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Martial Arts Warriors for Rifts




Martial artists warrior for rifts



Alignment: Any, but usually Principled or Aberrant



Attribute Requirement: At least 15 PS, PP, PE, ME, and 10 IQ (In the likely event the character cannot meet these requirements give him the



minimum in that statistic).



OCC Bonuses: +1d4+2 to ME, +2d6 to PP,PE,PS,SPD +1d10x10 to SDC,30% chance ambidexterity (+1 att/parry, paired weapons), +1, and attack to initiative at levels 2, 6, 10, and 14 +2 vs. HF (+1 at levels 3, 6, 9, and 15), +2 to initiative.+2 to saves vs. Horror Factor and Mind Control. . +1 versus Horror Factor at level 1, 3, 5, 9, and 13. They also gain an additional +2 versus poison and magic at levels 7, 11, and a +1 versus psionics at 4, 8, 12, and 15. Also see bonuses from Martial Arts form. These are in addition to other attribute or skill bonuses.



Special Abilities:



1. Martial Arts: The martial artist can choose any 4 martial arts forms from Ninja's and Superspies. Exclusive forms cost double so only 2 can be chosen. Non-martial artists can only learn one form and even then do not benefit from the years of training that a martial artist must endure. Non-martial artists do not receive Martial Art Powers, Skills included in training or Philosophical training. A note on the styles included in Rifts Japan: Zanji Shinjinken-Ryu and Ninjutsu are exclusive forms in the New Empire however in the Republic of Japan they can be learned through martial arts schools, but these schools do not teach Martial Art Powers, cultural or philosophical skills. Some do teach physical and survival skills but students must spend from their 'other' skill selections to have them. The form of Aikido represented in Rifts Japan is a commercial form looked down upon by practitioners of the 'true' form.



2. Martial Arts Powers: All the martial art forms from Ninja's and Superspies provide their practitioners with Martial Art Powers. The descriptions for those powers presented in Rifts Japan take precedence over those in Ninja's and Superspies on all magic rich worlds. Some notes on powers not covered in Rifts Japan do need to be made however. Chi Mastery powers are all mystic powers that do mega damage to supernatural creatures. Chi combat is completely compatible with P.P.E. and negative Chi destroys P.P.E. at the same rate. Only undead will naturally possess negative Chi and are immune to negative Chi attacks. Chi healing can restore MDC at the rate of 3 MDC per point. All attacks involving Chi cannot be regenerated by supernatural creatures for 1d4 hours per point of Chi used in the attack. A Fist Gesture would inflict damage and could not be regenerated for 8d4 hours. One Finger Chi affects characters in power armor or Robots. The Martial Arts Techniques and Special Katas remain unchanged. Atemi Abilities also remain unchanged except that against supernatural opponents damage is mega damage. The power of Dim Mak requires special attention however. Once a creature, whether natural or supernatural, has been afflicted with Dim Mak it cannot regenerate at all. Only natural and scientific methods can be employed to heal the creature, and once P.P.E. has been reduced to zero, even these are ineffective. This power is especially devastating to Alien Intelligences who are P.P.E. vampires and to the manifestations of gods. Being unable to acquire more P.P.E. they wither or die in a matter of hours. Wizardly methods to restore P.P.E. are ineffective and only the gods of oriental pantheons will know that there exists a cure and even they will only know the cure if they are gods of darkness and have been afflicted with Dim Mak before. The cure to Dim Mak should not be a spell or some easily duplicated feat of magic. Even the greatest of gods should be tasked to the limits of his endurance to find and use the cure. It is much easier to let the manifestation die and create another.



Also, pending on the character's style, their OCC and OCC Related skills may get a +5% bonus. If a style offers Arts of Invisibility then Rogue and Espionage gain +5, Body Hardening = military, Atemi = medical, Chi Mastery = Communications, etc... skill areas are as per GM Digression.





'3. 'Chi M.D. Death Blow (special): A death blow that draws on the character's inner spirit with mega-damage and mystical effect against oni and other supernatural beings. Can be inflicted with punch, staff or other hand weapons. Same as the samurai.



Meditation: Involves engaging the conscious mind so that the subconscious is foremost like self hypnosis. While meditating all internal resources are recovered at an accelerated rate. The martial artist recovers P.P.E. and hit points/S.D.C. at three times the normal rate. Other internal resources he may have are restored at twice the normal rate, such as I.S.P. if he is psionic. One hour of meditation can substitute for 15 minutes of sleep. Meditation is a relaxed yet alert state and while meditating the martial artist is very difficult to surprise. A bonus of +2 to initiative is gained vs. sneak attacks only. It takes an entire minute to slip into a meditative trance and it cannot be done while there are distractions.
5. P.P.E./CHI Bonus: Martial Artists learn how to channel and focus their inner energy or Chi. As a result they tend to have large amounts of P.P.E. even though they are incapable of drawing it from Ley Lines, Ley Line Nexuses and other living CHI creatures. Base P.P.E. is P.E.x5 plus 2d10+2d10 per level.
6. Martial Arts Analysis: This is the skill that separates dedicated martial warrior from normal martial artists. Not only does this represent how well the character can fight, but it represents how well he can counter a new styles or moves, & learn new styles and moves. Most significantly it represents how well the artist controls the Chi he has access to. Most new Chi techniques require a roll of 1/10 the base to successfully learns a new Chi technique. Failure usually merely means more time required learning a Chi technique, however many of the most powerful having grave consequences for failure. The normal martial artist starts with a skill of 25% base an additional 5% per level of experience.



7. A Martial Warrior has access to some very unique abilities. There are two main types: Augmentation Abilities and Power (or Chi) Abilities. Once a specific ability has been chosen, it may _not_ be selected again for cumulative effect. Augmentation Abilities -- Starting at level one, a Martial Warrior may select from the following Augmentation list 3 times every three levels (i.e.: select an ability at levels 1, 4, 7, 10, and 13). These abilities are described in Rifts Conversion Book One:





**'''''Kun-Lun Combat Master Abilities:




===Physical Superiority & Psionic Resistance + Combat Instinct & Quickness ===


The character's physical body is naturally strong, healthy, and toned. The character is at the peak level of normal human biology and looks as perfect as a human might be able to get, but is not superhuman unless extraordinary attributes are also possessed. Extraordinary attributes will increase these even further. When adding bonuses from physical skills, change the attributes to the following levels and then add bonuses. Also the character's brain and body are partially masked from psychic influence, giving greater resistance to psychic attacks. Also,



The character has an extraordinary combat skill. This is enough to turn an untrained character into a capable fighter and transform an experienced combatant into a deadly adversary. Follow this experience chart for the bonuses and abilities - the combat instinct functions like a hand to hand form with bonuses that are added to any fighting style. The character can perform many complex combat maneuvers, but relies more on P.P. bonuses than skill bonuses.
Note: This minor ability, unlike Natural Combat Ability, is fully compatible with hand to hand combat skills. A character cannot have both this power and Natural Combat Ability. Your GM wouldn't like that. I've also toned it down to make it more of an enhancement instead of a complete hand- to- hand combat form.
The character is extremely swift in melee and grappling combat range. This might be from a heightened awareness, a super- adrenaline surge, a feral nature, etc. The character gains the following:


  • Add +4 to P.E. (minimum of 20).

  • Add +2 to P.P. (minimum of 14).

  • Add +1d4+2 to P.S. (minimum of 18)

  • Add +1d4+2 to Spd. (minimum of 16).

  • Add +1d4+2 to P.B. (minimum of 14).

  • Add +2d6+8 S.D.C.tm (10 to 20)


The character gains a +2 bonus to save vs psionics, +1 more at levels four, eight, and twelve. Even if the psychic attack takes effect, it only lasts for half the normal duration. Tracking, sensing, and mind reading by psionic means is -30%. Also add +2 to M.E. and +1 vs possession, mind altering drugs and magic, and non- psionic illusions. This resistance applies to helpful psychic influence as well. Note that physical psionic attacks, like psi- swords and electrokinesis, do full damage. The character can also sense whether a target has psionic powers or is a supernatural creature (30ft range with visual contact).
First level knowledge:


  • Parry, dodge, pull punch, roll with punch, fall, or impact, entangle, and disarm.

  • Automatic dodge (no bonus).

  • One hold of choice (see page 68 HU).

  • Snap kick - 1d6 damage.

  • Karate kick - 2d4 damage.

  • +1 melee action at levels one

  • +2 on initiative at levels one

  • +4 to dodge (normal).

  • Automatic dodge, +1 bonus at level one. Add +1 at levels two, five, and nine.

  • Character can dodge multiple attacks with a single normal dodge.

  • When knockdown is imminent, the character does not suffer the loss of one melee action and loss of initiative. He loses one melee action or initiative (his choice) so the penalty is effectively halved. Critical knockdown, the loss of two melee actions and initiative, is also reduced to normal knockdown.

  • At level three the character is fast enough to attack twice for each melee attack! However, these attacks can only be hand attacks (maybe a knife, but no other weapons) and the strike and damage bonuses are halved. One- two punches, double kicks, and punch/ kick combos can be performed. This does not impede automatic parries.


Abilities gained with experience:



Level 2: +1 on automatic dodge, +2 to entangle.
Level 3: +1 melee action, +2 to disarm
Level 4: One kick or hold of choice.
Level 5: +1 to initiative, +1 to strike, +2 to dodge.
Level 6: +2 to parry, body throw/flip (1d6 damage plus knockdown), +2 on initiative.
Level 7: One kick or hold of choice, +1 melee action.
Level 8: +1 on automatic dodge.
Level 9: Critical strike (double damage) or knockout from behind, pick one.
Level 10: +1 to initiative.
Level 11: One kick or hold of choice, +2 on initiative.
Level 12: +1 melee action.
Level 13: +1 to disarm and entangle.
Level 14: +1 to strike.
Level 15: +1 on automatic dodge.
Level +16: Add a +1 to any one combat skill (strike, pull punch, entangle, etc.) at each level past 15.




===Living Anatomy ===


The character has a natural knowledge of the human body nearly exceeding that of an anatomist. He can perceive a target's heart rate by simply watching the blood vessels of the skin. He can also diagnose some conditions using only hearing and touch. The character also gains +20% to all medically related rolls, and gets combat bonuses! Add a +1 to strike, +5 to damage, and the character has a Critical Strike (applies to any attack) on a roll of 19 - the character has an instinct to aim for vital targets.


===Chi Dependency and Chi Ability Overload ===


The characters life-force pattern needs to draw ambient life-force energy or Chi to thrive and grow, also this allows the character to use his personal vitality to push his super abilities beyond their normal limits. The power is designed to use hit points, but could be changed to use Chi or P.P.E. (I.S.P. isn't that appropriate). This minor super power is not really suitable for use with the powers of Mechano- Link, Natural Combat Ability, or Animal Abilities.
1. Chi Absorption (automatic):



Range: Self
Duration: Constant
The character is constantly absorbing ambient life-force from the surrounding area as he passes through, the exact amount absorbed varies depending on the abundance of life-force energies in the area:
Abundant life force: Forests, swamps, etc. provide 20 Chi per minute.
Moderate life force: Mountains, tundra, etc. provide 10 Chi per minute.
Sparse life force: Cities, deserts, etc. provide 10 Chi every two minutes.
This power will also partially unravel and absorb Chi on contact, providing a saving throw vs. Chi based effects, and halving the potential damage of Chi based attacks, however any Chi in excess of the characters maximum amount must be expended within the melee or be taken in damage.
This power causes a buildup of excessive amounts of Chi, which may be harmful to the character. To compensate for this a number of outlets are developed to utilize the excess Chi.
Note: This power will not absorb the life-force of living creatures.





2. Chi Focusing:



Life-force energy or Chi can be focused into two things:



Recovery of Hit Points: Hit points used to fuel an overload recover at the rate of three per hour, +1 more at levels four and eight. Double this rate during sleep or meditation, and halve it for periods of heavy exertion. Be sure to keep a record of the hit points used for this power, since they recover differently from hit points lost due to damage.
Limits: The only limit on how many hit points can fuel a damage overload is the character's current hit point level - he can go all the way down to 0 hit points (becomes comatose at that point)! Channeling is not possible when the character has less than 0 hit points.
Penalties: These apply only when the character suffers hit point loss and the majority of it is from overloading.



If more than 50% of the character's hit points are used for overloading, he is afflicted by weakness and fatigue after the time limit of the effect run out. Speed and P.S. are cut by 25%, strength drops one level (supernatural becomes superhuman, superhuman becomes extraordinary, and extraordinary becomes normal), and he also loses a -2 on initiative and one melee action. Invulnerable characters also start to suffer 25% of the normal damage from attacks - some of their invulnerability goes away!
If more than 75% of the hit points are used for overloading, the above penalties are suffered plus another -2 on all combat rolls (including initiative - becomes a -4 penalty), -10% on skill rolls, and the loss of another melee action.
Using more than 90% of the hit points will double all penalties! Further, invulnerable characters suffer a full 50% of the normal damage from attacks!
If the character goes all the way to zero hit points by overloading, he is in no danger of death. He is, however, unconcious for 1d4+2 hours and only a medical doctor can determine that he isn't dead.
As soon as the character recovers enough hit points to get above the 50%, 75%, or 90% level, the penalties associated with the special hit point loss dissappear.
Note that you do not include hit points lost to damage in the above. If a character has 30 hit points, suffers 14 hit points of damage from a hard blow, and then uses 15 to fuel a super- strong energy blast he is at 1 hit point (down to less than 10% of his hit point base) but suffers the penalties of 50% use (because the 90% of the hit points that are gone weren't used for overloading, just around 50% were). Note that in the weakened state it is easier to be killed.



Common types of Overloading: The exact limits of the boosting vary for each power, but here are some basic uses:



Increase an Extraordinary Attribute: 1 hit point per +3 bonus, per melee. Thus, boosting one extraordinary attribute by +3 and another by +6 would cost 3 hit points per melee. Valid only for a person with supernatural or extraordinary attributes.
Increase Speed: 2 hit points will boost the running or flying speed by 10 mph for one minute. Thus, 8 hit points could boost speed by 40 mph for one minute or by 10 mph for four minutes. Valid only for characters with super fast running or flying speeds.
Increase Armor Rating: This is valid only for mutants with an armor rating, usually gained from super- soldier experiments or APS powers. Two hit points will give a +1 to A.R. for one melee.
Increase Duration: Each hit point used can add a melee to the duration of a power that is measured in melees, or can add a minute to a power with a duration in minutes, etc. Thus, a power that can last for up to four melees could be extended to eight melees for 4 hit points, while a power that can be maintained for 20 minutes under normal use could be pushed to 25 minutes for 5 hit points.
Increase Damage: Add +1 die (usually a 1d6) to the damage of an attack power, per hit point used (four hit point equals +4d6 damage bonus on one attack). The only limit is that the amount of bonus dice cannot exceed the amount of dice the player can normally rolls (can do double damage at most). For attacks that do 1d4x10 or 1d6x10 damage or anything similar, 3 hit points can instead give a +10 damage bonus (and the limit is half the maximum normal damage - 1d4x10 could have up to +20 added for 6 hit points and 1d6x10+30 could have up to +45 added for 15 hit points).
An attack that is charged for extra damage suffers a -1 strike penalty per +4d6 or +20 or fraction thereof. That +45 damage bonus would impose a -3 strike penalty! This use of Overload is valid only for characters with some sort of damaging power, whether a minor power or part of a major one. Also see the more focused power of Damage Overloading.
Increase' Range': One hit point grants a +20% range bonus on visual ranges, and the effect lasts for one minute (limit of +100%). For effect powers, the range of effect or the area of the effect (two different concepts, mind you) can be boosted by +10% per hit point, for one melee (again, a +100% limit). One hit point will also give a +10% bonus to the range of attack powers, but the effect is instantaneous (lasts only for one attack and has no increase limit!) As usual this is possible only for characters with super vision, energy expulsion, ranged attack, or distance effect powers.
Increase Senses: For 1 hit point, the accuracy of a heightened sense can be increased by +5% per hit point per melee, or instead the can be boosted by 20% per hit point per melee (limit of +100%). Applicable only for a character with heightened senses or Radar.
Increase Numbers: Useful for powers like controlling animals or people. For animal control powers, 20% more animals than normal can be affected for 3 hit points per hour. If the person can control, say, 2d4 or 2d6 animals roll the dice and then add in the extra percentage. For more powerful abilities (like controlling people, creating giant insects, or creating more duplicates than normally possible) the cost is 5 hit points per extra, per hour. In the case of Control Others, paying this cost allows the character to control a person and have it not count towards the save throw bonus - paying 10 hit points to control five people would be possible, and none would get the bonus to break free given for each four people controlled.
Increase/Decrease Amount: In the case of Growth, Shrink, and Shapechanger, the player might desire to be a bit taller or smaller than normal. At the cost of one hit point per 10% change, per melee, it is possible to push the abilities beyond the norm. A person who can normally shrink to the size of a minute speck could pay 20 hit points per melee round, decrease their size by 200% (effectively becoming a third of the size of a minute speck) and possibly enter the body of a target! A giant character could push his height to three times the normal amount (!!!) for that same cost.





Physical Aura (level 1):
Range: Radiates 1-2ft from self and can be extended to 1 other person within four feet at levels 4, 8 and 12.
Duration: 1 minute per 30 Chi .



Life-force energy is focused into the characters physical aura, providing the aura with a tangible physical presence which enhances and protects the character.



+10 to P.S., which is considered superhuman (Supernatural in Rifts®).


  • Aura has A.R. 14 and 200 S.D.C. +100 per level (M.D.C. in Rifts®).

  • +4 to roll with impact.

  • Horror/Awe Factor of 10.


Hand to Hand Attacks (level 3):
Range: Self
Duration: Instant
Cost: 1 per 1d6x10 points of damage
Life-force energy is focused into a physical blow, inflicting large amounts of damage while protecting the limb itself from being damaged in the process. Life-force attacks bypass A.R. and will affect normally invulnerable creatures, including insubstantial creatures such as energy beings and ghosts.





3. Chi Harnessing:



Range: Self or others by touch
Duration: Varies
By harnessing life-force energies the character can repair physical damage, abate fatigue and malnutrition.
If used on self:



Abate fatigue for 1 hour per 5 Chi.
Abate malnutrition for 24 hours per 10 Chi.
Restore 2d6 hit points/M.D.C. or 3d6 S.D.C. per 20 Chi.



If used on others:



Increases the survival rate (save vs. coma/death) by 1% per 3 Chi.
Abate fatigue for 1 hour per 6 Chi.
Abate malnutrition for 24 hours per 12 Chi.
Restore 2d6 hit points/M.D.C. or 3d6 S.D.C. per 24 Chi.





4. Life Force Channeling:



Level: 1
Range: Varies
Duration: Varies
The character can channel life force energies into his surroundings in its ambient form at a rate equal to his P.E. per minute. The energy is harmless and promotes growth in the area.





5. Chi Blast (level 3):



Range: 10ft per 2 Chi
Duration: Instant
Damage: 1d6 per 1 Chi
Cost: Varies
Special: +3 to strike aimed, +1 to strike wild, no bonus with simultaneous strike.
Fires a directed blast of kinetic life-force energy that bypasses A.R. and does full damage to normally invulnerable creatures. A 1d6 blast with a range of 10 feet costs 3 Chi, while a 4d6 blast with the same range of 10 feet would require 6 Chi.





6. Aura Effect (level 5):



Range: 10ft per 20 Chi
Duration: Instant
Damage: 1d6 per 10 Chi
Cost: Varies
Special: Automatically hits everything within area
Lifeforce bursts from the character in all directions, bypassing A.R., automatically hitting everything in the area, and inflicting full damage to normally invulnerable creatures. A 1d6 area blast with a 10ft radius of effect costs 30 Chi, while a 4d6 area blast with the same range of 10 feet would require 60 Chi.





7. Chi Vision:



Range: Equal to the normal visual range.
Duration: Constant
The character can actually see lifeforce energies their varying colours, patterns, complexities and intensities.





8. Sense Chi:



Duration: Constant
Range:



100ft for Robots
300ft for undead
600ft for normal living creatures
900ft for empowered/augmented creatures
1200ft for supernatural creatures
12000ft for gods



This sense covers all life-forces from animals and plants to sentient beings and supernatural beings. All lifeforce patterns are different and the form of life is recognizable by the complexity of the pattern and its intensity.
The character can sense the number of life-forces, the type of creature, and their general location when within range. The character can also recognize specific patterns that he has sensed before at 70% accuracy, +4% per level. A recognized pattern can then be tracked with 50% accuracy, +3% per level, whether it is within range or not, roll once every 200 meters.
It is difficult to surprise this character as he is bound to sense any animal or living being within. The more powerful the life-force, the easier it is to sense. When within the limits of the character's sensing range for the type of creature add a +2 to initiative and a +1 to parry and dodge
When the creature comes close enough the character will automatically know what type of creature it is, its exact location, speed, direction and whether he has sensed it before. Within one tenth of the normal sensing range for the type of creature add an extra melee attack, +6 to initiative, and +3 to parry and dodge.





9. Other Special Bonuses and Abilities:


  • Raise P.E. to 12, or add +1d4+2 if already above 10, and also gets a one- time bonus of +10 hit points.

  • Save vs. Chi attacks (12 or higher), plus any P.E. bonuses.

  • Base Chi equals P.E.x10 plus 2d4x10. Add +1d6+10 per additional level.

  • All positive Chi attacks do double damage direct to the hit points of vampires and all other necromantic, living dead, animated dead, or undead beings.

  • The character still needs to eat and drink as usual, but only half as much. He also requires only four hours of sleep per 24 hour period (prefers to meditate) and can push himself to stay awake for three days (without having to delve into Chi).


10. Limitation:



The character needs to absorb five times his P.E. in Chi every day for his growth (level increase, still ages). This is done by altering the absorbed life-force to match your own, and takes one minute per point of Chi, It requires little concentration, but prevents the character from absorbing any more Chi while ‘eating'.
If the character does not take the time to absorb the required life-force, he will not gain any experience that day. The absorption of Chi governs his essential growth.




===Harm Invulnerable & Supernatural ===


The character's bio- energy is such that his powers and his body are extremely effective against supernatural & invulnerable creatures! This is an equalizer against those who are normally invulnerable. With this ability, all super abilities and hand strikes used by the character do half damage to beings with the Invulnerability major power. In fact, the attacks even do one- third damage to supernatural creatures like vampires and werebeasts with limited invulnerability. Also all his attacks do double damage against standard supernatural beings and normal damage against vampires, werecreatures, and other limited invulnerability creatures. Weapons of any kind are not affected (unless this power is granted by an Enchanted Weapon, or the character also has a Personal Weapon power).
If the targeted being has an immunity to energy attacks (like with Energy Absorbtion) and the character has an energy blast power, the power will still do half damage to the target, except in the cases where you are attacking an APS: Electricity character with electricity or a Control Radiation character with radiation blasts. You can't hurt like with like.
The character also gets a special bonus of +8 vs. horror factor and a bonus of +1d4 to four attributes of choice.


===Invulnerable Essence ===


Although this power is called invulnerable essence, it is not true invulnerability. This is reserved for true gods and other such powerful beings as they. A truly invulnerable essence would mean that you would never die, even when your body is completely destroyed, because your essence remains. As such, this is a lesser version suitable for 'lesser than godlike' superbeings.
The physical and spiritual body consist of essential energies interwoven in complex patterns. Some are more complex than others, or more powerful, whichever the case may be. Beings with this power have both; a large amount of essential life energies interwoven in an extremely complex pattern that is effectively immune to any outside influence that would seek to affect it. As a result some of these defences are transferred to the physical body.
1. Positive Mental State:



The character will have a slightly different outlook on life: Tends to be positive and energetic, and sees pain and hardships as a natural part of life, and accepts it. Result: Immune to the effects of mental and physical pain. The character can survive till negative 80 hit points and/or Chi, +10 to this amount every level. Also note that the character will automatically come out of a coma in 15 seconds.



2. Protected Life Force:



The characters physical body has been altered slightly. The blood is supercharged with life force energies which regulates, enhances and maintains the circulatory systems major functions while burning away any impurities or foreign objects within seconds. It appears to be an iridescent green colour and small bursts of green energy close any wounds and stop blood flow.
Result: Immune to disease, poisons, toxins, gases, radiation, extreme pressures (lots or none), microwaves, and normal heat/ fire/ cold. Blood clots almost instantly so there is virtually no bleeding. Life energies are supplemented by Chi so the character does not fatigue and will not starve.



3. Other Abilities and Bonuses:



Other manifestations of interwoven invulnerable essence include:
Immunities: Death blow only stuns for 1d4 melees, negative Chi based physical attacks, knock out/ stun, possession, any sort of point total drainage, disruption, physical transformation/ manipulation/ alteration/ metamorphosis, normal heat, fire, and cold.
Debilitating Effects: Any not listed under immunities are automatically overcome within 15 seconds (one melee). This applies to all effects, regardless of their source and includes things like mind control, hypnotic suggestion and even coma/death.
Regeneration: This is directly linked to Chi regeneration rate. The character regenerates four Chi and four hit points (or two S.D.C.tm) every minute, and negative Chi is ejected at the same rate of four per minute. If the character ever loses this power their healing returns to normal.
Greater chance of survival:


  • +40% to save vs coma/death (automatically saves in 15 seconds).

  • Add 1d4+6 to P.E. (mininum of 20).

  • Add 1d4x100 to hit points, and add +10 per level instead of +1d6.

  • Add 1d4x100 to Chi, and add +10 per level instead of +1d6.


4. Vulnerabilities:



Negative Chi: While negative Chi based physical attacks do no damage, pure blasts of negative Chi are fought off just like normal. One point of positive Chi can be used to destroy 1d6 incoming negative Chi. Each point of negative Chi that gets through destroys 3d6 points of positive Chi!
If somehow reduced to negative Chi, the character loses all bonuses and abilities provided by this power (except the hit point and S.D.C.tm bonuses) until Chi is restored to a positive value - which doesn't take too long, since it is ejected rather rapidly. However, while ejecting negative Chi the character cannot regenerate.











* Extraordinary ME''= Increase ME to 21 +add 2d4+4, needs a 12 or better to save vs psionics (+ME bonus), +6 vs mind altering drugs, +6 vs. horror factor, +6 vs. possession/mind control, +3 vs. magical illusions



* Extraordinary PS (PS becomes super natural)=''Increase PS to 30 +add +2d6+6, +2 to pull punch, can carry 300xPS and can lift 500xPS.



* Extraordinary PE (all previous SDC bonuses become MDC)=''Increase PE to 20 +add +1d6+5, add 6d6x10 to SDC, also add +6d6 to hit points +1d6/lv.



* Extraordinary PP=''Add +2d4+4 to PP, +add +3d6 to SPD, + add +1 att +3 to automatic-dodge + gains automatic-dodge if character does not already have it, +add +10% to all physical skills.



* Extraordinary SPD''=Increase SPD to 330 +20/lv, +add +100 SDC, +add +a att +2stk +3pry +6dodge +4auto-dodge +4roll with punch/fall/impact +4dmg for every 20MPH of speed max for punch/kick is+8 from a standing still position +1initive +1 at lvs 1,3,4,5,7,9,11,13 and 15. '



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



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



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



Leaping:The ability to leap at triple the character's normal range. All abilities from the Acrobatics and Gymnastics skills are automatically gained and at 98%. One amazing side effect is the seeming ability to run part way up a wall before jumping off (as in the Matrix movie'e''



* Extraordinary Agility=''' Add +2d4+4 to PP, +add +3d6 to SPD, + add +1 att +3 to automatic-dodge + gains automatic-dodge if character does not already have it, +add +10% to all physical skills,



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



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



Leaping:The ability to leap at triple the character's normal range. All abilities from the Acrobatics and Gymnastics skills are automatically gained and at 98%. One amazing side effect is the seeming ability to run part way up a wall before jumping off (as in the Matrix movie'e''



* Extraordinary Leaping= The ability to leap at triple the character's normal range. All abilities from the Acrobatics and Gymnastics skills are automatically gained and at 98%. One amazing side effect is the seeming ability to run part way up a wall before jumping off (as in the Matrix movie)' '



* Healing Factor=''Increase PE to 25, +add +2d6 to PE, +add +2d6+6 to hit points, +add 50 to SDC, +3save vs magic/poison/drugs/toxins and psionics, +add +20% to save vs coma/death, regens 3SDC/10 min, regens 1 hp/hr or regens 1d10+10 MDC/min and regains lost limbs in one week and lost organs in 1 day.



* Heightened Senses=



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



*'Extraordinary Balance=This is the mutant power for an extraordinary sense of balance, and the character gains the following abilities and bonuses: +2 to P.P. +4 to maintain balance. This is applied as a roll over the strike roll when knockdown is imminent. A successful roll means knockdown was avoided. +1 to parry, dodge, pull punch, and +2 to roll with punch/ impact. +15% to the Gymnastics and Acrobatics skills (or gets both at the base level without the bonuses - just the skills). +5% to the Prowl and Climbing skills (or gets both at -5% to the base level). +5% on all vehicle control rolls. The character can run across slippery surfaces at half speed with no chance of falling, or full speed with a 30% chance of slipping. When falling (whether from climbing or flying) the character gets a chance to right himself in half the normal time (or a second roll to do so). *Extraordinary Life Force=The character has an extremely large amount of life energy, which gives him various abilities. He is naturally disease resistant and very difficult to kill. Plus, he can channel his life force into certain physical attributes and boost them temporarily. The following bonuses and abilities are gained: Add +2 to the P.E. attribute (minimum of 14). Add +30% to save vs coma/death +2 vs poisons, toxins, and chemicals in addition to the P.E. bonus. Can fight up to 30 hit points below zero! Does not fatigue. Has an extraordinary amount of Chi, equal to twice the P.E. attribute. Automatically recovers Chi at the rate of one per minute! Negative Chi is ejected at the rate of one per hour. The character is also impervious to the Dim Mak curse. The character has no special control over their Chi. Heals at triple the normal rate. Add a +10 bonus to hit points at level one. Also add +2d4 hit points per level of experience in place of the usual +1d6. Impervious to the transformative bite of vampires and certain werebeasts. The character can also focus his life force for a limited amount of time. If this is done he temporarily loses all of the above save throw bonuses and ability to fight to -32 hit points. Each act of energy channeling takes two melee actions. The focus of the channeling can be switched any number of times during the time limit, but each change takes two melee actions to apply. For one minute at level one, plus one more minute per level of experience the character can use his life force to gain one of the following: Turn the strength into a supernatural equivalent (lasts only one melee per level). Add a +4 to save vs magic and psionics. Become impervious to possession and mind control. Totally negate any penalties imposed by magic spells, pain, psionic attacks, stun weapons, chemical gases, etc. Damage is still taken, but the character can shrug off the debilitating effects and ignore the pain. Become resistant (half damage) to one type of attack! This could be fire, cold, kinetic (punches, kicks, and force blasts), energy, electricity, sound waves and vibrations, etc. but only one such attack can be resisted. '



*Extraordinary Luck=A minor version of the Karmic Power, but this ability has no alignment restrictions. It is primarily defensive in nature, granting the following abilities: Automatic dodge, with a +1 bonus. +3 to roll with punch, fall, or impact. +2 to parry +2 to disarm +1 on all save throws. An opponent's Death Blow does not kill, only stuns the character. Gets an opportunity to dodge (normal) all attacks, even sneak attacks and sniper attacks *Combat Instinct= The character has an extraordinary combat skill. This is enough to turn an untrained character into a capable fighter and transform an experienced combatant into a deadly adversary. Follow this experience chart for the bonuses and abilities - the combat instinct functions like a hand to hand form with bonuses that are added to any fighting style. The character can perform many complex combat manuevers, but relies more on P.P. bonuses than skill bonuses. Note: This minor ability, unlike Natural Combat Ability, is fully compatible with hand to hand combat skills. A character cannot have both this power and Natural Combat Ability. Your GM wouldn't like that. I've also toned it down to make it more of an enhancement instead of a complete hand- to- hand combat form. First level knowledge: Parry, dodge, pull punch, roll with punch, fall, or impact, entangle, and disarm. Automatic dodge (no bonus). One hold of choice (see page 68 HU). Snap kick - 1d6 damage. Karate kick - 2d4 damage Abilities gained with experience: '



Level 2: +1 on automatic dodge, +2 to entangle.
Level 3: +1 melee action, +2 to disarm Level '
'



''Level 4: One kick or hold of choice.
Level 5: +1 to initiative, +1 to strike, +2 to dodge. '



''Level 6: +2 to parry, body throw/flip (1d6 damage plus knockdown). '



''Level 7: One kick or hold of choice. Level 8: +1 on automatic dodge.
Level 9: Critical strike (double damage) or knockout from behind, pick one.



Level 10: +1 to initiative.
Level 11: One kick or hold of choice. Level 12: +1 melee action.
Level 13: +1 to disarm and entangle. Level 14: +1 to strike. '
'



''Level 15: +1 on automatic dodge.
Level +16: Add a +1 to any one combat skill (strike, pull punch, entangle, etc.) at each level past 15.



*'Combat Quickness= 'Note: This minor ability should not be combined with Natural Combat Ability or any super speed powers, but the GM can of course do whatever he wants. The character is extremely swift in melee and grappling combat range. This might be from a heightened awareness, a super- adrenaline surge, a feral nature, etc. The character gains the following: +1 melee action at levels one and seven. +2 on initiative at levels one, six, and ten. +4 to dodge (normal). Automatic dodge, +1 bonus at level one. Add +1 at levels two, five, and nine. Character can dodge multiple attacks with a single normal dodge. When knockdown is imminent, the character does not suffer the loss of one melee action and loss of initiative. He loses one melee action or initiative (his choice) so the penalty is effectively halved. Critical knockdown, the loss of two melee actions and initiative, is also reduced to normal knockdown. At level three the character is fast enough to attack twice for each melee attack! However, these attacks can only be hand attacks (maybe a knife, but no other weapons) and the strike and damage bonuses are halved. One- two punches, double kicks, and punch/ kick combos can be performed. This does not impede automatic parries. '



*Personal Weapon (minor)=In some cases, the character can create a weapon of glowing energy, not unlike a lightsaber. This can be used to strike and parry like an ordinary weapon. The character can turn the weapon on or off at will, and can be considered indestructible. In other cases, the character can generate fields of kinetic energy that are shaped like throwing weapons. Still more do not create a force weapon, but are somehow able to bond with a specific weapon and summon it at will. The weapons are fully compatible with W.P. skill bonuses.
Weapon Type and Damage: Choose one or roll to determine type, then (for the thrown and hand-held weapons) pick a specific form. These are one time decisions only and cannot be changed later on. Each type of weapon has different properties.
Thrown Weapon (01-30%)= These are weapons like short bows, shuriken, throwing axes, and throwing knives. The weapon has 20% more range than a normal weapon of its type, is +1 to strike when thrown (+1 more at levels four and eight), and cannot be held for much more than five seconds without dissipating. Whatever form the weapon takes (player's choice) it does 1d6 damage, plus 1d6 more at levels three, six, and nine. These weapons can be used to parry, but no bonus is granted. One melee action is needed to create and throw the weapon, not one to create and a second to use.
At level three, it is possible to generate two weapons and fire/ throw them at two different targets. However, the character cannot defend himself when doing so and the total strike bonus is divided evenly between both strike rolls.
Hand-Held Weapon (31-70%)=These are swords, hand axes, machetes, staves, maces, and all manner of melee weapons. The hand weapon is +1 to strike and parry (for whips, change parry to entangle), +1 more to each at levels three and seven, in addition to whatever weapon proficiency bonuses the character might have. It requires one melee action to generate and can last for up to three minutes per level of experience before requiring re- creation. Others cannot use the weapon. The damage is pretty standard for all weapons, doing 3d6 damage plus 2d6 at levels 3, 6, 9,12, and 15.
Disarming attacks are useless against the character's weapon (it can never be knocked away) but entanglement is a valid option. Of course, if the weapon is entangled the character can let it vanish and create a new one.
Summoned Weapon (71-00%)=This power allows a character to bond a a hand weapon (such as a knife, small axe, small throwing weapon, short sword, or even a handgun) to his unique bio- signature. This allows him to summon the weapon (or object) at will, teleporting it into his hand - this act requires one melee action. Bonding a weapon permanently costs one hit point and requires ten minutes of concentration (a first level character is assumed to already have one special, bonded weapon whose cost has already been paid). The character can bond one object at level one, plus one more at levels three, six, and nine. Bonding to a new weapon is of course possible if the limit is already possessed, but the cost must be paid again and an old bonded weapon returns to normal. Magic and psionic weapons can be bonded, but the bonding costs two hit points instead of one and the character may or may be able to use any paranormal powers of such weapons if they require I.S.P. or P.P.E.
The summoning only works if the weapon is in range. The range is 9'
000ft +1000ft per level of experience. If it is in range, the character can sense it - and if it isn't in range, the character knows what direction it is in and about how far away. The maximum weight of the weapon is equal to 10 pound per 2 points of M.E. (an M.E. of 10 means you can handle up to 100 pounds, enough for the average handgun). The weapon can be loaned to, taken away, or disarmed by others and snatched right back via the character's minor teleportation power.
If the weapon is summoned as the character's first act of a melee the character gains a +2 bonus on initiative for that melee, due to the element of surprise. The weapon is also +1 to strike and parry (for whips change the parry to an entangle, for guns change the bonus to +1 to strike aimed and wild), but only in the hands of the character. It is also physically altered such that it can parry weapons wielded by beings with supernatural strength with no danger of breaking, and can parry mega- damage attacks.
*Personal Weapon (major)
= A more powerful version of the same minor ability. In addition to summoning weapons is the option to create an energy field around any existing object or weapon, to boost its damage potential. The same abilities of creating thrown and hand weapons exist but are much stronger, have more bonuses, more damage, and less restrictions.
Weapon Type and Damage: Choose one or roll to determine type. This is a one time decision only. Each type has different properties. In Rifts® all the weapons become mega- damage equivalents, able to both inflict and parry mega- damage attacks.
Thrown Weapon (01-30%): These are weapons like long bows, shuriken, throwing discs, knives, hand axes, and other thrown or fired weapons.



''The weapon has 50% more range than a normal weapon of its type.



The weapon is +2 to strike when thrown/ shot, +1 more at levels three and seven, in addition to any P.P. or W.P. bonuses. It can be used to block thrown weapons, energy attacks, and bullets (not bursts of them though) with no bonus or penalty - takes one melee action to counter- strike.



The character gets an extra melee attack with the thrown weapon at levels one, four, and eight.



As an expert with thrown weapons the character is +1 to strike with any thrown object, +1 more at level four, that he doesn't have a W.P. with.



One melee action is needed to create and throw the weapon, not one to create and a second to use. The range weapon cannot be held for much more than a minute without dissipating.



Others can use the hand weapons that the character generates (within 1000ft of him, or else they dissapate), but must use it within the designated time limit they do not get any of the above bonuses. It takes a melee action to generate a weapon and hand it to someone. The weapon does 4d6 damage at level one, +2d6 more at levels 2, 4, 6, 8, 10, and 12. The damage can be fully regulated in increments of 1d6.



Ricochet strikes with the weapon are also possible. Each bounce imposes a -1 strike penalty (-2 if bounced off a person or something smaller). If used to hit someone from behind, there is a -4 penalty to dodge (unless Radar is possessed, then there's no penalty - straight roll of the die). Each time the weapon bounces it loses -1d6 damage from the damage done to the final target, and each object that the shot was ricocheted off of takes that 1d6 damage. At level three, it is possible to generate two weapons and fire/ throw them at two different targets. However, the character cannot defend himself when doing so and the total strike bonus is divided evenly between both strike rolls. The ranged weaponry does damage to all supernatural beings and inflicts mega- damage in a Rifts type environment. Hand-Held Weapon (31-70%): These are swords, hand axes, machetes, whips, maces, spears, halberds, staves, and all manner of melee weapons.



The hand weapon is +1 to strike, +2 to parry (or entangle, for whips and chains), and +1 on initiative when using the weapon exclusively. Add a +1 to strike and parry/ entangle at level two and a +1 on initiative at level four.



Gains a extra melee attack with the weapon at level one and again at level six.



All bonuses are in addition to whatever P.P. or W.P. bonuses the character might have.



The weapon requires one melee action to generate and lasts for as long as the character concentrates on the weapon (or until he becomes unconscious).



Others can use the weapon within 10'00ft of the character, but there is only ever one in existence at a time when loaned out and others do not get any of the above bonuses. '



''Disarming attacks are useless against the character's weapon (it can never be knocked away) but entanglement is a valid option. Of course, if the weapon is entangled the character can let it vanish and create a new one. The weapon does 4d6 damage at level one, +2d6 more at levels two, four, six, eight, ten, and twelve. The damage can be fully regulated in increments of 1d6. '



Paired weapons can be created at level three, and the maximum damage for one weapon is halved (so the 8d6 whip would become two 4d6 whips). The character can instinctively use his own personal weapon in the paired form, but no other weapons may be used paired unless the proper W.P. or the necessary combat experience is acquired. The weapon does damage to all supernatural beings and inflicts full mega- damage in a Rifts type environment. Energized Weapon (71-00%): In addition to the abilities of the Summoned Weapon under Personal Weapon (minor), this power allows a character to create a powerful energy field around any object (whether it is a summoned weapon or not). The character can either create the energy field around a weapon and hold the weapon or throw it, in which case the energy fades once it strikes something. There is no limit to how long the energy field can be maintained, but it can only be produced around one melee weapon at level one and one more (for paired weapons) at level three. Energizing 2 (or 4' weapons at level three) requires one melee action.
The energy field gives the weapon a +1 bonus to strike, parry (or entangle for whips), disarm, and throw the weapon. Add +1 more to each at level four. No strike bonuses are given to ranged weapons. If the held object is a bonded weapon, as per the Summoned Weapon, add the bonuses together.
Range is also increased too, to 50% more than before. However, at the normal range to the increased range (100% to 150%) the energy field fades and the thrown weapon or projectile does normal damage. The focus of this ability isn't in range or accuracy - it's power!
'



For an energized hand held weapon, add a +8 damage bonus, +2 more per level of experience. For paired hand held energized weapons, cut the damage bonus in half and add it to the damage of each weapon.
Energized thrown objects do an extra +4, damage +1 more per level of experience. This also applies to ranged melee weapons such as bows and crossbows.
Modern projectile weapons such as pistols, rifles, and machineguns can be energized too, but the bonus damage is reduced to +2 points of damage, +1 more per level. For bursts and sprays, change this bonus damage to an additional +2 to the multiplier.
Energy weapons, artillery weapons, explosive rounds, and vehicle mount weapons (generally anything over .50 Caliber and all missile weapons) cannot be energized. '
'



Example - a 4th level character with this power could use a long sword doing 2d6+2 damage (4-14) and crank it up to do 2d6+18 damage (20-30). If he threw it, he would only do 2d6+10 damage (12-22). If he chose to whip out his .45 Automatic (4d6 damage) he would be able to charge up the bullets and do 4d6+6 damage (10-30). An full- clip burst of seven bullets at a target would normally cause one round times 5 in damage (4d6x5, or 20-120, or 70 points on average), but when energized it does a lot more on average (4d6x7, or 28-168, or 98 on average). The player must decide exactly what form the energy field takes (plasma, electrical, kinetic, light, etc.) for damage purposes. If the character has an APS or control power the energy field should be a derivative of that power. Energized weapons are considered indestructible for parrying purposes, and attempts to disarm them from the character are made at a -4 penalty. The energy field is lost if the weapon is knocked away. The energized weapons can damage all APS beings and most supernatural creatures.
In Rifts® the additional damage becomes mega- damage. If energizing an S.D.C. weapon the extra damage is halved and the object does one- third of its normal S.D.C. damage in M.D.C. So, a 4th level character energizing a 2d6+2 long sword in Rifts® would produce a 1d4+1 sword with a damage bonus of +8!





Power Abilities -- Starting at level two, a Martial Warrior may select from the following Power list once every three levels (i.e.: select an ability at levels 2, 5, 8, 11, and 14). These abilities are described individually -- the exact details of all must be chosen when the ability is selected, and cannot be changed:


=Power Abilities =




* Charge - A charge takes up two of the character's melee attacks, but allows him to strike an opponent up to leaping distance away. Damage is doubled, and even non-supernaturally strong Martial Warriors inflict 1D4 MD with this attack. This attack is very difficult to parry -- the target suffers a -5 penalty to do so. (Examples: Rayden's 'Superman' Attack from Mortal Kombat, Chun-Li's Spinning Star Kick from Street Fighter II).



* Distance Strike - With this ability, the Martial Warrior summons some form of concentrated mystic energy to fire at his opponent. The energy inflicts 3D6 MD when first selected, +1D6 per level thereafter. It can also be charged -- every additional melee action after the first that the character spends 'charging' his distance weapon adds 1D6 MD to its damage capacity. (Examples: just about every character in a fighting game has some sort of 'fire-ball' attack).



* Entrapping Missile - Like the Distance Strike, except that this attack will entangle and render its target helpless, unless he dodges it (parrying is possible, but at a -5 penalty, because of the 'gabbiness' of the attack). Damage can also be inflicted (the Warrior must decide if his Missile does damage or not when he selects this power, and cannot change his mind later), equaling 2D4 MD. (Examples: Xavier's Energy Dragon from Eternal Champions, and Scorpion's Harpoon from Mortal Kombat).



* Ground strike - The character can either physically strike or fire energy into the ground under himself, cause a shockwave that ripples through the ground in all directions. The range of the shockwave is equal to the character's level in feet. Anyone within that area who does not successfully dodge (by leaping up when the wave passes) takes 1D4 MD and must roll over the striker's level on a 20-sided die (only PP bonuses apply to this roll), or suffer the effects of a Knockdown (see Rifts Conversion Book One for details). (Examples: Jax's Ground Punch from Mortal Kombat II, Slash's Club Smash from Eternal Champions).



* Limb Extension - As the name implies, this ability allows the character to extend his limbs beyond their normal limits, allowing long range melee attacks. Limbs can extend 1 foot beyond normal when this ability is first selected, plus one half foot for every level thereafter. Note: tentacles also fall under this category. (Examples: Dhalsim's attacks from Street Fighter II, Omega Red's Tentacles from X-Men: Children of the Atom).



* Multi-Strike - This attack form requires all of the characters melee actions in one round, but allows him to strike repeatedly in a short time period. Each strike inflicts 1D4 MD plus the character's normal damage for a strike (SDC attacks, of course, add nothing). The opponent gets one chance to dodge or parry. If he fails either, he may not defend against any of the attacks. If he dodges, the entire flurry is wasted. If he parries, half damage is inflicted for each successful strike. The Martial Warrior must roll to hit individually for each strike. (Examples: E. Honda's Hundred Hand Slap and Blanka's Head Chomp from Street Fighter II, Barraka's Multiple Blade Slash from Mortal Combat II).



* Offensive Shield - Like the Chi Shield, this ability requires that the character remain stationary while it is in effect. It also has a maximum duration, equal to 5 times the Warrior's level in seconds (remember that one melee round is 15 seconds). Any opponent who comes in contact with the shield is instantly repelled, and takes 3D4 MD (when selected, plus 1D4 MD every level thereafter). (Examples: Blanka's Eel Shock from Street Fighter II, Trident's Spinning Trident from Eternal Champions).



* Power Shield - A purely defensive ability, the Power Shield can be set up and used in one melee action. It has a special rating all its own, which begins at 1 when the ability is selected, and rises by one per level thereafter. This rating equals the character's AR bonus. Also, ten times this number is the amount of MDC damage subtracted from any attack on the character while he is shielded. However, the shield is only in place as long as the character concentrates on it with minimal movement. (Examples: most blocking maneuvers from any fighting game).



* Power Strike - Inflicts 3D6 MD (plus the character’s normal strike damage, if it is also MD) when selected, plus 1D6 MD more per level thereafter. If the character chooses to spend all his actions on one Power Strike, it automatically inflicts double damage. (Examples: Ryu's Dragon Punch and Guile's Flash Kick from Street Fighter II).



* Reflection - With this ability, the Martial Warrior can reflect projectiles (physical and energy) aimed at him. By making a successful Parry (with only half bonuses) and spending one melee action, the character blocks and redirects the projectile; he should then make another attack roll on the shooter (with NO strike bonuses) to see if the projectile hits him instead. The attacker should roll the damage before the Warrior attempts to reflect, because he can not reflect any projectile that would inflict more Mega-Damage than half of the Warrior's Hit Points (regardless of whether the Warrior has MDC or not) i.e.: An attacker fires a laser blast at a Martial Warrior. The Warrior has 48 Hit Points. If the total MD of the blast is equal to or less than 24, the Warrior can reflect it. Otherwise he cannot. (Examples: Fulgore and Eyedol from Killer Instinct, Nightwolf from Mortal Kombat 3).



* Teleport - Although its range is limited to line-of-sight areas within 1000 feet, the Teleport ability is still a powerful weapon. It takes only one melee action to accomplish (although it can be performed only once every three actions), and if the Warrior uses it as a defensive maneuver, he gains a +3 bonus to his dodge. Opponents surprised by a teleporting character suffer a -2 to defend against his attack, while he gains a +2 to strike. (Examples: Rayden and Scorpion's Teleports from Mortal Kombat, Dhalsim's Yoga Teleport from Street Fighter II).



* Weapon Charge - This power is focused on one type of weapon only (scimitars, hand axes, bows, etc). The Warrior can charge a standard ancient-type weapon with Chi energy, allowing it to inflict double its normal SDC damage as MDC. Weapons that already inflict MD have their damage doubled. Bows do not need arrows -- these are created from pure Chi/PPE energy. Any thrown weapons return to the Warrior's hand immediately after attacking (requires no actions on the return). Two weapons can be charged -- one in each hand -- but only if the character is high enough in level to have the 'paired weapons' talent. (Examples: Baraka's Blades and Kung Lao's Bladed Hat from Mortal Kombat II).



Here's a new list of abilities: Mega-Power Abilities. One of these can be selected every five levels (i.e.: select one at levels 5, 10, and 15):



* Finishing Move: Melee - Takes all actions in the melee round, and the Warrior automatically has an initiative of 1 for the round (no bonuses). The details are up to the player, but the attack itself inflicts 3D6x10 MD.



* Finishing Move: Missile - This power is identical to the Melee Finishing Move, except that it is a missile of some sort, with a maximum range of 20 feet.



* Transformation - With this ability, the Warrior can assume the form and abilities of any humanoid opponent of lesser level than his own, whom he has previously battled. He loses all of his own abilities when he takes a new form (except this one, of course) and the transformation last until the Warrior is killed, knocked out, or until one full melee round passes.



And finally, here's a couple of clarifications/notes:



- a standard Power Strike requires two melee actions to perform



- all martial Warriors must select an individual combat style of their own -- this is what they train in with regards to normal combat maneuvers (i.e.: Karate, Tai-Kwon-Do, Thai Kick Boxing, Kenpo, etc.). These style choices really don't have much to do with game mechanics -- they're just for flavor and visualization. If you really want to go overboard, you can bring the Martial Arts skills from N&S into this, but that may make the characters a bit too tough. It's up to you.



7. Heightened Senses: Night-vision (600'), Better Hearing. (+2 to init)
Blood Sense :Effectively a sixth sense, associated with violent martial arts, can attempt to Detect Trouble (and people who will cause it, e.g.: bar fights) on sight (30 +4%/lvl), Sense Direction of Conflicts (can find war camps, battle fields, and battles; instinctively heads for them, 40 +5%), and Places of Death (will 'smell' them within 5 miles, 30 +2%/lvl).



8. Sizing Up - 30+3%/lvl, may attempt to determine the level of Hand-to-hand training (basic, expert, martial arts), and experience (low leveled: 1-4, Medium: 5-9, High: 9+) of an opponent, after one melee of combat. At level 6 and beyond may attempt at -5% upon seeing the opponent's fighting stance. If successfully determined, the Weapons Master gains a +1 to parry/entangle and disarm for the remainder of the fight.



9. HF/AF : the character develops a HF/AF at level 5. Base HF is 5 +1/2lvls. If the style is particularly powerful, bizarre, or uncommon, all around must save vs. this HF/AF at -3 whenever the character "does something really cool" using their style (GM digression). (EG: Using Chi Gung to defend against a volley of arrows for the first time).



10. Training/Powers: Regardless of the specialty, the character receives 6 character point each level to apply to any physical characteristic.



Specialties: When the character begins training (usually in early childhood) he selects his primary weapon. Although the character is familiar with many weapons he usually chooses one type to master. This may depend on the family he was born in (many particular styles are handed down through generations of families) he may choose almost any. Some examples are the Okiymiyaki which uses a huge spatula for the main weapon, small throwing spatulas, thrown okyomiyaki, and flour bombs. Martial arts tea ceremony, martial arts origami, martial arts figure skating are also common forms. Traditional forms are welcome as well, including Samurai and Ninja. Specific weapons vary from Mega-spatulas, bokkens, chopsticks, musical instruments, paper weapons, umbrellas, bandanas, belts, chains, sinks, bonbori, staves, and brooms. A weapons user chooses a primary and two secondary weapons, these are weapons he is a master in, channeling Chi into these weapons they are indestructible and receive a bonus of +4 strike/parry while using these weapons. They receive a penalty of -4 Strike/parry in bare-handed combat. The primary weapon will do 1d6 MDC/HP per level of Exp, secondary weapons will do 1d4 MDC/HP per level of Exp(this is in addition to the damage the weapons normally do).
The alternate is bare-handed combat. The bare-handed specialist receives a +20% to his martial arts analysis skill, an initial +4 strike/parry/dodge, 6 initial character points to distribute to any physical attributes. He is a master of unarmed combat, able to analyze his enemy's moves and non-Chi techniques and almost instantly counter them. Give them a few hours to train and the opponent will find his own techniques flawlessly used against them. They have the best chance of learning Chi techniques and even coming up with their own. He does 1d6 points of damage every other level of experience with his hands and 2d4 points of damage every other level of experience with his feet(or use what ever damage is greater on the supernatural damage chart or here). He is truly a master of his own body. At first level he is a master in his own school, each additional level he can master another complete martial arts style. What this means that any opponent attacking him in a style he has mastered is at a -4 to strike, parry, & dodge unless he knows the character's primary school of combat. In this case both characters suffer no penalties in combat
Notes On Hand to Hand: Just a few of the styles that exist are Street Fighting, Gun master, Nikar Lo, Boxing, Wrestling, Ukora, Triad, Kung Fu, Kick Boxing, Karate, Ninjutsu, and Anything Goes (also known as Perfect in Every Style, and the School of Indiscriminate Grappling). The character does not gain the bonuses inherent in the combat style but is able to use any non-chi maneuver under the Hand to Hand Style. After level two, at the cost of two OCC related skill slots he may learn the Hand to Hand style in the standard way and gain the benefits of the combat table. He cannot hoard unused skill slots from level one for this. However, unlike the first primary Hand to Hand technique learned he cannot learn additional chi techniques (as per N&SS) unless taught by a master or researched normally. Some martial arts defined in N&SS and Mystic China states that a specific Hand to Hand styles are considered 'Exclusive'. These can be chosen as the initial specialty or when the character has the above mentioned skill slots, but they cost an additional four skill slots.



O.C.C.Skills: Basic Mathematics (+10%)



Language: Japanese or Chinese (98%)



Literacy: Japanese or Chinese (98%)



Computer Operation (+10%)



Athletics



Running
W.P. Two Ancient Weapons of choice



Hand to Hand: four Martial Arts forms or two Exclusive form



O.C.C. Related Skills: Select ten other skills. plus select four additional skills at level three, two at level six, two at levels nine, twelve and fourteen. Plus many martial arts forms give bonus skills that are also part of their training. The same skill gives 10% additional bonuses if taken twice.
Communications: Any



Domestic: Any (+15%)



Electrical: Basic electronics only (+5%)



Espionage: Any (+5%)



Mechanical: basics only



Medical: First aid, paramedic and Holistic Medicine only (+5%)



Military: None



Physical: Any (+15% where applicable)



Pilot: Any



Pilot Related: Any (+5%)



Rouge Skills: Any (+5%)



Science: None


Technical: Any (+5% +5% to literacy, +10% to lore +10% to languages)


Weapon Proficiencies: Any



Wilderness: Any (+5%)



Secondary Skills: The character also gets to select eight secondary skills from the above list that do not benefit from the skill bonuses in parenthesis



Standard Equipment: Martial Arts uniform, a belt, two sets of clothes, a canteen, food rations for fourteen days. A backpack,



A small tent, a bedroll and fifty feet of high tensile (500 lb.) rope.
Personal weapons will be any ancient weapon in which he is proficient and one modern weapon. Body Armor is usually HA-4 or 5 Hiker body armor, the IA-130 Sumo or the HA 6 or 7 Frontiersman, but many who have Body hardening techniques will rely on Mega Damage transformation as their only defense against mega damage attacks. Or 2 lt non restricting of choice
The martial artist will generally walk from place to place disdaining the use of vehicles and horses. Of course within the Empire only Samurai are allowed to own horses and weapons so the martial artist will generally avoid them unless part of a mercenary force.
Money: Dedicated martial artist are generally poor and unskilled in anything other than fighting. Most will take jobs as couriers or bodyguards, some even become enforcers or prize fighters. Even those who have high risk/high paid jobs will tend to spend their money as fast as they get it. Starting money is 3d6x1000 credits plus 2d6x1000 credits in goods that can be sold on the black market.
Cybernetics: None to start and will generally avoid them though individual philosophies on mechanical augmentation might differ from martial artist to martial artist. Partial conversion cyborgs have reduced P.P.E. and use Martial Art Powers at half effectiveness and duration. Full conversion cyborgs cannot use Martial Art Powers.







Martial artists warrior for rifts


Alignment: Any, but usually Principled or Aberrant


Attribute Requirement: At least 15 PS, PP, PE, ME, and 10 IQ (In the likely event the character cannot meet these requirements give him the


minimum in that statistic).


OCC Bonuses: +1d4+2 to ME, +2d6 to PP,PE,PS,SPD +1d10x10 to SDC,30% chance ambidexterity (+1 att/parry, paired weapons), +1, and attack to initiative at levels 2, 6, 10, and 14 +2 vs. HF (+1 at levels 3, 6, 9, and 15), +2 to initiative.+2 to saves vs. Horror Factor and Mind Control. . +1 versus Horror Factor at level 1, 3, 5, 9, and 13. They also gain an additional +2 versus poison and magic at levels 7, 11, and a +1 versus psionics at 4, 8, 12, and 15. Also see bonuses from Martial Arts form. These are in addition to other attribute or skill bonuses.


Special Abilities:


1. Martial Arts: The martial artist can choose any 4 martial arts forms from Ninja's and Superspies. Exclusive forms cost double so only 2 can be chosen. Non-martial artists can only learn one form and even then do not benefit from the years of training that a martial artist must endure. Non-martial artists do not receive Martial Art Powers, Skills included in training or Philosophical training. A note on the styles included in Rifts Japan: Zanji Shinjinken-Ryu and Ninjutsu are exclusive forms in the New Empire however in the Republic of Japan they can be learned through martial arts schools, but these schools do not teach Martial Art Powers, cultural or philosophical skills. Some do teach physical and survival skills but students must spend from their 'other' skill selections to have them. The form of Aikido represented in Rifts Japan is a commercial form looked down upon by practitioners of the 'true' form.


2. Martial Arts Powers: All the martial art forms from Ninja's and Superspies provide their practitioners with Martial Art Powers. The descriptions for those powers presented in Rifts Japan take precedence over those in Ninja's and Superspies on all magic rich worlds. Some notes on powers not covered in Rifts Japan do need to be made however. Chi Mastery powers are all mystic powers that do mega damage to supernatural creatures. Chi combat is completely compatible with P.P.E. and negative Chi destroys P.P.E. at the same rate. Only undead will naturally possess negative Chi and are immune to negative Chi attacks. Chi healing can restore MDC at the rate of 3 MDC per point. All attacks involving Chi cannot be regenerated by supernatural creatures for 1d4 hours per point of Chi used in the attack. A Fist Gesture would inflict damage and could not be regenerated for 8d4 hours. One Finger Chi affects characters in power armor or Robots. The Martial Arts Techniques and Special Katas remain unchanged. Atemi Abilities also remain unchanged except that against supernatural opponents damage is mega damage. The power of Dim Mak requires special attention however. Once a creature, whether natural or supernatural, has been afflicted with Dim Mak it cannot regenerate at all. Only natural and scientific methods can be employed to heal the creature, and once P.P.E. has been reduced to zero, even these are ineffective. This power is especially devastating to Alien Intelligences who are P.P.E. vampires and to the manifestations of gods. Being unable to acquire more P.P.E. they wither or die in a matter of hours. Wizardly methods to restore P.P.E. are ineffective and only the gods of oriental pantheons will know that there exists a cure and even they will only know the cure if they are gods of darkness and have been afflicted with Dim Mak before. The cure to Dim Mak should not be a spell or some easily duplicated feat of magic. Even the greatest of gods should be tasked to the limits of his endurance to find and use the cure. It is much easier to let the manifestation die and create another.


Also, pending on the character's style, their OCC and OCC Related skills may get a +5% bonus. If a style offers Arts of Invisibility then Rogue and Espionage gain +5, Body Hardening = military, Atemi = medical, Chi Mastery = Communications, etc... skill areas are as per GM Digression.



'3. 'Chi M.D. Death Blow (special): A death blow that draws on the character's inner spirit with mega-damage and mystical effect against oni and other supernatural beings. Can be inflicted with punch, staff or other hand weapons. Same as the samurai.


Meditation: Involves engaging the conscious mind so that the subconscious is foremost like self hypnosis. While meditating all internal resources are recovered at an accelerated rate. The martial artist recovers P.P.E. and hit points/S.D.C. at three times the normal rate. Other internal resources he may have are restored at twice the normal rate, such as I.S.P. if he is psionic. One hour of meditation can substitute for 15 minutes of sleep. Meditation is a relaxed yet alert state and while meditating the martial artist is very difficult to surprise. A bonus of +2 to initiative is gained vs. sneak attacks only. It takes an entire minute to slip into a meditative trance and it cannot be done while there are distractions.
5. P.P.E./CHI Bonus: Martial Artists learn how to channel and focus their inner energy or Chi. As a result they tend to have large amounts of P.P.E. even though they are incapable of drawing it from Ley Lines, Ley Line Nexuses and other living CHI creatures. Base P.P.E. is P.E.x5 plus 2d10+2d10 per level.
6. Martial Arts Analysis: This is the skill that separates dedicated martial warrior from normal martial artists. Not only does this represent how well the character can fight, but it represents how well he can counter a new styles or moves, & learn new styles and moves. Most significantly it represents how well the artist controls the Chi he has access to. Most new Chi techniques require a roll of 1/10 the base to successfully learns a new Chi technique. Failure usually merely means more time required learning a Chi technique, however many of the most powerful having grave consequences for failure. The normal martial artist starts with a skill of 25% base an additional 5% per level of experience.


7. A Martial Warrior has access to some very unique abilities. There are two main types: Augmentation Abilities and Power (or Chi) Abilities. Once a specific ability has been chosen, it may _not_ be selected again for cumulative effect. Augmentation Abilities -- Starting at level one, a Martial Warrior may select from the following Augmentation list 3 times every three levels (i.e.: select an ability at levels 1, 4, 7, 10, and 13). These abilities are described in Rifts Conversion Book One:



**'''''Kun-Lun Combat Master Abilities:



===Physical Superiority & Psionic Resistance + Combat Instinct & Quickness ===


The character's physical body is naturally strong, healthy, and toned. The character is at the peak level of normal human biology and looks as perfect as a human might be able to get, but is not superhuman unless extraordinary attributes are also possessed. Extraordinary attributes will increase these even further. When adding bonuses from physical skills, change the attributes to the following levels and then add bonuses. Also the character's brain and body are partially masked from psychic influence, giving greater resistance to psychic attacks. Also,


The character has an extraordinary combat skill. This is enough to turn an untrained character into a capable fighter and transform an experienced combatant into a deadly adversary. Follow this experience chart for the bonuses and abilities - the combat instinct functions like a hand to hand form with bonuses that are added to any fighting style. The character can perform many complex combat maneuvers, but relies more on P.P. bonuses than skill bonuses.
Note: This minor ability, unlike Natural Combat Ability, is fully compatible with hand to hand combat skills. A character cannot have both this power and Natural Combat Ability. Your GM wouldn't like that. I've also toned it down to make it more of an enhancement instead of a complete hand- to- hand combat form.
The character is extremely swift in melee and grappling combat range. This might be from a heightened awareness, a super- adrenaline surge, a feral nature, etc. The character gains the following:


  • Add +4 to P.E. (minimum of 20).

  • Add +2 to P.P. (minimum of 14).

  • Add +1d4+2 to P.S. (minimum of 18)

  • Add +1d4+2 to Spd. (minimum of 16).

  • Add +1d4+2 to P.B. (minimum of 14).

  • Add +2d6+8 S.D.C.tm (10 to 20)


The character gains a +2 bonus to save vs psionics, +1 more at levels four, eight, and twelve. Even if the psychic attack takes effect, it only lasts for half the normal duration. Tracking, sensing, and mind reading by psionic means is -30%. Also add +2 to M.E. and +1 vs possession, mind altering drugs and magic, and non- psionic illusions. This resistance applies to helpful psychic influence as well. Note that physical psionic attacks, like psi- swords and electrokinesis, do full damage. The character can also sense whether a target has psionic powers or is a supernatural creature (30ft range with visual contact).
First level knowledge:


  • Parry, dodge, pull punch, roll with punch, fall, or impact, entangle, and disarm.

  • Automatic dodge (no bonus).

  • One hold of choice (see page 68 HU).

  • Snap kick - 1d6 damage.

  • Karate kick - 2d4 damage.

  • +1 melee action at levels one

  • +2 on initiative at levels one

  • +4 to dodge (normal).

  • Automatic dodge, +1 bonus at level one. Add +1 at levels two, five, and nine.

  • Character can dodge multiple attacks with a single normal dodge.

  • When knockdown is imminent, the character does not suffer the loss of one melee action and loss of initiative. He loses one melee action or initiative (his choice) so the penalty is effectively halved. Critical knockdown, the loss of two melee actions and initiative, is also reduced to normal knockdown.

  • At level three the character is fast enough to attack twice for each melee attack! However, these attacks can only be hand attacks (maybe a knife, but no other weapons) and the strike and damage bonuses are halved. One- two punches, double kicks, and punch/ kick combos can be performed. This does not impede automatic parries.


Abilities gained with experience:


Level 2: +1 on automatic dodge, +2 to entangle.
Level 3: +1 melee action, +2 to disarm
Level 4: One kick or hold of choice.
Level 5: +1 to initiative, +1 to strike, +2 to dodge.
Level 6: +2 to parry, body throw/flip (1d6 damage plus knockdown), +2 on initiative.
Level 7: One kick or hold of choice, +1 melee action.
Level 8: +1 on automatic dodge.
Level 9: Critical strike (double damage) or knockout from behind, pick one.
Level 10: +1 to initiative.
Level 11: One kick or hold of choice, +2 on initiative.
Level 12: +1 melee action.
Level 13: +1 to disarm and entangle.
Level 14: +1 to strike.
Level 15: +1 on automatic dodge.
Level +16: Add a +1 to any one combat skill (strike, pull punch, entangle, etc.) at each level past 15.



===Living Anatomy ===


The character has a natural knowledge of the human body nearly exceeding that of an anatomist. He can perceive a target's heart rate by simply watching the blood vessels of the skin. He can also diagnose some conditions using only hearing and touch. The character also gains +20% to all medically related rolls, and gets combat bonuses! Add a +1 to strike, +5 to damage, and the character has a Critical Strike (applies to any attack) on a roll of 19 - the character has an instinct to aim for vital targets.


===Chi Dependency and Chi Ability Overload ===


The characters life-force pattern needs to draw ambient life-force energy or Chi to thrive and grow, also this allows the character to use his personal vitality to push his super abilities beyond their normal limits. The power is designed to use hit points, but could be changed to use Chi or P.P.E. (I.S.P. isn't that appropriate). This minor super power is not really suitable for use with the powers of Mechano- Link, Natural Combat Ability, or Animal Abilities.
1. Chi Absorption (automatic):


Range: Self
Duration: Constant
The character is constantly absorbing ambient life-force from the surrounding area as he passes through, the exact amount absorbed varies depending on the abundance of life-force energies in the area:
Abundant life force: Forests, swamps, etc. provide 20 Chi per minute.
Moderate life force: Mountains, tundra, etc. provide 10 Chi per minute.
Sparse life force: Cities, deserts, etc. provide 10 Chi every two minutes.
This power will also partially unravel and absorb Chi on contact, providing a saving throw vs. Chi based effects, and halving the potential damage of Chi based attacks, however any Chi in excess of the characters maximum amount must be expended within the melee or be taken in damage.
This power causes a buildup of excessive amounts of Chi, which may be harmful to the character. To compensate for this a number of outlets are developed to utilize the excess Chi.
Note: This power will not absorb the life-force of living creatures.



2. Chi Focusing:


Life-force energy or Chi can be focused into two things:


Recovery of Hit Points: Hit points used to fuel an overload recover at the rate of three per hour, +1 more at levels four and eight. Double this rate during sleep or meditation, and halve it for periods of heavy exertion. Be sure to keep a record of the hit points used for this power, since they recover differently from hit points lost due to damage.
Limits: The only limit on how many hit points can fuel a damage overload is the character's current hit point level - he can go all the way down to 0 hit points (becomes comatose at that point)! Channeling is not possible when the character has less than 0 hit points.
Penalties: These apply only when the character suffers hit point loss and the majority of it is from overloading.


If more than 50% of the character's hit points are used for overloading, he is afflicted by weakness and fatigue after the time limit of the effect run out. Speed and P.S. are cut by 25%, strength drops one level (supernatural becomes superhuman, superhuman becomes extraordinary, and extraordinary becomes normal), and he also loses a -2 on initiative and one melee action. Invulnerable characters also start to suffer 25% of the normal damage from attacks - some of their invulnerability goes away!
If more than 75% of the hit points are used for overloading, the above penalties are suffered plus another -2 on all combat rolls (including initiative - becomes a -4 penalty), -10% on skill rolls, and the loss of another melee action.
Using more than 90% of the hit points will double all penalties! Further, invulnerable characters suffer a full 50% of the normal damage from attacks!
If the character goes all the way to zero hit points by overloading, he is in no danger of death. He is, however, unconcious for 1d4+2 hours and only a medical doctor can determine that he isn't dead.
As soon as the character recovers enough hit points to get above the 50%, 75%, or 90% level, the penalties associated with the special hit point loss dissappear.
Note that you do not include hit points lost to damage in the above. If a character has 30 hit points, suffers 14 hit points of damage from a hard blow, and then uses 15 to fuel a super- strong energy blast he is at 1 hit point (down to less than 10% of his hit point base) but suffers the penalties of 50% use (because the 90% of the hit points that are gone weren't used for overloading, just around 50% were). Note that in the weakened state it is easier to be killed.


Common types of Overloading: The exact limits of the boosting vary for each power, but here are some basic uses:


Increase an Extraordinary Attribute: 1 hit point per +3 bonus, per melee. Thus, boosting one extraordinary attribute by +3 and another by +6 would cost 3 hit points per melee. Valid only for a person with supernatural or extraordinary attributes.
Increase Speed: 2 hit points will boost the running or flying speed by 10 mph for one minute. Thus, 8 hit points could boost speed by 40 mph for one minute or by 10 mph for four minutes. Valid only for characters with super fast running or flying speeds.
Increase Armor Rating: This is valid only for mutants with an armor rating, usually gained from super- soldier experiments or APS powers. Two hit points will give a +1 to A.R. for one melee.
Increase Duration: Each hit point used can add a melee to the duration of a power that is measured in melees, or can add a minute to a power with a duration in minutes, etc. Thus, a power that can last for up to four melees could be extended to eight melees for 4 hit points, while a power that can be maintained for 20 minutes under normal use could be pushed to 25 minutes for 5 hit points.
Increase Damage: Add +1 die (usually a 1d6) to the damage of an attack power, per hit point used (four hit point equals +4d6 damage bonus on one attack). The only limit is that the amount of bonus dice cannot exceed the amount of dice the player can normally rolls (can do double damage at most). For attacks that do 1d4x10 or 1d6x10 damage or anything similar, 3 hit points can instead give a +10 damage bonus (and the limit is half the maximum normal damage - 1d4x10 could have up to +20 added for 6 hit points and 1d6x10+30 could have up to +45 added for 15 hit points).
An attack that is charged for extra damage suffers a -1 strike penalty per +4d6 or +20 or fraction thereof. That +45 damage bonus would impose a -3 strike penalty! This use of Overload is valid only for characters with some sort of damaging power, whether a minor power or part of a major one. Also see the more focused power of Damage Overloading.
Increase' Range': One hit point grants a +20% range bonus on visual ranges, and the effect lasts for one minute (limit of +100%). For effect powers, the range of effect or the area of the effect (two different concepts, mind you) can be boosted by +10% per hit point, for one melee (again, a +100% limit). One hit point will also give a +10% bonus to the range of attack powers, but the effect is instantaneous (lasts only for one attack and has no increase limit!) As usual this is possible only for characters with super vision, energy expulsion, ranged attack, or distance effect powers.
Increase Senses: For 1 hit point, the accuracy of a heightened sense can be increased by +5% per hit point per melee, or instead the can be boosted by 20% per hit point per melee (limit of +100%). Applicable only for a character with heightened senses or Radar.
Increase Numbers: Useful for powers like controlling animals or people. For animal control powers, 20% more animals than normal can be affected for 3 hit points per hour. If the person can control, say, 2d4 or 2d6 animals roll the dice and then add in the extra percentage. For more powerful abilities (like controlling people, creating giant insects, or creating more duplicates than normally possible) the cost is 5 hit points per extra, per hour. In the case of Control Others, paying this cost allows the character to control a person and have it not count towards the save throw bonus - paying 10 hit points to control five people would be possible, and none would get the bonus to break free given for each four people controlled.
Increase/Decrease Amount: In the case of Growth, Shrink, and Shapechanger, the player might desire to be a bit taller or smaller than normal. At the cost of one hit point per 10% change, per melee, it is possible to push the abilities beyond the norm. A person who can normally shrink to the size of a minute speck could pay 20 hit points per melee round, decrease their size by 200% (effectively becoming a third of the size of a minute speck) and possibly enter the body of a target! A giant character could push his height to three times the normal amount (!!!) for that same cost.



Physical Aura (level 1):
Range: Radiates 1-2ft from self and can be extended to 1 other person within four feet at levels 4, 8 and 12.
Duration: 1 minute per 30 Chi .


Life-force energy is focused into the characters physical aura, providing the aura with a tangible physical presence which enhances and protects the character.


+10 to P.S., which is considered superhuman (Supernatural in Rifts®).


  • Aura has A.R. 14 and 200 S.D.C. +100 per level (M.D.C. in Rifts®).

  • +4 to roll with impact.

  • Horror/Awe Factor of 10.


Hand to Hand Attacks (level 3):
Range: Self
Duration: Instant
Cost: 1 per 1d6x10 points of damage
Life-force energy is focused into a physical blow, inflicting large amounts of damage while protecting the limb itself from being damaged in the process. Life-force attacks bypass A.R. and will affect normally invulnerable creatures, including insubstantial creatures such as energy beings and ghosts.



3. Chi Harnessing:


Range: Self or others by touch
Duration: Varies
By harnessing life-force energies the character can repair physical damage, abate fatigue and malnutrition.
If used on self:


Abate fatigue for 1 hour per 5 Chi.
Abate malnutrition for 24 hours per 10 Chi.
Restore 2d6 hit points/M.D.C. or 3d6 S.D.C. per 20 Chi.


If used on others:


Increases the survival rate (save vs. coma/death) by 1% per 3 Chi.
Abate fatigue for 1 hour per 6 Chi.
Abate malnutrition for 24 hours per 12 Chi.
Restore 2d6 hit points/M.D.C. or 3d6 S.D.C. per 24 Chi.



4. Life Force Channeling:


Level: 1
Range: Varies
Duration: Varies
The character can channel life force energies into his surroundings in its ambient form at a rate equal to his P.E. per minute. The energy is harmless and promotes growth in the area.



5. Chi Blast (level 3):


Range: 10ft per 2 Chi
Duration: Instant
Damage: 1d6 per 1 Chi
Cost: Varies
Special: +3 to strike aimed, +1 to strike wild, no bonus with simultaneous strike.
Fires a directed blast of kinetic life-force energy that bypasses A.R. and does full damage to normally invulnerable creatures. A 1d6 blast with a range of 10 feet costs 3 Chi, while a 4d6 blast with the same range of 10 feet would require 6 Chi.



6. Aura Effect (level 5):


Range: 10ft per 20 Chi
Duration: Instant
Damage: 1d6 per 10 Chi
Cost: Varies
Special: Automatically hits everything within area
Lifeforce bursts from the character in all directions, bypassing A.R., automatically hitting everything in the area, and inflicting full damage to normally invulnerable creatures. A 1d6 area blast with a 10ft radius of effect costs 30 Chi, while a 4d6 area blast with the same range of 10 feet would require 60 Chi.



7. Chi Vision:


Range: Equal to the normal visual range.
Duration: Constant
The character can actually see lifeforce energies their varying colours, patterns, complexities and intensities.



8. Sense Chi:


Duration: Constant
Range:


100ft for Robots
300ft for undead
600ft for normal living creatures
900ft for empowered/augmented creatures
1200ft for supernatural creatures
12000ft for gods


This sense covers all life-forces from animals and plants to sentient beings and supernatural beings. All lifeforce patterns are different and the form of life is recognizable by the complexity of the pattern and its intensity.
The character can sense the number of life-forces, the type of creature, and their general location when within range. The character can also recognize specific patterns that he has sensed before at 70% accuracy, +4% per level. A recognized pattern can then be tracked with 50% accuracy, +3% per level, whether it is within range or not, roll once every 200 meters.
It is difficult to surprise this character as he is bound to sense any animal or living being within. The more powerful the life-force, the easier it is to sense. When within the limits of the character's sensing range for the type of creature add a +2 to initiative and a +1 to parry and dodge
When the creature comes close enough the character will automatically know what type of creature it is, its exact location, speed, direction and whether he has sensed it before. Within one tenth of the normal sensing range for the type of creature add an extra melee attack, +6 to initiative, and +3 to parry and dodge.



9. Other Special Bonuses and Abilities:


  • Raise P.E. to 12, or add +1d4+2 if already above 10, and also gets a one- time bonus of +10 hit points.

  • Save vs. Chi attacks (12 or higher), plus any P.E. bonuses.

  • Base Chi equals P.E.x10 plus 2d4x10. Add +1d6+10 per additional level.

  • All positive Chi attacks do double damage direct to the hit points of vampires and all other necromantic, living dead, animated dead, or undead beings.

  • The character still needs to eat and drink as usual, but only half as much. He also requires only four hours of sleep per 24 hour period (prefers to meditate) and can push himself to stay awake for three days (without having to delve into Chi).


10. Limitation:


The character needs to absorb five times his P.E. in Chi every day for his growth (level increase, still ages). This is done by altering the absorbed life-force to match your own, and takes one minute per point of Chi, It requires little concentration, but prevents the character from absorbing any more Chi while ‘eating'.
If the character does not take the time to absorb the required life-force, he will not gain any experience that day. The absorption of Chi governs his essential growth.



===Harm Invulnerable & Supernatural ===


The character's bio- energy is such that his powers and his body are extremely effective against supernatural & invulnerable creatures! This is an equalizer against those who are normally invulnerable. With this ability, all super abilities and hand strikes used by the character do half damage to beings with the Invulnerability major power. In fact, the attacks even do one- third damage to supernatural creatures like vampires and werebeasts with limited invulnerability. Also all his attacks do double damage against standard supernatural beings and normal damage against vampires, werecreatures, and other limited invulnerability creatures. Weapons of any kind are not affected (unless this power is granted by an Enchanted Weapon, or the character also has a Personal Weapon power).
If the targeted being has an immunity to energy attacks (like with Energy Absorbtion) and the character has an energy blast power, the power will still do half damage to the target, except in the cases where you are attacking an APS: Electricity character with electricity or a Control Radiation character with radiation blasts. You can't hurt like with like.
The character also gets a special bonus of +8 vs. horror factor and a bonus of +1d4 to four attributes of choice.


===Invulnerable Essence ===


Although this power is called invulnerable essence, it is not true invulnerability. This is reserved for true gods and other such powerful beings as they. A truly invulnerable essence would mean that you would never die, even when your body is completely destroyed, because your essence remains. As such, this is a lesser version suitable for 'lesser than godlike' superbeings.
The physical and spiritual body consist of essential energies interwoven in complex patterns. Some are more complex than others, or more powerful, whichever the case may be. Beings with this power have both; a large amount of essential life energies interwoven in an extremely complex pattern that is effectively immune to any outside influence that would seek to affect it. As a result some of these defences are transferred to the physical body.
1. Positive Mental State:


The character will have a slightly different outlook on life: Tends to be positive and energetic, and sees pain and hardships as a natural part of life, and accepts it. Result: Immune to the effects of mental and physical pain. The character can survive till negative 80 hit points and/or Chi, +10 to this amount every level. Also note that the character will automatically come out of a coma in 15 seconds.


2. Protected Life Force:


The characters physical body has been altered slightly. The blood is supercharged with life force energies which regulates, enhances and maintains the circulatory systems major functions while burning away any impurities or foreign objects within seconds. It appears to be an iridescent green colour and small bursts of green energy close any wounds and stop blood flow.
Result: Immune to disease, poisons, toxins, gases, radiation, extreme pressures (lots or none), microwaves, and normal heat/ fire/ cold. Blood clots almost instantly so there is virtually no bleeding. Life energies are supplemented by Chi so the character does not fatigue and will not starve.


3. Other Abilities and Bonuses:


Other manifestations of interwoven invulnerable essence include:
Immunities: Death blow only stuns for 1d4 melees, negative Chi based physical attacks, knock out/ stun, possession, any sort of point total drainage, disruption, physical transformation/ manipulation/ alteration/ metamorphosis, normal heat, fire, and cold.
Debilitating Effects: Any not listed under immunities are automatically overcome within 15 seconds (one melee). This applies to all effects, regardless of their source and includes things like mind control, hypnotic suggestion and even coma/death.
Regeneration: This is directly linked to Chi regeneration rate. The character regenerates four Chi and four hit points (or two S.D.C.tm) every minute, and negative Chi is ejected at the same rate of four per minute. If the character ever loses this power their healing returns to normal.
Greater chance of survival:


  • +40% to save vs coma/death (automatically saves in 15 seconds).

  • Add 1d4+6 to P.E. (mininum of 20).

  • Add 1d4x100 to hit points, and add +10 per level instead of +1d6.

  • Add 1d4x100 to Chi, and add +10 per level instead of +1d6.


4. Vulnerabilities:


Negative Chi: While negative Chi based physical attacks do no damage, pure blasts of negative Chi are fought off just like normal. One point of positive Chi can be used to destroy 1d6 incoming negative Chi. Each point of negative Chi that gets through destroys 3d6 points of positive Chi!
If somehow reduced to negative Chi, the character loses all bonuses and abilities provided by this power (except the hit point and S.D.C.tm bonuses) until Chi is restored to a positive value - which doesn't take too long, since it is ejected rather rapidly. However, while ejecting negative Chi the character cannot regenerate.






* Extraordinary ME''= Increase ME to 21 +add 2d4+4, needs a 12 or better to save vs psionics (+ME bonus), +6 vs mind altering drugs, +6 vs. horror factor, +6 vs. possession/mind control, +3 vs. magical illusions


* Extraordinary PS (PS becomes super natural)=''Increase PS to 30 +add +2d6+6, +2 to pull punch, can carry 300xPS and can lift 500xPS.


* Extraordinary PE (all previous SDC bonuses become MDC)=''Increase PE to 20 +add +1d6+5, add 6d6x10 to SDC, also add +6d6 to hit points +1d6/lv.


* Extraordinary PP=''Add +2d4+4 to PP, +add +3d6 to SPD, + add +1 att +3 to automatic-dodge + gains automatic-dodge if character does not already have it, +add +10% to all physical skills.


* Extraordinary SPD''=Increase SPD to 330 +20/lv, +add +100 SDC, +add +a att +2stk +3pry +6dodge +4auto-dodge +4roll with punch/fall/impact +4dmg for every 20MPH of speed max for punch/kick is+8 from a standing still position +1initive +1 at lvs 1,3,4,5,7,9,11,13 and 15. '


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


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


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


Leaping:The ability to leap at triple the character's normal range. All abilities from the Acrobatics and Gymnastics skills are automatically gained and at 98%. One amazing side effect is the seeming ability to run part way up a wall before jumping off (as in the Matrix movie'e''


* Extraordinary Agility=''' Add +2d4+4 to PP, +add +3d6 to SPD, + add +1 att +3 to automatic-dodge + gains automatic-dodge if character does not already have it, +add +10% to all physical skills,


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


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


Leaping:The ability to leap at triple the character's normal range. All abilities from the Acrobatics and Gymnastics skills are automatically gained and at 98%. One amazing side effect is the seeming ability to run part way up a wall before jumping off (as in the Matrix movie'e''


* Extraordinary Leaping= The ability to leap at triple the character's normal range. All abilities from the Acrobatics and Gymnastics skills are automatically gained and at 98%. One amazing side effect is the seeming ability to run part way up a wall before jumping off (as in the Matrix movie)' '


* Healing Factor=''Increase PE to 25, +add +2d6 to PE, +add +2d6+6 to hit points, +add 50 to SDC, +3save vs magic/poison/drugs/toxins and psionics, +add +20% to save vs coma/death, regens 3SDC/10 min, regens 1 hp/hr or regens 1d10+10 MDC/min and regains lost limbs in one week and lost organs in 1 day.


* Heightened Senses=


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


*'Extraordinary Balance=This is the mutant power for an extraordinary sense of balance, and the character gains the following abilities and bonuses: +2 to P.P. +4 to maintain balance. This is applied as a roll over the strike roll when knockdown is imminent. A successful roll means knockdown was avoided. +1 to parry, dodge, pull punch, and +2 to roll with punch/ impact. +15% to the Gymnastics and Acrobatics skills (or gets both at the base level without the bonuses - just the skills). +5% to the Prowl and Climbing skills (or gets both at -5% to the base level). +5% on all vehicle control rolls. The character can run across slippery surfaces at half speed with no chance of falling, or full speed with a 30% chance of slipping. When falling (whether from climbing or flying) the character gets a chance to right himself in half the normal time (or a second roll to do so). *Extraordinary Life Force=The character has an extremely large amount of life energy, which gives him various abilities. He is naturally disease resistant and very difficult to kill. Plus, he can channel his life force into certain physical attributes and boost them temporarily. The following bonuses and abilities are gained: Add +2 to the P.E. attribute (minimum of 14). Add +30% to save vs coma/death +2 vs poisons, toxins, and chemicals in addition to the P.E. bonus. Can fight up to 30 hit points below zero! Does not fatigue. Has an extraordinary amount of Chi, equal to twice the P.E. attribute. Automatically recovers Chi at the rate of one per minute! Negative Chi is ejected at the rate of one per hour. The character is also impervious to the Dim Mak curse. The character has no special control over their Chi. Heals at triple the normal rate. Add a +10 bonus to hit points at level one. Also add +2d4 hit points per level of experience in place of the usual +1d6. Impervious to the transformative bite of vampires and certain werebeasts. The character can also focus his life force for a limited amount of time. If this is done he temporarily loses all of the above save throw bonuses and ability to fight to -32 hit points. Each act of energy channeling takes two melee actions. The focus of the channeling can be switched any number of times during the time limit, but each change takes two melee actions to apply. For one minute at level one, plus one more minute per level of experience the character can use his life force to gain one of the following: Turn the strength into a supernatural equivalent (lasts only one melee per level). Add a +4 to save vs magic and psionics. Become impervious to possession and mind control. Totally negate any penalties imposed by magic spells, pain, psionic attacks, stun weapons, chemical gases, etc. Damage is still taken, but the character can shrug off the debilitating effects and ignore the pain. Become resistant (half damage) to one type of attack! This could be fire, cold, kinetic (punches, kicks, and force blasts), energy, electricity, sound waves and vibrations, etc. but only one such attack can be resisted. '


*Extraordinary Luck=A minor version of the Karmic Power, but this ability has no alignment restrictions. It is primarily defensive in nature, granting the following abilities: Automatic dodge, with a +1 bonus. +3 to roll with punch, fall, or impact. +2 to parry +2 to disarm +1 on all save throws. An opponent's Death Blow does not kill, only stuns the character. Gets an opportunity to dodge (normal) all attacks, even sneak attacks and sniper attacks *Combat Instinct= The character has an extraordinary combat skill. This is enough to turn an untrained character into a capable fighter and transform an experienced combatant into a deadly adversary. Follow this experience chart for the bonuses and abilities - the combat instinct functions like a hand to hand form with bonuses that are added to any fighting style. The character can perform many complex combat manuevers, but relies more on P.P. bonuses than skill bonuses. Note: This minor ability, unlike Natural Combat Ability, is fully compatible with hand to hand combat skills. A character cannot have both this power and Natural Combat Ability. Your GM wouldn't like that. I've also toned it down to make it more of an enhancement instead of a complete hand- to- hand combat form. First level knowledge: Parry, dodge, pull punch, roll with punch, fall, or impact, entangle, and disarm. Automatic dodge (no bonus). One hold of choice (see page 68 HU). Snap kick - 1d6 damage. Karate kick - 2d4 damage Abilities gained with experience: '


Level 2: +1 on automatic dodge, +2 to entangle.
Level 3: +1 melee action, +2 to disarm Level '
'


''Level 4: One kick or hold of choice.
Level 5: +1 to initiative, +1 to strike, +2 to dodge. '


''Level 6: +2 to parry, body throw/flip (1d6 damage plus knockdown). '


''Level 7: One kick or hold of choice. Level 8: +1 on automatic dodge.
Level 9: Critical strike (double damage) or knockout from behind, pick one.


Level 10: +1 to initiative.
Level 11: One kick or hold of choice. Level 12: +1 melee action.
Level 13: +1 to disarm and entangle. Level 14: +1 to strike. '
'


''Level 15: +1 on automatic dodge.
Level +16: Add a +1 to any one combat skill (strike, pull punch, entangle, etc.) at each level past 15.


*'Combat Quickness= 'Note: This minor ability should not be combined with Natural Combat Ability or any super speed powers, but the GM can of course do whatever he wants. The character is extremely swift in melee and grappling combat range. This might be from a heightened awareness, a super- adrenaline surge, a feral nature, etc. The character gains the following: +1 melee action at levels one and seven. +2 on initiative at levels one, six, and ten. +4 to dodge (normal). Automatic dodge, +1 bonus at level one. Add +1 at levels two, five, and nine. Character can dodge multiple attacks with a single normal dodge. When knockdown is imminent, the character does not suffer the loss of one melee action and loss of initiative. He loses one melee action or initiative (his choice) so the penalty is effectively halved. Critical knockdown, the loss of two melee actions and initiative, is also reduced to normal knockdown. At level three the character is fast enough to attack twice for each melee attack! However, these attacks can only be hand attacks (maybe a knife, but no other weapons) and the strike and damage bonuses are halved. One- two punches, double kicks, and punch/ kick combos can be performed. This does not impede automatic parries. '


*Personal Weapon (minor)=In some cases, the character can create a weapon of glowing energy, not unlike a lightsaber. This can be used to strike and parry like an ordinary weapon. The character can turn the weapon on or off at will, and can be considered indestructible. In other cases, the character can generate fields of kinetic energy that are shaped like throwing weapons. Still more do not create a force weapon, but are somehow able to bond with a specific weapon and summon it at will. The weapons are fully compatible with W.P. skill bonuses.
Weapon Type and Damage: Choose one or roll to determine type, then (for the thrown and hand-held weapons) pick a specific form. These are one time decisions only and cannot be changed later on. Each type of weapon has different properties.
Thrown Weapon (01-30%)= These are weapons like short bows, shuriken, throwing axes, and throwing knives. The weapon has 20% more range than a normal weapon of its type, is +1 to strike when thrown (+1 more at levels four and eight), and cannot be held for much more than five seconds without dissipating. Whatever form the weapon takes (player's choice) it does 1d6 damage, plus 1d6 more at levels three, six, and nine. These weapons can be used to parry, but no bonus is granted. One melee action is needed to create and throw the weapon, not one to create and a second to use.
At level three, it is possible to generate two weapons and fire/ throw them at two different targets. However, the character cannot defend himself when doing so and the total strike bonus is divided evenly between both strike rolls.
Hand-Held Weapon (31-70%)=These are swords, hand axes, machetes, staves, maces, and all manner of melee weapons. The hand weapon is +1 to strike and parry (for whips, change parry to entangle), +1 more to each at levels three and seven, in addition to whatever weapon proficiency bonuses the character might have. It requires one melee action to generate and can last for up to three minutes per level of experience before requiring re- creation. Others cannot use the weapon. The damage is pretty standard for all weapons, doing 3d6 damage plus 2d6 at levels 3, 6, 9,12, and 15.
Disarming attacks are useless against the character's weapon (it can never be knocked away) but entanglement is a valid option. Of course, if the weapon is entangled the character can let it vanish and create a new one.
Summoned Weapon (71-00%)=This power allows a character to bond a a hand weapon (such as a knife, small axe, small throwing weapon, short sword, or even a handgun) to his unique bio- signature. This allows him to summon the weapon (or object) at will, teleporting it into his hand - this act requires one melee action. Bonding a weapon permanently costs one hit point and requires ten minutes of concentration (a first level character is assumed to already have one special, bonded weapon whose cost has already been paid). The character can bond one object at level one, plus one more at levels three, six, and nine. Bonding to a new weapon is of course possible if the limit is already possessed, but the cost must be paid again and an old bonded weapon returns to normal. Magic and psionic weapons can be bonded, but the bonding costs two hit points instead of one and the character may or may be able to use any paranormal powers of such weapons if they require I.S.P. or P.P.E.
The summoning only works if the weapon is in range. The range is 9'
000ft +1000ft per level of experience. If it is in range, the character can sense it - and if it isn't in range, the character knows what direction it is in and about how far away. The maximum weight of the weapon is equal to 10 pound per 2 points of M.E. (an M.E. of 10 means you can handle up to 100 pounds, enough for the average handgun). The weapon can be loaned to, taken away, or disarmed by others and snatched right back via the character's minor teleportation power.
If the weapon is summoned as the character's first act of a melee the character gains a +2 bonus on initiative for that melee, due to the element of surprise. The weapon is also +1 to strike and parry (for whips change the parry to an entangle, for guns change the bonus to +1 to strike aimed and wild), but only in the hands of the character. It is also physically altered such that it can parry weapons wielded by beings with supernatural strength with no danger of breaking, and can parry mega- damage attacks.
*Personal Weapon (major)
= A more powerful version of the same minor ability. In addition to summoning weapons is the option to create an energy field around any existing object or weapon, to boost its damage potential. The same abilities of creating thrown and hand weapons exist but are much stronger, have more bonuses, more damage, and less restrictions.
Weapon Type and Damage: Choose one or roll to determine type. This is a one time decision only. Each type has different properties. In Rifts® all the weapons become mega- damage equivalents, able to both inflict and parry mega- damage attacks.
Thrown Weapon (01-30%): These are weapons like long bows, shuriken, throwing discs, knives, hand axes, and other thrown or fired weapons.


''The weapon has 50% more range than a normal weapon of its type.


The weapon is +2 to strike when thrown/ shot, +1 more at levels three and seven, in addition to any P.P. or W.P. bonuses. It can be used to block thrown weapons, energy attacks, and bullets (not bursts of them though) with no bonus or penalty - takes one melee action to counter- strike.


The character gets an extra melee attack with the thrown weapon at levels one, four, and eight.


As an expert with thrown weapons the character is +1 to strike with any thrown object, +1 more at level four, that he doesn't have a W.P. with.


One melee action is needed to create and throw the weapon, not one to create and a second to use. The range weapon cannot be held for much more than a minute without dissipating.


Others can use the hand weapons that the character generates (within 1000ft of him, or else they dissapate), but must use it within the designated time limit they do not get any of the above bonuses. It takes a melee action to generate a weapon and hand it to someone. The weapon does 4d6 damage at level one, +2d6 more at levels 2, 4, 6, 8, 10, and 12. The damage can be fully regulated in increments of 1d6.


Ricochet strikes with the weapon are also possible. Each bounce imposes a -1 strike penalty (-2 if bounced off a person or something smaller). If used to hit someone from behind, there is a -4 penalty to dodge (unless Radar is possessed, then there's no penalty - straight roll of the die). Each time the weapon bounces it loses -1d6 damage from the damage done to the final target, and each object that the shot was ricocheted off of takes that 1d6 damage. At level three, it is possible to generate two weapons and fire/ throw them at two different targets. However, the character cannot defend himself when doing so and the total strike bonus is divided evenly between both strike rolls. The ranged weaponry does damage to all supernatural beings and inflicts mega- damage in a Rifts type environment. Hand-Held Weapon (31-70%): These are swords, hand axes, machetes, whips, maces, spears, halberds, staves, and all manner of melee weapons.


The hand weapon is +1 to strike, +2 to parry (or entangle, for whips and chains), and +1 on initiative when using the weapon exclusively. Add a +1 to strike and parry/ entangle at level two and a +1 on initiative at level four.


Gains a extra melee attack with the weapon at level one and again at level six.


All bonuses are in addition to whatever P.P. or W.P. bonuses the character might have.


The weapon requires one melee action to generate and lasts for as long as the character concentrates on the weapon (or until he becomes unconscious).


Others can use the weapon within 10'00ft of the character, but there is only ever one in existence at a time when loaned out and others do not get any of the above bonuses. '


''Disarming attacks are useless against the character's weapon (it can never be knocked away) but entanglement is a valid option. Of course, if the weapon is entangled the character can let it vanish and create a new one. The weapon does 4d6 damage at level one, +2d6 more at levels two, four, six, eight, ten, and twelve. The damage can be fully regulated in increments of 1d6. '


Paired weapons can be created at level three, and the maximum damage for one weapon is halved (so the 8d6 whip would become two 4d6 whips). The character can instinctively use his own personal weapon in the paired form, but no other weapons may be used paired unless the proper W.P. or the necessary combat experience is acquired. The weapon does damage to all supernatural beings and inflicts full mega- damage in a Rifts type environment. Energized Weapon (71-00%): In addition to the abilities of the Summoned Weapon under Personal Weapon (minor), this power allows a character to create a powerful energy field around any object (whether it is a summoned weapon or not). The character can either create the energy field around a weapon and hold the weapon or throw it, in which case the energy fades once it strikes something. There is no limit to how long the energy field can be maintained, but it can only be produced around one melee weapon at level one and one more (for paired weapons) at level three. Energizing 2 (or 4' weapons at level three) requires one melee action.
The energy field gives the weapon a +1 bonus to strike, parry (or entangle for whips), disarm, and throw the weapon. Add +1 more to each at level four. No strike bonuses are given to ranged weapons. If the held object is a bonded weapon, as per the Summoned Weapon, add the bonuses together.
Range is also increased too, to 50% more than before. However, at the normal range to the increased range (100% to 150%) the energy field fades and the thrown weapon or projectile does normal damage. The focus of this ability isn't in range or accuracy - it's power!
'


For an energized hand held weapon, add a +8 damage bonus, +2 more per level of experience. For paired hand held energized weapons, cut the damage bonus in half and add it to the damage of each weapon.
Energized thrown objects do an extra +4, damage +1 more per level of experience. This also applies to ranged melee weapons such as bows and crossbows.
Modern projectile weapons such as pistols, rifles, and machineguns can be energized too, but the bonus damage is reduced to +2 points of damage, +1 more per level. For bursts and sprays, change this bonus damage to an additional +2 to the multiplier.
Energy weapons, artillery weapons, explosive rounds, and vehicle mount weapons (generally anything over .50 Caliber and all missile weapons) cannot be energized. '
'


Example - a 4th level character with this power could use a long sword doing 2d6+2 damage (4-14) and crank it up to do 2d6+18 damage (20-30). If he threw it, he would only do 2d6+10 damage (12-22). If he chose to whip out his .45 Automatic (4d6 damage) he would be able to charge up the bullets and do 4d6+6 damage (10-30). An full- clip burst of seven bullets at a target would normally cause one round times 5 in damage (4d6x5, or 20-120, or 70 points on average), but when energized it does a lot more on average (4d6x7, or 28-168, or 98 on average). The player must decide exactly what form the energy field takes (plasma, electrical, kinetic, light, etc.) for damage purposes. If the character has an APS or control power the energy field should be a derivative of that power. Energized weapons are considered indestructible for parrying purposes, and attempts to disarm them from the character are made at a -4 penalty. The energy field is lost if the weapon is knocked away. The energized weapons can damage all APS beings and most supernatural creatures.
In Rifts® the additional damage becomes mega- damage. If energizing an S.D.C. weapon the extra damage is halved and the object does one- third of its normal S.D.C. damage in M.D.C. So, a 4th level character energizing a 2d6+2 long sword in Rifts® would produce a 1d4+1 sword with a damage bonus of +8!



Power Abilities -- Starting at level two, a Martial Warrior may select from the following Power list once every three levels (i.e.: select an ability at levels 2, 5, 8, 11, and 14). These abilities are described individually -- the exact details of all must be chosen when the ability is selected, and cannot be changed:


=Power Abilities =



* Charge - A charge takes up two of the character's melee attacks, but allows him to strike an opponent up to leaping distance away. Damage is doubled, and even non-supernaturally strong Martial Warriors inflict 1D4 MD with this attack. This attack is very difficult to parry -- the target suffers a -5 penalty to do so. (Examples: Rayden's 'Superman' Attack from Mortal Kombat, Chun-Li's Spinning Star Kick from Street Fighter II).


* Distance Strike - With this ability, the Martial Warrior summons some form of concentrated mystic energy to fire at his opponent. The energy inflicts 3D6 MD when first selected, +1D6 per level thereafter. It can also be charged -- every additional melee action after the first that the character spends 'charging' his distance weapon adds 1D6 MD to its damage capacity. (Examples: just about every character in a fighting game has some sort of 'fire-ball' attack).


* Entrapping Missile - Like the Distance Strike, except that this attack will entangle and render its target helpless, unless he dodges it (parrying is possible, but at a -5 penalty, because of the 'gabbiness' of the attack). Damage can also be inflicted (the Warrior must decide if his Missile does damage or not when he selects this power, and cannot change his mind later), equaling 2D4 MD. (Examples: Xavier's Energy Dragon from Eternal Champions, and Scorpion's Harpoon from Mortal Kombat).


* Ground strike - The character can either physically strike or fire energy into the ground under himself, cause a shockwave that ripples through the ground in all directions. The range of the shockwave is equal to the character's level in feet. Anyone within that area who does not successfully dodge (by leaping up when the wave passes) takes 1D4 MD and must roll over the striker's level on a 20-sided die (only PP bonuses apply to this roll), or suffer the effects of a Knockdown (see Rifts Conversion Book One for details). (Examples: Jax's Ground Punch from Mortal Kombat II, Slash's Club Smash from Eternal Champions).


* Limb Extension - As the name implies, this ability allows the character to extend his limbs beyond their normal limits, allowing long range melee attacks. Limbs can extend 1 foot beyond normal when this ability is first selected, plus one half foot for every level thereafter. Note: tentacles also fall under this category. (Examples: Dhalsim's attacks from Street Fighter II, Omega Red's Tentacles from X-Men: Children of the Atom).


* Multi-Strike - This attack form requires all of the characters melee actions in one round, but allows him to strike repeatedly in a short time period. Each strike inflicts 1D4 MD plus the character's normal damage for a strike (SDC attacks, of course, add nothing). The opponent gets one chance to dodge or parry. If he fails either, he may not defend against any of the attacks. If he dodges, the entire flurry is wasted. If he parries, half damage is inflicted for each successful strike. The Martial Warrior must roll to hit individually for each strike. (Examples: E. Honda's Hundred Hand Slap and Blanka's Head Chomp from Street Fighter II, Barraka's Multiple Blade Slash from Mortal Combat II).


* Offensive Shield - Like the Chi Shield, this ability requires that the character remain stationary while it is in effect. It also has a maximum duration, equal to 5 times the Warrior's level in seconds (remember that one melee round is 15 seconds). Any opponent who comes in contact with the shield is instantly repelled, and takes 3D4 MD (when selected, plus 1D4 MD every level thereafter). (Examples: Blanka's Eel Shock from Street Fighter II, Trident's Spinning Trident from Eternal Champions).


* Power Shield - A purely defensive ability, the Power Shield can be set up and used in one melee action. It has a special rating all its own, which begins at 1 when the ability is selected, and rises by one per level thereafter. This rating equals the character's AR bonus. Also, ten times this number is the amount of MDC damage subtracted from any attack on the character while he is shielded. However, the shield is only in place as long as the character concentrates on it with minimal movement. (Examples: most blocking maneuvers from any fighting game).


* Power Strike - Inflicts 3D6 MD (plus the character’s normal strike damage, if it is also MD) when selected, plus 1D6 MD more per level thereafter. If the character chooses to spend all his actions on one Power Strike, it automatically inflicts double damage. (Examples: Ryu's Dragon Punch and Guile's Flash Kick from Street Fighter II).


* Reflection - With this ability, the Martial Warrior can reflect projectiles (physical and energy) aimed at him. By making a successful Parry (with only half bonuses) and spending one melee action, the character blocks and redirects the projectile; he should then make another attack roll on the shooter (with NO strike bonuses) to see if the projectile hits him instead. The attacker should roll the damage before the Warrior attempts to reflect, because he can not reflect any projectile that would inflict more Mega-Damage than half of the Warrior's Hit Points (regardless of whether the Warrior has MDC or not) i.e.: An attacker fires a laser blast at a Martial Warrior. The Warrior has 48 Hit Points. If the total MD of the blast is equal to or less than 24, the Warrior can reflect it. Otherwise he cannot. (Examples: Fulgore and Eyedol from Killer Instinct, Nightwolf from Mortal Kombat 3).


* Teleport - Although its range is limited to line-of-sight areas within 1000 feet, the Teleport ability is still a powerful weapon. It takes only one melee action to accomplish (although it can be performed only once every three actions), and if the Warrior uses it as a defensive maneuver, he gains a +3 bonus to his dodge. Opponents surprised by a teleporting character suffer a -2 to defend against his attack, while he gains a +2 to strike. (Examples: Rayden and Scorpion's Teleports from Mortal Kombat, Dhalsim's Yoga Teleport from Street Fighter II).


* Weapon Charge - This power is focused on one type of weapon only (scimitars, hand axes, bows, etc). The Warrior can charge a standard ancient-type weapon with Chi energy, allowing it to inflict double its normal SDC damage as MDC. Weapons that already inflict MD have their damage doubled. Bows do not need arrows -- these are created from pure Chi/PPE energy. Any thrown weapons return to the Warrior's hand immediately after attacking (requires no actions on the return). Two weapons can be charged -- one in each hand -- but only if the character is high enough in level to have the 'paired weapons' talent. (Examples: Baraka's Blades and Kung Lao's Bladed Hat from Mortal Kombat II).


Here's a new list of abilities: Mega-Power Abilities. One of these can be selected every five levels (i.e.: select one at levels 5, 10, and 15):


* Finishing Move: Melee - Takes all actions in the melee round, and the Warrior automatically has an initiative of 1 for the round (no bonuses). The details are up to the player, but the attack itself inflicts 3D6x10 MD.


* Finishing Move: Missile - This power is identical to the Melee Finishing Move, except that it is a missile of some sort, with a maximum range of 20 feet.


* Transformation - With this ability, the Warrior can assume the form and abilities of any humanoid opponent of lesser level than his own, whom he has previously battled. He loses all of his own abilities when he takes a new form (except this one, of course) and the transformation last until the Warrior is killed, knocked out, or until one full melee round passes.


And finally, here's a couple of clarifications/notes:


- a standard Power Strike requires two melee actions to perform


- all martial Warriors must select an individual combat style of their own -- this is what they train in with regards to normal combat maneuvers (i.e.: Karate, Tai-Kwon-Do, Thai Kick Boxing, Kenpo, etc.). These style choices really don't have much to do with game mechanics -- they're just for flavor and visualization. If you really want to go overboard, you can bring the Martial Arts skills from N&S into this, but that may make the characters a bit too tough. It's up to you.


7. Heightened Senses: Night-vision (600'), Better Hearing. (+2 to init)
Blood Sense :Effectively a sixth sense, associated with violent martial arts, can attempt to Detect Trouble (and people who will cause it, e.g.: bar fights) on sight (30 +4%/lvl), Sense Direction of Conflicts (can find war camps, battle fields, and battles; instinctively heads for them, 40 +5%), and Places of Death (will 'smell' them within 5 miles, 30 +2%/lvl).


8. Sizing Up - 30+3%/lvl, may attempt to determine the level of Hand-to-hand training (basic, expert, martial arts), and experience (low leveled: 1-4, Medium: 5-9, High: 9+) of an opponent, after one melee of combat. At level 6 and beyond may attempt at -5% upon seeing the opponent's fighting stance. If successfully determined, the Weapons Master gains a +1 to parry/entangle and disarm for the remainder of the fight.


9. HF/AF : the character develops a HF/AF at level 5. Base HF is 5 +1/2lvls. If the style is particularly powerful, bizarre, or uncommon, all around must save vs. this HF/AF at -3 whenever the character "does something really cool" using their style (GM digression). (EG: Using Chi Gung to defend against a volley of arrows for the first time).


10. Training/Powers: Regardless of the specialty, the character receives 6 character point each level to apply to any physical characteristic.


Specialties: When the character begins training (usually in early childhood) he selects his primary weapon. Although the character is familiar with many weapons he usually chooses one type to master. This may depend on the family he was born in (many particular styles are handed down through generations of families) he may choose almost any. Some examples are the Okiymiyaki which uses a huge spatula for the main weapon, small throwing spatulas, thrown okyomiyaki, and flour bombs. Martial arts tea ceremony, martial arts origami, martial arts figure skating are also common forms. Traditional forms are welcome as well, including Samurai and Ninja. Specific weapons vary from Mega-spatulas, bokkens, chopsticks, musical instruments, paper weapons, umbrellas, bandanas, belts, chains, sinks, bonbori, staves, and brooms. A weapons user chooses a primary and two secondary weapons, these are weapons he is a master in, channeling Chi into these weapons they are indestructible and receive a bonus of +4 strike/parry while using these weapons. They receive a penalty of -4 Strike/parry in bare-handed combat. The primary weapon will do 1d6 MDC/HP per level of Exp, secondary weapons will do 1d4 MDC/HP per level of Exp(this is in addition to the damage the weapons normally do).
The alternate is bare-handed combat. The bare-handed specialist receives a +20% to his martial arts analysis skill, an initial +4 strike/parry/dodge, 6 initial character points to distribute to any physical attributes. He is a master of unarmed combat, able to analyze his enemy's moves and non-Chi techniques and almost instantly counter them. Give them a few hours to train and the opponent will find his own techniques flawlessly used against them. They have the best chance of learning Chi techniques and even coming up with their own. He does 1d6 points of damage every other level of experience with his hands and 2d4 points of damage every other level of experience with his feet(or use what ever damage is greater on the supernatural damage chart or here). He is truly a master of his own body. At first level he is a master in his own school, each additional level he can master another complete martial arts style. What this means that any opponent attacking him in a style he has mastered is at a -4 to strike, parry, & dodge unless he knows the character's primary school of combat. In this case both characters suffer no penalties in combat
Notes On Hand to Hand: Just a few of the styles that exist are Street Fighting, Gun master, Nikar Lo, Boxing, Wrestling, Ukora, Triad, Kung Fu, Kick Boxing, Karate, Ninjutsu, and Anything Goes (also known as Perfect in Every Style, and the School of Indiscriminate Grappling). The character does not gain the bonuses inherent in the combat style but is able to use any non-chi maneuver under the Hand to Hand Style. After level two, at the cost of two OCC related skill slots he may learn the Hand to Hand style in the standard way and gain the benefits of the combat table. He cannot hoard unused skill slots from level one for this. However, unlike the first primary Hand to Hand technique learned he cannot learn additional chi techniques (as per N&SS) unless taught by a master or researched normally. Some martial arts defined in N&SS and Mystic China states that a specific Hand to Hand styles are considered 'Exclusive'. These can be chosen as the initial specialty or when the character has the above mentioned skill slots, but they cost an additional four skill slots.


O.C.C.Skills: Basic Mathematics (+10%)


Language: Japanese or Chinese (98%)


Literacy: Japanese or Chinese (98%)


Computer Operation (+10%)


Athletics


Running
W.P. Two Ancient Weapons of choice


Hand to Hand: four Martial Arts forms or two Exclusive form


O.C.C. Related Skills: Select ten other skills. plus select four additional skills at level three, two at level six, two at levels nine, twelve and fourteen. Plus many martial arts forms give bonus skills that are also part of their training. The same skill gives 10% additional bonuses if taken twice.
Communications: Any


Domestic: Any (+15%)


Electrical: Basic electronics only (+5%)


Espionage: Any (+5%)


Mechanical: basics only


Medical: First aid, paramedic and Holistic Medicine only (+5%)


Military: None


Physical: Any (+15% where applicable)


Pilot: Any


Pilot Related: Any (+5%)


Rouge Skills: Any (+5%)


Science: None


Technical: Any (+5% +5% to literacy, +10% to lore +10% to languages)


Weapon Proficiencies: Any


Wilderness: Any (+5%)


Secondary Skills: The character also gets to select eight secondary skills from the above list that do not benefit from the skill bonuses in parenthesis


Standard Equipment: Martial Arts uniform, a belt, two sets of clothes, a canteen, food rations for fourteen days. A backpack,


A small tent, a bedroll and fifty feet of high tensile (500 lb.) rope.
Personal weapons will be any ancient weapon in which he is proficient and one modern weapon. Body Armor is usually HA-4 or 5 Hiker body armor, the IA-130 Sumo or the HA 6 or 7 Frontiersman, but many who have Body hardening techniques will rely on Mega Damage transformation as their only defense against mega damage attacks. Or 2 lt non restricting of choice
The martial artist will generally walk from place to place disdaining the use of vehicles and horses. Of course within the Empire only Samurai are allowed to own horses and weapons so the martial artist will generally avoid them unless part of a mercenary force.
Money: Dedicated martial artist are generally poor and unskilled in anything other than fighting. Most will take jobs as couriers or bodyguards, some even become enforcers or prize fighters. Even those who have high risk/high paid jobs will tend to spend their money as fast as they get it. Starting money is 3d6x1000 credits plus 2d6x1000 credits in goods that can be sold on the black market.
Cybernetics: None to start and will generally avoid them though individual philosophies on mechanical augmentation might differ from martial artist to martial artist. Partial conversion cyborgs have reduced P.P.E. and use Martial Art Powers at half effectiveness and duration. Full conversion cyborgs cannot use Martial Art Powers.

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