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Jedi/Sith O.C.C.

Introduction

In this character class, Jedi and Sith characters can both be played, as it was created by the Star Wars movies, but yet short of munchkin status. With the development of the Star Wars movies, this character class allows for rogue Jedi, but there will be no Dark Jedi characters since they has been referred to as "Sith". Please note that unless there is a distinction between characters (i.e. the words "Jedi characters" and " Sith characters"), the term Jedi is used for both good Jedi characters and evil Sith characters.

This character class may be used by all who wish, but please don't make any changes unless one wishes to use outside of Palladium® role playing game systems. Also, this material cannot be used for commercial purpose, nor can it be republished without the explicit permission of the webdesigner. Jedi™, Sith™ Star Wars®, The Phantom Menace® are copyrights and trademarks ©1975-2004 Lucasfilm Ltd.

Palladium® and Rifts® © 1983, 1987, 1988, 1990 Kevin Siembieda; © 1995 Palladium Books, All rights reserved world wide. No part of this work may be reproduced in part or whole, in any form or by any means, without 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."Jedi/Sith O.C.C. © 2000-2004 by Frank Spychaj

Background

Character Introduction

Jedi

"There is no Emotion; there is Peace.

There is no Ignorance; there is Knowledge.

There is no Passion; there is Serenity.

There is no Death; there is the Force." -The Jedi Code


THE JEDI MANTRA


"There is no emotion; There is peace"

As a True Jedi, one must put aside personal emotion. Emotion is a quality held by beings; not by the force. Emotion can drive one to act in haste, and leads to anger and hatred. A Jedi must never travel down the path emotion - Instead, a Jedi must allow the force to take control, replacing emotion with peace.


"There is no ignorance; There is knowledge"

For a Jedi, there is no limit to knowledge. A Jedi knows that to stop learning is to become ignorant. Because of that, a Jedi always strives for more knowledge. A Jedi believes that there is no useless knowledge.


"There is no passion; There is serenity"

Passion can drive a being to act without thinking, much like emotion. A Jedi knows that to allow passion to control them, they are allowing themselves to fall prey to the Dark side. To keep calm in situations of unease is the way of the Jedi.


"There is no death; There is The Force"

A Jedi knows that life does not end with mortal death - For, every soul that dies their mortal life joins into the force, making it stronger in some way. When a Jedi dies, their soul joins into the force, and the Light side grows stronger than before.


The Jedi are an ancient order of mystic knights who have defended their own galaxy for thousands of years. The Jedi have sought the knowledge and wisdom of the Force to protect themselves and their galaxy. Several Jedi have sought to use the power of the Force, and in essence, became the Sith. The Jedi fought against the Sith, and claimed victory against those seeking power.

One thousand years later, the Sith that was supposed to be extinct arose, causing trouble among the galaxy. As a result, the Emperor and his apprentice seeked to eliminate the Jedi. Thousands of Jedi were killed and others were being pursued, as some Jedi have accidently piloted into a Rift. As a result, the Jedi were virtually eliminated, or so people thought.

There are 5 key points for a Jedi:

1. Jedi must never attack out of anger or fear, this leads to the Dark Side. A true Jedi only attacks to defend the good of others.

2. Killing is only the last option. If a fight can be resolved in any other way, that must be done.

3. Jedi must always help those who ask for it. They must help those who need it, even if they do not ask.

4. The Dark Side will appear the quick way to power, but it is deceptive. Once you start down the path of the Dark Side, it will forever control your destiny and actions. Although it is possible to turn around and return from the Dark Side, the chances are very rare to do so.

5. Fear leads to anger. Anger leads to hate. Hate leads to suffering. Jedi can avoid fear only when a Jedi clears his mind. Sith

"There is no Peace, Peace is a lie, there is only passion & Anger.

Through passion, I gain strength.

Through strength, I gain power.

Through power, I gain victory.

Through victory my chains are broken.

There is no Fear, there is Power.

There is no Death, there is Immortality.

There is no weakness, there is the Dark Side." -The Sith Code


Little is said about the Sith, because the Sith were kept hidden for a thousand years. The Sith are highly-trained in the Force, and most of them were Jedi before the Sith Wars. Sith are different than Jedi in that they see the power of the Force, which usually causes them to be greedy, and wishing to use it for their own purpose, unlike the Jedi, who seek guidance from the Force. The Sith were wiped out during the wars, because Sith members were fighting amongst themselves. Only one Sith Lord escaped unnoticed. Darth Bane, realizing the mistake of the Sith during these wars, decided to institute a "Only 2 Sith" rule, consisting of one master and one apprentice. While they trained in secret from the Jedi, a few Sith apprentices have encountered and fell through Rifts, which slowed the Sith organization throughout most of the 1000 years. The Sith was thought of to be eliminated just before the second Death Star blew up.

Development

In the Rifts® megaverse, a Jedi or Sith will usually be rifted in from another galaxy, though sometimes a character can believe he is a Jedi or Sith and becomes one. Regardless, all characters start as "apprentices" even if there is no one to train the character. Sometimes, characters may encounter other Jedi or Sith to help train, but this is usually very rare. Sometimes, a Jedi spirit, or an artifact, or other Jedi knowledge might appear from time to time, but for the most part, the character has to learn from personal experience, the surroundings and trial and error.

As the character gains experience, so does the character mature out of apprenticeship. Jedi characters usually have some sort of trials at level 5 to become a Knight, but for solo Jedi the trials could be just normal obstacles that a game master gives any character. At 5th level, the Jedi character becomes a Jedi knight, assuming the trials are successful. Sith characters usually go through a similar process around 5th level, and become Sith Lords. Jedi may renounce their duties at any time, even though it is extremely rare to leave. Rogue Jedi are at a higher risk for being seduced by the Dark Side, while Sith gone rogue will be wanted dead their entire lives. At about 8th level, the Jedi and the Sith gain enough knowledge to be considered Masters, though Sith characters never acquire 'Master' status, unless the old master is dead or murdered, or is the master is not felt through the Force (i.e. one that is rifted into another dimension or universe.)

Characters can gain an apprentice after the trials, or upon reaching 5th level, however most characters wait until having acquired Master status. Sith characters are not allowed to take on an apprentice unless the old master is dead, or unless the old master is not felt alive within the Force as described above. Jedi characters may train many apprentices, or Padawans, but only one padawan at a time is allowed to be trained. The Jedi character can also create a training school, or academy around 8th level.

Character Notes and Abilities:

• Midi-chlorians: For purposes of game play, Midi-chlorian count in Jedi will be (M.E. - 100) X 1000 for M.E. greater than 11. Normal characters have a midi-chlorian count of M.E. times 80

• Psionics: See the Psionics page for details

• Magic’s: Jedi focus more on their Inner Strength than their Potential Psychic Energy. Roll standard P.P.E. which is P.P.E. + 2d6 X 10. Abilities: All Jedi have been allowed special abilities with the help of the Force. All Jedi acquire the following abilities at first level:

• Dark Side Points: Players should know the basis of the Dark Side points, and how it affects the player, though the GM is in control of all Dark Side points. The Force is divided into two sides: "Light side" or the good side, and the "Dark Side" or evil. All characters essentially start at the light side. Characters accumulate Dark Side points based on negative thoughts or actions performed by the Jedi or Sith character. Jedi characters don't want to accumulate many points, but Sith characters don’t care, as the Dark Side represents power for them. The scale goes from 0 to 100 where 0 is where a character is really good on the light side (not perfect, but good according to the Jedi Council) and 100 is the absolute worst a character is on the light side (in other words, the character has turned to the Dark Side.) When a character goes to either end of the scale, a player must change alignments to reflect the alignment (i.e. good alignments at 0 and evil alignments at 100.)

Acquiring and Erasing Dark Side Points: Acquiring points is easy. Remember that fear leads to anger, anger leads to hate, and hate leads to suffering. Fear will not acquire any points, but anger, hate and suffering will increase the scale, just like actions that violate any good alignment. Erasing points are harder. Characters must perform any genuine good action in order to lose points. The only other way is to meditate in the Force. This requires that the character is not involved in battle, and is seeking to calm or gain knowledge from the Force.

• Cybernetics: Jedi prefer not to gain cybernetics, as cybernetics will hamper their ability to tune in to the Force with their body. If Jedi need any cybernetics, it will be for medical purposes. When a character does gain any cybernetics, they will have 10 I.S.P. locked up (not available) while the character is alive. These points are only available to the character in spirit form (i.e. when the character is dead or in a coma.)

• Skill program: Often, Jedi have a natural talent in a special area not always related to the Force (e.g. animals, technology). The skill program reflects whatever area the Jedi's area of interest. The character receives the skill most closely relating to that psionic, as well as any areas that would relate to it (extensive GM discretion is advised here). There are several skills in each program and each skill receives a bonus of +20% when applicable. The chosen psionic has its costs divided by 2 (round up), and is as effective up to 2 levels above the character (i.e. a 2nd level Jedi can use the dedicated psionic as if the character is at 4th level.). This applies at first level. This is a partial list of Jedi programs--the GM may allow additional programs if in agreement with the player.

Program type Psionic Skills

Computer Speed Reading, Total Recall, Telemechanics, Machine Ghost (at ½ cost and at +2 levels power) Computer Operation: Base Skill: 60% + 5% per level of experience. (+20%)

Computer Programming: Base Skill: 40% + 5% per level of experience. (+20%)

Computer Hacking: Base Skill: 15%, + 5% per level of experience (+20%)

Computer Repair: Base Skill: 40% + 5% per level of experience. (+20%)

Circuit Board Micro-Electronics: Base Skill: 55% + 5% per level of experience. (+20%)

Basic Electronics: Base Skill: 50% + 5% per level of experience. (+20%)

Computer Engineer: Base Skill: 20% + 5% per level of experience. (+20%)

Read Sensory Equipment: Skill: 40% + 5% per level of experience. (+20%)

Animals/Nature Commune with Animals at ½ cost and at +2 levels power) Biology: Base Skill: 40%+ 5% per level of experience. (+20%)

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

Botany: Base Skill: 25% + 5% per level of experience. (+20%)

Chemistry - Pharmaceutical: Base Skill: 20% + 5% per level of experience. (+20%)

Microbiology: Base Skill: 20% + 6% per level of experience. (+20%)

Pathology: Base Skill: 40% + 5% per level of experience. (+20%)

Chemistry: Base Skill: 30% + 5% per level of experience. (+20%)

Animal Husbandry: Base Skill: 35% + 5% per level of experience. (+20%)

Veterinarian: Base Skill: 35%/25% + 5% per level of experience. (+20%)

Doctor of Veterinary Medicine (DVM): Base Skill: 60/50% + 5% per level of experience. (+20%)

Read Sensory Equipment: Skill: 40% + 5% per level of experience. (+20%)

Medicine Increased Healing, Deaden Pain, and Psychic Diagnosis, Psychic Surgery, Psychic Purification (all ½ cost and at +2 levels power) Biology: Base Skill: 40%+ 5% per level of experience. (+20%)

Xenology: Base Skill: 30% +5% per level of experience. (+20%)

First Aid: Base Skill: 50% + 5% per level of experience. (+20%)

Paramedic: Base Skill: 62% + 5% per level of experience. (+20%)

Read Sensory Equipment: Skill: 40% + 5% per level of experience. (+20%)

1 Medical of choice (+20%)

Mechanics Speed Reading, Total Recall, Telemechanics, Machine Ghost (at ½ cost and at +2 levels power) Mechanical Engineer - Basic: Base Skill: 50%/25% + 5% per level of experience. Special Bonus: +5% to Locksmith skill and +5% to Surveillance Systems Skill. (+20%)

Electrical Engineer: Base Skill: 35% + 5% per level of experience. (+20%)

Basic Electronics: Base Skill: 50% + 5% per level of experience. (+20%)

Basic Mechanics: Base Skill: 30% + 5% per level of experience. (+20%)

Read Sensory Equipment: Skill: 40% + 5% per level of experience. (+20%)

Five Electronics of Choice (+20%)

Five mechanics of choice (+20%)

Piloting (space) Speed Reading, Total Recall, Telemechanics, Machine Ghost (at ½ cost and at +2 levels power) One space Navigation (+20%)

Starship: Advanced (+20%)

Read Sensory Equipment: Skill: 40% + 5% per level of experience. (+20%)

Skills for the Jedi/Sith O.C.C.

List of Skills

Light saber Construction

WP Light saber (Sword)

WP Light saber (Pole arm)

WP Light saber (Fencing)

Lore: Force

Hand to Hand The Art of the Jedi, or Teräs Käsi or Tarken De'irth


With the introduction of Jedi on Rifts®, there are some new skills that need to be created. Most creatures and races cannot inhibit these skills since they lack the ability to tune in the Force. The following skills are in addition to the skills list in any Palladium® book, and these are optional unless specified by the character specifications.

Mechanical: Weapon Construction: Light saber Skill Base: 35% / +5% per level of experience.

Notes: This skill allows the Jedi to create their own weapon: the Light saber. The uniqueness of this skill is that it does not require any other mechanical or electrical or other skills, except any WP Light saber skill. The character must role-play the constructing of the light saber before rolling on this skill. See the Light saber page for the role-play process to create a Light saber. Requires: Any WP Light saber skill. Unless WP Light saber 2/Pole arm is taken, construction of any double-edge light saber has a penalty of -15%. This skill is restricted to the Jedi/Sith O.C.C.

Weapon Proficiency: W.P. Light saber 1/Sword: This skill is the standard skill taught among Jedi. It is not only simpler, but faster, and easier to parry and counterstrike energy bullets. This skill does not replace the WP Sword skill in Rifts®, but does inherit the abilities of WP Sword. The following bonuses apply: +1 to strike at levels 1, 3, 6, 9, 12, 15. +1 to parry at 2, 4, 7, 10, 13. +1 to parry and counterstrike at 4, 8 and 12 (i.e. parry an energy blast to an opponent.) Light sabers are not meant to be thrown, and no bonuses for thrown light sabers.

This skill is restricted to the Jedi/Sith O.C.C.

Weapon Proficiency: WP Light saber 2/Pole arm:

Few Jedi believe in battling two people at a time, but some Jedi prefer to practice, in case there are more enemies than Jedi. This skill does not replace the WP Blunt skill in Rifts®, but inherits the bonuses from WP Blunt. Bonuses: +1 to strike and parry at levels 1, 3, 6, 9, 12, and 15. The light saber is not meant to be thrown, and will not receive any bonuses.

Requires: Any WP Light saber skill This skill is restricted to the Jedi/Sith O.C.C.

Weapon Proficiency: W.P. Light saber 3/Fencing:

A skill taught by Jedi hundreds and thousands of years before; this skill is not being taught as much because swords are easier to counter-attack energy bolts than fencing swords. However, this skill has better parrying with other swords than a traditional sword does. Bonuses: +1 to strike at levels 2, 4, 7, 10 and 15. +1 to parry at levels 2, 3, 6, 9, 12 and 15. +1 to parry and counter at 4, 8, 10, and

14. Light sabers are not meant to be thrown, and no bonuses are received for thrown light sabers.

This skill is restricted to the Jedi/Sith O.C.C.

Technical: Lore: Force Skill Base Skill: 25% / + 5% per level

This skill is similar to all the other Lore’s, except it applies to Jedi and the Force. The Force is kind of like a religion, (which is different than Lore: Religion) but it deals with the aspects of the Force: the Light side, the Dark side, and the Force powers. The level of experience in Lore: Force determines how strong the Force flows through the character, in knowledge, and in power.

Note: Non Jedi/Sith O.C.C. characters can take this skill, but will suffer a permanent -10% penalty upon acquiring this skill. The ordinary character will also be limited to the knowledge of the Force and its aspects.

Art of The Jedi

Entrance Requirements No Attribute or Alignment restrictions. (You must be a Jedi or a Sith to gain access to this Martial Arts Form.)

Skill Cost 10 Years

CHARACTER BONUS

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

COMBAT SKILLS

Attacks per Melee 7

Escape moves Roll with Punch/Fall/Impact

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

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

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

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

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

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

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

SKILLS INCLUDED IN TRAINING

Martial Art Powers Automatically receives the Special powers of: Great leap, Chi Defense, Chi Relaxation, Sense Chi Abilities, Dragon Chi, of Iron Hand, Kick Practice, No Shadow, Reflex Training, Sung Chi, Martial Art Awareness or Zanshin, Tamashiwara, Leaping technique, Falling Technique, Martial Arts Analysis, Vital Harmony, Art of Breaking, Leaping Technique, Bakusai Tenketsu, Bakusai Ten-Satsu, Body Training, Endurance Training, Tai Sabaki, Shintai no Chushin wo, Tadasu, Junan na Shintai, Combat Sync, Breathing, Layout Tracking.. Select a total of (12) powers from among Body Hardening Exercises, Martial Art Techniques, and Invisibility Arts, (15) Chi, (6)Kata, ( 3) Zen , (5) Psionic Powers from (each category),and Ki Manipulation. If desired, any number of Powers can be traded one-for-one for any Basic Skill Program (excluding physical). Recommended Martial Art Powers are: Chagi, Combination of Winter and Summer Training, Iron Hand, (Special Note: The psionics gained from this form can be exchanged 1 for 1 for Jedi powers or Jedi power levels)

Language/Literacy: Japanese (Stage4), Chinese (Stage4), English, Tibetan, Battle, Trades 1-4

Physical: Climbing, Prowl, Acrobatics, Gymnastics, Tumbling, Running, Swimming: Basic, Swimming: Scuba, Fencing

Philosophical: Go, Chess

Survival: Fasting, Wilderness Survival, Fishing, Begging, Hunting, Cooking

Temple: Meditation, Acupuncture, Acupressure, Holistic Medicine, Calligraphy, Mathematics: Basic, Mathematics: Advanced

Weapon Katas: WP claw-paired and weapon mastery and Swordsmanship+2lvs, blade staff weapon mastery and swordsmanship+2lvs, WP Sword-paired and weapon mastery and swordsmanship+2lvs, WP Knife-paired and weapon mastery and swordsmanship+2lvs +2 of choice.

LEVEL ADVANCEMENT BONUSES

1st: + 3 to parry, +4to dodge,+2 to strike and Roll +1 to balance & break fall & disarm &throw back flip/int critical/knock out from behind & death blow on a natural 20

2nd: +2 to damage & parry +1 attack & roll & dodge & int +3 to throw

3rd: + 1attack & roll & disarm & int critical/knock out on a natural 19 +1d6 damage with weapons combat

4th: +1to parry & balance & Break fall & back flip +2 to throw choose 2 chi mastery +Atemi +2 to damage + 3 to int

5th: + 1attack & dodge & int x2chi +3 to disarm critical/knock out on a natural 18 +1d6 damage with weapons combat

6th: + 1to strike & balance & break fall & back flip +2 to parry & dodge choose 2 body hardening & martial techniques & ki & chi mastery & atemi + 3 to throw +1d6 damage with weapons combat

7th: +1attack & parry & dodge & int & back flip +2 to strike choose 2 chi mastery & ki & atemi dthblow19 +1d6 damage with weapons combat

8th: + 1balance & break fall & back flip & attack & int & disarm +2 to parry & dodge & throw +3 to roll & damage critical/knock o ut on a natural 17

9th: + 1attack & roll & int +2 to damage +3 to balance & Breakfall & back flip & disarm critical/knock outo on a natural 16

10th: + dodge & balance & Breakfall & back flip +2 to strike choose 2 chi mastery & atemi & body hardening & martial techniques +1d6 damage with weapons combat

11th: +1to int +2 attack & parry & dodge +3 to balance & Breakfall & back flip x2 chi

12th: + 1balance & break fall & back flip & throw & disarm +2 to strike & damage choose 2 Zen & invisibility & chi mastery & ki

13th: + 1attack & parry & dodge & int & throw 2damage & disarm choose 2 chi mastery & atemi +1d6 damage with weapons combat learn continuous chi mask

14th: + 1balance & break fall & back flip & throw & disarm choose 2zen & invisibility & body hardening & martial techniques +1d6 damage with weapons combat learn permanent yin/yang kata

15th: + 2 attack & int & P.S. & P.P. & P.E. & M.E. & M.A. & I.Q. & Speed +2 to parry & dodge & strike & roll & balance & break fall & back flip & throw & disarm body hardening & martial techniques & chi mastery &atemi & invisibility & Zen + 4 to damage critical/knock out on a natural 15 death blow on a natural 18 +2d6 damage with weapons combat learn to assume pure chi form +20 to H.P. & S.D.C. & M.D.C. & Chi & I.S.P. & P.P.E.


Teräs Käsi


The Pike sisters: Zan and Zu, masters of Teräs Käsi.

"The art of Teräs Käsi is about control and mastery of one's self"

―Joclad Danva[src]

Teräs Käsi, or "steel hand" in Basic, was an unarmed combat discipline. It was created sometime prior to 3,678 BBY[1] on the planet Bunduki by the Followers of Palawa, refugees of the planet Palawa, which was devastated earlier in a war somehow involving the Jedi Council. The Followers of Palawa created Teräs Käsi solely to defeat Jedi, and presumably, ensure that another world would never be destroyed by the actions of the Council. The Followers of Palawa studied the Force and Midi-chlorians, even though they themselves were not necessarily force sensitive.

Teräs Käsi enabled a user to develop extreme speed, and an aptitude for anticipating strikes, most notably shown by clone assassins. In addition to this, Teräs Käsi taught non force sensitive’s how to close their minds to Jedi and Sith, thus protecting themselves from mental based attacks. Teräs Käsi also had a developed set of fighting skills, and Nine Edicts.[1] Some light saber duelists used Teräs Käsi techniques in combat, most notably Darth Maul. Jedi Master Anoon Bondara was also a master of Teräs Käsi techniques, which he coupled with his light saber ability to duel. Jedi Knight Joclad Danva was also a Teräs Käsi practitioner. Jedi Master Plo Koon was believed to be a Teräs Käsi practitioner as well, since he was a master at hand-to-hand combat. It is not known how Jedi could have been trained in Teräs Käsi, as the Followers of Palawa did not appear to be on friendly terms with the Jedi.

Phow Ji was a Teräs Käsi champion who once defeated Joclad Danva. Arden Lyn was also a follower of this combat style. Nova Stihl had been a practitioner of Teräs Käsi for twelve years.

Known moves:

Painting of a classic Teräs Käsi defensive stance. Many of the techniques and attacks of Teräs Käsi were named after various animals around the galaxy, suggesting that practitioners of the martial art took inspiration from the way animals moved.

• Aryx slash was named after the aryx of Cerea.

• Charging Wampa was named after the Wampa of Hoth. The move involved charging at your opponent, attempting to hit them in the jaw, followed by a simultaneous hit of both arms on the opponent’s neck.

• Dancing Dragonsnake was named after the Dragonsnake of Dagobah.

• Death Weave

• Förräderi

• Gorax smash was named after the gigantic gorax species.

• Gronda stomp was named after the Corellian gronda

• Gundark slap was named after the gundark species.

• Leaping veermok was named after the leaping movement of the veermok.

• Nexu Grin was named after the nexu of Cholganna.

• Rancor Rising was named after the rancor of Dathomir.

• Riding Bantha was named after the beast of burden of the the same name.

• Screaming squill was named after the scream of the squill.

• Shenbit bonecrusher blow was named after the shenbit bonecrusher.

• Slashing Wampa was named after the wampa of Hoth.

• Sleeping krayt was named after the dangerous krayt dragon.

• Spitting Rawl was reputed to be the most powerful attack in the arsenal of unarmed combat techniques belonging to a Teräs Käsi Master. It consisted of a sideways flip, bringing one's feet down on the opponent three times before bashing with both fists at the same time in a vertical fashion.

• Steel hands were a technique which was eponymous with the martial art itself.

• Striking Sarlacc was named after the dreaded Sarlacc.

• Quacking Badger — a series of arced blows to the metacarpus

• Girlish Squeal of the Helium Induced Male — a rapid striking of the knee against the target's crotch.

• Nine Thousand Blasts to the Cranium — a blow to the target's head with clasped hands while chanting tongue-twisters in Bocce.

Practitioners:

• Anoon Bondara

• Usu Cley

• Clone assassin

• Joclad Danva

• Hoar

• Phow Ji

• Arden Lyn

• Darth Maul

• Celjo Mi

• Zan Pike

• Zu Pike

• Rodo

• Nova Stihl

• Bultar Swan

• Kar Vastor

Behind the scenes

The words teräs käsi are Finnish and mean simply steel hand. However, the phrase "steel hand" in Finnish would be a compound word, therefore forming the single word "teräskäsi."

Teräs Käsi is based on/inspired by a real-life fighting style called Silat. In Steve Perry's novel The Musashi Flex, a prequel to his Matador book series, Teräs Käsi is briefly mentioned as one of the fighting styles practiced by the novel's main character.

Teras Kasi is lethal, extremely lethal

Entrance Requirements: None

Skill Cost: 10 years (6 years as a secondary) Costume: Similar to the Kung Fu cotton outfit (Black Shirt, Black Pants, Black Sarong,) with soft shoes. The clothing must be comfortable and free around the neck and wrists, but not so loose as to be entangling.

Stance: Right leg bent out to the right and forward, left leg at a right angle, with knees bent out to the back. Shoulders twisted at angle from the waist. Right arm extended and curved back, left arm back and curved forward and up.

Stance: A crouched covered position with hands covering the face and the knees bent slightly

Stance: The stance is slightly lowered through bent knees and the practitioner leaning forward, ready to strike. Staying light and mobile is important for dodging and moving in close to grapple. The hands are kept close to the body to avoid them getting cut by the opponent.

Character Bonuses:

Add +4 to M.A.

Add +9 to P.S.

Add +8 to P.P.

Add +8 to P.E.

Add +13 to Speed.

Add +57 to S.D.C.

COMBAT SKILLS:

Attacks per Melee: 7

Escape Moves: Roll with Punch/Fall/Impact; Maintain Balance, Breakfall, Leap, Back flip, Cartwheel.

Basic Defensive Moves: Dodge, Parry, Automatic Parry, Leap, Back flip, Cartwheel.

Advanced Defenses: Multiple Dodge, Disarm, Combination Parry/Attack, Breakfall, Drop, Circular Parry, Power Parry.

Hand Attacks: Strike (Punch), Punch, Knife Hand, Palm Strike, Backhand, Claw Hand, Fore-knuckle Fist.

Basic Foot Attacks: Kick Attack, Kick, Snap Kick, Trip/Leg Hook, Backwards Sweep, Drop Kick, Crescent Kick, Roundhouse , Axe Kick.

Jumping Foot Attacks: None.

Special Attacks: Body Block/Tackle, Body Flip/Throw, Death Blow, Elbow, Forearm, Head butt, Knee, Combination Strike/Parry, Leap Attack, Joint Throw, Automatic Body flip/Throw, Critical Throw, Back flip, Cartwheel.

Holds/Locks: Finger Lock, Wrist Lock, Elbow Lock, Ankle Lock, Knee Lock, Neck Lock, Automatic Lock, Arm Hold, Leg Hold, Body Hold, Torso Hold, Neck Hold, Snap-Lock (SPECIAL! Once the Martial Artist has his opponent in a lock, he can choose to treat it as if the opponent had chosen to break out of the lock, thus releasing the opponent, albeit with a broken limb), Snap-Throw (SPECIAL! The character after securing a hold can throw their opponent. If the throw is successful the victim must make a save versus pain or suffer a dislocated joint. A dislocated shoulder or elbow will reduce combat bonuses by –4. If a hip or knee is dislocated speed is reduced to 10% and dodging is impossible).

Weapon Kata: W.P. Pisau (Small Knife), W.P. Tjabang (Sai), W.P. Parang (Cleaver/Knife), W.P. Kris (Wavy Bladed Knife), W.P. Toya (Staff), W.P. Knife, W.P. Short Blunt, W.P. Sword, W.P. Short Sword, W.P. Spear W.P. Staff (W.P. Paired, W.P. Weapon mastery, & W.P. Swordsmanship (in all these weapons, and in any combination).

Modifiers to Attack: Pull Punch/Strike, Death Blow, Knockout/Stun, Critical Strike, Critical Strike from Behind, Death Blow from Behind, Knockout/Stun from Behind; the Silat fighter can use all moves whether armed or unarmed - all the Throws, Locks, Holds, Disarms and Parry techniques can be used with paired weapons, a single weapon or with the bare hands.

SKILLS INCLUDED IN TRAINING:

Martial Arts Powers: Automatically receive Body Hardening Exercises of: (Steel Hand), Punch Training, Kick Practice, Body Training, and Endurance Training. And the Martial Arts Techniques of: Suwari Waza (Seated Techniques), Ground-Fighting, Koppojutsu, Instant Stand, Dirty Tactics, Poison Hand. Plus select a total of (11) Martial Art Powers each from among; Atemi Abilities, Martial Art Techniques, Body Hardening (including Demon Hunter Exercises, and Specialty Katas (including chi katas and weapon katas.)

Language: Indonesian, Malay, Sumatran, Tagalog, & Trades 1-6.

Physical: Select four physical skill of choice.

Weapons: W.P. Pisau (Small Knife), W.P. Tjabang (Sai), W.P. Parang (Cleaver/Knife), W.P. Kris (Wavy Bladed Knife), W.P. Toya (Staff) Cultural Skills: Climbing, Climb Rope, Fasting, Mountaineering, Jungle Survival, Prowl, Wilderness Survival, and

Select two cultural skills of choice. Philosophical Training: Buddhism, Hinduism, Muslim, Taoism, Zen.

If this is your Primary martial arts style then the following other styles can be learned in a shorter time: Fu Chiao Pai (3 Years), Kuo Ch'uan (6 Years)

LEVEL ADVANCEMENT BONUSES:

Level 1st: +6 Parry, +3 to Strike, + 9 dodge, +2 to Initiative, +2 pull punch, +3 to Roll, +5 to Roll with Punch/Fall/Impact, Critical Strike or Deathblow or Knockout/Stun on a Natural 20 from Behind.

Level 2nd: +1 Attack per Melee, +2 to Damage, +1 strike, +1 cartwheel, Pull punch (with bladed/blunt weapons), +2 Maintain Balance,+2 to any Hold, Add two levels to W.P. Short Blunt & Short Sword, Knockout/Stun on a Natural 19 or from behind.

Level 3rd: Add two levels to W.P. Knife, +2 Strike, +3 Pull Punch, +3 attacks per melee, +2 Auto Body Flip/Throw, +1 to Strike with Drop Kick, +1 to Body Flip/Throw, Gain Chi-Gung (Body-Hardening Exercise), Select one (1) Martial Art Power from Body Hardening Exercises (including Demon Hunter Exercises), & Martial Art Techniques, & Special Kata (including Chi Katas & Specialty Katas), Critical Strike on a Natural 19 or from behind.

Level 4th: +1 attack, +1 Parry +2 to initiative, +2 auto body flip/throw, +2 strike on flip and cartwheel, +1 to Strike, +1 to Leap (Add 3 feet to Leap distance), +2 leap attack, Death Blow on a Natural 19 or from behind.

Level 5th: +3 damage,+1 to Strike, +1 to Maintain Balance,+1 to Parry/Dodge, +2 Flips/Throws, add two levels to W.P. Short Sword & Short Stick, Gain Auto-Disarm, Add one more Weapon Kata (any).

Level 6th: +2 attack per Melee, +2 to disarm, +2 to dodge, +2 damage, +1 to Roll, +1 to Strike., +2 Locks/Holds, +3 to Holds/Locks when Ground fighting, +2 Damage (with Roundhouse kick), Gains combination grab/slash, Gains Tamashiwara (art of breaking [Martial Arts Technique], Select one (1) Martial Art Power from Body Hardening Exercises (including Demon Hunter Exercises), & Martial Art Techniques, & Special Kata (including Chi Katas & Specialty Katas).

Level 7th: +2 to Strike, +2 Disarm, +1 Parry/Dodge, Critical strike on a natural 18 or from behind, death blow on a natural 18 or from behind, , Knockout/Stun on a Natural 18 or from behind, Select Two (2) Additional Martial Art Power from Atemi Abilities, & Body Hardening Exercises (including Demon Hunter Exercises), & Martial Art Techniques, & Special Katas (including Chi Katas & Specialty Katas) -OR- +3 to P.P. & P.S. & P.E. & +5 to Speed.

Level 8th: +1 to Damage, +1 maintain balance, +1 to initiative, +1 strike, +1 parry, +1 roll, +2 attacks per melee, +2 to parry, +2 to holds/locks, +1 to Strike when Ground fighting, Deathblow on a Natural 17 or from behind, Select two (2) Martial Art Power from Body Hardening Exercises (including Demon Hunter Exercises), Martial Art Techniques, or Special Kata (including Chi Katas & Specialty Katas).

Level 9th: +1 to Parry/Dodge, +1 to Roll with Punch/Fall/Impact, +1 Maintain Balance, +2 damage (with axe kick), +2 leap attack, Death blow on a Natural 16 or from behind, Knockout/Stun on a Natural 17 or from behind Critical Strike on a natural roll of 17 or from behind.

Level 10th: +2 attack per Melee, +2 pull punches, +1 to Body Flip/Throw, +1 to Strike, +2 to initiative, +2 to parry and dodge, +1 Attack +3 to Damage, +1 to Leap (Add 3 feet to Leap distance) add two levels to W.P. Short Blunt, & W.P. Knife & W.P. Short Sword.

Level 11th: +1 to Damage when Ground fighting, +3 Initiative, +2 Pull Punch, +3 Roll, Critical strike on 16 or from behind, Gain Prisai Saki Silat (Kata with combat pincers, see Compendium of Weapons, Armor, and Castles©), Gains combination grab/tear,Gain auto disarm, Select two (2) Additional Martial Art Power from Atemi Abilities, & Body Hardening Exercises (including Demon Hunter Exercises), & Martial Art Techniques, & Special Kata (including Chi Katas & Specialty Katas).

Level 12th: +1 Initiative, +2 roll+1 to Roll with Punch/Fall/Impact, +1 to Strike when Ground fighting, +2 Parry, +2 Dodge, +1 Disarm, + 2 to holds and throws, +1 attack per melee, +2 to Damage, Critical Strike on a Natural 15 or from behind.

Level 13th: +2 damage, +1 disarm, +1 Attack, +1 to Maintain Balance, +1 to Parry, +1 Dodge, +1 to Strike, +1 to Damage when Ground fighting, Knockout/Stun on a natural roll of 16 or from behind, Select one more martial art power: from Body Hardening Exercises (including Demon Hunter Exercises)or Martial Art Techniques or Special Kata (including Chi Katas & Specialty Katas) -OR- +2 to P.S. & +2 to P.E. & +2 to P.P. & +5 to Speed.

Level 14th: Gain Jump kick, +2 attacks, +2 to Back flip and cartwheel, +2 damage, +1 to Strike, +1 to Body Flip/Throw, Add one more Weapon Kata (any)

Level 15th: +1 to Strike when Ground fighting, +2 Attack per Melee, +1 to Damage+2 to initiative, +2 to strike, Death Blow on a natural, Death Blow need not be declared, like a boxer's KO it occurs automatically on a natural roll of 15.or From behind, Select One (1) Additional Martial Art Power from Atemi Abilities, Martial Art Techniques, or Special Kata (including Chi Katas & Specialty Katas) & Select one (1) Zenjorike.

Steel Hand:

This is the development of the ‘Penetration Hand,” a toughened hand that will not take damage from hitting hard objects. This training focuses on making the hands stronger and able to withstand lots of impact, so that the character may deliver and withstand more powerful attacks with the bare hands. Training is long and continuous as the ability to strike things without sustaining damage gets harder and harder. The hands are plunged into barrels of rice, then sand, then pebbles, and then rocks. Then the martial artist goes around punching trees, walls, cars, whatever, with his bare fist in order to toughen them up. He also punches on hot coals, broken glass, desert sands, etc... This constant training toughens the hands enormously. Then later the character does an assortment of exercises designed to maximize gripping strength and speed in the hands and forearms, giving the character a vice-like grip. The end result being that the character can hit nearly anything and not take any damage him/herself. They can also do things like pick up hot coals with their bare hands, and also repeated punches and hand strikes from every possible position and at every possible angle possible. This develops the strength and endurance and the flexibility of the hands and of the arms.

Bonuses:

+5 to P.S.

+2 to save vs. Pain

+2 to Strike on all hand attack, all Holds/Locks, Chokes, Grabs, and similar attacks

+2 to Parry

+17 to Damage on all hand strikes regardless of form

+19 to Damage with Claw Hand (and all its variations), Kansetsu-Waza attacks, and One-Handed Chokes

+1D6+10 H.P.

+4D6+25 to S.D.C.

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

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

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

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

Tarken De'irth:

Designed to be one of the deadliest of martial arts. This style, named after its creator, relies primarily on movement, and is enhanced by the use of weapons. Initially, the style was only taught to Tarken's native race, Dark Elves, however, since then some masters have chosen to teach a select few who showed the potential for being efficient killers. In a Palladium Fantasy environment, any dark elf may select this style at the cost of their natural WP skills, and five skill selections (must also have Hand to Hand: Martial Arts), any non-dark elf Man-of-arms may (GM digression) learn the style at the cost of Hand to Hand: Martial Arts and six O.C.C. related or secondary skills.

GM Option: in some dimensions, 'Dark Jedi' have adopted this style (switch Katas: Thrown with Katas: Light saber, costs 'combat tweak' and two O.C.C. skills and Hand to Hand: Martial Arts). However, the Jedi cannot use any Chi based techniques offered by the style.

Requirements: I.Q.: 10, P.P.: 15

Training: 12 years

Character Bonuses:

+2 to P.P.

+2 to P.S.

+2 to P.E.

+8 to Speed

+10 to S.D.C.

+5 Chi

Stance: Varies with training, generally a Karate or Kempo stance

Outfit: Leather jacket and Leather pants.

Combat Skills:

Attacks per Melee: 2

Hand Attacks: strike/punch, power punch, knife hand, back hand

Foot Attacks: snap kick, tripping leg hook, backward sweep, crescent kick, drop kick, roundhouse, kick attack

Basic Defense Moves: parry, dodge, automatic parry, Circular Parry

Advances Defense Moves: automatic dodge, roll, back flip, body flip/throw

Holds/Locks: Finger Lock, Wrist Lock, Elbow Lock, Ankle Lock, Knee Lock, Neck Lock, Automatic Lock, Arm Hold, Leg Hold, Body Hold, Torso Hold, Neck Hold, Snap- Throw (SPECIAL! The character after securing a hold can throw their opponent. If the throw is successful the victim must make a save versus pain or suffer a dislocated joint. A dislocated shoulder or elbow will reduce combat bonuses by –4. If a hip or knee is dislocated speed is reduced to 10% and dodging is impossible), Snap-Lock (SPECIAL! Once the Martial Artist has his opponent in a lock, he can choose to treat it as if the opponent had chosen to break out of the lock, thus releasing the opponent, albeit with a broken limb), Automatic Finger Lock, Automatic Wrist Lock, Automatic Elbow Lock, Automatic Snap Lock

Escape Techniques: roll, back flip, maintain balance, break fall

Modifiers to Attack: death blow, critical, knockout, critical from behind, knockout/stun from behind

Special Moves: leap attack, back flip, Back Strike (A backwards thrust with the sword), Spinning Slash (Combination Strike/Dodge), and Learn Circular Parry with W.P. Sword.

Weapon Katas: Select two: Sword (two for paired), Thrown (two for paired) , Knives (two for paired), Blunt (two for paired), whip.

Additional Skills: Meditation, Climbing, Swimming, Prowl, and Plyometrics

Martial Arts Powers: Automatically gains: Karumi-.Jutsu, Suibunhoko-jutsu, Deception, Zanshin, Poison Hand Technique, Instant Stand, Dirty Tactics. Plus select six powers from: Body hardening Exercises (including Demon Hunter Exercises), Martial Arts Techniques, and Chi mastery (including Advanced), and Specialty Katas (Stances, & Chi & Weapons only) and Arts of Invisibility.

Level Advancement Bonuses:

1st: +2 to parry, +1 to roll and dodge, auto dodge.

2nd: +2 to back flip/throw, Critical from behind.

3rd: +1 attack, +1 to strike, Select one power from : Body hardening Exercises (including Demon Hunter Exercises), Martial Arts Techniques, and Chi mastery (including Advanced), and Specialty Katas (Stances, & Chi & Weapons only) and Arts of Invisibility.

4th: Critical 19+, Deathblow on natural 20, +1 (4 feet) to Leap

5th: +1 to roll/back flip/rgrow

6th: +1 (4 feet) to leap, +1 attack

7th: get Dodge bonus when using Auto dodge, select one power from : Body hardening Exercises (including Demon Hunter Exercises), Martial Arts Techniques, and Chi mastery (including Advanced), and Specialty Katas (Stances, & Chi & Weapons only) and Arts of Invisibility.

8th: +2 to strike, +1 to parry

9th: +1 to back flip/parry/dodge and auto-dodge/throw

10th: +1 attack, Select one power from : Body hardening Exercises (including Demon Hunter Exercises), Martial Arts Techniques, and Chi mastery (including Advanced), and Specialty Katas (Stances, & Chi & Weapons only) and Arts of Invisibility.

11th: Can Call Deathblow (need 14+), Critical on 17+

12th: +1 to strike/back flip/throw

13th: Select 1 power from : Body hardening Exercises (including Demon Hunter Exercises), Martial Arts Techniques, and Chi mastery (including Advanced), and Specialty Katas (Stances, & Chi & Weapons only) and Arts of Invisibility.

14th: +1 attack, +1 (4 feet) to leap

15th: +1 to dodge and auto-dodge/roll.

Character Specifications

• Age Requirements: Although it is easier to train at an early age, according to the Jedi Council, it is easier and will have the maximum attribute benefits if humans start between 16 and 18 (proportionally different for other races due to maturity and lifespan) for the purpose of Rifts®. All characters, regardless of past character history, will start at level 1. Jedi/Sith O.C.C. as a second O.C.C. is possible as long as the other O.C.C. does not interfere with this class. A character cannot take this character class twice.

• Alignments: Good required for Jedi characters, evil required for Sith characters, no exceptions. Alignments will change and the character will change between Jedi and Sith if the character goes between the light and dark sides.

• Attribute Requirements: I.Q. 10, M.E. 12

• Attribut Bouses: If playing with the optional perception rule (one is established on this page), then a +2d6 to perception attribute applies. O.C.C.

BONUSES: Attacks twice per melee attack up until level 5. In other words, with three attacks per melee round, he would attack six times-twice per attack. BUT, this is only with the light saber!!+4 dodge, +3 parry, has death blow at level one on natural 18-20.Add 2D46to ME.MA, PS, PE and SPD attributes Add 1D4x10 to SDC +1 to initiative Add 1 additional attack per round These are in addition to any attribute and skill bonuses

• R.C.C.'s available: any, as long as they fulfill alignment and attribute requirements and allow psionics.

• Dark Side Points: All characters start with 0. More information is contained in the character notes under Dark Side points.

• Enemies: Sith and Jedi are archenemies. In addition, Jedi characters of the good alignment despise anyone who abuses the Force, attacks, harms or kills innocent or good.

• Allies: Jedi characters consider anyone who is not an enemy an ally. Sith characters usually don't have too many allies, using others for their potential until no longer useful.

• Apprenticeship: Only one master allowed per apprentice and vice versa. Jedi characters refer to apprentices as "padawans".

• O.C.C. Skills: (There are other skills available in the character notes) Read/Write/Speak native language/English/Elvish & Dragonese 98% Read/Write/Speak Galactic Basic language/Trade-1/Trade-4 98% 4 additional languages Read/Write/Speak at (+15%)

Mathematics - Basic: Base Skill: 45% + 5% per level of experience. (98%)

Mathematics - Advanced: Base Skill: 45% + 5% per level of experience. (+55%)

Lore - Magic: Base Skill (general knowledge): 25% + 5% per level of experience. (+50%)

Recognize wards, runes and circles: Base Skill: 15% + 5% per level of experience. (+50%)

Recognize Enchantment (i.e. magic items, people under charms and curses, etc.): Base Skill: 10% + 5% per level of experience. (+50%)

Lore - Galactic/Alien: Base Skill: 25% +5% per level of experience. (+50%)

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

Lore - D-Bee: Base Skill: 25% + 5% per level of experience. (+50%)

Lore - Psychic: Base Skill: 30% + 5% per level of experience. (+50%)

Lore - Demons and Monsters: Base Skill: 25% + 5% per level of experience. (+55%)

Lore - Jedi: Base Skill: 25% + 5% per level of experience (98%)

Lore - Force Skill: Base Skill: 25% / + 5% per level of experience. (+50%)

Computer Operation: Base Skill: 60% + 5% per level of experience (+20%)

Radio: Basic: Base Skill: 50% + 5% per level of experience. (+40%)

Gymnastics/Acrobatics/ Athletics/Tumbling/Parkour/Free Running

Prowl (+35%)

Basic Electronics: Base Skill: 50% + 5% per level of experience. (+35%)

Basic Mechanics: Base Skill: 30% + 5% per level of experience. (+35%)

General Repair and Maintenance: Base Skill: 35% + 5% per level of experience.

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

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

Navigation (land): Base Skill: 60% + 5% per level of experience. (+35%) Identify Plants & Fruits: Base Skill: 25% + 5% per level of experience. (+45%)

Pilot: Motorcycle: Base Skill: 60% + 4% per level of experience. (+35%)

Pilot: Automobile: Base Skill: 80% + 4% per level of experience. (+35%)

Pilot: Hover cycle: Base Skill: 60% +4% per level of experience. (+35%)

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

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

Acupressure: This is the knowledge of how to stimulate pressure points (Atemi) to relieve the pain from minor injuries. With a successful application of this skill all pain modifiers for S.D.C. damage are negated for 1d6 (Roll 1d6: 1-3 = melee rounds, 4-5 = minutes, 6 = hours). Base Skill: 30% + 5% per level of experience.

Acupuncture & Moxibustion:. With this skill, a character can attempt to heal ailments through the use of needles and moxa. The first percentage is for diagnosis, the second is for treatment. This skill can be used to diagnose and treat minor ailments such as headaches, indigestion, gas, heartburn, nausea, hiccups, muscle stiffness, low fevers (101degrees F/38 C or less) and similar. Base Skill: 30/20%+5% per level of experience.

Meditation:

Base Meditation Skill: M.E. +5% per level of experience. (45%)

Base Meditation Time: The amount of time that a character can continue to meditate: One hour at first level, with an additional fifteen minutes at 2nd, 3rd, 4th, and 5th levels. At 6th level the meditation time jumps to three hours, and the character picks up another advancement into 7th level and beyond. Holistic Medicine: Base Skill: 20% + 5% per level of experience.

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

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

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

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

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

Fasting: Base Skill: 40%+3% per level of experience.

Begging: Base Skill: 20%+3% per level of experience.

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

W.P. Sword: Combat skills with large and small swords, including fencing type training. Includes rapiers, sabers, two handed, and short swords. Bonuses: +1 to strike and parry at level one, an additional +1 to strike at levels 3, 6, 9, 12 and 15.+1 to parry at levels 2, 3, 5, 7, 9, 11 and 14. +1 to throw at levels 5, 10 and 14.

W.P. Staff: Combat skill with large and small staffs. Bonuses: +1 to strike and parry at level one. +1 to strike at levels 4, 7, 10 and 14. +1 to parry at levels 2, 5, 8, 11, and 14. +1 to throw at levels 4, 8 and 14.

W.P. Knife: Training with all types of knives. Bonuses: +1 to strike when thrown on level one. +1 to strike at levels 2, 4, 7, 10 and 13. +1 to parry at levels 2, 4, 8, 11 and 14. +1 to throw at levels 2, 4, 6, 9, 11, 13 and 15.

Science (Choose 4) (+20%)

Technical (Choose 4) (+25%)

WP Light saber (choose either Sword or Fencing)

Weapon Construction: Light saber (+25%)

HTH Expert (can be changed to Martial Arts(of choice from n & ss) or Assassin (Sith characters only) at the cost of one skill)or Hand to Hand The Art of the Jedi

The Jedi Skill program

• O.C.C. Related Skills: All Jedi choose 6 additional skills from any area, plus 2 skills at levels 3, 7, 10, 13 and 15. All skills start at 1st level and bonuses of +5% apply to Domestic and Technical skills (in addition to the IQ bonus)

• O.C.C. Secondary Skills: In addition to the above skills, pick 5 skills from any area except Espionage or Military, plus 1 additional skill at levels 3, 6, 9, 12 and 15. All skills start at 1st level and do not acquire any bonuses except for IQ bonus.

• Cybernetics: All characters start with none, and prefer to have as little implants as possible. Too many replacements and implants interfere with the Force and their Psionics. The character notes contains details about how cybernetics affects the character. Bionics are forbidden for this class.

• Experience Table: Use the Techno-Wizard™ table in Rifts®.

• Combat Bonuses: 2 attacks per melee (plus those from HTH and other sources), +3 to Parry, +2 to dodge and +2 on initiative.

• Starting Equipment: 3 sets of clothing, Jedi Robe (simple, loose, brown robe with a hood attached), laser or ion pistol with an additional clip, pocket computer, grappling hook with 200 ft of fibercord (very thin rope, as strong as steel cable), distancing binoculars, utility belt including holster for pistol and rewind spool for fibercord, about 1-50% have a small personal vehicle (something small and not too expensive like a hovercraft, wing board, etc, without any weapons.) Also see the Lightsaber page for information on starting with a lightsaber.

Money: Initially none usuable on Rifts Earth, but has 2d4 X 1000 credits of jewelry, fine clothing, alien technology or other objects that can be sold

Additional Optional Information: (Generally for Humans) Background table. Should the GM allow it. The Jedi may roll on the following table to determine their background before becoming a Jedi. This may grant additional skills.

• 01-05 Street Rogue - as a child. Gains Pick Pockets (+10), Prowl (+10),and Counter Tracking (+20)

• 06-10 Working class - Pilot: Auto or Hover, Jury Rig (+5), Land Navigation (+5)

• 11-20 Urban Student - Advanced Math, 1 additional Language

• 21-60 Trained from Very young age - +2d6 ISP, +5% to OCC Skills

• 61-65 Upper Class - raised in royal courts. +10 to Etquette and Law.

• 66-80 Jedi Decendant - knows well the ways of the Force, Lore: Psychics +10

• 81-00 Trained from Childhood - +2d4 ISP, +2% to OCC Skills.

Jedi Psionics

All Jedi are considered to be Master Psionics. The Jedi can use almost any Psionic power from Rifts®, Palladium Fantasy RPG™ as well as Beyond the Supernatural™. Any power not listed below needs a Game Master's discretion as to where it is allowed. These are the following notes on the psionics:

1. Starting ISP is equal to the ME attribute x 20 +2D10 times 10 (from left to right).

2. ISP level for all Jedi increases at the rate of 1d10 x10 per experience level.

3. Starting Psionics: The Jedi starts with the following Psionics at first level: Detect Psionics, Force Levitation (replaces Levitation, Float, Telekinesis and Telekinesis super), See Aura, and Total Recall, Resist Fatigue, Summon Force (Summon Inner Strength), Empathy (receive only), Clairvoyance (receive only), Sense Evil, Sixth Sense, along with the dedicated psionic of choice.

4. Automatic Psionics: The Jedi automatically gains the following at these levels: Force Manipulation (replaces Bio-Manipulation), Hypnosis Suggestion at level 3.

5. Excluded Psionics: The Jedi cannot have any of the following Psionics at any time: Exorcism, Alter Aura, Ectoplasm, Object Read, any form of Mind Block, Mind Wipe, PPE Shield, Psi-shield, Psi-sword, Telekinetic Force Field, Astral Projection, Mentally Possess others.

6. Special note: Mind Bolt is limited to Jedi and Sith masters (8th level or higher), since it takes a lot of concentration in the Force.

7. Renamed Abilities: The Jedi cannot Astral Projection or Telekinetic Leap as they have been converted into special abilities.

8. Renamed Psionics: The table lists common and Jedi Psionics renamed. Use the new Jedi Psionic instead of the Rifts® psionic.

Jedi Psionic Replaces Rifts psionics

Force Manipulation Bio-Manipulation, Empathic Transmission

Hypnotic Suggestion, Mind Bond

Force Levitation Float, Levitation, Telekinesis, Telekinesis (Super)

Summon Force Summon Inner Strength

9. Advancing in level: The Jedi can gain one new Physical, Sensitive, or Healing psionic except those listed at level 2, 3, 4, 5, 8, 11, 14. The Jedi can also gain one Super Psionic at levels 3, 8, and 12.

10. Dedicated Psionics: A Jedi may gain a Dedicated Psionic based on the Jedi's interest group. There is a sample table of Jedi Dedicated Programs and Psionics to look on if it qualifies. This dedicated psionic is almost always related to the program of the Jedi's interest (i.e. Telemechanics for a Jedi interested in Computers). The Jedi gains this power at first level in addition to all psionics received. This Dedicated Psionic cost is cut in half (round fractions up), and its effect and duration is equal to 2 levels higher than the Jedi's current level (i.e. for a Jedi at 2nd level, the power is equal to a 4th level in range, damage, etc.)

Abilities: All Jedi have been allowed special abilities with the help of the Force. All Jedi acquire the following abilities at first level:

Powers of the Jedi| All Jedi begin with the following psionics at level one: Death Trance, Sixth Sense, See Aura, Sense Evil, Deaden Pain, and Telekinesis(lesser),Telekinesis(super). They may also chose one additional psionic per level of experience, from any category other than Super Psionics (can begin choosing from Super at level ten).

1. Heightened sense of hearing, equal to cybernetic amplified hearing + 1 to parry, + 2 to dodge, + 6 to initiative.

2. Heightened sense of smell; Recognize specific odors: 90%, ID specific person or animal by scent alone: 70% +1%/Level, Track by scent: 80% (-20% in cities or due to in climate weather.)

3. Heightened sense of touch: Recognize items by feel: 66% + 2%/level.

4. Radar/Sixth sense: Enables the Jedi to Know/sense the location of people, objects, movement and the general shape of the environment around them, Interpret shapes: 85%, Estimate distances: 95%, Estimate exact location: 75% + 1%/level. Can stay active even at -20 htp with the use of force powers, other than that they are same as humans

5.Sensing the Force: The Jedi can feel life from everything around them. They will be able to sense any major disruptions in the Force, such as a mass death, pain or death of any close friends or family, or great sources of evil. This also means that, once the Jedi is killed, their bodies will fade off, spreading their molecules instantly and releasing their spirits into the Force.

6.Sense/See Aura: This power allows the Jedi to sense when someone they have previously met is present. It is constantly active, needing no ISP other than 5, which is permanently sacrificed to obtain the power. The character will realize that the person is present and within their sensing range, but they will not know exactly where or how far. Learned at First level (subtract 5 from the Jedi's ISP base). Range is the character's level or experience, plus three, squared (example, a first level Jedi would have a sensing range of only 16 feet (1+3=4, 4X4=16), whereas, a fifth level character would have a range of 64 feet (5+3=8, 8X8=64) and a twelfth level Jedi would have a range of 225 feet!

Force powers: start with 3 force points for each category and the first point used for each category gains 3 powers from that category, how many points are in each category determines the level of each force power in that category also you can use 2 force points to gain a combined force power=for example force healing (others) from control/alter. The character can take 1/2 of their earned Xp and put it toward the advancement of force powers (there are 3 classes Control, Sense and Alter) as they see fit. the force categories can be raised every 500 Xp. Durations given under these categories are the levels that the powers are listed at (e

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