round for the air, suspend it their (hover) or make small objects weighing up to 2 pounds it fly. Since the character must (0.9 kg), 8 points of chi per melee round concentrate on what he is doing, each for medium-sized objects weighing telekinetic feat costs as one of the between 3 and 20 pounds (1.4-9kg), and character's physical attacks. Telekinetic 8+1 points of chi per melee round for attack can include hurling an object as if every 10 pounds of weight over 20, up to thrown, or causing it to buzz around a 100 pounds (45kg). Note, this means that room, or to swing and hit with it as if a a 100 pound object would cost 16 points club controlled by an invisible hand. of chi per melee round to move. Lifting Only one object at a time can be so objects weighing more than 100 pounds controlled with this power. Telekinesis (45kg) is not possible with this method can be used to do more than make of Chi Telekinesis. Bonuses: +2 to strike objects fly around. Chi Telekinesis can with telekinesis (physical/skill bonuses be used to open doors, flick switches, do not apply when telekinesis is used), press buttons, turn knobs and dials, open +3 to parry when using an object to windows, make rocking chairs rock, and parry (physical/skill bonuses do not so on. The range of possibilities is apply when telekinesis is used). extensive. Imbuing an object not touched or held. If In order to move an object with Chi they are not touching the object, they are Telekinesis, the character must use one limited to animating objects up to only

20 40 feet away. Imbuing an object with no bonuses, just a natural roll against the this method of Chi Telekinesis costs one opponent. Telekinesis is not a force attack per melee to imbue the object. field, thus, while it can be used to parry/ Using this method of using Chi block a punch, kick, club, knife or even Telekinesis costs 6 points of chi per sword, it cannot stop projectiles, arrows, melee round for small objects weighing gas/fumes, flying tackles, and other up to 2 pounds (0.9 kg), 9 points of chi similar attacks. per melee round for medium-sized objects weighing between 3 and 20 Chi Weight Control: pounds (1.4-9kg), and 10+2 points of chi Transforming the Chi of the body per melee round for every 10 pounds of Another way of using Fill Objects with weight over 20, up to 100 pounds Chi’s to use it as a into an equivalent (45kg). Note, this means that a 100 amount of gravitational energy, the pound object would cost 26 points of chi character can become either much per melee round to move. Lifting objects heavier or much lighter. Chi Weight weighing more than 100 pounds (45kg) Control can be used anywhere, is not possible with this method of Chi regardless of whether the environment is Telekinesis. Bonuses: +1 to strike with empty of Chi or has Positive or Negative telekinesis (physical/skill bonuses do not Chi. Note that, while Chi Weight apply when telekinesis is used), +2 to Control must be ‘turned on” at the parry when using an object to parry beginning of the melee round, the (physical/skill bonuses do not apply character can “dial” their weight up and when telekinesis is used). down during combat. Damage from objects is 1D4x10 S.D.C Increase Personal Weight: The for 100 lbs of weight. Large objects character’s personal weight can be weighing 80-99 pounds do 7D6 S.D.C. increased from a few pounds all the way damage, objects weighing 60-79 pounds up to 20 times the character’s normal do 6D6 S.D.C damage, objects weighing weigjitt For example, a 150 pound (68 41-59 pounds do 5D6 S.D.C. damage, kg) character could suddenly weigh up and objects weighing 26-40 pounds do to 3000 pounds (1360 kg) Of course, if 4D6 damage. Medium-sized objects the character’s weight exceeds the weighing 10-25 pounds do 3D6 damage, character’s P.S. carrying capacity, it’s no objects weighing 5-10 pounds do 3D4 longer possible to walk around or damage, and objects weighing 3-4 perform kicks and leaps. Hand and ann pounds do 3D4 damage. Small objects movements and panies are unaffected. weighing 1.1-2 pounds do 1D6 damage Dodges are at -2. One favorite technique while objects less than one pound do is to turn on a massive increase in weight 1D4 damage. when falling on top of an enemy, when Imbuing an object held by another. This grappling an opponent or in an attempt method of Chi Telekinesis can be used to become unmovable. Cost: One point to attempt to disarm or parry an of Positive Chi per melee round. opponent, or to attempt to grab the Decrease Personal Weight: The object away from them. This method character’s weight is reduced as low as costs one attack per attempt and is one pound (.45 kg). Note that the limited to opponents up to 20 feet away. character’s clothing and possessions are The disarm, grab, or parry is done with NOT affected. A favorite use of

20 decreased weight is to lend greater damage, however, they are nonetheless distance to leaps and jumps, to be car very effective. Damage is one point per ried with ease and to lighten the load on point of P.P.E. being used. The wielder vehicles. Cost: One point of Positive Cl has to make some sort of gesture with per melee round. the weapon in order launch the projectile. They will have no bonuses to Chi Weapon: strike with the projectile and range is 2 A very useful ability for those that select feet per point of P.P.E. still left in the mastered weapons. It allows a character weapon. The act of channeling is instant, to channel P.P.E. into a weapon that the it will burn no attacks or actions, no character has practiced with and matter how much P.P.E. is used. exclusively uses or has used for at least a month. The character must put at least 5 Cleansing Spirit: P.P.E. into the weapon after which the The ability to heal oneself by drawing on weapon will have some visible effect the surrounding Chi via meditative (i.e. glow, vibrate, etc.). This power will trance. He is also able to expunge any give the character several abilities. First, foreign parasites from the body the character is able to sense anything including drugs, normal diseases, toxins with P.P.E., Chi or I.S.P. in it at a radius and poisons. In the case of lethal viruses of 1 foot per P.P.E. point in the weapon. it gives a +1 save (eg. ebola) per Chi This is useful in that the character can used.Heal 1 HP or 2 SDC per 1 Chi sense the location and movements of focused on it. Can attempt any of these anybody within the radius even if they abilities once per day minus 1 hour per cannot see them—allowing them to ME (minimum of 1 hour). combat them with no penalties. However, if they can see the person, Cloth Hardening they will not receive any bonuses to With this ability, a clothed Chi Master is combat them, they simply cannot be the never truly unarmed--even a naked Chi victim of a sneak attack. The second Master will have weapon handy if his ability will let the weapon wielder inflict opponent is clothed. By channeling Chi damage to those in pure energy form and into the pattern of a piece of cloth or creatures normally invulnerable (this is clothing, that cloth becomes as hard and considered a magic weapon). However, sharp as a steel blade, while retaining the the character may only inflict up to one weight and flexibility of cloth! Using damage per point of P.P.E. in the this technique, belts, bandannas, bamboo weapon—they will still have to roll umbrellas, and even shoelaces can damage, this is just the maximum become weapons of destruction. As an damage that can be done. The exception added bonus, because of the resiliency is critical strikes (natural only), which and give that cloth has, a supernaturally will allow the character to do more strong wielder need never worry about damage than the maximum allowed. his weapon breaking at a sensitive Third, the character is able to perform moment. The final use of this power is projectile type attacks of pure Chi with one that most Hibikis disdain out of the weapon! However, the projectiles pride: turning their clothing into armor. have limitations. They burn the P.P.E. in One point of Chi is enough to “charge’ a the weapon and they do relatively little square foot of cloth (so it would take one

20 Chi to activate a single bandanna or a environmental MDC protection of 100 belt, while a towel would require four or MDC; the armor rating remains to five), making it a weapon. By spending determine if a blow lands on an an additional one Chi per object charged, unprotected area of the body.) that weapon may be made rigid like At the GM’s option, repeated use of this steel, so that it can be used for parrying power on a single object may make it act or blocking. The size of the cloth like a weapon permanently or even determines the amount of damage it increase its weight to an amount does: a bandanna (thrown or used for equivalent to that of steel. Such a feat slashing) will inflict I D4 SDC; a sword- would require near-constant use of a belt will do 2D4 SDC; a tightly-wrapped single weapon and a Chi expenditure of towel will do 2D6 SDC as a club or 2D4 something like one hundred Chi (not SDC as a slashing/piercing whip-style necessarily all at once). weapon. A thrown cloth weapon will retain its Defend against Chi Attacks (positive): charge for 100 feet, plus 5 feet per level Chi Combat is pretty unusual. It’s of experience, before returning to its something that’s only used by those rare normal state. A thrown weapon may act characters with Negative Chi and its as a boomerang, returning to the only used against opponents with character after being thrown, for five Positive Chi. Defending against Chi Chi. the base amount of Chi is enough to Attack is automatic and takes no melee keep a charged for one round action Here are the main features melee round per level of experience, of Chi Attacks: Defensive Chi: Each plus one additional round for each point point of Positive Chi used to defend is of Chi spent. (A melee weapon will only capable of destroying 1d6+6of attacking retain its charge for one round if dropped Negative Chi points. Offensive Chi: The and must be filly recharged when amount of Positive Chi destroyed by one recovered.) As with any melee weapon, point of Negative Chi is 3D6 points. the wielder’s strength attribute adds to Once the victim has reached zero Chi the damage inflicted. then each point of Negative Chi will Finally, a user of this power may enter the victim’s body. Non-Chi transform their clothing into armor with Masters in Chi Combat: Those without the consistency and weight of cloth, but training in Chi Mastery are totally the protection value of plate armor. The vulnerable in Chi Combat. Their Chi can activation cost of this power is ten Chi, be easily destroyed and, once they’re at and costs two Chi per melee round to zero, they can be filled with negative sustain. While activated, this power chi. Getting Rid of Negative Chi: There gives the user’s clothes an armor rating are two ways to dispel Negative Chi The of 15 and 250 SDC; rolling over the easiest is to be treated by someone with armor rating means that a hit has landed the Chi Healing (Chiatsu) ability. The on an unprotected area or slipped only other way of purging Negative Chi between seams. Wearing less than a fill is by meditating in a place of great suit of clothes or filly covering clothes Positive Chi. By staying in a wild forest, may decrease or increase the minor or by a waterfall, or in some other rating as the GM sees fit. (Rifts Note: In natural place, the character can eliminate Rifts, this cloth armor provides non- 1D6 Negative Chi points per day.

20 Permanent statistic change: +4 to ME, Divert Incoming Chi: By “grounding” a +2 to dodge. layer of Chi on the outside surface of the Area of Effect: 10ft radius per level body, the character diverts all incoming experience. This powerful technique Positive or Negative Chi harmlessly into relies on using the enemy's own power the ground. This only works while the against him. By leading the character has at least one foot on the enemy/enemies in a spiral and tuning ground (not while leaping, jumping, or your Chi to be "opposite" your enemy's doing fancy kicks), and it works in any you lead him/them to the center of the environment (Positive or Negative Chi). spiral. Once the center is reached your It’s also possible for the character to opposing Chi's final attack is triggered. extend the grounding layer over one or The character punches at the air near the two other people (two others is the primary enemy (doesn't even need to maximum) or over some other object. In strike, gesture is enough of a focus) and this case all the characters must remain a huge vortex of conflicting Chi is in place, with all their feet firmly planted formed. Once triggered there is no on the ground. Cost: One point of Chi effective defense even those not (Negative or Positive) per melee round, originally attacking will be swept or 2 points if one or 2 additional people straight up hundreds of feet (2d4x100), are protected. in a maelstrom of opposing Chi energies and bombarded with debris. Those of the Divine Body Chi Kung enemy will who are within the spiral will By Mantisking take damage equaling half the MDC/HP This ancient and lost chi power once of the primary foe plus 1/10 the allowed normal humans to compete in MDC/HP of each enemy in the spiral at hand to hand combat with demons and the time of triggering. Those who were other supernatural creatures. Pre- not attacking are still swept up in the requisite: Body Chi. vortex but take a mere 1/5 damage. The Level 1 - Extraordinary P.S. & P.E. at a person who initiates this attack has only cost of 12 chi per melee round. limited control at this point. If for some Level 8 - Superhuman P.S. & P.E. at a strange reason he decides he must rescue cost of 24 chi per melee round. someone accidentally caught up in the Level 15 - Supernatural P.S. & P.E. at a whirlwind he can just jump up the center cost of 48 chi per melee round. of the funnel and attempt to reach his target. At this point he can shield his Divine Guidance: target with has own body and Chi. He Precognitive flashes which can be used will now take the 1/5 damage, and can to determine correct procedures for guide them both to the ground taking a overcoming a problem or survival (e.g. mere 1d6x10 SDC of falling damage. escape trap, defuse bomb, etc).5chi The maelstrom lasts 1 melee round per level of experience, however if the Dragon Ascension Defeat enemy survives the initial damage, once Cost: 100 PPE. he recovers from being Requirement: Chi Control, minimum stunned/"knocked down" be can try to +10 to dodge, 15 ME. leave the vortex if he has some means of self locomotion. If he cannot leave the

20 whirlwind he will be spun around until it teacher has patience. Variants: It is dissipates on its own where upon he will rumors that a single individual could be forcibly thrown to the ground and create and trigger this phenomenon take 1d6x10SDC falling damage per without a spiral or an enemy to fuel to hundred feet in the air. Although attack. This would be incredibly difficult devastating, this attack has several flaws. and very painful as it would involve First if the enemy doesn't attack the simultaneously manipulating conflicting character he can't form a spiral. Second Chi energies. If it could be done it would the character must constantly and allow not only the traditional vertical successfully dodge into the spiral form, attack but allow a horizontal version of if he actually gets hit, he must start the this technique. Roll 1/10 martial arts spiral anew. Third the setup of the spiral analysis skill each attempt. Character takes a full melee round that’s a long will take half damage done to hostiles time not to get hit. You might say "what unless he can perfect the technique. GMs kind of moron am I fighting if I can option. always lead him by the nose into a spiral?". The answer might very likely Dragon Chi or Fu Zhensong be he's never hear heard of the damn (positive): This ability allows the technique and never even noticed a martial artist to “tap” the dynamic Chi of spiral pattern while he was chasing that the world. This works three ways. First, damned irritating character all over the a character can replenish any lost Chi yard. Unless someone actually is simply by dynamically charging with watching the battle (or already knows internal energy, thereby replacing lost the technique), and rolls 1/10 his martial Chi every melee round. Secondly, a analysis roll and then informs sir bozo character can “borrow” Chi from another he may never find out how you keep person, drawing it directly from their tossing him up several hundred feet all body to another. Finally, a character can the time. Because of the conflicted Chi “channel” the surrounding Chi into Chi energy ravaging the enemy, regeneration attacks or other Chi Mastery skills. Once and healing will not work for 1d6 hours focused on channeling, the character can even with powerful supernatural then use other Chi skills without losing creatures. There is a similar variation the effects of the Dragon Chi. that can be used for stationary foes All of the Chi tapped by Fu Zhensong where the character spirals around the must be used in the same melee round in center and the enemy forms the heart of which it is obtained. In other words, if the storm. This is dangerous as the the martial artist is in a “Six Chi Place,” technique wasn't created for this use. then it’s possible to use 6 points of Chi The character must make his normal every melee round without depleting the martial arts analysis roll or suffer the character’s own supply. If someone same effect as the enemy. The training volunteers to help, it’s possible to use Fu for this is very simple, forming spiral Zhen song to “tap” that person’s Chi and paths while dodging and keeping iron channel it into Chi combat or Chi control over your Chi. To successfully Mastery skills. The volunteer must be learn this technique you MUST roll 1/10 touched by, or must be touching, the your martial arts analysis skill. You may character performing the Fu Zhensong. try once a week for as long as your Note that this Chi cannot be forced out,

20 it must be donated freely. The amount of target. A successful strike means that Chi available depends on conditions. there will be a sudden, explosive impact Just about everywhere above ground of Chi against the target, dealing 1D6 there are 3 points of Chi ready to be damage to a target, in addition to tapped each melee round. Places of knocking a target back 2D6ft. Parries nature, like thick forests, jungles, and result in half damage from the Chi healthy grasslands, provide as much as explosion, as well as a 1D6ft. an additional 3 or 6 Chi points per melee knockback, but no punch damage. round. Places with active natural Dodges mean no Chi is used. Explosive phenomena, like waterfalls, volcanoes, Chi can be done up to twice a melee and ocean front areas with active surf, successfully (yes, a parried strike still can add up to 3 more points, providing 9 counts as a success). Requires 2 points Chi points per melee round. The of chi per use. maximum Chi that can be tapped is equal to the character’s current level of Fill Object with Chi: positive Chi. Note that if the character The idea is to fill up an object, usually a ever reaches zero Chi, or is infected with weapon of some kind, with Chi so that it negative Chi, then it becomes impossible becomes “solid” from the perspective of to tap natural Chi. the flow of Chi. For example, creatures of pure Negative Chi are usually Du Bin Qi (Poison Expelling Chi) unaffected by daggers and arrows. Positive However, if the dagger or arrow is filled By Ray Bull with Positive Chi, then the weapon will A variation of Chi-atsu. Poison do the usual amount of damage, direct to Expelling Chi uses positive chi to the creatures Negative Chi. How long neutralize or remove poison from the the object will stay filled with Chi body. As long as the character is depends on how it is handled. As long as conscious and able to concentrate this it stays in physical contact with a ability can be used, but the character can creature filled with the same kind of Chi, do nothing else at the time. Against non- the effect will last indefinitely. So a lethal poison 1 point of chi grants a spear filled with Positive Chi will stay saving throw. Harmful drugs require 2 “charged” as long as it’s held by the bare points of chi to get a saving throw, and hand of a character filled with Positive lethal poison requires 3 points of chi. Chi. The same spear, slung on a strap Doubling these amounts will cut the over the character’s back, will only saving throw in half. Tripling the maintain its ‘charge’ for an 4 hours or so amount of chi invested will expel the in a place of Positive Chi. In a place of poison or drug from the body totally. Negative Chi, where the Chi of the This ability takes 1 minute (4 melees) to environment is disrupting the Positive perform. Chi of the spear, the Chi will only last for 4 melee rounds per level of the EXPLOSIVE CHI: characters experience. The martial artist uses short, but sudden Another way of making objects come and powerful, bursts of Chi to attack along when characters Mind Walk (see their target. To use, the martial artist Zenjorike power) or otherwise move must use a hand strike against their around in Pure Chi Form (transforming

20 the body, or leaving it behind). The “Chi Fukai Koru Ki (Deep Freeze Chi) Aspect” of the object can then be carried Negative By Ray Bull or used as an object of Pure Chi. For The character uses negative chi to lower example, a creature of Pure Negative the opponent's body temperature. For Chi could carry the Chi Aspect of a every point of negative chi the target's sword or gun and use it as a weapon, - internal temperature is lowered by 5 inflicting damage based on Negative degrees Fahrenheit. If the opponent is Chi. When used in this way, the Chi already infected by negative chi then this Aspect of the object will last as long as it power can be used at a range of 50 feet is held or in contact with the character. (15.24 meters). If the target is not Cost: 1 point of Chi per object, plus the infected by negative chi then this power amount of Chi used to fill the object. can be used by touching the opponent. The amount of Chi needed to fill an The effects of this power last for ½ the object depends on its size. Small items, characters M.E. like daggers, bullets, arrows and , take only one point of Chi. Great Leap Positive or Negative Medium sized objects, like swords and By expending one point of Chi, the spears, take two points of Chi. Larger character can leap 10 feet vertically or objects, anything twenty pounds (9 kg) 15 feet horizontally per level, up to a and over, usually require three points of maximum of five Chi per leap. Training Chi for every twenty pounds (9kg) of for this usually involves throwing the mass. character into a pit with starving animals and seeing how long it takes them to get Find Weakness (neutral): out. Characters with supernatural A character can “focus” Chi on an attributes can double the distances opponent (or an object) and eventually leaped for the same amount of Chi spent, “feel” any inherent weak nesses. The and practitioners of Joketsuzoku (other first melee round the character must martial arts can learn these maneuvers as devote his/her energies on “focusing” well) spend no Chi to activate this the Chi. this might be though of as a sort power; they must still spend Chi to get of combat meditation. During this first extra distance. melee of intense concentration, the martial artist can not attack/strike, but Hadou Ken only defend. The next melee round, the Cost: 40 PPE. character can add a + 1 to Strike and a + Damage: 1d6x10 per level experience. 2 to Damage on the person or object of Range: 100ft per level experience. the focus. As long as focus is maintained Requirement: Chi Control, minimum on that one target only, the bonuses will 100 PPE. remain for all subsequent combat melees Permanent statistic changes: Sense PPE, until the opponent is defeated or a new tap into ley lines, nexus, and creatures, opponent is engaged. This skill requires as a magic user for PPE and ISP no expenditure of Chi points, and can be purposes (keep in mind that Chi users used so long as the character isn’t are masters of their PPE and that like drained of Chi. mages they cannot have their Chi/PPE taken without their consent), and increases Chi/PPE/ISP regeneration with

20 meditation (double the normal amount of of targets equal to double their level of PPE/ISP normally regained). Extra 2d6 experience. In some cases, the user can PPE per level experience. This special drain from targets who have no intent of technique often spoken of with a mixture combat, but the drain is only 2 points of disrespect and awe. With it the every melee, and can only be used on character gathers Chi from the earth, one target. If not used soon (within 10 plants, animals, etc. around him and minutes), the Chi fades at a rate of 5 per throws this as fiery ball toward the melee. enemy. Unfortunately it takes quite a while to gather this energy (4 actions), Hardened Chi or Shi Jin (neutral): and if the characters concentration is This Chi ability lets the character boost disrupted he must start again.. Variants: physical attacks and resistance. The It is rumored that it possible to unleash character “shapes” Chi into hard lines of this energy through a punch, or other force that give extra force to punches technique. If so it would still require the and kicks, adding to the damage roll. In same time to gather the energy. Not defense. Hardened Chi is like a wall of many enemies will allow that at close force, adding extra S.D.C. to the range, however, if they did you would be character’s body. Hard Chi fits in with able to use any hand-to-hand bonuses the more combat oriented martial art available. forms. When used as a defense, the Chi from Shi Jin works like extra S.D.C., Happo En Satsu POSITIVE OR soaking up the damage that would NEGATIVE otherwise hurt the character. Each point An legendary technique for draining chi of Chi expended absorbs five (5) points from ones opponent and using it as one of physical damage. Any one attack, per pleases (this is one of the few instances a melee round action, including gunfire, persons Chi can be greater than their explosions and energy, can be blocked usual maximum, however there are still by the Chi force absorbing the damage. limits, the maximum that can be drained When used offensively, Shi Jin adds an is double the artists maximum chi). extra damage bonus to any of the There are some conditions to this power. character’s normal physical attacks. It is not a learned power exactly, first an Every Hardened Chi point spent on any Atemi Master must spend atleast one one attack Cr melee and adds two (2) hour every day for one month points to the damage roll. If the damage performing a series of metabolism is critical, then make sure to add in the alteration through pressure points. After Chi bonus before doubling the damage. the treatment is completed, the artist will Extra damage can only be added to hand then be able to drain other peoples chi to hand strikes, not to attack with through any circular object (the reason weapons or thrown objects. Hardened it's called the En Satsu is because the Chi is never wasted. In an attack, if the object used is commonly an En coin). attack misses or is dodged, then no Chi Normally, the user of this technique can is used. Defensively, Chi is used only if only be used on people with intention to the character is actually going to take fight (GM's call on this). The rate of Chi damage. Characters can shift between drain is 10 points every target every defensive and offensive Shi Jin instantly, melee, and the user can drain a number using it on each attack and each defense

20 throughout combat. The Shi Jin effect touch alone. This includes knock out, lasts only one melee or until used. stun, paralysis or any other shock.

Heal the Mind: Healing Induced Madness/Insanity: By flooding the mind with a current of This permanently heals a character that positive Clii, it’s possible to attempt a has been driven Insane by some outside curing of many mental ill nesses. Note influence, such as results from physical that a character can’t do self-healing and/or mental torture, drug induced with this ability. hallucinations, illusions, and magic. By Saving Throw: The subject must roll a restoring the mind to its proper state, any save vs. psionic attack/insanity with no outside influences are eliminated. This ME, bonus. If the roll is successful, the includes changes brought about by healing fails. All attempts to Heal the hypnosis (for example, this will expose a Mind are automatically it sisted by the post-hypnotic suggestion), suggestion, subject, no matter how much he may enslavement, or other forms of mind want to be cured. control and psionic manipulation. Cost: All types of Heal the Mind have the same cost, one point of Positive Chi Hidden Weapons (Lesser) per attempt. Cost: 3 PPE per summons. There are the three ways that Heal the Requirements: Chi Control. With this Mind can be used: skill the user can hide and summon 11 Temporarily Healing Insanity: Heal the major item/weapon per level experience. Mind cannot permanently cure such and 55 smaller/lesser items per level mental afflictions. However, it will experience in a pocket dimension or temporarily stop the character from subspace and summon them at experiencing the usual negative effects will(counts as 1 melee attack/action). of their insanity. For example, a They will appear instantly in his hands character with a ghost phobia will not be and does not require and action. The affected by the phobic panic for as long character also has the fast draw skill as the healing lasts. Aside from the when dealing with summoning any temporary relief from the symptoms o summoned weapons. These items are the insanity, this is a useful in that it fixed and cannot be changed without allows some characters to come to their several weeks of training. Roll half senses, realize that they have been acting martial arts analysis skill once per week. irrationally and seek some kind of long- A success indicated you have learned to term help. Note: It’s impossible to heal store a specific item in a particular an insanity that a character is either born "place" in subspace(normally the “place” with, or comes about as a result of the is located so where around the persons character’s own guilt/self-blame or self- body so it can easily be reached). NOTE: hatred, even temporarily. Duration: 1d4 Magical items/weapons & projectile hours per level of the Chi Master. weapons count as a major item. Non- magical items/weapons count as lesser Healing Hands: items. Includes the study of acupuncture which can be used to resuscitate a character by Hidden Weapons (Greater) Cost: 5 PPE per summons.

20 Requirements: 15 IQ, Chi Control. Same phenomenon that creates tornadoes in as above except character may store 55 nature.) major item/weapons per level experience and 100 minor items/weapons per level Inner Strength: experience. There are no fixed slots. The Focus Chi into either PS, PP, PE or SPD character may store whatever he wishes at a rate of 2 Chi for every attribute point in the appropriate "location". raised. This lasts for 1 round per ME.

Hiryu-Shoten-Ha (Flying Dragon Lack of Weakness (Positive or Ascension Wave) Negative Chi Mastery) The character who knows this ability By Kuseru must maintain an ice cold demeanor in The character can "focus" Chi in oneself battle (they must be calm, rational, their to hide any potential weaknesses from Chi as ice no matter the provocation). their opponents. Using this ability makes They move around their opponent in a the character immune to the effects of spiral pattern, using Chi to manipulate Find Weakness Chi Mastery, and the the air around them in specific patterns. One Life, One Shot, One Hit, One Kill This takes an entire melee round, which Martial Art Technique. This ability also the character cannot attack, anyone and renders Chi Block Atemi useless as the is -5 to parry. This is useless, however, opponent cannot find the exact location unless their opponent is in a battle rage of the character using this ability's "Chi (they are excited, angry, their Chi is as Control Center" This ability also allows fire flowing out of them). The final a character to use their full bonuses action of the move is a twisting uppercut when attempting to avoid a Long thrown by the character using the Hiryu- Distance Dim Mak. Unfortunately, since Shoten-Ha with a release of Chi once the the character's chi is devoted to this center of the spiral is reached. The clash defensive activity, they perform combat of temperatures, with the Chi boost, attacks at only half their normal bonuses. creates a small tornado, “the Heaven- This ability also has no effect against Blast of the Dragon” or “Flying Dragon Chi Belly Disruption. Ascension Wave,” that hurls the character’s opponent away in a mighty Levitate/Flight blow (3D6xl0 SDC), landing 3D4xl00 Cost: 10 PPE. feet away. It takes 10 points of Positive Duration: 100 minutes per level Chi to use this ability. This also has an experience. animalistic form, with a serpentine Speed: 40-mph +10 mph per level eastern dragon forming the tornado. experience. Through the careful use of (Note: It is important to remember that Chi it is possible to fly. They may never despite the Chi manipulation used in this win any speed records but it will get you technique, the Hiryu-Shoten-Ha is not where you're going. magical in any sense of the word. It is simply a Chi-assisted natural Lightning Speed phenomenon: the induction of cold air Positive or Negative into a hot medium, thus creating a By danzig138 vacuum that turns the surrounding air By focusing his Chi, the character is able into a spiral whirlwind--the exact same to move at an increased rate. He gains

21 double his normal Attacks per Melee and already have the insanity 'pervert' he Spd., along with a +5 initiative bonus. must make a saving throw versus He cannot use any other Chi abilities insanity (include ME bonus) per use, or while this one is being used, and he must receive it. This technique is half rest for one round per round that the effectiveness if used against males or the ability is used. This costs 15 Chi per female improperly grasped (ie not round ( P.P.E. if you're using that grasped around the bust), however no method ). roll versus insanity is required. The martial artist can hold twice his usual Mega Glomp maximum PPE while employing this Cost: N/A or 50 PPE technique, but will lose PPE at the equirements: If the character is not a standard recovery rate until he is again at pervert (see insanities), he must roll his normal PPE maximum or he employs versus ME to learn this technique or this technique again. apply it. Also requires the ability to channel chi. See aura. Neko Ken (Cat Fist) Permanent statistic change: +100 SDC/ Cost: All current PPE. MDC/HP, +100 PPE/ISP/Chi base, gains Requirements: Chi Control, (Since it is PPE shield as per psionic abilities. The impossible to force yourself to submit to training involved in this technique this training, it usually requires a third requires the trainee to latch on to a party to force the character through the woman's bust and attempt to sense the training), minimum 15 PP, 15 ME woman's aura. If the trainee is not beaten (failure means death or being reduced to unconscious and makes under 1/10 the a gibbering idiot). martial arts analysis he can learn this Permanent statistic change: Severe technique after only a week of training. phobia of cats, +2 PP, +50 Alternate training methods are possible PPE/ISP/CHI. but require 1/100 the martial arts Any manual concerning this subject may analysis skill roll. If the trainee fails and go on and on regarding the power survives the probable beatings he can try granted by this technique. If you keep again each week. Once learned the user reading you will also read about how it can drain half the PPE of his victims. was banned for causing severe Once the martial artist has grappled his physiological trauma to the trainees. victim they are –10 strike/parry/dodge Most also state that only an idiot would versus the user of this technique. If the try to teach or learn the technique. The martial artist expends 50 PPE he does training is deceptively simple. "Tie the not receive any energy from the victim trainee up in fish sausages and throw but may drain the victim of all personal him into a pit of starving cats. Repeat as PPE. The victim of the drain is tired and needed." Roll martial arts analysis to listless and will be -10 survive the initial training. Each time the strike/parry/dodge and 1/2 PE until all character is thrown in the pit roll for PPE is regained through the normal survival, making under 1/10 the martial course of time. Users of magic receive a arts analysis means the neko-ken has save vs magic at +5 in their favor due to been learned. Congratulations. The the control these classes have over their training induces a severe phobia of cats. PPE reservoir. If the user does not At the slightest sight of a cat the

21 characters strength is doubled. reference to parrying and paired hand-to- Unfortunately this enhanced strength is hand/claw attacks. With his "claws" he only useful for escaping the horror can even parry energy weapons and before him. Woe unto any person, bursts with no penalties. The only way to vehicle, wall, or mountain between the exit the neko-ken is sudden shock or character and the shortest path away. relaxing so completely he comes out of Coherent thought is impossible, the neko-ken. Some examples of this technique or skill is irrelevant all that the would be being pummeled unconscious, character thinks about is leaving. Even if being involuntarily shape-changed into for some horrible reason the feline another species or sex, or falling asleep attaches itself to the character he will be curled up in the lap of a loved one. There unable to bring himself to further touch is no cure for the phobia. If by some it. He will simply run until it jumps off miracle the phobia is removed the on its own or the neko ken takes hold. technique can no longer be accessed. When the terror becomes too much for Desensitization is an especially futile the character's psyche his personality method for curing this phobia. retreats. He gets down on all fours and Note:' There is a variant that can be meows. This is the fabled neko-ken. created where the character can be cured While in this state the character's PS, and control the neko ken roll on 1/10 and PP are increased by x2, Speed, and martial analysis skill. Variants: It is HP/MDC are twice what they are rumored that other similar techniques normally. They also receive 4 extra exist, the shark-ken, bird-ken, etc. They doubled attacks, heightened smell, and are all equally devastating and all the incredible "Cat Fist" attack. Of equally debilitating for the character. course they now think they are a cat. This means that the character has no Positive Chi Polarity : memory of any enemies, he has an By manipulating the positive Chi of an effective animal IQ of 4, and he will area (Note: This functions only in areas only fight for territory, family, mates, filled with at least 2 points of positive and domination. The horrible foe that Chi), the character can change the Chi so was slaughtering towns and laying waste that it becomes magnetic. After this is to the countryside while now be ignored. accomplished, any character, animal or Heaven help the poor SOB if he's thing of Negative Chi is pulled toward unfortunate enough to catch the attention the source of Positive Chi, just like a and earn the displeasure of the character piece of iron is pulled toward a magnet. while in this state. He won't fight to the Cost: 2 points of Positive Chi per melee death, cats’ only fights until the rival cat round. submits, of course most people don't The amount of pulling force exerted know this and if the enemy continues to during Positive Chi Polarity depends on fight he will most likely die. The Neko- the Positive Chi of the area affected. ken attack is actually cat claws made of Every point of Positive Chi in the area pure Chi. The character does not even acts as a multiplier on the normal need to touch his enemy the claws of Chi weights of all the victims. For example, will do that. Although he cannot actively a character who normally weighs 150 use other Chi techniques he naturally has pounds (68 kg), drawn down in an area the effects of the "Chestnut Fist" in of five Positive Chi will suddenly seem

21 to weigh five times as much or 750 dizziness, paralysis, muteness, pain, pounds (340 kg). If the character had a paralysis, confusion, amnesia, full body P.S. of 30 or so (able to carry 600 extra cat tongue, etc. The effects of these last pounds/272 kg) he could still stagger 1 minute to 48 hours per level around, but most characters would experience or until countered. The more barely be able to drag them selves a few beneficial results such as healing negate feet. poison, regeneration, or faster PPE/ISP Positive Chi Polarity doesn’t affect recuperation are far more fleeting last a anything with zero Chi or those with mere 1d6 minutes per level experience. Positive Chi. So, a character being It seems it really is easier to destroy than dragged down by Positive Chi Polarity to create. Very few people know all might still be able to fire off a gun and these pressure and those who do guard normal bullets would operate without this knowledge jealously. After all who being affected by the Positive Chi would you trust with the power to Polarity. cripple or heal with a touch. Although meant for the human body, with enough Pressure Points study of a particular race's anatomy and Cost: 40 PPE. Chi flow it is possible to use these points Requirements: Chi Control, biology on non-humans. Without such study minimum 50%, minimum 20 PP, +10 there is no chance of successfully Strikes, See Aura. applying pressure points to a non-human Permanent statistic change: +2 Strikes, race. After several weeks of study (roll Psychic Diagnosis. 1/10 martial arts analysis skill once per All living things have Chi. this energy week) the character may apply this skill flows in channels throughout the body, if to the race he has been studying and they are blocked odd, usually bad, things expect 1/5 martial arts analysis skill roll happen to the body. Likewise if this chance of success. This study may be energy is made to flow more smoothly repeated until the character has his or redirected along more efficient routes normal chance success. Regenerate Cost: usually creatures have very good things 20 PPE. Duration: 10 minutes per level happen to their state of health. These of experience. Requirements: Chi paths are well known in the human body Control, Biology minimum 25%, & along with the pressure points and the Summon Inner Strength. Through correct amount of Chi to use for various control of his own Chi the character can effects. On a successful roll of the regenerate even devastating damage very martial arts analysis skill the pressure quickly. Can instantly heal 1d6x10 HP/ point is applied correctly with the MDC for 50 PPE. Healing rate: 2d6 HP/ desired results, if the roll is failed there MDC per minute. (also works on battle was either no effect or a drastically auras if activated) different one than what was expected. Even if the roll succeeds and unwilling Radiate Positive Chi: participant gets a save vs. magic15 (only The character emits light simply by count PE bonuses toward save) or less to releasing the primal nature of Positive resist what was done. The effects of Chi, that of the sun’s energy. The Chi these pressure points vary to a huge can be coming from the character or, if degree from blindness, deafness, the character also has Dragon Chi, it’s

21 possible to fuel Radiate Positive Chi focus the blast having the effect of from another source. Note that creatures Empathic Transmission. The drawback who are vulner able/damaged by is that the character suffers the same sunlight will have to do their own penalties (appropriate for the emotion) version of save vs honor factor (13; but as his target. Characters who often only affects creatures of darkness). here summon specific emotions find these are the 3 possible ways of Radiating emotions easier to reach the more often Positive Chi: its used. Each time this Chi Blast is used more than 10 times in one day, roll a Radiant Eyes: save versus insanity. A failure gives the The Positive Chi pours out of the character the appropriate insanity eyeballs, turning them into miniature (Confidence with give Overconfident, globes of sunlight. The beams act like Depression will lead to chronic the beam of a flashlight, pointing in depression etc). Variant: It is rumored whatever direction the character is that if a master (roll 1/10 martial art looking. The light will NOT interfere analysis skill) were to combine this Chi with the character’s vision and will even attack with the Chestnut Fist a burst aid eyesight by providing illumination. (1per level) of smaller attacks (1d4 per The light will be bright enough to clearly level) would be sent at the enemy. GM's illuminate objects up to 500 feet away (a option if practice will improve the little better than an automobile’s reliability of this variant. headlights). Creatures vulnerable to sunlight will be affected by the direct Roaring Tiger Bullet (Perfect) glare of the eyes just as if they were Cost: All PPE but must have at least 50. outdoors on a sunny day. Cost: 2 points Damage: 2d6x10 per level experience. of Positive Chi per melee round. Range: Visual (If the character knows where it is, he can hit it). Radiant Flesh: Area Affect: 5ft/level. The entire character glows with a Permanent statistic change: +1 MA. yellowish, sunny light, illuminating the Requirement: The appropriate insanity area as if the character welt a win dow gained by the overuse of the "Roaring thrown open to the sun. All creatures of Tiger Bullet". One must almost be darkness within 300 feet will be affected insane to be able to use this version of and everything within that range will be the previous Chi Blast. clearly lit, as if by full daylight. Cost: 4 The character is so overwhelmed with points of Positive Chi per melee round. the particular emotion he is able to channel an incredible amount of Chi. It Roaring Tiger Bullet wells up inside him until he shoots it Cost: 10 PPE. straight up into the sky in a huge blast. It Permanent statistic change: +1 MA. almost immediately comes roaring down Requirements: minimum 15 ME. like the hand of god to smite it's target. Damage 1d6 MDC/HP per level +10 strike (very fast, very experience. A simple blast of pure chi unpredictable). It's very unhealthy. Side generated using emotions to focus and Effects: User takes 1/4 damage and help project the energy. The chi blast can character falls unconscious immediately also transmit the emotions that help after attack. Fortunately, after

21 channeling all that emotion his particular therefore not as effective on multiple insanity is gone. attackers. Area affect attacks also work Note: Roaring Tiger Bullet is actually well since for the character to actually the name of the variant that uses hit hand-to-hand all images must be confidence, Depression Blast is the name within 10ft. If attacking is not an issue or of the variant using depression as fuel the character has a long distance weapon and focus). the maximum radius is 5 ft per level.

Solid Chi Surge: Stinging Fist A very impressive ability that is one of Cost: N/A the most powerful of the Chi Powers. Requirement: Chi Mastery, Chestnut The character will receive an A.R. of 1 Fist. per point of P.P.E. used for one melee. If Permanent statistic change: Auto-dodge, the character wants to extend the +4 to PP, +2 to dodge, +3 to parry & duration, they may do so, at the cost of strike, two additional melee attacks. more P.P.E. The maximum A.R. The training for this technique is painful. possible is equal to the characters’ M.E. A hive of bees or hornets is smashed to However, the maximum one can ever the ground at the trainee's feet. The achieve is an A.R. of 18. trainee must stun the insects while Splitting Cat Hairs avoiding being stung. Each week the Cost: 50 PPE. martial artist rolls 1/10 martial arts Requirements: Chi Control, minimum 15 analysis success means the technique has ME. been mastered. This technique was Permanent statistic change: +2 ME, designed to further increase a person’s detect illusion 5% per level experience. speed & reaction time in combat. This ancient technique makes up to 1 image per level experience of the Su Du Si Qi (Speed Drain Chi) character. The images split and rotate Negative around the target. They are By Ray Bull indistinguishable from the real form in With this ability the character uses all but the sense of touch. The character negative chi to slow an opponent down. may attack at will and the subject will The opponent is at 1/2 attacks and SPD. still be unable to tell truth from fiction. The opponent also has a -5 modifier to Each time an image is attacked roll initiative. This ability costs 7 points of 100%/image to see if the real character negative chi per melee round. The range is aimed for. Even if the character is hit of this power is 25 feet (7.62 meters) if once the enemy must still roll the same the opponent is already be infected with percentage to choose the correct image negative chi. If the target is not infected next time. The only weakness in this with negative chi, then the target must be technique is that it requires intense touched for this power to have any concentration. No other special attacks effect. are usable and if something truly unexpected happens the character must Tai Shihai Ki (Body Control Chi) roll versus ME, or the images will fade Positive due to his distraction. The images also By Ray Bull all rotate about a single point and are

21 Using this ability the character can raise but can try to dodge the attack, if seen. or lower her internal body temperature. 1 When Two Finger Gesture is used as a point of chi changes the body's telekinetic force to attack and damage, temperature by +/- 10 degrees the amount of force available varies Fahrenheit. This lasts for as many melee according to the number of Chi points rounds as the character has current expended. Two points per melee round points of chi. For example: If Kano, who attack gives the character a force equal has 15 points of chi, was to use Tai to 1D6 points of damage directly to hit Shihai to lower his body temperature by points. Can be attempted but once per 10 degrees, then the lowered temperature melee round, and takes the place of all would last for 14 melees (3 ? minutes). physical attacks for that melee. Once Two Finger Gesture is successful, the Tide of Radiance: attacker can continue applying it as long As with Radiant Flesh, the character will as he likes, doing 1D6 damage per two glow brightly and will illuminate an area points of chi direct to hit points, for each up to 3000 feet in diameter. Even more of his remaining attacks per melee. In significantly, all the natural Negative addition, the victim of the choke must Chi of the area will be neutralized! Since Save vs. Pain (14+) at every attack; the area around the character becomes failure results in unconsciousness. The effectively one of Positive Chi (although victim of a choke attack cannot reduce with only a fraction of a point of Positive damage by using Roll with Chi in the environment — too small an Punch/Fall/Impact or Breakfall. The amount to be tapped by Dragon Chi victim can try to break free of the hold. opponents who depend on a Negative There is one way to get out of the Two Chi background can be at a severe Finger Gesture. Someone must knock- disadvantage. Cost: The current level of out/stun or kill the person doing the Two Negative Chi plus four points in Positive Finger Gesture. Range is 35 feet (10.7m) Chi per melee round. For example, if the maximum. When using this attack, the area has a malignancy of 5 points of attacker can do no defensive moves, Negative Chi, the character will have to including Parries, Dodges, or Rolls. In spend 9 points of Positive Chi per melee other words, the attacker just stands round to neutralize it. there and ignores all other attacks. Critical or Knockout/Stun attacks from Two Finger Gesture (Negative Chi the rear can also be done to someone Mastery) using this ability. By Kuseru This works like a long-distance Choke Vacuum Blades attack. A blast of negative Chi is Cost: 10 PPE. directed at the enemy in a single gesture Requirements: Chi Control, minimum 7 of the fist. The character must have the attacks. either the "Choke," "Neck Hold/Choke," Damage: 1d4x5 per level experience. "One-Hand Choke," or "Two-Hand Permanent statistic change: A side effect Choke" combat attack, and must make of the training is that the character can his normal, unmodified roll to strike on a survive 10 minutes per level of vacuum Twenty-Sided die in order to succeed or airlessness. with the attack. The target cannot parry,

21 By the use of Chi the character swipes Cancel Zanshin his hands in an X shape in the air in front Having this ability will keep you from of him. The air is disrupted leaving two being sensed by anyone with Zanshin. traveling "blades" of vacuum and The range for Cancel Zanshin is the negative Chi. this is actually a physical same as for Zanshin. Note: Cancel cutting attack that is very difficult to Zanshin does not protect you from being parry, requiring a magical weapon, a sensed by any kind of Chi Awareness, countering Chi technique, or dodging to but it will trick anyone who has it into avoid the attack. thinking that you only possess 50% of the Chi points that you have, which can Martial Art Techniques be very useful in some cases. Further Ankokutoshijutsu Note: You cannot have both Zanshin and By Kuseru Cancel Zanshin. If you choose them This is the technique for seeing in the both, you'll just end up canceling your dark. Training includes on techniques own Zanshin. such as not looking at lights, paying attention to movement in peripheral Combat Sync: vision, and how to study objects at night The character is so comfortable with by not looking directly at them. A feats of agility that they can perform any character with this skill can detect acrobatic, gymnastic and/ or feats of movement at night up to 30 feet plus one balance in combat with no penalties! So, foot per level of experience. Discerning they can forward flip and front kick what an object is at night is also possible someone or back flip and fire a gun at with a 25%+4% per level of experience someone, with no penalties, full bonuses chance. apply.

Battojutsu Coordinated Attacks By Kuseru By Flash Fighter Similar to Iai-Jutsu, this art concentrates This allows two or more martial artists on quickly drawing a sword and to perform a coordinated attack on one attacking, while simultaneously dodging or more foes. Much like the Drunken an attack. The effect this ability has Master Technique, this is often seen in means the character only requires on the movies that are about Master Wong melee action to both draw a weapon and Fei Hung, but are also seen in many dodge an incoming attack. Bonuses: At movies about ninjas. first level the character gets a +1 to The attack is usually done in some sort Initiative, Dodge, and Strike. At levels 5, of formation (Usually this is one person 10, and 15 an additional +1 to Initiative standing on another's shoulders, or some is gained. At levels 3, 9, and 12 a bonus sort of cheerleader type formation.) As of +1 to Dodge is gained. At levels, 4, 8, stated above, the minimum number of and 13 a +1 to Strike is acquired. Cannot attackers is 2, the maximum is 6. Each of be combined with Iaijutsu bonuses, the attackers must study the same style though other bonuses to Initiative, of martial arts, and each must have this Dodge, and Strike can be added. power. The attackers must have initiative. The attack counts as many actions as there are people involved in

21 the attack (If two people are involved, it feet. Anyone with any kind of martial art counts as 2 attacks that each person has or combat training will be unharmed, but used, if 3 people are involved it counts ordinary folk have a 50% chance of as 3 attacks.) Each person rolls to strike incurring 1D4 damage from the fall. All as normal. The defender may try to parry who fall lose initiative and one melee all attacks, tough he must give up his attack/action. Only the character using automatic parry if he does not have the Eight Horse Stomp is certain to be circular parry. The defender can only unaffected by the tremor. When dodge the first attacker. Each person's performed in an urban area, an Eight attack is considered a critical strike, Horse Stomp will likely set off more which sould do double damage, if an than a little disturbance. Burglar alarms, attacker rolls a Natural 20, then the car alarms, and other kinds of motion attack does triple damage. sensitive devices will be instantly triggered. If done within twenty feet (6.1 Dwur Doragi Technique m) of a tall building, every device within Activation of this power makes the the building will be affected, no matter master a null point of Chi. They become how many stories tall. invisible to the Chi world, as they will effectively remain at zero, Chi for the Einzug Rustungen duration of the combat. This makes them By RMHOWA01 immune to ALL chi based attacks and The Einzug Rustungen is the most secret moves, including Body Chi, Hard/Soft technique of the Panzer Kunst martial Chi and the Dim Mak. Because of this art. The technique is the matching of the technique, no one with Dwur can ever opponent's rhythm and striking when learn Chi Mastery or Chi based powers. they are off guard by studying the the GM Digression as to whether or not this opponent's fighting technique during negates already in effect Dim Mak. YES, battle and retaliating. The cyborg gets a this does halt normal healing for the cumulative +1 to strike/parry/dodge one fighter during combat; however, one full opponent per level the character has in melee of meditation will allow the Dwur Einzug Rustungen per melee round master to recover his full chi and return fighting that opponent. If the character to normal functions. stops fighting that opponent, they lose the bonus at a -2 strike/parry/dodge per Eight Horse Stomp: round until the bonus is gone. When performed outside on packed sand, dirt, or any hard surface, or inside Fa-jin on hard concrete or met al, the Eight By Kuseru Horse Stomp causes the equivalent of an Fa-jin or, commonly, jin is the Japanese earth tremor. The Eight Horse Stomp is pronunciation of the Chinese concept of not a kick and can NOT be used as a Fa- (or jing). Fa-jing is the concept direct attack, even if a victim is of explosive internal energy as applied to underfoot. Everyone, friend and foe martial art strikes. It can be likened to alike, standing within one hundred feet the energy of a coiled spring. Force (30.5 m) of an Eight Horse Stomp will expands outward from the Seika Tanden have to save vs. falling (roll with fall or (or Seika No Itten) in Japanese, the impact) to avoid being thrown off their Dantian ('cinnabar field') in Chinese, and

21 is referred to as Svadishthana Chakra in Falling Technique: Sanskrit (or Indian culture), also referred The character learns the fine art of to as the One Point (or one's center) in falling. Not just from a few feet, but English, a central point located two to from dozens of feet, and then from four inches below the navel and about an hundreds of feet. The character also inch inside where Chi is believed to learns to always land properly, originate. This force strikes the point of automatically bouncing back to a two impact of the attack and the ground foot, one foot, or cross-legged stance, At simultaneously and since the ground is safe” distances of 1200 feet or less, the effectively an immovable force, the character takes no damage. At “minimal force rebounds back through the body damage” distances (1800 to about into the attack. This force is applied best 2160ft) the character takes one (1) point in punching strikes, because in kicks you of damage for every 50 feet of the fall. are standing on one leg and it's much Even at very great distances, of 3000ft to harder to maintain the balance, root, and about 4000fl ( the character takes only 1 structural alignment necessary for point for every 20ft of distance fallen. successful implementation of this technique. This technique cannot be used Fukuwajutsu for jumping, flying, or leaping attacks at By Kuseru all, because they rely on mass and A kind of ventriloquism, often combined momentum for their power. At the first with hypnotism, whereby a ninja would level this ability is taken, the character project his voice into another creature. can add one die of damage to hand The ninja was usually hiding somewhere strikes, elbow strikes, forearm strikes, nearby. This ability allows the character and headbutts for the cost of two attacks. to make other people (or animals) seem At the third level of ability in this power, like they are talking (or saying the powerful strikes cost only one attack. something different from what is For the sixth level of skill in this power, actually said). Maximum range is 10 feet the character can apply an extra die of (3 m) away. A failed roll means the damage to basic kick attacks and knee voice is not well thrown or the strikes, also kicks which normally do no ventriloquist's mouth is seen moving, so damage do 1D6 damage, but kick and the trick does not work. Base Skill: 20% knee attacks done with this power cost +5% per level of experience. two attacks and the character has no bonuses to Maintain Balance while Ground Fighting performing such a kick. With the ninth By danzig138 level of skill in this power, the The character has been trained to fight character's kicks powered by this from the ground. He loses no actions technique cost only one attack. At the when he is the victim of a knock-down twelfth level of skill in this power, the attack, unless he chooses to get up, and character has full Maintain Balance he can attack from the ground with no bonuses when performing powered penalty. kicks. Due to the solid posture performed with this technique, there is a Instant Stand one time bonus of +2 to Maintain By danzig138 Balance.

21 The character is able to deftly return to new technique from any martial art form his feet after being knocked down. He ( only those techniques listed under loses no actions when he is the victim of COMBAT SKILLS )at levels a knock-down attack. 3,6,9,12,and 15.

Jia Zhu Chi Kung (Standing Post Koppojutsu Breathing Exercise) By Kuseru By Ray Bull This is the art of bone breaking. This is a form of meditation designed to Characters with this skill are trained in increase the flow of Chi in the body. the techniques, required force and Bonuses: +5 to Chi at Level 1, +10 to knowledge of where to strike in order to Chi at Level 5, +15 to Chi at Level 10, shatter bones. A Koppojutsu attack can Double Existing Chi at Level 15. only be used once per melee round and requires a 15 or better to strike. A Jeet Kun Do Concepts successful attack results in the target By Lee Casebolt bone being broken, doing damage A training mindset that focuses on directly to Hit Points. If the roll is less constantly expanding the character's than 15 the strike fails but still does range of skills, adapting what is useful normal damage to the target. Can be from other arts while paring away what done with any hand strike except Finger is less useful from his own. Tip Attack/One Finger Attack, Spear At 1st, 4th, 7th, 10th, and 13th levels, Hand, any Claw Strike (including Black the character may EXCHANGE any of Tiger Claw Strike, Claw Hand, Bear his combat moves for any other from Slap, Crane Fist, Duo-Claw Strike, and another style. Hand), Push Open Hand, At 2nd, 5th, 8th, 11th, and 14th level, the Two Palm Push, and Sticky Hands. character may EXCHANGE his level advancement bonus for that of another Kosshijutsu style. By Kuseru Both exchanges are at the character's This is the art of finger weak-point option, and subject to GM approval (ie, attacks to organs and muscles. Similar to if the character has never even MET an Atemi, except that the primary purpose Eagle Claw Kung Fu practitioner, it's of Kosshijutsu is to inflict damage. unlikely s/he would learn the Eagle Claw Kosshijutsu strikes are done using Fore- technique, or learn any of Eagle Claw's Knuckle Fist, Finger Tip Attack, Chuk, LAB's) Crane Fist, Gou Strike, Negative Gou, and Spear Hand to target sensitive Jeet Kune Do Concepts organs and muscles. If a style does not By danzig138 have one of these hand strikes, this There are those who believe that JKD is martial art power cannot be taken. A meant to be a constantly evolving, Kosshijutsu attack can only be used once changing form. Techniques that no per melee round and requires a 16 or longer work are discarded in favor of better to strike. A successful attack newer, more functional techniques. To results in doing damage directly to Hit simulate this in game terms, the Points and the target must save vs. pain practitioner of JKD is able to select a at -2 or lose consciousness. If the roll is

22 less than 16 the strike fails but still does bonuses if opponent is in somewhat normal damage to the target. anticipation. Once a pounce if successful the fighter may start attacking Kuji Kiri (Finger Weaving) immediately. Only being able to use By Ray Bull punching attacks, usually directed at the This is a method of hypnotizing an head/face. The opponent can try and opponent by intertwining the fingers in a bully the fighter off of them in the same rhythmic manner. The target must save manner you try and bully out of a choke. vs. psionics or be hypnotized (use the When on opponent any unmodified roll modifiers for K.O./Stun). The opponent of 17, 18, 19, or 20 is Critical. Once KO/ receives a -1 to save at levels 5, 9, & 13. Stun is attained you can call a KO/Stun At 7th level this skill can be done using on a roll 1 number better than you're the entire body, with a -2 on the target's normal KO/Stun ability. Fighter will save. usually try to Knock out or beat into submission, and will only kill on Kyuba-Jutsu (Art of the Bow and extremely rare occasions. Horse) By Mantisking Layout Tracking: This training allows the character to ride This is special technique that allows a and shoot a bow at full gallop without character to memorize the terrain of an penalty. Likewise, the character's area just by glancing at it (takes one balance and bow handling is such that he melee attack). At that point, they can do can shoot a bow without penalty from a any feats in that area without seeing moving vehicle, in mid-air, or from an where they are going! They have a base awkward position (a swaying rope chance of 75%+5% per level to bridge, hanging upside down, leaping successfully perform layout tracking and and shooting, etc.) it has a 60 foot radius maximum.

Kyukoka Shugeki Jutsu (Art of Light Body Climbing: Pounce) Characters learn to time their breathing By Unknown and movement to synchronize with the The fighter must successfully prowl natural flow of Chi through Fire, Earth, (Use Pi Mi Hsing Tung) and get all Metal, Water and Wood (the five crouched down ready to pounce. The elements). As a result characters can fighter waits for the perfect time and climb, up or down, with the ease and pounces. The fighter automatically gets speed of walking (roughly half their initiative and must roll to strike with a maximum Speed.). No skill rolls or bonus of +5 and normal strike bonuses saving throws are required for climbing (Body Tackle bonuses may also be while doing Light Body Climbing. Light applied) The only thing the opponent can Body Climbing requires full do is dodge the flying body. Opponent is concentration, so characters can not fight totally surprised unless the fighter has even to defend them self. Nor can they given them reason to suspect there is use Chi, engage in magic or do anything someone specifically there. Dodge is - 5 else that diverts the mind, except talk. and their dodge bonus doesn't apply if This doesn’t mean that the character will totally surprised and -2 with half dodge fall when doing other things; it just

22 means they’ll have to resort to combat range to engage an unarmed conventional climbing skills. For opponent. The second number is the example, they must roll vs. the skill for character's chance to determine the every 200 feet (6.1 m) traveled when proper combat range against an armed using the conventional climbing skill. opponent. At the first level of skill in Rappelling is not possible while doing this ability, the character has a +1 bonus Light Body Climbing. Note: Characters to all attack and defense rolls against must first have the climbing skill in unarmed opponents if the technique is order to use this special ability. employed successfully. At fifth level of experience in this technique, the Lizard Technique character has a +1 bonus to all attack and By Sinestus defense rolls against an armed opponent. A modification of 'Light Climbing' and Tenth level of experience in this power Karumi-jutsu. This can be used in gives the character a +2 bonus to all combat, and almost always is. If attack and defense rolls against an barefoot, the Lizard master can climb unarmed opponent. Fifteenth level of any non-metallic surface using only his skill provides the character with a +2 feet. The chance of success for this style bonus to all attack and defense rolls is 59+5%/level (if the roll is failed, the against an armed opponent. These master has the option of performing a bonuses are not cumulative additions, backflip off the wall instead, this can be with the exception of the distinction used to land on behind an opponent if between armed an unarmed opponents they are within range) and rolls are made (i.e. at tenth level of ability in this for each SURFACE climbed. Thus, once power, the character would have a +2 the master climbs a surface successfully, bonus against unarmed opponents and a they can return to it without problems +1 bonus against armed opponents, for the rest of the combat. When fighting however only one bonus can be used in a someone while on a wall, the Lizard melee round, so the character could master gains: +2 to strike and dodge, +1 either fight an unarmed opponent with a on initiative and +2 (+20%) to maintain +2 bonus or an armed opponent with a balance, and Automatic Vertical Parry. +1 bonus, for that melee round.) At the Unlike the normal Lizard Technique, the beginning of each new melee round, if Modified Technique can only be the character wishes to switch which maintained for one melee (+1 every 3 opponent they're applying the bonus to, levels) they must roll against their skill percentage again to successfully Ma-ai (Determine Combat Range) determine the new opponent's correct By Kuseru combat range. This does not cost a melee This technique allows a practitioner to attack/action to perform. If both successfully gauge the correct combat combatants have and successfully range to effectively fight an opponent. It employ this technique, the bonuses for is only useful against one opponent for both combatants are nullified. the melee round. Base Skill: 50/30% +5% per level of experience. The first Maksuna ("warrior's stance" translated number represents the character's chance from Elven) to successfully determine the proper BY Travis S. Guerrero (Prysus)

22 Two warriors meet on a battle field to warrior using the technique stands still settle a dispute. The two both get into for the same amount of time and studies their fighting stances. Neither opponent his opponent. When finished the warrior draws. Instead, they stare intensely at knows the outcome same as usual. each other. After a period of studying However, the opponent is unable to each other, the two stand at ease. The determine the outcome. The fighter loser abides to the terms of the winner. using the technique will normally No blood is spilled, yet their dispute has mention the outcome, or if losing simply been solved. Although neither opponent stand aside or abide by the wishes of the ever drew their weapons, a battle had winner. A true martial artist (as believed just taken place. They studied each by Students of Tunasi and most users of others fighting stance. Both know who this technique) will never lie about the would have won if they fought. In game outcome because it would lack honor. terms, both players add their W.P. Some users of this technique often use it bonuses (strike, parry, and any other to practice their form. They take their bonuses) for that weapon and their level. stance in a mirror and study their own Then each rolls 1D20 and adds the form and posture. This helps the martial previous number to it. The one with the artist to recognize the mistakes that higher total number wins (best 2 out of 3 he/she is making. Though this provides if desired). no actual bonuses, it can be good role An example of this is a Mutant Rabbit at playing. Also, depending on the GM, 3rd level with W.P. Sword (from After experience points may be awarded. the Bomb) gives the character +2 to Strike and +1 to Parry. The total so far is Mandinga 6 (+3 for level and +3 from W.P. Strictly speaking, this is unique to bonuses). He rolls an 8 for a total of 14. Capoeira. However, it may be taken He is facing a Human at 1st level who by any spiritual martial artist who has a has no W.P. for the weapon he is using. deep connection to his martial art’s His total so far is only +1 (level bonus background. Kung Fu mystics are a good only). He rolls a 15 for a total of 16. The example of people who may take this Human wins because his total was power. Muay Tai fighters might invoke a higher. In case the two totals tie, both similar result with the cleansing continue to roll until one wins. Each roll rituals they perform before entering a takes up one melee round (15 seconds). bout. Essentially, it revolves around the The rules for this contest are simply a belief that the spirit of a great master in suggestion. A G.M. could easily change the martial art’s history possesses them to suit his game. Some suggestions and guides the practitioner. There are are including Chi into the bonuses or tales of old ladies hobbling into a making a tie a draw on the battle field Capoeira Roda, and then bursting into (both leave acknowledging that had they astronomical acrobatic movements fought, they would both be dead. Both before hobbling away again. Realistic honors satisfied). speculation is that it’s more a A One Person Maksuna is also possible. psychological phenomenon, in which This is what it is called when a martial belief above all else gives the body more artist uses the Maksuna on an opponent energy and power. Whatever the case, who does not know the technique. The the game effects are the same. First, the

22 practitioner must have 3D6 minutes to against invisible opponents, they only meditate before combat. Then, at any suffer half the normal penalties, as long time within the next hour, he may spend as the opponent is successfully heard. ten (10) Chi to invoke the ancestral spirit. This “possession’ lasts Mizu no Kokoro indefinitely — to keep it active the By Kuseru practitioner must spend an additional Mizu no kokoro (Mind like Water) one (1) point of Chi per melee round. indicates a type of mind that is The effect is to boost all Dodge and uniformly calm as the unruffled surface Strike rolls by +2, add one additional of a lake which reflects clearly attack per me lee round, and add + to all everything existing or moving in the saving throws. These benefits fade away vicinity, without undue emphasis upon again once the power fades. anything in particular. This is a chi defense skill which allows Mang Dou (Blind Fighting) the character to disguise the projecting By Ray Bull chi of their attacks and intentions. The character is trained to fight while Effectively this power blocks the Martial completely blind. Art Technique of Zanshin, rendering Bonuses: All negative modifiers for those bonuses null against someone blindness are reduced to zero, +1 to using this power. This power also Mental Endurance, +1 to Rearward reduces the effectiveness of Chi Attacks, Sense of Direction: 75%. Awareness, and will only show if the character has positive or negative chi, Mimi de Chigasukoto (Seeking with and, obviously Chi Skills (since this is a Ears) Chi Skill). Use of this skill does not By Kuseru prevent the character from using Training in this technique allows the Zanshin. character to attack a foe or target that is only heard, but not seen. This technique Ochiotoshi enhances the character's hearing to allow By Kuseru this aural detection of an opponent. Base This technique involves striking an Skill: 40%+5% per level of experience. opponent's weapon with enough force to A loud noise is automatically detected. cut through it. This technique only The base skill is used to detect a slight works against a successful parry. If the noise, to hear a particular noise in a defender successfully parries, the noisy environment gives the character a attacker using this technique rolls a D20 penalty of -30%, and to hear an almost to determine whether or not the inaudible noise, for instance, a snake defending weapon was cut through (and sliding over a carpet, the penalty is - likely broken). A Natural 12 or higher, 45%.This technique provides two with no bonuses, must be rolled to advantages to characters who train in it. successfully cut through an opponent's The character can attempt to defend, weapon. with no bonuses, against ambushes or sneak attacks from behind, if they Okugi Yaiba (Hidden Blade) successfully hear an opponent make a By Kuseru noise. When fighting in darkness or

22 This is an iaijutsu variant where 50% chance of irreparable damage to the character can draw and strike in one eyes. Equivalent to triple medium injury action with hidden or concealed weapon. and shock. At first level, this skill provides a +3 to 81-100 Panther paw to throat. Crush the initiative, and an additional +1 is added throat. (1D6+damage bonuses)*3 to hit at third, fifth, eighth, eleventh, and points. Double medium injury and fourteenth levels. shock. [On the other hand, you can just use the Poison Hand Technique table for normal death blows...] By Jason Che-Han Yip NOTE: The character must already have QuickDraw Initiative the death blow ability to take this ability. By Sinestus However, to even have a successful Draw/shoot. +1 for every 3 points of strike requires a roll of 14+ with P.P. above 15. +1 every 3 levels. bonuses, and the attacking character can neither dodge nor roll, only parry. Reflect Sound Unsuccessful death blows that are not This skill allows you to Reflect Kiaijutsu parried or dodged, inflict 1D4 damage and Open Hand Atemi attacks, and any plus bonuses to SDC. Successful death other sound-based attacks. This can be blows inflict the following (roll used in the place of any defensive move. percentile): [All blows also have a 30% All you have to do is announce that you chance of instant coma and possible are going to try to Reflect the attack and death within 1D6 minutes, except for make a successful Saving Throw vs Pain snake hand to the eyes] (see page 132). The Reflected attack 01-20 Dragon claw to the throat. Crush does double of everything (double and tear out throat. (1D6+damage damage, double stun time, deafens bonuses)*4 to hit points. Additional 4 hit double the time, throws back opponent points lost per minute. Equivalent to double the distance, etc.). Note: It is double superior damage and shock. possible to Reflect a Reflected sound 21-40 Crane forearm to the temple. attack, and then Reflect the Rereflected Potentially lethal if the attacker breaks attack, and so on and so forth, etcetera, the temporal bone. (1D6+damage etcetera, ad nauseum. After enough bonuses)*2 to head SDC and another Reflections, even an attack that started half of that to hit points. Speed, attacks, out as a simple Shock Yell can kill and skills reduced by 25%. Equivalent to someone. medium injury and shock. 41-60 Tiger palm to the nose. Drive the Reflex Training cartilige into the brain. (1D6+damage Bruce Lee made this popular by using bonuses)*3 to hit points. Additional 2D6 wooden fighting dummies and hit points lost per minute. Equivalent to (later, as his strength increased) metal triple heavy injury and shock. practice targets. Reflex training is 61-80 Snake hand to the eyes (or crane very simple and ancient, and any martial hand or mantis hand etc.). Poke out the artist with the inclination might take eyes. (1D4+damage bonuses)*2 to hit the time to add this to his list of abilities. points. Additional 2 hit points lost per After years, or even just months minute. Blindness with all its penalties!

22 of relaxed training, one’s hand-eye speed the combat skills Circular Parry and can be doubled, boosting it to the Multiple Dodge. subconscious level. This is a considerable edge to have. The benefits Sharpshooting Pistol are +4 to Initiative, +1 to I.Q., +1 to By Sinestus Parry & Dodge, and the addition of the Can use P.P. Bonus when shooting under ability Combination Parry/Attack. As an 15 feet+1 feet/level. Can roll/shoot option, if the character has redirected his without penalty. reflex training to defensive capabilities only, he may ignore these benefits Shift Internal Organs: completely and in stead add the ability By exercising the internal muscles of the Auto-Dodge to his list of combat moves. body, the character teams how to move things around in side the body cavity, Rooting Chi Kung enabling him to move vital organs out of By Ray Bull harm’s way! For example, a character When using this ability the character can shift the heart out of the way of a cannot be pushed, lifted or otherwise blade or arrow point. If successful, the moved by another person. The character character can avoid all but one point uses knowledge of body mechanics and of S.D.C. or hit point damage from a chi to hold herself to the ground. To use piercing wound. This can also be used as this ability the character must have at a kind of sideshow carnival trick. The least one action to prepare for the idea is to pierce oneself or have an push/lift and one point of positive chi. assistant stab the character with thin knives or needles in places that ought to Running Technique be fatal. In stead of dying, the character The character learns the fine art of takes just a point or two of damage running. Not just for minutes, but for (usually to S.D.C.). Note: While Shift hours. The character will know how to Internal Organs is pretty fast, fast pace himself properly. He will be able to enough for most hand to hand combat, it run at maximum speed for 30 minutes is NOT fast enough to dodge an for each point of P.E. or at 1/2 maximum unexpected gunshot or stab in the back. speed for one hour for each point of P.E. To shift the organ out of the way in Note: the character must have the time to avoid damage, the character Physical skill of Running to take this basically rolls a mental dodge. This skill. dodge does not use up a physical melee action. The character is +5 to Sha Nang Kung (Sa Nong Gung) dodge/Shift Internal Organs under most (SandBag Training) combat circumstances; +9 when per By Mantisking forming a “trick.” Other dodge bonuses By training with a number of sandbags are NOT applicable. A failed roll means on a frame, this technique teaches you the internal organ was hit with a critical how to fight multiple opponents. strike (double damage). Bonuses: character can fight 2 opponents @ level 1, +1 opponent @ levels 4, 6, 8, Speed striking 10, 12, and 14. The character also learns By Brett Hegr

22 A special attack where the Triad master This martial art power allows the can repeatedly strike a target up to five character to use full bonuses against a times with one melee attack! The first standing or prone opponent while four attacks must be non-power attacks kneeling or sitting. In addition they can and must only take up one melee action perform backward sweep, forward to perform normally. The master must sweep, and tripping/leg hooks against roll a strike that hits to begin, and then the standing opponent, and can engage must roll successful strikes to continue in unarmed combat at Combat Range. the assault. A failed strike means no Seated/Kneeling fighting: Penalties are more speed strikes can be done. The fifth half bonuses for both opponents. No attack can be a power attack, but still kicks can be performed and both takes up two melee attacks. The only combatants must be at grappling range problems with this is that the attacker for unarmed attacks and combat range if cannot defend himself in any way during weapons are used.Fighting where one the attack, he cannot combine this with a person is prone and the other is kneeling/ death blow, no weapons can be held in seated: Prone opponent suffers from half the hands, and his bonuses to strike and bonuses and kneeling person has no damage are halved! Plus, the defender penalties. No kicks can be performed by gets to roll to parry or dodge until he seated/kneeling person and both succeeds - if and when he does, the participants must be at grappling range flurry of attacks ends. Still, this is a for unarmed combat. Seated/kneeling devastating ability (especially when used person may use weapons at combat from behind) and this is why masters are range against prone opponent, without so feared. fear of retribution. Fighting where one person is Sung Chi (resistance to fear): kneeling/seated and the other is Comes from the term, Sung, which standing: Seated/kneeling person suffers means looseness or relaxation. When from half bonuses to all combat rolls. If used, the character is resistant to fear, unarmed, the seated/kneeling person can horror factor, panic, and similar re acts. only engage in combat at grappling Bonuses: +5 to save vs. horror factor, range, with weapons they can engage at horrific illusions, hallucinations, combat range. Standing person suffers nightmares, and magic or psionic no penalties and has a +1 to all combat induced fear. Applicable so long as the rolls. character retains at least one point of Positive Chi. Sword Chi Technique: An ancient technique, where a martial Suwari Waza (Seated Techniques) artist focuses Chi through the hands and By Mantisking into the blade of a sword. This fills the The character has learned to fight from sword with a portion of the wielders seated or kneeling positions. Bonuses: Positive Chi. Half the character’s Chi, +1 to Strike, Parry, and Dodge when in a rounding downward, is put into the seated or kneeling position. weapon. Thus, a character with seven points of Positive Chi would channel Suwariwaza three points into the sword. Attempting By Kuseru to do anything else with Chi, such as

22 performing Chi Mastery, with draws the Chi from another wielder using Sword Chi from the sword and ends the Sword Chi Awareness, or an object that’s been Chi Tech Technique. The character can’t filled with C by Chi Mastery or Chi lose the Chi that’s being concentrated in Magic, or an artifact filled with a Chi- the sword, nor is there any loss of Chi in using spirit, the character can also parry using the Sword Chi Technique. If the and dodge without penalty. character stops using the technique, or Sword Chi Damage: drops the sword, then the borrowed Chi Opponents, such as creatures of Pure is instantly returned to the character. Negative Chi, Note': that it’s impossible to do any of demons, and other supernatural or the Sword Chi Techniques without a magical beings, can be hurt by the sword that is known and named by the sword’s Positive Chi. The amount of character. In other words, the character damage inflicted on the opponent’s can’t just pick up any old sword and Negative Chi is equal to the usual start doing Sword Chi It doesn’t work damage inflicted by the sword with the that way! Characters with Sword Chi current Positive Chi level being the should have a favorite weapon that can maximum. Note: In Rifts, BTS and be drawn and used with Sword Chi Heroes Unlimited, the weapons instantly, without any other preparation. do double damage to supernatural beings It is possible to have other, stand-by and creatures of magic. weapons attuned for Sword Chi, but the Sword Chi Defense: character must spend at least a week Acting as a ground,” the sword practicing with any new sword, and must automatically intercepts incoming give that sword a unique name. Then, Negative Chi attacks. Sword Chi anytime the character wants to switch Defense neutralizes incoming Negative from the usual blade (even in mid- Chi equal to the current charge of the combat), it will take one full melee sword. An Example of Sword Chi round of concentration before the Combat: Shen Xian is currently at 19 character can invoke Sword Chi with the Positive Chi, so his damaged sword is secondary sword. Using Sword Chi charged with 9 points of Chi. His Technique, the sword wielder can opponent is O Wai, a demon currently in perform any of the following three bodily form, but magically invisible and actions: charged with 30 points of Negative Chi. Sword Chi Awareness: Shen Xian senses, through his sword, an Concentrating through the sword, the entity of massive Negative Chi just a user can sense creatures of Chi including few feet away. Shen Xian chooses to anyone with attack! Using his usual combat bonuses over four points of Chi (Positive or to strike the invisible intnider. A Negative) within immediate sword successful strike! The sword does 2D8 range; less than 10 feet (3.0 m). This damage and Shen Xian has a +4 bonus works even in total dark ness, through to damage. The roll comes up 12 (+4), opaque objects (curtains, bamboo for a total of 16 points of damage to O screens, etc.), or against invisible Wai’s SDC. The sword’s Chi also does opponents. The character can strike at damage, but only enough to subtract 9 them with no penalty. Also, if facing a points from O Wai’s Negative Chi, sword or other weapon that’s filled with leaving 21. Remember, the sword was

22 only charged with 9 points of Positive parry an attack is done at +2; -6 against a Chi. The demon responds with a projectile/missile weapon. The sword Negative Chi attack! By this point, O lasts for an impressive half hour per Wai knows that the sword contains at level of experience. least 9 points of Sword Chi (although, 2. Teleport Sword: The Titan can from O Wai’s point of view, it could be teleport the sword back to him if it was more). The demon uses 11 from his knocked out of his hands at the cost of 3 remaining Negative Chi for a Chi attack. P.P.E. It is so fast he can even teleport Shen Xian’s sword automatically the sword to parry an attack; same intercepts 9 of the incoming Chi, leaving penalties as above 2 points that get through. For each point 3. Intercept Attack: The Titan can of Negative Chi that hit Shen Xian, he attempt to intercept any magical energy loses 3D6 of Positive C so Shen Xian or projectile attack by focusing on the will lose 6d6 of Chi There’s a good sword and letting it mystically guide chance that Shen Xian will lose his itself against the attack. The P.P.E. cost entire base of Positive Chi at which is 2, and adds a +6 bonus to parry the point his Sword Chi will no longer attack. It has no effect on spells that function. affect the Titan but don't create a physical manifestation, such as agony or Tachiai life drain. By Kuseru 4. Automatic Attack: One of the more This is a specialized charge attack that spectacular powers of the mystic sword, can be combined with one armed hand it can be released by the Titan and will strikes (with the exception of power fly towards the victim! After the attack t punches), Body Flip/Throws, Body he sword just drops to the ground. The Block/Tackles, and Pin/Incapacitates, strike has a special bonus of +4 to strike and provides a +3 to strike and does (no other strike bonuses are applicable) double damage to the opponent (or 1D6 and costs the Titan 1 P.P.E. To draw the damage plus P.S. bonus if the attack sword back costs 1 P.P.E. or he or she normally does no damage). can teleport the sword back. Of course, if the sword is grabbed it can't be drawn Titan Sword Technique back by any method other than By Mephisto teleportation. The range of the attack is Restriction: This Martial Art Technique 60 feet (20m). is limited to Titan , no 5. Other notes: The sword can affect any others. creature vulnerable to magic, those who 1. Generate Sword: The Titan can are invisible, ethereal, or even astral generate the sword in an instant (less beings! The sword is effectively than a second). The sword does 1D6 invulnerable to damage, but can be damage per 4 P.P.E. invested in the picked up by anyone and used although blade. The size and style of the sword the special abilities are limited to the depend on what the character wants at Titan who created it. the moment. The blade cannot be 6. Bonuses: The Titan is +4 on Initiative changed after its been created, but if its when using this magical blade, and gets dispelled and recreated, it can appear a special strike and parry bonus of +3 differently. Generating the sword to

22 due to the fact that the blade is perfectly Strikes following the power block/parry balanced. receive no the P.S. damage bonus if the power block/parry is defended Totoku Hiyoshi successfully. (Thus each action gets By Kuseru power block/parry [parry with 1D6 A somewhat abbreviated form of strike] followed by strike) Yadomejutsu, this power allows the character to automatically deflect Two-Hand Technique incoming, relatively slow moving By Sinestus projectiles. This ability is useful against This is a mimicry of the techniques of arrows, thrown spears, darts, rocks, Centipede Boxing. It allows the fighter shuriken, and the like thrown at, or near to act as though they were wielding the character. The deflected objects can, paired weapons (Thus allowing them to if desired, also be grabbed after they are parry/strike with both hands in the same deflected, however doing so costs one action… etc.) It also provides Katas: attack. This ability is ineffective against Knife - paired. guns, explosives, and energy weapons as well has melee weapons and attacks. Vital Harmony: Taking control over the body’s digestive Trapping system, the character creates a closed By Sinestus system. In other words, the character Takes two or three melees to employ. becomes much more efficient and For the first melee, only defensive requires far less food and water. At first actions may be used, so that the fighter level, the character can go up to one can "get" his opponent's rhythm. After week without food and water or, with a that, the fighter has two options: Cluster small supply of water (a small sip every Strike, or Countering. Cluster Striking day) up to three weeks without food. may occur in the second melee (thus Each additional level allows the ending the technique), and requires the character to extend the time an extra day fighter to defend until the opponent has without water and an extra three days used all but his last two attacks, at which without food. Vital Harmony also allows point the fighter can power block/parry the character to more rapidly rid the the next attack, and immediately follow body of poisons. Given sufficient water up with a half his melee attacks in a (a 100 pound/45 kg characters will need single action (defending the attacks after about 4 glasses of water), the character the power block/parry is done at half); can rid the body of virtually any toxin however, if the power block/parry is within one hour. successfully defended against the other attacks cannot occur. Yuk Gum Techniques (Inverted Sword Countering requires the fighter to Techniques) sacrifice another melee to pure defense, By Mantisking then, during the third melee, the fighter These are a set of techniques that stress may auto-power block/parry all his using, and drawing, a sword in an opponent's attacks (effectively doubling icepick grip, rather than the standard his own). All power block parries deal method. These techniques also stress 1D4 + claw damage to main body. circular and spinning motions while

23 fighting. This allows you to draw and penalty and the character gives up all fight more quickly, and in a smaller area. Automatic moves for that melee. Note: Bonuses: +1 to Initiative when drawing During the Angry Dragon, you cannot a sword, +2 to Circular Parry with W.P. Pull Punch and any Critical Strikes do Sword, +2 to Rear Attacks with W.P. triple damage. Sword. Learn to perform Back Strike (A backwards thrust with the sword), Animal Katas Spinning Slash (Combination By Ray Bull Strike/Dodge), and Circular Parry with Bear (offensive): +1 to Parry, +1 to W.P. Sword. Pre-Requisites: W.P. Strike, +1 to Damage, learn Bear Slap, Sword no Dodge allowed Crane (defensive): +1 to Strike, +1 to Special Katas Damage, +1 to Parry, +1 to Maintain New Special Kata Rule: Balance, learn Crane Fist Since Special Katas are a series of pre- Leopard (offensive): +1 to Parry/Dodge, planned movements, anyone who knows +1 to Damage, +1 to Strike, +1 to a kata being performed can defend or Leap(+2' ) attack against that kata better than Mantis (offensive): +1 to Damage, +1 someone who does not. Bonuses: A Attack per Melee, +1 to Pull Punch, character who knows the kata being learn Gou Strike and Lau performed, but in a different style is +1 Monkey (defensive): +1 to Dodge/Parry, to defend (Dodge, Parry) or attack +2 to Leap/Backflip/Somersault/ (Strike) against the performer. A Cartwheel, +2 to Roll with Punch/ character who knows the kata in the Fall/Impact same style as the person performing it is Snake (defensive): +1 to Parry/Dodge, +2 to defend (Dodge, Parry) or attack +1 to Damage, learn Fingertip Attack (Strike) against the performer. Tiger (offensive): +2 to Damage, +1 to Leap(+6' ), +1 Attack per Melee, learn Akane Strike Kata Claw Hand By Daimyo Shi This attack Kata is very strong but Blind Man’s Kata: leaves the martial artist vulnerable to To use this Kata, the character must be counter-attack. It adds + 3 strike, and + 4 blind folded, in darkness/fog, or damage and the strike bonus counts for otherwise deprived of sight. The Critical strikes, but all defenses are just character engages in a series of sweeping straight rolls on the dice on the dice, circles and body movements by letting with no bonuses of any kind. the subtle currents of Chi in the environment guide him/her. Without The "Angry Dragon" Kata actually knowing the position of any This kata is designed to deal with opponents or “seeing” the combat, the multiple pponents quickly and character will sense the location and efficiently. While using the kata, the action of any attacker and automatically character receives one more attack that be in a position to party, block or dodge melee, plus bonuses of +2 to Strike and any assault. It is also possible to use Chi +3 to Damage on all attacks. All Mastery and other skills simultaneously. defensive moves are performed with a -3 The only limitation is that the blind

23 character cannot be the aggressor, only performing this kata it acts as a use of the defender. Thus, it is impossible to the meditiation skill. It takes 10 minutes attack in any way while using the Blind + 1 minute per level of experience with Man’s Kata. The blind character is able this kata to perform the Tea Ceremony. to parry, block, avoid, and counteract all Base Skill: Mental Endurance (M.E.) + opponents. All avoidance rolls axe done level of experience with this kata. with the character’s usual bonuses, plus an extra +1 bonus from the use of this Chi Ball Kata: Kata. The only exception to the all- Stepping slowly forward, walking in seeing operation of the Blind Man’s synch with Chi flowing in the immediate Kata is an opponent with no Chi at all. area, the character works at gathering Those characters with zero Chi are Chi, eventually pulling it together into a effectively unseen by the performer of ball suspended between the character’s the Blind Man’s Kata and the character hands. To an observer, it seems that the will be helpless against their attacks (-10 martial artist is slowly gathering an to strike, party and dodge). Please invisible substance like a mime artist, remember, that’s a pretty rare situation, while simultaneously performing a since all living things have at least a bit circular dance step. On the other hand, of Positive or Negative Chi! anyone with the ability to perceive Chi will clearly see the ball of Chi energy Chang Ch'uan Chuan (Long Fist being assembled by the character. The Form): (Offensive) Chi will be either Negative or Positive, By Mantisking depending on the environment and it This form contains many of the basic doesn’t matter whether the character has techniques found in Northern Chinese Positive Chi, Negative Chi, or no Chi at styles of Kung Fu. Bonuses: +1 to Roll all. Getting the ball started is the hard with Punch/Fall/Impact, +1 to Strike, +1 part. At first level, it takes four full to Leap (Add 4 feet to Leap distance), melee rounds to get the ball formed. At +1 to Backflip. third level, it only takes three melee rounds and at sixth level, just two melee Chang Ch'uan Kuen (offensive) rounds. From ninth level onwards, a By Ray Bull character can start a Chi Ball in just one Bonuses: +1 to Roll with full melee round. Once the ball has been Punch/Fall/Impact, +1 to Strike, +1 to started, it will contain an amount of Chi Leap(+4' ), +1 to Backflip equal to the background Chi of the area. As soon as the Chi Ball is released from Cha-No-Yu Kata (Tea Ceremony the hands of the character performing the Form): (Non-Combat) Kata (or, for that matter, if the character By Mantisking stops the Kata) the Chi Ball will start to To perform this kata one must prepare unravel and will cease to exist within and serve tea in an exacting and precise 1d10 seconds. Once brought into manner. Skillful and proper execution of existence, a Chi Ball can be used in the this form will bring respect and reknown following ways: Chi Ball Lens: Once a to the martial artist performing it, even Chi Ball has been started, the character more than a good flower arrangement or can look through it and see all the Chi in game of Go. While the character is the surrounding area up to about 600 feet

23 (180.3 in) away. Any creatures of Chi, to start the process of gathering all over the Chi in side any living beings, Chi again. flows or deposits, and the general 'Note:' As effective as a Chi Ball might amount of Negative or Positive Chi will be against Chi, it is to tally useless as a be clearly seen through the Chi Ball This shield from material attacks from fists or sight continues no matter what else is weapons. done, so long as the character keeps Throwing or inserting: the Chi Ball. It’s performing the Chi Ball Kata and holds also possible to use the Chi Ball as a onto an intact Chi Ball. Chi Ball: For weapon, either tossing it at a target, or each gathering melee round, the pushing it right into an opponent. character adds an amount of Chi However, due to the fragile nature of the equivalent to the ambient Chi in the area. Chi Ball it immediately loses half of its So, for example, if the background Chi Chi when released. Then, if thrown, it is 5 points of Positive Chi, the Chi Ball loses half of the remaining Chi within will have 5 points of Positive Chi. After 180 feet (40.6 m), and all of the rest of a second melee found of gathering, the the Chi after traveling 300 feet (90.1 in). Chi Ball will have 10 points, then 15 So, if a Chi Ball containing 80 points of points, and so forth. The maximum that Positive Chi were inserted into a creature any character can gather is 100 times the of Pure Negative Chi (it would require a local Chi level, so the Largest Chi Bail successful Roll to Strike, with no available in our example would have 500 bonuses), the creature would be infected points of Positive Chi Once the with just 40 points of Positive Chi. If the maximum is reached, the character can Chi Ball where thrown at the creature, continue the Chi Ball Kata indefinitely, standing between 50 and 180 feet (1.5 to maintaining the amount of Chi that has 4.6 m) away, the amount of incoming already been gathered. Chi would be just 20 points, or 10 points up to 300 feet (9.1 m) distant. Throwing Chi Ball Defense: a Chi Ball more than 300 feet (9.1 m) is As a shield against Chi attacks, the Chi useless, since it will dissolve beyond that Ball can be used against either the same point. Because the Chi Ball is more kind of Chi or against opposing Chi. A impressive before it’s thrown or inserted, Positive Chi Ball used as a shield against many users of the Chi Ball Kata find it an attack of Positive Chi or a Negative better to use the Chi Ball as a threat, Chi Ball used to block Negative Chi, rather than as an actual weapon. Note:' will just get bigger, absorbing the 'If a ball has been formed discarded then excess. If the amount of Chi exceeds the the character can continue the Chi Ball maximum size for a Chi Ball the extra Kata, and another ball can be started Chi will be harmlessly expelled. On the immediately, without having to wait the other hand, if a Positive Chi Ball blocks usual ‘start’ melee rounds. Negative Chi, or if a Negative Chi Ball is attacked by Positive Chi, then the Chi Chuan (Rooster Form) incoming Chi will destroy an equal By Mantisking amount of Chi in the Ball destroying the (Offensive) +1 to Damage, +1 to Strike, Ball if the Chi is exceeded. If the Chi +1 to Dodge Ball is destroyed, the character will have

23 Chi Gung Hsing (Breath Exercise Many styles have grappling techniques Form): (Non-combat) concealed within the movements of their By Mantisking forms. Eventually they are discovered This form is derived from the chi and understood at higher levels of generating techniques of most of the experience. Bonuses: +1 to Roll with Internal styles -- Tai Chi Ch'uan, Ba Punch/Fall/Impact, +1 to Holds/Locks, Gua, etc. When practicing this form the +3 to Damage. Note: This Special Kata character becomes an "Internal can only be learned at Level 8 or higher. Furnace", enhancing their store of Chi. The character cannot attack or defend Ch'in Na Kuen (defensive) when performing this form. Bonuses: By Ray Bull The effects of this form last for a number Bonuses: +1 to Roll with of Melee Rounds equal to the character's Punch/Fall/Impact, +1 to Maintain level divided by two (rounded down). Balance, +3 to Damage, can be learned From 1st to 5th level the character at Level 8+ only temporarily gains 5 Chi. From 6th to 10th level the character temporarily Chinte Kata or Incredible Hands Kata gains 10 Chi. From 11th to 15th level the By Kuseru character temporarily gains 15 Chi. Also called Unusual Hands, Amazing Note: You must have at least one (1) Hands, and Weird Hands. This kata point of Chi to use this Special Kata. originated from an Okinawan folk dance, and was copied and has been modified to Chi Lin Chuan (Unicorn Form) support fighting techniques by karate By Mantisking masters. This kata can only be learned (Defensive) +2 to Leap (add 8 feet to by women, as its origins in dance seem leap distance), +2 to Spinning Evasion, to describe how a woman lives her life learn Spinning Evasion, Leap and survives. The only strikes used in this kata are Elbow Strikes, Two-Finger Chik Sao Kuen (Stinging Hands Form): Strikes, and the Double Fist Punch. (Offensive) Another reason this is considered a By Mantisking woman's kata is the employment of the The movements of this form are based strikes in this style. Elbow Strikes are on the attack of a swarm of bees. The employed against the painful areas of a character gets extremely close to the man's body (in game terms, all elbow opponent and attacks with his hands in strikes which successfully connect while rapid, darting motions. Bonuses: Using using this kata also require the target to this kata the character's number of make a saving throw vs pain). Two- attacks are doubled, but he can only use Finger Strikes (Nihon Nukite; a variant Fingertip Attacks. Combination of the Fingertip Attack which uses two Parry/Fingertip Attack is the only fingers instead of one finger, and does 2 defense allowed and Dodging is not points of damage) are used to apply possible. Atemi strikes (any Atemi ability which requires a Fingertip Attack or Fore- Ch'in Na Hsing/Kahm Na Kuen: Knuckle Fist to use can be performed (Offensive) with this strike) as well as Eye Poke By Mantisking Strikes (A modifier to attack which can

23 be performed with Fingertip Attack, (This attack can be an Elbow, Knee, or Claw Hand, Two-Finger Strike, and Snap Kick.), + 1 to Damage, +1 to Spear Hand, this attack causes partial Automatic Bodyflip/Throw. blindness if successful (-3 to all combat rolls)). Double Fist Punches (also called Dai Yamashiro Kata (Great Mountain Hasami Zuki/Scissor Punch) are also Castle Form): (Defensive) used. All of the strikes used in this kata By Mantisking can be used by the character even if their One of the core precepts of Shinto is that style does not normally have these everything has a kami (spirit). A attacks. This kata is also characterized practitioner of this kata calls upon the by being ended with the practitioner kami of the "Great Mountain Castle" to retreating to Long (Combat) Range at aid him in combat. The first attack of the the end of the kata, this move does not Melee Round, when using this Kata, cost the character an attack and forces must be used to call the spirit. the opponent to spend an attack to close Percentage chance to call the kami for the distance. Author's Note: In real life, aid is %. Bonuses: +4 to some men learn and practice this kata as Powerblock/Parry, +2 to Maintain well. However they can NOT do so with Balance, A.R.: 7, +10 S.D.C. Cost: 2 Chi this martial art power. per Melee Round). Pre-requisites: Character must have Philosophical Chumbawamba Kata Training: Shinto. By Kuseru This kata is used by Drunken Style Ding Mao Kuen (Stinging Hands Form) practitioners to avoid the effects of By Ray Bull knockdown attacks. During the melee Using this kata the character's number of round this kata is used the character can attacks are doubled,but he can only use automatically recover from any Fingertip Attacks. Combination knockdown attacks without losing Parry/Fingertip Attack is the only initiative or attacks. However, since the defense allowed and dodging is not character is focused on getting knocked possible. down and getting back up again, they receive no bonuses to strike or damage Diao Hsing (Eagle Form): (Offensive) on any attacks performed. By Mantisking Bonuses: +1 to Strike, +1 to Corridor Defense Kata: (Defensive) Holds/Locks, +1 to Parry, +1 Attack per By Mantisking Melee. This kata is derived from the short range defenses of several martial arts (Wing Diao Chuan (Eagle Form) Chun, Uechi Ryu, Krav Maga, multiple By Mantisking Silat styles, etc.) and it is designed to (Offensive) +1 to Strike, +1 to work best in confined spaces. As it Holds/Locks, +1 to Parry, +1 Attack per stands, this kata can be practised in a 3 Melee foot by 3 foot area. The Corridor Defense Kata is also called the "Phone Discipline Kata Booth Fighting Kata" by those who have By Sinestus learned it. Bonuses: +1 to Parry/Attack

23 Generally used by teachers who wish to Also called Wansu Kata. This special insult their students, this is a very fast kata can only be used by characters with series of attacks similar to the lightning Jump Kicks, Flying Jump Kicks, or Leap kata from kick boxing. It uses all attacks Attacks. When performing this kata, the per melee in the duration of one normal character can perform TWO Jump Kicks attack, only the slash may be used and or Flying Jump Kicks in a single melee each successful strike only deals half round. No other attacks can be made damage. Defenders are -3 to parry each during the melee round, and the strike after the first. Often this kata is character's remaining actions can only be accompanied with yelled phrases like used for movement or defense. Since "NO! NO! NO! NO, STUPID! this kata is devoted to attacking with jumping or leaping maneuvers, no Dragon Kata automatic defenses can be used while By Ash performing this kata. Leap Attacks made The artist spends the entire melee using with this kata have one added advantage. only defensive actions, using the wisdom If the first Leap Attack is made against a of the Dragon to assess his opponents single opponent in the melee round that fighting pattern. No offensive actions this kata is used, the character can use can be made for the entire melee, but that opponent as a spring board to follow next melee and for the rest of the fight, up with a second Leap Attack at another the user has a +1 to strike, parry, and opponent. This springboard-type attack dodge against his opponent. This can also acts as a Knockdown attack against only be used against one attacker, not the first person it is used against. A multiple, and it cannot be used more successful dodge against this attack than once for multiple bonuses. means no damage and no knockdown. Failure mans that the first opponent has Drunken Kuen (defensive) taken critical damage and is knocked By Ray Bull down, losing initiative and one melee Bonuses: +2 to Stagger/Somersault, +1 attack. A successful Maintain Balance to Parry/Dodge, +2 to Roll with against the springboard attack means Punch/Fall/Impact that the victim is not knocked down, but still suffers critical damage. Due to the Drunken Stance special nature of the springboard Leap By Sinestus Attack, the attacker can only defend by This is a mimic of the Drunken style dodging. Kung fu. When using this technique the martial artist gains a +2 to all back Feng Hsing (Phoenix Form): moves (back flip, sweep, and back (Offensive) hand.) as well as an Auto-dodge (+1 By Mantisking bonus only). NOTE: Until third level The phoenix is constant motion. Always assuming a specific stance DOES take a spinning and turning to present a new melee action. At third level and beyond side to the opponent. Bonuses: +1 to it does not. Strike with Reverse Turning Snap Kick, +1 to Strike with Spinning Fist (This Enpi Kata or Leaping Kata attack can be a Back Hand or Elbow.). By Kuseru

23 Final Blow one place to another and reduces time By RMHOWA01 required for changing shape. If the PPE: 4 Base +1 per 1 PS character's transformative ability is The Final Blow technique allows the usually measured in melee rounds, character to do supernatural damage, but reduce that number to melee actions! at a potential of killing the character! By (ex: A Nightbane can usually transform spending the base 4 PPE, the character from Facade to Morphus in one melee can do damage as though their PS is round. Using the Form Adaptation Kata, supernatural. For each additional PPE that time is reduced to one melee action.) spent, the character's effective PS If the time required is already measured increases by 1. The downside of this in melee actions, reduce that time by half attack is severe. For the base 4 PPE, the to a minimum of one melee action. character takes 2d6 +4 damage directly In addition, a being that can normally to HP. For each additional point of PPE, only transform its entire body may now the character takes an additional 1 HP transform just a piece of its body for the damage. The Final Blow is active 1 desired effect. However, this requires the melee round. full transformative duration unless a ME check is made. Flight of Lightning Kata (ex: The Nightbane from the previous By the Ineffible GM example has the Morphus characteristics This is very similar to the Sun Sih K'an of Animal Magnetism and Were- Chien Chih Art of Invisibility, however Creature: Canine. She wishes to grow instead of trying to disappear, the claws [which her Morphus has] without character will break into a dead run to fully Becoming and rolls an ME check. escape. Takes one melee action, and has She fails; she can still grow those claws, a 85 +1% per level percent chance of but it will take her a full melee round [in vanishing, and is able to run the full which she cannot do anything except distance normally achieved in an action defend herself] to accomplish the feat.) of pure running. Any who are fooled by Finally, the character, by subtly altering the vanishing act will not notice the their body's form and musculature, may escape of the character for one melee "move around" combat bonuses. This action after the kata is used. transformation requires one melee of intense concentration, during which time Form Adaptation the only actions possible are the dodge By Cutter Kinseeker (automatic if the character possesses it) The beings that practice Kailindo are all and the automatic parry. The maximum capable of altering their shapes, either at number of points that may be moved are will or after a few moments of equal to the being's Mental Endurance. If concentration. Either way, this kata is the character so wishes, they may also designed to help such beings use their move so many points that they have a natural abilities to the best effect. Those negative (penalty) in one or more with this kata learn to effect partial bonuses, so long as the points moved are transformations, faster transformations, equal to or less than their ME. This and even the use of shapeshifting as a alteration lasts for a maximum length of dodge! In game terms, this permits the (ME divided by 3) melee rounds, character to move combat bonuses from rounded down. Finally, because of the

23 unnatural twisting of ligatures and moves. The second is Distance, giving bones, the character takes a number of the swordsman an idea of what the points of damage equal to the number of proper distance is for him to strike points moved, direct to hit points, both at without being hit. Time is the next, the time of the transformation and when granting a better sense of the timing and returning to normal! If the being has a flow of the battle. The fourth is Place, regenerative ability, this ability takes loosely defined as granting the twice as long to heal the damage; swordsman the knowledge of how best however, if the being's natural state is to align his body against the opponent fluid, colloidal, or ectoplasmic, the and the opponent's style. The kata damage is reduced by half. requires one full melee of no strikes. The (ex: The Nightbane from the previous swordsman can parry and dodge, but no two examples has the following combat attack moves are allowed. At the end of bonuses: +6 to strike, +7 to parry, +5 to the melee, the bonuses take effect for the dodge, +10 to damage and +4 to rest of the combat or until the opponent initiative, as well as possessing an ME of changes martial art forms. BONUSES: 14. She gets into a fight most heinous +3 to Strike, Parry, and Dodge, +1 attack with a lone Hound. In this case, it is per melee, Can move more effectively better to act first and hit more often, so through the Combat Ranges (does not she decides to move her bonuses take an attack, regardless of movement). around--but she cannot move any more than 14 points. After one melee round of Fu Kam Hau Kuen (Tiger Seizes concentration and heavy defense, her Monkey Form): (Offensive) bonuses now look like this: +10 to By Mantisking strike, +2 to parry, +1 to dodge, +10 to One of the more jealously guarded sets damage and +9 to initiative! Because she of Tiger Style Kung Fu, this form trains moved 5 points from her parry bonus the student to use his claw hands to hold and 4 from her dodge bonus, she has and lock his opponent. Bonuses: +1 to moved only 9 points--well below her Holds/Locks, +2 to Damage. Learn Arm maximum of 14. As an unfortunate side- Hold, Leg Hold, and Wrist Lock. effect, she also takes 9 points of damage direct to her HP immediately, and will Gakido Tsunami Kata or Raging take another 9 HP of damage at the end Tsunami Kata of three rounds, as her body returns to By Kuseru normal--well, as normal as Nightbane This kata specializes in a furious, get, anyway.) spinning, two-bladed attack against one opponent. The character must have Four Governors Weapon Kata for Paired Weapons- By Flash Fire Swords to perform this technique. Each While all good (read: not dead) two-bladed attack counts as one attack, swordsmen keep these four virtues in allowing the character to strike, with full mind, the Four Governors Kata allows bonuses to strike and damage, against the swordsman to combine all four one target for the cost of one attack per effectively at once. The first Governor is melee. The only defense that can be Judgement, allowing the swordsman to performed with this kata is a Circular judge his opponent's style and likely Parry with no bonuses. As with a dual,

23 simultaneous paired weapons attack the opposed to advanced calculus). If defender can only parry the one of the successful, the kata begins. The melee attacks. However the defender can still round continues, with both sides attempt to dodge. Even if the dodge manuevering for position. While succeeds in avoiding one attack, the defenses remain the same, all attacks defender can still fall victim to the made by the duelist are made at -5 to second stroke. This kata cannot be used Strike (total, no other bonuses apply). If to attack two separate targets with the any succeed, the kata is disturbed and same attack. the duelist can not attack for the rest of the round and is at -3 to Parry and Gankakau Kata or Crane on a Rock Dodge. At the end of the melee round, Kata the opportunity comes and the duelist By Kuseru makes his real strike roll. The defender This kata develops one-leg standing is at -5 to Parry or Dodge (total) the balance while delivering a variety of blow. hand attacks and snap kicks. +4 to Maintain Balance only while using this Geometric Defense kata. The only attacks which can be By Flash Fire performed while using this kata are hand The Geometric Defense is a combination strikes, chokes, and snap kicks. of defensive Kime and Warrior Spirit. The duelist circles around their opponent Geometric Attack in a defensive stance, blocking each By Flash Fire attack made by the opponent with ease. This "kata" represents the scientific and This is done in a precise manner and mental processes of the attack in the with as little emotion as possible. The Spanish School. Similar to Kime, opposing duelist will percieve the Geometric Attack is the single minded flowing, almost dance-like defenses as focus towards a given goal. The Duelist nearly impenatrable, as every move is spends one melee round circling around countered by a specific and defined their opponent, striking and defending as motion. normal. The difference is that the duelist Rather than roll a 20-sider to parry as is not really trying to hit their opponent. usual, the defender rolls against What they are trying to do is work their Advanced Mathmatics (at +20%). The opponent into a position where they can attacker's strike roll is subtracted from strike with maximum effect. What that the character's Mathmatics score. Every advantage is exactly depends on the successful roll results in a blocked specifics of the battlefield. It could mean attack, in what is effectively a Circular that the defender ends up standing on Parry or Multiple Dodge. If all attacks slippery ground, an obstacle sits behind are blocked, the end effect, besides not the defender (preventing retreat), a getting hit, will be a perceived bright light sits behind the attacker, or indomitable defense. This boosts the any other advantage that may come to character's MA to 17 or +4, whichever is hand. higher. Attackers must roll over the Use of this kata requires a roll against character's Trust/Intimidate score or will Advanced Mathmatics (at +20%, due to be at -4 to Strike for the rest of the the relative ease of geometery as combat.

23 Gojushiho Kata or 54 Steps Kata Simultaneous Attack after they run out By Kuseru of attacks and are left disadvantaged Also called Useshi Kata. This kata is because they cannot defend against these composed of 54 steps said to resemble attacks even with the Automatic those of a drunken man. Includes defenses listed above. Automatic Dodge, Stagger (N&S page 89), +2 on all parries, and +2 on all Hertza Haeon Hand Strikes. By RMHOWA01 PPE: 3 Great Barrier Kata The Hertza Haeon is a technique in By Sinestus which the cyborg focuses their internal For entire melee can parry all attacks power to a frequency that will disrupt (including arrows) at +3. electrical impulses within living beings, causing additional damage. The Hertza Hashirigakari no Kata Haeon allows the cyborg to do double By Kuseru damage with the attack, but the cyborg The main use of this kata is to allow the themselves take 1 HP damage each time practitioner to defeat their opponent by the attack is used. The Hertza Haeon will attacking at the same moment their not work through armor, however, it opponent starts to attack. The only does work through forcefields, doing 1/2 combat moves which can be performed damage to the field, and 1/2 damage to in this kata are Simultaneous Attacks. the target. The Hertza Haeon is fully No thought is given to defense or attack effective against partial conversion unless the opponent is attacking. borgs, but only 50% as effective on full However, since this kata is devoted conversion borgs. specifically to Simultaneous Attack, it allows the person performing this kata Hi no kata- The Fire Kata several advantages. Combination Strike/ The weapon wielder focuses his Chi into Parry, Paired Weapon attacks where the weapon, making it feel as if it were each action is a Simultaneous Strike with on fire to all others who touch it. Adds one weapon and Parry with the other, +2 to damage on all strikes with the Automatic Defenses which attack the weapon. If a strike is successful, the opponent such as Automatic Body Flip/ target must roll to save vs. pain. If he Throw, Automatic Lock, and Automatic fails, he loses initiative for the next three Hold are all used by the person rounds and is -2 to all rolls. performing this kata. The character can even use the Automatic Moves listed Hidden Weapons Kata (Hammerspace above if they posses the move but not Mastery) the automatic version of that combat Through the use of this technique, a move (i.e. if the character has Body Flip/ male Amazon (females don’t consider it Throw, but doesn't normally have worth learning) may instantly summon Automatic Body/Flip Throw, they could to himself virtually any weapon he use Automatic Body Flip/Throw while chooses! Through the lmowledge that all using this kata). Naturally if the space and time are tndy one, an inner character using this kata has less attacks calm rivalling the Buddha, and some than their opponent, they can not damn big robes, the master of the

24 Hidden Weapons Kata can access the One of he most basic of martial arts long-thought- mythical dimension called stances, the Horse Stance can provide a Ilammerspace. (Physics majors devastating fighting foundation when vehemently deny the possibility of mastered. A master of the Horse Stance Hammerspace, though Einsteinian math cannot be moved if he does not wish to suggests that such a place is possible: an be moved, and this same strong root entire universe composed solely of adds power to his strikes. Bonuses: +8 to inanimate objects, animals, and Maintain Balance, +2 to Damage. On the weaponry floating through a void.) downside, the character cannot move, By spending one point of Chi, a user of kick, dodge, or perform any other action Hammerspace may summon to which would cause his feet to leave the themselves an item deemed by the GM ground. as “mostly harmless” (ie: chicken, duck- shaped training potty, yo- yo, etc.) or a Hou Hsing (Monkey Form): (Defensive) mallet that can do 2D6 SDC (after all, it By Mantisking is “hammer-space). For two Chi, the The monkey is playful, tumbling and character may summon any dangerous cavorting to avoid an opponent's attacks. item that is not quite a melee weapon Bonuses: +1 to Dodge/Parry, +2 to Leap/ ( chains, smoke bombs, flame pellets, Backflip/Somersault/Cartwheel, +2 to etc.). For five Chi per use, the character Roll with Punch/Fall/Impact. may instantly sununon any weapon in which he has proficiency, truly a Hsiang Chuan (Elephant Form) devastating use for experienced martial By Mantisking artists (or those who have taken Moo Gi +3 to Damage, +1 to Strike with Gong as their secondary martial art). Roundhouse Strikes, learn Roundhouse Finally, for the hideously astounding Strike cost of thirty Chi, the practitioner of Hidden Weapons may summon a single Hsieh Che Shih Hsing (Scorpion Sting modem weapon, be it gun, bomb, or Form): (Offensive) even laser! (Fortunately, honor usually By Mantisking precludes the possibility of using such Concealed within the movements and distasteful--and non- proficient-- postures of this form are secret Atemi weapons.) strikes. Bonuses: The character is considered to be using Atemi Ability: Hok Kuen (Crane Form): (Defensive) Kyosho for the Melee Round. Penalties: By Mantisking Due to the amount of concentration The crane uses its long wings to defend required, the character's Attacks per and attack. Deflecting and striking in Melee are reduced to 1/3 of normal flowing motion, the crane stands regally. (round down). Bonuses: +1 to Strike, +1 to Damage, +1 to Parry, +1 to Maintain Balance. Learn Hsiang Hsing (Elephant Form): Crane’s Beak Fist (Page 85, N&S). By Mantisking The second largest animal, only the Horse Stance dragon is bigger, the elephant uses its By Lee Casebolt size to great advantage, swinging its trunk and stamping its feet. Bonuses: +3

24 to Damage, +1 to Strike with this technique can use Power Roundhouse Strikes (Page 88, N&S). Block/Parries even if their style doesn't normally possess them. Hsiong Hsing (Bear Form): (Offensive) By Mantisking Jitte Kata or Ten Hands Kata Lumbering and powerful, the bear uses By Kuseru its size and strength to great advantage. Also called Jutte Kata. This kata Bonuses: +1 to Parry, +1 to Strike, +1 to specializes in combating multiple Damage, learn Bear Slap, no Dodge opponents. By concentrating on using allowed. only Multiple Dodges and Circular Parries the character can increase the Hu Chuan (Tiger Form): (Offensive) ability to do these two defenses. Using By Mantisking this kata doubles the roll to perform Bonuses: +2 to Damage, +1 to Leap either Multiple Dodges or Circular (Add 6 feet to Leap distance), +1 Attack Parries during the melee round this kata per Melee, learn Claw Hand. is used. However, no other defenses, including automatic defenses can be Huang Tong Fut Shou Chuan (Hands used and the character is devoting so of the Brass Buddha Form) much attention to defense that only half By Mantisking their attacks/actions per melee can be (Offensive) When performed, this devoted to offensive actions and all Special Kata acts as Body Hardening offensive actions are performed with no Exercise: Kanshu. Due to the amount of bonuses to Strike or Damage. concentration required the character's Attacks per Melee are reduced by 1/2 Kaze no kata- The Wind Kata (round down). The weapon wielder focuses his Chi into his weapon to use it to defend against Huo Tao Hsing (Flashing Saber Form): Chi attacks. The weapon acts as a (Offensive) lightning rod, and can be used as a By Mantisking successful blocking tool in Chi combat. This form -- often called "Flashy Saber The character rolls to block the incoming Form" by it's critics -- is a strenuous, Chi attack with a bonus of +2 to block acrobatic, sword form that covers a lot of Chi attacks. If successful, the bo ground when performed. Bonuses: +1 to neutralizes any incoming Negative Chi Leap (add 4 feet to Leap Distance), +1 to attacks. This requires the wielder to Leap Attack, +1 to invest half of his Chi into the weapon at Cartwheel/Backflip/Somersault. Pre- the beginning of the melee round. Note, Requisites: W.P. Tao (Broadsword). this kata provides no protection against physical attacks, and blocking the Chi Jiin Kata or Temple Ground Kata attacks does not use up any melee By Kuseru actions. This kata stresses the user of Power Block/Parries for defense. +4 to Power Kuo Hsing (Dog Form): Block/Parry while using this technique By Mantisking and it is the only defensive maneuver The dog is playful and sneaky. It uses which can be performed. Characters with seemingly silly moves to lure an

24 opponent into combat range, counting on Weapon Proficiency in a long sharp them to underestimate this form. edged weapon, for example: W.P. Large Bonuses: +1 to Parry/Dodge, +1 to Sword, W.P. Polearm, or W.P. Spear. Strike, +1 to Cartwheel/Somersault/Backflip/Handsta Lucky Frog of Good Fortune nd, +1 Roll with Punch/Fall/Impact. By GigaDragon Allows for an Automatic Dodge, +2 to Kusanku Kata or Blindman's Kata Parry and Dodge, and can Parry and By Kuseru Dodge any and all attacks that By standardizing the character's attack melee(even attacks from behind)! and defense pattern, the character can However, no attacks are possible. attack and defend while blinded or fighting in absolute darkness or other Lung Fei Feng Wu Hsing (Dragon low visibility conditions. The character Flies, Phoenix Dances Form): fights with no bonuses or penalties to (Defensive) combat rolls but can only engage By Mantisking opponents within Combat Range or This flamboyant kata emulates the Grappling Range. The character has no movements of both the dragon and the ability to defend against attacks done phoenix. Bonuses: +3 to Multiple from Long (Combat) Range or farther Dodge, +3 to Leap (Add 9 feet to leap away and these attacks are treated as distance). sneak attacks against the character. Obviously this kata should only be used Lung Hsing (Dragon Form): (Offensive) when the character is blinded or By Mantisking otherwise can not see their opponents. Powerful like the tiger, graceful like the When combined with Zanshin, this kata crane, sinuous like the snake, and fierce allows the character to defend against like the leopard, the dragon embodies even invisible opponents with full the best elements of all the animals. bonuses, though it will still not allow Regal and wise, it is the Chinese Zanshin to work against characters using Imperial symbol. Bonuses: +1 to Strike, Chi Zoshiki. +4 to Damage, +2 to Parry, +1 to Dodge, +1 to Maintain Balance, +1 to Leap, +1 Lin Ch'ien Cheh Chi Hsing (A Forest Attack per Melee. of Sharp Branches Form): By Mantisking Ma Chuan (Horse Form) This focus of this form isn't really By Mantisking offense or defense. The main purpose is (Offensive) +2 to Damage, +1 to Strike to keep an opponent pinned in place by with Power Punch, learn Power Punch attacking the space around the opponent. This form is known in as Lim Ma Hsing (Horse Form): (Offensive) Jim Ji Kuen. Bonuses: +1 to Parry, +1 to By Mantisking Strike. The opponent must make a Bonuses: +2 to Damage, +1 to Strike Saving Throw vs. Horror Factor: # (# = with Power Punch, learn Power Punch. (The level of the character performing this kata.) + 5) or be stuck in one spot, unable to move. Pre-Requisite: A

24 Mending Chi Kata: By Ray Bull By tuning into the Positive Chi of the Using this kata the character's number of area and moving in response to it, the actions are doubled, but she can only character channels Posi five Chi into the defend. These defenses are limited to body, wiping out any Negative Chi and Circular Parry, Powerblock/Parry, and replenishing lost Positive Chi. However, Parry/Attack. No attacks other than the unique thing about the Mending Chi Parry/Attack are allowed while Kata is that it can be used to pull performing this kata. Positive Chi out of a Negative Chi area! Although this seems unlikely, it’s based Min Cheng Gan Tao Keun (Stone on the fact that all Chi is really Vault Form) universal. Since all Chi flows in a By Ray Bull complex manner, there is really no such Using this kata the character's number of thing as a place that contains one kind of actions are doubled, but she can only Chi and not another. How much Chi can defend. These defenses are limited to be collected and how long it takes, Circular Parry, Powerblock/Parry, and depends entirely on the local Chi Parry/Attack. No attacks other than environment. If the environment Parry/Attack are allowed while contains Positive Clii, then collection is performing this kata. very quick; collecting a number equal to the area for every melee round that the Mizu no kata- The Water Kata Mending Chi Kata continues. For The bo wielder focuses his Chi into his example, where Positive Chi is at 4, the bo to give him the ability to block character can collect 4 points of Positive multiple incoming attacks from any and Chi per melee round. Collecting Positive all directions. It is purely defensive and Chi from a Negative Chi environment is cannot be used to strike. Any attack inversely proportional to the degree of made on the character in the Kaze no Negative Chi. Or, to put it morn simply, kata will result in an automatically it takes as many melee rounds to collect circular or multiple parry with a +2 one point of Positive Chi as there is bonus to parry, and an automatic Negative Chi in the area. For ex ample, multiple dodge with a +2 bonus as well. if the area has a background of three All normal bonuses which the characters points of Negative Chi, it will take 3 may already possess are also added. In melee rounds to collect 1 point of addition, the character can intercept, Positive Chi. When the negative Chi is knock away or deflect any airborne 6, it will take 6 melee rounds to collect object from any direction with his bo. each point of Positive Chi. This is a non- combative Kata, so the characters can Nijushiho Kata or 24 Steps Kata neither attack nor defends while By Kuseru performing it. Likewise, the Kata Also called Neiseishi Kata. This kata has requires total concentration, so no other a fairly rigid and unalterable attack skills or abilities, including Chi abilities, method. If the character using this style can be used simultaneously. has initiative, they can attack their opponent with a punch or kick. If they Min Cheng Gan Tao Keun (Stone lose initiative, or when it's their Vault Form) opponent's time to attack, they must use

24 either a Combination Parry/Grab or a Penetrating Strike Combination Dodge/Grab. If the Grab is By RMHOWA01 successful, they can perform a Grappling PPE: 4 Range attack (i.e. any Hand Strike which Penetrating strike enables the character counts as one attack, Elbow strike, to penetrate armor, including power Forearm strike, Knee attack, Snap Kick, armor and the bodies of cyborgs! The Tripping/Leg Hook, but not a Drop Kick character does normal damage to the or Reverse Turning Kick) without armor and 1 point of SDC to the target in spending an attack. The opponent can the armor or the organic portion of the defend against this grappling range cyborg for each 1d6 the attacker does in attack, with full bonuses and can use SDC damage (if the attack does 5d6 automatic moves to defend against this SDC, the target within the armor takes 5 attack. If the opponent is still grabbed points SDC, 1 MD point means 15 SDC when the opponent counter attacks, the to the target within the armor). Add 1/2 attack is done without bonuses, and the the normal SDC P.S. bonus to the character using this kata must defend damage done through the armor as well. with an Automatic Body Flip/Throw. If the damage gets through the SDC and This sequence of events then repeats starts affecting HP (in the case of until the character using this kata is out cyborgs, it immediately affects HP), the of attacks. Combination Parry/Grab, target must save vs psionics or be Combination Dodge/Grab, Knee, and knocked unconscious by the blow. Automatic Body Flip/Throw can all be used even if the style doesn't normally Progressive Angles Form: (Offensive) possess any of these attacks. By Mantisking This is a modern kata designed using the Panther Stance martial theories of Indonesian and By Sinestus Filipino martial arts. The character is When using this technique, the martial continually shifting the angle and height artist can also use Drop Kicks, Turning of the attack in an attempt to break Kicks, Power Parries, and dual palm through his opponent's defenses. strikes. Also gains a +2 strike and parry. Bonuses: +2 to Strike. NOTE: Until third level assuming a specific stance DOES take a melee Quick Foot Stance action. At third level and beyond it does By Bungtweed not. Character stands almost at attention, legs are slightly apart and one is slightly Paau Kuen (Leopard Form): behind the other, the hands and clasped (Offensive) together behind the fighters back. When By Mantisking in this stance ONLY the following kick Fast and savage, the leopard overwhelms attacks may be used; Kick Attack, Snap it's opponents with a flurry of attacks. Kick, Crescent Kick, Axe Kick. Fighter Bonuses: +1 to Parry/Dodge, +1 to gets Automatic Dodge once using this, Damage, +1 to Strike, +1 to Leap (Add 2 but loses automatic parry, as they can feet to Leap distance). only parry with their feet. +2 Parry, +3 Dodge, +3 Strike with Kick Attack, & +3 Damage on Kick Attacks, also, they

24 receive no bonus to Roll w/ Punch. Once selected, with full bonuses to Dodge, in Quick Foot stance, a fighter will not Strike, Kick and Damage. usually advance unless they have to, stillness is a key part of the stance. Sanchin Kata (Three Battles Form) By Mantisking Raiden Kata (Thunder and Lightning Sanchin is a defensive kata that changes Form) it's application as the Goju stylist gains By Mantisking experience with it. From levels 1 to 5 the (Offensive) The function of this kata is character gains a +1 to simple, to either move as fast as Powerblock/Parry and +1 to Parry/Strike lightning or to hit hard as thunder. This (Punch). From levels 6 to 10 it acts a kata has two different ways it can be Body Hardening Exercise: Chi Gung used. In the first version of this kata the (Starting at level 1 of Chi Gung and martial artist commits to doing a high progressing to level 5.). From levels 11 volume of damage. Sacrificing half of to 15 it acts as Martial Arts Technique: his or her attacks per melee, each punch Ti Chi Kung. now does double damage. The second version of this kata allows the martial Sanchin Kata or Three Battles Kata artist to launch more attacks with By Kuseru reduced damage. He or she now has This kata allows the character to strike a double the attacks per melee, but they do single opponent three times in the first half damage. In both versions of this attack of the melee round. It must be kata, the martial artist forfeits Automatic done as the first attack of the melee Dodge and Automatic Parry for the round and the character must have duration of the kata. initiative. The problem is that the character cannot attack, loses all Rohai Kata or White Heron Kata automatic defenses for the rest of the By Kuseru melee round, and cannot defend at all Also called Meikyo Kata or Vision of against any attacks immediately Crane Kata. This kata develops one-leg following the character's attack. standing balance while delivering Combination Dodge/Kicks. +2 to Sanpo Giri Kata or Three Directional Maintain Balance only while using this Cutting Kata kata. The only attack which can be By Kuseru performed while using this kata is the One of the primary kata used in many Combination Dodge/Kick (This is not a schools, this Kata also makes an Drop Kick, in this combination move, a appearance in many , sojutsu, normal Kick Attack is combined with a and jutsu schools. This Kata normal Dodge. First roll to Dodge, then, allows the character to attack multiple if that's successful, roll to Kick. The opponents (up to four) simultaneously in opponent can defend normally. No the same melee action, with all normal bonuses to Dodge, Strike, Kick, or strike bonuses. A Strike roll is required Damage can be used. Uses up one melee for each target. The character must have attack/action.). Even if the style does not initiative to do this, use the same attack normally possess Combination (i.e. a single weapon, hand, or foot), and Dodge/Kick it can be used if this kata is cannot engage in advanced defensive

24 moves (like Multiple Dodge or Circular Dodge/Knee, Combination Parry), but can perform basic defenses Dodge/Elbow, or Combination like Dodge and Automatic Parry, with Dodge/Thumb Drive Fist. All three of no bonuses. Also, the character can these combination moves are available perform special attacks like Combination to the character even if the martial art Parry/Attack and Combination style does not possess them. Strike/Parry, but with no bonuses to strike or parry, and at the loss of one Seiryoto Kata opponent (the character can only attack By Kuseru up to three opponents when using a This kata contains mixed sequences of special attack, if there are less than four Circular Parries combined with hard opponents, then the character is only linear counter strikes. Fundamentally able to strike up to one less than the this kata allows a character to perform number of attackers). This Kata cannot all attacks as a Combination Circular be used against attackers at Long Range Parry/Strike. The character has full or further (but can be used against bonuses to strike and parry, but can only attackers in Grappling or Combat perform linear punches, kicks, and Range). Also remember that Kata must strikes. Throws, holds, locks, and be used for the entire melee round. This circular attacks like Axe Kick, Back kata cannot be used to attack or defend Hand, Backward Sweep, Crescent Kick, against opponents behind the character. Forward Sweep, Overhead Fore-Knuckle Fist, Power Punch, Rotary Palm Strike, Se Waat Guk Kuen (Snake Slips Roundhouse Kick, Roundhouse Strike, Manacles Form): (Defensive) Tripping/Leg Hook, Uppercut, and By Mantisking Wheel Kick can not be used while As with other snake forms, She Hau Kao performing this kata. Each Circular Hsing, as it is known in Mandarin, is Parry/Strike counts as one melee attack. based on the sliding, slithering movement of snakes. These movements Seiryu Kata or 16 Kata are used to dodge and deflect attacks. By Kuseru But the secret of this form is that it Training in this kata teaches the works best against grapplers. The character to combine dodges with practitioner slips free from holds and counter Hammer Fist, Spear Hand, and locks with the ease of a snake. Bonuses: Thumb Drive Fist strikes. The character +1 to Parry/Dodge, +4 to Escape from cannot perform any offensive attacks Holds/Locks. and must always defend with one of the following combination moves; Seisan Kata or 13 Kata Combination Dodge/Hammer Fist, By Kuseru Combination Dodge/Spear Hand, or Training in this kata teaches the Combination Dodge/Thumb Drive Fist. character to combine dodges with All three of these combination moves are counter knee, elbow and Thumb Drive available to the character even if the Fist strikes. The character cannot martial art style does not possess them. perform any offensive attacks and must always defend with one of the following Shan Feng combination moves; Combination By Knightfall

24 The Mountain Wind kata is considered and Leopard -- and melds it with superb to be the ultimate expression of this sword techniques. Known in Cantonese martial art. It takes the flowing, as Sil Lum Ng Sau Gim Kuen. Bonuses: acrobatic movements of this style to an +1 to Parry/Dodge, +1 to Strike, +1 to extreme. The character combines all of Backflip, Pre-Requisites: W.P. the advantages of the Automatic Dodge, Chien/Gim. the Multiple Dodge, the Backflip, and the Leaping Evasion along with a final She Hsing (Snake Form): (Defensive) powerful attack. While performing this By Mantisking kata the character may roll to dodge any The snake flows, smooth and slithery, attack, even if he is not aware of it, avoiding all attacks. Then, with a flicker without using an action. He uses his of motion, the snake strikes back, ending normal dodge bonus for these rolls. He the confrontation. Bonuses: +1 to Parry/ may not parry or attack during his melee Dodge, +1 to Damage, learn Fingertip actions/attacks, but he can use Backflip Attack. or Leaping Evasion to position himself. Alternately he may spend an action Shichi Otaru Bo Kata (Seven Strike focusing on a Chi Power. However the Staff Form): (Offensive) character must save his last melee attack By Mantisking until the end of the melee round after This kata is a combination of Okinawan everyone else is done. At the very end of (Yamane Ryu) and Japanese (Kukushin the melee round, after everyone else has Ryu) bo techniques. This distillation of used all of their melee attacks he may methods allows you to attack the same unleash one of the following attacks with target multiple times in one melee. +3 to his usual bonus to attack: A Bonuses: The character must concentrate Leaping Eagle Claw, a Flying Reverse for one (1) Melee Round, just as in the Turning Kick, or a Leap Attack using a Martial Art Technique One...Kill, weapon. His target may not use an spending three (3) points of Positive Chi. automatic parry and will have no defense The next Melee Round the character has against this devastating attack unless +5 to Initiative and can make seven (7) said opponent has activated an attacks. During the third Melee Round Automatic Dodge at the beginning of the he must rest. The character can do round. Targets with Automatic Roll, nothing but Dodge and all combat may Roll with Punch/Fall/Impact if bonuses are at 1/2. appropriate to reduce the damage from this kata. Ancient masters are said to Shiho-Giri Kata or Four Directional have shattered boulders while practicing Cutting Kata this form. By Kuseru One of the primary kata used in many Shaolin Wu Shou Chien Hsing (Young Iaido schools, this Kata also makes an Forest Five Animal Sword Form): appearance in many kenjutsu, sojutsu, (Offensive) and naginata jutsu schools. This Kata By Mantisking allows the character to attack multiple This form takes the attack methods of opponents (up to four) simultaneously in the five main animals of the Shaolin the same melee action, with all normal school -- Dragon, Tiger, Snake, Crane, strike bonuses. A Strike roll is required

24 for each target. The character must have against these attacks, with your FULL initiative to do this, use the same attack parry or dodge bonus! (i.e. a single weapon, hand, or foot), and cannot engage in advanced defensive Shih Hsing (Lion Form): (Offensive) moves (like Multiple Dodge or Circular By Mantisking Parry), but can perform basic defenses Unlike the tiger, which uses pure like Dodge and Automatic Parry, with strength, the lion uses holds and locks to no bonuses. Also, the character can defeat an opponent. Unafraid of going to perform special attacks like Combination the ground, a lion hsing practitioner will Parry/Attack and Combination trip or throw an opponent to the ground Strike/Parry, but with no bonuses to to gain an advantage. Bonuses: +1 to strike or parry, and at the loss of one Holds/Locks, +1 to Strike when opponent (the character can only attack Groundfighting, +1 to Strike with Claw up to three opponents when using a Hand. special attack, if there are less than four opponents, then the character is only Shihonage Kata (Four Corners Throw able to strike up to one less than the Form): (Defensive) number of attackers). This Kata cannot By Mantisking be used against attackers at Long Range A character who has mastered this or further (but can be used against Japanese form has learned to defend attackers in Grappling or Combat themselves from attacks from the "four Range). Also remember that Kata must corners" (North, South, East, West). be used for the entire melee round. This Bonuses: +4 to Automatic special kata also allows the character to Bodyflip/Throw, the character can attack and defend against opponents to defend against any number of multiple the rear with no bonuses or penalties. attackers. However, the character can only strike in the first attack of the melee round. For Shiro no Ishi Kata (Castle of Stone the rest of the melee round they can only Form) (defensive) defend (though they can still defend By Ray Bull against opponents behind them with no Bonuses: +4 Powerblock/Parry, +2 penalty or bonuses) and cannot use Maintain Balance, +10 S.D.C. (costs 2 Multiple Dodge or Circular Parry for the Chi) rest of the Melee round. Author's Note: I can already see the questions about Shi Tsi Chuan (Lion Form) this...if they can't use Multiple Dodge or By Mantisking Circular Parry, but can still parry or (Offensive) +1 to Holds/Locks, +1 to dodge opponent's to the rear, what's the Strike when Ground fighting, +1 to point of having restrictions on not being Strike with Claw Hand, learn Claw Hand able to use Multiple Dodge or Circular Parry? The answer is quite simple, they Sleeping Bird Stance (Modified Crane can defend against attacks from behind Stance) them, but they do so with no penalties or By Sinestus bonuses, using Multiple Dodge and Restricts user from moving, or using Circular Parry allows you to defend hand strikes. However, all kicks are +2 to strike and damage, or can use all

24 attacks to perform a flying reverse Parry/Dodge, +1 to Maintain Balance, turning kick at triple damage instead of +1 to Roll with Punch/Fall/Impact. the usual double. NOTE: Until third level assuming a specific stance DOES Tai Chi Kuen (defensive) take a melee action. At third level and By Ray Bull beyond it does not. Bonuses: +1 to Parry/Dodge, +1 to Maintain Balance, +1 to Roll with Snake Strike Stance Punch/Fall/Impact By Sinestus Tai Chuan (Emu Form) A wavering stance, which restrains the By Mantisking user from using any kicks. However, in (Offensive) +1 to Strike with Kicks, +1 this stance they can perform the 'Greased to Damage with Kicks, +2 to Strike with Lightning Kata without any strike or Emu Charge (Special. This attack must damage penalties. NOTE: Until third be the first and only one of the melee level assuming a specific stance DOES round. The character runs, with elbows take a melee action. At third level and locked to the body and arms extended, at beyond it does not. the opponent. If successful the attack does 3d4 damage and the opponent is Sting of the Scorpion Form knocked down. The character also loses By Mantisking Automatic Parry for the melee round.) (Offensive) When Performed, this Special Kata acts as Atemi Ability: Tai Hsing (Emu Form): (Offensive) Kyosho. Due to the amount of By Mantisking concentration required, the character's When emulating this large and powerful Attacks per Melee are reduced to 1/3 of bird the character moves around with his normal (round down). elbows next to the body, to represent the Emu's flightless wings. The legs are used Suo Shou Hsing (Shackle Hands Form): instead of the arms as the primary (Offensive) methods of attack. Bonuses: +1 to Strike By Mantisking with Kicks, +1 to Damage with Kicks, This modern form, inspired by the Wu +2 to Strike with Emu Charge (This Song Tuo Kao style, teaches the attack must be the first and only one of practicioner how to fight while bound in the Melee Round. The character also handcuffs. Known in Cantonese as So loses Automatic Parry for the Melee Sau Kuen. Bonuses: All negative Round. The character runs, with elbows modifiers for being handcuffed are locked together to the front of the body reduced to zero (0),+1 to Strike with and arms extended, at the opponent. If Elbow, +1 to Strike with Grab/Headbutt, successful the attack does 3d4 damage +1 to Strike with Shoulder Ram. and the opponent is knocked down.)

Tai Chi Ch'uan Hsing (Grand Ultimate Taikyoku Kata or First Cause Kata Fist Form): (Defensive) By Kuseru By Mantisking This kata is a specialization of the Kime This kata is commonly referred to as a Kata, where the character focuses on "Tai Chi short form". Bonuses: +1 to performing only one type of hand strike and only defends with automatic parries.

25 The character can double the roll for one remainder of the round (only a roll with attack and one parry for every four punch/fall or impact is possible). levels of experience, however, the Defending by using the Tekki works character can only perform ONE type of much the same way, if used for defense, hand strike and only defend with the character can do no attacks/strikes automatic parries while this kata is being and can only make defensive moves like used. Using Taikyokyu does not cost Chi parries, dodges and rolls (all have the points, but characters whose Chi has character's normal bonuses). reached zero, or who have negative Chi, Using Tekki does not cost Chi points, are unable to use Taikyokyu. but characters whose Chi has reached zero, or who have negative Chi, are Tao Shou Hsing/Tou Sau Kuen unable to use Tekki. (Begging Hands Form): (Offensive) By Mantisking Tenshin Kata or Body Turning Kata The character falls to their knees and By Kuseru pretends to give up, holding up their Developed from Chito Ryu Karate, this hands in a begging motion. The kata makes use of Combination Dodge/ character then bides their time until the Attacks to avoid an opponent's attacks opponent is close enough to strike. The while simultaneously attacking them. By character cannot move, Parry, Dodge, or pivoting or rotating the body, the commit any other actions before the practitioner avoids the incoming attack attack, which is made at the very end of and delivers their own attack. Unlike a the Melee Round. Only one attack, normal Combination Dodge/Attack, the which can be either a Double Claw character has full bonuses to dodge and Strike or a Double Palm Strike, can be attack while performing this kata. made. Bonuses: +3 to Strike, +2 to However, the character can not perform Damage. ANY other combat moves, including Drop Kick (another Combination Dodge/ Tekki Kata or Iron Horse Kata Attack) while performing this kata. This By Kuseru means the character can not perform any Also called Naihanchi Kata. A gathering automatic defenses, and cannot initiate of all the body's physical and psychic an attack, they can only respond to the forces in one spot, to be channeled into attack of an opponent. one use. Tekki can be used to add to Maintain Balance rolls. Using a Iron Tetsu Jomoku Kata (Iron Tree Form) Horse Kata limits the character to only (defensive) offensive (attacks) or defensive actions By Ray Bull per melee round. Bonuses: +4 Maintain Balance, +2 Tekki can be used to enhance every Circular Parry, +1 Trip/Leghook, +1 Maintain Balance roll in that melee. The Backward Sweep ability doubles the Maintan Balance rolls for that melee. All remaining attacks or The Flurry defenses are normal without benefit of By Danzig138 any bonuses of any kind. If Tekki is used This is very similar to the Muay Thai for attacking, then the character can do kata, Lightning Form. The Kydian is absolutely no defensive moves for the able to deliver all of his attacks for the

25 melee round on his first attack. This Bonuses: +1 to Damage, +1 Attack per must be his first attack, and he must Melee, +1 to Pull Punch, learn Gou have initiative. After he uses his attacks, Strike and Lau. he cannot dodge, and suffers a -3 penalty to Parry for the remainder of the melee Tsui Hsing (Drunken Form): round. (Defensive) By Mantisking The Laughing Man Kata Stumbling along, the drunk trips, flails, By Danzig 138 and drinks from his bottle. Bonuses: +2 This is a variation on the Bassai to Stagger/Somersault, +1 to (Fortress Penetration ) kata. The master Parry/Dodge, +2 to Roll with laughs continuously, all while attacking Punch/Fall/Impact. a single opponent. His laughter steadily increases in volume as he strikes. The Tuo Chuan (Terrapin Form) opponent must roll a saving throw of 14 By Mantisking or better ( modified by M.E. ) or lose (Defensive) +1 to Circular Parry, +1 to initiative and one action/attack. The Power block/Parry, +1 to Parry/Attack master gains a +4 bonus to strike, and (This attack can be a Knife Hand, inflicts an additional +4 damage, but he Elbow, or Shoulder Ram), learn Circular suffers a -5 penalty to all defensive rolls Parry, Power block/Parry, Elbow, Knife for the melee round. Hand, Shoulder Ram

The Non-Spill Drink Tuo Hsing (Terrapin Form): (Defensive) (Offensive/Defensive) By Mantisking By Mantisking The terrapin uses it’s strong swimming The character can fight with a drink front legs to block and strike. Bonuses: (bottle or glass) held in one hand and not +1 to Circular Parry, +1 to spill a drop of the contents. Powerblock/Parry, +1 to Parry/Attack (This attack can be a Knife Hand, Tiger Kata Elbow, or Shoulder Ram.). By Ash The artists spends the entire melee in a Tu Tao Chang Hsing (Journey to the flurry of power attacks, using the Center Form): (Defensive) strength of the Tiger to end the fight This kata resembles Tai Chi Ch'uan with with as much speed as possible. No it's slow and solemn movements. It also defensive actions can be made this resembles Bagua with it's circular and melee, however the user gains a +4 to spiralling movements. Journey to the damage with all of his attacks, as well as Center Form is a defensive in it's nature, a +1 to strike (this strike bonus is but it is useless as a physical defense. cumulative with bonuses from the Though as protection for the mind it Dragon kata). excells. Bonuses: +2 to Saving Throw vs. Psionics, +4 to Saving Throw vs. Ton Long Chuan (Mantis Form): Possession, +3 to Saving Throw vs. (Offensive) Horror Factor. By Mantisking

25 Turtle Stance Flip/Throw. At fifth level, the character By Sinestus can double their roll to strike for one This is a completely defensive offensive Body Flip/Throw. At tenth technique. In this stance the master level all of the character's Body cannot attack, however, they gain Flip/Throws are Critical Body Automatic Flip/Throw with their normal Flip/Throws. Characters without a style Throw Bonus, and can attempt to Auto- that possesses Body Flip/Throw can not throw twice per melee. take this kata. NOTE: Until third level assuming a specific stance DOES take a melee Weeping Willow Kata action. At third level and beyond it does By Danzig 138 not. This is a defensive kata in which, the master cries out his anguish, while Unsu Kata or Cloud Defense Kata avoiding and deflecting all incoming By Kuseru attacks. This provides him with a +3 Also called Unshou Kata. The bonus to automatic parry and automatic philosophy of this kata is simple, even if dodge, and it acts as a Windmill Kata your enemies surround you like a cloud, ( Ninjas and Superspies, page 88 ). you will defeat them. The only defenses possible in this kata are Circular Parries Wind of Devastation and the only attacks possible are By Joseph64 Body/Flip Throws. Bonuses: +3 to Doubles the characters attacks for one Circular Parry and +3 to Body melee providing that they are all psionic Flip/Throw. Characters with this and the only maneuvers in the preceding technique can perform Circular Parries round are ALL defensive in nature. and Body/Flip Throws even if their style doesn't have these combat moves. Wolf Pack Wansu Kata or Dumping Form Kata By Brett Hegr By Kuseru This can be used when several Wolf Also called Empi Kata. Author's Note: masters surround one opponent. When This is the same kata in real life as the attacked, the Wolf masters are +2 to Enpi Kata, however it's broken down parry and dodge; when the opponent into two different Kata here because it's turns to deal with someone else, the more interesting that way. This kata Wolf masters are +2 to strike and specializes in throwing the practitioner's damage and can make a Critical Strike opponents. All attacks in this kata are on a natural roll of 15-20. done as Body Flip/Throws. No other forms of attack are allowed. The only Yan Chuan (Swallow Form) defenses possible while using this kata By Mantisking are Automatic Body Flip/Throws, and (Defensive) +2 to Dodge, +2 to Leap the character can perform them even if (add 4 feet to leap distance), learn Leap they don't normally possess Automatic Body Flip/Throw. At first level the Yao Chuan (Sparrow Hawk Form) character can only perform Body By Mantisking Flip/Throw as attacks and can only defend with Automatic Body

25 (Offensive) +1 to Initiative, +1 to the oneness of the Yin-Yang, seemingly Dodge, +1 to Strike with Uppercut, learn like a distant observer. All actions, Uppercut including strikes, parries, dodges, and rolls are done as normal, with neither Yao Hsing (Sparrow Hawk Form): penal ties nor bonuses. The really weird (Offensive) thing about the Yin-Yang Kata is that By Mantisking attacks on supernatural beings, demons, Known for speed and agility, the creatures of Pure Negative Chi, and sparrow hawk uses quick strikes and other things that would normally be im swift turning movements to defeat its mime to physical attacks, take normal opponents. Bonuses: +1 to Initiative, +1 damage, as if the attacks were based on to Dodge, +1 to Strike with Uppercut. magic or Chi (In Rifts all Yin-Yang Kata attacks inflict M.D. to supernatural Yen Hsing (Swallow Form): beings and creatures of magic, but SDC. (Defensive) damage to all others By Mantisking Bonuses: +2 to Dodge, +2 to Leap (Add Zenjorike 4 feet to Leap distance). Alter Chi Polarity Having this power allows you to change Ying Chuan (Falcon Form) your Chi from positive to negative and By Mantisking back again at will without having to (Offensive) +1 to Strike with Knife flush and fill (see Negative Chi Control, Hand, +1 to Strike with Elbow, +1 to page 120). This takes only two melee Strike with Snap Kick, +1 to Parry, learn actions. Note: You must have at least Knife Hand, Elbow, Snap Kick one Chi skill of any kind to choose this Power. Ying Hsing (Falcon Form): (Offensive) By Mantisking Ignore Environment Bonuses: +1 to Strike with Knife Hand, This Zenjoriki Power allows you to +1 to Strike with Elbow, +1 to Strike Ignore heat, fire, cold, wind, water,etc. with Snap Kick, +1 to Parry. When Ignoring a certain aspect of your environment, any attacks based on it do Yin-Yang Kata: no damage. Duration: Ignore Expert practitioners call this the ‘Give Environment can last up to 48 hours Over to the Tao Kata,” because it feels when you are Ignoring one element, 24 like you’re loaning your body to some hours for two, 12 hours for three, etc. other, greater, supernatural being. What Note: You can Ignore outer space, but it makes it even stranger is the way it only lasts up to one hour. Further Note: looks. While all the Chi Katas look like Remember that Ignoring an element will dances, the Yin-Yang Kata appears even negate all of its effects. So if you Ignore more dramatic, with fast, moden-dance- water, for example, you will not get wet like movements and the kind of leaps or float and it will not hamper your and kicks you’d expect to see at a ballet. movements. Yet, while the body is engaged in this frenetic activity, the character’s mind Katsu feels calm and subdued, submerged into By Kuseru

25 This is a form of deep resuscitation dealing maximum damage (4, 8, 12, 16... which simulates death. The metabolic respective to # of dice) will require the rate drops resulting in low body victim to Save vs. Pain or loose 1 melee temperature, an undetectable pulse and action, this only applies to Non-Chi the appearance of not breathing. A Masters. The attack cannot be done from doctor without a full medical facility will a distance, as a death blow, nor with the be unable to tell the difference between Dim Mak; however it can target specific this and death. Katsu can be maintained limbs (arm, head, etc... damage for ten minutes per level of experience appropriately). If a limb is reduced to 0 without ill effects and requires six H.P., treat as through broken. If the melees of preparation. This ability victim rolls with impact or break falls cannot be used if the character is they suffer no damage. Chi masters will infected with Negative Chi. recognize this power on a successful perception roll. Negative Chi Strike By Sinestus Pin Ten Shogai (Available to any martial art offering the By Sinestus one-finger-tip attack and Zenjorike This is a special zenjorike power that powers, must be selected as Zenjorike creates a pseudo force field around areas power). Upkeep of one action/melee, to being struck this barrier provides the a maximum of melees equal to level following abilities: (thus three melees for a third level -parry +2 master...). When activated, this can be -successful parry means the wuss takes the only Chi based power, or martial arts no ddamage power used during the melee, this will -redirects the damage bonus of the even negate Dragon Chi and similar attackerr back into the attacker powers. Activating the power costs 2 -if critical is rolled and parried the actions, and must be the master's first attaackers attacking limb is broken in two actions of the melee (being struck or several places roll for saving throw v.s. dodging will disrupt activation). Once pain at -3 active, the martial artist will be able to Note: pin ten shogai takes little put up to his level in Negative Chi into concentration but the wuss is so afraid each One-Finger-Tip Attack used that that he can perform no other actions melee (amount must be designated while using pin ten shogai. also before before the strike, martial artist must be pin ten shogai can be used the wuss must charged with negative Chi before survive one melee of combat. activating the power to be useful). The Chi is expended even if the strike is Resist Dim Mak unsuccessful. If successful, the physical On page 163 of N&SS Eric Wujcik strike does no damage; however, the speaks of "ancient, evil characters who sudden blast of negative Chi is fairly have held the Dim Mak effects in check powerful and draining. Every three for decades, even centuries". This points of Chi invested in the attack deals Zenjoriki Power will allow you to hold 1D4 points of damage directly to Hit Dim Mak in check as well. It simply Points. Only Multiples of three can be keeps your Chi from being worn away invested in the attack. Any attack by Dim Mak. However, the only Chi

25 Mastery skills you can still use after assassins can detect others of their trade. successfully resisting Dim Mak are Chi This is usually referred to as 'smelling Awareness, Chi Relaxation, Chi the blood' in reference to the often Defense, Fu Zhensong, and Chakuri-Chi bloody work that these people are (though why you'd want to use this one involved in. Base Chance is 30%+5% is beyond me). Note: Both Fu Zhensong per level of experience. and Chakuri-Chi only produce one (1) point of Chi per day. Further Note: If Tamadomejutsu you use the Alter Chi Polarity Power By Kuseru after successfully resisting a Dim Mak A very advanced, supernatural version of attack (if, for example, you had negative yadomejutsu which allows the character Chi when you were hit), you will end up parry bullets. The character cannot parry with only one point of Chi of whichever bullets or energy blasts with their bare polarity you switch to. hands! They must have something like a shield, piece of metal, or a weapon that Saiminjutsu can be used to parry the attack. At first By Kuseru level the character can attempt to parry Utilizing simple mudra techniques, the one bullet (with no bonuses and a -8 character can attempt to hypnotize one penalty to parry) or a short burst (with person. This involves the rapid weaving no bonuses and a -12 penalty to parry) of the mudra of the Kuji- Kiri in bizarre, but it uses up all the characters melee dazzling patterns. None of the mudra of attacks for that melee round (automatic the Kuji-Kiri need be known to use this defenses can still be used, but no actions enchantment and it confers none of the requiring an attack/action per melee can powers of the mudra of the Kuji-Kiri. In be used). At second level the character combat, this power causes a victim who can parry with a -7 penalty for one bullet fails his saving throw to be slowed (loses and a -11 penalty against a short burst. initiative, is -2 to Strike, Dodge, and The character's penalties are reduced to - Parry). When used out of combat, this 6 (single bullet) and -10 (short burst) at power can be used to implant one third level. This technique costs only suggestion into a victim who fails his four of the character's attacks at fourth saving throw. Similar to the psionic level and the penalty is reduced to -5 power of Hypnotic Suggestion except (single bullet) and -9 (short burst). At that instead of working the suggestion fifth level the character's penalties are subtly into a comment, the suggestion is reduced to -4 (single bullet) and -8 (short implanted through the use of repetitive burst) or the character can attempt to chants. The suggestion must be kept parry a long burst with a -12 penalty and simple and clear in the same manner as by using all the character's melee Hypnotic Suggestion. Additionally, the attacks. The penalties are reduced to -3 spell can make the victim hear sounds or (single bullet), -7 (short burst), and -11 see things just like the psionic power. (long burst) at level six. At seventh level the penalties are reduced to -2 (single Smelling the Blood bullet), -6 (short burst), and -10 (long By Kuseru burst). Deflecting single rounds and Through an innate six sense, many well short bursts only costs three attacks at trained martial artists, warriors, and eight level, with the penalties reduced to

25 -1 (single bullet), -5 (short burst), and - ability. 10 (long burst). The character's penalties are reduced to no penalty (single bullet), Teleportation -4 (short burst), and -9 (long burst) at By Mantisking ninth level and the long bursts can be Unlike Spirit Walk: Teleportation, the parried for the cost of four attacks. At character can physically travel to another tenth level, the character receives one- location. The distance they can travel is fourth their bonuses in parrying single equal to their M.E. in feet. The character bullets, a penalty of -3 (short burst) and - has to concentrate for the entire melee 9 (long burst). Also at tenth level, the round, and this must be the only action character can attempt to parry a full they take. Cost: The character ages two melee/entire magazine burst at a penalty (2) years. of -12 and by using all the character's attacks for that melee round. At eleventh Yamikeigo level the character has half their bonuses By Kuseru for parrying single bullets, and penalties This is the Ninja ability to fight in the of -2 (short burst), -8 (long burst), and - dark, combining elements of 11 (full melee/entire magazine burst). nightfighting, zanshin, and stealth. With Twelfth level allows the character to this ability the character can move and parry single bullets and short bursts with attack silently completely aware of full bonuses and a cost of only two where his opponents, allies, any neutrals, attacks per melee round, penalties are -1 inanimate objects are all located. This (short burst), -7 (long burst), and -10 ability can be maintained for one minute (full melee/entire magazine burst). At per level of experience. Bonuses: +4 to thirteenth level the character can parry Initiative, Dodge, Strike in darkened long bursts for the cost of three attacks conditions. and has no penalties for parrying short bursts, additional penalties are -6 (long Advanced Atemi bursts) and -9 (full melee/entire Chian Hsi Tien Hsuh (Seal the Breath magazine bursts). Fourteenth level Vital Point) allows the character to parry full By Mantisking melee/entire magazine bursts for the cost When this atemi point is struck, it of four attacks per melee and the interferes with the target's ability to character can parry short bursts with half breath. There are three different points, their usual bonuses with penalties of -5 with three different levels of effect. The for long bursts and -8 for full first requires a Natural 12 or better to hit, melee/entire magazine bursts. At and reduces the targets effective P.E. to fifteenth level the character can parry 3/4 of what it originally was. The second single bullets and short bursts for the requires a Natural 15 or better to hit, and cost of one melee attack and full reduces the targets effective P.E. to 1/2 bonuses, the penalties are -4 for long of what it originally was. The third bursts and -7 for full melee/entire requires a Natural 18 or better to hit, and magazine bursts. If the character selects reduces the targets effective P.E. to 1/4 this martial art power at a level other of what it originally was. This lasts for than first, they start at first level and 1D4 hours. If the target manages to advance each level there after in this successfully Roll with

25 Punch/Fall/Impact this is reduced to 3D4 incapacitate the character. Bonuses: minutes. Resist the effects of alcohol at +10% with an additional +2% per level of Yang Qi Bi Tien Hsueh (Positive Chi experience. There are no adjustments to Block Vital Point) the drunkenness penalties, but the By Mantisking character can drink two to three times as This is a more selective version of the much as before. The character is also +1 Chi Block Tien Hsueh. It only prevents to save vs Poison and Drugs. the target from using positive chi. For this to be successful a Natural roll of 12 or better must be made. If the target Drunken Rage manages to successfully Roll with By Kuseru Punch/Fall/Impact the chi block is not With this Body Hardening Exercise the succesful, but the target loses 4D6 character can enter into a berserk positive chi. (For more information see rampage (similar to the Rampaging Mystic China page 150.) Superbeing from HU GMs Guide) The character lashes out at everything in his Yin Qi Bi Tien Hsueh (Negative Chi path and cannot think coherently. The Block Vital Point) rage lasts for a number of melees equal By Mantisking to the P.E. attribute plus the number of This is a more selective version of the drinks that have consumed. Bonuses: +2 Chi Block Tien Hsueh. It only prevents to P.S., +4 to Damage, and +2 to all the target from using negative chi. For saving throws, but suffers from -2 to this to be successful a Natural roll of 12 Dodge/Parry and skills are performed at or better must be made. If the target -50%. manages to successfully Roll with Punch/Fall/Impact the chi block is not Chi Katas succesful, but the target loses 4D6 Hangetsu Kata or Half Moon Kata negative chi. (For more information see By Kuseru Mystic China page 150.) Also called Seisan Kata. This kata stresses correct breathing and focus in Demon Hunter Body Hardening the performance of combat moves, Exercises allowing the practitioner to harden the Demon Drinking body against blows as well as strengthen By Kuseru any techniques used. This is a The ability to drink large amounts of specialized type of kata wherein the alcohol without getting as drunk. This character focuses their chi on toughening Body Hardening Exercise differs from their body and strengthening their Eternal Clarity in that it only attacks. While this kata is performed the concentrates on drinking large amounts character's A.R. (Armor Rating) goes up of alcohol and doesn't deal with staying against most attacks, however, energy relatively sober. The training of this blasts, psionics, magic, chi attacks, technique concentrates on quickly explosives and firearms still work drinking large amounts of alcohol, normally against the character. The before drunkenness, losing character has the equivalent of a natural consciousness, and/or vomiting A.R. of 12 against all hand to hand,

25 melee weapon, and hand launched The bo wielder focuses his Chi into his missiles for the melee round this kata is bo to give him the ability to block used. In addition the character's punches multiple incoming attacks from any and and kicks are more damaging. All hand all directions. It is purely defensive and to hand attacks, but not weapon attacks) cannot be used to strike. Any attack are increased by one die of damage for made on the character in the Kaze no the duration of this kata. Since the kata will result in an automatically character is focusing on making their circular or multiple parry with a +2 body and attacks tougher, defense is bonus to parry, and an automatic totally ignored while performing this multiple dodge with a +2 bonus as well. kata. The character can not perform All normal bonuses which the characters ANY defensive actions while may already possess are also added. In performing this kata. addition, the character can intercept, knock away or deflect any airborne Hi no kata The Fire Kata object from any direction with his bo. By Ronin The bo wielder focuses his Chi into the Firearm Martial Art Powers bo, making it feel as if it were on fire to by Kuseru all others who touch it. Adds +2 to Dancing Gun Atemi damage on all strikes with the bo. If a This is a specialized atemi attack which strike is successful, the target must roll must be used with a firearm. When the to save vs. pain. If he fails, he loses character uses this atemi strike, he can initiative for the next three rounds and is make the target of the attack dance by -2 to all rolls. aiming at his feet. The character must roll to strike for each time the atemi Kaze no kata The Wind Kata attack is attempted, failure means that By Ronin the victim has been struck by a bullet, The bo wielder focuses his Chi into his and cannot be made to dance. bo to use it to defend against Chi attacks. The bo acts as a lightning rod, and can Dodge Bullets! be used as a successful blocking tool in The character is so familiar with Chi combat. The character rolls to block weapons, trajectory, the use of guns and the incoming Chi attack with a bonus of the psychology of gun-men, that he can +2 to block Chi attacks. If successful, anticipate and react to people shooting at the bo neutralizes any incoming him. Thus, he can attempt to dodge or Negative Chi attacks. This requires the parry any attack he can see aimed at wielder to invest half of his Chi into the him. His usual dodge and parry bonuses bo at the beginning of the melee round. are reduced by half, but no other Note, this kata provides no protection penalties (including the notorious -10 to against physical attacks, and blocking dodge rule) apply. the Chi attacks does not use up any melee actions. Enlightened Ammunition This is a zenjoriki power which allows Mizu no kata The Water Kata the character to cut and paste those By Ronin individual segments of time, allowing the character to shoot a firearm without

25 running out of ammunition. The effects ammo running out unexpectedly. He also of this zenjoriki power typically last 1D6 knows when the weapon has been fired times longer than the weapon would by someone else, approximately how normally be able to fire before having to long ago that was, and whether it has reload (i.e. if the weapon normally holds been tampered with, booby-trapped or 10 rounds and a three is rolled, the damaged in any way. character could shoot 30 rounds before having to reload the weapon). Teleport Guns Can make two guns appear in his hands Extended Range at will, loaded and ready for action (or The character can accurately aim and just two full ammo clips); counts as two shoot farther than is normally expected melee attacks/actions. The guns must for any given weapon. Increase range belong to the character and be stored or 10% per level of experience. concealed within a 10 mile (16 km) radius of the character to be summoned. Magic Wand Can also teleport his guns to one secret This is a unique martial art technique location (home or supply depot) in the which involves pointing a firearm at a same fashion. Can not teleport other target and ordering them to perform a objects or anything tied to his weapons, task. The victim must roll to save against guns only, and the guns must always Magic. Failure means the victim has no belong to the character. choice but to perform the task. Success means the victim does not have to Use Flawed Guns perform the task, however failure to do As long as the weapon can fire, the the task usually results in the death of character can adjust to any flaws, the victim. imbalances, and defects or imperfection the weapon may have (i.e., does not Sense if Gun is in Working Condition suffer from any penalties from an old, and Loaded flawed, or damaged weapon). Knows instantly if a weapon is in working (though it may be imperfect) Woo Fu condition and loaded. Can also take This is a special leaping technique in apart, clean, unjam, reload and repair which the character can perform a leap any gun in one tenth the time it takes dodge while simultaneously firing a most other people; i.e., a few seconds pistol or revolver. The character has no (two melee actions) to reload, unjam or penalties to dodge or strike, but no take apart handguns (double that time for bonuses either (this technique can be rifles), to 1D6+1 minutes to make basic used to dodge bullets/energy blasts repairs or do a thorough cleaning. without a dodge penalty).

Sense Exact Ammunition Count Guardan Special Mystic Martial Arts Being one with his weapons, the Powers character always knows exactly how Guarda Shield much ammunition they contain, second By Chris Gileppa by second, like a digital counter is in his Range: Self head. Can never be caught by surprise by

26 Duration: 10 mins per level of amounts of equipment are not teleported experience. with the character. Chi: 30 No of Attacks/Actions: takes 1 Gaurdan attack/action to activate. By Chris Gileppa Special: +6 when used as a defensive Range: Self action, no other bonuses apply (purely Duration: 1 minute per level mental) Chi: 15 per limb (usually 60, 2 arms and The shield is an invisible force field legs) bubble (air tight) that surrounds the Damage: Adds +2d to elbow/knee character. It has 50 SDC (25 MDC in strikes and +1d to backhand/forearm. Rifts) per level of experience and can be Special: Adds +1 to block/parry per arm/ focused in one direction to withstand leg guard. Each arm/leg guard has 160 double the usual amount of damage. It SDC (80 MDC in Rifts) and can only be takes 1 attack/action to focus/unfocus used to defend against HTH attacks. The the shield in a given direction and it overall design of the guards are a takes an additional attack/action each reflection of the characters time the direction of the shields focus is subconscious. changed. Internal Martial Art Powers Guard Escape By Mephisto By Chris Gileppa The following Internal abilities are Range: 1 mile per level. exclusively part of the Elven martial art Duration: Instant known as Hayerquel. Chi: 30 Concentration: Takes 1 melee round and Attack Absorption is the only action that can be performed P.P.E.: 6 during that round. The character can Range: within 5 feet (1.6 m) teleport in a straight line for only a Duration: Instant second or two. Chance of Success: 50% Saving Throw: None plus 4% per level of experience. A failed The Hayerquel practitioner can set up a roll means the teleport failed to occur. shield of energy that will absorb ALL Passengers, vehicles and large amounts the damage from any one single attack of equipment are not teleported with the directed at him or her. This happens character. instantly against hand to hand attacks, but must roll a mystic parry to counter Guard Jump arrows, siege weapons, thrown spears, or By Chris Gileppa anything fast moving. Energy weapons, Range: short distance: Up to 120ft. guns, and other super-fast attacks cannot Duration: Instant be absorbed. The mystic parry is done at Chi: 10 +4 and must beat the strike roll of the Number of Attacks/Actions: 1 attacker. Special: +6 bonus to dodge. The character teleports to a Fire Fist predetermined location visible to the P.P.E.: 8 character. Passengers, vehicles and large

26 Range: Must be physically touching the This attack enables the martial artist to victim. deliver a punch and have the force strike Duration: Instant to use; can be an opponent up to 20 feet (6.7m) away! maintained one melee per level of The P.P.E. is used up even if the strike experience. fails. The strike does the standard Saving Throw: Parry or Dodge damage of the attack used, including The Hayerquel master can envelope one P.S. damage bonus. The unexpected or both fists in a fiery ball which deal in nature of the attack means the victim is - more damage and are able to parry 4 to parry or dodge, and the attack is magic attacks. The fist does 3D6 damage mostly invisible; it looks like a hollow plus has a 28% chance of setting tube is propelled towards the defender of combustibles on fire with each the attack and it's hard to see. successful strike. Unarmed opponents cannot parry without taking damage Force Leap unless they are impervious to fire. The P.P.E.: 6 attack does double damage to water Range: Self elementals, zombies, mummies, and Duration: Instant those who are vulnerable to magic or Saving Throw: None fire. This ability allows the character to leap great distances; 30 feet (10m) plus 3 feet Fire Kick (1m) per level high; double length ways. P.P.E.: 10 Trying to use this in combination with a Range: Must be physically touching the jump kick will result in doing triple victim. damage to the victim and taking 2D6 Duration: Instant to use; can be damage to oneself. Plus the attack has a maintained one melee per level of strike penalty of -6. experience. Saving Throw: Parry or Dodge Shock Attack Similar to the fire fist, the martial artist P.P.E.: 5 envelopes his foot in a flaming ball. The Range: Must be physically touching the flame adds 2D6 to kick damage and has victim. a 32% chance of setting combustibles on Duration: Instant fire with each successful strike. Saving Throw: None Unarmed opponents cannot parry This attack sends a bolt of electricity without taking damage, unless they are through the person that's touching the impervious to fire. The attack does magic user, or several people if many are double damage to water and ice touching him at once. The victim suffers elementals, zombies, mummies, and 1D6 S.D.C. damage and suffers the those who are vulnerable to magic or following penalties: -3 to strike, parry, fire. dodge and attacks per melee are reduced by two. Penalties last for 1D6 melee Force Blow rounds. No additional penalties per P.P.E.: 5 multiple shocks but the damage and Range: Up to 20 feet (6.7 m) duration of penalties increase. Duration: Instant Saving Throw: None

26 Spell Redirect The Mudra of Perseverance in P.P.E.: 9 Meditation allows the character to Range: Self; the person to be redirected double his normal meditation time. In against must be within line of sight. this advanced state of meditation the Duration: Instant character's metabolism is slowed Saving Throw: Special allowing the character to not require A handy defensive ability, this allows food or drink during the meditation time. the person attacked by a spell to redirect Air also becomes less of a problem since it to another person! First the person the character's breathing slows to one attempting the spell redirect must make a fourth of its normal rate and air successful save against the spell, then requirements. Similar to the First Mudra the person he or she is trying to afflict of Unmoving, this Mudra has the added gets to save against both the redirect and benefit of allowing the character to heal the spell. Unlike most spells the and restore lost I.S.P., P.P.E. or Chi at spellcaster can NOT instantly cancel the the normal rates. spell as its the spell redirect ability that's Meditation Time Required: Four minutes controlling the spell, not the caster of the Duration: Two times Meditation level initial spell. This ability only works on Description of Hand Positions: The spells that target a specific individual, hands are placed in the lap, held together such as life drain, agony, or fire ball. with a pronounced space between them. Has no effect on summoning spells, Chi Required: six wards, talismans, amulets, area affect Range: Self spells such as fogs, storms, or any ritual magic. Third Mudra of Concentration- Shiyui-in Mudra Powers By Kuseru First Mudra of Concentration- Jo-in This Mudra, also known as the Mudra of By Kuseru the Mind at Work, allows the character Doubles the effectiveness of Meditation. to use any Chi Mastery ability, without I.S.P. is recovered at a rate of 12 per the expenditure of Chi coming from the hour. P.P.E. is recovered at a rate of 20 Character. This means that, with the per hour. Chi can be totally restored in a exception of the Chi used to invoke this half hour. Mudra, any Chi Mastery abilities used Meditation Time Required: Four melee take Chi from the environment and not rounds (one minute0 to enter the the character. To use Positive or advanced state of mediation. Negative abilities does require the Duration: Full meditation level character to be in an area of Positive or Description of Hand Positions: The Negative Chi as appropriate. To hands lie in the lap, palms upward with determine the available amount of Chi in the right hand laying on top of the left. an area: Underground where Chi is Chi Required: Two brought down from the surface or in a Range: Self city crowded with buildings, the flow is usually 2D6 points of Positive Chi. Second Mudra of Concentration- Outdoors, in a wild area, the flow is 5D6 Jusammaji-in points of Positive Chi. In areas of By Kuseru Negative Chi (Dark and foreboding

26 caverns, wrecked and abandoned houses, Thousandth Mudra of Concentration- stagnant swamps, etc.) have a flow of Saishosammai-in 4D6 Negative Chi. By Kuseru Meditation Time Required: Ten minutes Known as the Mudra of Supreme Duration: Half meditation level Meditation, a character with this Mudra Description of Hand Positions: With the can displace his spirit from his body and hands in the lap, the fingers touch with move in the realms of Pure Chi in a the index, middle and ring fingers fashion similar to that of the Mind Walk separated to leave a small space. Zenjorike power. Chi Required: Ten Meditation Time Required: One Hour Range: Self Duration: One hour for each point of chi the character chooses to expend. Hundredth Mudra of Concentration- Description of Hand Positions: The Rengebu no jo-in hands are held in the lap, fingers pointed By Kuseru outward and slightly spread with the Also known as he Mudra of Mirror palms turned down. The hands are held Knowledge, this Mudra allows the together along the thumbs. character to register the presence of Chi Required: Forty plus however many supernatural creatures, beings of Pure chi points the character is willing to Chi, and magic. This Mudra cannot invest. pinpoint the exact location but will give Range: Self a rough estimate of distance such as near(within 50 feet) or far (more than 90 Mudra of the Turning of the Wheel of feet). Number of beings or magic effects Law- Tenborin-in cannot be determined precisely either, at By Kuseru most the character will receive an A character using this Mudra can adjust impression of few (less than three), his chances in one encounter in the near several (four to ten), or many (more than future (next 24 hours) in a combat ten). The character will be able to situation or situation which requires skill determine roughly what type of creature or attribute rolls. This bonus occurs as a or magic is present however, such as +4 to strike, +10%chance on a skill roll being able to distinguish between a spell or a +4 to an attribute roll. This Mudra and magic item (but not the type of can only be used once in a 24 hour magic used), or between a supernatural period. monster and a being of Pure Chi. Meditation Time Required: Four melee Meditation Time Required: Twenty rounds (one minute) minutes Duration: 24 hours or one die roll Duration: Half Meditation level Description of Hand Positions: The right Description of Hand Positions: The hand is held at chest level, palm facing hands are held in the lap, fingers pointed out, while the index and thumb form a outward and slightly spread and the circle. The tips of the thumb and index palms up. The hands are held together finger touch the index and thumb of the along the little fingers. left hand which is held similar to the Chi Required: Twenty right with the palm turned in. Range: 120 feet radius (36m). Chi Required: four Range: Self

26 involve killing someone/stealing an Mudra of Ubiquity- Mushofushi-in object (if from an evil "captor") or the By Kuseru sacrifice/loss of an object important to This Mudra magically transmits matter the character or requiring the character from one place to another. This mudra is to help others (if from a good "captor"). limited to non-living substances. Up to Meditation Time Required: Two melee 50 pounds (22.4 kg) can instantly be rounds transported from the location of the Duration: Instant character to any location miles away. Description of Hand Positions: The The only requirements are that the hands are joined and held vertically at character touches the object to be chest level with the palms pressing, transported and that the location of fingers touching, and the right thumb where it is being sent is known to him. covering the left. Success Ratio: 80%+2% per level of Chi Required: Four experience. An unsuccessful roll means Range: Line of Sight to the creature that the object never arrived where it was supposed to, and could be anywhere Mudra of Touching the Ground- with in the character's range (he has no Sokuchi-in idea where). By Kuseru Meditation Time Required: Two minutes Use of this Mudra protects the character Duration: Instantaneous from all animals in the area for the Description of Hand Positions: The duration of the Mudra. palms are joined with the middle, ring Meditation Time Required: One Melee and little fingers raised with only the Round ends touching. A space is left between Duration: Two times Meditation Level the hands. The index fingers are flexed Description of Hand Positions: The right and join the thumbs are their tips. The hand is held in front of the knee, with the thumbs are erect and lie side by side. palm turned inward, fingers touching the Range: Five miles (8 km) per level of ground. experience. Chi Required: One Chi Required: 90 Range: 100 feet Range: Self Mudra of Subjugating the Earth- Mudra of Supplication-Shashu gassho Anzan-in By Kuseru By Kuseru Use of this Mudra allows the character With this Mudra a character subtly to "surrender" to a supernatural monster, deters humans and other humanoid god, godling, demigod, alien creatures from entering the area around intelligence, Pure Chi being, demon, the character. This only prevents the devil, etc. In exchange for sparing the average passerby from entering the area character's life (in the case of evil where the character is and works by creatures) or a favor (in the case of good influencing the person to make up a creatures), the character must perform a reason to themselves to go around the task determine by the "captor". affected area. People actively searching GMs Note: Such tasks should be within for the character will not be affected by the character's ability but will either this Mudra at all. Psychics, Mages,

26 people with Chi Mastery or Zenjorike Mudra of Suppresion of Demons- powers have to make a saving throw vs Saifuku-shoma-in Psionics to not be affected by this By Kuseru Mudra. Note: This Mudra can only be used in Meditation Time Required: Four Melee areas of Positive Chi. rounds (One Minute) Similar to the Mudra for Annihilation of Duration: Meditation Level Evil Spirits, this Mudra channels a flow Description of Hand Positions: The left of Positive Chi at a demon. Determine hand is held by the knee turned down, the amount of Chi in the area to with the palm roughly parallel to the determine the amount of damage done to ground. The right hand is held at waist the demon. The demon must make a level open with the palm up. saving throw vs Horror Factor or be Chi Required: Four forced to leave the area. Range: 80 feet Meditation Time Required: Four Melee rounds (one minute) Mudra of Annihilation of Evil Spirits- Duration: One quarter meditation level Nometsubinayaka-in Description of Hand Positions: The left By Kuseru hand is held by the knee turned down, Note: This Mudra can only be used in with the palm roughly parallel to the areas of Positive Chi. ground. The right hand is held at waist By directing a flow of Positive Chi at a level with the middle, ring and little spirit or small (four or less) group of fingers grasping the thumb while the spirits, the character can attack and index finger touches its tip to the attempt to destroy the spirits. Determine knuckle of the thumb. the amount of Positive Chi flowing in Chi Required: Sixteen the area to determine the amount of Range: 40 feet damage done to the spirit(s) each Melee round. The spirit(s) must make a saving Mudra of the Knife Hand-- Shuto-in throw vs Horror Factor each Melee By Kuseru Round. Failure means that the spirit(s) This Mudra acts as a weapon enhancing must flee the area. technique or it can be used as an attack Meditation Time Required: Four Melee by itself. When used to enhance a rounds (one Minute) weapon, the Mudra is placed behind the Duration: One half meditation level weapon to invest the weapon with the Description of Hand Positions: The left power. Enhancing can only be done on hand is held by the knee turned down, melee weapons, it can not be done on with the palm roughly parallel to the missile weapons of any kind. If the ground. The right hand is held at waist melee weapon that has been enchanted is level with the fingers folded into a fist thrown, the enhancement is no longer with the thumb lying along the index effective. Enchanting a weapon in this finger. manner instils a +1 bonus to strike and Chi Required: Eight adds one die of damage to the blow. Range: 40 feet The Mudra can also be used to attack supernatural creatures (or those composed of Pure Chi) by making the Mudra and pointing in the direction of

26 the target. The amount of damage is 1D6 The Mudra allows the character to times the number of chi invested in the temporarily manipulate specific strike. Attacking in this manner has no biological functions or conditions in effect on non supernatural creatures or human and animal life forms. creatures not composed of Pure chi. Blind: Temporarily knocks out the Meditation Time Required: Two melee victim's optic nerves, rendering the actions! person quite helpless. Victims are -10 to Duration: One strike or attack. strike, parry, and dodge. Description of Hand Positions: The hand Deafness: Can be caused by forming the Mudra (can be either right manipulating the eardrum. Victims can or left hand) extends the first two fingers not hear anything . The shock of while curling the rest inward. suddenly becoming deaf makes them -3 Chi Required: Two to enhance a to strike, parry, and dodge any other weapon, Four plus whatever amount of attacks, and they automatically lose chi the character wishes to invest as a initiative while deaf. strike. Mute: Impairs the victim's vocal cords, Range: Weapon contact or 60 feet. making speech impossible. Victims are likely to be shocked and panic, mamking Mudra of the Diamond Handclasp- them -2 to strike, parry, and dodge for Kongo gassho the first melee only. By Kuseru Pain: By manipulating nerve centers the Performs identically to the Calm Minds character can induce terrible pain, Zenjorike power shooting through the body. Victims are - Meditation Time Required: Two Melee 6 to strike, parry, and dodge, and take rounds one point of damage off their hit points Duration: Half meditation level (not S.D.C.) per minute affected. Description of Hand Positions: The Paralysis: Immobilizes the motor part of hands are joined and held vertically at the brain, causing legs and arms to stop chest level with the palms pressing, fucntioning. Victims are completely fingers touching, interlocked at the tips incapacitated for the duration. and the right thumb covering the left. Stun: This attack disorients and confuses Chi Required: Two its victims. Victims forfeit one attack per Range: 120 feet melee, speed is cut by half, and the character is -4 to strike, parry, and Mudra of Bewitching- Nosaibaku-in dodge. By Kuseru Tissue Manipulation: Affects the tissue's This Mudra allows the character to connecting nerve fibers which can cause induce physical trauma to the nervous a variety of effects. By irritating nerve system of others by manipulating their fibers, a victim will suddenly feel itchy, chi. There are seven different effects of as if breaking out in a severe rash. this power. Each affects only one person Through endothermic manipulation the per attack and can be used in any victim can also be made to suddenly feel combination. Intended victims must be cold or hot while everyone around him within line of sight, or have their exact feels fine. This is done by manipulating position known by the character. the body chemical which absorbs heat. ALL three conditions are more annoying

26 or frightening than physically impairing. Damage is equivalent to 1D6 per point In each case the victims are -1 to strike, of chi channeled, so a character who parry, and dodge. decides to channel 5 points of chi would Meditation Time Required: Eight melee do 5D6 damage. Roll to strike as normal Rounds (two minutes) with no bonuses from Martial Art forms, Duration: The effects of this Mudra last Martial Art Powers, skills, natural for the number of chi points invested in abilities or Hand to Hand. minutes (i.e. if 10 chi points are Meditation Time Required: Four Melee invested, the effects last 10 minutes) Rounds (one minute) Description of Hand Positions: The right Duration: One Blast. hand clenched in a fist with the thumb Description of Hand Positions: Index extended. The hand is held so that the fingers and thumbs extended, middle thumb is touching the ground. fingers curled over index fingers. Others Chi Required: 10 plus however many chi interlocked points the character is willing to invest. Chi Required: four plus however many Range: 60 feet chi the character wants to invest in the energy blast. Mudra for Strength Dokko-in Range: 600 feet By Kuseru This Mudra gives the character Mudra for Harmony with the incredible strength, making the character Condition of the Universe Sotojishi-in as strong as a superhuman. Add 20+2D4 By Kuseru points to the P.S. attribute. The character This mudra can be used against any with this Mudra in effect can lift 300 intelligent creature or living creature. It time the new P.S. attribute in pounds and can temporarily bend the will of its can carry 200 times the attribute. Also, victim so that he (it) is under the the character will fatigue at one half the complete control of the character. The normal rate. At the end of the duration affected person will do absolutely P.S. and the other bonuses will no longer anything the controller requests (other be in effect. than kill himself or a loved one). All Meditation Time Required: Two Melee questions will be answered truthfully Rounds and in as much detail as requested. Duration: One quarter meditation level However, the controlled character will Description of Hand Positions: Middle answer and obey only the person fingers extended, others interlocked controlling him. Chi Required: four A situation in which the controlled Range: Self character can be made to fight or do something dangerous. All victims of Mudra for Control over Energy control are -2 on initiative and -1 to Daikongo-in strike, parry and dodge because of the By Kuseru disorienting influence of being While this Mudra is in effect the controlled. Victims will remember their character can channel his chi into energy actions after being controlled. This which can be released as directed pulses. mudra can be used on a victim 12 feet These pulses are directed with and (3.6 m) away +5 feet (1.5 m) per level of originate from the hands. experience.

26 Meditation Time Required: Four Melee With this Mudra the character can Rounds (one minute) attempt to ascertain whether or not there Duration: One quarter meditation level is a danger to him in the near future (the Description of Hand Positions: Last two next 24 hours). The Mudra will only fingers extended to form a V (tips give vague impressions of a life touching). Thumbs extended, others threatening event. This will include a interlocked rough time estimate (within one hour of Chi Required: eight the event) and the type of event (such as Range: Self falling, combat, and accident, etc.) This Mudra will only identify one such Mudra for the Evocation of Healing danger within the time period, regardless Energy- Ushijishi-in of how many times it is used in that time By Kuseru period. For example, when the character Note: Must be performed in an area of gets up in the morning, he decides to use Positive Chi. This Mudra is ineffective the Mudra, and gets the impression of in any area dominated by Negative Chi. combat in the afternoon. Shortly before If performed in an area with Positive Chi lunch, he decides to use the mudra again it will automatically cause Positive Chi and gets only the impression that the to wash through the character's body. combat will occur around four P.M. Negative Chi will be driven out of the After he gets into a fight with a street body at the rate of one point per minute. punk, who he chases off, he decides to Then, when the character is at Zero Chi, use the mudra again, only this time he the body's normal Positive Chi will be would get a null reading since he was filled, at the rate of one point per minute. still well within the 24 hour time period Once the Chi of the body is brought back since he originally used the Mudra. The to its full level (or if it is already there), first time the character would be able to the body's natural healing mechanisms use the Mudra to detect a new danger will then be stimulated. Hit points are would be the next morning. the first to heal, at about one every five Meditation Time Required: Four Melee minutes. When hit points are returned to Rounds (one minute) normal, the Mudra will then start to Duration: Meditation level repair any missing S.D.C. at a rate of Description of Hand Positions: All one per minute. fingers interlocked Meditation Time Required: Four Melee Chi Required: four Rounds (one minute) Range: Self Duration: Half meditation level Description of Hand Positions: Index Mudra for Knowing the Thoughts of fingers and thumbs extended, others Others- Naibakuken-in interlocked By Kuseru Chi Required: Four The power of telepathy allows the Range: Self character to eavesdrop on what a person is thinking at a particular moment. This Mudra of the Outer Bonds Fist- is done by focusing on that one person Gebakuken-in and picking up on his or her surface By Kuseru thoughts. Surface thoughts are those thoughts and musings uppermost in a

26 person's mind. A deep probe into can be a sudden feeling that somebody is memory is not possible. Although the in need ("... something's wrong. It's ... psychic can read the thoughts of several it's ... Janet! I've got to see her!") or, people, he can only do so by focusing on more often, a sudden flash of insight -- a one person at a time. Simultaneous, sudden image that races through the multiple mind readings are impossible. mind. The image is like a brief snippet Limited telepathic communication is from a movie or a dream. Often all the also possible. The character can send a details are not clear, but the potential directed thought message to one person danger is. For example, the character is at a time. The message must be as brief in a trance or meditation, thinking about and as clear as possible. Like, "John, I his/her friend Janet. Suddenly, the mind need you immediately. Hurry!" or "Stop! is flooded with an image of Janet Don't do that." "Come here," "Look Out" rushing down a crowded street. It's or "Press the green button." However, twilight, like morning or evening. She two-way telepathic communication is seems very upset. Janet races into the not possible except between two street, ignoring the traffic. There's a characters using this Mudra. gang of thugs riding down the street like Meditation Time Required: Four Melee madmen. The squeal of horses (or Rounds (one minute) bystanders). Janet screams. The image Duration: meditation level ends. Is Janet hurt? Killed? Unknown, Description of Hand Positions: All but the danger is clear. There are also fingers interlocked inwards other hints of information: the time of Chi Required: four day, Janet seeming upset, rushing, etc. Range: Read surface thoughts up to 60 The glimpse into the future could be feet (18.3m) away or two-way telepathic twenty minutes, eight hours, 24 hours, or communication up to 140 feet (32.7m). a week. The character has no way of knowing. Of course, he has the Mudra of the Knowledge Fist- advantage of recognizing the potential Chiken-in danger as it begins to unfold and may be By Kuseru able to avoid it, stop it, or change the This Mudra enables the character to see outcome. The image may last a few or feel glimpses of the Possible future. minutes or be a sudden flash lasting but This is achieved through meditation or a few seconds. The flash could be a intense concentration in which the peculiar noise, insignia, a face, or a character thinks about a particular specific image like a particular door, person, event or place. Add +5% to the object, or person. base skill if the person involved is a Game Masters: Be careful not to reveal friend or loved one. Sometimes this too much. Use the examples provided as power works (if the roll is under the base a guide. Remember, these are brief skill) and sometimes it does not (when glimpses of the possible future, not a the roll is above the base skill). A failed motion picture. The character cannot roll meals the character received no engage in any actions, combat or insight to the future, despite the otherwise, while using this power, or the expenditure of Chi. image will instantly stop. It usually A clairvoyant trance can be attempted as requires one minute (four melee rounds) often as twice every day. The message of meditation before the image occurs.

27 Remember, a failed skill roll means attacks with telekinesis. First, he makes absolutely nothing happens, but still a flower vase fly from the table, aiming burns up the four Chi and time. it at his opponent's head. Second, he Meditation Time Required: Four Melee makes the lantern hurl at the guard by Rounds (one minute) the door. Third, the table is suddenly Duration: Half meditation level flipped up on end and, fourth, the door Description of Hand Positions: Index flung open. Four melee attacks or finger of left hand pointing up with the actions using this power. fingers of the right hand curling round it. As we can see in the example, this The thumb of the right hand should be power can be used to do more than pressed against the outside edge of the making objects fly around. The nail on the index finger of the left hand). telekinetic power can be used to open Chi Required: four doors, flick switches, press buttons, turn Range: Self knobs and dials, open windows, make a rocking chair rock, and so on. The range Mudra for Control over Matter- of possibilities is extensive, when you Nichirin-in stop and think about it. By Kuseru It is easiest to move or hurl small objects This mudra grants the ability to move weighing two pounds (0.9 kg) or less. objects without any means other than Maximum height or distance is 60 feet directed chi energy similar to telekinesis. (18.3m). Medium-size objects weighing The character can make an object hop, 3-20 pounds (1.4 to 9 kg) are more fall, roll, rise into the air, suspend it difficult to manipulate and the maximum there (hover) or make it fly across the height or distance is reduced by half; 30 room. feet (9 m). Large or heavy objects In order to move an object by using this weighing over 20 pounds (9 kg) are the power, the item must be clearly visible, most difficult to maneuver, reducing within the character's range (60 ft/18.3 maximum height and distance to 15 feet m) and the point of focus. The character (4.6 m). must concentrate on what he is doing, Combat Bonuses: thus each telekinetic feat counts as one · +3 to strike with telekinesis; of the character's physical attacks. The physical/skill bonuses to strike do not total number of telekinetic attacks is apply when telekinesis is used.· +4 to equal to the character's number of parry with telekinesis, by using a physical attacks per melee; usually 3 or controlled object to parry or sheer 4. Telekinetic attacks can include hurling telekinetic force to block an attack. an object as if thrown, or causing it to Counts as a medium, heavy object. buzz about a room, or to swing and hit · Damage from Hurled Objects: with it as if a club controlled by an Small: 6 ounces to 1 pound (0.17-0.45 invisible hand. Several objects can be kg) m 1D4 Small: 1.1 to 2 lbs (0.5-0.9 thrown around by this power within the kg) -- 1D6 Medium: 3 to 4 lbs (1.0-1.9 same melee round, but not kg) -- 2D4 Medium: 5 to 10 lbs (2.0-4.5 simultaneously. The character can only kg) -- 3D4 Medium: 11 to 25 lbs (4.6- concentrate on one item at a time. For 11.3 kg) -- 3D6 Large: 26 to 40 lbs Example: A character with four hand to (11.4-18.1 kg) -- 4D6 hand attacks per melee can perform four

27 Add 1D6 for each additional 20 lbs (9 the Mudra completely shields a character kg) of weight. from detection by means of chi. For Note: This power does not create a force example, entities of Pure Chi who are field, thus, while it can be used to parry/ able to see chi, will have no chance of block a punch, kick, club, knife or even detecting the character using this Mudra, sword, it cannot stop projectiles, arrows, it is particularly effective against gas/fumes, flying tackles, and similar demons, undead and other creatures of attacks. Furthermore, a failed roll to Negative Chi. parry with this power means the Meditation Time Required: Four Melee character did not parry and is struck by Rounds (one minute) his opponent. Duration: Half usual meditation level Meditation Time Required: Four Melee Description of Hand Positions: Right Rounds (one minute) hand covering Left hand. Thumb tips Duration: meditation level. touching Description of Hand Positions: Fingers Chi Required: Eight outspread, palms out. Index fingers and Range: Self thumbs touching Chi Required: 3 for small objects, 8 for Special medium, and 8+1 per 10 pounds of Braking Dim Mak weight for large objects. By Sinestus Range: Up to 60 feet (18.3m) away. Useable only as the character's first strike in a melee, and only once per Mudra of Subtracting Oneself from combat. Critical/break of 15+, if the Sight of Others-- Ongyo-in successful, collapses the target's chest, By Kuseru fairly instant death (all internal organs This is sort of invisibility where the destroyed, spine severed). If failed, but passive, quiet nature of the character strike hits, only causes knock down. provides a natural concealment. Of Takes three attacks. (Not available at course, the character isn't really invisible first level.) and can be seen, heard, smelled, or touched normally, it's just that the Breaking Point character seems less noticeable. By Marcus Johnson No attacks or other fighting moves are Description: One touch destructive possible while maintaining the Mudra. power by using 1 finger So long as the practitioner sits quietly, Level 4 technique without moving, and maintains the Damage: None to anything living, can Mudra, he will be invisible to most destroy 800lbs of rock others (75% chance of not being Cost: 75 ISP per use noticed). If the character is moving slowly the chance of detection drops to Chestnuts Roasting on an Open Fire 50%. Normal movement negates all By Marcus Johnson effects. Description: Speeds up fist and kick Another important aspect of this Mudra attacks is that it conceals the chi of the user, so Level 4 technique the character blends in with the natural Damage: 1D6 x10 SDC flow of chi in the area. This means that Cost: 50 ISP per use

27 Dwur Doragi Technique Shi Chi Hokodan By Sinestus By Marcus Johnson Activation of this power makes the Description: Energy Beam from the master a null point of Chi. They become character focused by the hands invisible to the Chi world, as they will Level 5 technique effectively remain at zero Chi for the Damage: 1D6 x10 SDC duration of the combat. This makes them Cost: 100 ISP per use immune to ALL chi based attacks and moves, including Body Chi, Hard/Soft Yoiko-no-taiso Step 1 Chi and the Dim Mak. Because of this By Marcus Johnson technique, no one with Dwur can ever Description: Steals energy from the learn Chi Mastery or Chi based powers. target GM Digression as to wether or not this Level 3 technique negates already in effect Dim Mak. Damage: None, steals all of targets ISP, YES, this does halt normal healing for SDC, and reduces Hit points to 1. Player the fighter during combat; however, one using this gains all the ISP from target full melee of meditation will allow the but not the SDC or Hit Points. Loses the Dwur master to recover his full chi and gained ISP in 5 melees return to normal functions. Cost: 125 ISP per use Penalties: Character must eat and drink 4 Hiru Shotan Han a.k.a. Dragon Punch times normal because metabolism is By Marcus Johnson increase 4X. Description: A giant energy punch in the shape of a dragon Special Smokefighting Powers Level 5 technique (Note: Only one Smokefighting Power Damage: 2D6 x10 SDC to opponent, no may be used each melee.) effect on non organic objects Blinding Cloud Cost: 200 ISP per use By Sinestus More accurate than the Fire Spit. Creates Personal Training a Chi cloud which latches onto the By Marcus Johnson target's face (cannot be parried, -4 to Description: Increases healing of SDC, dodge). Imposes Blindness penalties, Hit Points, and ISP and 'jams' Chi Awareness while active. Level 1 technique Costs Two Chi/melee to maintain, and Recovery: Recovers SDC, ISP, and Hit no other powers may be used while Points 3 times faster active.

Power Chi Chi Fire Flare By Marcus Johnson By Sinestus Description: Channels ISP to get 1 extra Briefly causes a small fire to flare up attack per melee dealing 2D4 to 2D6 damage pending on Level 8 technique size. Usually used on a lit cigarette in Cost: 75 ISP per 1 attack; can only get 3 hand for a powerful attack. Costs four extra per melee Chi. Range: Two foot flame.

27 Chi Spark/light the face will blind for 1D4 melees. By Sinestus Costs: Ten Chi. Only allows the Smokefighter to ignite a cigarette without a lighter, takes one NEUTRAL CHI MASTERY: action. Costs two Chi/light. EXPLOSIVE CHI: The martial artist uses short, but sudden and powerful, Choking Chi Cloud bursts of Chi to attack their target. To By Sinestus use, the martial artist must use a hand Almost an automatic stun, may be used strike against their target. A successful as a defense (full parry bonus), or strike means that there will be a sudden, offence (cannot be parried, -3 to dodge). explosive impact of Chi against the Successful strike requires victim/target target, dealing 1D6 damage to a target, roll Save vs. Magic/Chi Influence. Fail in addition to knocking a target back to save disrupts and currently in-use Chi 2D6ft. Parries result in half damage from based powers, Specialty Katas, etc... the Chi explosion, as well as a 1D6ft. Victims loose half their actions to knockback, but no punch damage. hacking/coughing, and suffer a -4 to all Dodges mean no Chi is used. Explosive combat actions for the duration. Costs Chi can be done up to twice a melee five chi to activate, two Chi/melee to successfully (yes, a parried strike still maintain (cannot be maintained if used counts as a success). Requires 2 points as defense, just lasts remainder of the of chi per use. melee). Each successive melee victim may attempt another save @ -1. A Roll NEUTRAL CHI MASTERY: of one on any of the saves knocks the BURNING PALM: When used, victim out. Burning Palm causes a painful burning sensation whenever a target is struck. In Disruptive Chi Cloud game terms, a successful palm strike By Sinestus with Burning Palm means the opponent Sprays to coat the entire body, takes must make a save vs. pain, or suffer -4 three actions (cannot be parried, -4 to init, and -3 to parry, dodge, and strike. dodge). Disrupts/cancels any Chi based Requires 2 Chi per use. power currently being used by the victim, and drains Half their remaining MARTIAL ART TECHNIQUE: Chi each melee until the victim has WEAPON GRASP: This training Negative Chi or Zero Chi. Costs five Chi (combined with a bit of Body Hardening to generate. in the hands and forearms) allows a skilled Martial Artist to catch incoming Fire Spit weapon attacks! This includes blades By Sinestus (caught by catching the flat(s) of the A Chi extension allowing the blade, not actually catching the edge), Smokefighter to 'spit' flaming ash into a staves, spears, polearms, and blunt target's face. Takes two actions, Range: weapons. This does not apply to thrown Five feet + one foot every three levels. weapons or projectiles. To catch an deals 1D4 damage, but will ignite incoming attack, the defender must roll a combustibles, and a successful shot to certain number higher then their attackers total strike roll (yes, your parry

27 bonus counts in there). For staves and and it itself, becomes venomous. The blunt weapons, it's +3 (caught without blood, saliva, sweat, urine, everything. receiving any damage). For spears and All bodily fluids are toxic to living polearms, it's +4 (often caught by the things. During combat, as the artist shaft). For bladed weapons, it's +6 (this fights, he begins to sweat. Eventually, is very risky). Weapons surrounded by the artist is sweaty enough where a spikes or extra blades (like maces or single palm strike has enough deadly morning stars) are +7 or even +8 sweat to kill a person. In game terms, (depends on weapon and GM's call). If any contact with the artist's bodily fluid, the attack is under the requirement, but especially sweat, requires a save vs. is still higher then the strike roll, then the lethal poison. A failed save means a weapon is essentially caught, but your victim suffers 1D6 HIT POINT damage, hands, forearms, or whatever you caught and continues to suffer 1D6 HP damage the weapon with takes half damage for 1D4 melees. Additional contact with (ouch). Iron Hand experts take no the bodily fluid (aka, more hand strikes), damage if the weapons are caught with add ANOTHER 1D4 melees. Ingesting the Iron Hand. If it's equal to the strike any of the artist's body fluid does roll, your hands/forearms take full DOUBLE damage instantly. damage (double ouch), and obviously if it's under, YOU take damage (and The problem with 5 Deadly Venoms is possibly your hands/forearms as well). that while obtaining this technique, only Catching weapons takes an action. 1 person out of 50 actually finished the elixer, and lived to to become a MARTIAL ART TECHNIQUE: 5 venomous person. That means there is DEADLY VENOMS: A very little only a theoretical 2% of surviving the known, very rare art, mentioned in very process! Realilistically, it's about 1D6%. few texts. It's existance is very Another problem with 5 Deadly questionable, as most skeptics point out Venoms, contact with anyone is the absurdity of such an ability. This potentially lethal. The flesh itself isn't technique involves taking a large venomous, but sweat, blood, and spit is. centipede, a venomous snake, a A kiss is very lethal, and of course, no scorpion, a poisonous lizard, and a toxic prostitute for you unless you want a dead toad, and placing them into a clay pot. hooker in your bed. On the plus side, the The pot is then sealed, and buried user is also immune to poison. underground for 30 days. During this time, the animals fight each other, as the Revised Arts of Invisibility animals die, the other venomous By danzig138 creatures eat their corpses, who in turn, Art of Mystic Invisibility ( Chi Zoshiki ) are also eaten. By the time the jar is pot ( Combination of Ninjas and Superspies is reopened, there is only one large and Rifts Japan ) corpse. The venomous remains are then To use Chi Zoshiki, the character must mushed up, and made into an elixer. spend his Chi points. The amount he This elixer is then drunken in little must spend is dependant on his speed LITTLE sips SLOWLY, VERY VERY and the number of minds he is trying to SLOWLY! If successful, the drinkers cloud. very body becomes used to the toxin,

27 Movement Chi Cost to Cloud One Grasping Hand Atemi: These bone- Mind breaking techniques inflict 2D6 damage 0 1 per melee round ( plus normal bonuses ) per melee round, 10% Spd. 2 per melee round or the attacker can attempt a break. The 25% Spd. 5 per melee round chance for a successful break is equal to 50% Spd. 9 per melee round the attacker's P.S. x1%, +5% per level of 75% Spd. 14 per melee round martial arts skill, - victim's P.S. x1%. 100% Spd. 20 per melee round Each additional mind to be clouded costs Withering Flesh: This deadly attack one additional point of chi. inflicts 1D10 x10 damage to S.D.C. If the character has Chi Mastery ( One-half if rolled with ). Against abilities, he has to spend only one-half supernatural beings, the attack only the listed cost ( round up, minimum of inflicts 1D10 x5 damage, but the one ). creature cannot regenerate the damage Characters using Chi Zoshiki cannot be for one hour. This attack relies on both detected by Chi Awareness, Technology atemi knowledge, chi focus, and ( The technology will register the concentration, so it uses 2 attacks, and 2 character, but whoever is looking at the points of chi to use. tech monitor will not see the character ), Psionics, Magic, Super powers, etc, if Dim Mak: The death touch inflicts 1D2 the detecting characters are within the points of damage to the victim's chi per Chi Zoshiki's range. day, and the victim cannot recover his Chi Zoshiki Range: chi in any way. Not even magic will heal Radius of 25 feet, plus 5 feet per level. this affliction. This can be doubled by spending an amount of Chi equal to that spent to NOTE ON ATEMI ABILITIES: Atemi cloud the minds. abilities rely on knowledge of the Saving Throw: Only characters using a victim's pressure points and nervous Mind Block or equivalent receive a system. Characters skilled in atemi can saving throw versus Chi Zoshiki, and use the strikes only against races with then it must be a 19 or better, but normal anatomical structures that they are saving throw bonuses versus psionics familiar with, or are incredibly similar to apply. known races ( I would imagine that Elves and Dwarves would be pretty Revised Atemi Abilities similar to humans, but who knows about By danzig138 other races. I leave that to the individual Neural Atemi: The ability to paralyze the GM ). body requires a strike roll of 12 or better. Revised Body Hardening Exercises Blood Flow Atemi: This ability inflicts By danzig138 1D8 damage, plus one ( 1 ) point per Stone Ox: The "ultimate" body level of the attacker. The strike is very hardening exercise provides the rapid, so victims suffer a -5 penalty to following bonuses: Roll with Punch/Fall/Impact +2 to P.S., +1 to P.E., +2D4x10 S.D.C., A.R. 6, and the character fatigues at one- half the normal rate.

27 Kangeiko/Shochu Geiko Combination: Chi Relaxation: Characters with this This exercise provides the following ability are immune to Horror Factor that bonuses: are equal to, or less than one-half M.E., +2 to P.E., +1D6 to Hit Points, +3D6 to and can ignore Phobic Panic with a S.D.C., Suffers one-half damage versus saving throw versus Insanity of 13 or fire/heat and cold, and Withering Flesh, better, normal bonuses apply. and can resist severe weather for a number of hours equal to his P.E. x2. Body Chi: This ability allows the character to temporarily boost his Iron Hand: This technique provides the attributes, at a rate of +5 points to character the following bonuses: attribute for one ( 1 ) point of Chi. Once +1 to P.S., +3 to P.S. for gripping the character's attribute is increased to purposes, +2 damage to hand strikes, x1.5 normal, it costs one ( 1 ) point of and the character's hands are immune to Chi per each additional attribute point. If normal levels of fire/heat ( lava is not the character increases an attribute by x3 normal, but a bonfire would be alright ). or more, he suffers 1D6 damage per attribute per melee round that the Chi Gung: This mystical exercise increase is maintained. provides the following bonuses: +1 to P.E., +3D6 to Hit Points, +1D4x10 One Finger Chi: This dark chi ability to S.D.C., Suffers only one-half damage also uses the character's M.E. bonus to from Withering Flesh, and for a cost of 3 save versus Psionics as a bonus to strike. Chi per melee round, gains an A.R. of Chi can expended to increase the range 15, with a bonus of +1 at level 3, 6, 9, ( normally a maximum of 30 feet ) at + 1 12, and 15. NOTE: Chi Gung is the only foot per extra point of Chi spent for Body Hardening Exercise that provides range. For an additional 10 Chi, Knock- the "Mega-Damage Body Power" in Outs, Critical Strikes, and Death Blows Rifts. are possible, using the normal numbers for the character's form ( if the character Dam Sum Sing: This provides the scores a Critical Strike on a natural 18- following bonuses: +2 to P.S., +2 to 20, then One Finger is a critical on a P.E., +5D6 to S.D.C., A.R. 5 natural 18-20 ).

Kick Practice: Provides the following: Fist Gesture: This attack uses only one- +2 to P.P., +2D6 to Spd., +1 bonus to half of the characters actions. The strike with kicks, can leap double the normal range can be extended at a rate of normal distance (Unless using +1 foot per additional point of Chi spent. danzig138's Revised Jumping/Leaping Rules). 13. Revised Attacks and Revised Chi Mastery By danzig138 Defences Chi Awareness: The character with this ADVANCED DEFENSES (19) ability can sense the level and type of chi Back Parry: Parrying behind the back in others. The range of this ability is 20 with the sword. Cost one attack/action feet, plus 5 feet per level. per melee. Can be used against attacks

27 from behind only if the character knows against it (Automatic defenses won't an opponent is there. work). Uses up one melee attack/action.)

Combination Circular Parry/Strike (The Combination Dodge/Attack (Against one character has full bonuses to strike and opponent, once per melee round, the parry, but can only perform linear character can simultaneously dodge and punches, kicks, and strikes. Throws, attack. First the character must roll a holds, locks, and circular attacks like successful dodge. If the dodge works, Axe Kick, Back Hand, Backward then the character rolls to strike using Sweep, Crescent Kick, Forward Sweep, either a Backhand, Elbow, Hammer Fist, Overhead Fore-Knuckle Fist, Power Knee, Knife Hand, Palm Strike, Spear Punch, Rotary Palm Strike, Roundhouse Hand, Thumb Drive Fist, or a melee Kick, Roundhouse Strike, Tripping/Leg weapon. No Strike or Damage bonuses Hook, Uppercut, and Wheel Kick can allowed. The victim of Combination not be used while performing this kata. Dodge/Attack must use a melee round Each Circular Parry/Strike counts as one attack/action to defend against it melee attack.) (Automatic defenses won't work). Uses up one melee attack/action.) Combination Dodge/Elbow (This is a combination of pivoting to one side, a Combination Dodge/Hammer Fist (This Dodge, and a Elbow strike. First the is a combination of pivoting to one side, character must roll a successful dodge. If a Dodge, and a Hammer Fist. First the the dodge works, then the character rolls character must roll a successful dodge. If to strike using either a Backhand, Elbow, the dodge works, then the character rolls Hammer Fist, Knee, Knife Hand, Palm to strike using either a Backhand, Elbow, Strike, Spear Hand, Thumb Drive Fist, Hammer Fist, Knee, Knife Hand, Palm or a melee weapon. No Strike or Strike, Spear Hand, Thumb Drive Fist, Damage bonuses allowed. The victim of or a melee weapon. No Strike or Combination Dodge/Attack must use a Damage bonuses allowed. The victim of melee round attack/action to defend Combination Dodge/Attack must use a against it (Automatic defenses won't melee round attack/action to defend work). Uses up one melee attack/action.) against it (Automatic defenses won't work). Uses up one melee attack/action.) Combination Dodge/Knee (This is a combination of pivoting to one side, a Combination Dodge/Grab (This is a Dodge, and a Knee strike. First the combination of a Dodge and a Grab. character must roll a successful dodge. If First the character must roll a successful the dodge works, then the character rolls dodge. This is a Standard Dodge. No to strike using either a Backhand, Elbow, other kinds of Dodges or Parries Hammer Fist, Knee, Knife Hand, Palm (including Automatic Parry and any Strike, Spear Hand, Thumb Drive Fist, other form of Automatic Defense) can be or a melee weapon. No Strike or made at the same time and Dodge Damage bonuses allowed. The victim of bonuses can NOT be used! If the dodge Combination Dodge/Attack must use a works, then the character rolls to Strike melee round attack/action to defend to grab to opponent with both hands. Uses up one melee attack.)

27 Knife Hand, Palm Strike, Spear Hand, Combination Dodge/Spear Hand (This is Thumb Drive Fist, or a melee weapon. a combination of pivoting to one side, a No Strike or Damage bonuses allowed. Dodge, and a Spear Hand. First the The victim of Combination character must roll a successful dodge. If Dodge/Attack must use a melee round the dodge works, then the character rolls attack/action to defend against it to strike using either a Backhand, Elbow, (Automatic defenses won't work). Uses Hammer Fist, Knee, Knife Hand, Palm up one melee attack/action.) Strike, Spear Hand, Thumb Drive Fist, or a melee weapon. No Strike or Combination Grab/Face Punch (First roll Damage bonuses allowed. The victim of to Strike to grab the opponent with one Combination Dodge/Attack must use a hand. If that's successful, then roll to melee round attack/action to defend Strike on a Punch (punch/human fist against it (Automatic defenses won't only!). Critical Attack, does double work). Uses up one melee attack/action.) damage. Strike and damage bonuses can be applied. Uses up one melee attack.) Combination Dodge/Slash (Soete Tsuki; Against one opponent, once per melee Combination Parry/Grab (This is a round, the character can simultaneously combination of a Parry and a Grab. First dodge and attack. First the character the character must roll a successful must roll a successful dodge. If the parry. This is a Standard Parry. No other dodge works, then the character rolls to kinds of Dodges or Parries (including strike using a melee weapon. No Strike Automatic Parry and any other form of or Damage bonuses allowed. The victim Automatic Defense) can be made at the of Combination Dodge/Attack must use same time and Parry bonuses can NOT a melee round attack/action to defend be used! If the parry works, then the against it (Automatic defenses won't character rolls to Strike to grab to work). Uses up one melee attack/action.) opponent with one hand. Uses up one melee attack.) Combination Dodge/Kick (This is not a Drop Kick, in this combination move, a Combination Parry/Disarm/Attack normal Kick Attack is combined with a (Egurizuki; With this technique, the normal Dodge. First roll to Dodge, then, attacker performs a stretching, spiraling if that's successful, roll to Kick. The binding thrust, which ties up the opponent can defend normally. No opponent's sword and allows the attacker bonuses to Dodge, Strike, Kick, or to thrust the tip of his sword past his Damage can be used. Uses up one melee opponent's defenses. Characters using attack/action.) this combat move make a Parry roll with no bonuses and a penalty of -2 to Parry. Combination Dodge/Thumb Drive Fist If successful, both the victim and the (This is a combination of pivoting to one attacker roll twenty-sided and add in side, a Dodge, and a Thumb Drive Fist. their P.S. attribute score. If the attacker's First the character must roll a successful P.S. roll total beats the defender's, the dodge. If the dodge works, then the defender is forced to drop his weapon character rolls to strike using either a and is struck by the attacker's sword. Backhand, Elbow, Hammer Fist, Knee, Does one die size less than a normal

27 sword strike (i.e. if the sword normally BASIC FOOT ATTACKS (7) does 1D6 it would only do 1D4 with this Backward Tripping/Leg Hook: Used attack. If the sword normally does 2D4 only against opponents coming up from damage, the damage would be 1D6.).) behind the character. An attack on the opponent's legs. This attack is not Corps-a-Corps (Combination Power designed to do damage, just to knock an Block/Entangle): The character uses a opponent off balance. Does No damage, standard block against the opponent's it's purely a Knockdown attack. Cannot strike followed by an attempt to bind the be parried, but can be dodged. opponent's blade. First roll for a successful parry. Then, if that works, roll Chasse (Piston-action Kick): Similar to a for an Entangle. The victim of a Corps- snap kick, but not as fast. There is more a-Corps must use a melee round action power put into this kick. Does 2D4 to defend against the Entangle damage. (Automatic moves won't work). Uses up one melee attack/action. Forward Sweep (Used only against opponents in front of the character. Does Knee Parry: A standard parry performed No Damage, it's purely a Knockdown with the Knee. Cannot be used against attack. Cannot be parried, but can be weapons. dodge.)

Leg Block: A standard parry which is Fouette (Whip Kick): A type of snap performed by interposing the character's kick which uses the toe of the foot to leg between the opponent's legs. This 'stab' into the opponent. Does 1D8 parry is effective only at Grappling damage. Range and can be used to successfully stop Body Flip/Throws and kicking Heel Stomp Kick (Used to attack an attacks. opponent's lower body; or kick them while they're down; 1D4 damage.), Pivot Counter: Against an Entangle, the character can attempt to pivot clockwise Power Kick (This is a kick in which the or counter-clockwise to eliminate the character summons his or her chi, or leverage of an entangle and follow up inner energy, and strikes with incredible with a body flip/throw or their own strength. Does double the normal kick entangle. damage, but costs as two melee attack/actions.) Swaying Waist: This is a special form of weaving and ducking that is considered a Revers (Sole Kick): This is a kick using Dodge, it cannot be combined with any the bottom (sole) of the foot. Does 1D8 other defensive move. Acts as an damage. automatic dodge, meaning it does not cost an attack. Does not work against HAND ATTACKS (25) rear attacks. Backfist: The character twists his torso to extend his fist into a target to the rear. He may also bring his fist straight up over his shoulder or down past his thigh

28 to strike close targets to the rear without accentuated and the forefinger is changing facing direction. Damage is extended. Gakun is accomplished by 1D6. dropping your hand from a level position and squeezing with your little finger. Cross: This is almost a normal punching Initially, this type of movement is used attack, except it is done with the to apply wrist techniques. Later students attacker's off-hand, which gives it a little learn to use Gakun as a type of atemi on bit more power. Does 1D6 damage. meridians in the wrists. Damage is 2D6+2). Curled Fist (Special: The curled fist is special form of the Duo Knuckle Fist Hammer Fist (Tetsui Uchi; Strike made formed by curling the tips of the fingers using the bottom of a clenched fist. into the palm as if holding a roll of Damage: 1D4.) pennies with the being held by the thumb and the ring and little fingers kept Leopard Fist: This is much like a loose. On impact the fist is squeezed and standard fist with only the first two rotated to the horizontal so that the first digits bent. Does 1D4 Damage. two knuckles strike. Damage is 2D4). One-Two Punch: A boxing maneuver Draw Hand (Hikite; This is a grabbing often described as a left jab and a right strike used to pull someone off balance cross delivered almost simultaneously. by snagging the wrist, arm, or clothing. Damage is 1D4-1 and 1D4 (rolled Does No damage, it's purely a separately). Cannot perform automatic Knockdown Attack.) combat maneuvers while doing this punch. Drop Punch (This is the combination of falling to the ground, a Dodge and a Phoenix Eye Fist: The fist is clenched, Punch. The strike can be either a Knife with the second joint of the middle Hand, Ridge Hand, or Spear Hand. It's finger sticking out. Does 1D6 Damage. done in place of a Dodge as a defensive move. First, make the roll to Dodge. If Power Finger Tip Attack: Does 1D6 successful, then roll to Punch. The Damage directly to Hit Points. opponent can defend normally. No bonuses to Dodge, Strike, Punch or Power Fist: Winding out from the waist, Damage. Uses up one melee this punch corkscrews out from the body attack/action.) for extra power. Common to many karate forms. Does 1D10 Damage. Eye Poke Strike: A modifier to attack which can be performed with Fingertip Powered Punch (This is a Attack, Claw Hand, Two-Finger Strike, punch/chop/strike in which the character and Spear Hand, this attack causes summons his or her chi, or inner energy, partial blindness if successful (-5 to all and strikes with incredible strength. combat rolls). Does double the normal strike damage, but costs as two melee attack/actions.) Gakun (Special: The Hakko Ryu grip is a very powerful grip. The little finger is

28 Ridge Hand (Haito Uchi; A knife hand Vertical Fist (Tate Zuki; This is similar attack where the opposite side (ridge) of to a conventional punch, except the fist the hand is used as the striking surface. is held vertically instead of the usual Damage: 1D4.) horizontal position. Properly executed, the punch is launched from the side Spear Hand (Nukite; An open-handed keeping the fist vertical the entire time. strike with the fingertips of the hand. The elbow is kept close to the side and Damage: 1D4.) the shoulder is mostly quiet. The punch is applied to the main body in a whip- Splashing Hand Strike: This strike is a crack motion. At the completion of the quick snapping like strike using the punch the hand and arm are left in a blade of the hand, does 2D4 damage. position ready to punch or block again immediately with no wind up. This Sweep Punch (Barai Zuki; This circular method allows for much faster punching version of a Palm Strike does a bit less techniques and has two possible methods damage (1D4), but also acts like a of use. The character can fire two quick knockdown attack). punches in succession, counting as one melee attack, or the character can use Thumb Drive Fist (Boshi Ken: A this punch as a Combination clenched fist with the thumb protruding. Strike/Parry). Damage: 1D6.) White Lotus Closing Fist: Both fists are Triple Punch (Sanbon zuki; Against one used causing 2D6 damage. opponent, once per melee round, the character can perform this two-stage HOLDS/LOCKS (12) punch. First the character attacks with a Arm & Leg Hold (Dalmah Haz Hanadu): Double-Fist Punch. If the Double Fist This is a two-handed hold with one arm Punch works, the character can follow wrapped around one leg while the other up with a Overhead Fore-Knuckle Fist. arm locks up one of the opponent's arms. Does 4D4 damage! However, since this Can be done standing or ground- is such a difficult punch to perform, the fighting. first stage is done (with bonuses) at -4 to Strike and the second stage is done Arm & Neck Hold (Goguz Caprazi): (without bonuses) at -4 to Strike. Cannot This is a two-handed hold with one arm perform any Automatic defenses, or wrapped around the neck while the other Parry at all during this attack.) arm locks up one of the opponent's arms.

Two-Finger Strikes (Nihon Nukite; a Arm & Torso Hold (Ic Kazik): This is a variant of the Fingertip Attack which two-handed hold with one arm wrapped uses two fingers instead of one finger, around the torso while the other arm and does 2 points of damage. Any Atemi locks up one of the opponent's arms. ability which requires a Fingertip Attack or Fore-Knuckle Fist to use can be Blade Lock: Using the dagger, the performed with this strike) character can perform any lock the character knows.

28 Clinch (Kurz or Combination is successful, then the victim is helpless Hold/Throw): This combination move until released. Holds do no damage. can be performed with any Hold the Neither the attacker nor the victim can character knows. After securing a hold, attack, parry or dodge while hold is the character can throw their opponent. working. It's easy for the attacker to hold Standard damage is 1D6, with the victim the victim so that some third character ending up knocked down, losing the can attack unopposed. Getting out of a initiative and losing the next melee hold requires agility. Both the victim and attack/action. Being knocked down the attacker roll twenty-sided and add in causes the character struck to be their P.P. attribute score. The person knocked 1D6 feet away from where he doing the hold also gets to add in all his was standing at the moment of the bonuses to hold and to Strike. High roll attack. A character's damage bonuses are wins ! If the attacker wins, then the hold also added in. Victims can attempt to continues. If the victim wins then the defend normally with Parry, Dodge, etc. hold is released and combat can After a body flip/throw, a victim who continue. Can be used with Arm Hold, succeeds with a Breakfall takes no Leg Hold, or Body Hold, cannot be used damage and is not knocked down. With with Neck Hold or Automatic Hold. a Breakfall the damage is reduced in Joint Breaks: A joint break is an attempt half, even if the roll fails. After a body to lock up a limb and break it. flip/throw, a victim who succeeds with a Attempting a break takes one attack, and Roll with Punch/Fall/Impact takes no both combatants roll as they would for damage, but is still knocked down and Holds or Locks. Results of a successful loses one melee attack. After a body flip/ break vary according to the joint in throw, a victim who succeeds with a question: Maintain Balance is not knocked down Finger Break - Minor problem. 1D4 and doesn't lose an attack, but still takes damage to hit points, the only hand full damage. It is not possible to throw strikes possible are Palm Strikes and the victim of this body flip/throw into Knife Hands. something or someone else with this Wrist Break - 1D6 damage to hit points, throw. Uses up one melee attack/action. cannot use that hand. Elbow strikes and parries still possible. Overall penalties Clothing Hold (This hold involves include -2 P.P. and -3 P.S. grabbing the opponent's clothing rather Elbow Break- Serious problem. 2D6 than a body part. The victim can be held damage to hit points, cannot use that on the ground or in a standing position.). arm. Reduce P.P. and P.S. by 50%. Ankle Break- 1D6 damage to hit points. Crotch Hold: This body hold variant Spd is ?, -4 to Dodge. No kicking are involves grabbing the opponent's crotch. possible unless groundfighting. The victim can be held on the ground or Knee Break- Another serious problem. in a standing position. 2D6 damage to hit points, Spd is 1/3, -6 to Dodge. No kicks are possible unless Hold with Legs (Ashi Garami): Using groundfighting. both legs, the attacker grabs on to the Note that while damage is done directly opponent's arm, leg, or body and to hit points, breaks will never reduce hit attempts to immobilize him. If the Strike

28 points below 1; broken limbs are terribly opponents can defend normally. Costs painful, but almost never kill you. three melee attack/actions. This is NOT a Critical Strike! Shield Lock: Used with a shield against an opponent with a shield. Functions as a MODIFIERS TO ATTACK (4) one-handed Joint Lock, except no Eye Poke Strike (A modifier to attack damage is done if the victim escapes. which can be performed with Fingertip Sleeper Hold: Works just like a normal Attack, Claw Hand, Two-Finger Strike, Neck Hold, but functions as a Knockout/ and Spear Hand, this attack causes Stun. Every melee round attack the partial blindness if successful (-3 to all defender must roll above a 15 on a D20 combat rolls)) (P.E. bonuses apply) to remain conscious. Failure to save means results Feint: A faked attack which is intended in being knocked unconscious for 1D6 to draw a response from an opponent. melee rounds! A successful save means This is a Combination Move, used in the character remains conscious but his conjunction with another attack. The head is full of cobwebs. It will take 1D6 character chooses what attack to fake melee round for his head to clear, and in and rolls to strike. Any successful the meanwhile, the character loses two "Strike" results in the faked attack melee attacks and all combat bonuses are looking like a real attack. If the opponent reduced by half. Plus the stunned defends against the fake attack, character's Spd and skill performance are successfully or not, the attacker then reduced by half. moves into the second attack. Against the second attack, the defender must use Thigh Lock: Performed like a Leg Hold, a melee round action to defend against it but treated as a Elbow Lock for escape (Automatic moves won't work) and purposes. receives no defensive bonuses!

JUMPING FOOT ATTACKS (2) Pain Strike: This modifier to attack is Flying Donkey Kick: Must be made used when the attacker performs a from long range. The character launches standard attack against a particularly into the air and then strikes the target vulnerable portion of the opponent's with both feet grounding both him and body. Only done with half normal strike the target. Does 2D6 Damage and bonuses, but the victim must make a Critical Strike. Costs three melee attack/ saving throw vs pain if the attack is actions. successful. Like many modifiers to attack, this attack must be called Spinning Jump Kick: Can only be made BEFORE rolling to strike, however, it at combat range! A jump kick that can be used with any strike, hold, lock, involves launching into the air, spinning or grappling maneuver. in a full circle while extending one leg. Does 1D8 Damage (to each opponent) Stapling Throw (When the character and can be used against multiple wants to disarm or otherwise entangle attackers that are at combat range. The someone, he can attempt a stapling character rolls to strike against each maneuver. By making a called shot, the opponent at combat range. The character can staple some part of the

28 target's clothing to a nearby object, as Prone person cannot attack unless the long as that object is of a material that is standing person is at grappling range. reasonably subject to penetration by thrown weapon (such as wood or Seated/Kneeling fighting: Penalties are plaster). The target must be standing half bonuses for both opponents. No near such an object or the shot is wasted. kicks can be performed and both If the shot is successful, the target is combatants must be at grappling range pinned to that object. The target must for unarmed attacks and combat range if spend a melee action tearing free, weapons are used. although this requires no roll. Pinned targets defend with a -2 to defensive Fighting where one person is prone and rolls and to strike. After one melee the other is kneeling/seated: Prone round, if they have not taken the time to opponent suffers from half bonuses and free themselves, they break free due to kneeling person has no penalties. No exertion. During the melees round, the kicks can be performed by penalties to defense and strike still seated/kneeling person and both apply. The stapling shot is not only good participants must be at grappling range for preventing various actions on the part for unarmed combat. Seated/kneeling of a hostile person, it serves to person may use weapons at combat demonstrate that the character is far from range against prone opponent, without defenseless.) fear of retribution.

Both combatants Prone: Penalties for Fighting where one person is person on bottom are no bonuses to any kneeling/seated and the other is combat rolls allowed, with the person on standing: Seated/kneeling person suffers top suffering no penalties. Penalties for from half bonuses to all combat rolls. If side-by-side prone opponents is half unarmed, the seated/kneeling person can bonuses to all combat rolls. Must be in only engage in combat at grappling grappling range to perform any attacks. range, with weapons they can engage at Note further that, in cases where two combat range. Standing person suffers fighters are engaged in a ground fight, a no penalties and has a +1 to all combat third party may intervene. In these cases, rolls. in addition to the bonuses listed above, said third party will nearly always count ATTACK & ESCAPE MOVES (17) as "behind" for purposes of "critical This includes both Attack Moves and strike or knockout/stun from behind" Escape Moves, some new, some effects. revisions to the originals.

Fighting where one person is prone and Air Roll: This maneuver is a cross the other is standing: Prone person has between Roll with Punch/Fall/Impact no bonuses to all combat rolls. Standing and a Leap. It can be used to move into person has a +3 to all combat rolls. The or out of combat range. This move uses standing person can only perform holds, a separate bonus. Doing an air roll locks, snap kick or kick attack and must counts as one melee attack/action. be at combat range or grappling range. Air Roll -- Defensive. When used in place of a Dodge or Parry, it means the

28 character must roll over the attacker's (rounding down) and the result becomes Strike, and uses only the Air Roll the bonus to Back Flip. bonuses. Success means avoiding the Back Flip -- Defensive. If used in place attack and moving out of combat range. of a Dodge, the character must roll Failure to beat the Strike means taking above (or equal) the opponent's Strike full damage, however the character still roll using only the bonus to back flip has a chance to Roll with (not dodge). Failure to beat the Strike Punch/Fall/Impact. means taking full damage without a Air Roll -- Escape. If used in place of a chance to Roll with Punch. Success Strike (when it's the air rolling means avoiding the attack and escaping character's turn to Strike at his from combat (moves out of immediate, opponent), this removes the character range requiring the opponent to use up from combat, requiring the opponent to an attack/action to close ranks). use up an attack/action to move back Back Flip -- Escape. If used in place of a into range and also gives the air rolling Strike (when it's the back-flipping character the initiative. character's turn to Strike at his Air Roll -- Attack. If used in place of a opponent), this removes the character Strike (when it's the air rolling from combat, requiring the opponent to character's turn to Strike at his use up an attack/action to move back opponent), the air roll moves the into range and also gives the back flip character back into combat range. character the initiative. Back Flip -- Attack. Once the opponent Back Flip: The back flip has been in is detected in the rear, if used in place of Palladium systems before, but not as a a Strike (when it's the back-flipping combat maneuver. It involves throwing character's turn to Strike at his oneself backwards, with the arms and opponent), the back flip moves the shoulders, and flipping the legs character back into combat range. completely up and over, and coming Back Flip -- Combined Strike. This is back down onto the ground in a standing especially useful against someone position. The result is that one quickly attempting some kind of back-strike. An moves backwards by a full body. Doing attack back flip is used as a combined a back flip counts as one melee Strike against an opponent to the rear of attack/action. Dodge, P.P, and/or other the character when used with either an bonuses do NOT work with this Back Axe Kick, Snap Kick, or Backhand Flip. The back flip counts as one melee Strike. If striking with a Back Flip use attack/action. only the bonus to Back Flip. Must be Skill Bonuses to Back Flip: On another used as the first attack in a melee round. note, since physical skills such as Cannot be used with Death Blow or Acrobatics and Gymnastics incorporate Knockout/Stun. Back Flip as a skill, it may be wise to consider what effect this has on bonuses Backward Turn: An escape maneuver to performing the Back Flip in combat. used to get out of combat range. Can be The skill percentage (if both Acrobatics used instead of a Parry or Dodge to and Gymnastics are known, use the avoid damage completely. Use 'Turn' higher score only) is divided by 10 bonus.

28 Backward Turn -- Defensive. If used in Cartwheel -- Combined Strike. An place of a Dodge, the character must roll Attack Cartwheel can also be used as a above (or equal) the opponent's Strike part of a combined Strike against an roll using only the bonus to Turn (not opponent to the rear of the character dodge). Failure to beat the Strike means when used with either an Axe Kick, taking full damage without a chance to Wheel Kick or Knife Hand. If striking Roll with Punch. Success means with a Cartwheel, use only the avoiding the attack and escaping from Cartwheel bonus. Must be used as the combat (moves out of immediate, range first attack in a melee round. Note: requiring the opponent to use up an Cannot be used with Death Blow or attack/action to close ranks). Does not Knockout/Stun. work against rear attacks. Backward Turn -- Escape. If used in Cob's Traverse - Escape: Also known as place of a Strike (when it's the turning "The Ninth Parry" it is more commonly character's turn to Strike at his known as "Running Away." If used in opponent), this removes the character place of a Strike (when it's the from combat, requiring the opponent to character's turn to Strike at his use up an attack/action to move back opponent), this removes the character into range and also gives the character from combat, requiring the opponent to the initiative. try and run after the fleeing character in an attempt to move back into range and Ballestra (Combination Kick also gives the fleeing character initiative. Feint/Lunge) - Attack: In this Uses up one melee attack/action. combination, a faked standard or snap kick move is used to force the defender Handspring: This is a maneuver where out of position while the real attack one starts off from a standing position comes from a lunge. If the defender and turns the body forward or backward chooses to parry against this move, the in a complete circle, landing first on the attacker can strike with a Lunge and the hands and then the feet. Doing a defender cannot defend without using a handspring counts as one melee melee round action to defend against the attack/action. Lunge. If a Dodge or Escape Move is Handspring -- Defensive. If used in used to defend against the attack, the place of a Dodge, the character must roll attacker can still perform a Lunge above (or equal) the opponent's Strike against the target, but the defender can roll using only the bonus to Handspring defend normally. Uses up one melee and P.P. (not dodge). Failure to beat the attack/action. Strike means taking full damage without a chance to Roll with Punch. Success Cartwheel: Holding the body rigidly means avoiding the attack and escaping extended, the character rolls like a wheel from combat (moves out of immediate, by using the arms and legs as spokes. range requiring the opponent to use up Doing a cartwheel counts as one melee an attack/action to close ranks). The attack/action. Handspring counts as one melee Cartwheel -- Attack. This maneuver can attack/action. Does not work against rear be used to move quickly into combat attacks. range.

28 Handspring -- Escape. If used in place of forcing the opponent to spend an attack a Strike (when it's the hand-springing to close the combat range. Like most character's turn to Strike at his attack moves, this cannot be used with opponent), this removes the character Death Blow or Knockout/Stun. from combat, requiring the opponent to use up an attack/action to move back Leap: This can be used to dodge, move into range and also gives the handspring into, or out of combat range. Doing a character the initiative. leap counts as one melee attack/action. Handspring -- Attack. If used in place of Note: A bonus to leap can be used for a Strike (when it's the hand-springing either a leap attack, dodging with a leap character's turn to Strike at his (do not add the dodge bonus), leaping opponent), this allows the character to into combat, or leaping out of combat. move into combat range. Leap -- Defensive. If used instead of a Handstand: The character flips over and Parry or Dodge, it means the character stands on his hands. Doing a handstand must roll over the attacker's Strike, and counts as one melee attack/action. use only the bonus to Leap. Success Handstand -- Escape. If used in place of means avoiding the attack and leaping a Strike (when it's the hand-standing out of combat range. Failure to beat the character's turn to Strike at his Strike means taking full damage without opponent), this removes the character a chance to Roll with Punch. Also called from combat, requiring the opponent to a Leap Dodge. use up an attack/action to move back Leap -- Escape. If used in place of a into range and also gives the handstand Strike (when it's the leaping character's character the initiative. turn to Strike at his opponent), this Handstand -- Attack. If used in place of removes the character from combat, a Strike (when it's the hand-standing requiring the opponent to use up an character's turn to Strike at his attack/action to move back into range opponent), this allows the character to and also gives the leap character the move into combat range. initiative. Handstand -- Combined Strike. An Leap -- Attack. Not to be confused with Attack Handstand can also be used as a a Leap Attack. If used in place of a combined Strike against an opponent to Strike (when it's the leaping character's the rear of the character when used with turn to Strike at his opponent), the leap either a Kick Attack, Snap Kick or Axe moves the character into combat range. Kick. If striking with a Handstand, use Determining Leap Distance: Round all only the bonus to Handstand, not the results down (unless you really want to bonus to Strike. Must be used as the first calculate the inches/centimeters attack in a melee round. Cannot be used distance). with Death Blow or Knockout/Stun. Standing Broad Jump: Roughly one- third foot (3.6 inches/9cm) for every P.S. Horse Stepping - Attack: This attack point. (Quick math: P.S./3=feet) move also acts as an escape move. Standing High Jump: Roughly one-sixth Similar to the Pass, except this attack foot (1.8 inches/4.5cm) for every P.S. move works by moving around the point (Quick math: P.S./6=Feet) opponent in a circular arc, which acts as an Escape Move for the purposes of

28 Running Long Leap: A half foot (six for the purposes of forcing the opponent inches/15 cm) for every P.S. point. to spend an attack to close the combat (Quick math: P.S./2=Feet) range. Like most attack moves, this Running High Leap: One quarter foot cannot be used with Death Blow or (three inches/7.5cm) for every P.S. Knockout/Stun. point. (Quick math: P.S./4=Feet) Note: For our purposes (and to keep Pole Vault: This can be used to dodge, things simple) jumps are done from a move into, or out of combat range. standing start, leaps are done from a Doing a pole vault counts as one melee running start. attack/action. Note: A bonus to pole Lunge (Allungo or Distesa) - Attack: vault can be used for either a pole vault This attack move can only be performed attack, dodging with a pole vault (do not as a Combined Strike against an add the dodge bonus), pole vaulting into opponent. By leaping forward on one combat, or pole vaulting out of combat. foot, the character closes the range as he Pole Vault -- Defensive. If used instead thrusts into his opponent. Unlike other of a Parry or Dodge, it means the attack moves, this one can be performed character must roll over the attacker's at any time in combat and closes the Strike, and use only the bonus to Pole range in addition to a standard Strike. Vault. Success means avoiding the Unlike other attack moves, this can be attack and pole vaulting out of combat used with a Death Blow (but not a range. Failure to beat the Strike means Knockout/Stun attack). taking full damage without a chance to Roll with Punch. Lurch - Attack: Your lurching Pole Vault -- Escape. If used in place of movements let you make one feinting a Strike (when it's the leaping character's attack in per melee round as a move- turn to Strike at his opponent), this equivalent action. You gain a bonus to removes the character from combat, Strike for moves following a successful requiring the opponent to use up an Lurch. attack/action to move back into range and also gives the pole vaulting Mounted Lance Charge - Attack: When character the initiative. mounted on a horse or other steed, the Pole Vault -- Attack. If used in place of a character can increase the effectiveness Strike (when it's the leaping character's of their attack with a lance or spear. A turn to Strike at his opponent), the pole successful Strike results in a Critical vault moves the character into combat Strike and acts as a knockdown attack range. (or unseats an opponent if used against a Pole Vault -- Combined Strike/Pole mounted opponent). Kick: An Attack Pole Vault can also be used as a part of a combined Strike Pass - Attack: This attack move also acts against an opponent in front of the as an escape move. Similar to the Lunge, character when used with a kick attack. this attack works by moving into range If striking with a Pole Vault, use only of the opponent while attacking. Unlike the Pole Vault bonus. Must be used as the Lunge however, this move isn't made the first attack in a melee round. Note: in the direction of the opponent, but at Cannot be used with Death Blow or an angle, which acts as an Escape Move Knockout/Stun.

28 Determining Pole Vault Distance: used with Death Blow or Knockout/Stun. Roll: This can be used to dodge, move into, or out of combat range. Doing a roll Somersault: This is a combat maneuver counts as one melee attack/action. Note: used to get in or out of combat range. A bonus to Roll with Punch/Fall/Impact Doing a somersault counts as one melee can be used for either a Roll with Punch/ attack/action. Fall/Impact, dodging with a roll (do not Somersault -- Defensive. If used instead add the dodge bonus), rolling into of a Parry or Dodge, it means that the combat, or rolling out of combat. A character must roll over the attacker's bonus to 'Roll' can only be used for Strike, and use only the bonus to dodging with a roll, rolling into combat, Somersault. Success means avoiding the rolling out of combat, or with a roll attack and rolling out of combat range. strike of some kind (like the Failure to beat the Strike means taking Roll/Knockdown, which often has its full damage without a chance to Roll own bonus). with Punch. Roll -- Defensive. If used instead of a Somersault -- Escape. If used in place of Parry or Dodge, it means the character a Strike (when it's the somersaulting must roll over the attacker's Strike, and character's turn to Strike at his use only the bonus to Roll. Success opponent), this removes the character means avoiding the attack and rolling from combat, requiring the opponent to out of combat range. Failure to beat the use up an attack/action to move back Strike means taking full damage without into range and also gives the a chance to Roll with Punch/Fall/Impact. somersaulting character the initiative. Roll -- Escape. If used in place of a Somersault -- Attack. If used in place of Strike (when it's the rolling character's a Strike (when it's the somersaulting turn to Strike at his opponent), this character's turn to Strike at his removes the character from combat, opponent), the somersault moves the requiring the opponent to use up an character back into combat range. attack/action to move back into range and also gives the rolling character the SPECIAL ATTACKS (62) initiative. Automatic Flip/Lock (Katagatame; This Roll -- Attack. if used in place of a move can be performed in place of a Strike (when it's the rolling character's Parry. That means that instead of turn to Strike at his opponent), the roll blocking or deflecting the blow, the moves the character back into combat character attempts to leverage the range. attacker's own force into a flip, followed Roll - Combined Strike. An Attack Roll by the application of a Wrist Lock. First, can also be used as a combined Strike the character must beat the attacker's against an opponent to the rear of the Strike just like a parry, but using the character when used with either a (one bonuses for Body Flip/Throw and any attack costing) hand strike, Kick Attack, Hold bonuses. If the Body Flip works, Snap Kick or Axe Kick. If striking with then the character must roll to strike for a Roll, use only the bonus to Roll, not the application of the Wrist Lock. No the bonus to Strike. Must be used as the Strike or Damage bonuses allowed. first attack in a melee round. Cannot be Failure means taking full damage from

29 the attack without a chance to Roll with Clothesline: This is where the attacker Punch/Fall/Impact. uses an extended arm to knock down an opponent. A successful clothesline does Backhand Stab: Usually used on an 1D4 damage (full damage bonuses opponent coming up from behind the apply). Being knocked down causes the character. Can be done without turning. character struck to lose initiative (if he Does half normal damage. had it) and one attack/action for that melee round. A successful Maintain Backward Thrust (Usually used on an Balance means the victim is not knocked opponent coming up from behind the down and does not lose an attack, but character. Can be done without turning. does take full damage. A successful Roll Does one die size less than a normal with Punch/Fall/Impact or Breakfall sword strike (i.e. if the sword normally means the victim takes half damage, but does 1D6 it would only do 1D4 with this is still knocked down. No Automatic attack. If the sword normally does 2D4 moves are possible for the attacker while damage, the damage would be 1D6.). doing a Clothesline. There are two Spears and polearms used with this versions of this combat move. combat move do their normal damage. Defensive Clothesline: The player sidesteps the attacking target while Butt Stroke (New! This is a special extending his arm. This acts as both a attack where the victim is smacked with Dodge and attack. First, roll to dodge the the butt of a rifle. A successful attack attack, then, if that's successful, roll for does 1D8 damage.) the clothesline. Offensive Clothesline: This clothesline Carrying Pin: A variant of is designed to damage and knock down Pin/Incapacitate (or Body Hold) wherein the target in one move. The victim can the character picks his opponent off the do only one defensive move, a dodge. A ground. The opponent can then be successful Dodge means no damage and carried, but each step away from the no knockdown, but failure means initial position costs an attack/action per damage, knockdown and loss of one melee. attack that melee.

Charkh: Usable only with paired sword, Combination Strike/Throw (This is a this technique allows the character to special dual attack where the character perform a normal frontal attack and can strike one target using one of the backward thrust simultaneously. Costs hand attacks while simultaneously one attack and the attacker loses throwing a held weapon at another automatic moves. target. The character has no bonuses or penalties for this dual strike), Circular Slash: Allows the character to target two opponents with a large one- Combination Claw/Grab (Taika Akuma handed sword, or three opponents with a (Inferno Devil) This powerful attack is two-handed sword, if they're close done as a claw hand strike followed by a together, one attack, normal damage. painful grab. The claw strike does 2D6 damage plus any damage bonuses, followed by a pinching grab which does

29 2D4 damage plus any damage bonuses. with a sword slash with full Strike and The extra damage is the result of careful Damage bonuses.) attention to the vital points of the human body. This attack counts as two melee Combination Grab/Face Punch (First roll attacks, and the attacker loses any to Strike to grab the opponent with one automatic defenses while this move is hand. If that's successful, then roll to being performed.) Strike on a Punch (punch/human fist only!). Critical Attack, does double Combination Entangle/Thrust: A damage. Strike and damage bonuses can commonly seen combat move, the be applied. Uses up one melee attack.) attacker entangles his opponent and follows up with a thrust First roll to Combination Grab/Throw (Special! The Strike to entangle the opponent with one character can attempt to grab any hand. If that's successful, then roll to incoming hand propelled projectile(see Strike with a thrust. Critical Attack, does Yadomejutsu) and return it to the sender double damage. Strike and damage in the same motion), bonuses can be applied Uses up one melee attack. Combination Roll/Throw (Combines a Roll with a thrown weapon attack. It Combination Grab/Attack (First roll to cannot be used as a defensive maneuver Strike to grab the opponent with one (i.e. no Roll with Punch/Fall/Impact hand. If that's successful, then roll to combined with a throw,) what can be Strike on a Kick Attack, Snap Kick, a done is a throw combined with a Roll hand attack, or a melee weapon attack. that is an attack or retreat from combat), Critical Attack, does double damage. Strike and damage bonuses can be Combination Sweep/Move (Kage applied Uses up one melee attack.) Akuma (Shadow Devil) This attack must be made with either a Sweep Kick or a Combination Blind/Slash (Mangetsu no Sweep Punch. If the Sweep attack Kamae: This technique allows the successfully strikes (is not dodged or character to hold a sword above their parried), the attacker uses the leverage head in such a manner that sunlight can gained to move them self behind the be reflected into an opponent's eyes, or, opponent. Even if the opponent does not if it's raining, collect water in the fuller get knocked down (through the use of of the blade and fling it into the enemy's Maintain Balance, etc), the opponent eyes. Roll to Strike (with no bonuses) to must still use a melee attack/action to determine whether or not the target is turn and face the attacker before they blinded, this blinding attack cannot be can strike with any attacks except Rear parried, but it can be dodged, also, Attacks (Backward Sweep, Backhand, damage reduction moves like Roll with etc). Counts as one melee attack.) Punch/Fall/Impact, Breakfall, and the like cannot be used against this blinding Combination Grab/Stab: First roll to attack. If the blinding attack is Strike to grab the opponent with one successful, the victim suffers a -6 to their hand. If that's successful, then roll to Strike, Dodge, and Parry rolls for this Strike on with a knife or dagger. Critical attack. The attacker can then follow up Attack, does double damage. Strike and

29 damage bonuses can be applied Uses up melee round. This attack uses one attack one melee attack. per melee. An unsuccessful Death Blow from behind does 1D6 damage. As a Death Blow: A special attack designed sneak attack, a Death Blow from Behind to kill an opponent in one or two strikes! is contingent on the attacker sneaking up Potentially, an automatic kill because the behind (prowl) the opponent. If the foe attack inflicts double damage (plus does not discover the attacker, then the damage bonus) direct to hit points (no sneak attack is successful. The sneak S.D.C. damage). A Death Blow must be attacker always has initiative, and the announced before rolling the Strike. defender is not able to defend against the Unlike a Death Strike, this attack does first strike of the sneak attack. not require a natural number to succeed, but, such a devastating attack counts as Death Strike: A special attack designed two melee attack/actions. This attack can to kill an opponent in one or two strikes! be used with punches and kicks or hand- Potentially, an automatic kill because the held weapons such as swords, clubs, etc. attack inflicts double damage (plus It is not applicable to bow and arrows, damage bonus) direct to hit points (no thrown weapons or guns and does not S.D.C. damage). A Death Strike must be work through armor; the armor must be announced before rolling the Strike. This removed or penetrated (the strike must attack is often limited in hand to hand be above the A.R.). An unsuccessful combat to the roll of a "natural" strike Death Blow does 1D6 damage. The number; i.e. death strike on a natural 19 defender can only attempt to survive by or 20. This attack can be used with dodging or parrying and/or by trying to punches and kicks or hand-held weapons roll with death touch (must roll over the such as swords, clubs, etc. It is not attacker's strike, including bonuses). applicable to bow and arrows, thrown weapons or guns and does not work Death Blow from Behind: Another through armor; the armor must be special attack, this one is commonly removed or penetrated (the strike must called a back stab or assassin's strike. A be above the A.R.). This attack uses one Death Blow from Behind means a sneak attack per melee. An unsuccessful Death attack that automatically inflicts double Strike does 1D6 damage. The defender damage (plus damage bonus) direct to can only attempt to survive by dodging hit points (no S.D.C. damage) if or parrying and/or by trying to roll with successful. A Death Blow from Behind death strike (must roll over the attacker's must be announced before rolling the strike, including bonuses). Strike. This attack can be used with punches and kicks or hand-held weapons Death Touch: An automatic kill. A such as swords, clubs, etc. It is not Death Touch must be announced before applicable to bow and arrows, thrown rolling the Strike. This attack requires a weapons or guns and does not work Natural Roll (usually 20) to succeed and through armor; the armor must be counts as two attacks. This attack cannot removed or penetrated (the strike must be performed as a Sneak Attack or be above the A.R.). This attack uses one Attack from Behind. The attack can only attack per melee. This attack can only be be done by punches, kicks, or other, done as the first sneak attack of the unarmed hand to hand blows and cannot

29 be done through armor, the armor must down. This is essentially a Critical be removed or penetrated (the strike Elbow Strike, doing double damage to must be above the A.R. ...requiring two the target. The victim can only Dodge; if different strike rolls against targets the attacker misses and hits the ground, wearing armor, one to penetrate the he takes the same damage. No armor, one to successfully inflict the Automatic moves are possible for the Death Touch). The actual effect is the attacker while doing a Elbow Drop. immediate stopping of the heart. In other words, it simulates a missive heart Grab Attack (Revised & Expanded): attack. An unsuccessful Death Touch Anybody, during their melee does 1D6 damage (plus an P.S. or other attack/action, can attempt to grab just damage bonuses). The defender can only about anything in reach. Attempting a attempt to survive by dodging or Grab usually takes a melee action. The parrying and/or by trying to roll with target of a Grab can be a weapon, death touch (must roll over the attacker's somebody's hand, or any item laying strike, counting bonuses). If the defender around. The defender, whoever is is not killed then the current S.D.C. and holding it, can attempt to hold onto it hit points are reduced to half. If CPR- with a Parry, Dodge, or with an escape type resuscitation is available, the victim move. may be mobile in less than an hour. Roll Grabbing flying objects, especially to save vs coma/death. incoming missiles like daggers and arrows, is more difficult. First, the attack Drown (Special! A variant of choke, must be Parried (Dodging means where the opponent's head is held avoiding the projectile altogether). If the underwater. Does the same damage as Parry is successful, then the character choke.) can attempt to grab the projectile. Grabbing hand-tossed objects requires a Ear Box: This is a stunning maneuver Strike Roll of 10 or better (yes, character where the attacker uses both of his hands bonuses are allowed). Grabbing objects to strike the target in both ears in order fired by a device like a bow, crossbow or to pop an enemy's eardrums. It does 1D6 sling will require a Strike Roll of 14 or damage and, if successful, requires the better (again, the character's bonuses to target to roll above a 15 on a D20 (P.E. strike/grab are allowed). Projectiles fired bonuses apply) or be stunned for 1D6 from any kind of gun can NOT be melee rounds! A successful save means grabbed. the victim is not stunned. If the victim is Automatic Grab: In place of a parry, the stunned, he loses two melee attacks and character can attempt to grab the all combat bonuses are reduced by half. opponent's attacking object (hand, arm, Plus the stunned character's Spd and leg, weapon, etc.). Success requires skill performance are reduced by half. beating the attacker's Strike just like a parry, but using any bonuses for grab Elbow Drop: This is a devastating elbow only. Failure means taking full damage strike delivered by the attacker's whole from the attack without a chance to body, by slamming down on the foe. reduce damage. This attack can be used against a foe >Bare Hand Grab: Trying to grab a while he is kneeling, sitting or lying dangerous weapon with one's bare hands

29 or arms carries additional risk. When the target's, doing 1D4 damage, plus P.S. rolling to grab with bare hands against a bonus for every one of the attacker's sword, knife, pickaxe, or other melee round actions. The victim of a dangerous weapon, it must be done Grab and Squeeze can attack with without the character's usual bonus to punches, kicks or weapons, but without grab, because he must grab in such away any P.S. damage bonuses, for as long as as to hit his attacker's hand or arm, or they are held. The victim of a Grab and blunt part of the weapon to avoid getting Squeeze is also limited in ability to hurt by it. defend until released (can only defend at Advanced Grab Options: Once you have half bonuses; leaps, multiple dodges, successfully grabbed a victim, you can jumps, and escape and attack moves are do one of the following: all impossible). Damage cannot be Grab And Shove: Once you have reduced by Roll with Punch/Fall/Impact Grabbed someone, you may attempt to or Breakfall. Shove him backwards. Both the victim Grab And Block: With this combination, and the attacker roll twenty-sided and you Grab someone and then, at any time add in their P.S. attribute score. The while the Grab is still in effect, you can person doing the Grab and Shove also Block an incoming attack with his body. gets to add in all his bonuses to Grab, To do this, you perform the Grab Hold, and Strike. High result wins! If the normally. attacker wins, the result is the victim Grab And Control: When you Grab ending up taking 1D6 damage, getting someone, you can also attempt to knocked down, losing the initiative and Control him (i.e., turn him so that he losing the next melee attack/action. Any cannot attack you as successfully). victim failing to counter the attack will [Combines aspects of Grab and Shove also be knocked back 1D6 feet away (mechanics) and Grab and Block from where he was standing at the (action)] moment of the attack. If the victim wins then the Grab is released and combat can Hand Slice: By slicing across the continue. After a Grab and Shove, a opponent's hand, you can ruin their day. victim who succeeds with a Breakfall Does half normal damage, but target takes no damage and is not knocked must save vs pain. down. With a Breakfall the damage is reduced in half, even if the roll fails. Head Cracker: The player grabs two After a Grab and Shove, a victim who targets and slams their heads together. succeeds with a Roll with Usually applied with the words, "Have Punch/Fall/Impact takes no damage, but you two met?" The targets must be is still knocked down and loses one within Combat or Grappling range of melee attack. After a Grab and Shove, a one another. First roll to Grab one target, victim who succeeds with a Maintain if that's successful, roll to Grab the other Balance is not knocked down and target. If both targets have been doesn't lose an attack, but still takes full successfully grabbed, then the attacker damage. rolls to slam their heads together. If Grab And Squeeze: Once a Grab is completely successful, roll 2D6 damage made, assuming the defender failed to and both targets are stunned (see parry or dodge, the attacker can squeeze

29 Knockout/Stun) for 1D4 melee rounds. is to use a Disarm move. The victim Costs two attacks. rolls to strike and disarm (in this case, break the attacker's hold), high roll wins. Headbutt/Gore (If wearing a Demon A failed disarm means the choke Mask, the Headbutt does 2D6 damage, continues. The only other way out is to without the mask, a Headbutt does 1D4 either convince the attacker to let go, or damage.) pummeling the attacker into letting go, unconsciousness or death. Hilt Strike (Tsuka-ate) This is a special attack where the victim is smacked with Leg Grapple: This is a common the hilt of a sword. A successful attack maneuver employed against kicking does 1D6 damage. attacks; practitioners of almost all martial arts will be familiar with it. Hip Strike: A thrust with the hip against Similar to an Leg Hold in that both an opponent that does 1D4 damage. hands are used to capture an opponent's leg when the opponent kicks. This Leg Choke: A choke performed on the combat move is used in place of a parry ground with the legs instead of the arms. but costs an attack to use. Not effective The attacker is unable to defend, dodge against Snap Kicks or Sweeps or roll with impact during a choke. In (Backward or Forward), nor is it other words, the attacker just lays there effective against Knee strikes. Any other and ignores all other attacks. Since the Kick can be countered with this combat attacker is prone, attacks from the rear move however. If successful it provides can not be done to someone using a Leg the character who is using the Leg Choke. Normal strike and damage Grapple with a couple of advantages. bonuses apply. Does 1D8 damage plus First off, this works just like a Leg Hold, P.S. bonus direct to Hit Points for every meaning that the target can not attack the one of the attacker's melee attacks. The person doing the Leg Grapple (may victim can attack with punches or change after I look over that bit for weapons or for as long as they are held. Holds/Locks). Secondly, this allows the The victim of a choke attack cannot character the chance to perform one of reduce damage by using Roll with two Knockdown techniques against the Punch/Fall/Impact or Breakfall. The target. The first method lets the character victim can continue to attack with try to pull the opponent off balance punches (no kick attacks are possible) or (essentially a Body Flip/Throw for try to break free of the hold. There are damage and knockdown purposes), three ways to get out of a choke. The however if the victim is knocked down first is by using brute strength. Everyone the character using the Leg Grapple lets involved, the victim, any helpful friends, go. The other method is essentially a and the attacker, all roll a twenty-sided Sacrifice Throw where the character die and add that roll to their P.S. falls, dragging his victim down with attribute (this is a combat rule, not a P.S. him, in this case the attacker can hold on bonus). Highest P.S. wins. If the attacker to the victim. wins, then the choke continues. If the victim or his friend wins, then the choke Multiple Throw (Similar to Thai is released/forced away. The second way Boxing's Lightning Form Kata, this

29 attack allows the character to throw a Overarm Descending Stab: A fairly number of weapons of the same type, difficult attack, it is done with a -2 to equal to his number of attacks, in the Strike, however, the force of the blow is first action of the melee. The character such that it does 2D8 damage! must have initiative, cannot perform any other attacks for the rest of the melee, Piledriver: A maneuver known in which and can only throw at multiple targets if the attacking wrestler smashes his they are standing close together (withing opponent's head into the ground after five feet of one another).). grappling him and turning him upside- down. Damage is 2D6 plus any damage One-Hand Choke: A choke with one bonuses. Counts as two attacks. hand while the other hand is free for other attacks and defenses, but with a -4 Pommel Strike: This is a special attack penalty to strike and parry. Normal where the victim is smacked with the strike and damage bonuses apply. Does pommel of a small weapon like a knife, 1D6 damage plus P.S. bonus direct to sai, or jitte. A successful attack does Hit Points for every one of the attacker's 1D4 damage. melee attacks. The victim can attack with punches, weapons, or knee attacks Power Slash: Slashing attack with a (no kicks), for as long as they are held. weapon done equivalent to power punch/ The victim of a choke attack cannot kick. Does double damage, but counts as reduce damage by using Roll with two attacks. Punch/Fall/Impact or Breakfall. The victim can continue to attack with Power Stab: By using a reverse-grip punches (no kick attacks are possible) or downward stab with a knife, dagger, or try to break free of the hold. There are other short stabbing weapon, the attacker four ways to get out of a choke. The first can effect a powerful strike. Does double is by using brute strength. Everyone damage and costs two attacks. involved, the victim, any helpful friends, and the attacker, all roll a twenty-sided Power Elbow: Elbow strike done with all die and add that roll to their P.S. the character's might. Does double attribute (this is a combat rule, not a P.S. damage, but counts as two attacks. bonus). Highest P.S. wins. If the attacker wins, then the choke continues. If the Reverse Clinch (Kurz Laetz): This victim or his friend wins, then the choke combat move is more like a Feint than a is released/forced away. The second way true reversal. The character chooses out is to use a Joint Lock maneuver to fakes a hold attempt and rolls to strike. force the attacker to let go. The third Any successful "Strike" results in the way is to use a Disarm move. The victim faked attack looking like a real attack. If rolls to strike and disarm (in this case, the opponent defends against the fake break the attacker's hold), high roll wins. attack, successfully or not, the character A failed disarm means the choke initiates a Body Flip/Throw against the continues. The only other way out is to opponent. Against the Body Flip/Throw, either convince the attacker to let go, or the defender must use a melee round pummeling the attacker into letting go, action to defend against it (Automatic unconsciousness or death.

29 moves won't work) and receives no reduced in half, even if the roll fails. defensive bonuses! With a Roll with Punch/Fall/Impact, the Standard damage is 1D6, with the victim victim takes no damage, but is still ending up knocked down, losing the knocked back. A victim who succeeds initiative and losing the next melee with a Maintain Balance is not knocked attack/action. Being knocked down back, but still takes full damage. causes the character struck to be knocked 1D6 feet away from where he Shuriken Stab (This is a punching strike was standing at the moment of the where the fist is closed around a attack. A character's damage bonuses are shuriken, with the points projecting. also added in. Victims can attempt to Does 1D4+2 Damage defend normally with Parry, Dodge, etc. After a body flip/throw, a victim who Snap Strike (This attack can be used succeeds with a Breakfall takes no with will all hand strikes EXCEPT damage and is not knocked down. With Backhand, Chuk, Duo-Claw Strike, a Breakfall the damage is reduced in Duo-Knuckle Strike, Lau, Overhead half, even if the roll fails. After a body Fore-Knuckle Fist, Power Punch, Push flip/throw, a victim who succeeds with a Open Hand, Rotary Palm Strike, Roll with Punch/Fall/Impact takes no Roundhouse, Sticky Hand, Two Palm damage, but is still knocked down and Push, and Uppercut. This is a hand strike loses one melee attack. After a body flip/ can only be performed at Grappling throw, a victim who succeeds with a (Combat) Range and allows the attacker Maintain Balance is not knocked down to perform a hand strike which the and doesn't lose an attack, but still takes opponent has trouble rolling with. If the full damage. It is not possible to throw strike successfully hits, the opponent can the victim of this body flip/throw into still attempt to reduce damage, but does something or someone else with this so with no bonuses and at a -2 penalty to throw. Uses up one melee attack/action. the roll.)

Shove: The player pushes the target with Spinning Head Butt: You leap forward, the intention of sending him as far as he twisting your body in midair as you can. The only defense against this is to head-butt an opponent. This is a critical Dodge, use an Automatic attack (such as strike that, in addition to dealing double Automatic Body Flip/Throw, Automatic damage, automatically initiates a Hold, etc), or use one of the damage KO/Stun unless your opponent makes a reducing methods. If the attacker wins, Roll with Punch/Fall/Impact. However, the result is the victim ending up taking if your attack misses, you land prone in 2D6 damage, getting be knocked back front of your opponent. 2D6 feet away from where he was standing at the moment of the attack. Spinning Leap Attack: This spectacular There is also an XX% chance of being leap attack allows for two Strikes: one knocked down, losing the initiative and kick that does 1D8 Damage, and one losing the next melee attack/action. A Palm Strike that does 1D6 Damage. Use victim who succeeds with a Breakfall 'Spin' bonus for kick and 'Strike' bonus takes no damage and is not knocked for Palm Strike. Takes an entire Melee back. With a Breakfall the damage is

29 Round to perform. Also works as a one). The attack does 1D6 damage to the simultaneous Automatic Parry. target and the target must successfully roll to Maintain Balance or be knocked Spit: Some stick fighters place the bark down. This attack can not be used as a of the uphindamshaye under their Leap Attack against another opponent, tongues, chew on it, and then spit it onto nor can it be used as a defensive the opponent during a fight in an attempt maneuver. to curse them. A successful hit effectively acts as a stun, causing the Suplex: The player scoops the target up opponent to be dazed for 1D6 melee with the target's legs up in the air. Then rounds where the opponent can not he drops back using the target to break attack and has a penalty of -4 to dodge his fall. Damage is 3D6 plus any damage and parry.) bonuses. Counts as two attacks.

Springboard Leap Attack (If the first Trip/Leg Hook - Weapon: This is Leap Attack is made against a single considered a special attack because it opponent in the melee round that this uses the chain, rather than the feet to attack is successful, the character can perform a trip or leg hook. use that opponent as a spring board to follow up with a second Leap Attack at Tripping Knee Hook: Like Tripping/Leg another opponent. This springboard-type Hook, but done to the knee attack also acts as a Knockdown attack against the first person it is used against. Two Handed Choke: A choke using both A successful dodge against this attack of the attacker's hands. The attacker is means no damage and no knockdown. unable to defend, dodge or roll with Failure mans that the first opponent has impact during a choke. In other words, taken critical damage and is knocked the attacker just stands there and ignores down, losing initiative and one melee all other attacks. Critical or attack. A successful Maintain Balance Knockout/Stun attacks from the rear can against the springboard attack means easily be done to someone using a Two that the victim is not knocked down, but Handed Choke. Normal strike and still suffers critical damage. Due to the damage bonuses apply. Does 1D6 special nature of the springboard Leap damage plus P.S. bonus direct to Hit Attack, the attacker can only defend by Points for every one of the attacker's dodging.) melee attacks. The victim can attack with punches, weapons, or knee attacks Springing Leap Attack: This is a Leap (no kicks), for as long as they are held. Attack that starts similar to the second The victim of a choke attack cannot phase of a Springboard Leap Attack. The reduce damage by using Roll with attacker plants one foot into his target Punch/Fall/Impact or Breakfall. The and uses the opponent's body as a victim can continue to attack with springboard to Leap away. The attacker punches (no kick attacks are possible) or first rolls to Strike for the foot, then, if try to break free of the hold. There are successful, can use a Leap-Escape or four ways to get out of a choke. The first Leap-Attack to move away from his is by using brute strength. Everyone victim (and possibly toward another involved, the victim, any helpful friends,

29 and the attacker, all roll a twenty-sided damage, but is still knocked down and die and add that roll to their P.S. loses one melee attack. After a body flip/ attribute (this is a combat rule, not a P.S. throw, a victim who succeeds with a bonus). Highest P.S. wins. If the attacker Maintain Balance is not knocked down wins, then the choke continues. If the and doesn't lose an attack, but still takes victim or his friend wins, then the choke full damage. It is not possible to throw is released/forced away. The second way the victim of this body flip/throw into out is to use a Joint Lock maneuver to something or someone else with this force the attacker to let go. The third throw.Uses up one melee attack/action. way is to use a Disarm move. The victim rolls to strike and disarm (in this case, Centrifugal Throw (Langzug/Langziehen break the attacker's hold), high roll wins. or Long Pull): Usually performed by A failed disarm means the choke grapplers with a weight and height continues. The only other way out is to advantage, the opponent is grabbed and either convince the attacker to let go, or spun in a short circle using centrifugal pummeling the attacker into letting go, force to be flung to the ground. Damage unconsciousness or death. is 1D8, with the victim ending up knocked down, losing the initiative and Underarm Thrust: A straight underarm losing the next melee attack/action. thrust into the opponent, does 2D4 Being knocked down causes the damage instead of the usual 1D6 character struck to be knocked 2D6 feet away from where he was standing at the THROWS (21) moment of the attack. A character's Balance Throw (Kniekehlenschwung or damage bonuses are also added in. Taetsch): Against an attack or grappling Victims can attempt to defend normally counter, the character hits the opponent with Parry, Dodge, etc. Unlike many in such a way as to unbalance the Body Flip/Throws, the defender cannot attacker, combined with a leverage use Maintain Balance in an attempt to throw to knock the opponent to the keep from being knocked down. A ground. Standard damage is 1D6, with victim who succeeds with a Breakfall the victim ending up knocked down, takes no damage, but is still knocked losing the initiative and losing the next down. With a Breakfall the damage is melee attack/action. Being knocked reduced in half, even if the roll fails. A down causes the character struck to be victim who succeeds with a Roll with knocked 1D6 feet away from where he Punch/Fall/Impact takes no damage, but was standing at the moment of the is still knocked down and loses one attack. A character's damage bonuses are melee attack. As an attack, it is possible also added in. Victims can attempto to throw the victim of a body flip/throw defend normally with a Parry, Dodge, into something or someone. To etc. After this body flip/throw, the victim determine success, roll another Strike. who succeeds with a Breakfall takes no The second victim, the one who's getting damage and is not knocked down. ith a hit with the thrown body, can attempt to Breakfall the damage is reduced in half, defend with Parry, Dodge, etc. If the two even if the roll fails. After a body bodies collide, then they both take the flip/throw, a victim who succeeds with a same amount of damage, lose initiative, Roll with Punch/Fall/Impact takes no

30 are knocked down and lose one melee melee attack. With Breakfall the damage attack. Uses up one melee attack/action. is reduced in half, even if the roll fails. This Throw can only be used to knock Double Twist Throw: In this Body Flip/ someone down, it can not be used to Throw, the opponent's leg or head is throw them into something or someone twisted in one direction, while the rest of else.) the body is pulled or pushed in the opposite direction. Standard damage is Hand Throw (Te Nage: Using a quick 1D6, with the victim ending up knocked grab, pull, or push, the character upset down, losing the initiative and losing the the balance of a moving opponent. The next melee attack/action. Being knocked throw is almost entirely based upon down causes the character struck to be timing and pre-existing momentum. knocked 1D6 feet away from where he Very easy if done properly and was standing at the moment of the appropriately, nearly impossible against attack. A character's damage bonuses are a set opponent. Standard damage is 1D4 also added in. Victims can attempt to (plus P.S. bonus) with the opponent defend normally with Parry, Dodge, etc. knocked down, losing initiative and After a body flip/throw, a victim who losing the next melee attack. Victims can succeeds with a Breakfall takes no attempt to defend normally with Parry, damage and is not knocked down. With Dodge, etc. After a Hand Throw, a a Breakfall the damage is reduced in victim who succeeds with a Roll with half, even if the roll fails. After a body Punch/Fall/Impact, Maintain Balance, or flip/throw, a victim who succeeds with a Breakfall takes no damage and is not Roll with Punch/Fall/Impact takes no knocked down, but still loses one attack. damage, but is still knocked down and With a Breakfall the damage is reduced loses one melee attack. Maintain in half, even if the roll fails. This Throw Balance does not work against this can not be used to throw them into throw. It is not possible to throw the something or someone else. However, victim of this body flip/throw into this throw can be used to disarm an something or someone else with this attacker by using the flipping action to throw. turn the arm and bend the hand to make the attacker drop his weapon (no Entering Throw (Irimi Nage; Using a damage), or to flip him in such a way sudden forward movement, the character that no damage is inflicted, but the upsets the opponent's balance. Standard attacker drops his weapon. Bonuses to damage is 1D4, with the victim ending disarm can be applied to this maneuver up knocked down, losing the initiative along with any Body Flip bonuses.) and losing the next melee attack/action. Common in Aikido, Judo, and Sumo. A character's damage bonuses are also added in. Victims can attempt to defend Hip Throw (Koshi Nage; Using a turning normally with Parry, Dodge, etc. After motion, the opponent is thrown over the an entering throw, a victim who hip, using one's own body as a fulcrum. succeeds with Roll with Standard damage is 1D6, with the victim Punch/Fall/Impact, Breakfall, or ending up knocked down, losing the Maintain Balance takes no damage and initiative and losing the next melee is not knocked down, but still loses one attack/action. A character's damage

30 bonuses are also added in. Victims can attack, it is possible to throw the victim attempt to defend normally with Parry, of a Joint Throw into something or Dodge, etc. After a Hip Throw, a victim someone. To determine success, roll who succeeds with a Roll with another strike. The second victim, the Punch/Fall/Impact or Breakfall takes no one who's getting hit with the thrown damage and is not knocked down, but body, can attempt to defend with Parry, still loses one melee attack. With a dodge etc. If two bodies collide, then Breakfall the damage is reduced in half, they both take the same amount of even if the roll fails. As an attack, it is damage, lose initiative, are knocked possible to throw the victim of a Hip down and lose one attack. Another Throw into something or someone. To unique aspect of this ability is that it can determine success, roll another Strike. be used to disarm an attacker by using The second victim, the one who's getting the flipping action to turn the arm and hit with the thrown body, can attempt to bend the hand to make the attacker drop defend with Parry, Dodge, etc. If the two his weapon (no damage), or to flip him bodies collide, then they both take the in such a way that no damage is same amount of damage, lose initiative, inflicted, but the attacker drops his are knocked down and lose one melee weapon. Bonuses to disarm can be attack. Another unique aspect of this applied to this maneuver along with any ability is that it can be used to disarm an Body Flip bonuses. ) Common to attacker by using the flipping action to Aikido, Hapkido, and similar styles. turn the arm and bend the hand to make the attacker drop his weapon (no Lifting Throw: Using the entire body for damage), or to flip him in such a way leverage (instead of picking the that no damage is inflicted, but the opponent up as with a Pickup Throw), attacker drops his weapon. Bonuses to the character lifts the opponent high off disarm can be applied to this maneuver the ground. Standard damage is 2D4 along with any Body Flip/Throw (plus P.S. bonus) with the opponent bonuses.) knocked down, losing initiative and losing the next melee attack. Victims can Joint Throw (Kansetsu Nage Waza: By attempt to defend normally with Parry, using pressure against a joint, the Dodge, etc. After a body flip/throw, a character throws the opponent off the victim who succeeds with a Roll with ground. Standard damage is 1D6 (plus Punch/Fall/Impact or Breakfall takes no P.S. bonus) with the opponent knocked damage and is not knocked down, but down, losing initiative and losing the still loses one attack. With a Breakfall next melee attack. Victims can attempt the damage is reduced in half, even if the to defend normally with Parry, Dodge, roll fails. It is not possible to throw the etc. After a Joint Throw, a victim who victim of this body flip/throw into succeeds with a Roll with something or someone else with this Punch/Fall/Impact or Breakfall takes no throw. damage and is not knocked down, but still loses one attack. With a Breakfall Overstep Throw (Uebersprung ): By the damage is reduced in half, even if the moving part or all of the attacker's body roll fails. This technique can follow up a behind the opponent and applying successfully applied wrist lock. As an leverage, the character throws the

30 opponent off the ground. Standard success, roll another strike. The second damage is 1D6, with the victim ending victim, the one who's getting hit with the up knocked down, losing the initiative thrown body, can attempt to defend with and losing the next melee attack/action. Parry, dodge etc. If two bodies collide, Being knocked down causes the then they both take the same amount of character struck to be knocked 1D6 feet damage, lose initiative, are knocked away from where he was standing at the down and lose one attack.) Common in moment of the attack. A character's Judo, Sambo, Sumo, and Wrestling. damage bonuses are also added in. Victims can attempt to defend normally Push-Pull Throw(Bodenlaetz): Similar to with Parry, Dodge, etc. the Double Twist Throw, the character After a body flip/throw, a victim who pulls one part of the opponent's body succeeds with a Breakfall takes no while simultaneously pushing against damage and is not knocked down. With another portion of the opponent's a Breakfall the damage is reduced in anatomy. Standard damage is 1D6, with half, even if the roll fails. After a body the victim ending up knocked down, flip/throw, a victim who succeeds with a losing the initiative and losing the next Roll with Punch/Fall/Impact takes no melee attack/action. Being knocked damage, but is still knocked down and down causes the character struck to be loses one melee attack. After a body flip/ knocked 1D6 feet away from where he throw, a victim who succeeds with a was standing at the moment of the Maintain Balance is not knocked down attack. A character's damage bonuses are and doesn't lose an attack, but still takes also added in. Victims can attempt to full damage. It is not possible to throw defend normally with Parry, Dodge, etc. the victim of this body flip/throw into After a body flip/throw, a victim who something or someone else with this succeeds with a Breakfall takes no throw. damage and is not knocked down. With a Breakfall the damage is reduced in Pickup Throw (Tsuri Nage: Using half, even if the roll fails. After a body leverage, the character lifts the opponent flip/throw, a victim who succeeds with a high off the ground, turns and slams Roll with Punch/Fall/Impact takes no them forcefully down. Costs two melee damage, but is still knocked down and actions to use. Standard damage is 2D6 loses one melee attack. Maintain (plus P.S. bonus) with the opponent Balance does not work against this knocked down, losing initiative and throw. It is not possible to throw the losing the next melee attack. Victims can victim of this body flip/throw into attempt to defend normally with Parry, something or someone else with this Dodge, etc. After a body flip/throw, a throw. victim who succeeds with a Roll with Punch/Fall/Impact or Breakfall takes no Push Throw (Tannerschwung): This is damage and is not knocked down, but the most basic form of a knockdown still loses one attack. With a Breakfall Body Flip/Throw. Damage is 1D4, with the damage is reduced in half, even if the the victim ending up knocked down, roll fails. As an attack, it is possible to losing the initiative and losing the next throw the victim of a pickup into melee attack/action. Being knocked something or someone. To determine down causes the character struck to be

30 knocked 1D6 feet away from where he reverse hold/throw, a victim who was standing at the moment of the succeeds with a Roll with attack. A character's damage bonuses are Punch/Fall/Impact or Breakfall takes no also added in. Victims can attempt to damage and is not knocked down, but defend normally with Parry, Dodge, etc. still loses one melee attack. With a After a body flip/throw, a victim who Breakfall the damage is reduced in half, succeeds with a Breakfall takes no even if the roll fails. This Throw can damage and is not knocked down. With only be used to knock someone down, it a Breakfall the damage is reduced in can not be used to throw them into half, even if the roll fails. After a body something or someone else.) flip/throw, a victim who succeeds with a Roll with Punch/Fall/Impact takes no Rolling Sacrifice Throw: Another damage, but is still knocked down and defensive throw done after one has been loses one melee attack. After a body flip/ knocked off balance. Unlike a normal throw, a victim who succeeds with a Rolling Throw, the opponent is NOT Maintain Balance is not knocked down launched with the legs, but rather and doesn't lose an attack, but still takes dragged down on top of the character. full damage. It is not possible to throw Unlike other Body/Flip Throws, this one the victim of this body flip/throw into does no damage, though the opponent is something or someone else with this knocked down, losing initiative and throw. losing the next melee attack/action. Victims can attempt to defend normally Reverse Hold/Throw (This move can with Parry, Dodge, etc., but must spend only be performed if the opponent has an attack to do so. successfully applied a Hold to the After a body flip/throw, a victim who character. Instead of getting out a hold succeeds with a Breakfall takes no normally, the character can attempt to damage and is not knocked down. With reverse the hold and leverage the a Breakfall the damage is reduced in opponent away. Using this leverage, the half, even if the roll fails. After a body character throws the opponent off the flip/throw, a victim who succeeds with a ground. This requires agility. Both the Roll with Punch/Fall/Impact takes no character and the opponent roll twenty- damage, but is still knocked down and sided and add their P.P. attribute. The loses one melee attack. Maintain person doing the hold also gets to add in Balance does not work against this any bonuses to hold and strike. If the throw. person doing the hold wins, the hold The defending character takes no continues. If the person attempting the damage if the Rolling Throw is reverse hold/throw wins, then they have successful, and only half damage if the a chance to throw the person doing the roll for Rolling Throw fails. It is hold. Standard damage is 1D6, with the typically used against a knockdown victim ending up knocked down, losing attack. A successful roll against the initiative and losing the next melee knockout means the character takes attack/action. A character's damage normal damage, but is not stunned. Uses bonuses are also added in. The person up one melee attack each time it is used. doing the hold can not attempt to defend If Rolling Throw is used, then Breakfall, normally with Parry, Dodge, etc. After a

30 Maintain Balance, and Roll with Punch/ throw them to the ground. Damage is Fall/Impact can't be. 1D4, with the victim ending up knocked down, losing the initiative and losing the Rolling Throw: This is a defensive throw next melee attack/action. Being knocked done by grabbing one's opponent and down causes the character struck to be rolling onto one's back, using the legs to knocked 2D6 feet away from where he push the opponent into the air. Standard was standing at the moment of the damage is 1D6, with the victim ending attack. A character's damage bonuses are up knocked down, losing the initiative also added in. Victims can attempt to and losing the next melee attack/action. defend normally with Parry, Dodge, etc. Being knocked down causes the Unlike many Body Flip/Throws, the character struck to be knocked 1D6 feet defender cannot use Maintain Balance in away from where he was standing at the an attempt to keep from being knocked moment of the attack. A character's down. A victim who succeeds with a damage bonuses are also added in. Breakfall takes no damage, but is still Victims can attempt to defend normally knocked down. With a Breakfall the with Parry, Dodge, etc., but must spend damage is reduced in half, even if the an attack to do so. roll fails. A victim who succeeds with a After a body flip/throw, a victim who Roll with Punch/Fall/Impact takes no succeeds with a Breakfall takes no damage, but is still knocked down and damage and is not knocked down. With loses one melee attack. It is not possible a Breakfall the damage is reduced in to throw the victim of this body half, even if the roll fails. After a body flip/throw into something or someone flip/throw, a victim who succeeds with a else with this throw. Uses up one melee Roll with Punch/Fall/Impact takes no attack/action. damage, but is still knocked down and loses one melee attack. Maintain Sacrifice Throw (Sutemi Nage: Using Balance does not work against this the momentum of the character's own throw. fall, the character throws the opponent to The defending character takes no the ground. Standard damage is 1D4 damage if the Rolling Throw is (with no P.S. bonuses) with the opponent successful, and only half damage if the knocked down, losing initiative and roll for Rolling Throw fails. It is losing the next melee attack. Victims can typically used against a knockdown attempt to defend normally with Parry, attack. A successful roll against Dodge, etc. After a body flip/throw, a knockout means the character takes victim who succeeds with a Roll with normal damage, but is not stunned. Uses Punch/Fall/Impact or Breakfall takes no up one melee attack each time it is used. damage and is not knocked down, but If Rolling Throw is used, then Breakfall, still loses one attack. With a Breakfall Maintain Balance, and Roll with Punch/ the damage is reduced in half, even if the Fall/Impact can't be. roll fails. A failed Sacrifice Throw puts the character in a prone position, either Rotating Throw (Schlungg): Usually beneath the opponent or at the performed by grapplers with a weight opponent's feet, with the character and height advantage, an opponent in a knocked down, losing initiative and the hold is rotated with enough force to next melee attack, and no chance to use

30 Roll or Breakfall to recover. This throw Punch/Fall/Impact or Breakfall takes no cannot be used to disarm an opponent or damage and is not knocked down, but throw them into another target.) still loses one attack. With a Breakfall Common in Judo and Wrestling, less the damage is reduced in half, even if the common but not unheard-of in other roll fails. As an attack, it is possible to styles. throw the victim of a body flip/throw Scooping Throw: Basically, this into something or someone. To functions as a Tripping/Leg Hook, done determine success, roll another strike. with the arms rather than the legs, where The second victim, the one who's getting the attacker attempts to grab his hit with the thrown body, can attempt to opponent's legs and then lift them off the defend with Parry, dodge etc. If two ground. Standard damage is 1D6, with bodies collide, then they both take the the victim ending up knocked down, same amount of damage, lose initiative, losing the initiative and losing the next are knocked down and lose one attack. melee attack/action. Being knocked Another unique aspect of this ability is down causes the character struck to be that it can be used to disarm an attacker knocked 1D6 feet away from where he by using the flipping action to turn the was standing at the moment of the arm and bend the hand to make the attack. A character's damage bonuses are attacker drop his weapon (no damage), also added in. Victims can attempt to or to flip him in such a way that no defend normally with Parry, Dodge, etc. damage is inflicted, but the attacker After a body flip/throw, a victim who drops his weapon. Bonuses to disarm succeeds with a Breakfall takes no can be applied to this maneuver along damage and is not knocked down. With with any Body Flip bonuses.) a Breakfall the damage is reduced in half, even if the roll fails. After a body Sweeping Throw (Harai Nage: Using flip/throw, a victim who succeeds with a swift motions against the opponent's legs Roll with Punch/Fall/Impact takes no to break their balance, the character damage, but is still knocked down and knocks the opponent off the ground. loses one melee attack. After a body flip/ Does no Damage! Is purely a throw, a victim who succeeds with a Knockdown attack with the opponent Maintain Balance is not knocked down knocked down, losing initiative and and doesn't lose an attack, but still takes losing the next melee attack. Victims can full damage. attempt to defend normally with Parry, Dodge, etc. After a Sweeping Throw, a Shoulder Throw (Seoi Nage: Using victim who succeeds with a Roll with leverage, the character throws the Punch/Fall/Impact or Breakfall is not opponent off the ground. Standard knocked down, but still loses one attack. damage is 1D6 (plus P.S. bonus) with This throw cannot be used to disarm an the opponent knocked down, losing opponent or throw them into another initiative and losing the next melee target.) Rare in Aikido and Sumo, attack. A character's damage bonus is otherwise common to all styles also added in. Victims can attempt to defend normally with Parry, Dodge, etc. Takedown Throw (Breinzer): This move After a body flip/throw, a victim who is similar to the Pickup Throw, but can succeeds with a Roll with only be performed from a Body Hold

30 where the opponent has been picked up Leg Scissor (Crush/Squeeze): 1d6 off the ground. Standard damage is 2D6 damage. attacker can't dodge or roll, but (plus P.S. bonus) with the opponent can parry. Groundfighting range only. knocked down, losing initiative and Jumping Leg Scissor (Sacrifice Throw): losing the next melee attack. Victims can costs 2 attacks. attacker must strike attempt to defend normally with Parry, w/both legs (does 1d6), then the Dodge, etc. After a body flip/throw, a defender is pulled to the ground (does victim who succeeds with a Roll with another 1d6). if the leg scissor is parried Punch/Fall/Impact or Breakfall takes no or dodge there is no knockdown. must be damage and is not knocked down, but only attack of the melee, becomes Leg still loses one attack. With a Breakfall Scissor (Crush/Squeeze) next melee if the damage is reduced in half, even if the maintained. roll fails. As an attack, it is possible to Leg Scissor (Choke): 1d8 damage. throw the victim of a pickup into attacker can't dodge or roll, but can something or someone. To determine parry. groundfighting range only. success, roll another strike. The second Leg Scissor (Arm Hold): holds arm. Can victim, the one who's getting hit with the be used at grappling or groundfighting thrown body, can attempt to defend with range Parry, dodge etc. If two bodies collide, Leg Scissor (Leg Hold): holds leg. Can then they both take the same amount of be used at grappling or groundfighting damage, lose initiative, are knocked range. down and lose one attack.) Leg Scissor (Sweeping Throw): attacker must strike w/leg scissor, then defender is pulled to the ground (doing 1D6 14. New Combat Skills damage). if the leg scissor is parried or dodged there is no knockdown. By Ray Bull groundfighting range only. Spear Hand: 1d4 damage (Strike using Bear Slap: 1d6 damage (Cross between a the fingertips when hand is held in the palm strike and a claw hand.) knife hand position.) Hammer Fist: 1d6 damage (Hand strike Uppercut: 1d8 damage (A short, rising using the bottom of a vertically held punch.) fist.) Since Special Katas are a series of pre- Hammer Strike: 1d8 damage (An arm planned movements, anyone who knows swinging, large motion version of the a kata being performed can defend or hammer fist.) attack against that kata better than someone who does not. Head Butt: 1d6 damage (A strike using the forehead) Bonuses: A character who knows the kata being performed, but in a different Leg Scissor: A move where the attacker style is +1 to defend (Dodge, Parry) or puts both legs around a target, links them attack (Strike) against the performer. A together at the ankles and squeezes. As a character who knows the kata in the leg scissor can be many different attacks, same style as the person performing it is it always counts as a combination move.

30 +2 to defend (Dodge, Parry) or attack Damage from Short Burst: Roll the (Strike) against the performer. damage dice for ONE round x3. Fires five (5) rounds. Uses up one attack. Can be fired at only one target. 15. Revised Modern Damage from a Long Burst: Roll the damage dice for ONE round x7 (not Combat possibly with weapons having less than Aimed Shot (costs 1 attack) 10 rounds). Fires 10 (10) rounds. Uses up one attack. Can be fired at only one Aimed Short Burst: With this ability a target. character can fire a Short Burst with the Damage from an Entire Magazine Burst: same accuracy of an Aimed Shot. +3 to Roll the normal damage dice for ONE Strike, costs 1 attack. round x12 for clips with 30+ rounds, or ONE round x10 if the clip has 15 or less Ambidextrous Training: The character rounds. Shooting off the entire clip can fire with left or right hands with within a melee round is possible. 100% equal facility. of the rounds are fired. Uses up three attacks that melee round. Can be fired at Bursts only one target. Semi-Automatic Weapon Bursts By pulling the trigger several times in Butt Stroke: This is a special attack rapid succession, semi-automatic where the victim is struck with the butt weapons and double action revolvers can of a rifle, shotgun, or submachine gun. fire a burst with the usual burst bonus to strike (+1). Called Strike: A "Called Strike" is an Damage from Short Burst: Roll the aimed strike that homes in on a specific damage dice for ONE round x2. Fires part of a larger target such as the head, five (5) rounds. Uses up one attack. Can hand, weapon, arms, legs, weak points, be fired at only one target. etc., of a person. To make a called strike, Damage from a Long Burst: Roll the the player must "call" or "announce" his damage dice for ONE round x5 (not character's intension; i.e. "I'm going to possibly with weapons having less than shoot him in the groin." 10 rounds). Fires 10 (10) rounds. Uses In Martial Arts, this typically refers to an up two attacks. Can be fired at only one attack against a specified "vital point" of target. the target. Since martial artists typically Damage from an Entire Magazine Burst: study where these vital spots are and Roll the normal damage dice for ONE how to successfully strike them, they are round x10 for clips with 30+ rounds, or more adept than the average person at ONE round x5 if the clip has 15 or less hitting these spots. A style that possesses rounds. Shooting off the entire clip the Called Strike modifier allows the within a melee round is possible. 100% character to do critical damage to his of the rounds are fired. Uses up four opponent by directing an attack against a attacks that melee round. Can be fired at particular part of the opponent. In game only one target. terms this works similar to a Critical Automatic Weapon Bursts (does not Strike, HOWEVER, there is one big apply to machine guns or gattling guns) difference. A Critical Strike is a lucky

30 blow dependent on a Natural Roll to (that is roll with bonuses added) is equal succeed (i.e. the dice do the work, not to or greater than 20, gets to do critical the character, meaning that the strike is (double) damage. Unlike other Critical based on luck, not skill), a Called Strike Strikes, a natural roll (i.e. normal achieves the same effect, but is based on Critical Strike) doesn't add to the the character's skill, not luck (to the damage multiplier (so if, instead of an 18 same degree at least). This modifier plus bonuses, the character rolls a allows the character to call a strike natural 20, they still only do double against an opponent's weak spot/vital damage, not triple damage). target and do double damage. To succeed, the character's Strike RESULT Coldcock: This is where a person must be equal to or greater than the bludgeons an opponent with the butt of required target number. If the Called his weapon. The character can inflict Strike fails, the attack completely misses knockout attack on a target for 1D6 the target. Costs Two Melee Attacks. melees on a Natural roll. This attack Called Strikes and Range: Reduce all must be declared before rolling to strike. Called Strike numbers by one step for This does not require the additional each unit of range beyond short. For selection of W.P. Blunt. instance a character with a Called Strike of 18-20 would have 18-20 at short Disarm Shot: Using a gun to shoot a range, 19-20 at medium range, and 20 at weapon out of an opponent's hand long range. requires an Aimed shot. The maneuver NOTE: This basically replaces lowered counts as one melee attack/action. numbers for Critical Strikes that Disarming an opponent does not mean appeared in the original edition. A lot of the weapon falls into the hand of the thought went into how to make attacking character making the disarm move. True, vital points work in Palladium's system. the item is forced out of the victim's The result was the replacement of those grasp, but it is either knocked away or "you get more lucky as you get more falls to the ground. To disarm, roll to experienced" modifiers with a "as you strike as usual - high roll wins. A failed get more skilled, you become a hell of a disarming attack does no damage, but lot more deadly in combat" system. means one's opponent remains armed, is Basically everyone still gets a Critical probably mad, and ready to strike back. Strike on a Natural 20. This represents luck, and anyone can get lucky. Double Tap: This allows the character to However, martial arts no longer provide get off two (2) single shot attacks, in a lowered natural target numbers (i.e. single melee attack, at the same target, Critical Strike on a Natural 18, 19, or with half the usual Aimed Shot bonuses 20). As they advance in level. Now they (rounding down). Both shots must be provide the Called Strike option, with rolled. But there are some restrictions. lowered target numbers (all start at 20) First, the character must be within 10 resulting in strike rolls to which their feet (3m) of the target if using a pistol bonuses can be factored in to achieve and 30 feet (9m) if using a submachine critical damage. That's right a character gun or rifle. Cannot be used with single with a Called Strike of 20 can roll an 18 action revolvers, or weapons that can or whatever, and if his strike RESULT only fire fully automatic. These ranges

30 increase by +5 feet (1.5m) per level of 40 mph (64 km). If the bonus exceeds experience if the character has a Weapon the penalty to hit the moving target, the Kata with the weapon in question. Firing remainder of the bonus is negated and at a second target is possible, if they're does not count as a bonus to hit. near (within five feet) each other, but the Pinning Fire: When using Pinning Fire, second shot has no bonuses and a -6 the character is saturating an area with a penalty to Strike. controlled spray of shots. Anyone in that area not protected by cover is Drive-by: This allows the character to automatically hit, but a dodge is still fire bursts (short, long, or entire possible. Consequently, an attack roll is magazine) from a moving vehicle and is still required for the benefit of the equivalent to spraying an area without defenders' dodge rolls. The number of being considered shooting wild. Short targets that can be hit can not exceed Drive-by attacks can hit 1D4/2 people, half the number of shots in the burst Long Drive-by attacks can hit 1D4 (i.e., a 10 shot burst of Pinning fire can people, and Entire Magazine Drive-by not damage more than five targets). attacks hit 2D4 people. Hitting an Pinning Fire can be maintained for as innocent bystander is even more likely long as the weapon's ammo holds out. than with normal sprays, 50% for Short Damage: Equal to a single shot. No Drive-bys, 75% for Long Drive-bys, and damage multiples are applicable from 90% for Entire Magazine Drive-bys. +1 bursts. Area of Effect: A Short Burst can to strike. Short Drive-bys count as one cover a 2 meter/yard wide area. A attack, Long Drive-bys count as two Medium Burst can cover a 3 meter/yard attacks, and Entire Magazine Drive-bys wide area, and a Long Burst (including count as three attacks. [NOTE: Hey, rail guns) can cover a 7 meter/yard wide Shades of Eternity, looks like Drive-bys area. no longer cost one attack :p ] Pistol Whip: This is a special attack Head Shot/Death Blow: This attack where the victim is slapped with the allows the character to target the head barrel of a pistol or revolver. (or any other equally difficult target) and hit it with the equivalent of Death Blow, Pulled Shot. The ability to shoot to nick that is double damage directly to hit or wing, doing minimal damage; as little points. This can only be done with as one point of damage, never more than weapons which are capable of firing 40% of the usual damage. Typically single shots. This attack must be performed to intimidate or warn an declared BEFORE rolling to strike and opponent, or to show off or have a little success depends on the unmodified fun. Natural roll. Requires two attacks. Ranged Combat modifiers: Leading: This is the act of aiming in the Concealment Modifiers If the target is path of a moving object so the shot will small or partially obscured by other hit where the target will be, instead of people, obstacles, ground cover, smoke, aiming where it's currently at. The +3 etc., the shooter is -4 to strike. If the bonus only offsets the standard penalty target is only barely visible (protected by of -3 to hit targets moving slower than dense cover) and only a tiny part of him

31 can be seen for a second at a time, the Range, Short: Shots (61 to 200feet) penalty is be increased to -6. require 8 or better to hit. Cover Modifiers: Range, Medium: Shots (200 to 500 feet) Target is mostly exposed -2 require rolls of 12 or better to hit. Target is half exposed -3 Range, Long: Shots (500 feet to listed Target is mostly under cover -6 range of weapon) require rolls of 16 or Target is barely visible -8 better to hit. Target is completely covered must shoot Range, Beyond Effective Range: Can be through object attempted up to 30% farther than the Small Targets/Called Shots: Small, Maximum Effective Range of any given difficult targets: typically -3 to strike. weapon, but the shooter suffers a penalty Aiming for an arm, the character is -3 to depending on the type of weapon being strike, and -2 to strike the leg. Striking a used: small moving target like the hands and Firing beyond a black powder weapon's feet then the attacker is -4 to strike. effective range: Arquebus, Matchlock Striking the head, neck, or groin is and Wheel-lock it's only possible to get difficult and the attacker has a -5 to an extra 20 feet (6. lm), and then with a strike. To strike a tiny unprotected area penalty of -8 to Strike and do only half of an otherwise covered head/face damage. Black powder pistols, no matter (armor with an A.R. of 20), the attacker what type, have a - 5 to Strike and a - 4 is -8 to strike. to Damage for the first 25 feet of extra Moving Targets: Target moving up to range; the next 25 feet of extra range 40mph, running or leaping: No bonuses have a - 12 to Strike and - 10 to Damage, and -3 to strike. beyond that the bullet will be ineffective. Target moving 40mph+: No bonuses and All other black powder rifles have a - 5 the nearest speed class available to the to Strike and - 3 to Damage for every target's speed, rounding the speed up to extra 25 feet beyond the effective range. that speed class, determines the penalty. Firing beyond a weapon's effective range Examples; A target moving 50mph is possible but incurs a -2 penalty to the would be a speed class of 4, providing a shot for every 25 feet (7.6m) beyond the -4 penalty to strike. A vehicle moving effective range for bullet and other 600 mph would have a -26 penalty to modern projectile weapons. shoot! Firing beyond a weapon's effective range Shooting at someone mounted on a is possible but incurs a -1 penalty to the galloping horse is even worse; No shot for every 25 feet (7.6m) beyond the bonuses and -8 to Strike the rider, but effective range for energy weapons. only the usual -3 if you want to aim for Shooting Down: Anyone firing down at the horse itself. earth-bound targets is at a natural Range, Point Blank: Strikes that are advantage. Weapons fired down have point blank (10ft or closer),automatically double range, because gravity is helping hit if the target is immobile (unconscious to pull down the projectiles. There are no or tied up people, doors, etc.). Otherwise penalties for shooting down, except for the shot needs five and better to hit. normal distance modifiers. *Note: Range, Melee: Shots (11feet to 60 feet) Energy weapons (with the exception of require five or better to hit. rail guns) are not affected by gravity.

31 Shooting Up: Characters on the ground Revised Modern WPs are at a great disadvantage when Again, while these weapons aren't shooting up. Everything, from gravity to necessarily 'modern,' they cover the strange trajectory of the bullets, to weapons which are used in 'modern distance, conspires against the ground- times.' Modern weapons are divided into based shooter. Weapons firing up have four sub-categories; Black Powder, only one half their normal range, Energy, General, and Military. The because the bullets are fighting gravity. biggest change to the way modern All shots made from the ground are at -4 weapons work is the separation between to Strike penalty. *Note: Energy hand to hand attacks and the number of weapons (with the exception of rail shots which can be fired by someone guns) are not affected by gravity. possessing a weapon proficiency. Since many ancient projectile weapons have Rapid Reload: Rapid Reload allows a used a separated rate of fire to determine character to change magazines and the number of shots rather than hand to attack in the same melee action. The hand attacks, there is no reason why attack counts as a Wild Attack, but this modern weapons should be any does not use two melee actions. different, especially in cases where the weapon is physically incapable of being Shooting Blind: The usual penalty for fired equivalent to the character's shooting blind (-10 to strike) is half (-5 number of hand to hand attacks. Rather to strike). Penalties for striking invisible than use a wildly diverging system for targets are also half. determining the number of attacks, these weapons typically use the equivalent of Snap Shot: This is the ability to pop out Hand to Hand Expert to determine how from behind cover, fire either a short many aimed shots the character can fire burst/pulse, or an Aimed shot with half with the appropriate W.P. For characters bonuses, and return to the safety of with no W.P., use the standard cover, all in one melee attack. Not equivalent of No Hand to Hand Combat considered a Wild attack. to determine number of times the weapon can be fired (i.e. at first level the Speed Load: Basically this is an character would have one aimed shot, improved version of Rapid Reload. The two non-attack actions (useful with those character can reload and attack in a doubled reload times) and an additional single melee action with no penalties and aimed shot at levels three and nine, with still retain HALF of all applicable two additional non-attack actions at bonuses to hit. levels six and nine-the additional non- attack actions will be especially useful Walking Aim: Characters with this for determining the equivalent actions ability may walk at a fast pace (1/4 available in hand to hand combat). To Speed max.) and still fire an Aimed shot determine total number of actions in with full bonuses and no Wild Shooting combat when a character is using a penalties. variety of methods of combat (i.e. magic, hand to hand, projectile weapon, modern weapon), divide the number of

31 actions for the two (or more) types of #1 and Round #2 reloading, and the combat used. weapon won't be ready to fire again until the start of Melee Round #3. Example: A first level character with Matchlock: At first level a character can Hand to Hand Basic (and boxing), W.P. fire at the beginning of a melee round, Bow, W.P. Automatic Pistol, and spell and reload fast enough to be ready to fire casting abilities wants to engage in at the beginning of the following melee combat. His number of attacks are five round. At fourth level the character can hand to hand attacks, two bow attacks, fire, reload, fire, and reload again in a four automatic pistol attacks or two single melee round. At tenth level it's magic attacks. The character could fire possible to shoot, reload, shoot, reload, two pistol shots for every bow attack or shoot, and reload in a single melee cast two spells for every bow attack. round, for a total of three shots per Firing a bow or casting a spell would use melee round. three hand to hand attacks for the first arrow or spell and two for the second. Black Powder Grenades: Firing a pistol would use two hand to Use of Black powder grenades and hand attacks for the first pistol shot and landmines as well as primitive one hand to hand attack for each smoke/chemical grenades. remaining pistol shot. When trying to Unlike most weapons, the Strike roll for determine an action that doesn't fall a grenade must be a 6 or better to Strike. under any of these categories, use hand Successfully Dodging a grenade does to hand attacks as the default to not escape it altogether, just enough to determine total number of actions. Of take half damage. Everyone else in range course this method does slow down of an exploding grenade also takes half combat somewhat, especially when the damage. NOTE: Anyone can Roll with character has wildly varying attacks Punch/Fall/Impact to further reduce the depending on the method used, but I find damage from a grenade attack (half it to be more accurate than just basing a damage to direct target, quarter damage character's actions off their number of to everyone in blast radius). hand to hand attacks. Grenade Throwing: The maximum range for throwing most grenades is 10 feet Black Powder Weapons (3m) for every point of P.S., so a Arquebus & Matchlock: These include character with a P.S. of 15 can throw a all hand-held black powder weapons that grenade 150 feet. Black Powder need a source of intense heat to be grenades were often much heavier than "fired." Including Arquebuses, their modern counterparts and so could Matchlocks and Serpentine Locks. only be thrown about half the usual Aimed: + 1 to Strike. +1 to strike at distance. NOTE: Maximum throwing levels 4, 7, 10, and 13. range for Extraordinary P.S. is 20 feet Rate Of Fire: (6m) for every point of P.S., Arquebus: It always, regardless of skill Superhuman P.S. is 30 feet (9m), and level, takes at least a full melee round to Supernatural P.S. is 40 feet (12m). reload an Arquebus. That means if you Grenade Mishaps: Early, pre-Twentieth fire one at the beginning of Melee Century, grenades had the same Round #1, you'll spend the rest of Round

31 problems with misfires as the early guns. melee round, for a total of three shots Use the Misfire Table for results. per melee round. Twelfth level expertise Misfire Rate: 15% for Grenades with allows for shooting and reloading four Burning Fuses, 10% for Grenades with times in a single melee round, still Percussion Caps. leaving the weapon loaded for the beginning of the next melee. Black Powder Heavy: Use of black powder howitzers, mortars, Percussion Cap Rifle: and cannons. These rifles require loading of three separate elements, the gunpowder, the Cap & Ball Pistol: bullet or ball, and the percussion cap. Although these guns look like Aimed: + 3 to Strike. +1 to strike at contemporary revolvers, they aren't as levels 4, 7, 10, and 13. easy to load. Each chamber of the Rate Of Fire: At first level a character revolving cylinder must be loaded with a can fire at the beginning of a melee separate charge of gunpowder, a round, and reload fast enough to be ball/bullet and a percussion cap. ready to fixe at the beginning of the Aimed: + 3 to Strike. +1 to strike at following melee round. At fourth the levels 4, 7, 10, and 13. character can fife, reload, fire, and Rate Of Fire: Each chamber of a reload again in a single melee round. At percussion cap revolver takes a full tenth level it's possible to shoot, reload, melee round for reloading. Note that shoot, reload, shoot, and reload in a many revolvers come with spare single melee round, for a total of three cylinders, so a character can just remove shots per melee round. the empty cylinder and replace it with a full one in a single melee round. Wheellock Rifle or Pistol: Includes any weapons that have a Flintlock Rifle or Pistol: complicated spring mechanism that fires Includes any weapons that rely on by generating sparks. striking flint to steel for their firing Aimed: + 2 to Strike. +1 to strike at mechanism. This skill includes the use levels 4, 7, 10, and 13. of Flintlock Rifles, Flintlock Pistols, Rate Of Fire: At first level a character Doglock Pistols, Miquelet Locks, Pyrites can fire at the beginning of a melee Locks and Snaphance/Snapping- round, and reload fast enough to be Matchlocks. ready to fire at the beginning of the Aimed: + 2 to Strike. +1 to strike at following melee round. At fourth level levels 4, 7, 10, and 13. the character can fire, reload, fire, and Rate Of Fire: At first level a character reload again in a single melee round. At can fire at the beginning of a melee tenth level it's possible to shoot, reload, round, and reload in time to be ready to shoot, reload, shoot, and reload in a fire at the beginning of the following single melee round, for a total of three melee round. At third level the character shots per melee round. can fire, reload, fire, and reload again in a single melee round. At seventh level Energy Pistol: it's possible to shoot, reload, shoot, Includes lasers and all types of energy reload, shoot, and reload in a single firing small arms.

31 Aimed: +3 to strike Time to Reload: One magazine/clip Burst: +1 to strike takes one melee action to reload. +1 to strike at levels 4, 7, 10, and 14. Rate Of Fire: Four Aimed shots at level Bolt Action Rifle: one, with one additional attack gained at Use of bolt action rifles. Includes most levels 4, 9, and 14. hunting rifles; not an automatic firing Time to Reload: One magazine/clip weapon. takes one melee action to reload. Aimed: +3 to strike Burst: +1 to strike Energy Rifle: +1 to strike at levels 4, 7, 10, and 14. Includes all long range energy firing Rate Of Fire: Four Aimed shots at level rifles. one, with one additional attack gained at Aimed: +3 to strike levels 4, 9, and 14. Burst: +1 to strike Time to Reload: Takes one melee round +1 to strike at levels 4, 7, 10, and 14. (15 seconds) to reload. Rate Of Fire: Four Aimed shots at level Dartgun: one, with one additional attack gained at Use of tranquilizing dart guns and some levels 4, 9, and 14. flechette weapons. Time to Reload: One magazine/clip Aimed: +3 to strike takes one melee action to reload. Burst: +1 to strike +1 to strike at levels 4, 7, 10, and 14. Heavy Energy Weapons: Rate Of Fire: Four Aimed shots at level Includes plasma ejector, rail guns, and one, with one additional attack gained at similar high-tech weapons. levels 4, 9, and 14. Aimed: +3 to strike Time to Reload: One magazine/clip Burst: +1 to strike takes one melee action to reload. +1 to strike at levels 4, 7, 10, and 14. Versions without magazines require one Rate Of Fire: Four Aimed shots at level melee round (15 seconds) to reload. one, with one additional attack gained at levels 4, 9, and 14. Fully Automatic & Semi-Automatic Time to Reload: One magazine/clip Rifle: takes one melee action to reload. Belts Use of auto and semiauto rifles. (when loading rail guns so equipped) Automatic means the weapon keeps require two melee attacks to reload, firing while the trigger is depressed and however this can be divided among two until the trigger is released or the rounds people to effectively load the weapon in are all expended. Semi Automatic means half the time. each time the trigger is pulled, one bullet is fired. Automatic Pistol: Aimed: +3 to strike Use of automatic pistols. Burst: +1 to strike Aimed: +3 to strike +1 to strike at levels 4, 7, 10, and 14. Burst: +1 to strike Rate Of Fire: Four Aimed shots at level +1 to strike at levels 4, 7, 10, and 14. one, with one additional attack gained at Rate Of Fire: Four Aimed shots at level levels 4, 9, and 14. one, with one additional attack gained at Time to Reload: One magazine/clip levels 4, 9, and 14. takes one melee action to reload.

31 Harpoon/Speargun: handed ranged weapon with the other. Use of undersea spear launching guns. The character can: Proficiency with the harpoon gun. The Fire the ranged weapon and parry with weapon can be used either with a plain the melee weapon simultaneously. pointed end (2D6 S. D.C.) or with an Do simultaneous attacks against one explosive head (4D6 M.D.). target. Both weapons hit as one attack Aimed: +3 to strike and the defender can only parry the Burst: +1 to strike melee weapon (however, the defender +1 to strike at levels2, 4, 7, 10, and 15. can still dodge). Rate Of Fire: Four Aimed shots at level Divide attacks between two different one, with one additional attack gained at targets visible to the character and within levels 4, 9, and 14. the range of peripheral vision. The Time to Reload: One spear can be divided attack counts as one loaded per melee action. simultaneous melee action against two different foes. The character must roll Paired Weapons: two seperate times to hit each target (roll Revolver & Pistol: This is a special skill to strike for each) and the bonuses to that costs two skill selections and cannot strike are reduced by half. The ranged be chosen as a secondary skill. With this attack is considered an aimed shot, but at skill the character can draw and shoot half normal bonuses. two handguns simultaneously at the same target, inflicting full damage from Quick-Draw: both weapons, but counts as one melee Handguns & Rifles: This is a special attack! initiative bonus. The full bonus applies In alternative, the two-gun attack can be only to the use of handguns (i.e. divided between two different targets Derringers, revolvers and pistols), visible to the shooter and within his reduce by half when using rifles (any range of peripheral vision. The divided kind) and shotguns. Not applicable to the attack counts as one simultaneous melee use of rail guns, artillery, explosives, action against two different foes. The hand grenades, power armor, or weapons shooter must roll two separate times to built into vehicles (no bonus). hit each target (roll to strike for each) Option 1: Only applies at the beginning and the bonuses to strike are reduced by of a melee. If the character does not win half. Note: Parrying is not possible when initiative, they can not draw and fire two handguns are being used as paired their weapon one attack.. weapons, but the character can dodge Option 2: Unless they win initiative at (which typically uses up one of his the beginning of a melee, any quick attacks) and counter by shooting. draw attack is done without any bonuses.

Paired Weapons: Swashbuckler: Revolver: This is a special skill that costs two skill Use of revolvers. selections and cannot be chose as a Aimed: +4 to strike secondary skill. With this skill the Burst: +1 to strike character can wield a one-handed melee +1 to strike at levels 4, 7, 10, and 14. weapon in one hand while firing a one-

31 Rate Of Fire: Four Aimed shots at level * The Bonus Attack: +1 additional one, with one additional attack gained at shooting melee attack when using that levels 4, 9, and 14. specific weapon for the entire melee Time to Reload: A speed-loader takes round. Add one attack with that weapon one melee action to reload. Hand loading at levels 4, 8, and 12. takes one melee round (15 seconds) to reload. Trick Shooting: Any Man of Arms O.C.C. can pick one Sharpshooting: Modern: trick when the W.P. Trick Shooting skill Any Man of Arms O.C.C. can select the is selected. Selecting Trick Shooting W.P. Sharpshooting skill. However, they more than once can be used to gain have to sacrifice two "other" skill additional tricks. selections for each W.P. Sharpshooting 1) Can fire a traditional two-handed skill. Sharpshooting is not available as a weapon, like a rifle, one handed. secondary skill. The character must have 2) Can shoot over his shoulder by first spent one skill selection on a holding up a mirror and aiming at his desired W.P. skill before the reflection. Sharpshooting skill can be selected. 3) Accurately shoot while riding a horse Once the W.P. weapon type has been or moving vehicle (normally a wild selected, the sharpshooting skill can be shot), but strike bonuses are halved and a added to it at cost of two "other" skill called shot is impossible. selections. The Sharpshooting skill 4) Shoot accurately while standing on bonuses are then added to those of the head or hanging upside down; all normal weapon proficiency for that bonuses applicable. specific type of weapon. Remember, 5) Roll or somersault and come up each individual W.P. skill requires the shooting (normally a wild shot), no selection of separate sharpshooting skill bonuses or penalties; straight roll of the if the character wants to be a specialist in dice. that weapon. Just because a character is 6) Ricochet shot, can bounce bullets, a sharp shooter with an energy rifle arrows, sling bullets, and other fired doesn't mean he is a sharpshooter with projectiles (depending on the specific an automatic rifle, revolver, energy W.P.) off of one surface and angle the pistols, or any other weapon. The shot in such a way that the projectile sharpshooting skill can be combined ricochets/bounces off and hits a with all the modern weapon different/second target (inflicts only one proficiencies, except Black Powder point of damage to the first surface and Grenades, Black Powder Heavy, full damage to the second). This can also Artillery, Flamethrower, Grenade, be done with laser weapons but the Grenade Launcher, Infantry Missiles, ricocheting surface must be mirrored or Machine Gun, Mortar, Torpedo, Vehicle highly polished. Glitter Boys are Mounted Weapons, and Heavy Energy excellent reflective surfaces for Weapons. performing a ricochet laser shot. * W.P. Sharpshooting Bonuses: +2 to strike with Aimed Shot and +1 with Shotgun: Bursts. All bonuses are in addition to the All types of pump, breech-loading, semi- conventional W.P. bonuses. automatic, and fully automatic shotguns.

31 Aimed: +3 to strike Aimed: +3 to strike Burst: -1 to strike for a three round short Burst: +1 to strike burst (semi-auto). For characters with +1 to strike at levels 4, 7, 10, and 14. P.S. <20, fully auto bursts are -2 to strike Rate Of Fire: Four Aimed shots at level for each shot after the first in a one, with one additional attack gained at cumulative manner, so shot number two levels 4, 9, and 14. is -2, shot number three -4, shot number Time to Reload: One magazine/clip four -6, and so on. Characters with P.S. takes one melee action to reload. >20 are -2 to strike on long bursts and -4 to strike on full melee bursts. Characters Artillery: with P.S.>28 , Extraordinary, Covers all vehicle sized cannons and Superhuman or Supernatural P.S.>20 howitzers, as well as vehicle mounted can fire with only a -1 to strike on bursts. missile weapons. +1 to strike at levels 4, 7, 10, and 14. Rate Of Fire: Four Aimed shots at level Assault Rifle: one, with one additional attack gained at Automatic rifles. levels 4, 9, and 14. Aimed: +3 to strike Pump: Can fire 2-6 rounds before Burst: +1 to strike needing to be reloaded. Each shot counts +1 to strike at levels 4, 7, 10, and 14. as one melee attack. It takes two melee Rate Of Fire: Four Aimed shots at level actions to reload. one, with one additional attack gained at Breech-Load: Single Barrel shotguns can levels 4, 9, and 14. fire one round . Double barrel shotguns Time to Reload: One magazine/clip can fire one or both rounds takes one melee action to reload. simultaneously (the latter doing double damage). A single or double blast counts Flamethrower: as one melee attack. It takes two melee A modem weapon proficiency actions to reload (obviously), the flamethrower is Semi-Auto: Can fire single shots or short designed to project flame over an area. bursts (only). Clip magazine has 6-8 They can mow down the opposition, and shots, a drum magazine has 12-20 be used to deny an area with flames. rounds. Magazines take one melee action Flamethrowers are sometimes found to reload. turret-mounted on vehicles. A Fully Auto: Very rare and can only be flamethrower is a good fear weapon. used by a gunman with a P.S. of 20 or Nobody wants to get burnt. As such, a greater, otherwise the recoil is flamethrower in the hands of a character overwhelming, plus the character is with this skill has an effective Horror likely to be staggered, with a 01-40% Factor of 10. Bonuses to strike are as per chance of being knocked off his feet. modem weapon proficiencies, but aimed Clip magazine has 8 shots, a drum shots are impossible. magazine has 20 rounds. Special Rule: Flamethrowers inflict damage regardless of body armor, unless Submachine Gun: the armor is fully environmental and Use of machine guns that fire pistol sealed. Otherwise the flames lick ammunition, machine pistols, and exposed flesh and body armor alike, personal defense weapons.

31 inflicting half damage to the wearer and damage to direct target, quarter damage half to the armor. to everyone in blast radius). Aimed: +3 to strike Grenade Throwing: The maximum range Burst: +1 to strike for throwing most grenades is 10 feet +1 to strike at levels 2, 6, and 14. (3m) for every point of P.S., so a Rate Of Fire: All fire-based weapons can character with a P.S. of 15 can throw a fire but once per melee round. Because grenade 150 feet. NOTE: Maximum of the stream of fire, the attack is always throwing range for Extraordinary P.S. is Shooting Wild, Short Burst/One Target 20 feet (6m) for every point of P.S., or Shooting Wild, Long Burst Spray. Superhuman P.S. is 30 feet (9m), and Time to Reload: Small flamethrowers Supernatural P.S. is 40 feet (12m). (and held or small, improvised versions) take one melee to reload if grabbing Grenade Launcher: another canister of fuel. Large, portable Any device, including certain rifle flamethrowers take 1D4 minutes to models, that fire grenades. reload by replacing fuel cannisters. Both Aimed: +3 to strike versions take several minutes (2D6 for a Burst: +1 to strike small tank, 1D4x10 for a large tank) to +1 to strike at levels 3, 7, and 11. refill. Vehicle mounted flamethrowers Rate Of Fire: Four Aimed shots at level take 2D6 minutes to swap fuel cells and one, with one additional attack gained at 1D6x10 minutes to refill. levels 4, 9, and 14. Time to Reload: One grenade can be Grenade: loaded per melee attack/action. Think just anyone can chuck a grenade? If your answer is yes, then you might Infantry Missiles: want to think again. Sure, tossing a Includes most small hand held missiles grenade takes all the intelligence of your and missile type anti-tank and surface- average chimpanzee. Figuring out when to-air missile weapons. to throw the grenade is another matter. Aimed: +3 to strike First off not all grenades are fitted with Burst: +1 to strike the same delay rate. Some have a five +1 to strike at levels 4, 7, 10, and 14. second delay, some three seconds, some Rate Of Fire: Varies from missile can be adjusted to a variable rate. launcher to missile launcher, typically There's even some Soviet grenades that one missile per melee. With multi-tube have a zero delay, they go off as soon as missile launchers (i.e. the M202 used by you pull the pin! the US Army, a four shot, 66mm HEAT Unlike most weapons, the Strike roll for weapon) or futuristic missile launchers a grenade must be a six or better to with magazines or cylinders (i.e. the Strike. Successfully Dodging a grenade Coalition CTT-M20 Missile Rifle), use does not escape it altogether, just enough the individual weapon description to to take half damage. Everyone else in determine rate of fire. range of an exploding grenade also takes Time to Reload: Takes one melee round half damage. NOTE: Anyone can Roll (15 seconds) to reload. with Punch/Fall/Impact to further reduce the damage from a grenade attack (half

31 Machine Gun: Aimed: +3 to strike Any device which shoots large amounts Burst: +1 to strike of bullets. +1 to strike at levels 4, 7, 10, and 14. Aimed: +3 to strike Rate Of Fire: Four Aimed shots at level Burst: +1 to strike one, with one additional attack gained at +1 to strike at levels 4, 7, 10, and 14. levels 4, 9, and 14. Rate Of Fire: Four Aimed shots at level Time to Reload: As per weapon type, see one, with one additional attack gained at individual weapon proficiencies. levels 4, 9, and 14. Time to Reload: One magazine/clip takes one melee action to reload (when 16. Creating Martial Arts applicable). Belts require two melee attacks to reload, however this can be Styles divided among two people to effectively By Kuseru load the machine-gun in half the time. For several years I have received requests about aspects of creating Mortar: martial art styles, primarily for N&S, but These are man portable artillery for other Palladium systems as well. weapons that consist of a tube and small Originally, I used Lee Casebolt's self-propelled bombs that shoot out of guidelines with some modifications, but the tube. after creating several styles of my own, Aimed: +3 to strike as well as being asked to look over other Burst: +1 to strike people's styles (not too mention doing +1 to strike at levels 4, 7, 10, and 14. indepth reviews of N&S' system and Rate Of Fire: Four Aimed shots at level martial arts), I've developed points that one, with one additional attack gained at address almost all areas of creating a levels 4, 9, and 14. martial art. Most of these have already Time to Reload: One mortar shell can be been seen by people at one time or loaded in one melee attack/action. another, I just thought I'd clean them up and present them in a clear and orderly Torpedo: fashion that makes it even easier for Use of submarine torpedo. Maintenance people to create martial arts. and a keen understanding of a torpedo's speed, range, trajectory, and most Before we get into the nuts and bolts of effective use. creating a martial art, there's a few Aimed: +3 to strike things the creator should decide upon. Burst: +1 to strike N&S uses many terms to describe +1 to strike at levels 2, 6, and 12. +1 to martial arts, including Hard, Soft, strike with depth charge at level four. Internal, External, Exclusive, non- Exclusive, Primary, Secondary, and Vehicle Mounted Weapons: Form (and from the looks of things, I'll Includes grenade launchers, light, be writing a glossary to clarify all of medium, and heavy machine guns. This these). All of these terms mean also includes such weapons as tank guns, something in creating the martial art, as self-propelled artillery, missile they do affect all of the areas of that launchers, and shipboard guns. martial art, from Character Bonuses to

32 Why Study that martial art. The creator don't do everything at the same time, or also needs to keep in mind when it takes several days to iron out the creating a style, Name of the style and details). The name is important, and will Country of Origin of the style. Let's go be repeated at least a few times over these in turn. throughout the entry for the style. A couple of things to keep in mind for the NOTE: Aside from this guideline, it is style. Foreign (i.e. names that aren't in mandatory to keep a copy of N&S and english) names should use one Mystic China (when available) open and romanization throughout the style, ready for use when creating a style typically this will be the same as the (possibly with Rifter #3 for it's Mystic name used at the top. Also, whenever China conversions and Grappling Rules, possible, a translation and/or alternate but NONE of the other Rifters with romanizations of the style should be martial arts!). Exceptions occur in the listed. However, do not use the case of creating styles for other systems, translation as the name of the style. You where the main rule book (or, in the case add more depth to the style if you use it's of Rifts, rule books) ready for your use. proper name and provide a translation in The most important areas to keep track the description text. In N&S, both name of are the Hand to Hand Combat section and translation are often provided for the and the Martial Arts/Hand to Hand name of the style, I find this a bit clunky descriptions (in other systems, the hand myself, not too mention space to hand descriptions will be found consuming. You'll also see the names of (typically) at the end of the Hand to styles in N&S and Mystic China entirely Hand Combat section) N&S users will in caps (as well as bold and a larger font also find the Martial Art Power section size), if you want to put the name in handy. The Hand to Hand Combat caps, go for it, but it's not required, as section will give you quite a bit of long as proper capitalization is used information on how the different moves (bold codes and the larger font size are and modifiers work, as well as how hand highly recommended though, the font to hand combat itself works (don't size will be two sizes larger than the rest overlook the Resolving Hand to Hand of your text, i.e. if you use 12 pitch, the Combat section, as it often contains name should be in 14 pitch, if you use 10 notes about how the moves and pitch, the name should be in 12 pitch). modifiers work that aren't listed in the term descriptions). Also, be aware of the Country of Origin differences between systems when Country of Origin often goes directly in creating styles, each system does have hand with the name of the style (besides, some differences in how hand to hand it often tells you which language(s) the combat works. style should know). While it doesn't necessarily have to be listed in it's own Naming Your Style little stat entry, the country of origin I prefer to start with the name of the should at least be mentioned in the style, this let's me do two things, get a description of the style. feel for the style through the name, and keeping clear exactly which style I'm working on (especially important if you

32 Style Indentifiers it lets you know where everything goes, Exclusive or non-Exclusive type of style. second it tells other people exactly I usually find this to be either the final where to find the relevant information. detail, based on how the style turned out, or the very second thing I determine. An Here is the standard format for N&S- Exclusive style will tend to be more style martial arts: powerful (i.e. has more powers, moves, and bonuses) than a non-Exclusive style. NAME (in paranthesis will be listed It also helps you determine two things. either one of two things, the translation The Skill Cost and whether or not the of the name or whether or not the style is style can be taken as a Secondary style Exclusive.) (which becomes important when Entrance Requirements: creating other styles). Skill Cost:

Hard, Soft, Internal, and External. All of DESCRIPTION OF THE STYLE these terms help describe how the style Costume: works. In addition, I add two new terms Stance: to the melting pot to help define it CHARACTER BONUSES further; Passive and Aggressive. Hard This will also have a standard format: and Soft simply determine the primary Add +# to attribute/S.D.C./Chi type of motions used in the style. Soft Double Normal Chi (it will always be styles use circular deflecting written this way) movements, while Hard styles use COMBAT SKILLS straight, muscular movements. Internal Attacks per Melee: and External simply describe the focus Escape Moves: of these styles. Internal styles focus on Attack Moves: spiritual and mental training, External Basic Defense Moves: styles focus on improving the body. Advanced Defense Moves: These two will determine your martial Hand Attacks: art powers (for the most part) as well as Foot Attacks: your number of attacks. Lastly we have Jumping Foot Attacks: Passive and Aggressive, they simply Special Attacks: denote how active the style is. Passive Holds/Locks: styles tend to be less active Weapon Kata: (consequently having less attacks and Modifiers to Attacks: combat moves), while Aggressive styles tend to be more active, with more attacks SPECIAL KATA: If the style has one and combat moves. (or more), this is where they go. SKILLS INCLUDED IN TRAINING Style Format Martial Art Powers: Now that you've covered the basics of Languages: the style, you get to work on the nuts and Cultural: bolts. First off, it's preferred that you use Physical: a standardized format for your style Survival: (even though N&S does not always Temple: adhere to it). This does two things, first Weapon Proficiencies:

32 Philosophical Training: preventing anyone from asking if that If this is your Primary Martial Art then category is missing on purpose or on the following other styles can be learned accident. Two, it tells the reader exactly in a shorter time: X Style (# Years) is the what combat moves the style has standard format for this section. available. LEVEL ADVANCEMENT BONUSES 1st: Style Mechanics 2nd: Now we can start filling in some of these 3rd: stat blocks. You should already have a 4th: name for the style, so put it at the top 5th: and at the bottom in the Why Study 6th: section. If the country of origin already 7th: gave you your style's language(s), you 8th: can fill this information in as well. 9th: Overall though, you'll want to work top 10th: to bottom. This makes things a lot easier 11th: to do in the long run, though you'll often 12th: find yourself going back up to fix or 13th: change some detail. 14th: 15th: Entrance Requirements Why Study (NAME)? So the first block after name to fill in is the Entrance Requirements block. There Note the use of bold codes throughout are four major areas to consider here. the standard format. These bold codes The first is Alignment restrictions, SHOULD be used to distinguish the which, for N&S includes Honorable and different areas of the style and to make Dishonorable disciplines. Second are the the style easily readable. Attribute Requirements. There are two forms of attribute requirements, required Not all of these blocks have to be filled and recommended. Required attributes in however, and occasionally you will are minimum levels needed to study that see other skill categories listed that aren't style, before the bonuses from that style in the above format. Skills will also are added in! (Though skill bonuses not often only be listed for which skills the gained from the style would be style has, as this cuts down on wasted allowable.) Recommended attributes are space, I recommend doing so. suggested minimums needed to study Conversely, some Combat Move that style, but not mandatory. Next is categories will not be present when that whether or not the style is open to one style doesn't have access to anything sex or both sexes. Last (and mostly for from that category, however I DO NOT other systems) are any racial and or class recommend leaving the Combat Move limitations on who can select the style. categories out if the style doesn't have Remember though, Entrance access to anything from that category. Requirements are not mandatory. Instead it should be listed with the entry 'None.' This does two things, one it keeps everything in the same format,

32 Skill Cost paragraph will present information on Next comes the Skill Cost of the style. how and where students can learn this For N&S games, this will always be the style, including location of instruction, number years of study needed for that current instructors (if known), whether style. This will typically be presented as or not the style is common, any types of a number of years, with the number of restrictions on learning the style and so years to learn it as a Secondary style forth. Again, this is often one of the listed in parentheses. Remember, hardest sections of the style to complete, Exclusive styles cannot be taken as as you may have some idea of what Secondary styles, so they will NOT have particular moves or abilities you want in a Secondary time listed. For other the style and need to work the games, this will be the number of skill description to match, as well as lack of slots the style costs to learn, for martial research sources for the style limiting art styles, this is typically three skill slots what information you can provide. Do (total). your best.

Style Description NOTE on style of writing: There are Now comes one of the harder parts of several common problematical elements creating the style, the Description of the that often first rear their ugly heads in style. For non-N&S styles this is not the Description block. First are numbers. strictly mandatory, though it does help When writing numbers, the numbers the reader understand your style better, from zero to ten are typically spelled out as well as making the overall style (often this goes from zero to twenty). presentation look better. I like to break Numbers higher than ten (or twenty) can this section down into three paragraphs be written as numbers (i.e. 22). When myself. The first details the history and doing a long sequence of numbers, origin of the style and includes such where numbers higher than ten appear, things as translations of the name, you can write the numbers from zero to alternate spellings of the name, country ten as numbers (i.e. 2, 5, 7, 14, 25, etc.). of origin of the style, originator/creator Now for stat purposes, there are some of the style, when the style was created, exceptions, typically when you write out and how the style came about. The level advancements (which doesn't occur second paragraph should be a written as much in the martial art itself, but does description of the style, including such for O.C.C.s, martial art powers, and the things as types of movements (often like), you can skip writing the numbers including names of these techniques), out as words, even if the notation does philosophy of the style, training methods not go above tenth level (i.e. something of the style, important focuses of the gained at levels 2, 3, 5, and 9). Of course style, and preferred combat method of with Ordinal numbers (i.e. first, second, the style. This paragraph will be the third, and so forth), they should be meat and bones of your style creation, as written out instead of listed as 12th, anything that shows up later (including 15th, etc. Again, this does not apply to combat moves, character bonuses, skills, stat block entries of level advancement martial art powers, and level bonuses, or the level advancement advancement bonuses) should be bonuses themselves. Another common justified by this paragraph. The last error is misspelled words. I'm not talking

32 about those super huge words that gowns are also often worn. Karate everyone has trouble spelling, but the Uniforms (Okinawan or Japanese) are simple ones that often appear as typos, typically solid white, cotton weave such as 'dose' for 'does'. Another outfits consisting of a jacket and pants problem in this area is having a correctly called Do-gi. These are tied with a spelled word, that is used wrongly, these colored belt that denotes rank (to some words include to/too/two, degree). Do-Gi are typically worn their/they're/there, and the like. Just be without shoes or socks, though aware of these problems and seek to occasionally tabi (split-toed socks) are correct them. One last note, one of the worn. Korean Dobok are similar to most common misspelled words in a Karate Do-Gi. Judo and Jujutsu martial art style is 'practitioner', be on practioners wear a heavier, padded the lookout for this bad boy. Now some version of the Do-gi. Kendo and some people may wonder why anyone should Kenjutsu practitioners wear Hakama, a care about these little details. Well, the type of split skirt, typically dark blue in truth is, that in addition to making your color. They also wear a standard do-gi statements clearer and help in getting style top with a keikogi jacket over that. your point across, they simply look more These practitioners also wear tabi and professional. No one wants to read a may or may not wear other foot wear. martial art style that looks like it was When engaged in full strike practice, created by a three year old with a crayon they also wear a form of bamboo fencing (laugh now, I've seen so many armor called Bogu, consisting of suneate presentations like this that it isn't even (shoulder guards), men (face mask), kote funny anymore). Another important (arm guards), do (chest protector), and thing to keep in mind is to avoid using tare (waist protector), also worn under house-brewed abbreviations, acronyms the men is the hachimaki, a cloth and words. This makes it difficult for wrapped like a turban that pads the head others to understand you and slows them and keeps the hair secured. Sumo down. wrestlers often wear a loin cloth called a Mawashi, made of heavy silk Costume approximately ten yards long by two feet Next is Costume. This will be the typical wide, it is folded in six parts and then outfit that style practitioners wear. There wrapped around the waist from four to are many different martial art costumes seven times depending on the of out there. Kung Fu outfits are typically the wrestler. There are ornamental two piece silk outfits, consisting of loose strings (mae-tate-mitsu) hanging from pants and a front-buttoning jacket the front of the mawashi, made from silk (typically with high collars and long or stiffened with glue. These are typically short sleeves). They also have silk belts discarded when they become detached as or sashes that denote rank as well as soft, they frequently do in the course of a almost slippered shoes. Kung Fu outfits match. Higher ranking wrestlers (the top (It would really help if I could get a two divisions) will wear a kesho- name for Kung Fu outfits, especially the mawashi, or ceremonial apron during the different types) typically come in one or dohyo-iri or ring entering ceremony. The two colors, occasionally with another Yokozuna themselves will also wear, color used as trim. Traditional Chinese over their kesho-mawashi, a massive

32 braided hemp rope weighing from 25 to Stance 35 pounds tied in a bow at the back and Well, with the somewhat intensive ornamented in the front with strips of costume section finished, we move on to paper hanging in zigzag patterns (these another difficult part of creating a are Shinto paper charms). T he rank of a martial art, the Stance. A style doesn't sumotori determines the style in which necessarily have to have a stance, but it his long hair is dressed (mage). The style does add flavor and depth to the style. worn by juryo and maku-uchi is the N&S and Mystic China both give good more elaborate and is called the o-icho- guidelines for how stances should be mage after the ginko leaf which the written. mage is supposed to resemble. The lower ranks wear the chon-mage, a Character Bonuses plainer style tied with paper strings. Thai Now for the Character Bonuses. As boxers typically wear light boxing discussed earlier, these should be gloves, trunks, and foot wrappings, reflected (somewhat) by the style's occasionally adding a Kruan Rang, a description. Some things to keep in mind bright, buddhist wrapping worn on the for Character Bonuses. Attribute upper arm and the Monkon, a brightly bonuses should total no more than five colored headband which identifies the or so, discounting Speed bonuses, which teacher. In addition, many practitioners aren't that important. S.D.C./Chi bonuses may wear Buddhist, Taoist, or Shinto should total around 20 or less. If you monk's robes. Ninja did not particularly have a Chi multiplier, an S.D.C. bonus is have a costume, however popular fiction STRONGLY discouraged. Typically has given them a costume similar to the Exclusive styles will have six or seven outfit worn by scene shifters and stage bonuses and non-Exclusive styles having hands in Japanese plays (typically Noh, four or five bonuses, exclusive of Speed, bunraku, and the like). This outfit is S.D.C. and Chi bonuses. typically black (though available in other colors, and often reversible) and consists Combat Moves of loose pants, a jacket, hand gauntlets, Next we come to Combat Moves, this tabi socks, double belt, leg ties, separate section is fairly intensive and will be leg and arm pieces, and quilted groin and broken down into several sections. body protector and a two-part hood. It is also often reinforced with chain mail Attacks per melee. jackets and leggings, chain mail guards First off, totally passive, internal styles for the wrists, hands and neck along with should start with one attack per melee, a metal chin guard and a metal headband with very few (1D4-1 (no lower than (happuri). Other outfits include the one) works well to determine) additional standard western fencing outfit as well number of attacks. Internal, yet more as street clothes, armor, and many other aggressive styles should start with two outfits. Note, a costume is not necessary attacks (1D6 is a good guideline for for the style, though the entry should still additional number of attacks). Styles that be presented (usually with the words are a mixture of internal and external 'none'). should start with three attacks (again using 1D6 or even 1D4+2 to determine additional number of attacks). External,

32 but not overly aggressive styles should every single move that it has in real life, start with four attacks (here again you this isn't possible. Try to keep it can use 1D4+2 to determine additional balanced by providing the most common attacks). Extremely aggressive external moves available to the style. I also like styles should start with five attacks and the inclusion of new moves and powers, gain up to seven more (I recommend create new ones (remembering to keep 1D6+1 for additional number of attacks). the addition of new combat moves Assassin, Rogue, or otherwise covert within the overall guideline for total styles should start with two to four number of combat moves), but use N&S attacks, I personally recommend two or as a guideline for how these should work three at level one with an additional two and how powerful they are. The at level two...this would be most Inclusion of Weapon Katas should limit applicable to styles like Ninjutsu, Triad the amount of hand attacks, kick attacks, Assassin, perhaps one of the Tiger Styles and grappling moves. Likewise, styles of Kung Fu, Drunken Style, or any style with lots of striking attacks will have with access to Arts of Invisibility, where few grappling moves and vice-versa. stealth and sneaking rather than direct confrontation are implied. Breakdown of the common combat moves available to styles and what Total number of combat moves. category they fall under (which in the This is the total number of moves, case of moves, is often several exclusive of number of attacks per categories). melee, but including modifiers to attack. A detailed study shows us that number Escape Moves: of combat moves averages 26-27, with a Back Flip, Handstand, Impact Sponge, range of 20-30 being fairly common. Leap, Maintain Balance, Roll with Note, Exclusive styles should be on the Punch/Fall/Impact, Somersault ,Turn high end of this while non-Exclusive with Punch/Fall/Impact. styles should be on the low end. Another area of note is hand attacks, foot Attack Moves: attacks, and holds/locks. Typically these Back Flip, Cartwheel, Forward Spin, are limited to roughly four different Handstand, Leap, Roll, Somersault, methods, though some styles have more, Stagger. and many styles have less. When looking at a style that combines Basic Defense Moves: grappling and striking moves, I Automatic Parry, Backward Turn, recommend using 4/4/4 as a base Dodge, Entangle, Parry. guideline, increasing one area means deceasing another area to the same Advanced Defense Moves: degree (i.e. a style with six grappling Automatic Dodge, Automatic Roll, Back moves could have three hand and three Flip, Breakfall, Chum, Circular Parry, foot attacks, two hand and four foot Combination Parry/Attack, Combination attacks, or four foot and two hand Parry/Lock, Combination Parry/Throw, attacks). Another thing to consider for Combination Parry/Hold, Disarm, converting Real Life martial arts is that Multiple Dodge, Power while you may want to give the style

32 Block/Parry/Claw, Power Block/Parry, Grab/Kick(2), Combination Hand Hold/ Spinning Evasion. Strike, Combination Hold/Parry, Critical Body Flip/Throw, Crush/Squeeze, Death Hand Attacks: Blow, Double-gore, Ear Box, Elbow, Back Fist, Backhand, Bear Slap, Black Elbow/Elbow Spike, Flying Head Butt, Tiger Claw Strike, Chuk, Claw Hand, Flying Leap Attack, Forearm, Gore, Gou Crane Fist, Double-Fist Punch, Double- Combination, Grab Attack, Headbutt, Knuckle Fist, Duo-Claw Strike, Duo- Knee, Leap Attack, Neck Crank, One- Knuckle Strike, Eagle Claw Hand, Hand Choke, Paralysis Attack, Fingertip Attack, Fore-Knuckle Fist, Pin/Incapacitate, Roll/Knockdown, Gou Strike, Hammer Fist, Hammer Shoulder Ram, Sticky Hands, Suplex. Strike, Haymaker, Hook, Jab, Knife Note: Combination Grab/Kick(1) is the Hand, Knife Hand Knock-Out, Lau, standard Combination Grab/Kick as Negative Gou, One-Fingertip Attack, described in N&S. Combination Overhead Fore-Knuckle Fist, Palm Grab/Kick (2) is as described in the Strike, Palm Strike/Palm Spike, Pistol Fong Ngan (Phoenix Eye) Kung Fu Whip, Power Punch, Punch (Human description (page 90 of the revised Fist), Punch/Spur Punch, Push Open edition). Hand, Rake Fist, Ridge Hand, Rotary Palm Strike, Roundhouse Strike, Spear Holds/Locks: Hand, Spinning Fist, Two Palm Push, Arm Hold, Leg Hold, Body Hold, Neck Uppercut. Hold, Automatic Hold, Ankle Lock, Arm Lock, Automatic Lock, Body Lock, Foot Attacks: Elbow Lock, Finger Lock, Full Nelson, Axe Kick, Backward Sweep, Crescent Knee Lock, Wrist Lock, Neck Hold/ Kick, Drop Kick, Kick Attack, Knee Choke, Gou Grip, Tsai Grip. Snap/Knee Spike, Power Kick, Reverse Turning Kick, Roundhouse Kick, Shin Weapon Kata: Kick, Snap Kick, Snap Kick/Snap Spike, Any general W.P. category or specific Sweep Kick, Tripping/Leg Hook, weapon W.P. can be listed. Unless the Tripping/Leg Hook/Leg Spur, Wheel W.P. is completely new (and given that Kick. there are differences between systems) a specific weapon uses the general W.P. Jumping Foot Attacks: category for bonuses. For completely Flying Reverse Spinning Kick, Flying new W.P.s/weapons, the description and Jump Kick, Flying Reverse Turn Kick, bonuses can be listed either here, or in Jump Kick. the skills section. It is open to debate whether or not Weapon Katas should be Special Attacks: included as Weapon Proficiencies under Automatic Body Flip/Throw, Bite, Body skills (in addition to being listed here), Block/Tackle, Body Flip/Throw, use your judgement. Note that weapon Butjapgo Chagi, Choke, Clothesline, proficiencies can also be gained Combination Lock/Parry, Combination exclusive of weapon katas (which means Grab/Kick(1), Combination Grab/Head the style teaches that weapon, but does Bash, Combination Grab/Slash, not teach how to incorporate it into the Combination Strike/Parry, Combination style). Many systems are often

32 weaponless and don't use weapon katas W.P. Nunchaku, W.P. Nunchaku 2 at all, for those situations, list 'none' in levels higher than the character’s current his space. level (1st level martial artist would start A list of the known Weapon Kata at level 3), W.P. Nunchaku--Paired, includes; W.P. "Eighteen" Staff, W.P. W.P. Pa-Kua Lance, W.P. Pair Automatic Pistol, W.P. Axe, W.P. Axe - Weapons: Uses White Jade Fan--Paired, Paired, W.P. Blunt - Paired, W.P. Blunt: W.P. Paired Large Sword & Knife, W.P. Uses White Jade Fan, W.P. Blunt, W.P. Paired Fans, W.P. Paired (in all these Bo Staff, W.P. , W.P. Bow, W.P. weapons, and in any combination), W.P. broadswords, W.P. Paired Short Sword & Knife, W.P. broadswords(PAIRED), W.P. Butterfly Paired Short Sword & Axe, W.P. Paired Swords (Paired), W.P. Chain - Paired, Short Sword & Whip, W.P. Polearm, W.P. Chain, W.P. , W.P. W.P. Pun Gung Bi, W.P. rope darts, Claws, W.P. Club (Stick) & W.P. Paired, W.P. Sabre, W.P. Sai (Paired) 2 levels W.P. Crossbow, W.P. cudgels, W.P. higher than the character’s current level Dagger (also includes knives, etc.), W.P. (1st level martial artist would start at Dagger, W.P. daggers, W.P. Daisho-- level 3), W.P. Sai--Paired, W.P. Paired, W.P. Demon Suit, W.P. Fan, , W.P. Short Blunt & W.P. W.P. For All Paired Weapons, W.P. For Paired, W.P. Short Blunt, W.P. Short All Ancient Weapons (with a +1 bonus Stick, W.P. Short Sword: Willow Leaf to strike), W.P. Forked, W.P. Forked - Double Swords--Paired, W.P. Short Paired, W.P. Handcuff (application of Sword - Paired, W.P. Short Sword, W.P. W.P. Handcuff allows the character to Short Sword (also Paired), W.P. Skirt apply handcuffs to any opponent he has (see below), W.P. Small Thrown in a Wrist, Elbow or Finger Lock at the Weapons, W.P. Spear: Pa-Kua Lance, cost of one attack; if he already has W.P. Spear at 2 levels higher than the handcuffs in his hand, then it costs no character’s current level (1st level actions to snap handcuffs onto the martial artist would start with W.P. opponent after the Lock has succeeded), Spear at level 3), W.P. Spear, W.P. W.P. hooks(PAIRED), W.P. Knife, W.P. spears, W.P. Spring Sword, W.P. Staff, Knife (Special! This represents a W.P. Staff (Shikomi-Zue: Hidden Blade straight-razor used in the toes; full Staff), W.P. Straight Sword, W.P. bonuses apply to using the weapon in the sword, W.P. sword plus whip feet, but may not be sued to parry; W.P. (PAIRED), W.P. Sword, W.P. Sword-- Knife must be taken as a seperate skill if Katana, W.P. Sword--, W.P. the characters wishes to be able to use a Swords - Paired 2 levels higher than the knife normally), W.P. Knife - Paired, character’s current level (1st level W.P. Knives - Paired (Special, see martial artist would start at level 3), below), W.P. Knives--Paired, W.P. W.P. swords(PAIRED), W.P. three Kusari-Gama, W.P. Kyoketsu-Shoge, sectional staffs, W.P. Three-Direction W.P. Large Sword, W.P. Large Sword Knife, W.P. Throw, W.P. Trident, W.P. (favors the Chien double-edged, straight- Whip (usually used with Gieh Bian or blade long sword), W.P. Large Sword - Chain Whip), W.P. Whip, W.P. Paired, W.P. Manriki-Gusari, W.P. (PAIRED), W.P. White Jade Fan, meteor hammers, W.P. Naginata, W.P. W.P. White Jade Fan - Paired, and W.P. nine-section whips, W.P. Ninja Sword, Willow Leaf Double Swords (Paired).

32 Modifiers to Attacks: Blunt Impact, determining what Martial Art Power Critical Strike, Critical Strike from the categories should be made available, I Rear or from Behind, Fake Attack, Hook consider Body Hardening, Martial Art at Eyes, Knockdown, Knock-out/Stun, Techniques and Special Katas to be the Knock-out/Stun from the Rear or from most common. Arts of Invisibility Behind, Pull Punch, Weapon Tap. should only be made available to styles which have a devoted interest in stealth. New Combat Skills: When creating new Atemi, Chi Mastery, and Zenjorike combat skills, place them in the should not all be present in one style, appropriate category or categories, and are usually limited to the more listing the detail explanation in mental styles which stress less physical parentheses after it's (first) placement. development (I usually allow one of Remember (even if it is in the above these 'mental' Martial Art Powers to be list), if it's not described in N&S and/or selected at level 14 or 15 for martial arts MC, write the description out. That which stress some mental development). includes martial arts from other systems, the Rifter, and off the PMAN. Determining the Number of Martial Art Powers Note: The most commonly occuring Martial art powers should reflect combat moves are dodge, parry, auto whether or not the style is internal or parry, Strike (punch), Kick, Pull Punch, external. Typically internal styles will Critical Strike, Knockout/Stun, and have access to Arts of Invisibility, Critical Strike from Behind. Atemi, Chi Mastery, and/or Zenjorike. I personally recommend no more than two Note: There has been some debate about of these categories, with the possibility reworking these categories. For Hand of gaining one or two from a third and Foot Attacks, it has been suggested category. External styles will that Arm and Leg attacks replace these, concentrate on Body Hardening, Atemi, moving such strikes as Elbow, Forearm, Martial Art Techniques, and Special and Knee out of the Special Attacks Katas, and will typically have access to category, and into these categories. three of the four areas. Occasionally Likewise, it has been suggested that internal styles or external styles will Holds/Locks be changed to Grappling have access to one or two martial art Moves, moving Body Flip/Throws, powers from another area, but these will Body Block/Tackles, Pin/Incapacitate, be limited to access to higher levels for and other Special Attacks to the new the most part. Occasionally you may see category. Until we see a revision of N&S access to one additional area at lower that does this sensible move, I levels, but this will reduce the number of recommend keeping the standard areas that the styles typically selects categories as they are. from (i.e an internal style might have access to Chi Mastery and Martial Art Martial Art Powers Techniques, perhaps with Zenjorike Martial Art Powers and the style. This is being gained at higher levels.). The total also a difficult section to do, though number of categories that the style can keeping some simple things in mind will select from should be limited to five at help you develop your style. When the maximum. In these cases, they style

33 will typically have access to one power some styles, the martial art powers are from one category and two to three from very important, others less so. the other four. The total number of powers should also New Martial Art Powers be limited, the average is roughly seven New Martial Art Powers created for that or eight, with some styles having as style. This is an ambiguous area, as many as ten and others being limited to creating martial art powers is often more only four. A quick guideline is, internal difficult than creating a martial art. passive styles only receiving up to ten Some things to keep in mind are listing martial art powers from the primary which category of martial art powers the internal categories (Invisibility, Atemi, power falls under, the name, description, Chi Mastery, and Zenjorike), with more and bonuses/effects. Refer to the martial active passive styles receiving eight art power categories in N&S and Mystic (with only two or three of the internal China for notes on what makes these categories, and possibly one external powers different. For creating an entirely category). External styles will typically new category, good luck, it's hard to do. have seven martial art powers from the primary external categories (Atemi, Skills Body Hardening, Martial Art Next we go into skills. Skills is an area Techniques, and Special Kata) with that often receives little attention when maybe one or two internal powers being creating a style. At the very least I available at high level. Aggressive styles recommend the language of the country typically have access to four or five or region the style is from and a martial art powers from the primary philosophical training (though not every external categories, with the slim style will have one). Cultural skills possibility of having access to one (1D4) are more prominent in internal internal power. Keep in mind that more styles, whereas Physical, Weapon, and attacks and/or more combat moves will Survival skills (typically 1D4, though lower the number of martial art powers weapons usually range around 1D8 or available. For instance, passive, internal even 1D10 in some styles devoted to styles will typically have one attack and weapons) are more present in external three to four martial art powers, whereas styles. Overall I recommend no more aggressive, external styles will have four than four to eight skills on average, with to five attacks and one to two Exclusive styles falling in the high end (sometimes three) martial art powers. of that. Another thing of note is that Exclusive styles will typically start with three to Learning Other Styles four martial art powers, where as non- Now we can move on to learning other Exclusive styles will typically start with styles if this style is known. First off, one to two (three in the case of passive remember that Exclusive styles will internal styles with very few combat NOT have a time listed for being learned moves and one attack to start). Whether as a Secondary style. Along with that, or not to allow martial art powers to be other styles will not (typically, though traded on one for one basis, for basic this does occasionally pop up skill programs is up to the creator, for erroneously) list Exclusive styles as being learned faster. The easiest way to

33 do this is to pick a style similar to the Death Blow is usually limited to higher one you are creating and determine levels, especially if you are increasing whether or not your style would take the Death Blow range (i.e. Death Blow longer or shorter to learn. Use your own on a Natural 19 or 20) and should be judgement. For determining the limited to no more than Death Blow on a secondary learning cost, typically reduce Natural 19 or 20 (some extreme cases the total number of years by 1/3 or even could result in a Death Blow on a 1/2. For choosing other styles that your Natural 18 or higher, but this should be style can learn in a quicker time extremely rare and the martial art will (remembering that Exclusive styles have fewer Martial Art Powers and other cannot be selected), pick styles that are combat bonuses in addition to being close in philosophy to your style, with an Exclusive and is required to be both eye toward the region of the style first, Primary and Secondary Martial Art). and it's relation second (for instance, if Remember, Special Attacks like Death you are creating a Chinese style, look at Blows and Knockout/Stun REQUIRE a other chinese styles before trying to find Natural, unmodified roll to succeed. If similar Japanese or Korean styles). To you've given your style either of these determine the quicker learning time for combat moves, the level advancement these styles, apply the numbers used bonuses MUST have Natural Numbers above (1/3 and 1/2) to the Secondary for these moves listed in them. Critical cost for that style (not the Primary cost). Strike always occurs on a Natural 20, so I typically find that this works best with this does not need to be listed in the a one or two year reduction on that level advancement bonuses. However, styles' secondary cost. Try to keep the Critical Strikes with improved Natural number of other styles that can be Number range, and Critical Strikes from learned between three and five, don't Behind DO NEED to be listed in the worry about making it easier to learn Level Advancement Bonuses. Also, every similar style in the world easier to when doing modifiers, most styles will learn for your style. not have better natural numbers than 18+, especially Death Blow. Internal Level Advancement Bonuses styles should typically be limited to 19+ Level Advancement bonuses are one of or 20, with external styles making up the the hardest things to figure, I usually majority of 18+ modifiers (Death Blow take the nearest equivalent and then should be limited to 20, if available at modify it to reflect the specifics of the all, for internal styles, and 19+ for style. Ensuring that the bonuses are external styles (more aggressive or spread out enough to not bunch up can assassin oriented styles should take a take some effort (cut and paste, I love look at having Death Blows of 18+ but thee). I also try to limit the acquisition of these should only be available at very new Martial Art Powers to typically high levels, typically tenth or better!). three or four, however some martial arts For Level Advancement Bonuses, the require more Martial Art Powers to each area that receives bonuses should reflect development within the art. In be capped, while some styles have huge this case, I usually limit the combat bonuses (up to +12 easily), these are bonuses. very rare and most styles should not have them. A good cap for one (or two)

33 combat moves that the style specializes don't worry about it. If you want to try to in is +8, with other areas of study come up with one I can only recommend averaging in the +3, +4, and +5 range. two things. The first is a simple one Areas that are minimally studied should sentence restatement of the second be capped at no more than +2, typically paragraph of the description (see above). +1. For each level of advancement, a The second is a humorous or witty total of around +5 in bonuses per level is comment about studying the style (i.e. the high end of average; +3 is closer to "Because it kicks butt, duh!"). the mark. Say, a +2 to parry/dodge, and a +1 to disarm. Or +1 to Maintain Conclusion Balance, and +2 to Damage. You get the Well, there it is, the Guidelines for idea. creating a martial art. Cleaned up and At each level of advancement, additional broken down into sections for ease of attacks per melee, martial arts powers, or viewing, I hope it helps. improved critical strikes/ko's/death blows should be the sole bonus, or Quickie Styles of Martial Arts accompanied by at most a +1 or +2 For those of you who prefer more bonus to some combat move. specific styles than Hand to Hand: The overall number of bonuses should Martial Arts, without the high cost of not exceed +25 for internal, passive full version of a style. styles, +28 for external, active styles, with Exclusive styles being capped at Martial Artist OCCs and quickie martial +30 and +35 respectively. arts: I recommend allowing double the Initiative and Pull Punch bonuses. Since normal selection if these versions are N&S does very little to take these into studied. account, perhaps it would be wise to include them. I suggest a total of +3 to Multiple Styles and quickie martial arts: Initiative for external, very aggressive Hell yes, unlike standard Hand to Hand styles, with the average being +2 for Combat skills, a character should be able somewhat less aggressive, external to learn as many of these as they want. styles. Internal styles should be limited The only restrictions being that they to +1 to Initiative at the most. On the must be able to learn Hand to Hand: other hand, I feel that for Pull Punch, the Martial Arts, and that they must pay the opposite bonus range should be used, same cost (three skills) for each especially in the case of relatively selection. I can't however, recommend aggressive internal styles (which should making these available for Secondary have a +3, possibly even higher). While skills or skill slots, simply because external styles should be limited to no "Secondary Skills are those learned and more than +2 to Pull Punch (these styles developed on one's own through typically concentrate on doing damage, observation, practice, and self- not limiting it). education."

Why Study Your Style Several styles shouldn't have quickie Lastly, we have another difficult area. versions available, Triad Assassin The Why Study that style. Due to its Training comes to mind, since it's little difficulty, if you can't come up with one, better than Hand to Hand Assassin with

33 guns. Other possibilities include four, and five attacks, I recommend one "Exclusive" styles, however I prefer to or two to start, with the remainder see that on a case by case basis, Sumo, available at second level. a 'quickie' style Tien Hsueh, Hsien Hsia, and Pao Chih, should NEVER have more attacks than with Ba Gua, Bak Mei, and Hsing-I the full style. being possibilities, for example should not have a quickie form, but other Escape Moves: Except for Roll with exclusive forms should, such as Aikido, Punch/Fall/Impact (which should be an Hwarang-do, Wu Shu, and Wing Chun. initial move known), I recommend these Of course, then there's the two whacked only as level advancement bonuses. Exclusive styles, Ninjutsu and Thai Boxing. Both of these should have Attack Moves: I recommend these only quickie versions, with Ninjutsu having a as level advancement bonuses. quickie form of 'Taijutsu' and Thai Boxing having something between the Basic Defensive Moves: The main three full version and the sport skill (of course (Dodge, Parry, and Auto Parry...when that raises the question of martial arts as they are available to the style) should sport skills as well as quickie forms). always be part of the initial moves known. Other basic defenses should be Entrance Requirements: I recommend added as level advancement bonuses. keeping these as is. Advanced Defenses: These should not Skill Cost: These should be really low be available, if you do want to include compared to the full blown versions, I them, I recommend them as only high recommend one fourth the time listed, level advancement bonuses. possibly one third. Hand Attacks: The character should start Character Bonuses: I recommend that out with at least Strike (Punch) (If these either not be included, or cut in available), and possibly only one other half (i.e. half the bonus listed for the full hand attack. Later hand attacks can be version and/or only half the bonuses learned as LABs. available). Basic Foot Attacks: The character Combat Moves: Special style-only should start with at least Kick attack (if available attacks and moves. These available), possibly one more foot should not be available in most cases. In attack. Later foot attacks can be learned the cases where you feel they are needed as LABs. (Taido as a possible instance), make them Level Advancement Bonuses Jumping Foot Attacks: Jump Kick (LABs). should be available (when known by the style) as a LAB, other attacks should not Attacks Per Melee: I recommend be available. keeping this roughly the same, especially since most styles start off with two Special Attacks: Only available as attacks. In the case of one attack to start, LABs. that should be used in stead. For three,

33 Holds/Locks: Unless the style is moves, or increased bonuses should be predominantly a grappling style (such as available as LABs. (Remember, with Sumo or Jujutsu), these should only be special attacks or modifiers requiring available as LABs. When the style is a natural hit numbers, keep them lower predominately grappling style, they than the full blown version, or at least should know at least two of the moves equal to.) available. Also, grappling styles should definitely be limited to only one hand Martial Art Powers: These should not be and one foot attack (typically Strike available. If you do want them available, (Punch) and Kick attack) if they start I recommend at most, keep them equal with grappling moves. in number to the starting martial art powers of the full blown version, and Weapon Katas: For styles with only one make them level advancement bonuses. or two Weapon Kata selections available, I recommend one weapon Skills Included in Training: These kata, as a level advancement bonus. For should not be included. However the styles with three or more Weapon Katas character should try to acquire these available, I recommend starting with skills to complement the style. one, then adding an additional one (for So, let's look at Choy Li Fut: styles with three or four Weapon Katas) First off, there's going to be a few areas or two (for styles with five or more) where the quickie version won't be able Weapon Katas being available as Level to match the full blown version. Such Advancement Bonuses. Eighteen things as hand to hand attacks and Weapons Kung Fu and Moo Gi Gong (of beginning bonuses come to mind. Of the main book styles) are special cases. course, there are a few ways around this. In the case of Moo Gi Gong, it should receive all weapon katas available to the One, ignore the fact that someone who full style. Eighteen Weapons Kung Fu takes a quickie form will have more should start with four of the eighteen attacks at higher levels than someone weapon katas, then receive an additional starting with Choy Li Fut. weapon kata for each level advancement bonus after first. All styles receiving Two, use low level bonuses from the full more than one Weapon Kata should blown version to create your high level allow the quickie version student to pick bonuses for the quickie version (i.e. the which weapon kata(s) they wish to learn first five full blown level advancement from those available (with Eighteen bonuses could be the last five quickie Weapons Kung Fu, all the basic Weapon level advancement bonuses). Katas must be chosen, with only four of the paired weapon versions being Now, let's look at the basic set up for learned (I recommend these be the last Choy Li Fut four Weapon Katas available to the Starts with 2 attacks, several character style). bonuses, and 24 combat moves.

Modifiers to Attack: Keep in mind the Well, since the quickie artist isn't going basics (Pull Punch, Critical Strike, and to be as good as the full blown artist, I KO/Stun) as starting moves, other suggest a quick breakdown and

33 elimination of the combat moves. First let's limit the quickie form's starting So now we've got our ten basic moves combat moves to ten, with five down. Next (before level advancement additional ones gained as level bonuses), let's decide how many attacks advancement bonuses, this will give the we want to start with. In keeping this character 15 of the 24 combat moves. simple, I recommend starting with two Roll with Punch/Fall/Impact attacks (in this case, some styles would Dodge only start with one, others could possibly Parry start with three). Now, to keep increased Automatic Parry number of attacks from level Strike (Punch) advancement bonuses (LABs) simple, I Snap Kick recommend using the LAB attacks from Pull Punch hand to hand martial arts (in some cases, Knock-Out Stun where other styles start with more Critical Strike attacks, I might recommend Hand to --These are pretty standard and common Hand Assassin be used instead). tto most hand to hand styles, so they should be the basic selection (Note: As So now we know where to start Choy Li Fut does NOT have the standard kick attack, they start out with Choy Li Fut (Quickie version) Snap Kick instead). Attacks: 2 Now for our last beginning selection. Basic Moves: Roll with This is a bit difficult since several of the Punch/Fall/Impact, Dodge, Parry, combat moves should be reserved for Automatic Parry, Strike (Punch), Snap level advancement bonuses, or not Kick, Pull Punch, Knock-Out Stun, included at all (I recommend that all Critical Strike, and W.P. Spear (Pa Kua style special attacks be removed from Lance). selection, this helps give the full blown Level Advancement Bonuses: (Note this students a bigger advantage over quickie becomes a bit trickier) students). So, let's remove Overhead 1st: Critical Strike on a Natural 20, KO/ Fore-Knuckle Strike, Uppercut, and Stun on a Natural 20, +1 to Parry/Dodge Roundhouse Strikes from selection. 2nd: +1 Attack Per Melee Leap, and Critical Strike from Rear 3rd: Gains Trip/Leg Hook (possibly KO/Stun as well) should be 4th: +2 to Roll with Punch/Fall/Impact level advancement bonuses. I'm opposed 5th: +1 to Strike to offering Circular Parry at all as well. 6th: +1 Attack Per Melee, Gains Elbow Attack This leaves us with Fore-Knuckle Fist, 7th: +2 to Damage Backhand, Tripping/Leg Hook, Elbow, 8th: +1 to Parry/Dodge Forearm, and the four W.P. katas to 9th: +1 Attack Per Melee, Gains Leap choose from. Personally, I recommend Attack the selection of one of the W.P.s since 10th: +2 to Roll with Punch/Fall/Impact, this does seem to be a somewhat weapon +2 to Parry/Dodge, +2 to Leap (add 4ft using style. For simplicity sake, let's take distance) the first W.P. on the list, W.P. Spear (Pa- 11th: +1 to Strike, +1 to Damage Kua Lance). 12th: Gains Critical Strike from behind

33 13th: +1 Attack Per Melee gaps and other areas that needed stuff 14th: +2 to Leap (add 4ft distance) (though which moves should be gained 15th: Gains W.P. Short Sword (Willow where was my priority, given the Leaf Double Swords)--Paired, +2 to bonuses that appeared so far, I found damage, Critical Strike on a Natural 18, where I needed to put some of the 19, or 20 moves...no problem), well, since we're using this to replace hand to hand So our totals become; martial arts, I thought I'd check out those Attacks: 6 bonuses. By reducing some, I was able Strike: +2 to come up with my remaining bonuses. Parry/Dodge: +4 Of course, you could easily alter these Roll with Punch/Fall/Impact: +4 bonuses as you see fit, moving some Leap: +4 (add 8 feet to distance) around or even changing some of the Damage: +5 numbers. But I like to keep things Ko/Stun on a Natural 20 simple. This is basically Hand to Hand Critical on a Natural 18+ Martial Arts (Choy Li Fut), so I went New Moves: Trip/Leg Hook, Elbow, with it. However, other martial arts have Critical Strike From Behind, Leap, and somewhat different set-ups. Ninjutsu and W.P. Short Sword (Willow Leaf Double Monkey Style are more darker type Swords)--Paired styles, so using bonuses from Hand to Hand Assassin may be more appropriate. Now, I bet you're wondering how I Wu Shu, Tae Kwon Do and arrived at all these bonuses and such. Kyokushinkai Karate are sort of Simple really. I started by adding in the military/combat oriented, so Hand to attack level bonuses form hand to hand Hand Expert or even Commando might martial arts. Next I figured where I provide the bonuses. Lee Kwan Choo wanted the additional five combat and Aikido are fairly passive, so perhaps moves. Well, since there are five combat Hand to Hand Basic bonuses. Remember moves, basic math shows us that five these are only used for bonus guidelines goes into fifteen three times, hence a so you can still change or move them new combat move every third level. Ok, around as you see fit. since I included certain combat moves as part of the initial start process, I added their numbers to the first level bonuses. 17. Organizations Moving on, I decided to take my earlier SpyWorks Inc advice and use the first five level Dirty Tricks, and Special Gadgets for the advancement bonuses from the full Spy about town. version as the last five level advancement bonuses. However, there is SpyWorks Inc, a relatively new a definite difference, we've already put company on the global espionage stage. in attacks and new moves, also, we don't Like most good things in the industry want the character to have access to their origins are cloaked in mystery, but martial art powers, and we've already common thought is that SpyWorks was used some of those bonuses as part of created by budget cuts to the CIA, which our first level bonuses, so the end result resulted in the corporatisation of their is what you see. Lastly, I still had some

33 equipment manufacturing and States by UPS, or across the world by maintenance division. the various postal services*. This suggestion as to its origin, has left *According to various postal laws and some terrorist and Iron curtain espionage import restrictions, some products may agencies to avoid this company, but not be able to be shipped via this sales to western agents and agencies are method. becoming more popular. Gadgets SpyWorks Sales Policy Traveller Mobile Phone All purchases are to be made in cash or This phone can resemble any number of goods. Information will be given a cash modern mobile phones, and even has price based on its value. their features. But extra electronics are SpyWorks guarantees all their goods are packed within. Enhancements include a in working order when shipped, but multichannel radio (5 mile range), with takes no responsibility for use or misuse the frequency being inputted on the of their goods in the field, and will even number pad. A digital camera is also deny knowledge of any product, and any fitted into the machine, with a 20 shot purchaser of said product. internal memory. These photos can also All purchases must be paid in cash, be immediately uplinked through the Euro, Pounds Sterling, Swiss Francs, and phone to any computer system, for US Dollars are all accepted as well as immediate analysis. Additionally the gold Bullion. Reputable phone is fitted with a dosimeter, radar governments can arrange accounts with detector, and fitted out to scan for SpyWorks. Government accounts are listening devices. restricted to 60 day accounts, payable in For a mobile phone, it packs the works. gold bullion, Pounds Sterling and US Cost: $7500 Dollars, to be agreed upon when the For an additional $2,000 dollars any account is first negotiated. phone could be fitted with a GPS display, Gyrocompass and Homing Delivery: beacon. Delivery can be made to any major city in the world within 3 days of receiving MIB Sunglasses the order. Custom products will have to The MIB sunglasses are sunglasses wait until the product is ready for designed for the professional operative. shipping, but will be delivered upon The contain a flash filter, for protection completion. against bright lights and flashes. HUD Delivery is to be made to a designated on the class. Additionally the ear pieces safe house, and delivery agents are not to contain small speakers and the nose rest be placed at risk. If Agents are placed at contains a microphone. Additionally the risk, further deliveries to that agency arm contains a micro video camera. will be suspended until proper These systems receive power and explanations, apologies and hazard transmission from a unit the size of a payments are made. deck of playing cards, that is connected Delivery can also be made via Private by a wire to the glasses. This wire is courier service, or postal service for flesh coloured, and designed to look smaller items, delivered in the United unobtrusive.

33 Cost: $10,000 Cost: $30

Diamond Glasses Multi Pick Pens The Diamond Glasses are intended for The Multi-pick looks like a ordinary ball assassins, and other specialists. The arms point pen and can actually write, but of the glasses contain diamond blades concealed inside the barrel are a variety for cutting thorugh glass, or stabbing of hi-tensile picks. The clip actually victims. The glasses themselves can be contains a tension bar, so you have a full pulled apart revealing a fine garrotte lock picking kit in one easy to hide wire. The glasses will inflict 1D6+2 container. when used as a stabbing or slashing Cost: $150 weapon. Cost: $120 45 Series Pen The .45 series of pens gets its name from Watcher Cuff Links the most common pen in the series. The Watcher Cuff Links are designed for These pens are gun pens, made of the surveillance specialists, and contains reinforced metal, with a end cap made of a miniature two way radio. Comes with a light plastic. They are available in a 36hr internal battery (rechargeable). In variety of pistol calibre's, from .22 to .45 the field it makes a great little radio set, cal, and even .357 magnum rounds. that backup agents can easily monitor. Range is lousy, a mere 15 feet with any Cost: $300 accuracy, but are useful in self defence and obtaining surprise. Firing is simple, Surprise Cuff Links the clip is the trigger. Reloading is The standard explosive cuff link simple, but will take 1 melee round to package. 3D6 SDC damage, 2ft blast load as the pen has to be unscrewed, the radius. empty casing is then dropped out and a Cost: $35 new round put in. Cost: $300 each Monitor Cuff Links A companion to the Watcher Cufflink, Spray Pen this small devices has a build in multi- These pens contain a simple pressure frequency bug detector and Jammer. spray, and can pump out a variety of Cost: $550 liquids, or aerosols, from acids, to chemical sprays, and poison gas. Pen Knife Reloading can be done by opening the The Pen looks like a ordinary ball point pen, and putting the small cylinder of pen, but when quarter turned, and the liquid in it. end click 3 times, a stainless steel spike Cost: $250 will stick out the writing end. This blade (1D6 SDC damage), can be used for Monitor Pen thrusting attacks. Ideal for pining a The Monitor is the perfect pen for opponent thorugh the hand, or taking out surveillance, and eaves dropping. The a eye. Additionally it is insulated, so you barrel of then pen contains a homing can use it to destroy live electrical beacon, a short range radio transmitter, circuits. as well as a solid state mini digital

33 recorder (speech activated, to maximise situations. The Cigarette packet is like recording time) capable of recording 10 the health hazard, will all functions minutes of speech. To make sure the being located on one side of the packet, features of the pen cannot be with a false layer of cigarettes. accidentally turned on or off, the device Operation of each of these is done can be remote operated. generally a thorugh certain of the fake cigarettes (lift matching pen contains the controls. up to activate). Features include a Short Uses: A agent could carry the pen into a Range Radio (5 mile range), homing meeting and record the conversation, or beacon, a digital camera (20 shots) and plant the pen of a subject, recording, or audio recorder (30 minutes). transmitting anything said in his vicinity, Cost: $900 and using the homing beacon to track the person. MicroBug Range is limited to a mere 500 feet. The microbug is a small electronic bug Cost: $500 with a 24hr battery built into the filter of a normal cigarette. The cigarette can be Stealth Pen smoked normally, and when lit, the heat The Stealth Pen is perfect for copying of the cigarette and the smoke activates documents. The barrel of the pen the bug. This is the perfect bug to leave contains a minature camera, and uses cut in a ash tray. down film. Not suited for range Cost: 500 photography, but perfect for snapping shots of documents. Operation is simple, Sleeper simply unscrew the lower half of the The Toxin Cigarette is another heat barrel. and click the end to take a photo. activated cigarette. The filter is treated When screwed together, clicking the end with a special liquid, that when heated will retract and extend the pen. Comes releases a sleep inducing toxin that is with a 24 exposure microfilm. inhaled direct into the victims mouth. Cost: $400 The sleep toxin is tasteless and Microfilm costs $20 a roll. odourless. The smoker must save vs non-lethal poison or fall asleep for 1D6 Health hazard hours. If the smoker saves, they will be The health hazard is a disguised grenade. drowsy for 1 hour (-2 to all rolls, One side of the packet is full depth concentration is impossible, and skills allowing normal cigarettes to be used. are at -15%). The other side of the packet though Cost: $100 contains a grenade, covered with false cigarettes. To activate, pull out the Slug corner cigarette activating the 5 second The Slug cigarette brings new meaning fuse, and throw. 5D6 SDC damage, 10 to smoking being a health hazard. foot blast radius. Located in the cigarette is a a single fire Cost: $100 projectile. The trigger for this dart is located in the filter, so all that has to be Gatherer done to fire it is to squeeze hard or bite The gatherer is for the intelligence down on it. The dart does 1D4 damage operative, and is useful in all sorts of with a 20foot effective range. Optionally

34 the use can treat the dart with poison or controlling which chamber is accessed. other toxins. The first chamber contains standard Cost: $40 lighter fuel, while the second chamber can contain other gases. The second gas Gas chamber ships empty and can be filled The Gas Cigarette is a heat activated with whatever gas you want. smoke bomb, light and very shortly a Cost: $80 small room (office/lift etc) will be filled with smoke. Ideal for those quick Boomer Lighter escapes. The Boomer is another functioning Cost: $25 lighter, but is actually another min- explosive device, with variable Boomer countdown of 5 seconds, 10 seconds, 30 The Boomer is a cigarette designed to seconds, and 1 minute. It does 3D6 really interfere with the smokers health. damage, to a 3 foot area. Contained within the cigarette is a heat Cost: $50 activated explosive device. Damage is 2D6 damage to a 2 foot areas, but if it is Memo-Swipes being smoked/held it will do double Introducing Memo-Swipes, a compact damage to the holder. electronic device that can be set only Cost: $30 once in the field, and having many uses. Memo-Swipes are designed to look like Zip+ Lighter various credit cards, and magnetic swipe The Zip+ is a single shot min-flame cards available on the market, but with thrower that functions as a ordinary one additional feature. When shipped the cigarette lighter. It does 4D10 damage swipe cards are blank. But when placed with a 40 foot effective range. back to back against a encoded swipe Cost: $150 card like a credit card or other swipe card, and the small notch in the card Monitor Lighter depressed it will make a copy of the The monitor is a basic two way radio, magnetic strip on the back of the card. with built in recorder (30 minute). It is This copy is perfect in every way, and also capable of working as a normal can be used in place of the original card. lighter. Once encoded the card cannot be Cost: $200 reencoded. When ordering please state which cards you wish duplicated Imager Lighter (include nationality, bank, brand etc) or The Imager is a mini document camera left blank. with a 24 exposure film built in Cost: $2,000 USD for 10 cards (disposable). It also works as a normal (minimum purchase) 10$ discount for lighter. purchase of 1000 or more. Cost: $200 Multi-Store Foam/Gel Gas Lighter The Multstor takes the standard can, and The Gas lighter contains two gas modifies it to be used as a storage chambers, with the flame adjust container. Fitting a section of the can

34 with a small cylinder, the can can still be Cost: $150 each used to store shaving foam or gel. To open just insert a pin through the spray Toothbrush Dagger nozel, and press the button. The bottom The toothbrush is contains a ceramic of the can will then open allowing the blade in the handle, with a quick action contents to be revealed. the outer sheathe can be removed Cost: $150 per can, please state brand or reavealing the dagger. can size when ordering. Cost: $15, available in a variety of colours. Boom Gel Boom Gel is a gelatinous explosive Radio Toothbrush mixture, for those who like shaving with The Radio Toothbrush is actually a short a bang. the explosive charge is only range two way radio concealed in the small, but useful for opening locks. (a head of the brush. The hadle containing palmful does 2D6 SDC damage). the battery and aerial. The radio only has Cost: $200 per can a range of 1 or two miles, but can be used to trigger remote explosives. Quick Gel Frequencies can be adjusted for different Quick Gel is a fast setting gel, that sets radio purposes by turning a small screw within seconds of exposure to air. Useful using a pin (can be broken off from the for blocking bents, glueing microphones brush, and looks like a flaw in the in place and other assorted tasks. toothbrush (cracked)). Cost: $80 per can Cost: $130

Boom Gel and Quick Gel is also Pick Comb available in toothpaste contains for 1/2 The Pick Comb, is a normal combe, but price. the comb can be pulled to pieces to provide 2 full sets of lock picks, and Shaving Grenade tortion bars. The Shaving Grenade, is a large capacity Cost: $80 grenade, using a plastic explosuive propellant. Coming with a 5 second Brush Gun delay normally.2D4x10 SDC, 15ft blast This is a full sized hair brush, but fitted radius. out with a single barrel .22 pistol. Cost: $90 each Useful for self defense purposes. Cost: $210 Shower Bombs Shower Bombs are small explosive The Ballistic Brolly grenades, disguised to look like the little This design based on the classic British shampoo and conditioner containers Umbrella issued to British Secret available form many hotels and motels. Service Operatives. Use is simple, unscrew the lid, and pull Available in basic black only, the the pin out. Generally comes with a 5 Ballistic Brolly is capable of keeping the second delay. rain and small arms fire away. To do this The explosion is localised with a 2 foot the Fabric of the Umbrella has been blast radius, and does 1D4x10 SDC.

34 replaced with a high tensile kevlar Single Mary Poppins: $30,000 US$ composite material. Bulk Orders receive 10% discount When deployed the Umbrella provides Optional: The Helicopter system can be the User with AR: 12 SDC: 50. fitted to standard umbrella (non folding). If using the rules from the Compendium In this case the ankle strap is not of Modern Weapons it could be provided, a telescoping shaft is provided, considered Class IIA Body armour with allowing the users foot to rest on the no impact damage. umbrella's handle. Cost: Single Umbrella: $2,500 US$ The Dart Bulk Orders over 20 will receive a 10% Dart modified Umbrellas are modified discount. so they can fire a dart of some Can be delivered via international description. All Darts are fired using courier, or postal service. pneumatic pressure and no gunpowder is The Ballistic Brolly can be fitted with required. Idea for airports, courtrooms, handle/shaft accessories. and on planes. Dart modified umbrellas ship with 30 Mary Poppins darts each plus design schematics for This Umbrella is your typical folding manufacturing compatible ammunition style umbrella, and comes equipped with for the umbrella. wide vanes. The Mary Poppins does When ordering please state pneumatic come in a variety of different fabric method - compressed air cylinder, or covers and styles. pump action. The Main focus of the Mary Poppins is a The dart can be fitted to all style rotor system that will enable the umbrellas, please specify the style of the umbrella to be turned into a basic umbrella when ordering. helicopter able to lift 200 pounds. A Cost: battery pack in the handle will provide Single Dart: $200 US$ enough power for 5 minutes of flight. Bulk orders receive 20% discount Maximum speed is restricted to 20 miles Additional Ammunition can be per hour. purchased for $100 per 100 darts, no To use simply press the stud to open the discount for bulk orders. umbrella, once open, remove the fabric covering. Press the second stud. This Pneumatic Spike will start the electric motor. The vanes The Pneumatic Spike is a close in on the umbrella will then release weapon designed for assignation and self concealed vanes, making rotors which defence tasks. Then activated a long are 6ft across. Steering is accomplished spike (6 inches) emerges from the tip of through the use of body weight. the umbrella and locks into place. The wrist strap comes on a extended Damage is 1D6+2. the Spike if used for cord, so the strap can be used to hold one assignation can be fired into a target by foot. A small strap can hold the wrist placing the point of the umbrella against during flight. the target and activating it. The Force of Recharging can be accomplished by the spike in this instance will do triple simply using the supplied charging pack. damage. Cost:

34 A second button on the umbrella will SpyWorks Classic Digital release the pneumatic pressure allowing The Spyworks digital, one of the most the spike to be retracted. comphrensive watches on the market for Cost: the espionage agent. To prevent enemy Single Pneumatic Spike: $150 US$ agents knowing that you are wearing a Bulk orders receive 20% Discount SpyWorks watch, the watch itself comes in a variety of different styles from the Cannon el-cheepo $10 watch found in markets, The Cannon modification is only to very expensive models. applicable to long shaft umbrellas, and Classic Digital Watch Features: consists of modifying the shaft to have a Magnetic Compass concealed rifle barrel. When Ordering Fully Functioning Stopwatch please state what calibre you wish the Alarm umbrella to fire.Single shot only. Radio Alarm (when the alarm goes off it Cannon style umbrellas can be fitted activates a radio signal 5 mile radius - with a built in silence for pistol calibre's ideal for remote detonation of only. explosives). Cost: Geiger Counter Pistol Calibre's: $500 US$ Pressure/Depth Indicator Rifle Calibre's: $1200 US$ Fully waterproof, and can operate Bulk orders receive 5% discount underwater. Cost: $35,000 USD for a single watch Multi Com (please specify model emulated) The Multi-com modification is to the Bulk orders will receive a 5% discount handle of the umbrella only. this feature combines the following units into the SpyWorks Classic Analogue umbrella handle - Satellite Phone, The Classic Analogue is designed with Cellular Phone, Long and Short Range lots of nifty features packed into classic Radio receivers and transmitters. When style analogue watch, designed for the an attenna is required the umbrella will spy with style. require to be opened. Features Cost: All the features of the Classic Digital Basic Multi-Com: $1300 US$ Watch plus Hands Free Kit: $45 US$ Great Style and Class. Spare Batteries (24hr charge): $60 US$ Cost: $40,000 USD for a single watch Bulk orders get 10% discount. (please specify model emulated) Bulk orders will receive a 5% discount. Basic Transmitter Ideal for radio signalling, and remote Trail Blazer detonation of explosives, this system can A watch designed for hunters, travellers, be fitted to any umbrella including the and agents in remote locations. This Mary Poppins. watch is designed on a rugged frame, Cost: $100 and though not designed for standard Bulk purchases get 30% discount. roles this watch is still popular. Features Magnetic Compass

34 Fully Featured Stopwatch Radar, Microwave, Radio Digital Voice Recorder (5 minute - Location/Direction Finder. memo capacity) Geiger Counter. Two Way Radio with extendible aerial Cost: $23,000 USD for both digital and and ear pierce (20 mile range) analogue styles (please state model Radio Alarm (20 mile range) emulated) Knife Clasp (the clasp on the watch strap Bulk Orders will receive 5% discount can double as a knife to cut bonds etc. Watcher (1D4 SDC damage). The Watcher is a communications watch Cost: $23,000 USD for both digital and for the field agent. Designed for those analogue styles (please state model involved in surveillance work. emulated). Features: Bulk Orders will receive 5% discount. Digital Video Display and Transmitter (5 mile range) Monitor The watch is a video relay unit, and can The monitor is a surveillance experts receive tv and video transmissions as dream watch. This watch is packed with well as audio transmissions. all sorts of detection equipment to tack The watch also has a micro video radio, radar microvave signals. camera installed so two way video Features conferencing can be done. Fully Featured Stopwatch Cost: $26,000 USD (please state model) Two Way Radio with extendible aerial Bulk Orders will receive 5% discount. and ear piece (15 mile range) Attack/Action Per Melee: The number of actions or attacks that a character has in 16. Glossary a 15 second (in-game) period. Glossary of Terms: Attack From Behind: A Sneak Attack performed on a target that cannot be Aikido: A Japanese martial art. defended against normally (some abilities and powers negate being unable Akido: Incorrect word for Aikido. to defend). AoI: Abbreviation for Arts of Automatic/Auto: A move or action that Invisibility. does not cost an Attack/Action Per Melee. APM: Abbreviation for Attacks (or Actions) per Melee Automatic Dodge: A dodge that does not (except in N&S) cost an Attack/Action Arts of Invisibility: One of the standard Per Melee to use. Martial Art Power categories available in N&S. Automatic Kick: Some Palladium games give an "Automatic Kick Attack" to the Atemi: One of the standard Martial Art skills Gymnastics and/or Acrobatics, this Power categories available in N&S. does not denote no cost in attacks per melee.

34 Automatic Parry: The standard parry of Chuan Fa: Chinese for "Fist Way" most characters trained in hand to hand combat/martial arts, it does not cost an Combat Range: The distance hand to Attack/Action Per Melee. hand combat occurs at, there are three different combat ranges, grappling, BB/T: Abbreviation for Body combat, and long. Long Range should Block/Tackle. not be confused with Long-Range Attack. BF/T: Abbreviation for Body Flip/Throw. Combination: A combat move that typically consists of two actions BH (or BHE): Abbreviation for Body performed as one attack. Hardening Exercises. Critical: A particularly effective attack Body Hardening Exercise: A Martial Art which does double (sometimes more) Power used to increase a character's damage and typically requires a natural physical skills and attributes. number to occur.

Body Block/Tackle: A type of combat d#: Improper way of listing dice in move. Palladium games (i.e. 3d6).

Body Flip/Throw: A type of combat D#: Proper way of listing dice in move. Palladium games (i.e. 3D6).

Cantonese: One of the common dialects Discipline of Dishonor: A form of of the Chinese language. alignment (Miscreant or Diabolic) where the character misuses honor or scorns the Chi Mastery (abilities): Martial Art whole concept. Powers that manipulate Chi. Discipline of Honor: A form of Chi Skill: Martial Art Powers that alignment (Principled, Unprincipled, manipulate chi, that are not Chi Mastery Scrupulous, or Aberrant) where the Abilities. These are typically other character has a strong sense of personal Martial Art Powers that use chi in some honor. way, such as Chi Zoshiki (Mystic Invisibility) and Zanshin. Disrupted Chi: Chi that has been changed by an outside force. This Chi: Essentially the energy of life that includes Dim Mak and Negative Chi flows through everyone and everything. attacks. Such characters will typically have zero or no Chi. Chi Multiplier: A multiplier that typically doubles the chi of the -Do: Japanese suffix for "way" character. If the character has more than one Chi Multiplier from two different Dobok: Korean martial arts uniform, styles, at the same level of advancement, similar to the Japanese Do-gi. they only receive one multiplier, not both.

34 Exclusive: Means that the martial art is HtoH (also HtH, HTH, others): only available as a Primary style. Abbreviation for Hand to Hand.

External: Refers to schools or styles that Ideograms: Characters based on pictoral work on improving the body. representations of the word or words. Form: In N&S, martial arts are called forms. However, since Kata are also Internal: A school or style that stresses forms, this is a somewhat inaccurate mental and spiritual training. usage, and the more correct 'style' is preferred. -Jitsu: A Japanese suffix improperly used to represent -Jutsu. Fukenese: Another common Chinese dialect. Jui-jitsu: A common misspelling of the word jujutsu. Game Master: The person who controls the "world" and runs the game. Jujutsu: A Japanese martial art.

Gi/Do-gi: Japanese/Okinawan martial -Jutsu: A Japanese suffix denoting arts uniform for karate. "techniques", "art" or "method."

GM: Abbreviation for Game Master. Kana: Combined name of both Katakana and Hiragana, the Japanese phonetic Grappling Range: This is when alphabets. character's are right on top of one another. Just about all attacks are Kanji: Japanese name for Chinese possible, except for certain kicks. ideograms.

Hand to Hand: A form of combat where Karate: "Empty Hand" A Japanese word the character's fight either unarmed or describing a type of martial arts. with melee weapons. Kata: Style, type, pattern, form or Hard: A style that uses straight, prearranged motions, used as a muscular movements. beginning point from where countless variations emerge. Hepburn Romanization: The most common form of Japanese romanization. Katakana: Japanese phonetic characters, typically used for loan words and foreign Hiragana: Japanese phonetic characters, words. typically considered as a "cursive" script. Katas: Improper pluralization of Kata.

Hold: A combat move where the Kempo: Old Hepburn Romanization of character attempts to grab and Kenpo, Japanese for Chuan Fa, or "Fist immobilize their opponent. Way"

34 Kenpo: Modified Hepburn Romanization for the Japanese word for Maintain Balance: A defense against Chuan Fa. knockdown, this combat move is considered an Escape Move. Knockdown: The combat term for getting knocked down, falling, or getting Mandarin: The main Chinese dialect. knocked back dozens of yards/meters. Knockout: A combat term where the MAP: Abbreviation for Martial Art victim is knocked unconscious. Power.

KO: Abbreviation for Knockout. Martial Art Form: A style or kata of martial arts. KO/Stun: A combat term where the victim is either knocked unconscious or Martial Art Technique: A type of Martial temporarily dazed. Art power that includes secret and spectacular skills. Kung Fu: Chinese martial art. Martial Art Power: A special skill or Kunrei Romanization: Official ability that allows a practitioner of a romanization of Japanese, in Japan. martial art to do extraordinary things in combat. LAB: Abbreviation for Level Advancement Bonus. Martial Art Skill: A term that appears, though is little defined in N&S. Martial Level Advancement Bonus: A bonus, or Art Skill is completely interchangeable bonuses, gained as a character advances with Martial Art Power. in level. Martial Art Style: Any of several arts of Lock: A combat move similar to a hold, combat and self-defense. except that the victim cannot escape unharmed when it is successfully MAT: Abbreviation for Martial Art applied. Also called Joint Lock. Techniques.

Long Range Attack: An attack MC: Abbreviation for Mystic China. performed by using a weapon from a great distance. This is often a form of Modified Hepburn Romanization: A Sneak Attack. form of Japanese romanization that appeared after 1983. The only change is Long Range: The farthest of the combat the use of the 'n' character in Japanese, ranges. It means the opponents are before the letter's 'b', 'p', and 'n'. Prior to roughly ten feet apart. Only Leap and 1983 words with this letter combination Jumping attacks can be performed from replaced the 'n' with an 'm'. After 1983, this range. (Note: Missile weapons, and the 'n' remains the same. long reaching weapons such as spears and polearms can also be used from this Mystic China Sourcebook: They semi- range.) mythical sourcebook hinted at in Mystic

34 China, has stated that he Ninjas: Commonly seen incorrect will eventually get around to writing it. pluralization of Ninja.

Mystic China: The one and only Ninjitsu: Common misspelling of sourcebook for Ninjas & Superpsies. Ninjutsu. Ninjutsu: Japanese martial art of the N&S: Correct abbreviation of Ninjas & ninja. Superspies. non-Exclusive: A style which can be N&SS, NaSS, nass, nss, NSS, NS&S: taken as either a Primary or Secondary Incorrect abbreviations of Ninjas & style. Superspies. P/I: Abbreviation for Pin/Incapacitate. Natural Roll: The result when rolling a twenty-sided die , before any bonuses or P.P.E. (Potential Psychic Energy): modifiers are added. Special attacks and Mystical energy that exists in all living modifiers to attack typically require a creatures that is the source of magic, not natural roll to succeed. to be confused with Chi.

Natural 20: A 20 rolled on a D20 Paired Weapons: Weapons used in both without any modifiers added. hands, this also refers to a Weapon Proficiency for using paired weapons, Negative Chi: Also called Yin Chi, this and a hand to hand combat ability. is the opposite of Positive (Yang) Chi, which is typically found in all living Pin/Incapacitate: A combat move where creatures. Most creatures cannot heal the attacker grapples the victim themselves when possessing negative attempting to immobilize them. chi. Negative Chi is associated with the dead, darkness, and light of the moon. Romanization: One of the common forms of Chinese Negative Chi Infection: A form of Chi Romanization. Disruption, this is where the person is 'infected' with Negative Chi, typically as Positive Chi: Also called Yang Chi. Chi a result of Chi Combat. which powers living things and is usually associated with sunlight. Ninja: Semi-mythical Japanese class. Ninja were used as mercenaries, Primary: This is the first style chosen by assassins, spies, counter-intelligence, a character. Exclusive styles can only be and special operations troops. Ninja is Primary styles, while non-Exclusive correct for both singular and plural styles can be Primary or Secondary. usage. Rate of Fire: The number of attacks of a Ninjas & Superspies: Game of martial missile weapon, typically listed under arts and espionage created by Erick the Weapon Proficiency for that weapon. Wujcik and published by Palladium Books. ROF: Abbreviation for Rate of Fire.

34 Romaji: Japanese words written using combat term is described fully in TMNT english characters. Guide to the Universe.

Romanization: Words from other Two Attacks For Living: A somewhat languages written using english dubiously regarded rule that exists in characters. many Palladium games, where characters with a form of hand to hand Secondary: This can be any style or combat miraculously gain two more styles the character selects after selecting attacks. It DOES NOT exist for their initial style. Exclusive styles cannot N&S/MC style martial arts. be Secondary styles. Wade-Giles Romanization: Another SK: Abbreviation for Special Kata. common form of Chinese Romanization.

Skill Cost: In N&S this term denotes the Weapon Kata: A Special Kata that number of years studying a martial art allows the bonuses from a Weapon style requires. Proficiency to be used with the bonuses from that martial art style. Sneak Attack: An attack from ambush that results in the ambusher getting Weapon Proficiency: A skill that teaches initiative and the defender not being able a character how to use a type of weapon. to defend against the first attack of that melee round. WK : Abbreviation for Weapon Kata.

Soft: A style that uses circular deflecting WP: Abbreviation for Weapon movements. Proficiency. Also W.P.

Special Katas: Martial Art Powers that Wujcik Romanization: The somewhat are essentially rigid dances or formalized bizarre Chinese romanization Erick routines. Wujcik uses in Mystic China and Ninjas & Superspies. It is a method simple to Style: The preferred method of referring him that uses 'common and familiar' to a type of martial art. English versions of the word, combined with Chinese-sounding substitutes. Superspies: Spies that are somewhat better than in real life. Zenjorike: The 'official' spelling of the Martial Art Power category created by Superspy: A spy that is larger than life, Erick Wujcik to represent superpowers. through martial arts training, cybernetics, or skills. Zenjoriki: A commonly seen alternate spelling of Zenjorike. TMF: Abbreviation for Transient Maneuvering Factor. Zero Chi: A condition where the character typically has neither positive Transient Maneuvering Factor: or negative chi. Typically results from a Mentioned only in N&S, this vehicle

35 Dim Mak attack. Characters cannot heal Duration: Instant with Zero Chi. Saving Throw: Standard This is the most basic of spells, which creates a sudden burst of intense, white 17. The Other Ultimate light, temporarily blinding everyone in the radius. Victims are blinded for 1d4 Ninja melees, with a penalty for -5 to strike, This last one I found on a site with no and -10 to parry and dodge. The chance name and no author’s name. Its kind of of falling is 1-50% for every 3m insane but I decided not to judge and traveled. The saving throw is standard, included it anyway. It was so big I put it so those who successfully save vs. magic in its own section. I did my best to clean are not blinded. Note: Does not affect it up and make it legible, but only up to a bionic or cybernetic eyes. point. Beyond that I just didn’t care anymore. Cloud of Smoke Range: 30ft/lv Duration: 1 minute per level Ultimate Ninja O.C.C. Saving Throw: None Bonuses=+5 PS, +4 PP, +6 PE, +7 ME, This enables the Shinobi to create a +3 MA, +10 SPD, +2 IQ, +100 cloud of dense, black smoke up to MDC/SDC/HPs, +2 to strike 10ftx10ftx10ft per M.E. ft radius, +10ft BAREHANDED ONLY, +5 to dodge per level maximum in size, up to ISP= MEx10 +100 +100/lv 30ft/lv away. Victims caught in the PPE= PEx10 +100 +100/lv cloud will be unable to see anything Chi= PEx10 +100 +100/lv beyond it, and their vision is impaired; Super powers= 4 major and 4 minor of they can see no more than 1m in front of choice them. While in the cloud, victims will be Psi powers= 4 each of choice from the -5 to strike, and -9 to parry and dodge. physical/sensitive/healing/fighter/oni ninja techniques and phase powers Thunderclap 'Range': Directly affects the Master of Concealment: Can cast the immediate area (10m/33ft) around the following spells at will and at NO caster, but can be heard up to 1km away. COST: Master of Concealment: Duration: Instant Can cast the following spells at will and Saving Throw: vs. Horror Factor at NO COST: Shadow Meld, Invisibility: The invocation produces a booming clap Superior, Multiple Image, Invisibility: of thunder that is so loud that it seems Simple, Globe of Daylight, Improved to make the air vibrate. A thunderclap is Invisibility, Treadless Path, Mask Scent, excellent means of alerting or Blossom Fury, Flare, Ventriloquism, signaling allies, as well as a way of Glow, Impersonation, Hide, Haze, intimidating ones enemies. As an Gather, Fart, Blinding Flash, Cloud of intimidation device, it will momentarily Smoke, Thunderclap, Fool's Gold, startle and distract everyone other MAGELIGHT, MAGEFIRE, Sleeping than the caster. This provides the creator Chameleon of the thunder with a bonus of +5 on == == his init, +1 to strike, parry, and dodge, Blinding Flash Range: 3m radius (10ft), and creates a horror factor of 8 (all up to 20m (66ft) away.

35 characters within the area must roll to When a haze cantrip is cast, the save vs. horror factor). atmosphere in the desired area of effect becomes cloudy, as if layered by smoke Fool's Gold Range: By touch or up to or filled with floating dust. Any 2m (6ft) away creature attempting to discharge missiles Duration: Five minutes per level of spell or cast spells at a target screened by caster such a haze will be affected. The target Saving Throw: Standard; those who save is 5% harder to hit, so missile recognize it to be fool's gold. Those discharge is at –1 to hit and saving with a strong knowledge of metals are throws are at +1 (if a ‘to hit’ roll is not fooled. required.) Hiding in shadows is 5% more This illusion enables the Shinobi to effective when screened by a haze cause any object to appear to be made of cantrip. The hazy effect lasts but 15 gold. After the magician leaves, the seconds. It must be cast over an area object will still retain its gold with 1 foot of the caster. Atmospheric appearance until the spell elapses. The conditions will destroy the haze if effect is temporary, and upon close applicable—a good breeze, rain, etc. A examination by those who can recognize gust of wind spell will immediately precious metals, it is clearly not gold. disperse the haze.

'Fart' Gather Hide Range: 10 feet/lv Range: 5 feet/lv Duration: 2d6 seconds Duration: 5-10 minutes/lv Area of Effect: One person Saving Throw: Standard Saving Throw: Negates This spell causes This cantrip allows the caster to the recipient to emit a loud, raunchy, magically hide an object of virtually any obnoxiously odoriferous fart for 2d6 size for a short period of time. The seconds. The victim must make a M.E. cantrip casts a dweomer over the desired check to avoid distraction. object so that it becomes invisible to all who are in front of the caster. The 'Gather' Range: 1 sq yard/lv dweomer will not work if viewers are Duration: Instant beside or behind the caster. The cantrip Saving Throw: None lasts for 10 minutes on an object of 2 This cantrip enables the caster to neatly cubic yards or less in volume, but only gather numerous small objects into a half that for anything larger. Note: The stack or pile. For instance, if nails, nuts, magic does not affect sound, so that if a coins, papers, or like objects were crowing rooster were made to seemingly spilled, the magic would bring them disappear, the noise of its cry would still together. It can be sued selectively, for be heard. Likewise, if an elephant were instance to separate one type of material hidden by the cantrip, the sound of its from another; but only the selected tread, trumpeting, or even breathing type would be gathered neatly. might be heard.

Haze Range: 1 foot cube/lv Impersonation Duration: 15 seconds/lv Range: 0 Saving Throw: None Duration: 1 round/lv

35 Area of Effect: The caster within range. Imitating voices is not Saving Throw: None possible unless the character has that This cantrip allows the wizard to skill (+10% bonus if he has it), but the impersonate any speaker with nearly character can grunt, growl, mumble, perfect ability. The wizard can only moan, scream, and change the sound of speak in languages he knows, and must his voice. possess a small item recently in close proximity to the original speaker (for Flare example, an article of clothing). The · Range: 500 feet maximum (can be seen wizard's audience will probably be for several miles) greatly amused if they can see who is · Duration: Two melees (approximately speaking, or completely fooled if not. == 30 seconds) · Damage: None Glow · Saving Throw: None · Range: Self or 30ft radius around This spell creates a tiny but brilliant caster. spark of light that is used as a beacon. · Duration: Five minutes per level. The mystical flare is created at an · Casting Time: One melee action altitude of 500 feet in the air, where it · Damage: None will slowly drift downwards for two · Saving Throw: None melees before ending (reaching a final This spell is similar to the other first height of approximately 400 feet). While level spells of Blinding Flash and the maximum height of the flare is 500 Globe of Daylight. In this case, the feet, the flare itself can be seen as far as photokinetic energy is spread out over a five miles away. The flare longer duration. The mage can vary the invocation cannot be used to blind color, size, and shape of the glow to opponents (see Blinding Flash). create a display of pretty lights. The glow isn't really enough to see by (less Blossom Fury than the light produced by a few Range: 90 feet /lv candles). It's great for distractions, Duration: 4 melees per level of impressing children, training young experience. illusionists, and making a mage seem Saving throw: None for visual more impairments; Save versus Poison for intimidating (+1 to horror factor when pollen the glow is radiated from one's self, This spell is very popular among the eyes, clothes, staff, etc.) Ninja and faerie folk of the Pacific rim. A flurry of fragrant flower petals will Ventriloquism start to fall and dance upon wind · Range: 15ft range, affects self or others currents creating a beautiful wonder to by touch. behold. Within seconds, this turns to a · Duration: Two minutes per level downpour, obscuring sight and smell as · Casting Time: One melee action if caught is a blizzard. What's worse, all · Damage: None caught within the area of affect without · Saving Throw: -2 penalty facial protection must save versus poison The Shinobi (or the recipient of the or suffer horrific allergies. These may spell) can throw his voice anywhere include burning, watery eyes, sneezing,

35 extreme congestion leading to the Saving throw: None possibility of inhalation of the blossoms Upon casting this spell, the enchanted gasping for air. person and/object(s) will leave no All within the area of affect are nearly visible tracks. Walking in malleable blinded by the array of bombarding surfaces such as mud will immediately blossoms, limiting visibility (by any fill in the indentions made, restoring the means) to 5 feet (1.5 m) and all tracking ground to its prior untouched state. This abilities by scent become useless due to spell is ideal for throwing off trackers. the overwhelming masking scent of the This spell, however, does not mask the flower petals. While within the blossom scent of the person or item(s) that this fury, victims will be -4 to strike, spell is cast upon. parry and dodge. If they do not have proper protection (goggles, air filtration, Improved Invisibility mask, etc.) they will also suffer an Dur: 1 minute/lvl additional penalty of -1 to strike, parry Range: self and dodge. These added penalties will Save: N/A last up to 2D4 melees after the spell's This spell renders the caster invisible duration has elapsed. and undetectable as superior invisibility, but can remain so even in Mask Scent combat. This forces a -10 to strike the Range: 10 foot radius (3 m) plus 3 feet caster. (1 m) per each additional level of experience. Globe of Daylight Duration: 48 melees (12 minutes) plus Range: Near self or up to 10m (33ft) 24 melees (6 minutes) per each away additional level of experience. Duration: 3 minutes per level of Saving throw: None experience The casting of this spell will completely Saving Throw: None mask the scent of the caster (or A small globe or sphere of true daylight object cast upon), including equipment, is magically created. The light is within the radius of effect. Everything bright enough to illuminate a 4m (14ft) will become odorless, forcing creatures area per level of experience. Since it that track by smell, to rely on visual is daylight, it can keep vampires at bay and audio clues. This is also handy for just beyond the edge of the light and such uses as masking the scent of a may frighten subterranean or nocturnal cooked meal, negating the nauseous creatures. The creator of the globe can stench of the undead, fumigating an mentally move it along with himself, or outhouse, among others. send it up to 10m ahead. The maximum speed at which the glove can travel is Treadless Path equal to Spd. 12. Range: 10 foot radius (3 m) plus 3 feet (1 m) per each additional level of Invisibility: Simple experience. Range: Self only (includes clothes and Duration: 36 melees (9 minutes) plus 24 articles on one's melees (6 minutes) per each additional person. level of experience.

35 Duration: Three minutes per level of the mage with a bonus of +2 on experience initiative, +2 to dodge, and +1 to strike. Saving Throw: None The Shinobi and anything they are wearing or carrying at the time is turned Invisibility: Superior completely invisible. Any object picked Range: Self or others by touch up afterward remains visible. Likewise, Duration: Three/One minutes per level any item that is dropped becomes of experience visible. Neither normal nor night vision Saving Throw: None can detect invisibility, only beings who M.P.: 20/40 can naturally, psionically, or magically a powerful spell that makes the spell "see the invisible" can see the character. caster invisible to all means of (Infrared, heat detectors, and scent detection! Infrared, ultraviolet, heat, and tracking (animal) can also pinpoint the motion detectors, see aura, presence invisible person). Although the invisible sense, sense magic, sense evil, and even person is imperceptible to the eye, they an animal's sense of smell cannot still retain physical mass. They cannot locate the invisible person! No footprints go through walls nor can weapons pass are made, there is little sound (prowl harmlessly through them. The character 85%, and the power to see the invisible still makes noise, leaves footprints, and will only reveal a semi-transparent, physical and magical contact/attacks still ghost-like image of the character (which affect them as usual.While invisible, the gives attackers a penalty of -2 to strike). can talk, weave spells, walk, climb, run, The spell caster and anything they are open doors, carry objects, and perform wearing or carrying at the time is turned other acts of physical exertion, including completely invisible. Any object picked combat, and remain invisible. The up afterward remains visible unless invisibility is terminated when the tucked under the invisible garments. magic's duration time elapses or the Likewise, any item that is dropped mage cancels the spell.Opponents who become visible. Unlike invisibility: cannot see their invisible target are -6 to simple, this super-cloaking magic is strike, parry, or dodge against them. broken if the character engages in Multiple Image combat/attacks. At that instant, he Range: Self becomes completely visible. This is Duration: One minute per level of unless they opt to pay more MP for the experience saving Throw: Special. more powerful version of the spell which Viewers may be able to see through the enables them to attack, but has a shorter illusion and identify the person, but such duration. Note: This spell and the simple rolls vs. magic are at -6. version cannot be combined. An Shinobi that creates three identical images of the caster. Each image mimics 'Shadow' Meld his every movement exactly. Only Range: Self piercing the false image with iron will Damage: Two minutes per level of dispel it. This is a great way to confuse, experience. scare, and distract an opponent or an Duration: None angry mob. The deception also provides Saving Throw: MP: 10

35 This unique magic enables the Shinobi rod. The light is variable, anywhere from to step into the shadows and become 15 - 150 watts (i.e. illuminates totally invisible, even to those who can 15-300 ft. radius). The intensity can be normally 'see the invisible'. The varied after the spell is cast. shadow must be at least five feet long to Destruction of the staff-rod will dispel be an effective hiding place. The the light. shadow servers as a superior means of SAVE: Not applicable hiding or moving unseen. The Shinobi can move, walk, or run through the MAGEFIRE length of the shadow or from shadow to Color: Black, Brown, Clear, Red, Silver, shadow. While in shadow/darkness, the White mage prowls at 60% proficiency (or at Dur: 1 hour / lev., or until dispelled +15% to normal prowl skill, whichever Range: Touch is higher).Intense light can dispel the Comp: Material (wooden staff or rod), shadow, leaving the mage revealed. Gesture (roll the staff/rod between hands While hidden in the shadow, the 4 times) character is still susceptible to attack, Effect: A ball of fire (any color) appears although attackers are -5 to strike him. at the tip of a wooden staff or rod. Area affect magic doesn't suffer any It produces heat, but does not consume such penalty. the staff/rod. Additionally, the magefire Chameleon Range': Self or others by can fire a fireball once per melee. The touch fireball does 1d6 M.D., plus an Duration: Four minutes per level of additional 1d6 M.D. at levels 4, 7, 10, experience 14, etc. The fire gives off about 60 Saving Throw: None. watts (lights 100 ft. radius). Destruction This spell enables the affected to of the staff/rod will dispel the seemingly alter the color and pattern of magefire. their clothes and body, enabling them to SAVE: Not applicable, targets of fireball blend into the surrounding environment. save on a natural 18-20 for no damage Movement lowers the effectiveness. 90% prowl skill when not moving. Sleeping 70% prowl skill if moving less than 1m Range: Touch per melee round or slower. Duration: 1 hour per level of experience 20% if moving 2m per melee round Saving Throw: Standard Totally ineffective if moving any faster By touching the target in the forehead, and, failing a save vs. magic, they are MAGELIGHT put into a magical slumber from which Color: Black, Brown, Clear, Silver, they will not awaken by normal means. White Only standard spells of magical negation Dur: 1 hour / lev., or until dispelled or 'Counter-Sleeping' will awaken the Range: Touch victim. Can permanently burn points Comp: Material (wooden staff or rod), from ISP/PPE/Chi/Exp combined to gain Gesture (roll the staff/rod between hands special powers. 20 to gain a minor super 3 times) power, 40 to gain a major super power, Effect: Causes a globe of brilliance to x3 I.S.P. needed to activate a psi power appear at the tip of a wooden staff or to gain it as a permanently on/at will

35 power, x3 P.P.E. needed to gain a spell (6) (8) sets of fully reversible at will/always on power or just the gimmicked clothes, P.P.E./I.S.P./Chi needed to activate the (7) (2) sets of fully gimmicked power as a usable power. If points are flexiarmor200mdc+200mdcff/opf/pf/sou burned to gain a power permanently then l bonded, the characters eyes will glow equal to a (8) set of hand and foot spikes<+40% 4watt light bulb climb skill +1d6*10 dmg combat>, O.C.C. skills= (9) sets of magically bonded Linquei (All) detection+20%, (all) Battle Armor<500mdc 200mdc ff/pf demolitions+20%, concealment +20%, takes ¼ all dmg done to it regens palming+20%, sleight of hand +20%, 10pts/hit/min auto if fully destroyed will pick pockets+20%, pick locks+20%, reform in 6 hrs is soul bonded turns into prowl +40%, escape+40%, a set of body tattoos when not in use climbing+30%, First (2)Dwarven quality Magic Ninja-to aid/paramedic/holistic medicine+20%, (5d6+10MD, +5p/s/int/dmg> use poison+50%, use ninja (2)Dwarven quality <+5p/s/int/dmg> equipment+30%, swimming +30%, weapons for every wp possessed intelligence+30%, tracking+10%, 4 (2)weapons of choice and, (2) weapons ant/mod weapons of choice-paires and of clan choice sharp shot where applicable, lan/lit (10) each silver/irton/steel wood Chinese/Japanese/english98%, 4 lan/lit throwing stars 1d6*10 of choice +20%, HtH Ultimate Art Of (20) each iron/steel/wood/silver stakes Ninja + 1 of choice and wooden mallet O.C.C. related skills= 10 +2/2 lvs Money= 1d6*9000 credits, 1d6*900 Secondary skills= 8 +2/2 lvs trade items/gems, 1d6*10 bmi Contacts= 1d20 1d10 each contact lvs Cybernetics= if have powers none or can Ultimate Art of Ninja opt to be a cyber ninja/juicer ninja/ w Entrance Requirements: No Alignment 1d20 +6 extra cyber/bionic weapons restrictions. Requires minimum M.E.: Standard equipment= 10, P.S.: 10, P.E.: 10, and P.P. of 10. (1) NG-S2 Survival Pack, Armored Skill Cost: 14 Years Ninja Jumpsuit (45 MDC, no prowl Costume: Shinobi Shozoku: The ninja penalty, outfit consists of jacket, hakama (loose black) pants), hand gauntlets, sandals, tabi (1) dim backpack<2ton cap>, socks, double belt, leg ties, separate leg (2) (1) dim utility belt/ w40 and arm pieces, and quilted groin and pouches<1ton cap>, body protector. Numerous pockets are (3) dim battle harness/ designed for concealing shuriken and w40pouches<1ton cap>, other Ninja items. Also comes with a (4) (1) lg. flashlight, (1) pen flashlight, two-part hood. All of the clothing is pocket laser distancer, relatively loose, with ties around the (5) (1) 1000ft knotted each foot spider waist, wrists and ankles. (For just the silk climbing rope and grappling clothing, A.R.: 8 and S.D.C: 15) For hook<+10% climb skill/indestructable>, fighting operations on the battlefield (1) 1 set of superior lock picks, there were chain mail jackets and leggings. Chain mail guards for the

35 wrists, hands and neck along with a COMBAT SKILLS: metal chin guard completed the armor. Attacks per Melee: 1 Armor triples the price of the outfit. (For Escape Moves: Maintain Balance, Roll chain mail armor additions, A.R. 13 and with Punch/Fall/Impact, Leap, S.D.C. 59) The clothing is traditionally Cartwheel, Back Flip. died one of several colors, depending on Attack Moves: Roll, Somersault, the environment in which the shinobi is Cartwheel, Back Flip. working: the default color is off-black Basic Defense Moves: Automatic Parry, for night and utter blackness, brown for Dodge, Parry, Cartwheel, Back Flip. fields and forests, gray for stone and Advanced Defense Moves: Disarm, urban settings, and white for snow. True Breakfall, Circular Parry, Automatic black is not available, the closest being a Dodge. nearly black, dark red or dark indigo, Hand Attacks: Strike (punch), Claw dark brown or rust colored, due to the Hand, Fingertip Attack, Fore Knuckle available dyes. For more theatrically Fist, Thumb Drive Fist (Boshi Ken), inclined ninja, the following colors are Palm Strike, Knife Hand. available; blue for ninja which clumsy, Basic Foot Attacks: Kick Attack, : incapable, or poor, red and/or orange for Backward Sweep, Forward Sweep, Kick villainous ninja (especially ninja Attack, Snap Kick. assassins), grey for neutral ninja, white Jumping Foot Attacks: Jump Kick. for good ninja and evil ninja attempting Special Attacks: Roll/Knockdown, : to mend their ways, and no color or Choke, Death Blow (REVISED!), Death shinobi shozoku at all for powerful Blow from Behind (NEW!), Death ninja. Reversible forms of shinobi Strike (NEW!), Death Touch (NEW!), shozoku may be made (or bought), with Elbow, Hip Throw (New!), Knee, a second color or even a complete set of Pommel Strike (New!), faux garb that can be used as a disguise Roll/Knockdown, Shoulder Throw (such as common bonge garb, priest’s (New!), Shuriken Stab (New!), garb, etc.) when the garb is turned inside Sweeping Throw (New!). out. A second color on the reverse of the Holds/Locks: Arm Hold, Elbow Lock, garb adds +50% to the listed cost; Neck Hold/Choke, Wrist Lock. having a set of faux garb on the reverse Weapon Kata: (Choose Five): W.P. doubles the cost of the shinobi shozoku. (Polearm), W.P. Black Powder (or Matchlock), W.P. Hanbo (Blunt), Stance: Shizen no Kamae: This is the W.P. Jo (Staff), W.P. Jutte (Forked), natural stance, where the hips and the W.P. Katana (Large Sword), W.P. shoulders are square to (facing) the (Short Sword), W.P. Kusari opponent. The hands hang naturally and Fundo (Chain), W.P. Kusarigama (Axe the feet are shoulder width apart. The & Chain), W.P. Kyoketsu Shoge (Knife knees and elbows are not locked; they & Chain), W.P. Naginata (Polearm), are soft, slightly bent. The head is erect. W.P. Ninjato (Short Sword), W.P. CHARACTER BONUSES Rokushaku Bo (Staff), W.P. Shuriken Add +9 to P.S. Add +2+3d4 to P.P., Add (Thrown), W.P. Tanto (Knife), W.P. +7 to P.E., Add +8 to Spd. Add Tessen (Fan), W.P. Yari (Spear). +5+1d6x12 to S.D.C, Add +1 to M.E., Modifiers to Attacks: Critical Strike, +x8 Chi Critical Strike from Behind,

35 Knockout/Stun, Knockout from Behind, invisible opponents, the character only Pull Punch, Death blow from Behind. suffers half the normal penalties. To SKILLS INCLUDED IN TRAINING receive these benefits the player must Martial Art Powers: Falling Technique, roll under the blind fighting skill Deception, Leaping Technique, Poison percentage. Also the character has a Hand Technique, Kuji Kiri (Finger chance of detecting the presence of an Weaving Technique), Kosshijutsu, invisible creature, equal to half the skill Koppojutsu, Instant Stand, proficiency. Base Skill: 10% + 5% per Ankokutoshijutsu, Art of Stealth or P1 level of experience. Mi Using Tung, Art of Disguise or Meditation: Involves engaging the mind Hensho jutsu, Art of Escape or Inton and body so that the body remains Jutsu, Art of Hiding or Inpo Shinobi motionless, but without fatigue or pain, Aruki, Chikairi, Shinobi Iri or Art of and the mind stays in a clear, calm and Stealthy Entering, Plus Select a total of rested state. While meditating a Ten (10) Martial Art Powers from character recovers Chi, I.S.P., P.P.E. and among: Atemi, Arts of Invisibility, other internal resources at an accelerated Martial Art Techniques, Body rate. Although it is not a substitute Hardening Techniques, and Special for sleeping, characters will usually feel Kata, Chi Mastery Techniques. If alert and refreshed after any period desired, any number of Martial Art of meditation. When in a meditative Powers can be traded, on a one-for-one state they character is, at a subconscious basis, for Basic Skill Programs level, well aware of what is happening in (excluding Physical). the environment and can instantly Languages: Japanese, Chinese, and leave the meditation position with no English. combat penalties. Cultural: Camouflage, Disguise, Escape Base Meditation Skill: Rolls based on Artist, Fortress Design & Penetration, meditation should be done as a check Geography , Meteorology, Strategy, versus the character's Mental Endurance Tactics, and Use Ninja Equipment, Use (M.E.) attribute. Ninja Tools. Base Meditation Time: The amount of Physical: Blind Fighting, Wrestling, time that a character can continue to Boxing, Acrobatics, Gymnastics, meditate: One hour at first level, with an Tumbling, additional fifteen minutes at 2nd, and Prowl, Climbing, Swimming, and 3rd, 4th, and 5th levels. At 6th level the Swimming: Scuba, Swimming meditation time jumps to three hours, Competitive. and the character picks up another Blind-Fighting: The skill of fighting in advancement into 7th level and beyond. conditions of poor or no light. The Pressure Point Control Tactics: character only suffers half the normal Developed by physicians in association penalties for fighting in complete with law enforcement personnel, PPCT darkness or when blinded, and only is a relatively simple, reliable system of suffers one quarter the normal penalties pressure point manipulation designed to of blindness when fighting under aid the officer in apprehending and starlight (characters without the skill controlling a suspect with minimal use normally only suffer half of the normal of force. In game terms, it acts as a penalties). Also when dealing with supplement to the character's Hand to

35 Hand skill, similar to Boxing or two attacks. As with the Knockdown Wrestling. It is available only as a kick, a called shot (12+ with bonuses) is Scholastic or "Other" skill, and should required; lower rolls do normal damage ideally be restricted to characters with a but do not cause the Disarm effect. law enforcement/security or martial arts Rolling with a Disarm punch means it background. Bonuses: does normal punch damage, but does not +2 to Hold/Lock, Pin/Incapacitate, or cause a Disarm. At the GM's option, Entangle (this bonus applies both to the the Disarm punch may be used to force initial attack/defense and to subsequent opponents to break Locks, Holds, and attempts to maintain or break the similar attacks, as well. hold). If the character does not possess +1 to Save vs Pain one or more of the above attacks, the Weapon Proficiencies Temple: training includes an Entangle attack. Meditation. Knock-Out/Stun on Natural 20 (if the Weapon Proficiencies: (Pick Ten): W.P. character already has a Knock-Out/ Stun Axe, W.P. Black Powder (or Arquebus attack, from Hand to Hand training, & Matchlock), W.P. Blunt, W.P. Bow, Boxing, ect, reduce the target number by W.P. Chain, W.P. Fan, W.P. Forked, one. W.P. Knife, W.P. Large Sword, W.P. Knockdown attack - using basic Mouth Weapons, W.P. Net, W.P. pressure points, the character numbs the Polearm, W.P. Short Sword, W.P. opponent's leg briefly; just long enough (Demon) Snare, W.P. Spear, WP to force them to fall. May be performed Improvised, W.P. Staff, and W.P. with a kick or with a blunt weapon Thrown. (commonly a nightstick or similar instrument). Does normal damage for Philosophical Training: the application method (ie, normal kick Ninja Code of Honor: The ninja code of or weapon damage), and the opponent honor stresses four areas, motivation loses initiative and one attack. Requires towards the mission, loyalty to the clan a called shot (12 or higher, bonuses and ryu, improvisation through included). Rolls under 12 which hit do awareness, and disguising one's true normal kick damage only. Successfully nature. Motivation to the mission is rolling with a knockdown kick means stressed by accepting missions only from the character does not fall, but suffers the ninja's chunin, considering the normal damage. Maintain Balance rolls enemies of the employer as one's own are at -5 vs a knockdown kick of this enemies, never refusing or questioning a type. mission, failure not being an option in Disarm punch - using basic pressure the mission, putting the mission before points, the character numbs the oneself, killing in a mission when opponent's arm briefly; just long enough necessary and avoiding killing when not to cause them to drop their weapon or necessary, escaping when captured, other carried object. Does the character's killing one's self when escape is normal punch damage (1d4 or higher; impossible, resisting when suicide is N&SS/MC characters may use the impossible, and taking the life of a Fore-Knuckle, Double Knuckle, and comrade rather than allowing them to be Power Punch strikes as well), and acts as captured. Loyalty to the clan and ryu is a Disarm attack. The disarm punch takes achieved by never betraying the clan,

36 putting the clan before oneself, not gods of heaven and earth as fundamental striking another member of the ryu, conditions of government. aiding a genin of the ryu, and not ever leaving the ryu, even to the point of Mikkyo Buddhism: This form of killing ninja who do leave the ryu. Buddhism is also known in Japanese as Improvising through awareness is mikkyo, meaning "secret teaching". achieved by always observing other Mikkyo is one of several streams of people and knowing one's practice within the Mahayana Buddhist surroundings with the thought that one is tradition. Mikkyo blends many always being observed and being doctrines, philosophies, deities, religious mentally and physically alert enough to rituals, and meditation techniques from a make use of anything at hand. wide variety of sources. Assimilation of Disguising one's true nature is Hindu and local deities and rituals was accomplished through maintaining especially marked in the Buddhism that disguises, never revealing one's true self, became Mikkyo. Such diverse elements speaking in circumlocutions and came together over time and, combining obfuscation while in public, using code with Mahayana philosophical teachings, words and metaphors which jeopardize formed a comprehensive Buddhist neither one's self or the mission. system of doctrine and practice. Esoteric (Tantric) teachings, central to the Tendai Kokka Shinto: State Shinto. The prewar and Shingon schools, also contributed to Japanese state distinguished the Buddhism's eventual broad acceptance. religious ceremonies of the imperial These teachings, termed "esoteric" court and of the shrines from those of because they were transmitted orally and other religions. Shrine rites and in secret from master to qualified education fell under public disciple, were designed to lead a administration, as practitioner to Buddhahood in his well as shrine administration and policy. present life. In this sense esotericism After the second world war, the was highly elitist, but it was also laced Occupation authorities issued an order with folk elements, such as techniques of calling for the abolition of this system, healing and magic, that enhanced the which it termed State Shinto. State appeal of Buddhism to simple people. Shinto was founded on the idea that the Aristocrats and commoners alike were prosperity of the nation, the safety of the also attracted by the expressions of imperial house, and the happiness of esoteric Buddhism--Sanskrit syllables the people are blessings granted when uttered as charms, splendid and colorful human politics coincide with the will of rites, and images of the buddhas carved the gods. This view is expressed by the on mountain cliffs. The Tendai and term saisei itchi, or unity of worship Shingon schools, two new versions of and rule. In ancient Japanese, the same Buddhism introduced from China, both word (matsurigoto) was used to refer to established their most important both religious rites and government. monasteries in the mountains, and Some use the term kodo (Imperial Way) mountain temples soon became quite to designate this ideal conduct of common. politics, seeing the emperor's official worship of Amaterasu omikami and the

36 Ninpo: This is an eclectic combination enlightenment stems from the mixing of between a code of honor and a spiritual Ekkyo (I Ching divination), Gogyo path of seeking enlightenment.The ninja Sestsu (five elements of Taoism), In-yo code of honor stresses four areas, (yin-yang) duality of Taoism (in-yo do, motivation towards the mission, where the yin philosophy of yin-yang is loyalty to the clan and ryu, stressed, but balanced with inner yang), improvisation through awareness, and Kyojutsu Tenkan Ho (the ability to disguising one's true nature. Motivation 'interchange falsehood and actuality'), to the mission is stressed by accepting Mikkyo Buddhism, moral strength, missions only from the ninja's chunin, naturism (studying and understanding considering the enemies of the employer the workings of nature), Onmyodo as one's own enemies, never refusing or (divination and astrology), perseverance questioning a mission, failure not being when facing overwhelming numbers, an option in the mission, putting the Seishin (purity of heart, taught mission before oneself, killing in a to embody a sense of completeness), mission when necessary and avoiding Shugendo (the mixing of Mikkyo killing when not necessary, escaping Buddhism with Taosim and Shintoism), when captured, killing one's self when and sincerity. The ultimate goal of this escape is impossible, resisting when spiritual path is to strive for peace, suicide is impossible, and taking the life harmony and enlightenment in all things. of a comrade rather than allowing them to be captured. Loyalty to the clan and NINPO PHILOSOPHY: ryu is achieved by never betraying the Kyojitsu Tenkan Ho: 'Method of clan, putting the clan before oneself, not interchanging truth and falsehood'. This striking another member of the ryu, refers to the Ninja's preference for aiding a genin of the ryu, and not ever utilizing deceptive and non-direct means leaving the ryu, even to the point of to accomplishing his goals. Violence and killing ninja who do leave the ryu. direct confrontation are to be avoided Improvision through awareness is unless no other option is viable. This achieved by always observing other involves the use of stealth, political people and knowing one's surroundings manipulation, espionage, with the thought that one is always being reconnaissance, illusion, reverse observed and being mentally and psychology, suggestion, sabotage, and physically alert enough to make surprise tactics such as ambushes. Even use of anything at hand. Disguising one's when the Ninja is forced into a direct true nature is accomplished through battle, he will attempt to make use of maintaining disguises, never revealing evasive and deceptive tactics, including one's true self, speaking in Sneak Attacks. circumlocutions and obfuscation while in public, using code words and Wa: 'Harmony and balance'. In Ninpo, metaphors which jeopardize neither life is regarded as the most sacred, one's self or the mission. Due to the superseding value in the universe and it unique requirements of the ninja code of is to be protected at all costs. This honor, the character does not have to refers to the lives of not only the Ninja's have an alignment with a discipline of friends and family, but those of the honor. A ninja's path toward spiritual

36 supposed 'enemy' as well. Killing Jin: 'Humanity'. The true Ninja is another sentient being is regarded as expected to develop a kind and violating the Laws of Nature, unless compassionate, yet detached, deemed absolutely necessary as a last understanding of others. He is taught to resort. Connected with this ideal is allow his heart to grow into a warm Ninpo's prescribed goal of continually palace and not wither away as a cold attempting to ensure a peaceful balance fortress. According to Ninpo within human society --- by any means traditions, the Ninja is encouraged to necessary. As something of a paradox, it develop the Kajo Chikusei (Flower is sometimes required to perform acts Heart, Bamboo Spirit) --- a heart that is of violence to maintain this balance (but as kind and pure as a flower, but as firm always as a last resort). However, the and flexible as the bamboo. motivation of the true Ninja must always be to fight not only for the peace of Gambatte: 'Keep going'. The true Ninja his loved ones, but for the peace of one's is expected to train intensively in all enemies as well. the prescribed areas of training, and master many forms of weaponry. The Ninniku Seishin: 'Spirit of perseverance'. Ninja no Hachimon ('Eight Gates of the The true Ninja is expected to receive Ninja') are Ninja no Kiai (harmonizing all threats, insults, and oppression with a of spirit), Ninja no Taijutsu (skill with calm, enduring heart. He is not to the body), Ninja no Ken (sword), Ninja allow his personal desires to dictate his no Yari (spear), Ninja no Shuriken actions, and is not to indulge himself (throwing blades), Ninja no Kajutsu (use in such things as hatred, anger, guilt, of explosives), Ninja no Yugei jealousy, sadness, or malice. Such (deceptive skills), and Ninja no Kyomon motivations are not only unhealthy but (philosophical training). can also interfere with the success of the Ninja's mission. Bunbu Ichi: 'Pen and sword are one'. The true Ninja is expected to study and Nagare: 'Flow'. In the end, there should master many things in addition to the be no such thing as surprise to the martial arts. These include varying true Ninja. He is expected to constantly different arts, sciences, philosophies, and prepare himself for any situation in so forth. Besides the personal not only his martial arts training but his development afforded such study, the mental outlook, as well. He is to goal is to be prepared for any situation develop the flexibility of mind and one might encounter --- particularly adaptability of spirit to face any during espionage missions. unforeseen obstacles. Giri: 'Duty and obligation'. First and Fudoshin: 'Immovable spirit'. The true foremost, the true Ninja is loyal and Ninja is not to allow himself to be respectful to his clan and its allies. He is possessed by such things as greed, not to betray his clan for any personal desire, luxury, laziness, pride, reason and not to go against the or egotism. He is discouraged from teachings of Ninpo. If the Ninja is asked relying too much on others, even close to do something that either weakens or friends, to accomplish his goals. endangers the clan and its members, or

36 that violates the teachings of Ninpo, he converting many mountains from Shinto is to report the request to the clan heads to Buddhism and the founding of to determine what the appropriate course Shugendo (Shu=search, ken=powers, of action is to be. do=way; therefore Shugendo would be the "way of supernatural powers"). By Ryobu Shinto: Dual Shinto, a term used practicing ascetic rituals they to refer generally to Shinto as empowered themselves with Holy and syncretized with Buddhism, and mystical powers to use for the benefit of specifically to that syncretic Shinto as the community. The maintain these holy interpreted by the Shingon sect, in powers, often had to perform contrast to Tendai Shinto. In the esoteric these rituals with frequent regularity Shingon sect, the unity of the often doing things like chanting the metaphysical world with the phenomenal Lotus sutra hundreds of times in a day. and natural world is explained via the they made regular pilgrimages to holy dualistic principles of the Kongokai mountains once a season-often in (vajradhatu or diamond world) and difficult to reach places. When the Taizokai (garbhadhatu or womb world). esoteric Buddhist schools (Tendai and According to this interpretation, the Shingon) came to the mountains of relative is equivalent to the absolute and Japan, they brought with them the idea phenomenon is equivalent to noumenon. of military prowess. The Yamabushi This principle was extended to assert embraced this idea and begin to train that the native Japanese deities are themselves in the martial ways. Stories equivalent to the Buddhas; for example, often circulated of Yamabushi Amaterasu omikami is viewed as performing extraordinary feats such as equivalent to Dainichi Nyorai walking across burning fires and (Mahavairocana). This school of thought climbing up ladders of swords as well was said to have been initiated by Kukai cutting stones in half by prayer alone (773-835), the founder of the Shingon or jumping great distances. sect in Japan, but it is in fact a later If this is your Primary Martial Art then development. Kukai was, however, a the following other styles can be strong believer in Shinto deities, and learned in a shorter time: Fudo Ryu (4 established the shrine Nibutsuhime Jinja Years), Fukushima Ryu (4 Years), Fuma as the tutelary deity of Koyasan, the Ryu (5 Years), Gyokko Ryu (6 Years), mountain monastery which he founded. Gyokushin Ryu (7 Years), Koto Ryu (5 Also called Shingon Shinto. Shugendo: Years), Kukishinden Ryu (8 Years), The first Japanese mountain ascetics, Kumogakure Ryu (6 Years), Shinden Shugyosha or Hijiri, were thought to Fudo Ryu (7 Years), Takagi Yoshin Ryu attain great power by meditating and (5 Years), Togakure Ryu (7 Years). performing austerities on mountain LEVEL ADVANCEMENT BONUSES: peaks. The best known of these was En- The Character has learned to do Aerial no-Gyoja (En the practitioner or ascetic) and Ground feats of agility, endurance also known as En-no-Ozuno or En-no- and strength, such as walking tightrope, Ubasoku (En the laic). He is an ascetic high wire, trapeze, and stunts performed who primarily wandered the mountains above the ground. Other physical in Yoshino and Kumano south of Kyoto abilities include, rolls, somersaults, leaps and Nara. Enno is credited with and falls, falls, rolls, tumbles,

36 cartwheels, and to work on rings and hands to grab his opponent and parallel bars. Note: Characters with Leap throw/flip him to the ground). Attack can use these distances in a Back Flip and Somersault: +4 to dodge strike. quickly by flipping out of harm's way or 1st: +11 to Roll with Punch/Fall/Impact, over one's opponent. Always ends in a +2 to Maintain Balance, +1 to Strike, tumble and crouched stance. Like all +1 to Dodge, Critical Strike or dodges, it takes place of one attack that Knockout/Stun from Behind, Death melee, unless the user has the Strike on a Natural 20. 80% + 5% per auto-dodge ability. However, because level - Sense of Balance and the ability the tumbler has flipped a fairly great to maintain grip, hold or footing. distance, the attacker also loses one 90% + 5% per level - Climb Rope: attack, as he must turn around or lunge Players should roll once for every 400 ft forward to renew his attack. of a vertical climb. Every "skilled" Stilt Walk: To construct and walk on climber gets a second roll to recover his/ stilts, 50%+5% per level of experience. her hold. A failed roll means a fall off the stilts 70% + 10% per level – Climbing: (or (roll every 150 feet walked). adds a bonus of +20% to climb skill) Pole Vault: 10 feet for every level of Knowledge of the tools and techniques experience. Success ratio is 50%+5% for climbing up sheer surfaces. Players per level. Failure means only half the should roll once for every 200 ft of a intended height is achieved, or the vertical climb. Every "skilled" climber tumbler has vaulted into a wall or other gets a second roll to recover his/her hold. solid object (2D4 damage). The person Rappelling is a specialized, rope will always land in a tumbling roll climbing skill used in descending from unhurt, when successful. helicopters, scaling walls, and cliff Crush/Squeeze does 1D4 damage facings. For game purposes, rappelling Body Block/Tackle does 1D4 damage will include ascending and descending and opponent must Dodge or Parry to climbs. Base Skill: 30% + 5% per level avoid of experience. A failed roll means a slip being Knocked down. or fumble; roll again to regain hold or Leaps: 10ft long plus 3 feet every level, fall. 8ft high plus 3 feet every three Provides the following: levels Fearless of Heights. Damage from 90% + 8% per level - Back Flip Falls 1D6 from a 10 foot height plus 50% + 5% per level - Prowl (or adds a 1D6 for each additional 10 feet of bonus of +30% to Prowl skill) 60% + height, or fraction there of., +9 to Roll 5% per level - Rings & Parallel Bars with Punch/Fall,+ 1 to strike and parry Body Throw: While usually used on a when combined with W.P. Sword, Note: cooperative partner, this judo-type flip Paired Weapons is a separate skill. See can be used on an opponent, doing 1D6 the W.P. Tables in the Combat Section damage, plus the victim loses initiative for details. Pin/Incapacitate on a roll of and one attack that melee unless the 18, 19, or 20 opponent knows instant stand then the 2nd: +1 to Strike, +2 to Parry/Dodge, +2 opponent only loses initiative (Note: The to Cartwheel/Back Flip tumbler must be weaponless, using both 3rd: Select Three (3) additional Martial Art Power from Martial Powers +1 to

36 Roll/Knockdown, +1 to Throw. Art Powers. 4th: +1 to Roll with Punch/Fall/Impact, Why Study Ultimate Art of Ninjutsu? +1 to Maintain Balance, +1 Attack per Stealth and strategy are the mark of the Melee, +1 to Leapv(+4 ft to height and shadow warrior, And Pure mastery of length) the unarmed and weapon techniques of 5th: Select Three (3) additional Martial Ninjutsu. Art Power from Arts of Invisibility, Death Blow (Can be used whenever Special Jutsu Powers of Ultimate NINJA desired (i.e. No Natural Number ART: required), however, character must Ultimate Ninja Art Genjutsu Level of announce intentions to use the Attack Ability: Roll on the following table to per Melee, costs two melee attacks). determine Genjutsu abilities: 6th: +2 to Strike, +1 to Roll with Punch/ 10-24 Major Ability: The character is Fall/Impact, +1 to Maintain Balance, +1 limited to Genjutsu abilities levels one to Dodge Knockout/Stun on a Natural 19 through six, but I.S.P., duration, range, or 20. and other considerations continue to 7th: +2 to Parry/Dodge, +1 to Cartwheel/ increase as the Ultimate Ninja Art Back Flip, Critical Strike on a Natural 19 practitioner progresses in experience or 20. beyond sixth level. I.S.P. is determined 8th: +1 Attack per Melee, +1 to Roll by taking the character's M.E. number as with Punch/Fall/Impact, +1 to Maintain the base, plus rolling 2D4x10 and adding Balance, +1 to Leap (+4 ft to height and it to the the base number. The character length) also gets an additional 10 I.S.P. points 9th: Select Three (3) additional Martial for each level of experience, starting Art Power from Arts of Invisibility,+1 at level one. to Roll/Knockdown, +1 to Throw. 25-40 Master Ability: All levels of 10th: +1 Attack per Melee, +2 to genjutsu powers are available to the Somersault, Death Blow from Behind on master a natural 19 or 20, Select Three (3) Ultimate Ninja Art Genjutsu practitioner additional Martial Art Powers. as he increases in experience. I.S.P. 11th: +2 to Strike/Parry/Dodge, +1 to is determined by taking the character's Roll with Punch/Fall/Impact, +1 to M.E.x10 number as the base, plus a roll Maintain Balance. of 3D6x10 added to the base number. 12th: +1 to Roll with Punch/Fall/Impact, The character gets 120 additional I.S.P. +1 Attack per Melee, +1 to Leap (+4 ft points for each level of experience. to height and length), Select Three (3) 41-00 No Ability: The character gets additional Martial Art Powers, none of the genjutsu powers. 13th: +1 to Maintain Balance, +1 to Genjustu Level Advancement Bonuses: Cartwheel/Back Flip, +1 to Parry, 1st: Automatically receives the psionic Knockout/Stun on a Natural 18, 19, or abilities of Telelpathy, Empathy, and 20. Mind Block, gains the Illusionist ability 14th: +2 to Somersault, +1 to of Simple Sound (Old Ones, page 20), Roll/Knockdown, +1 to Throw, Critical +2 to save vs illusions, +1 to save vs Strike on a Natural 18, 19, or 20. Mind Control/Hypnosis/Saiminjutsu/ 15th:. Death Touch on a Natural 18 thru Possession/Mind Altering Drugs, +2 to 20, Select Three (3) additional Martial save vs Horror Factor.

36 2nd: Gains the Illusionist ability of 12th: Gains the Illusionist ability of Advanced Sound (Old Ones, page 20). Multiple Images with Sound and Order 3rd: Gains the Illusionist ability of (Old Visual Images (Old Ones, page 21). Ones, page 22), +2 to save vs illusions, 4th: Gains the Illusionist ability of +1 to save vs Mind Sound & Image (Old Ones, page 21), +2 Control/Hypnosis/Saiminjutsu/ to save vs illusions, +1 to save vs Mind Possession/Mind Altering Drugs. Control/Hypnosis/Saiminjutsu/ 13th: Gains the Illusionist ability of Possession/Mind Altering Drugs. Multiple Illusions with All Five 5th: Gains the Illusionist ability of Elements Smells & Odors (Old Ones, page 21) and (Old Ones, page 22). the ability of Senbonken (Thousand 14th: Gains the Illusionist ability of The Swords: This illusion creates the image Panorama (Old Ones, page 22). in the target or targets that he (or they) 15th: Gains the Illusionist ability of are surrounded by a number or Magnified Illusion (Old Ones, page 22) duplicates (of the character using the and the ability of Akuma Fu (Devil ability) equal to the one half of the Form: This is an illusion of the character character's M.E., rounded down.). seeming to grow in ferocity and size, 6th: Gains the Illusionist ability of taking on the form of a great devil, Image, Sound & Order Combo (Old completely detailed. The devil illusion Ones, page has a Horror Factor of 15.). 21). 7th: Gains the Illusionist ability of Taste, Blade of Wind Image, Sound & Order (Old Ones, Baki using the blade of wind against page 21). Hayate 8th: Gains the Illusionist ability of Mass Name: Kaze no Yaiba, 風の刃먃刃, literally Hypnotic Illusion (Old Ones, page "Blade of Wind", English TV "Wind 21), +2 to save vs illusions, +1 to save vs Sword" Mind Type: A-rank, Offensive, Short to mid- Control/Hypnosis/Saiminjutsu/ range (300ft) Possession/Mind Altering Drugs. Damage: 9th: Gains the Illusionist ability of This jutsu creates a blade of wind. The Touch (Old Ones, page 22). blade is impossible to block because of 10th: Gains the Illusionist ability of its intangible nature. Multiple Images with Sound (Old Ones, (10 chi per 1d10x10damage un- page 22) and the ability of Nimanzakura blockable but can be dodged at a -10) (Twenty Thousand Cherry Blossoms: This Body Flicker Technique illusion creates the image of a swirling Name: Shunshin no Jutsu, 瞬身の術먃術, mass of small objects (cherry blossoms, literally "Body Flicker Technique" snowflakes, tree leaves, etc) surrounding Type: D-rank, Supplementary the target and making it impossible to Users: Most, if not all ninja above see very far. Victims who fail their Genin level saving throw are -6 to all combat rolls.). This jutsu is a high-speed movement 11th: Gains the Illusionist ability of All technique, allowing a ninja to move Five Elements (Old Ones, page 22). short distances at an almost untraceable

36 speed. To an observer, it appears as if attack, just like how the martial can the user has teleported. A puff of smoke dodge in resonse to an incoming attack. is occasionally used to disguise the If used in this way, the martial artist user's movements. It is accomplished by moves very quickly away from the using chakra to temporarily boost the incoming attack, providing the martial user's reflexes. The amount of chakra artist a large bonus to dodge, and required depends on the overall distance moving the martial artist 10' (3.1) per between the user and their intended level of experience from his original destination. Shisui Uchiha, one of the location with a blur-like effect. This most talented Uchiha, was feared as range is also doubled if this technique is "Shisui of the Body Flicker" ("Shunshin taken twice. This second use of no Shisui"), likely referring to this Zanzoken does not require a technique. melee attack to activate, but dodging an The Body Flicker technique has various attack still wastes the marital variations among the different hidden artist's next melee attack as normal. This villages, all of which involve some extra technique does not enable the martial element aside from the movement artist to teleport through an object, but itself. The extra element is usually some instead creates an incredible burst of sort of substance used to distract the speed that allows the martial artist to opponent, such as leaves or sand. Gaara, move from one location to another very for instance, uses the "Sand Body quickly. Flicker" (砂瞬身の術, Suna-Shunshin?), Duration: Instant which uses sand to cover his Bonuses: If used in response to an movements. Other varieties include the attack, the martial artist gains the "Mist Body Flicker" (霧瞬身の術, Kiri- combat ability of auto-dodge and +10 Shunshin?), "Water Body to dodge. However, no bonuses to dodge Flicker" (水瞬身の術, Mizu-Shunshin?), and are used when using the auto-dodge "Leaf Body Flicker" (木ノ葉瞬身ノ葉瞬身葉瞬身の術, combat ability. If taken twice, the Konoha-Shunshin?). +10 dodge) martial artist gains an additional +10 This techniques allows the martial artist when dodging normally and +8 when to dematerialize and quickly move to using the auto-dodge combat ability. another spot close by. The technique Chi.: Permanently reduces the martial leaves a silhouette of the martial artist artist’s Chi by 20 points, this cost for in their original location for a is paid only when this technique is fraction of a second, causing the "blur" selected, but the martial artist must effect. This technique can be used in two have at least 2% of his base Chi, ways. The first way is to use it to rounding all fractions up, in his reserve seemingly teleport to a new location in order to use this ability. For within a range of 10' (3.1 m) per level of example, if the martial artist had a base experience. If this technique is taken of 140 Chi, then he must maintain 3 twice, increase the range of the "blur" points of Chi in reserve in order to use effect to 20' (6.2 m) per level of this technique. experience. Using Zanzoken in this manner requires the use of a melee attack. The second way to use this technique is in response to an incoming

36 Body Replacement Technique Name: Chakra Kyūin Jutsu, チャクラ Name: Kawarimi no Jutsu, 変わり身のわり身の身の術먃 吸引術, literally "Chakra Absorption 術, literally "Body Replacement Technique" Technique", Type: Unknown "Change of Body Technique", "Change Users: Yoroi Akado, Jirobo of Stance Technique", or "Replacement This jutsu allows the user to absorb the Technique", English TV "Replacement physical and spiritual energy of an Jutsu" or "Substitution Jutsu" This opponent. The user doesn't have to technique is sometimes referred to as actually touch the opponent, since it is the Art of Projection ("Utsusemi no also possible to use it through other Jutsu"). media, as Jirobo did with his Earth Type: E-rank, Supplementary Release Users: All Ninja Academy graduates Barrier: Dungeon Chamber of This jutsu lets the user quickly switch Nothingness. The only necessary places with another nearby object, such condition is some medium through as a plant (normally a section of a log), which chakra can be channeled. an animal, or even another person within The Chakra Absorption Technique is not reach, leaving the opponent open to a truly considered a jutsu since it has counter-attack. Explosive tags can be never been given an entry in any of the attached to the replacement for an added databooks, but more of a special surprise. Fundamentally, all ninja know ability; however, it is not considered a this technique. Additionally, the normal kekkei genkai ability, either. (cost: practice of switching places with a 10 chi per action activated absorbs section of log is done in several places 100chi per action used) also know as that have no such thing anywhere Happo nearby. Cost in chi: 4 points Mind trick En Satsu POSITIVE OR NEGATIVE: lasts: 3 attacks (about 6-8 seconds) An legendary technique for draining chi Attacks used: 1 (can be used as a dodge) from ones opponent and using it as one Chance of success: 50% +3% per level pleases (this is one of the few instances a (rolled by the PC) Note: This art must be persons Chi can be greater than their combined also with prowl or another art usual maximum, however there are still of invisibility to avoid being seen. limits, the maximum that can be drained generally how it works is one attack is is double the artists maximum chi). used to dodge (no bonus or penalty to There are some conditions to this power. dodge), one attack is used to hide (while It is not a learned power exactly, first an enemy is confused and looking around) Atemi Master must spend atleast one and one attack to take some action (run, hour every day for one month fight, etc.) This art also can shield ninja performing a series of metabolism from Chi awareness and Zanshin if the alteration through pressure points. After chi is doubled. (shields only for the 3 the treatment is completed, the artist will attacks) then be able to drain other peoples chi through any circular object (the reason Chakra Absorption Technique it's called the En Satsu is because the Yoroi drains Sasuke's chakra. object used is commonly an En coin). Normally, the user of this technique can only be used on people with intention to

36 fight (GM's call on this). The rate of Chi progress. Of course he is also drain is 10 points every target every invulnerable and undetectable (unless melee, and the user can drain a number you’re a Shifter, Temporal Wizard etc.). of targets equal to double their level of Variants: Time does not seem to affect experience. In some cases, the user can to user in that place. It might even be drain from targets who have no intent of possible to hibernate or go into some combat, but the drain is only 2 points state of suspended animation and just every melee, and can only be used on wait out a bad millenium or two. one target. If not used soon (within 10 minutes), the Chi fades at a rate of 5 per Art of Hiding or Inpo: Training in the art melee. of hiding in volves studying the essential characteristics of all kinds of Cloak of Invisibility Technique objects. For example, how does one Konohamaru uses Cloak of Invisibility move when hiding in long grass so as in an attempt to fool Naruto. not to be different from the surounding Name: Kakuremino no Jutsu, 隠れ蓑のれ蓑の䑮먃 blades? The character learns to become 術, literally "Cloak of Invisibility “One” with another object, remaining Technique" motionless, and moving imperceptibly Type: E-rank, Supplementary when necessary. There is usually no Users: All Ninja Academy graduates chance that the character will be detected This jutsu allows a ninja to take a cloak while hiding. However, if the area is or a piece of cloth and blend into an well lit or subject to careful inspection, object, making them invisible. This art then the chance of remain ing undetected combines the arts of hiding and is 43% + 3% per level. dimensional cloak : Dimensional Cloak This ability works only as long as the Cost: 20 PPE/Chi/ISP. Duration: 10 character stays motionless and has minutes something to hide behind or among. The per level. Permanent statistic change: character can stay motionless for hours, Sense dimensional anomalies, rifts etc. and even days, using this technique. Originally used for evil and perverse However, the moment he or she moves purposes, it is hoped that someday the to attack, the character is completely name of this technique will have the visible. The character cannot hide while original taint purged through noble in clear view and being watched. actions. It is doubtful. The user becomes invisible as he has removed himself Clone Technique from our plane of existence. He can see, Name: Bunshin no Jutsu, 分身の術먃術, hear, and talk but has no other ability literally "Clone Technique", English TV to interact with the people he watches as "Clone long as he employs this technique. Jutsu", UK DVD "Art of Body Physical barriers also seem immaterial to Splitting" a user of this technique. Magical, Type: E-rank, Supplementary psionic, and dimensional barriers seem Users: All Ninja Academy graduates to reflect themselves into whatever This technique creates intangible clones dimensional hole the martial artist has of the user. The clones are simply thrown himself and will stop bar his illusions and will dissipate when they come into contact with something. The

37 illusions can be seen through by the Fire Release: Dragon Fire Technique Byakugan and the Sharingan. A person Sasuke using Dragon Fire Technique with normal eyes can also distinguish the Name: Katon: Ryūka no Jutsu, 火遁・ clones from the original, since the clones 龍火の術롓術, literally "Fire Release: will not disrupt the area around Dragon Fire themselves with their movement (won't Technique", English TV "Fire Style: kick up dust, crush grass, etc.). (10 chi Dragon Flame Jutsu" per min to activate) creates 4 +4/lv Type: C-rank, Offensive, Mid-range (5- images of fighter when multi-image is 10m) active opponents need a natural 18 strike Users: Sasuke Uchiha, Anko Mitarashi roll to actually hit the real fighter, image The user breathes fire along a cord or is destroyed as soon as it is hit any other type of long object. While the technique is shown in the anime to be Dead Soul Technique even larger and more devastating than Name: Shikon no Jutsu, 死魂の術먃術, Fire literally "Dead Soul Technique", English Release: Great Fireball Technique, in the TV "Dead manga it is shown to be nothing more Soul Jutsu" than a small burst of flame running Type: B-rank, Supplementary, Short to along a line of wire. 1/h 1-1d10*10 mid-range (0-10m) +1d10*10/lv 1-10ftr 4000ft +5s can be Users: Yakushi used to counter an attack if you have Using this jutsu, a person can anticipation skill only along a wire (5 chi temporarily reanimate a corpse, creating per wire and blast) the illusion of a living person. This is Fire Release: Fire Dragon Flame Missile achieved by causing the heart to beat The Third Hokage using Fire Dragon once more, allowing the user to control Flame Missile the corpse. The reanimated corpse can Name: Katon: Karyū Endan, 火遁・火の術 serve as either a short-time ally or an 龍炎弾, literally "Fire Release: Fire effective decoy. (100 chi to activate) Dragon Flame Missile", English TV "Fire Style: Fire Release: Ash Product Burning Dragon Flame Bomb" Name: Katon: Haisekishō, 火遁・灰積 Type: B-rank, Offensive, Short to mid- 焼, literally "Fire Release: Ash Product range (0-10m) Burning" Users: Third Hokage (10 chi per blast) Type: Unknown This technique exhales a long stream of Users: Asuma Sarutobi incredibly hot fire from the users Unlike other fire-based jutsu, this jutsu mouth, not unlike that of a flamethrower. allows the user to breathe out a cloud 1-1d10*10 +1d10*10/lv 4000ft +5s can of superheated ash capable of causing be used to counter an attack if you have third-degree burns. Because it is ash and anticipation skill not flame, the ash remains in the air around the target, and therefore remains Fire Release: Great Fireball Technique potent for a longer period. Sasuke using Great Fireball Technique

37 Name: Katon: Gōkakyū no Jutsu, 火遁 an attack if you have anticipation skill ・豪火の術球の術롓術, literally "Fire Release: Great Four Legs Technique Fireball Technique", Viz "Fire Style: Name: Shikyaku no Jutsu, 四脚の術먃術, Blaze Of Glory", English TV "Fire literally "Four Legs Technique" (a.k.a. Style: "Down on All Fours Technique"), Fireball Jutsu" English TV "Beast Mimicry: All-Fours Type: C-rank, Offensive, Short range Jutsu" (0-5m) Type: D-rank, Supplementary Users: Most Uchiha clan members, Users: Kiba Inuzuka Jiraiya, Aoba Yamashiro, Oki, Kakashi This technique gives some increase of Hatake strength and speed to the user, as well as Utilizing a large amount of chakra, a lengthening their nails into claws. Travel large ball of flame is exhaled from the in this mode is somewhat akin to a user's mouth. When an Uchiha clan dog's fast run. Users of this technique member masters this technique, they are tend to act more feral when using it.(20 recognized as an adult. This technique chi to use per min active also know as also seems to be fairly common amongst animal combat mastery: Animal Combat Konoha's Chunin-level ninja. (20 chi per Mastery blast) 1-1d10*10 +1d10*10/lv 1-10ftr You know those fancy types of Kung Fu 4000ft +5s can be used to counter an that have animal names? Well, they were attack if you have anticipation skill all ripped off from the Joketsuzoku (or, at least, that’s what they’d have you Fire Release: Phoenix Immortal Fire believe). Technique By selecting one Animal Mastery type, Sasuke using Fire Release: Phoenix the character (usually a male Amazon; Immortal Fire Jutsu. again, females don’t consider this art Name: Katon: Hōsenka no Jutsu, 火遁 worth learning) may select katas based ・鳳仙火の術롓術, literally "Fire Release: on their animal type, gaining one Phoenix whenever a martial arts power could be Immortal Fire Technique", English TV selected. In addition, the character gets "Fire Style: Phoenix Flower Jutsu", Viz one free teclmique from that list when "Fire Style - Art of the Dragon's Animal Mastery is chosen. The animal Breath, Phoenix Technique" types follow: Type: C-rank, Offensive, Short range (0-5m) Feline||Duo-Claw Strike (Fu-Chiao Pai), Users: Sasuke Uchiha, Oki Black Tiger Claw Strike (Shang This jutsu sends multiple balls of fire at Tung),Leopard stance a target. It is also possible to hide shurikens within the fireballs, creating Simian| Kata, Lost an unexpected secondary surprise Monkey Kata, Tall Monkey Kata, Stone attack. For the most part, this jutsu is Monkey used as a distraction. (200 chi to Kata, Wood Monkey Kata (all from activate) 10/h 1-1d10*10 +1d10*10/lv Monkey Style Kung Fu) 1-10ftr 4000ft +5s can be used to counter

37 Dragon||Dragon Chi (Chi Mastery), Name: Kage Bunshin no Jutsu, 影分身の術 Dragon Line Kata (Chi Katas) 먃術, literally "Shadow Clone Technique", Bovine/Ursine/Equine||Stone Ox Kata "Shadow Doppelganger Technique", or (Body Hardening Exercises), Eight "Shadow Replication Technique", Early Horse Stomp Kata (Martial Arts Viz techniques), Bear Stance Kata (Choy-Li- "Art of the Doppelganger", Recent Viz Fut Kung Fu) "Art of the Shadow Doppelganger", English TV "Shadow Clone Jutsu", UK Practitioners of Animal Mastery tend to DVD "Art of Shadow Body Splitting" gain both physical and mental features Type: B-rank, Supplementary of their animal patron; avians become Users: Naruto Uzumaki, Third Hokage, tall and thin, with a penchant for some Jonin-level ninja attacking from high places; felines doze Similar to the Clone Technique, this in the sun, but instantly come awake if jutsu creates clones of the user. Unlike threatened; dragons are calm and wise, the Clone Technique, these clones are but slow in coming to decisions. Their actual copies, not illusions. The user's martial arts style will also look similar to chakra is evenly distributed among every those that their bias are chosen clone, giving each clone an equal from (ie: you may be attacking with fraction of the user's overall power. The Joketsuzoku, but it looks like Black clones are capable of performing jutsu Tiger Kung Fu, or whatever). on their own and can even bleed, but will usually disperse after one or two Harem Technique solid blows. They can also disperse on Naruto using the Harem Technique their own. Unlike other clones, they Name: Hāremu no Jutsu, ハーレ聮먃 can't be detected by the Byakugan 術, literally "Harem Technique", Viz because the clones have the exact same "Ninja Harem", amount of chakra and aren't made from English TV "Harem Jutsu" any other substance, making them Type: A-rank, Supplementary indistinguishable from the actual person. Users: Naruto Uzumaki Sasuke Uchiha claims that the Sharingan This jutsu combines the Shadow Clone can tell the difference during his battle Technique and the Sexy Technique to with Naruto at the Valley of the End. create multiple of clones of a beautiful, Any experience the clones gain during nude woman (or in a bathing suit, as in their existence is transferred to the user some filler episodes and the video once they are dispersed. This makes the games). Naruto uses a modified form of technique ideal for spying, since the this technique when he transforms into user can simply send a clone to spy on a dozens of clones of Sakura (still clothed) target, then have the clone disperse in order to confuse Rock Lee. itself without returning to pass the information back to the user. It's also Shadow Clone Technique useful for training purposes, since the Naruto using the Shadow Clone total amount of experience the user Technique. gains is multiplied by the total number of clones being used to train. Using it

37 in this manner is far more difficult, Multiple Shadow Clone Technique === however, since a large number of clones Naruto using Multiple Shadow Clone are needed to make a significant Technique. difference in the training time. It's Name: Tajū Kage Bunshin no Jutsu, 多 unclear if other types of clones possess 重影分身の術먃術, literally "Multiple this advantage. Shadow Clone This technique is considered dangerous Technique" or "Mass Shadow because of the manner in which the Replication Technique", English TV clones are created. Because the user "Multi Shadow divides their chakra among the clones, Clone Jutsu" the user could potentially use up all their Type: A-rank, Supplementary chakra fairly quickly if the user is low Users: Naruto Uzumaki, Kakashi on chakra or makes too many clones, Hatake such as Naruto does with Multiple This jutsu is basically a massive version Shadow Clone Technique, this jutsu's of the Shadow Clone Technique. enhanced (and forbidden) form. Naruto Instead of a few clones, it creates a few is able to use this technique to the hundred clones (or a number of equal extremes that he does because of his grandeur). This is considered a forbidden tailed beast, the nine-tailed demon fox, technique, because it can potentially which gives him an abnormally high be dangerous to the person performing chakra level. Even without the demon it, seeing as how all of the clones are fox's chakra, Naruto can make quite a given an equal amount of chakra directly few clones, but nowhere near on the from the user. Naruto learned the level he can when he has access to the technique from the scroll of forbidden demon fox's chakra. The technique can seals written by the First Hokage and also be dangerous if the user is injured or used it to save Iruka from Mizuki. Few has some otherwise debilitating physical people are able to use this technique condition at the time of the cloning, effectively, due to the large amount of since all of the clones will be created in chakra it consumes. This weakness does roughly the same state. not apply to Naruto due to his demon fox (cost-50/double+5/hr+2/double can chakra, which allows him to create switch places between doubles) creates upwards of 2,000 clones while live solid duplicates of self out of maintaining a decent supply of chakra in the chi, duration = 4hr/lv+#of points each one. This technique is also used by spent, all doubles have same gear(non Naruto to train quickly, since all the magical only) and same aura as you and clones share their experiences with do same dmg as you all can also do Naruto, but it causes extreme fatigue every thing you can do and can do every with repeated use. (cost-100/2 double+5/ thing you do or something different than hr+2/20 double can switch places what you are doing as wished all have a between doubles) creates live solid telepathic link to creator and can’t be duplicates of self out of the chi, dur=4hr/ turned Against creator, mind-controlled, lv+#of points spent,all doubles have or dispelled but can be reabsorbed at same gear(non maghical only) and same any time wished al so all have the same aura as you and do same dmg as you all stats of creator and same abilities can also do every thing you can do and except the doppelganger skill. = can do every thing you do or something

37 different than what you are doing as Clone Technique" or "Shuriken wished all have a telepathic link to Shadow Replication Technique" English crerator and can’t be turned Against "Shuriken creator,mind-controled,or dispelled but Shadow Clone Jutsu" can be reabsorbed at any time wished al Type: A-rank, Offensive, Short to mid- so all have the same stats of creator and range (0-10m) same abilities except the doppelganger Users: Third Hokage skill. = A modification of the Shuriken Shadow Clone Technique the user throws one Clone Great Explosion shuriken at the victim and then uses this Name: Bunshin Daibakuha, 分身の術大爆 jutsu to create multiple copies of the 破, literally "Clone Great Explosion" shuriken that will explode on command Type: A-rank, Offensive, Short range to make the attack more powerful. (0-5m) 1d10x10 explosion damage 1-10 ft Users: Itachi Uchiha radius per shuriken (10chi per This jutsu works in combination with the clone) Shadow Clone Technique to create a shadow clone that will explode on Iron Body command. The blast created is Kakuzu in Iron Body form considerable, and could potentially kill Name: Kurogane Karada, 鉄ボディボディ, an attacker engaged in hand-to-hand literally "Iron Body" combat. (50chi) 1d10x100 1-20ft radius Type: Unknown Users: Kakuzu Shuriken Shadow Clone Technique Name: Shuriken Kage Bunshin no This earth-based jutsu causes Kakuzu's Jutsu, 手裏剣影分身の術먃術, literally skin to harden, making him virtually "Shuriken Shadow invulnerable to physical attacks and Clone Technique" or "Shuriken enhancing his strength. Lightning-based Shadow Replication Technique" English jutsu can penetrate it, however, due to "Shuriken the natural weakness earth-based jutsu Shadow Clone Jutsu" have to lightning. Type: A-rank, Offensive, Short to mid- (20 chi to activate) 4 +4hrs/lv, +5 parry/ range (0-10m) dodge/roll with punch/fall/impact Users: Third Hokage -2int/damage/attack + impervious to A modification of the Shadow Clone magic/psionic/MDC &normal fire/cold Technique, the user throws one shuriken or electrical attacks and take ½ dmg at the victim and then uses this jutsu to from all kinetic attacks +120x100 MDC create multiple copies of the shuriken to +1d10x10 punch dmg and +1d20*10 make the attack more powerful. (5 chi kick dmg ar13 +1/2lvs body is like per shuriken made) diamond, must have inner strength to gain +6ps/pe/spd +8 to all saving throws Shuriken Shadow Clone Technique +30% vs. coma no fear/hunger/thirst/ Name: Shuriken Kage Bunshin no fatigue/pain for duration Jutsu, 手裏剣影分身の術먃術, literally "Shuriken Shadow Leech All Creation: Attack Prevention Technique

37 Orochimaru merges with a tree. former, the user concentrates chakra to Name: Hiru Banshō: Bōka no Jutsu, 蛭 their hand and applies it to a wound, 万象・防火の術롓術, literally "Leech All speeding up cell regeneration. For the Creation: latter, the user focuses their chakra into a Attack Prevention Technique" blade to make cuts where necessary. Type: Unknown Because it is done with chakra, the user Users: Orochimaru, Nagare, Zetsu doesn't need to cut through their target's Using this jutsu, the user can merge with skin to reach muscles and organs. For another object and take on its this to be applied effectively in healing, properties to avoid any damage. a large amount of chakra is required. Orochimaru uses this to merge with a Using it to cut seems to be less chakra- tree just before his battle with his former intensive. This cutting aspect of this student, Anko Mitarashi. He, however, jutsu can also be used in combat, though does not give it a name. it requires incredible precision on the user's part to be effective. Gives abilities Manipulating Windmill Triple Blades of : Orochimaru is caught by Sasuke's Foxes Blessing= <300 chi> instantly Manipulating Windmill Triple Blades. heal self and up to 2 people touched of Name: Sōfūshasan no , 操風の刃車三 all damage, Curses, diseases or ailments. ノ葉瞬身大刀, literally "Manipulating Shikomi-Zue= <1 chi> 1/h-f ps +punch/ Windmill Triple kick +1d10/lv Blades", English TV "Sharingan Windmill Triple Attack" Vital strike= <5 chi> can be a layered Type: C-rank, Offensive, Mid-range (5- attack does no damage and bypasses 10m) armor effects are: blind(-10 combat), Users: Sasuke Uchiha mute(-1combat and no verbal spells), Utilizing the abilities of the Sharingan, deafen(-2 combat), pain(-3 combat), the user is able to control shuriken convulsions(-4 combat), ¶lysis(no that have wire cords attached to them movement), also can do the skill of= (two held with the hands and one with Release: The attacker manipulates the the mouth) and manipulate their paths to victim's pressure points in such a way tie an opponent to a nearby large object, that the victim either vomits or defecates binding them. If there is no object, the ( this is a real-life ability BTW ). This shuriken will impale the opponent. attack requires a natural Strike roll of 14 or better. The attacker chooses the effect. Mystical Palm Technique If the attack is successful, the victim Name: Shōsen Jutsu, 掌仙術, literally loses initiative, and 1D6 melee actions. "Mystical Palm Technique", English Elemental vital strike= <-15p-/+10 chi> games vital strike that can hurt anybody or "Supernatural Palm Jutsu" anyone and bypasses any form of natural Type: A-rank, Supplementary, Short defense opponent has. range (0-5m) Death strike= bypasses armor, never This jutsu is a multi-purpose medical misses auto natural 20 strike 80% instant technique used by medic-nin to heal kill shot or 1d20*2000 +total paralysis wounds and perform surgery. For the 1d20*20 min +-1/2 all combat bonuses

37 & speed 1d20*20 minutes more, user is the loud noise it produces. (100chi to in a coma for 24hrs then -½ combat activate) bonuses and cant use any ninja techs for This jutsu has a major drawback, 12hrs more however. The speed at which the attack Shatter fist= <50> completely shatters must be done, combined with the fact any object struck that is not a rune or that the user must run in a straight line, glyph item can be layered. causes a tunnel vision-like effect for the user. This allows their enemy to easily One Thousand Birds counter the attack, making it a Name: Chidori, 千鳥, literally "One potentially lethal move for the user. Thousand Birds", English "Chidori" or Though this drawback would seem to "One make learning the technique fairly Thousand Birds" (used pointless, Sasuke and Kakashi are able interchangeably) to avoid the drawback because of their Type: A-rank, Offensive, Short range Sharingan eyes, which take in every (0-5m) detail regardless of how fast the user is Users: Kakashi Hatake, Sasuke Uchiha moving. As an additional drawback, the This jutsu is Kakashi's only original large amount of chakra required limits technique, though he now uses an S- its use to a few times a day (two for ranked version known as the Lightning Sasuke, four for Kakashi). Sasuke can Blade. He created it around the time he manage one more than normal with the was promoted to Jonin, and later taught use of his cursed seal. Should the user it to Sasuke. This jutsu channels a large attempt to go beyond their limit, all of amount of chakra into the user's arm. their chakra will be drained and their The amount of chakra is so great that it very life force could go along with it, becomes visible to the naked eye. The killing them. An additional problem, technique actually alters the nature of though not necessarily a debilitating one, the user's chakra, effectively converting is the fact that the large amount of it into electricity. As a side effect chakra can also injure the user's hand if of the conversion process, the large they put too much force into the attack. amount of chakra, and the speed at Sasuke does this while battling his which the user moves, this technique brother, Itachi, causing some of the skin makes a loud noise similar to many birds to peel from his hand and leaving it chirping, hence the name (if the user is slightly smoldering after the attack was not in motion, it merely makes an finished. 1/h-f ps +punch/kick +1d10/lv electric crackling sound). Once the +1-1d10*10 +1d10*10/lv 1-5ftr electric technique is completed, the user charges damage forward and stabs their enemy with it. The amount of thrust combined with the Poison Extraction Technique large concentration of chakra allows the Name: Dokunuki no Jutsu, 毒抜きの術き먃術, user to stab through almost anything; literally "Poison Extraction Technique" as such it is usually fatal to the enemy. Type: Unknown This technique is classified as an Users: Sakura Haruno assassination technique because of the This ornate jutsu uses chakra to literally speed at which it is performed, despite pull foreign materials from someone's

37 body, no doubt requiring precise control subspace(normally the “place” is located on the user's part to avoid causing so where around the persons body so it further internal injuries to their patient. can easily be reached). NOTE: Magical Sakura uses this technique to remove items/weapons & projectile weapons Sasori's poison from Kankuro after their count as a major item. Non-magical battle. None of the medic-nin on hand items/weapons count as lesser items. could perform the technique, so it is no doubt quite difficult to perform Hidden Weapons (Greater) properly. Cost: 5 PPE per summons. Requirements: 15 IQ, Chi Projectile Weapons Control.Same as above except character A being summoned may store 55 major item/weapons per Name: Tobidōgu, 飛道具, literally level experience and 100 minor "Projectile Weapons" items/weapons per level experience. Type: Unknown There are no fixed slots. The character Users: Most ninja may store whatever he wishes in the In order to store and use items or appropriate "location". And gives the weapons that the user would never be abilities of : capable of carrying normally, the user can keep them contained within Psi sword= <15 > 1/h 15min/lv summoning scrolls. Puppets commonly 1d20*10+10 +1d20*10+10/lv +5p/s/int have such scrolls attached to hidden can be linked to a regular sword compartments to produce extra arms and other similar features. Like the Laser sword= <25 > 1/h 15min/lv Summoning Technique, a small 1d20*10+10 +1d20*10+10/lv +5p/s/int donation of blood is required to summon can be linked to a regular sword the items.also know as hammer space mastery: Hidden Weapons (Lesser) Cost: Ice sword= < 25 > 1/h 15min/lv 3 PPE per summons. Requirements: Chi 1d20*10+10 +1d20*10+10/lv +5p/s/int Control. With this skill the user can hide can be linked to a regular sword and summon 11 major item/weapon per level experience. and 55 smaller/lesser Sonic sword= < 25 > 1/h 15min/lv items per level experience in a pocket 1d20*10+10 +1d20*10+10/lv +5p/s/int dimension or subspace and summon can be linked to a regular sword them at will(counts as 1 melee attack/action). They will appear instantly Lightning sword= <25 > 1/h 15min/lv in his hands and does not require and 1d20*10+10 +1d20*10+10/lv +5p/s/int action. The character also has the fast can be linked to a regular sword draw skill when dealing with summoning any summoned Plasma sword= < 25 > 1/h 15min/lv weapons. These items are fixed and 1d20*10+10 +1d20*10+10/lv +5p/s/int cannot be changed without several can be linked to a regular sword weeks of training. Roll half martial arts analysis skill once per week. A success indicated you have learned to store a specific item in a particular "place" in

37 Ultimate sword= <100 > 1/h 2hr/lv Sonic dagger= <15> 3/h 5min +5min/lv 1d20*10+10 +1d20*10+10/lv +5p/s/int 1d10*10 +1d10*10/lv +5p/s/int can be can be linked to a regular sword linked to a regular dagger

Psi weapon= <20 > 1/h 15min/lv Lightning dagger= <15> 3/h 5min 1d20*10+10 +1d20*10+10/lv +5p/s/int +5min/lv 1d10*10 +1d10*10/lv can be linked to a regular weapon +5p/s/int can be linked to a regular dagger Laser weapon= <30 > 1/h 15min/lv 1d20*10+10 +1d20*10+10/lv +5p/s/int Plasma dagger= < 15> 3/h 5min can be linked to a regular weapon +5min/lv 1d10*10 +1d10*10/lv +5p/s/int can be linked to a regular Ice weapon= < 30 > 1/h 15min/lv dagger 1d20*10+10 +1d20*10+10/lv +5p/s/int can be linked to a regular weapon Ultimate dagger= <85> 3/h 5min +5min/ lv 1d10*10 +1d10*10/lv +5p/s/int can Sonic weapon= < 30 > 1/h 15min/lv be linked to a regular dagger 1d20*10+10 +1d20*10+10/lv +5p/s/int can be linked to a regular weapon Psi stars= <5> 3/h 5min +5min/lv 1d10*10 +1d10*10/lv +5p/s/int can be Lightning weapon= < 30 > 1/h 15min/lv linked to a regular star 1d20*10+10 +1d20*10+10/lv +5p/s/int can be linked to a regular weapon Laser Stars= <15> 3/h 5min +5min/lv 1d10*10 +1d10*10/lv +5p/s/int can be Plasma weapon= < 30 > 1/h 15min/lv linked to a regular star 1d20*10+10 +1d20*10+10/lv +5p/s/int can be linked to a regular weapon Ice Stars= <15> 3/h 5min +5min/lv 1d10*10 +1d10*10/lv +5p/s/int can be Ultimate weapon= <200 > 1/h 15min/lv linked to a regular star 1d20*10+10 +1d20*10+10/lv +5p/s/int can be linked to a regular weapon Sonic Stars= <15> 3/h 5min +5min/lv 1d10*10 +1d10*10/lv +5p/s/int can be Psi dagger= < 5> 3/h 5min +5min/lv linked to a regular star 1d10*10 +1d10*10/lv +5p/s/int can be linked to a regular dagger Lightning Stars= <15> 3/h 5min +5min/lv 1d10*10 +1d10*10/lv Laser dagger= <15>3/h 5min +5min/lv +5p/s/int can be linked to a regular star 1d10*10 +1d10*10/lv +5p/s/int can be linked to a regular dagger Plasma Stara= <15> 3/h 5min +5min/lv 1d10*10 +1d10*10/lv +5p/s/int can be Ice dagger= <15> 3/h 5min +5min/lv linked to a regular star 1d10*10 +1d10*10/lv +5p/s/int can be linked to a regular dagger

37 Ultimate Stars= <85> 3/h 5min +5min/lv Users: Many ninja, usually above 1d10*10 +1d10*10/lv +5p/s/int can be Genin rank linked to a regular star The basic form of all summoning techniques, this jutsu uses a contract, Energy weapon= <30> 1/h 15min/lv hand seals, and the user's blood to 1d20*10+10 +1d20*10+10/lv +5p/s/int, summon an animal from another dimension. As an alternative to the Energy star= <15> 3/h 5min +5min/lv normal hand seals, the same contract that 1d10*10 +1d10*10/lv +5p/s/int, appears on the ground during the summoning can be drawn by hand and Elemental energy weapon'= <-10p-/40> activated, producing the same result. The energy weapon that can hurt anybody or type of animal summoned is determined anyone and bypasses any form of natural by the contract. The blood is used as a defense opponent has, must have energy signature to make the contract, which weapon to gain can be written on a scroll or tattoo, valid. Once summoned, the animal can Elemental energy star'= <-10p-/25> perform a task or help the user in battle. energy star weapon that can hurt The summon usually is subservient to anybody or anyone and bypasses any the summoner; however, the more form of natural defense opponent has, powerful summons, such as Gamabunta must have energy and Manda, demand respect and loyalty star to gain from their summoners. Manda even demands hundreds of live human ===Summoning: Food Cart Destroyer sacrifices. Technique === Name: Kuchiyose: Yatai Kuzushi no ===(TAIJUTSU TECHNIQUES): === Jutsu, 口ၛせ・屋台崩しの術し롓術, literally ===Technique Neutralize === "Summoning: Name: Jutsu Shō, 術消, literally Food Cart Destroyer Technique" "Technique Neutralize" English TV "Summoning: Bring Down Type: Unknown the House Users: Third Hokage Jutsu" This jutsu cancels or impedes the Type: B-rank, Offensive, All ranges occurring of the opponent's technique. It Users: Jiraiya uses the same amount of chakra as the The jutsu summons a giant toad in jutsu it intends to cancel. Must have midair to crash upon a target. anticipation skill to gain

===Summoning Technique === == Byakugan == Kakashi performs a summoning. Neji's Byakugan Name: Kuchiyose no Jutsu, 口ၛせ먃 The Byakugan (白眼, Byakugan? 術, literally "Summoning Technique", literally "White Eye," Viz "Evil Eye") is Viz "Shinobi a special pupil condition (瞳術, Conjuration", English TV "Ninja Art: Dōjutsu?, literally "eye technique") that Summoning Jutsu" naturally occurs in members of the Type: C-rank, Offensive, Defensive, Hyuga clan (and thus only characters Supplementary from the Hyuga clan possess it).

38 Byakugan users are characterized by individual chakra points, potentially their lavender, pupil-less eyes. When the allowing the user to shut off the Byakugan is activated, their pupils opponent's chakra flow completely, such somewhat appear and the veins that the opponent cannot perform near their temples bulge. techniques that require chakra. However, A person with the Byakugan has a nearly the user can increase chakra flow as 360 degree field of vision, except for a well, though this has yet to be used. small blind spot behind the first thoracic Seasoned Byakugan users are even vertebra (near the back of the neck), capable of killing with a single blow. which is its only known weakness. Protection of the Byakugan ability is Byakugan users can detect anything very important to the Hyuga clan, and around them within a 50-meter radius has led to the development of an (although Neji Hyuga manages to elaborate family hierarchy. The Hyuga increase the radius to over 800 meters clan is divided into two houses: the main during the timeskip), making them close- house (宗家, sō-ke?) and the branch range combat experts. house (分家, bun-ke?). The branch The Byakugan also gives the user the house's main purpose is to protect the ability to see through basically any main house and the secrets of the matter over extremely long distances. Byakugan. Branch house members' This seems to be a combination of x-ray abilities and freedom are and thermographic vision, as Hinata restricted through the means of a cursed Hyuga notes in the Bikochu filler arc seal that is placed on every branch that objects can be difficult to see if their house member's forehead. Through the temperature is the same as the objects means of a special technique that only around them. A small degree of main house members know, the seal can telescopic vision is also present, as a be activated, destroying the brain cells of Byakugan user can focus on a single the person branded with the seal. This object at any point within their range of allows the main house to make the vision. The degree of focus seems to be branch house subordinate to its wishes. dependent on the skill of the user. The In addition, whenever a branch house Byakugan's sight cannot be blocked, member dies, the cursed seal will also except in the case of something like seal the Byakugan ability so that Ranmaru's kekkei genkai ability, unlike enemies will not be able to discover the the Sharingan, which can be blocked by secrets of the bloodline limit if Konoha's any sufficiently opaque substance. It is hunter-nin are unable to find and dispose however, possible to impede it slightly the body before the enemy finds it. through the use of certain powerful There are several techniques developed seals. The Byakugan's insight capacity specifically for Byakugan users, which makes it useful for searching, tracking, complement and make use of the and identifying targets. Byakugan's abilities – most notable One of the most powerful aspects of the among which are the defensive barrier Byakugan is the ability to see the inner technique Eight Trigrams Palms chakra coil system, which is the key Heavenly Spin and the high-speed aspect of using the Gentle Fist style to precision attack Eight Trigrams Sixty- attack said system. If sufficiently Four Palms (10 chi per min to developed, the Byakugan is able to see use)

38 Eight Trigrams One Hundred Twenty- Leaf Whirlwind Eight Palms · Name: Konoha Senpū, 木ノ葉瞬身ノ葉瞬身葉旋風の刃, · Name: Hakke Hyaku Nijūhachi Shō, literally "Leaf Whirlwind", Viz "Konoha 八卦百二十八掌, literally "Eight Hurricane" Trigrams One (a.k.a. "Konoha Whirlwind"), English Hundred Twenty-Eight Palms" (a.k.a. TV "Leaf Hurricane" "Divination Field: Divine One Hundred- · Type: D-rank, Offensive, Short range Twenty Eight Strikes") (0-5m) · Type: Unknown · Users: Rock Lee, Might Guy, Naruto · Users: Hyuga clan Uzumaki (Naruto: Narutimate Hero 3) This jutsu is essentially a doubled This jutsu is a set-up attack for a version of Eight Trigrams Sixty-Four stronger jutsu. It consists of a simple, but Palms. Like the former, it closes off the very fast, duck followed by a powerful opponent's chakra points in an upward kick, which sends the opponent exponentially increasing number of flying. When Guy uses this attack, he quick successive strikes. Unlike the covers his foot in chakra to enhance it, former, it closes off twice as many at making his version B-ranked: 1d10x10 + twice the speed. Alternatively, it can be ps + auto knock down +knock back and used to hit a great number of targets very up 1-100 ft + auto-dodge next attack quickly. It has a slightly different stance than the lesser form in which the upper Leaf Great Whirlwind body is slightly rotated to the right. This · Name: Konoha Daisenpū, 木ノ葉瞬身ノ葉瞬身葉大旋 stance activates the characters at the 風の刃, literally "Leaf Great Whirlwind", edge of the divination field to begin the English TV technique. : (100 chi to use uses all "Leaf Hurricane" attacks for the melee round) 128hit · Type: C-rank, Offensive, Short range +1d6+ps dmg per hit can be layered with (0-5m) other techniques, never misses, must be · Users: Rock Lee, Might Guy first attack of the round and removes all This jutsu involves a powerful leap (P.P.E/I.S.P./Chi from the opponent)1- forward followed by a spinning kick 144 hour duration. with both legs in succession, the second kick being aimed lower in case the Leaf Rising Wind intended target ducks the first: · Name: Konoha Shōfū, 木ノ葉瞬身ノ葉瞬身葉昇風の刃, 1d10*10/lv +kick *4 +PS hits 4 times literally "Leaf Rising Wind", English Video Games Leaf Gale "Heavenly Dance of the Falling Leaves" · Name: Konoha Reppū, 木ノ葉瞬身ノ葉瞬身葉烈風の刃, · Type: Unknown literally "Leaf Gale" (a.k.a. "Konoha · Users: Rock Lee, Sasuke Uchiha Gale" or "Konoha Strong Wind"), Using quickness and agility, the user English TV "Leaf Whirlwind" will do a swift upwards kick at their · Type: D-rank, Offensive, Short range opponent or at a weapon the opponent is (0-5m) wielding. 1d10x10 + ps + auto disarm · Users: Rock Lee, Naruto Uzumaki (Naruto: Narutimate Hero 3) Using his quickness and agility, Lee performs a spinning kick to sweep his

38 opponent off their feet: 1d10x10 + ps · Type: Hiden, No rank, Defensive, +auto knockdown Short range (0-5m) · Users: Hyuga clan Eight Trigrams Sixty-Four Palms This jutsu utilizes the chakra control · Name: Hakke Rokujūyon Shō, 八卦六 gained through Gentle Fist training to 十四掌, literally "Eight Trigrams Sixty- release a huge amount of chakra from Four Palms" the user's chakra points when struck. The · Type: Hiden, No rank, Offensive, Short released chakra blocks any possible range (0-5m) attack. The user then spins themselves · Users: Hyuga clan rapidly to parry the attack, both creating This jutsu closes off sixty-four specific a shield of chakra around themselves chakra points (tenketsu) on an and tossing away any would-be opponent's body with the Gentle Fist attackers. The spin also allows the user style, effectively eliminating their to defend the blindspot in their ability to use chakra for quite some time Byakugan: PE+ME x100+100+100/lv 1- and making it quite difficult for them 100ftr +5parry no actions possible while to move. It begins with the closing of the technique is in action while up two chakra points, followed by four 1hr+1hr/lv. more, then eight, then sixteen, then thirty-two, and then sixty-four strikes. Eight Trigrams Empty Palm Each set of strikes is done at an · Name: Hakke Kūshō, 八卦空掌, increasing pace. In the anime, Neji literally "Eight Trigrams Empty Palm" Hyuga uses a doubled version of this or "Eight Trigrams Vacuum Palm" or attack. The symbol that appears beneath "Eight Trigrams Air Palm" the user while performing this technique · Type: Unknown is the Taoist symbol, Bagua. · Users: Neji Hyuga In the Naruto video games the number of This jutsu is similar in practice to Eight strikes is approximately halved, with Trigrams Palms Heavenly Spin, but has the number of strikes adding up to sixty- a specific target rather than a general four rather than the final blow area. To perform it, Neji does a palm consisting of sixty-four individual thrust at an opponent while expelling a strikes: (50 chi to activate) Uses all large burst of chakra from his palm. attacks for the melee round 64 hit This violently pushes the opponent +1d6+ps dmg per hit can be layered with away. The opponent does not need to be other techniques, never misses, must be within his reach for the attack to be first attack of the round and removes ½ effective, this attack does no damage and of opponents (P.P.E./I.S.P./Chi) 1-144 bypasses armor effects are: blind(-10 hour duration combat), mute(-1combat and no verbal spells), deafen(-2 combat), pain(-3 Eight Trigrams Palms Heavenly Spin combat), convulsions(-4 combat), · Name: Hakkeshō Kaiten, 八卦掌回天, ¶lysis(no movement), also can do literally "Eight Trigrams Palms the skill of= Release: The attacker Heavenly Spin", manipulates the victim's pressure points English TV "Eight Trigrams Palm in such a way that the victim either Rotation" vomits or defecates ( this is a real-life ability BTW ). This attack requires a

38 natural Strike roll of 14 or better. The involves him uppercutting the opponent, attacker chooses the effect. If the jumping up after them, grabbing them attack is successful, the victim loses (breaking their bones), and slamming initiative, and 1D6 melee actions, and them head first into the ground. In the this attack pushes opponent back 1-100 third episode of Naruto: Shippūden, ft per time hit. Kakashi displayed his own version of this ability; while it worked the same Leaf Strong Whirlwind way as Lee's version, Kakashi managed · Name: Konoha Gōriki Senpū, 木ノ葉瞬身ノ葉瞬身葉 to wrap up to three opponents, which 剛力旋風の刃, literally "Leaf Strong were actually three of Naruto Uzumaki's Whirlwind" English TV "Severe Leaf shadow clones. Naruto's version is Hurricane" exactly like Lee's version but lacks the · Type: B-rank, Offensive, Short range arm bandages. (0-5m) The word renge puns with rengeki (連 · Users: Might Guy, Rock Lee 撃), which means "combo." 3 hit combo This jutsu is basically the same as the doing 3d20 x 30 + psx5 Leaf Great Whirlwind, only more damaging: 1d10*10/lv +kick *4 +PS hits 40 times

Front Lotus · Name: Omote Renge, 表蓮華, literally "Front Lotus", Viz "Forward Lotus" (a.k.a. "Initial Lotus"), English TV "Primary Lotus" · Type: B-rank, Offensive, Short range (0-5m) · Users: Might Guy, Rock Lee, Kakashi Hatake, Naruto Uzumaki (Naruto: Ultimate Ninja 2) This jutsu requires opening the first chakra gate, giving the user five times their normal strength. The user kicks his opponent into the air, and then performs Shadow of the Dancing Leaf. Once he is behind his opponent, he then wraps the arm bandages around them, and grabs them in a bear hug, then piledrives them into the ground while spinning rapidly. The resulting impact will likely kill his opponent, though this has yet to happen due to extenuating circumstances. Because it uses one of the chakra gates, the user is left extremely fatigued, making this jutsu a "double-edged sword." Guy's version

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