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[Art] [Gear] [Philippines] [Japan] [Retromorph] [O.C.C.] [R.C.C.] [Magic] [Skills] [Psionics]
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Yew will respect my AUTHORITAY Dog Boy!

Welcome to my humble page of Rifts miscellanea. Herein lies my material on Japan and the Philippines,
as well as much generic material for the Rifts realm. I've got O.C.C.'s, R.C.C.'s, Magic, Psionics, Skills,
Artwork, you name it, I'm working on it.
I've cut back on frilly graphics in order for my pages to load faster. Sorry if it comes off a bit bland, I'm
trying to come up with a happy medium.

UPDATES:
Page | 2
Anting-Anting Warrior Updated more background info and powers Feb. 15
Surfing Skill Added Added Feb. 11
House Rules on Skill Retention Added Feb. 2
New Air Spells Added Jan. 24
Rants and Raves on "Too many characters and creatures" Added Jan. 16
Japan Section Added Jan. 9
New Necromancer Spells Added Jan. 4
RetroMorph Background Updated Dec. 29
Brown Rat RetroMorph™ R.C.C. Added Dec. 26

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[Art] [Gear] [Philippines] [Japan] [Retromorph] [O.C.C.] [R.C.C.] [Magic] [Skills] [Psionics]
[Weapons] [Rules] [Links]

Copyright 1986-2000 Trent Happel

Fits within a small pouch. and M. TechMage gadgets and weapons Products Common to all Countries Products of Japan Products of the Philippines Gear and Products common to all countries by Trent Happel Amenity pack: razor.Page | 4 TW. soap. .A. scissors.9 kg). Weight: two pounds (. Cost: 80 credits.B. deordarant or scented oils. Failure to maintain upkeep for more than two days straight results in -1 to P. toothbrush and paste. shampoo. nail clippers.

guiding the fibers between specially coated fingers (alchemist concoction). that these creatures are in a constant state of sedation. antibiotics. breathable and soft. Products of the Pacific Islands by Trent Happel Note: For conversion purposes. arm/leg wrapping strips. leggings.C. grey and white. The fabric is strikingly light. black. they are tightly woven with minute quilting layered techniques. Products of the Philippines Silk mail: Young Kumo spiders are actually raised and penned in some of the towns. shirt sarong and pants silk armor. also dyed drab green. They are fed so well on large insect carcasses and siphoned cattle blood.Page | 5 Basic survival pack: freeze-dried or dried foods (meat and fruit) for three days. The final products include cloaks/zarapes.35 kg). Cost: 100 credits. M. . container of water. no Prowl penalty. Enchantments and charms are also used to keep these beasts under control. 1 gold coin is roughly the equivalent of three credits (multiply all costs by 3 for credit cost outside of Philippines). Warriors have been known to wear Silk Mail underneath their armor. bandages. Tightly wrapped into a pouch that can be attached to the back of a belt or added in a pack. silk mail. small flashlight. needle and thread. gloves. pain reliever.D. spindling it into bobbed threads. The natives have learned to "milk" the spider for it's silk. These then go to a variety of uses. brown. A few are inlaid with gold thread decorative patterns (+800 gold coins). These goods are popular with all levels of society for obvious reasons. tan. wash cloth. one of them. for added protection defending the city. Colors: Naturally shimmering silver. matches. Weight: three pounds (1. In the vast town loom shops. yet has mega-damage durability.: 50 (20 for cloak/zarape) Weight: 1 pound! Unrestricted mobility. flare.

and pants mail. waiting for the beast to go out on the hunt. Cost: Normally costs 3000-4500 gold coins for the labor. wrapping strips). Dragon scale armor: This is fashioned together in much the same ways as regular scale mail. Millenium tree bark scale mail: This form of armor is created from young strips of bark. gloves. These sections are placed on piece by piece and strapped together with silk thong straps.C. Incredible mobility. -5% Prowl penalty. Magic Properties: Contains 3D8 P. It is up to the character to supply the bark for raw materials. leggings. On rare occasions. Magical weapons. There are actually a few savvy. except involving the large scales of dragons. dragon's fire.D. 6000 for hooded cloak/zarape. points which can be drawn upon by any practioner of magic.: 22 Weight: One-third pound! Unrestricted mobility.000 gold coins. . pants.E.000 gold coins. These scales are then painstakingly stiched together (with spider silk threads) in overlapping formation. some shops will have pre-made suits available for 40. torso. Colors: Same as Silk Mail Cost: 4. and sell them off (disguised as human) to merchants. Magic energy attacks. a short sarong and arm/leg wrapping strips.000 Page | 6 gold coins for full "suit" (shirt. no Prowl penalty. sarong. sarong.C. explosives and tecnological energy weapons do full damage.Cost: 15. given freely from the tree. M. This form is considerably cheaper and can be worn under work clothes. It is mystically cured and chiseled in leaf-shaped scales. arms. These are collected by brave souls that stake out the lairs.D. if the customer first checks out with a Psychic or mystic scan.: 110 Weight: 10 pounds. gloves. they will raid the lair for any scarce old underbelly scales that tend to rub off at various scratching rocks. When successful. This is particularly dangerous as a dragon's senses are very acute. and lightning inflict one-third the normal damage. Silk Mail partial suit: This consists of only a sleevless shirt. M. These are fashioned into head. hand.P. Usually takes 3-4 days to create. including demon's fire. intelligent dragons that collect their fallen scales.000 to 55.

D. D-bees. falling to the earth in front of the character in need. Damage: 1D4+1 M.C. any unique differences in physiology. and lightning inflict one-third the normal damage.C. dragon's fire. Millennium tree throwing knives: These are further gifts from the tree. explosives and technological energy weapons do full damage. Aliens.: This common device looks like a small metallic bracelet with a plug jack and small L. Some are known to be sold. They are in the shape of a leaf split in half across the stem. Magic energy attacks. with 2D4 falling around the character. blood type. This is an ideal lifesaver for anyone with a non 100% human biological structure (Retromorphs.D. but consisting of wood.C. Magic Properties: Armor will regenerate 3D6 M.D. is from tearing the knife out of the wound. perfectly balanced for throwing. Normal weapons will do no damage.: 200 Weight: 25 pounds. Products of Japan Med I. Cost: Normally costs 60. The +1 M. Good mobility. labor would only cost 4000-5500 gold coins.D.D. for 75 to 150 gold coins each.D. M. Magical weapons (including Millennium tree items). . screen.They are drilled Page | 7 with enchanted diamond bits. Cost: These are always in the form of gifts from the Millennium tree. The knife itself has a structural M. with a protective cover with a red medical cross engraved. The knife has a 4 inch long handle and 6 inch serrated blade.000 gold coins due to the risk and cost involved in acquiring the materials for this heavily sought-after armor. every 8 hours. If someone actually had the scales required. blood pressure. plus a few scales thrown in for the laborer. (double damage to evil supernatural creatures susceptible to wood). of 25. Mutant humans). A character can purchase one of these with a full medical exam by a specialized physician. and most importantly. A protective hood is made from hatchling dragon's molts.C. so that they may be linked into the main torso and skirt one piece.E.000-75. All of the characters personal statistics and anomalies will be recorded and stored within the Med bracelet. including demon's fire. Arm and leg pieces are made separately and connected to the main piece with thong straps. allergies.D. This includes. -8% Prowl penalty.C.

Cost: 3000 credits.D. These are ideal to leave in any open doorway. cholesterol. When in for medical care. 40. They must also brave the lairs of the Kumo to collect discarded webbing. Cost: 250 credits. A series of Crickets can be placed at each perimeter.: 40 Weight: 1 pound! Unrestricted mobility. Comes with program remote (4 inch x 2 inch x 1/8 inch) or program module for cybernetic units. (10 credits for battery. shimmering black. As an added bonus. Made of a lightweight tungsten alloy.000 credits for a monks robe/garb. This is added to what they collect from the strands caught in the wind. although. Singing Cricket: Giving a nod to the traditionalists. with battery life of 5 years). jade green. Battery life is an amazing 15 years (solar enhanced). the Cricket will give off a continued chirping noise (sampled from actual cricket mating chirps). and can be programmed to alert any intruders from catsized and above. no Prowl penalty. giving an effective bonus of +2 initiative. brown. a new type of miniature electronic sensory device has been made available to the market.C. Cost: Since the silk is very hard to come by and the making takes a great deal of effort and concentration. they have an impressive 50 S. When the sensors have been tripped.C. monks garb is dyed drab green. grey or white. to alert of intruders. not of the same quality of the Filipino weavers. This minute automation has been painstakingly engineered to look as close to the native crickets as possible.This device Page | 8will also monitor bodily functions. tan. alerting of attacker behind. The cricket has motion and infrared (heat emanation) sensors with an effective range of 150 feet (50 m). when hatchling Kumo parasail off from their egg brood. of various patterns and tones.000+ for a kimono. These can also be placed on the person. prices are high. The final products are kimonos and monk robes. black. additional 5 sonnets cost 20 credits.D. Their function is the same as their insect counterparts. warning of dehydration. there are also program modules available with classical sonnets. Silk Mail Kimono: There are a few monks high in the mountains that are also versed in the way of silk spinning. M. that can be outputted via soothing chirps. 30. or dragon red with inlaid gold animal or kanji motifs. fatigue. +15% to doctor's skill. . based upon the size and proximity of the intruder. blood pressure and other problems. a physician can take this personal data and give a more thorough diagnosis as well as treatment. Kimonos are usually a bright blue. to warn their master of intruders. the Cricket. with one setting off the next when the ranges overlap. Colors: Naturally shimmering silver.

the materials are ready for smelting. are of distinctive design. and machinist with a blending of magic.Page | 9 And of course. 4  Ghost. These alloys are poured into molds or contained in vats for easy access utilizing a form of telekinetic shaping. craftsman. Under such conditions. At such time. much more on the way! Here is the humble beginnings of my collection of TechMage™ weaponry and gadgetry. this occurs quickly. Even the vessels. Growth. These components bond and strengthen into new enchanted alloys. During this brief period. 19 The Creation of TechMage items: The TechMage combines the skills of a smith. Each are constructed of a secret alchemist and TechMage blend of mortar.  Daylight Goggles. even for the unearthly meteorite metals. forming the separate segments. and Slayer Dagger added Dec. that are a part of the creation of such wonderous enchanted items. From here the smithing process ensues. Such substances are needed to contain the mystical fires used to fuse magic and metal. The initial portion of this process. stone and enchanted metal. adorned with wards and are pieced together to form the final invention. These segments are refined. . starts with specialized kilns or forges. the TechMage casts the key spells required for the item. Flame of Life and Melt Metal. QuickDraw and Faithful daggers added Dec. fascilitating the necessary requirements for the TechMage's wizardry. Everburning coals are used in the hearth further augmented by spells such as Fuel Flame. Everburning Coals. Such flames radiate white hot.

These weapons are very devestating.P. These carved face plates were used to confuse or startle others. or 6 I. 2 rubys worth no less than 1000 credits. Cost: 55. P. or I. Physical Requirement: Claw or tooth of an Oni. enchanted versions have been created.P. Effective Horror factor of 15. Weight: 21 pounds (9.S. Even without ammo.P. bestowing wonderous gifts Fear: This mask will appear as a disfigured red-faced oni with it's mouth wide open bearing gnarled fangs. delivering incredible damage via mini-grenade shells with various properties.P. placement of the rubys into the eye sockets. Spells Required: Horrific Illusion. When activated. assassination and surveillance. a strength of 20 is required.Page | 10 NINJA ONI MASKS The ninja are well-known for their use of gadgetry to enhance their trade of thievery. With the coming of the TechMage.D. Propulsion is provided by the P. This weapon can only be used with both hands.E.E. To Recharge: 4 P. is that of the Oni masks. or else the user suffers a -3 to strike penalty. this weapon is able to fire mystical energy blasts. . Multi-clip TM (Tech-Mage™) Shotgun Cannon The Philippine TechMages™ have also created multi-clip cannon weapons similar to pre-rifts 'street cleaners'.C. into the weapon will fuel it for 5 Magical energy blasts doing 2D10 M. Due to the weight and the force generated by each shot.E. since the gun supplies the propellant.46 kg) Damage: Based upon type of shells used. it will enhance the illusion that the wearer appears as a grotesque. giving the ninja that extra second they needed to perform an act or flee from sight. each. Fear.P.S. Each gun has up to 5 cylindical clips holding up to 30 rounds each. to a blast area of 12 feet (3. Rate of Fire: One aimed. Releasing 10 P. fearsome demon. as well. Actually any type of shell that is of a grenade type size and shape can be used with this weapon. They handle normal rounds. An ancient art that has resurfaced once more.6m).E.D. wild if sprayed into an area). grind the claw/tooth to mix with the paint dyes and then enchant. a normal grenade does 2D6 M. as well as specially designed TM shells and enchanted ammo.P. slab of fine wood with no flaws. energy fed into the weapon itself. Duration of Charge: 6 melees. Time to create: One full day (24 hour period) to carve the mask. four fired in rapid succession (burst if all at same target. Total Cost: More masks on the way.

C of 60 (any damage beyond 35% will render top flight speed to 50%. This item actually looks like and functions as a real pair of wings. Physical Requirement: Melding of spells during casting of gun component pieces (composed of specialized alloys). Roc or other supernatural winged creature. forming a tight magical bond between the wings and user. Cost: 100.000 credits). and Energy Field. Speed: Maximum of 75 mph.E.000 credits).S. Total Cost: 65.Effective Page Range: | 11 1200 feet (365 m) Payload: 30 rounds per clip. These legs extend up to 15 feet (4.D. The enchanted feathers are transformed into M. Special abilities: Wings have an effective M. A swipe of the wing will also inflict 2D6 M. Duration of Charge: 50 propulsions of ammo. with the durability of dragon scales and the offense of a porcupine.D. any damage beyond 60% will result in loss of flight).P. 15 seconds.P.E. To Recharge: Cast Energy Bolt (5 P. Spells Required: Energy Bolt.3 kg) can be held aloft (maximum extra weight of 300 pounds will slow maximum speed to 40mph. Carriers weight plus up to 300 pounds (136. (ten such attacks will require a Heal Wound spell to replace the feathers in order to fly). Gryphon Wings: A set of mechanized wings spanning 12 feet in length. however).C.E. Normal grenades cost 100 gold apiece or 900 for 10. to manually reload the grenade launcher. Time to create: 2D4 days.) or 18 I. Heal Wounds. Energy Bolt. Time to create: 2D6 days.P. Thunder Clap.E.D.S.P. They are incredibly light and fold up and flatten unbelievably effeciently. A small harness wraps around the chest and shoulders. They are very popular with the mountain denizens of Japan and the Philippines.. Spells Required: Fly as the Eagle.D. Kumo Appendages: A universal rotating waist harness is attached to six telescoping relective black appendages. P.5 m) long each and can elevate the character up to 7 feet . replace feathers and heal 3D8 M.P.C. 10 feathers from a Gryphon. Physical Requirement: Wing mechanism composed of meteorite alloys. Wind Rush. Wind Rush. showing only a slight bulge of the back when covered. Cost: 135. Total Cost: 55. These wings allow flight like an eagle. Duration of Charge: 20 minutes (80 melees). 1 diamond worth no less than 600 gold.C. are razor sharp and can also be flung at an opponent inflicting 2D6 M. Each counts as one attack. P.) or 8 I.P. Multi-clip TM (Tech-Mage™) Shotgun Cannon Types of TM and Enchanted Ammo: Coming very soon. To Recharge: Cast Energy Field spell (10 P.000 gold (195.D. Casting a Heal Wounds spell will patch any holes. up to 5 clips.000 gold (165. Reloading the Launcher: Requires one full melee.

P. An added bonus is that they will also keep vampires in front of the user at bay (a smart person could wear a pair on the back of his head and have full coverage).S. Cost: 100.P.E. each doing 1D6 M. 1 black opal worth no less than 400 gold. it will not burn. Physical Requirement: Small ruby worth no less than 200 credits. but any type of goggles can be used. Climb. Duration of Charge: 20 minutes (80 melees).5 kg).P. Latern Light (1).E. 6 P. embedded into a piece of specially treated wood.S. Total Cost: . To Recharge: 2 P. or 6 I. Even in the absence of any other light source.D. These are commonly used in mass quantities in the special forges created by TechMages. If one of these attacks should break the skin. capable of supporting up to 1000 pounds (454. then the victim must save versus poison or suffer the effects of the Paralysis: Lesser spell. Cost: 30 per coal. Fuel Flame (6). they are very durable and strong. Spells Required: Ignite Fire (5). glowing faintly as if half-spent. If held. Although thin. or 4 I. for fire Time to create: 1D4 hours.E.000 gold (105. Duration of Charge: 1 hour for warmth. Even if only two legs are left. Climb at 98% and can even walk upside down at speed 0f 20. Physical Requirement: Pair of goggles outfitted with silver rims.P. or 10 I. they can still be used as a form of stilt-like locomotion at a speed of 15. but will keep one person warm in temperatures as low as 10 degrees.D.P. Total Cost: Ever Burning Coals: Looks to be a simple piece of coal. for warmth. Paralysis: Lesser.(2.6 m) long and conform along the torso of the character. Duration of Charge: 10 minutes (40 melees). Prowl at 80%. Levitation and Magic Net. P. they can collapse to only 2 feet (.D. These legs can also cast Magic Net. claw of a Kumo.000 credits). two small diamonds (placed on each side of rims) worth no less than 200 credits each. Special abilities: Effective speed of 45. but are also useful items for travellers and even ninja when on nightly assignments. Total Cost: 35.P. Time to create: 3D4 hours. M.E. Spells Required: Globe of Daylight (2). Spells Required: Energy Bolt.P. 10 minutes (40 melees) for fire (SPECIAL: TechMages are able to increase the fire to 10 minutes per level of experience) . Pumping more PPE into it will be able to start a fire. Daylight Goggles: These goggles were designed to illuminate a travelers way in the midst of night.E. Cost: 50.C.) or 13 I. Allowed to make two extra attacks per melee with the forelegs.C. Destroying two legs will drop the speed down by a factor of 10. When not in use. P.S. Time to create: 2D4 days.1Page m) off| the 12 ground.E.S. which is then burnt in a mystically created fire until it forms into a lump of charcoal.E.P.P. To Recharge: Cast Magic Net spell (7 P. Commonly made from old-style welders goggles. P.P.P. Physical Requirement: Appendages composed of meteorite alloys. Globe of Silence. but at a cost of two attacks. To Recharge: 3 P.: Each leg has 20 M. these spectacles will light up the area as if it were day (180 degrees).

E. resulting in -1 to initiative.P. Spells Required for creation: Armor of Ithan (10 P. Total Cost to Create: 3000 gold (9000 credits) per die of damage (maximum of the S.E.. This the only enchantment that can be performed along with any of those listed below (only one enchantment allowed per item otherwise). To Recharge: 10 P.D. except only 1/2 spell's damge to Vampires and Necromancers. Physical Requirement: 1 diamond worth no less than 1500 credits (500 gold). Spells Required: Lifeblast (15).E.P. This takes the form of applied magics to items or possessions.S. Creation Cost: 55 plus that required by the spell casting.D. Recharge Requirements: 10 P. as well as the melding of magic during the smithing or creation of items. P.E) and Melt Metal (50 P.P.P. Recharge Requirements: Armor of Ithan (10 P. 2 pounds of silver.! The entire item will become nearly unbreakable. Salt Shard (New).000 credits) per die of damage Slayer: This weapon is greatly treasured in regions infested with the undead.P. . automatically taken by the dagger (standard save if unwilling). Spells Required for creation: Invisibility: Superior (20 P. parry and dodge for 2D4 melees. and never tarnishes. or 18 I. Superhuman Strength (10 P.S. diamond worth no less than 500 gold (1500 credits).P. The blade is slightly curved and composed of silver.C. The S. strike.).E. weapon into mystical mega-damage equivalent. hence it is also a very popular item for the TechMage. Many items. or 18 I. the victim will suffer a sharp pain from the enchanted salt. Cost: 72. Duration of Charge: 2D6 hours.Page | 13 Enchanted Daggers and Weapons The TechMage is also very grounded in the old arts of enchanting. equivalent). titanium and meteor ore. Affects are cumalitive up to penalties of -4. P. especially weapons involve the mixing of magic during the smelting and smithing process.P.C. Time to create: 1D4 days.E. Strength: This enchantment will transform any normal S.D.E). Duration of Charge: 3 minutes (12 melees) per level of the user. 1D6+1 M.000 gold (30. Creation Cost: 50 plus that required by the spell casting. If the blade pierces the skin. The dagger.P.E. Below are some common themes for enchanted daggers (the majority of which are of bolo and kris styles).C.). A large diamond serves as a pommel. P. It's strength is nearly as strong as the Lifeblast spell itself.D. 15 P. (or S.E.P.S.).P. Damage: Same affect as LifeBlast spell. can choose) to all other creatures.P. 1D4x10 damage to Manananggal.P.D.).E. Unsheathing the knife will show that the blade is invisible. eternally sharp. Invulnerability (25 P.P.P.D. with salt crystals encrusted along the blade's edge. Physical Requirements: Silver. This gives an advantage of +1 to strike and a penalty of -2 to parry and dodge to the opponent. Wards are also placed along these items. or 18 I.E. damage inflicted by the weapon now becomes M.P. Time to Create: 1D4 days.P. bit of a dragon's tooth or nail. connected to a long hilt. Total Cost: Ghost: Casual observance of this weapon while in its scabbard will give the appearnace of a normal dagger.E) and Melt Metal (50 P. in its many forms.E. Average Price Sold for: 10. The hilt is short and can be easily concealed within the palm of the user. is a very popular item of the Philippines.

Fly as the Eagle (25 P.6 m) in length. If its path to its master is blocked. meteor ore. Average Price Sold for: 4000 gold (12.E.). Spells Required for creation: Beanstalk (8 P. Physical Requirements: Silver.). automatically taken by the dagger (standard save if unwilling).E. Recharge Requirements: Boomerang (3 P.E. or 10 I.000 credits) Faithful dagger: Whenever the dagger is forced from its master's grasp or is flung at an opponent.P.E.E. Time to Create: 1 day. This gives a bonus of +4 to iniative and +1 to parry (with the dagger or sheath) for the initial round.E. Time to Create: 1 day. it will attempt to free itself with a strength equivalent of 25. Physical Requirements: Silver. This happens so quickly that no action is taken for this to occur. Creation Cost: 35 plus that required by the spell casting.E.E. P. automatically taken by the dagger (standard save if unwilling). The hilt can grow even further. meteor ore.P. it will take flight to return back to the character's hand.S.E. P. Total Cost to Create: 3000 gold (9000 credits). Recharge Requirements: Beanstalk (8 P.S. it will attempt to go around to find a path back to its owner. or 18 I. and can be used as a climbing tool capable of supporting up to 500 pounds (225 kg). Spells Required for creation: Quickdraw (2 P. quicksilver.).E. Time to Create: 1 day.P. Creation Cost: 45 plus that required by the spell casting. The range is limited to 300 feet.P. for farther reach in battle. automatically taken by the dagger (standard save if unwilling). meteor ore. meteor ore. up to 25 feet (7.000 credits) Growth: The hilt of such a dagger can grow in length. Average Price Sold for: 5000 gold (15. Recharge Requirements: Quickdraw (2 P.P.E) and Melt Metal (50 P.P.E. Physical Requirements: Silver. Duration of Charge: One day (24 hour period). anything beyond this distance will cause the dagger to drop to the ground.P.E. the dagger and sheath will flash into the owner's hands. Duration of Charge: One day (24 hour period). Total Cost to Create: 2000 gold (6000 credits).P. Average Price Sold for: 3500 gold (10.P. P. Duration of Charge: One week. Total Cost to Create: 2100 gold (6300 credits).P.). 8 P.P. 10 P. Duration of Charge: One day (24 hour period). Time to Create: 1 day.) and Melt Metal (50 P.S.P. Creation Cost: 55 plus that required by the spell casting.E. Total Cost to Create: 1500 gold (4500 credits).E. or 18 I. Spells Required for creation: Boomerang (3 P.P. diamond worth no less than 500 gold (1500 credits).).automatically Page | 14taken by the dagger (standard save if unwilling). Physical Requirements: Silver. plant growth mixture.P.P. diamond worth no less than 500 gold (1500 credits).P. transforming it into a spear or even a pike. quartz worth no less than 100 gold (300 credits).000 credits) . Popular amongst rogues and thieves. Tigers eye worth no less than 300 gold (900 credits).P. If lodged into an object or held. Average Price Sold for: 6000 gold (18.P.).P.). mercury. 10 P.500 credits) Quickdraw: Upon mental command.E) and Melt Metal (50 P.

P.E.) and Melt Metal (50 P.). Average Price Sold for: 6000 gold (18.P.P. automatically taken by the dagger (standard save if unwilling). the blade will light up. Duration of Charge: One week. flask of holy water.). Warning comes in the form of rattling in its sheath or giving off a warm tingling sensation. Spells Required for creation: Sense Evil (2 P. titanium and meteor ore. Placing the knife in its sheath will cloak its glow completely.E.E. The blade will always glow silver.E. titanium and meteor ore.E.S.). the rattling becomes more rapid.E.) and Melt Metal (50 P. Upon a keyword activation. 9 P. or 8 I. that will take three times as long to heal due to its special properties. These bonuses will only apply to the initial melee when the attack occurs.E.). flask of holy water.D.P. Spells Required for creation: Globe of Daylight (2 P.E.P. Time to Create: 1. diamond worth no less than 300 gold (900 credits). Total Cost to Create: 3500 gold (10500 credits).P. giving the same advantages. Total Cost to Create: 2000 gold (6000 credits).E.5 days.P. Locate (30 P. Duration of Charge: One week. A variant of this enchantment will have the ruby pommel glow instead. leg or arm bone from a demon.P.P.S. Total Cost to Create: 2500 gold (7500 credits). or 15 I.E.E. The handle is wrapped with woven Kumo silk threads and ends in a 1 foot tassel at the pommel. P.P.). The brighter. P. By concentrating with the blade in hand. +2 dodge and can never be surprised by a sneak attack from behind. yellow. This light is a form of true daylight.P.E. the dagger will point in the general direction of the presence. Attacks on Vampires will inflict 3D6 M. Kumo silk and leg hairs.P.P. Commune with Spirits (25 P. Physical Requirements: Silver. The blade will rattle in the scabbard whenever within the presence of evil.E.EvilPage Awareness: | 15 This weapon is distinct in that it will always have a highly ornate bone handle with a large ruby pommel.5 days. the user will gain the following benefits: +4 initiative.) and Melt Metal (50 P. 5 P.E.P.P. Average Price Sold for: 4000 gold (12.P. +2 parry. Average Price Sold for: 4000 gold (12.). the closer the evil is.000 credits) Dagger of Light: This enchantment is a deviant form of the spell. Time to Create: 1.E. Creation Cost: 55 plus that required by the spell casting.P. automatically taken by the dagger (standard save if unwilling). As the evil encroaches.E.).P.E. Mystic Alarm (5 P.P. Creation Cost: 45 plus that required by the spell casting.).E.P. white or orange. Blue Flame (30 P.).P. Creation Cost: 45 plus that required by the spell casting. Recharge Requirements: Globe of Daylight (2 P. automatically taken by the dagger (standard save if unwilling). Spells Required for creation: Sense Evil (2 P. titanium and meteor ore. or 8 I. Recharge Requirements: Mystic Alarm (5 P.000 credits) . allude to the general number and the intensity. P. ruby worth no less than 400 gold (1200 credits). Physical Requirements: Silver. 5 P.).S.E. Globe of Daylight. illuminating up to a 15 foot area. Duration of Charge: One week. Time to Create: 1 day. Physical Requirements: Silver.P. During the first round of any encounter. Recharge Requirements: Sense Evil (2 P.000 credits) Watchdog: The blade is enchanted similar to the Psionic sensitive power and is extremely sought after.

much has changed. unfortunately.. characters and more along the way. despite the overwhelming oppression. the use of which. The islands are brimming with activity. Their monetary system became based upon the tangible. Then the great cataclysm came. Respecting their saviors. again. These were the ways that saved them from the devastation. Just my opinion (funny what you can get away with on your own page). look to the title (hint: Rifts). but should make for some fun role-playing. and even witchcraft (although a deviant form of Techno-wizards. shaman. the addition of the Philippines to the realm of Rifts.. customs. Amidst all of this. Over half of the lush islands became watery graves. has long since been forgotten.) The Philippines Foreword: I've read many posts from gamers stating that Japan (and other excluded isles) are way too isolated and do not fit into the gaming style too well. how to get to these far away isles? Well. . Ley line storms are common and dimensional immigrants pour forth daily. in a cosmic blink of an eye. Yes. is an unknown concept. were a vital waystation for the numerous monstrous trade vessels. as used in the other parts of the world. Since then. while all others perished. A diverse culture. What was the basis of Rifts from the start? It was a blending of multiple genres of gaming across the globe. they have embraced the ways of old. stamped gold coins. So. once a proud island nation consisting of over 7000 isles. I find this a bit hard to swallow. giving them hope.Page | 16 (Here's my little intro to my Worldbook. I'll be adding more information. So. Thriving cities were involved in worldwide exports. The small number to survive that fateful time were those protected by the spirits. etc. Magic and other powers govern the land. And then there's the complaint of the technology. yet still recognizing some of their tradition. The spirits are with them once again. making them strong. The Coalition States have never touched these lands. language. The concept of a Credit. this can be quite a hurdle. taking approximately 98% of the population away. The islands as a whole. mystic warriors. man has retained a small foothold. without further ado. the Tech-Mage™ have begun to take rise in the larger cities). The Philippines. most of it is unearthly. stories. the presence of electronics found only in the form the few scattered scraps of remnant pre-rifts artifacts. bound for further lands. blessed with the powers of old. not mixing well. gems and the barter system. fluent in the current trends.

C. The Duwende. ever watchful for the many horrors of the sea. dragons. Horune and Wako pirate raiders are counted among these. but there have been a few Chinese. clothing and cloaks. The sea is even more dangerous than the jungles. fairy gnomes. and that is the one young millennium tree on the northern island of Nuevo Manila. They usually consist of no more than 1000 people and are few and far between. save a handful of spirit seers and rifted immigrants. including the belief in large families. These are the homes of evil spirits. vampire deviants from ages past. Creatures such as the Manananggal.000 strong! The tree is kind and generous. as well as enchanted trees. with an occasional d-bee or other islander race. native and foreign demons. There is one ray of hope within this realm. These areas of human development are usually the safest areas. spirits. Filipino weavers take strips of bark and transform them into M. The TechMage™ tend to stay within larger villages. There have also been sightings of the dead walking during the twilight hours.D. The leaves heal the sick and wounded. there is protection from the ever-massing demon hordes. The Filipinos have yet to encounter the CS. . as few Filipinos stray very far from home. weighing anchor for provisions. Here is where there is the only sizable community over 200. usually on or near ancient Page | 17 holy temples. once again haunt the forests. supplying the locals with the means for survival. Some are human. usually no larger than 100 in size (the filipinos strong family traditions have survived to this day. Each village is guaranteed to have at least one type of Baylan (shaman) and always a large number of warriors and mystics. The people have come to refer to the tree as Anito. which includes slaves. For the most part. take the form of small towns or villages. fey folk. Littered across the isles are much smaller family units. Mainly these have been of Japanese mystics. more and more sightings have been made of strange-looking humans rifting to the islands. if you can call it that. Branches are formed into enchanted escrima/arnis fighting sticks. In all. a few are mixed. Most Filipinos. Here you will find a large portion of native Filipino classes. Here. others comprised of d-bees. oni. awakened by freak ley line activities. A good portion have not even been explored since the cataclysm. guarded against the hordes of supernatural creatures. never staying long (if at all) in any settlement. 6-7 children per couple is not uncommon). Retromorphs™. a name given to heavenly spirits. the islands are dominated by d-bees. with scattered outposts of human civilizations. Indonesian and even a few reports of white men transversing among the mainland (Australian and Russian). There are even stories of a foreign dark-skinned spirit shaman with kinked hair that dwells at the peak of Mount Pinatro. As of late. Many of the islands are devoid of human life altogether. The greater portion of the islands are overgrown with vast jungles. Here there is protection from the overwhelming vile creatures that haunt the islands. can be spotted on occasion lurking among the shadows. Fisherman stay to the shore. as materials (and customers) are easier to come by. these foreigners still only represent about 7-8% of the human population dwelling on these islands and tend to be of the adventuring or hermetic sort. completely shutting out the sunlight for up to miles. but dotted with individual dragons and rumored tribes of dwarves. are not even aware of the fate of other countries.Civilization. There are also numerous mountain ranges that are more forgiving.

5% humans (92% of which are Filipino) A little over 1 million total humans across these islands 6% Retromorphs  Lost Islands  Bula  Luzon  Babai Description and map of Nuevo Manila island . leading bands of Gurentai. Their current intentions. Exact breakdown of these numbers between the 2700 or so islands. It has taken this long to secure these six outside islands. Years ago. populated by Page |unknown 18 outcasts and military forces from Japan ('lost' islands on the map). has vaguely sensed there presence. are unknown. So far. close-knit islands to the north. Samurai. oni. Anito has only informed a handful of sage elders.041. has not been calculated as of yet. a number of Gunshi.000 total inhabitants (monsters and demons included). notorious wako pirate captain) The Philippine islands (total) Population Breakdown: Roughly 8. undead and supernatural creatures 31% d-bees 13. Estimates are that 27% of the total population live on the main island of Nuevo Manila. ninja and other specialized forces were dispatched to reclaim these islands. but has no clue as to their motives at this point. 49% demons. before making any hasty decisions. as well as which Daimyo has sent them. to help advise on what the next course of action should be. Tagalog terminology Map of the Philippines updated with ley lines and nexus points.Currently to the Filipino natives. there are 6 distant. The millennium tree. Map of Asia(as mapped out by Kijan Norishi. they have decided to wait and see what develops. Anito.

 Mindoro Page | 19  Bago Hiwa  Samar  Masbate  Panay  Palawan  Cebu  Leyte  Bohol  Negron  Kuwent  Mindanao  Sulu Products and gifts of the Millennium tree and TechMage™ gear Society and Culture Industry and Technology Geography and Climate Coming soon Defenses Foreign relations (with other Philippine islands) Other cities and towns of note The mountain tribes (Dwarves?!) and the lairs of dragons .

C. Barangan. Japanese Pirate O.C. Fire Baylan O.  Water Spells Wako.C.C.C. Diwata Warrior O. Necromancer O.C.C.'s Filipino R.C.C.C. Totem Baylan O.C.C. Anting Talisman Warrior O.C.C.C.C.C.C.C. .C.ThePage haunted mangroves | 20 Faerie isles Rumors of a hidden pre-rifts military base The Japanese encroachment The Sea Demon lairs Walking dead wandering the isles The rediscovered temples and pyramids! O. Black Witch O.'s and R.C.  Fire Spells Matubig Baylan (Water Shaman) O.C. Mandirigma. New Filipino and Japanese Martial Arts Mangaguay.

Makinista.C. Military Sage O. Duwende. still looking for my originals) Engkanto Tagayari.C.C.  Philippine Eagle Retromorph R.Manggagamod/Mananmay. Jikininki. Asian Ghouls Higante.C. Dwarves of the Jungle R. Page | 21  Magical Potions.C.C.C.C.C. a. Filipino Alchemist O. Retromorphs™ All new! If you like TMNT. Inventor Machinist O.a.C. Sea Demons Manananggal. Mamelu Tikbalang. Animism Witch/Shaman O.C. Giant Dragonfly Shojo.C. Tutubi.C.k.C.C.C.: TechMage™ O. Onmyoshi.C. Gurentai.C.C. Diviner & Karma Shaman O.C. Yakuza Assassin O. Conjuror O.C. Candles and concoctions Managtanem.C. Filipino Horsedemon R.C.C.C. you'll like this. Gnome Faerie R. Mammuyon/Managilunod. Hermit Monk O. Korobokuru. Filipino Vampire R.  Brown Rat Retromorph R. Filipino Giants .C. Gunshi.C.C. (somehow my page got corrupted for this one.C.C. Powders.

Kapre. Japan Here is the beginning of my material on Japan to supplement the Rifts Japan book. Shark Monster Lamanlupa Kijo Necro Ticks Bawa Kumo. much more coming soon. Sea Monster Mantahungal Bungisnigis New Weapons New Tattoos New Skills New Spells But wait.C. Demon Spider Shachihoko. . Tree Demons Page | 22 Mikonawa Bakonaua. So far I've written a few O. weapons and have more in the works.C. there's more.C. R.'s.'s. Much.C. some new skills.

Asian Ghouls Kitsune R.C. After more than three years. ashigaru.C.C. Asia as mapped out by an infamous Wako pirate Agamoto Industries.C.C. Gurentai.C. Techno-Wizard Merchant Yakuza O. Tekiya. the cause. An unknown warlord has already successfully deployed troops to the northernmost islands of the Philippines. yakuza. Kumo. due to the overwhelming nimber of supernatural inhabitants. as well as future plans to Australia and possibly North America. My added material for Japan Gunshi.C.C..Page | 23 Japan has once again looked to the Philippines as a stepping stone to other Pacific rim islands.. Traditional Yojinbo. What they found were no actual islanders. they have barely secured the six tiny isles closest to southermost japan. Assassin Yakuza O.C. ronin. and even a few onmyoshi are being led by veteren gunshi to assimilate the Philippine islands under Japanese rule. yojinbo. Military Sage O.C. Demon Spider Jikininki. These mercenaries consisting of ninja. bloodthirsty demons and other horrifying creatures rifted in. Mercenary Bodyguard O. innovators of the Nekkyo burster and others Gadgets of Japan New Japanese Skills . More details to come.

 Ninyo.C. Foot Soldiers  Taoist Alchemist O. Conjuror O.C.  Bakemono.Japanese Weapons Page | 24 Material in the works:  Asian Spells  Wako.'s  Kijo. Japanese Faerie R.C.C. Japanese Mermaid R.C.  Kasha.C.  Japanese Retromorph R. Japanese Vampire (optional R.C.C.  Yosei.C.C.C.  Shinobi. Japanese Goblin R.C.C. Female Demon R. Sea Monster More on the way! .C.C.)  Hisa-Me. Japanese Ogre  Shojo.C.  Ashigaru.C. Sea Demons  Awabi.C.C. Japanese Pirate O. Mystic Ninja O. Sea Demons  Shachihoko.  Onmyoshi.C.

As with the awakenings that were occurring with humans. so too has the animal.C. I'm still not 100% happy with it. The emanations of ley line energies and the introduction of horrific creatures and demons. but also to compete with these new elements. Retromorph™ R. I've taken another stab at the RetroMorph's quick little intro.C. This was a reactionary development not only in order to survive. among other alterations to the ecosystem. DNA triggers in the animal kingdom went berserk. stabilizing more over time. As fate would have it. the results of incredibly mutagenic cells. sending many into an advanced state of evolutionary cycles.Page | 25 Well. Each new generation held new adaptations. by Trent Happel Introduction Just as the human population of this planet has forever changed. engulfed the native creature's habitats. . forcing them to adapt. but it's getting closer. due to the coming of the rifts.

many believe them to be dimensional beings that developed similar to that of humans on Earth. Here many learn trades from their human and d-bee counterparts to supplement their own animal traits. . RetroMorphs share many of the same issues that any other d-bee may suffer. Many towns may have residential areas designated for such deviants (usually slums or extreme outskirts) or in some areas. warning all of the horrors that Bradford and his diabolical scientists bring to their kind. usually family groups for survival. with much intolerance. Some people just do not like the thought of creatures living next door to them. it has become almost a common sight in many parts of most of the major continents. These tendencies may be due to bad treatment while growing up. No one knows of their true numbers. There are a select few who know the truth. For whatever reason. Sure. Major Claval is also a part of RetroMorph nightmares. Over the years. Africa and Asia (especially on the Pacific islands). The word of feral dog boys and other escaped experiments has reached far and wide. sages and some wilderness scouts. Prejudice is still very much a part of many societies. probably due to the fact that many are rogue scholars with sorted secrets of their own. Canada.theyPage had also | 26retained many of their old specialized traits. or even racial stigmas (cats fighting urge to attack rodent. At times. just as mages are in some cities. One area well known and avoided by these creatures is the surrounding territory of Texas. Survival of the fittest was never so true. no particular interest was paid to the RetroMorphs initially. Many are also nomadic. but it does not mean that the still dominant human populations accept him. the global sightings of large congregations began to raise some speculations. Despite all of this. Bradford. tending to more of a solitary existence or dealing with their own prejudices. It is known that they are definitely growing in number the quickest within North America. they are even considered sacred. Given the large number of d-bees now present on Earth. These open-minded folks accept RetroMorphs as equals and may even call them friend. South America and many Asian lands honor these animaloids due to their close bonds with nature. The lands of the North American Southwest. they way they are seen and treated by others is also much like that of d-bees. loss of family or land to humans. loosely translated as "Old Form". From these folks came the name RetroMorph. embodiments of totem spirits. etc. many of these scholars have kept a tight lip on such knowledge.. Others that know of these creature's true nature include Native American shamans. Given the number of other d-bees across the globe that share animalistic and humanoid traits. They are naturals at becoming scouts. England. these traits also put them at odds with others. Africa. In some parts. fighters and also thieves. so why should RetroMorphs seem any different? Of course. a six-foot tall squirrel walking on his hind legs may not turn any heads. fed by stories from their parents. The thought of bloodthirsty savages also crosses the mind. despite the overwhelming multitude of species now present. others fear strange diseases.). they are banned completely. To this end. men of magic. To this day. For some reason.. Many a whelp goes to sleep fearing the boogeyman Dr. seeking out areas of acceptance. Their animalistic nature suits them for the adventurous life and the hardships that ensue. as his reputation has spread far and wide. well past the Pecos Empire. as well as developed new ones. it’s hard to pinpoint with so many similar-looking d-bees and the large number of CS created species. South America. such as those familiar in the ancient art of veterinary sciences. many RetroMorphs stick together in small bands.

that even Bradford himself can state 100% what has spawned from his released experiements (given his superb work in genetics. Genetics must be close. which only make mention of news that he is fully aware of. For now they seem to be safe from their most apparent predator. This keeps many on the move. They also face the persecution common to d-bees. but it still does not mean they are safe. He relies on the reports (mistaken or not) given by Prosek's troops. due to their prior allegience and blind faith in their former CS masters. so many top secret experiements have gone on in the GED. Tolkeen is definitely a safe haven for RetroMorphs. feral dog boys and other escaped experiments that he would rather keep quiet. Scouting parties that do run into any RetroMorphs usually report back of feral dog or d-bee encounters. as Bradford's scientists did not detect anything amiss. . but has not had the time to investigate further. They feel sympathy towards those still in the CS service. Borgs and Robots: They tend to feel uneasy around these artificial contructs and will keep their distance. Should he make time. The RetroMorphs fit this bill. but actively seek to learn more about the mystical arts. CS troops still perform hunt and kill missions for anything they believe to have escaped from their compounds. the CS currently only has a firm grasp on but a small portion of the world. RetroMorphs not only enjoy their company. anything close to nature. Bradford himself seems to be unaware of such creature's existence. This may give them some peace. They lean more towards shamans. such as buzzards.there are a| few Page 27 that brave these heavily-patrolled Coalition quadrants. that which are not human. There are rare individuals. an animal is an animal. Escaped experiments and free-born garner their trust as if they were a part of their own clan. The genius geneticist is starting to have some nagging thoughts in the back of his mind. forming an animal resistance to help save any escaped or feral experiments that they can. especially since he rarely if ever travels outside of his labs. the RetroMorphs have been lucky in that only a scant few have been taken back to the labs for study. druids and elementals. They also do not like the smell of necromancers and shifters. that will partake in the necromancer's company. and usually do not care for their company. The fact that Prosek has insured that his people remain ignorant and complacent has been a saving grace to keeping the knowledge of the RetroMorphs true heritage safe from Bradford and others. To your average CS grunt. searching out lands of acceptance or adventuring to a means for a better life. Truth be known. They still retain a bit of primal fear of fire and stay clear of fire warlocks. Fortunately. cross-breeding is a definite possibility). They keep a close eye on them but will trust them otherwise. but have no regrets in taking down one of these misguided souls. Due to the Coalitions attitude of kill all of which is not human and take no prisoners. not knowing the difference. the RetroMorphs could find their lives in serious peril. Dog boys: Their is a bit of mistrust in feral Dog Boys. the prying knife and probes of the CS labs.  Views on others characters: Men of Magic: In general.

Tail: The length and use of a fifth appendage. Forelimbs/Digits: The type of arms that the character possesses as well as the level of prehensile hands.: does he hunch over and drop to all fours to run. Native Americans and other human "outcasts" tend to have a better chance bonding with RetroMorphs.C. advanced senses. The smell and presence/aura says it all. This is useful in blending in more with the human towns and cities (although may still be classed as a d-bee). The only exception seems to be the Simvan. each Retromorph character (even within the same species) is unique.C. as they are still a varied lot. D-bees: These individals are taken on a case by case basis.Supernatural Page | 28 Creatures: May get along with creatures of good alignments but will tend to be aggressive towards all others. AdaptationsThere is also a wide selection of natural abilities. Diet: The core items that the character consumes for nourishment. seeing them as competitors. Hindlimbs/Digits: The type of legs that the character possesses as well as the level of plantigrade (flat) or prehensile feet. Communication: The type of communication (verbal and non-verbal) the character possesses. still in the midst of evolution. A human must go a long way to garner any form of trust from a RetroMorph.e. These creatures are a bit different than you average R. Note: Actual height is then determined by the level of Erectal. . Erectal: How erect does the character stand. Examples include flight. innate skills and evolutionary modifications. Looks do not mean much to a RetroMorph.C. especially in the facial area. Morphology: The level of humanoid appearance. Those commanding some respect may include some woodland creatures of good alignment (faeries are a mixed bag). Shamans. hunting. Gypsies.C. Humans: A mixed lot. i. the creation of the Racial class is slightly different than your average R. Due to this. most are treated with resentment even before they get to know them.. supernatural attributes. As such. Size/Weight: The height and weight of the character. which are usually treated as if family. Lifespan: The natural life cycle of a character.

C.: Same as in New West  Bounty Hunter O.C.  Healing Shaman O.C.C.C.C.C.: Same as Gypsy Thief in Mystic Russia  Street Rat O.C.C.: Same as in Spirit West but will only attain half the Plant spells at level two (not all).C.  Wild Psionic O.C.C. Character classes to choose from O.C.C.: Same as in New West except will not possess power armor nor any bionics.C.C.  Thief O.C.  Special Projects O.C.  Mage Familiar O.C.C.C.C.C.: Same as in Rifts main book  Mystic NinjaO.C.C.C.C.C.C.: Same as in Rifts main book  Rogue Scholar O.C.: Same as in Rifts main book  Wilderness Scout O.: Same as in Japan but will not possess Ninja Horsemanhip skill  Ronin O.C.C.C. Races to choose from Retromorph O.C.C.C.  Martial Artist O.C.: Same as in Spirit West except no bonuses from totem (they represent their own totem)  Plant Shaman O.  Saddle Tramp O.C.  Scavenger O.C.C.: Same as in New West  Herbalist O.: Same as in Spirit West but will not be able to create a Major Fetish  Bandit O.C.Retromorph Page | 29 R.: Same as in New West  Bandit: Highwayman O.: Same as in Japan  Tribal Warrior O.C.C.'s avalaible to Retromorphs™  Predator/Defender© O.C.C. (no pun intended): Same as in Rifts main book  Vagabond O.C.: Same as in England .C.C.

C.: | 30 Same as in England  Dryad O..  Brown Rat Retromorph™ R. resulting in a (hopefully pleasurable) experience.: Same as in England Some other stuff up my sleeve.C.: Same as in England  Millennium Druid O. The Filipino Eagle. These high perches also allow them perfect vantage points for location of prey. Filidh PageO. as they are still a varied lot. the creation of the Racial class is slightly different than your average R. As such. strong and fierce hunters with elegant plumage. They are also expert navigators with a curiosity that leads them on numerous voyages.C.C.C. They prefer high altitudes that allow them to soar endlessly.C.. allowing them to absorb a quick bit of solar energy. one of the most graceful and beautiful creature of the islands. noting the layout of the land. These creatures are a bit different than you average R.C. still in the midst of evolution. considered to be a spirit of pride.C. or was it my pant leg.C.  Philippine Eagle Retromorph™ R.. riding the thermals effortlessly.C. maybe it was in my other shirt. .C.C..C. each Retromorph character (even within the same species) is unique. strength and beauty by the natives.C.C. as well as serving as unobstructed sunning posts.. They are common forest flyers with phenomenal agility allowing them to manuever within the dense forests to catch prey on the wing. Due to this.C.. These creatures live up to most of these beliefs.  Aardvark Retromorph™ R. another couple hundred Retromorph's from A-Z (whee!) Filipino Eagle Retromorph™ R.C.C. On the way.

D. O. P. Retromorphs are considered Minor psychics.S. Spd 2D6+3 on land and 120 +2D10 while flying (around 100 mph or 160 kmph). makes characteristic shrieks and noises often.C. not necessarily where they are currently adventuring.C. but tend towards Scrupulous Attributes: I. Note: This indicates where the character was born and raised. 3D6+5.A.P. Psionics: Select 4 total powers from the Sensitive (except for Clairvoyance and Astral Projection) and/or Retromorph Psionics sections. Magic: None initially.E.. 2D6+8. thick feather plumage.'s available: Any of the Specialty Retromorph O. They are also opportunists and will not pass up prey such as rats. The eagles will only attempt to mate once every 4-5 years as hatchlings will saty with the parents for at least two years time.P.S.C. Communication: Speech is high-pitched and grutal.C. 3D6 (+10 while flying). Their other senses seem to Page be on par with humans.P.E. Once a victim is spotted. This is followed by a crushing blow to the neck with its menacing beak.P. +1D6 per each additional level of experience.S. Reproduction: They usually lay one to four eggs that will hatch within one months time. but can also include any fair-sized animal. I. M. but are not heavily relied upon.P.C. 2D6+8. 3D6+2.: 30 +2D10 I.Q.B. fish. Their main prey include the various types of monkeys.E. Armor Rating: 7. +1D8 per each additional level of experience. they swoop down with amazing speed for a crushing blow with its fierce talons. 2D6+6. 2D6+4.They rely |on31 this agility along with their incredible eyesight to seek out prey. P. preferring heavy forest regions. 240 when diving (180 mph or 288 kmph) Hit Points: P.C. P.C.C.D. A swift clean kill lies within the attack of this marvelous eagle.: 35 +2D10 S.'s only Habitat: The Filipino Eagle Retromorph is a large raptor. +1D4 per each additional level of experience. canopies and mountain ranges. Alignment: Any. Natural S.D. -20% for others to interpret what the character is saying. S..E.: 12 +2D4 P. other birds and even carrion. . Shrill voice. M. +1D6.C. large lizards. capable of snapping a lesser creatures spine. unless learned from O. native to these islands. Diet: Their diet consists of any type of meat.E. P. P.

Forelimbs/Digits: The arms are still greatly elongated into modified wings. The head and neck feathers are also able to prick up and fan out. Knife. major organ adaptations. light yellow in color and consist of 3 long thin toes and one backwards pointing toe. the entire body is covered in luxurious chestnut colored feathers with white edges and fringes.C.C. Arms are thin and scaled.  Natural Weapons: Proficient in their claws and beak as a natural weapon.D. Hindlimbs/Digits: Has humanoid thick thighs and thin calves covered a dense layer of feathers. yet very flexible. The neck is somewhat long and thick. oxygen absorbtion and retention.7 m).  Track Humans and Animals: 55%.  Land Navigation: 80% (from the air only.  Winged Flight: The character is able to sustain long periods of flight at altitudes of up to 40. The feet are scaly.7 m). normal skill percentage otherwise). streamlined body and bone structure). Natural Abilities:  Wilderness survival: Same as the skill.192 m) and can attain speeds up to 180 mph (due to specialized musculature. creating a wonderous display. The wings are also incredibly strong.C. Flight stamina is also . their unique honeycombed skeletal structure makes them extremely light. Erectal: Fully biped. lung capacity.P.Average Page Life | 32Span: 45 +1D6 years. Tail: 2 feet +1D6 inche long feathers that fan out and act as a rudder while flying and are a major factor in the flying agility. broad chest with a short thin waist. The ear holes are on each side of the head and are hidden beneath the thick plumage.000 feet (12. Each toes also has sickle-like claws capable of 2D6 S. Morphology: The Filipino eagle has a large. Size/Weight: 5 feet +2D6 inches (average of 1. 70 +2D10 pounds (36 to 45 kg). able to lift an additional 200 pounds (90 kg) without penalties.  Hunting Skill. but at 98%. thick beak (capable of 2D6 S.4 m to 9.D.) with nostril slits at the base. Eyes are medium to large with golden brown irises. able to almost completely around and allowing the head to pivot upwards at much greater angles. The head and thighs are inversed with white feathers with brown tips. but with forearms and hands extending from the mid portion. yet is sturdier than average bone in humans.D. The wilderness is the Retromorph's home. yet heavily muscled with thin hands ending in large black sickle-like claws capable of 1D8 S. treat as W. Very thick. Except for the legs. The total wingspan can range from 18 feet to up to 32 feet (5.

D. they are also very Page | 33 flexible and compactible.E. selected. +10 S.C. +1 P.  Humanistic morphology: The face appears much more humanoid with flesh and small pointed ears. longish neck. deltoids.determined via the P. the wings are difficult targets to hit. Body becomes more proportional. This gives them a reltive power of detect poison/toxin (unless odorless and tasteless) at a profiency of 40% +5% per each additional level of experience.  Near human speech: Minor characteristic noises during extreme emotions. As large as these wings are.D.5 m) longer. pelvic region and shins will be .. as well as from the common Retromorph Adaptation list.D.S. giving them a bonus of +4 to initiative. opponents are -4 to stike.4 km).75 kg). Nightvision is even augmented to 1500 feet (457 m). but they will appear more hair-like. A sweaping blow by a wing will do 1D10 S. While in flight. attribute model (page 8 of Rifts).. Will still posses a muted beak with nostril slits. but will count as two attacks. Will speak one Filipino language at 85%  Increase Size: Height is increased by 1.  Sensitive Taste: The sensory buds within the tongue are sensitive to different taste sensations.5 feet (.45 m) and weight by 35 pounds (15. only a slight bulge is noticeable that can be easily mistaken for a heavily muscled back.5 miles away (2. They also allow the eagle to function normally in conditions as high as 120 degrees down to -10 degrees Farenheit. Can also hang by feet and will be able to crudely operate simple tools (like use a hammer or eat with feet).3 m) in diameter.C. They are also able to pick up the slightest movement. except for a thick.  Feathers: The feathers also provide protection from physical harm. Top of head will still be covered in white and golden feathers.  Omnivorous diet: Can digest and extrapulate nutrients from all edible plant and meat products. Powers and Abilities: Select 8 total powers/abilities from the RetroMorph Adaptations list and/or Mutated Adaptation selections (listed below). Also able to carry an additional 100 pounds (45 kg) in flight. Mutated Adaptation Selections: The character will be also be able to select from the following specialized powers/abilities.C. They posses full colorvision and binocularvision for clarity of sight.. Forearma. while an all-out swipe will inflict 3D6 S. These broad wings can also be used offensively. Skills: Skills are based upon the Retromorph O.  Prehensile feet: Easily able to walk along branches and firmly grasp objects up to one foot (. very broad shoulders and massive pectorals. When folded and tucked in under garments.C. as well as providing warmth and coolness (by trapping air pockets within fluffed feathers). Wingspan is at least 5 feet (1. parry and dodge. allowing them to see details up to 1.C.  Highly Acute Sight: The vision of these eagles is incredibly enhanced. +1 to strike. They also convey +3 to roll with punch or fall.

+1D4 per each additional level of experience. Note: This indicates where the character was born and raised. The wings will move back to the shoulder blades as a full set of humanoid arms are formed. Hands have a rough look about them but appear humanoid with dark.'s available: Any of the Specialty Retromorph O.. thick hide.E. each Retromorph character (even within the same species) is unique.C.'s only Habitat: The Aardvark Retromorph is a medium sized burrowing creature. +1 M. Natural S. yet retain their prehensileness along with retractable talons.C.E.A. S.P.C.C.S. P.: 45 +2D10 S.P.. 2D6+2.E.D.B.: 20 +3D6 P. unless learned from O. +2 P. P.E. I. P. long talons that can retract like a cat into short. P. Aardvark Retromorph™ R. +1D6. 10+2D6.D. Retromorphs are considered Minor psychics. native to Africa.P. resulting in a (hopefully pleasurable) experience.C. 4D4.. sharp nails.B. as they are still a varied lot. Spd 2D6+3 Hit Points: P.A.. Alignment: Any.P. M. As such. O.C.C.D.S.Q. M.covered Pagein| bushy 34 patches of golden brown to chestnut feathers.S. +1D6 per each additional level of experience. Magic: None initially.P.C. .C.C.C. The rest of the body will be overlayed with thin. +2D6 years to Average Lifespan. Due to this. +1D8 per each additional level of experience. by Trent Happel These creatures are a bit different than you average R. Armor Rating: 10.C. muted. 3D6. preferring savannas. still in the midst of evolution. hair-like feathers that almost looks like slightly fuzzy flesh. 2D6+2. grasslands and forest regions. Feet appear more apeish in appearance. 2D4... Legs are a bit longer to even out uniformity and are heavily muscled.C.E.C. the creation of the Racial class is slightly different than your average R. P. Psionics: Select 4 total powers from the Sensitive (except for Clairvoyance and Astral Projection) and/or Retromorph Psionics sections. 3D6+2.: 30 +2D10 I. but tend towards Scrupulous Attributes: I.C. not necessarily where they are currently adventuring.

 Highly Acute Smell: Can Track by scent: 68% + 5% per each additional level.. erect and can be folded back to protect while burrowing. Diet: Their main diet consists of ants and termites.5 kg +7D10x. some small mammals and fruit. arched back. Knife. hands are very dexterous.P.P. Hindlimbs/Digits: Has humanoid short. +2 initiative if downwind. parry and dodge during rapid movement.6 m). up to hard clay material. -1 P.  Burrowing: Character can dig up to 6 feet per melee. muscular legs with small feet ending in thick. Fleshy. blunt snout with oval nostrils that can flap close. Will only drop to all fours for top speed. . Forelimbs/Digits: Arms have 95% of the mobility of a human. squat body. treat as W.P. Natural Abilities:  Wilderness survival: Same as the skill. Gruff voice. Communication: Speech is rudimentary and grutal. with thin layer of fine.5 foot (. Neck is short and thick. Very sparse hairs. yellowish grey to brownish grey. Very thick. makes characteristic noises often. Erectal: Tends to crouch. Size/Weight: 5 feet +1D8 inches (if standing fully erect = to 1. Arms are heavily muscled with thick hands and thick claw-like fingernails still capable of 2D6 damage. of 24. but at 98%.45 m) long sticky tongue. -1 to attack. -20% for others to interpret what the character is saying. 150 +7D10 pounds (67. tough skin varying from grey.  Natural Weapon: Proficient in their claws as a natural weapon. Average Life Span: 45 +1D6 years. Morphology: The aardvark has a largish. but will occasionally eat other insects. short hairs. short claws still capable of 2D6 damage. Has little difficulty with finer tasks. Thick. Recognize individual scent (humanoid): 45% +4%. Eyes are smallish and black. Tail: 8 +1D6 inches long. 1. Maximum P. Can use both arms with little difficulty. Largish ears are towards top sides of head.Reproduction: Page | 35 They usually have single births (twins are rare) after an eight month gestation and attempt to mate once every 2-3 years. tapering tail used to push dirt away when digging. The wilderness is the Retromorph's home.45 kg).

+1 P.5 foot long tongue can grasp small objects under 4 pounds and saliva is very sticky.B. due to their highly adaptive nature and practice of stowing away on sea-faring vessels. up to hard clay material.  Tail is semi prehensile. can digest and extrapolate the necessary nutrients from all edible plant and meat products. Thick neck and squat frame.  Advanced Burrowing: Character can dig up to 15 feet per melee. The Brown Rat is one of the most common form of rat. +10 S. Skills: Skills are based upon the Retromorph O. selected. Specialized Page | 36Tongue: 1.C. +1D10 years to Average Lifespan. Skin is thick.S. Skin has light greyish tinge with very light colored bodily hair. can smell them coming a mile away.C. They have traversed to every continent by such means and coupled with their high reproductive rate.C. Brown Rat Retromorph™ R. as well as from the common Retromorph Adaptation list.. able to grasp small objects (cannot fire gun or use weapons) OR character has no tail.5 m) long tongue can crudely manipulate (and snatch up) small objects under 8 pounds (can fire a small pistol with only -3 penalty). extremely long tongue. Saliva is a natural adhesive requiring strength of 17+ to remove. but softer.  Super Tongue: 5 foot (1. head has thin. Eyes are dark. etc.. in dwellings (abandoned or active). items. They can be found in the sewer systems. have maintained a strong foothold across the globe. Can also use tongue as modified whip (same as whip skill). +4 initiative if downwind. minor characteristic noises during extreme emotions. your choice. light brownish grey hair. Mutated Adaptation Selections: The character will be also be able to select from the following specialized abilities. Ears on side of head will be pointed like an Elf.  Super Smell: Can Track by scent: 98%. by scent: 58% +4%.C. on the plains.D. 200 +6D10 pounds. at the garbage dumps. Identify poisons.  Omnivorous diet. +2 P.  Humanistic morphology: Will have a blunt. in thick .C.  Near human speech. Will speak one African language at 85%  Increase height to 6 feet +1D6 inches. pig-like snout. Powers and Abilities: Select 8 total powers/abilities from the RetroMorph Adaptations list and/or Mutated Adaptation selections (listed below). Recognize individual scent (humanoid and plant): 85% +4% per each additional level.

city or wilderness. not necessarily where they are currently adventuring..E.'s for list of O. you are more than likely to find a brown rat.: 18 +2D4 P. dense fur. Habitat: The Brown Rat can be found in almost any clime on any major island.'s available to RetroMorphs.S.P.E.D. Armor Rating: 5.P. but also gets them in a far share of trouble is their sense of overwhelming curiosity. P.C.D. Magic: None initially. 2D6+2. Note: This indicates where the character was born and raised. The rats may attempt to mate every six months! Young will stay with the parents for no more than 5 months before being kicked out of the nest (but may stay within the dens.B.D. 2D6+2.E.C. Normally tend to dwell in or near forests with a sizeable body of water. M. owls and felines.. 2D6+6. poking their noses into everything. Despite their name.P.E.C. necessary attributes given that they still remain a food staple to larger creatures. Natural S. P.: 30 +2D10 S.A.C. these creatures are quite rare and keep hidden due to their close resemblance to the escaped mutant rats of Lone Star.forests or |brush.Q. Spd 3D6+4 Hit Points: P. +1D6. With their further evolved states.C. 3D6+2.S. P. M. nimble hands. P. they are even more of a force to reckon with. I.E.C. It is unknown at this time if these RetroMorphs and the Rat mutants can interbreed. Their agility.C.S.C.C. +1D4 per each additional level of experience. they come in a variety of colors. Another attribute that helps.P. P. thick. Alignment: Any. O. including Retromorph eagles.: 30 +2D10 I.C. Psionics: Select 4 total powers from the Sensitive (except for Clairvoyance and Astral Projection) and/or RetroMorph Psionics sections. Page 37 If anything can survive there. S. 3D6.P.C. and a degree of intelligence supplement these skills. Reproduction: They usually will produce 4-8 young after four months of gestation. In southern parts of North America. The Coalition has yet to notice any difference in the RetroMorph rats and that of their creations due to their prejudice and shoot to kill mentality. +1D6 per each additional level of experience. 3D6+2. as they are very social).'s available: See RetroMorph O. but tend towards Unprincipled Attributes: I. . They are known to survive in almost any clime and are renowned scavengers. +1D8 per each additional level of experience. unless learned from O. 3D6. RetroMorphs are considered Minor psychics.

The wilderness is the Retromorph's home. Eyes are small. Communication: Speech is high-pitched and grutal. Non-rat characters will be -15% to comprehend what the RetroMorph is saying. including carrion. A long scaly. . sensitive whiskers. dexterous. Hands are hairless and may be any color from pink. Ears are rounded and erect. This tail is also semi-prehensile and is used to help with climbing and carrying items (25% to manipulate items and can carry items with diameter larger than 3 inches. Natural Abilities:  Wilderness survival: Same as the skill. thin fingers (and prehensile thumb) with claws capable of 1D6 S. spoiled food.37 m). rotating towards any sound. They love grains. Feet are long with 4 dexterous toes and a prehensile toe towards the side. (used primarily to help with climbing). which they stockpile for winters and lean Page | 38 times. The body is long. thinly-muscled arms covered in very short fur ending in 4 long. white.  Identify Plants and Fruits: (+30%)  Track Humans and Animals: 65%. appear very humanoid. they will devour anything within their grasp. Average Life Span: 30 +1D6 years. but under 25 pounds (11. thin.C. Tail: 3 feet +1D6 inches long (roughly 1 m). Overall. with a thick chest and supple spine. brown or black. round and black. Feet are also hairless and may be any color. brown or black. Given the opportunity.25 kg)). Size/Weight: 4 feet +1D8 inches (average of 1. The neck is thick. Erectal: Nearly fully biped. all covered in short. prehensile naked fingers with soft pads and minute claws. Scaly. you name it. makes characteristic screeches and noises often. Also displays some basic emotions through facial movements and through scent marking. Forelimbs/Digits: Short. Legs and arms are short. but at 98%.5 to 49. yet very agile. insects.  Land Navigation: (+30%).Diet: Their diet consists of almost anything. dense tan brown to jet-black to tawny grey fur. ending in long. Will drop to all fours at times for top speed. Morphology: The Brown rat has good-sized cranium with a long snout. prehensile tail brings up the rear. same as the hands. 90 +2D10 pounds (40. They can be effectively used as a second pair of hands (with only a -15% penalty).D. hairless and may be any color from pink.5 kg). Known to sit on haunches to feed or explore with hands. Hindlimbs/Digits: Legs are much thicker in the thighs and thin out to the calf. white. ending in long twitching.

Reduce this accuracy by -10% every 150 feet (45. Indentify Specific Odors: Can identify certain individuals by their scent alone. erect. hovercycles.). +2 to initiative. Identify Common Scents: Able to identify common and general smells such as other animals. 100 feet (30. allowing for the storage of seeds found on its daily forages. and act as feelers in complete darkness. They are used to gnaw through almost any S. Recognize and Identify Noise: 65% +2% per level of experience.  Natural Weapons: Ever-growing incisors capable of 2D6 S.5 m) per level of experience.  Highly Acute Hearing: Hearing is heightened in these creatures. Preserve Food: (+25%). alien and other unique scents. Page | 39  Prowl: (+35%). These traits rival that of the battle cats of Lone Star. Can even eat fresh carrion without any ill-affects.7 m) of distance. structure with amazing speed. These incisors are quite large and surprisingly sharp. Judge Distance and Location of Noise: 73% +2% per level of experience.3 m) in diameter.C. 25% +2% per level of experience. Can also hang by feet and will be able to operate simple tools (like use a hammer or eat with feet) with only -15% penalty.  Climb: 98% (with help from prehensile hands.  Nightvision: The eyes are extremely sensitive to light. cooking food. acting as added sensors to the rat. With the help from its whiskers. 25 feet (7. sewer and swamp gases. Reduce this accuracy by -15% every 150 feet (45. the character can function without penalties in the dark. . among others. The character must be familiar with the subject and/or posses a personal affect (such as clothing. blood.D. odor trails left by humans or animals. 45% +3% per level of experience. They can rotate towards the noise.7 kg) in each cheek. allowing better triangulation to detect the source and distance away. a trait that has kept them alive in this world of predators. movement in the dark. hair. They can also attempt to detect some poisons. borgs. etc. absorbing all ambient light. Even then.D. The skin surrounding the mouth of these characters is extremely durable and elastic. the RetroMorph only suffers half the penalties. but much lower than that of a DogBoy. Field of vision is roughly 200 degrees.  Omnivorous Diet: Can digest and extrapolate nutrients from all edible plant and meat products.  Cheek Storage: Can store up to one cubic foot of material in each cheek. They can sense changes in the direction of wind. allowing almost perfect vision (color detail is lost at night).C. unless it is completely pitch black (such as magical darkness). Ears are towards the back and top of the head.  Tactile Whiskers: The whiskers at the end of the snout are extremely sensitive. feet and tail. +1 to parry and dodge. etc.  Prehensile Feet: Easily able to walk and even run along branches and firmly grasp objects up to one foot (. to use as a reference). weighing no more than 6 pounds (2.6m) per level of experience. trash. rounded and quite large.  Sensitive Smell: The RetroMorph's sense of smell is much better than that of a human. -20% for all nonanimal sounds (robots. +1 to initiative. they can even run upside down at half speed).7 m) of distance.

 Sensitive Pads: The pads to their finger and toe tips are extremely sensitive to touch. +2 P.C. Head becomes more rounded with a muted muzzle. +1 P.S. Can also hold his/her breath for 10+1D10 minutes.C. Tail will also become 1 foot longer (. Tail shrinks to about half its former length and can actually be retracted into the spinal area with only the appearance of a bony spine to show for it.  Toxic Resitance: The character is resistant to various gas. +2D10 years to Average Lifespan. +3 to save versus toxics. Apply a bonus of Page | 40 +5% to any skills requiring a delicate touch.. but still a bit long. Feet appear more humanoid.3 m).  Humanistic morphology: The face appears much more humanoid with flesh and small elongated ears on side of head. selected. Mutated Adaptation Selections: The character will be also be able to select from the following specialized powers/abilities. Will speak one language at 85%  Increase Size: Height is increased by 1. Powers and Abilities: Select 7 total powers/abilities from the RetroMorph Adaptations list and/or Mutated Adaptation selections (listed below). .D..  Near human speech: Minor characteristic noises during extreme emotions.  Semi-Prehensile Tail:>/B> The tail is also semi-prehensile and is used to help with climbing and carrying items (-25% to manipulate items and can carry items with diameter larger than 3 inches. but still possess long toes that are prehensile. appearing more like a fu-manchu mustache. +10 S. Skills: Skills are based upon the Retromorph O. Body. poisons and toxics.5 feet (.75 kg). arms and legs becomes more proportional. as well as from the common Retromorph Adaptation list.45 m) and weight by 40 pounds (15.C. Whiskers can be pulled together by muscles.B.

PSIONICS .25 kg)) and can support the character's weight plus up to 40 pounds (18 Page | 41 kg). Note: Unless otherwise noted. unless noted otherwise in their individual description. these abilities cannot be selected more than once. stay tuned. Common Retromorph™ Adaptations and Skills by Trent Happel All Retromorphs. This section is undergoing more changes.but under 25 pounds (11. can choose from the following abilities and/or skills.

+1 to save versus poisons. except the Retromorph can sense the supernatural. the character must move on into the shade or it will overheat. With the Retromorph's mutagenic genes.D.Weather Character is able to sense weather patterns (rain. magic creatures. enabling him to take shelter and warn others in time. the character will have absorbed enough energy to fuel it for 12 hours of normal activity or 3 hours of active exertion and is also equal to 3 hours of rest. Same as the Land Navigation skill. They will heal four times faster than an average human and minor cuts will scab over in one melee. They will also be able to sense a ley line and ley nexus. it is able to convert the sun's rays into energy. ABILITIES AND SKILLS Sunning: Almost every animal lays out in the sun at some point of the day to absorb some of the heat. Scarring will never occur with such an individual and the following bonuses are received: +1 P. Sense Magnetic Fields: The Retromorph is able to sense the magnetic fields surrounding the Earth. . After one hour of sunning. Empathy: Another example of the Retromorphs sensory abilities. After one-half hour. AND humans equally well. will be healed. This skill is also enhanced by the memorization of familiar scents. enough heat can be stored to keep the Retromorph warm for an entire 24 hour period. even in temperatures as low at -20 degrees farenheit. 1D4 H. Land Navigation: Character is able to navigate by memorizing the sun's exact position in comparison to their current location.P. This also applies to freak storms caused by ley lines and rifts. disease and infections. For every fifteen minutes (60 melees) of continuous exposure to the full rays of the sun. Sense Presence: This is the same as the Psychic Sensitive power. tastes and sounds. This gives them the equivalent of Land Navigation at 98%. same as the Line Walker abilities.. Same as the Psychic Sensitive power but is 50% more powerful. but at 70% +5% per level of experience. and 2D4 S. absorbing and metabolizing the heat and light.E. After one-half hour. The creatures hair and skin become solar receptors. however.C. Regeneration: The creature's metabolism and recuperative powers are greatly enhanced. tornadoes) up to 3D6 minutes in Page Forecast: | 42 advance. toxins. major injuries will stop bleeding within 4 melees.

S. Advanced Intelligence: The individual's intelligence is above average for his/her species.A. to others of the same species.E. Poison resistance: Many Retromorphs are born with or build up a resistance to poisonous venoms and toxins. Character can take this more than once for different territories. in regards to the clan. as well as the exterior coat.A.E. if rank is lost or after 1/3 of average lifespan length of time. +1D4 I. Toxics such as sewage and oil will not harm. Due to this. With many Retromorphs being completely covered in hair. He/she will also be able to decipher simple calls such as food...A. mosquitoes.A. -1 M.Q. etc.A.A. -2 M.E. +4 to save versus all poisons and toxins. Toxin resistance: The character is immune to Poisons. Note: A character will not be very familiar with any calls outside of his/her territory.. fleas). 17) in regards to the clan. and +1 to all others. within this setting. Alpha or Dominant Leader: (Note: This ability takes takes the place of two (2) powers).Q. nor stick to the fur as easily.. +1 P. The Retromorph is a superb example of his/her species and will exude an aura of leadership and strength. toxins. however. +1 P. to others of the same species. character receives +3 initiative and +2 to parry or dodge during the first attack. +4M. +5 versus natural venoms. if rank is lost. .S. Also add +1 I. fire.. causing them to constantly evolve.A. +1 P. this is a must have. effectively keeping new strains of parasites away as well. Rank is usually not challenged more than once every few months. +2 versus all other poisons/toxins. Also add +1 P. and is rarely fatal. This ability adds +3 M. and toxic chemicals and applies to protecting internal organs. This ability adds +6 M. +2 M.Page | 43 High Rank/Beta: The Retromorph is a high ranking member within his clan/troop. +2 P. Note: This ability can only be taken once. Parasitic Repellent: The character has natural enzymes within the blood stream taste awful to parasites (ticks. and +2 to all others. A clan will follow loyally and without question.E. but will recognize some major similarities (+1 initiative). These enzymes are further affected by the mutagenic factors within the Retromorph. Animal Warnings: Retromorph is familiar with all of the warning cries of the animals within his/her territory. +2 M. He/she will usually be second in command to the Alpha and commands respect from the rest of the clan/troop. (minimum M.

E. All characters not protected by full environmental suits. rarely unnerved. Advanced Endurance: The individual's stamina and endurance is incredible.B. +2D6 Spd. Cleansing Saliva: The tongue exudes cleansing. Note: This ability can only be taken twice. Note: Page | Mental 44 This ability can only be taken twice.Advanced Endurance: This character is like a solid rock. within a twenty foot radius (10 foot if high winds) must roll to save versus poison at -2 every 4 melees. Note: This ability can only be taken four times. Note: This ability can only be taken three times. suffering -1 initiative and -1 parry.A. +1D6 M. Characters of different species (including humans and d-bees) will still be partially affected. Note: This ability can only be taken three times.A. also a lead hunter or messenger.A. Applying the saliva (via the tongue or other applicator) to the body will serve all three of these purposes. A failed roll results in suffering -2 initiative.B. -1 parry and dodge and the Retromorph temporarily receives bonus of +3 M.E. Note: This ability can only be taken twice. Advanced Charisma: The character is a natural charmer and has influence within others . Fear Pheromones: The character exudes a chemical scent that stimulate a part of the brain responsible for primal fear. Mating Pheromones: This is another chemical scent exuded when a character (male or female) causes themselves to go into heat. as well as antibiotic agents within the saliva.S. It's like a shower and bandage all in one! . +1D4 +1 P. +1D6 M. Advanced Attractiveness: A natural beauty and always popular around mating season (and hunting season!). usually a sentry or lead hunter. +1D4 +1 P. Advanced Strength: This character is a naturally fit and has more raw strength than average. Advanced Speed: A born runner. deodorizing. All characters of the opposite sex not protected by full environmental suits. -1 parry and dodge and the Retromorph temporarily receives bonus of +4 M. +1D4 P. within a twenty foot radius (10 foot if high winds) must roll to save versus poison at -2 every 4 melees. A failed roll results in suffering -2 initiative. and +2 P. but affects only characters of the opposite sex.

They can change the color. Note: this ability is only applicable when the character is not wearing anything. but at 85% +5% per each additional level.D. length. Coat pattern: The coat is in a form of patterns and/or colors that breaks up the Retromorphs bodily outline. +2 initiative. the characters coat actually adds a form of protection. +3D10 S.Page | 45 Strengthened Tooth and Nail: These characters have claws and fangs (or other similar defensive or offensive mechanism) composed of denser. +3 to break fall. same as camouflage skill. Same as the skill. pattern. and/or concentration. He/she will be able to eat raw meat..D. Length change (shedding for shorter) and adding insulating layers will take 15 +1D10 minutes. each take -5 minutes per each additional level of experience. Also adds +1D6 damage and +60 S. Ultimate Omnivore: (Special: this ability requires that the character is already an Omnivore). the character is able to break up almost any type of foodstuff and extract 100% of the nutrients from it. Prowl: Same as the skill. hide. +2 roll with punch/fall/impact. Note: Hair length cannot lengthen (or shorten by more than 3 times the normal length. thickness or layers. fabric. due to this. even rotting carrion with no ill effect.). Coat protection: Due to air-filled pockets and dense coverage. but applying only to self. at 85%. bone. etc. Due to special enzymes within the stomach.E. Survival: This applies to new habitats not native to the character (example: a tiger out in the desert). A simple color change will only take 25 +2D10 minutes and pattern changes (added power of camouflage. more tensile material and enamel.C. but at 50% +5% per each additional level. the character is able to alter his/her coat in a variety of ways. (to the claws. Tooth and Nail Regrowth: These characters have claws and fangs (or other similar defensive or offensive mechanism) that will regenerate within 2D10 hours. subliminal will. Can use these mechanisms to attack or parry against normal metal weapons or objects. see above) will take 40 +2D10 minutes. +3 versus all toxins/poisons.C. Coat Alteration: (Note: This ability takes takes the place of two (2) powers) Due to environmental changes. -2 minutes per each additional level. Requires only half the normal amount of food. giving it a excellent camouflage. +1 P. .

cancer and ultimately death. causing penalties of -1 to initiative and -5% to skills that require delicacy and patience (due to scratching of the uncontrollable itching). among other ailments. can cause weakness due to blood loss. Same as the Climbing skill or +20% if skill is already selected. youz hosers. more to come. VULNERABILITIES Albino: Strangely. ticks. infections. Parasites: Due to their constant exposure to the wilderness and thick coats. spread disease.. mites and even high susceptibility of getting worms. This includes fleas. if not controlled. . These pests. this ailment still exists to this day. At the very least annoy the Retromorph incessantly..Page | 46 Climbing Claws: Note: Character must have some form of claws to begin with. The whole body will also be extremely sensitive to Ultra Violet rays (sun) and must be covered at all times. Failing to do so will result in severe sunburn with long term exposure causing complications. Eh. worst case. resulting in pink skin and eyes. Retromorphs are ideal hosts for parasites. as well as a white coat.

Matubig Baylan (Water Shaman) O.C. Gunshi.C. All characters listed below were created solely by myself.C. O.C.C. Techno-Wizard Merchant Yakuza O. Anting.com .C. Mandirigma.C. Assassin Yakuza O.C. Tekiya.C.C. Maapoy Baylan (Fire Shaman) O. model by Palladium. Coming soon: Everything Filipino. among other oddities from my noggin. Gurentai.C. Engkanto Tagayari.C. Traditional Yojinbo.C. Diwata Warrior O. Mage Familiar O.C. Military Sage O.C. what you think at haphaz@hotmail.C. Mercenary Bodyguard O.C. Talisman Warrior O.C. sigue! Aztec and Mayan Priests & Warriors! Japanese mages.C.C.C. aka TechMage O. Let me know.Page | 47 Just started converting some of my Rifts creations to html.C.

weapons only). the fighting prowess of the samurai. Whatever the task. But even these radicals will never pick up a laser rifle or plasma canon. These include ancient weapons such as the bow. He is able to block out overwhelming senses and conditions with incredible willpower. the drive of the demon queller and the spirituality of the Sohei. this price may range from lodging and a meal to a small ransom. Loosely translated. there is always a price.D. they will lend these skills to those in need. the character will attain the following bonuses:  Even in the midst of the most retching warfare or complete chaos. even in the direst of needs. 7. 9. Holding onto their beliefs. this means bodyguard. All other psionics. Another ancient profession that has survived the aftermath of the Asian isles. the fortitude of the Yakuza. Bodyguard Mercenary O. magic. hired hitmen or even personal bodyguards to powerful daimyo or Yakuza warlords. collected. diseases or drugs that affect the mind or senses are only half as effective (reduce penalties and duration by half). He is able to remain calm. +2 to initiative. more than willing to put their body in front of any attack. They combine these talents to achieve the cunning of the ninja. +1 to save versus horror factor at levels 1. .Copyright Trent Happel Page |1986-2000 48 Traditional Yojinbo. katana and other weapons utilized by nobility down to the common man. shuriken. includes pre-rifts hand guns (S. 12 and 15. the Yojinbo exert themselves to achieve peak physical and mental conditioning. +1 to save versus possession at levels 1. For a price. mercenaries.E. these warriors only use weapons that their ancestors held as the true extensions of one's mind and body. These attunements are further extended with the pursuit of martial and weapons mastery. 9. These men and women spend their waking hours honing their physical and mental attributes to the utmost limits. but they do have their honor. Special Training and Mastery 1) Physical and Mental Attunement: From an early age. 11 and 15. the character will be able to focus on any task at hand. To be under the protection of Yojinbo is to put one's mind at ease. Bonuses: +2 to M. +2 to save versus mind control. Depending on their alignment. A yojinbo may be merciless in combat. 6. is that of the Yojinbo. Under contract. they are alert defenders of the utmost caliber. Even the mighty Yakuza are known to have these faithful watchdogs on their payroll.C.C. They may be found as protectors of villages.C. The one exception. 5. What they are is much more. 3. alert and calculating in any condition. by some scrupulous members of this sect. 3. After 10 years and continued daily exercises.

how far he can push until fully exerted to exhaustion. Mind Block. Fatigues at half the normal rate and can hold his breath twice as long as normal. These bonuses apply to no other weapons employed by the character. . +1 to Spd. 4) Master of Weapons: The Yojinbo take weapon training well beyond mere profiency. for a bonus of +5). inflicting full damage from both weapons. in such cases. the character must roll separately for the two attacks (roll for each strike on the targets). Resist Thirst. points above 16 (maximum P.P. While the quickdraw bonus still applies. What's more. damage only). Rigorous daily katas are performed with flawless execution to keep these skills honed. strong. +2 to pull punch. Psychic Purification.  Paired weapons: Due to the intense concentration of mastery in these 3 weapons.. cost) and can select 4 abilities from the following: Bio-Regeneration. The divided attack counts as only one simultaneous melee action against two different targets. +2 to P. however. Also. flawlessly gauging his performance and durability. the bonuses to strike each victim are reduced by half. The body is conditioned like a well-built machine. These skills are the eastern equivalent of the gunslingers found in the New West. This initiative bonus is in addition to any other initiative bonuses gained from skills or magic. He will know the extent of injuries. Resist Hunger. They expect no less than pure mastery and intimacy with their weapons of choice. This allows the character to draw and shoot/throw/attack both weapons simultaneously at the same target.S. and develop it into an art form. knives.. Impervious to Poison/Toxin.D. +2 to save versus poison.P. unerring and unstoppable. the two-weapon simultaneous attack can be divided between different targets visible (within the range of peripheral vision) to the Yojinbo. The character automatically has the power of Psychic Diagnosis (at half the normal I. Presence Sense or Augmented Strength (NEW!). Considered a minor psychic. Bonuses: +2 to P.P. they can also be used as paired weapons. 2) Mystical Martial Arts Powers: Intense physical training includes two powers from the Body Hardening Exercises or Arts of Invisibility. the Yojinbo will gain +1 to initiative for every three P.E. Impervious to Fire. +1 to P. 3) Psionic Powers: The melding of body and mind has helped open and develop minor psychic powers within the character. Resist Fatigue. but counts as only one melee attack! This expertise is not applicable to the bow and arrow.C. The Yojinbo is Page | 49 also able to ascertain every little detail about his anatomy. bow and arrow (short bow only) or even boomerang. Select one more power from one of these two categories at level seven. 3) Select one pre-rifts handgun type (S. 1) Will have the skill of Iajutsu with one type of sword (except for no-dachi). +10% to save versus coma and death. parry and dodge. Impervious to Cold. as well as all other affects on his personal body. toxins and disease. With each of these weapons.S.  Quickdraw: The character will have honed his skills for a specialized quickdraw with three weapon types. of 30. Deaden Pain. +1 to strike.P.. 2) Select one throwing/distance weapon such as shuriken.

P. No penalties are incurred and all bonuses apply to strike. Alignments: Any Attribute Minimum Requirements: M.E. Sharpshooting Specialties: With the two projectile weapons of concentration.S.: M. or dodge and come up shooting with no penalties or bonuses to strike (natural roll to attack).When employing Page | 50 simultaneous attacks with paired weapons. etc.P. can be attempted with no penalties and full bonuses to strike. but strike bonuses are halved. the Yojinbo is capable of phenomenal feats. A natural roll under 14 but above 6. roll. the character cannot parry. The other use of paired weapons can allow the character to engage in simultaneous attack with one weapon and parry with the other.S. attribute plus 1D4x10. Skills: Language: Japanese: 98% Literacy: Japanese Two other Languages of choice (+10%) Senjo-jutsu (+20%) . still hits the main body of the target.E.P. This can include shooting over one's shoulder.  The character can dive. P. When attempting such trick shots.P.  Fired projectiles (arrows. per each additional level of experience. while the second target takes full damage.. Another option is that the character is able to parry two different attackers at the same time.) can be angled to ricochet off one surface to hit another target! The first surface/target suffers only one point of damage.  Shooting while in odd positions. O. but still may be able to dodge (using up one of his attacks) and then counter. even while hanging upside down.  W. plus 1D6 I.C.P.S. all bonuses to strike are halved.P. and P.  Character can use reflective surfaces to aim at otherwise non-visible targets. the Yojinbo is still able to shoot accurately. but must roll a natural 14 or better (no bonuses to strike). backflip. Sharpshooting skill printed within Rifts.C. NOTE: this skill slightly differs from the W. Racial Requirement: None. "Called" shots are also possible.  While riding at full gallop or while in a moving vehicle.E. 5) I. bullets. of 11 or higher..

P. Related Skills: Select 7 other skills. 7. 7.C. of choice Hand to Hand: Martial art or Assassin (if martial arts taken can choose any 1from ninjas or super spies especially Japanese or Pilipino forms) O. skill at levels 3.C.P. All new skills start at level one profiency. Select one new W. and 14. plus select one additional skill at levels 3. 11. and 15. Communications: Any Domestic: Any Electrical: Any Espionage: Any (+10%) Mechanical: Any Medical: Any Military: Any (+5%) Physical: Any (+10% if applicable) Pilot: Any Pilot Related: Any Rogue: Any Science:Any Technical: Any . 10.Detect Ambush Page | 51 (+15%) Intelligence (+10%) Interrogation Techniques Trap/Mine Detection Demon & Monster Lore (+15%) Tracking (+15%) 6 W.

specialized black overcoat (20 M. human. they .C. knife. it can be formed and discontinued at will. d-bee. As this agreed amount of time is paid in full. Unlike the Shifter/animal link. 5 days rations. bandoleer for knives. cooking meals. distinct speech and also the boon of fully manipulative hands.D. preferring to rely on their own highly attuned attributes.Weapon Any PageProficiencies: | 52 Wilderness: Any Secondary Skills: The character also gets to select 4 secondary skills at level one. They serve as sensory and power extensions to one another whenever linked. the familiar may elect to seek tutelage in the mystical arts as a pupil. These can include adventuring for key components for use in spell creation. This link is very similar to that held between the Shifter and normal animals. eight. The third gift is the most wondrous. as capable as any human. For this service. black gloves. and one additional skills at levels four. The familiar will serve his magus as a faithful assistant. is that the familiar also becomes adept with forming this extension with others. the Retromorph is granted mystical endowments necessary in the learning of the arcane arts. These gifts also serve the familiar well in his domestic errands. Following in the ways of old. a form of servitude to act as payment. granting the familiar clear. Standard Equipment: 3 high-quality ancient weapons of choice. One medium and one light suit of armor (Heavy armor will restrict their specialized skills).C. Wilderness outfit. May consider minor enhancements only in times of dire medical need.. among many others. All secondary skills start at the base skill level. will make an average of 1D4x1000 credits per month. and twelve from the previous list. Compact basic survival and first aid kit (rope. pair of mirrored sunglasses. etc).C. Also. magic being one of these major forces. The animal humanoid starts off as a conduit or vessel for his master. supernatural or animal. many a mage will have animal familiars and later on apprentices. this bond is not constant. Money: 5D6X1000 credits total saved.etc. These are additional areas of knowledge that do not get the advantage of the bonuses listed in the parentheses. Characteristics such as these are vital for the finer arts of spell casting and bewitchments. Cybernetics: The Traditional Yojinbo tends to shy away from cybernetic augmentation. none) as previously indicated in the list. This may be a corporate. 3 stylish suits. skills are limited (any. but is not as binding. bandages. If employed. What's more. 3D6x1000 worth of surveillance gear. personal or government position. defending the keep. and that is the power of Familiar Link. performing tasks as seen fit. only. Mage Familiar O. Utility belt with small pouches.). sending important messages. One minor magical or techno-wizardry weapon. The mage and familiar form a special mystical bond that allows for some wondrous abilities. they fill a portion of both of these positions. be they mystic. With the diverse Retromorphs. As creatures shaped by the changes within the land. The first two are physical enchantments.

Base Skill: 45% +4% per each additional level of experience.E. Note: The number of fingers will not change. He will be able to tell if it is near or far.  Sense Rift: The familiar will automatically be able to sense the signature impressions given off by the opening of rifts anywhere within a 25 mile area +5 miles (40 km +8 km) per each additional level of experience.  Link of Servitude: The character gains 8 hit points.P. Range: 50 feet (15. they will not be able to locate the exact location of the mystical emissions (not even if tracking is attempted). During this period. the approximate location (near or far) can be determined as well as whether it is small or large.e.arePage ideal candidates for such teachings.E.  Sense Magic in Use: Any active use of magic within the character's range will be sensed.: if a mystic was hiding behind a large rock.P. until he was in plain sight). not a specific magus character. NOTE: The references to "magus" refers to any high level practitioner of magic. +1 to save versus magic and +2 to save versus possession.2 m) per each level of experience. but they would now be able to perform any task without penalties). An eternal mystical bond between the familiar and the magus is formed. 3) Dexterous Manipulation: By further enchantments. the familiar can follow it to its source and intersection(s) points with a bonus of +10% profiency. (has 20 P. The character will be able to determine the relative power level (weak or strong) and sense whenever it is in use. the hands of the familiar are also transformed into skillful hands capable of performing any task as a human. +1D8 P. Range: 5 miles (8 km) per level of experience. Once the ley line has been discovered. his aura would not be seen.  Sense Personal Magic Energy: A glowing blue aura will be seen around any creature that emanates fair amounts of P. points or more). the character is further mutated to speak as clearly as any human and will be able to speak the same language as his master at 90% profiency.E. each gains from the connection. Mage Familiar Abilities and Powers: 1) Sense Ley Line and Magical Energies: The Retromorph learns to attune his senses towards that of magical energy.. While the exact location of the rift cannot be determined. They are apt pupils that have a nack at certain spell types. tracking until the ley line location is found. Unfortunately.E.: a character with three fingers would still have three fingers. and are | 53 very content in learning whatever is within their grasp. 2) Articulate Human Speech: Through mystical enchantments. seeing.2 km) + 1 mile (1. allowing clear communication up to 2 miles (3. As long as the the familiar is under service of his master. except for an addition of a thumb if needed (i. 4) Familiar Link: The Retromorph is blessed with the gift of linking physically and mentally with animals and humanoids. This .6 km) per each additional level of experience. hearing and even feeling what the other experiences.e. A form of telepathic communication exists between the two.P.  Sense Ley Line: The familiar can decipher the energy signatures given off by ley lines. they are as one. Speech patterns are almost completely devoid of any animalistic mannerisms and are easily coherent enough to allow spell casting that require speech components. Even if the creature is invisible. Range: 1000 feet (305 m) if unobstructed by other obstacles (i. the familiar will still be able to see a visible aura outline. These abilities become an extension of their already acute senses and do not require the expenditure of P.P.

4 m) plus 100 feet (30. and even other people when available.P. Alignments: Any Attribute Minimum Requirements: I. Page | 54 Within this same range. per each additional level of experience. the Mage Familiar becomes a living battery of mystical energy that he can draw upon to create magic.P. All others must save versus magic with a penalty of -2. This link is also unique in that it allows the familiar to leech up to 1D6 P.E. 8) P. The spell level is still dependent on the experience level of the familiar. As stated before. but the target is aware of the Retromorph's presence. As the character reaches experience level Six (6). 7) Magic Bonuses: +3 to save versus Horror Factor. 10. resulting in -1 to initiative. plus those inherent to the Retromorph race and the P. Range: 300 feet (91. attribute. it cannot be performed with others. With each additional level of experience. they can also use each other as a conduit. eight and twelve. A successful roll on the other hand.C.E. sensing all that the other does (this includes all five senses). ALL senses are conveyed. and P. the character will be able to learn Two (2) new spell equal to his own level of experience. .E.P. 6) Learning New Spells: Additional spells may be learned and/or purchased outside the tutelage of the character's master at any time. from the target (within a 24 hour period). Saving Throw: Creatures with an intelligence under 8 and willing subjects will have no saving throw. +1 to spell strength at levels four.E.P.E. NOTE: This form of link with the familiar's master will always be detected and will be reciprocal.C. This linking of the senses can be formed and discontinued with one action. NOTE: Retromorphs still possess a touch of primal fear of fire and will never learn any spells pertaining to fire.E. This process does have it's drawbacks. +1 to save versus possession. seem to be the only race able to receive this mystical tutelage.: A level 4 Mage Familiar can only learn or purchase new spells up to fourth level in power).E. nexus points.E. P. the link evolves as well. strike.e. A failed saving throw roll allows the familiar to sense everything that the intended target does. four. Both of these gifts become natural abilities and require no expenditure of P.P. without the target's knowledge. allows the link. 12 Racial Requirement: Retromorphs with their animal ancestry. Mage Familiar O.form of communication is limited to the familiar and his master only.: 1D4x10+15.E. M. Many shy away from Necromatic magic as well. Add 2D4 P. +1 to save versus magic at levels two. from ley lines.5 m) per level of experience. however (i. The familiar will also be able to draw upon P. The character will lose all of the benefits gained from the prior link except the for telepathic communication. Usually no more than two spells can be learned per level of experience. parry and dodge while the this form of the link is active. hence damage to one results in a mystical backlash to the other in equivalent damage while the link is in place. +1 to M. 11. The character also has an option to make the link one way or two way.Q.: Throughout the training received. eight and twelve. Permanent Base P.E. attribute number equivalent.P. as it requires a trained focus.E. 5) Initial Spell Knowledge: The familiar will know Five (5) spells total from magic spell levels 1-4.  Apprentice Link: As the debt of service has passed and the familiar decides on becoming an apprentice to his master. only one spell may be learned per each additional level of experience. What he gains instead is the ability to form a bond with any animal or humanoid at any time (but still limited to one on one).

O.C. Basic Mechanics or Locksmith only Medical: Animal Husbandry.P. Hand to Hand: Expert can be exchanged at the cost of two "other" skills. but rather skill sets provided by townsfolk or travelers. of choice Hand to Hand: Basic. in exchange for magical services tendered by the master. Related Skills: Select 8 other skills. O. Brewing. Communications: Only Radio: Basic Domestic: Any Electrical: Only Basic Electronics Espionage: Any Mechanical: Automotive Mechanics.C. nine and fifteen.C. Plus select an additional skill at levels three. All new skills start at level one profiency. Speaks the same language as his master: 90% Literacy (+10%) Lore: Demons & Monsters (+5%) Lore: Magic (+10%) Lore: Faerie (+5%) Cook (+10%) Identify Plants and Fruits (+5%) 1 Ancient W.C. PageSkills: | 55 NOTE: A fair portion of these proficiencies are not taught by the magus. These skills are provided to the familiar to provide a well-rounded education to not only better serve his master but to also prepare him for the outside world. First Aid or Holistic Medicine only (+7%) Military: None Physical: Any (+5% if applicable) Pilot: Only simple vehicles (up to normal automobiles) and will never take horsemanship! Pilot Related: Navigation only Rogue: Any except Computer Hacking (+3%) .

there exists a deviant breed of the Techno-Wizard. Technical: Any except Computer Operation. The TechMage is a cross between a traditional enchanter and that of a Techno-Wizard. none) as previously indicated in the list. With the coming of the rifts. 2D4 days rations. The Philippines is such a group of islands starved of the marvels of electronics. 2 ancient weapons of choice. Their magical powers are special in that they can infuse them into objects. the TechMage has adapted. belt with 2D4 small pouches. knife. a form of mechanical convergent evolution has formed. Standard Equipment: 1 minor magic item. Such items do not exist in the Philippines. eight. This is where they differ from the Techno-Wizard. Money: 1D6X1000 credits worth in gems and gold. aka TechMage™ O. who's crafts includes the conversion of machines. the Filipino TechMage. good. Their smithing and machinist skills are more along the lines of a tinkerer.Science: PageAny | 56except Chemistry: Analytical or Mathematics: Advanced. the TechMage. backpack. As with genetics. Computer Programming and Photography. These are additional areas of knowledge that do not get the advantage of the bonuses listed in the parentheses. creating wonderous devices of magic. Also.(+3%) Weapon Proficiencies: Any Wilderness: Any (+5%) Secondary Skills: The character also gets to select Four (4) secondary skills at level one. Items are infused with arcane power via wards. and twelve from the previous list. Cybernetics: None. only. large water skin. Engkanto Tagayari. ancient . Across the countries of this Earth. giving birth to the Engkanto Tagayari.C. Light armor or Partial silk mail. and one additional skill at levels four. They have become so specialized in this respect that their normal spell-casting abilities are quite dimished. skills are limited (any. items such as a sword are smithed and can be enchanted with wards and magical properties. learning more machinist skills. computers and energy weapons. survival knife. there are an ever-evolving number of occupations. In the ways of old. 2 pairs of clothing specially crafted for the RetroMorph's unique build. In the lands where high technology is still to be rediscovered. 50 foot rope. so the TechMage has followed more along the path of enchantment. but no match for the revered Makinistas (who usually help in the creation of their gadgets). wilderness outfit and boots. traveling hooded robe (to conceal animalistic features). Probably add a bit of minor tweaking on this character later.C. electronics and high-tech weapons. All secondary skills start at the base skill level. due to their general dislike and the interference it might have with their magic.

11 and 15. Telekinesis. 8 and 12. etc. Energy Field.E. pistons. . One might say. has become somewaht diminished. "hey. Even early pre-rifts clocks were incredibly intricate and incredibly accurate using "primative" technology. Consequently. 1D4 I. make a hand-cranked mixer?!". and similar technology. Permanent Base P. Special Powers and Abilities 1) Psionics: The TechMage is considered a minor psionic and knows the following: Object Read. +1 to spell strength (the numbers others must save against when you cast a spell) at levels 4. Sense Magic.E.S. +1 to save versus magic at levels 1. 2) I. 6) P. add 2D6 to the base P.P.S. unless otherwise noted. physical manipulation and protection spells. Fire Bolt. Resist Fatigue and a deviant version of Object Knowledge (Psychomotorosmosis) (This form does not seem to work on computers nor electronics). Some portions of borg bodies are are actually not so complicated in terms of technology.: 2D4x10 plus that of the P. As the TechMage is considered a minor psionic. attribute number.E. The areas of interest will lie within energy-based. damage. they can still do some amazing things with gears.P. just in the craftsmanship. Animate Object. 5.P. 8. but blossom with the channeling of P. 4) Learning New Spells: Additional spells and wards of any level not above the character's level of experience can be learned and or purchased at any time. the character must roll 12 or higher to save versus psionics. 11. At higher levels.P. nexus points and bodily vessels.P. will be gained with each additional level of experience.P. They will gain one (1) new spell at levels 3.E.) are halved when not used in enchanting or channeling through an item. All TechMage know the following spells: Globe of Daylight.E. and 15. by the user.rune and actually Page | 57 mixed into the fold during the creation of the item.: Add 4D6 to the character's M.: The TechMage is a living battery of mystic energy that he can draw upon to create his crafts. They tend to be generalists and never concentrate in any specific types of spells or categories. attribute number. Mend Metal. Call Lightning and choice of one (1) other spell. 3.E. All spell effects (duration. 5) Magic Bonuses: +2 to save versus possession and horror factor. they are even capable of binding lesser diwata (spirits) to items. With each additional level of experience. or I. Energy Bolt. These works do radiate dimly of magic on their own. 7. One has to remember. the act of spell-casting as any normal mage.S.P.P. what can he do. 3) Spell Knowledge: The TechMage powers lie within the the melding of objects and magic.E. from ley lines. This mystic is also able to draw upon P.

8. P.E. attributes. O.E. and P. and 15. 6. Related Skills: Select 8 other skills. etc..P.C.S.. Skills: Language: Select one of the Filipino languages: 98% Language: Select one other language of choice: 55% Lore: Magic (+15%) Blacksmithing/Metalworking (+15%) Basic Mechanics (+15%) NOTE: This is similar to Mechanical Engineer but only applies to "simple" machinery.7) Other Page O. Scrupulous. Unprincipled.Q. Basic Weapons Engineer (+10%) NOTE: This is similar to Weapons Engineer. robotics. Aberrant is rare.P.. 11. O. Plus select an additional skill at levels 3. | 58 Bonuses: +1 to the M. and 12. rail guns.E.C.C. atomic weapons. nuclear.C. 9. Alignments: Principled. of 11 or higher.C. All new skills start at level one profiency. but only applies to "simple" weapons.E.P. ie: no energy.. Communications:None . Attribute Minimum Requirements: I. and P. Racial Requirement: None.aka TechMage™ O. +1 to save versus possession. Locksmith (+5%) Field Armorer (+10%) Lore: Alchemy 2 ancient W. Engkanto Tagayari. H2H Expert or H2H Filipino fighting art counts as two skill selections. +1 to save versus magic at levels 1. 4. M.C..C. P. of choice Wilderness Survival (+5%) Hand to Hand: Basic. P.C. ie: no electronics.

Pilot Related: Navigation only Rogue: Any (except Computer Hacking) Science:Chemistry and Mathematics: Basic only. belt with many pouches. Medical: First Aid and Holistic Medicine only Military: None Physical: Any Pilot: Any except Helicopter. One person TM transportation device. and Photography) Weapon Proficiencies: Any Wilderness: Any Secondary Skills: The character also gets to select Four (4) secondary skills at level one. large backpack. Partial plate armor with 2 minor TM properties. Standard Equipment: One high quality enchanted kris (dagger). etc. sandals.. there are no known Filipino cybernetic (or electronic for that matter) facilities. . skills are limited (any. 2D4 days of rations.Domestic: Page |Any 59 Electrical: None Espionage: Any Mechanical: Any (+10%) NOTE: This only applies to "simple" weapons. none) as previously indicated in the list. These are additional areas of knowledge that do not get the advantage of the bonuses listed in the parentheses. ie: no energy. and Tanks/APCs. 1 large water skin. 60 feet of rope. Also. 2 pairs of loose fitting clothing. All secondary skills start at the base skill level. Computer Programming. NOTE: Skills allowed have same dependencies of "simple" technology. hooded cape or cloak. nuclear. All Robot/Power Armor (but see new Golem Armor equvilents). eight. and twelve from the previous list. and two additional skills at levels four. Jet Aircraft and Fighter. case with work-related tools. Money: 4D6X1000 total worth of gold coins. Cybernetics: Not possible. Technical: Any (except Computer Operation. only.

the TechMage is allowed to select from the same spell selection as the Techno-Wizard.Spells allowed: Page | 60 Due to the specialties of their craft and their closer bond to natural components. as well as from the following: Silence (2nd level Air Warlock spell) Air Bubble (3rd level Air Warlock spell) Resist Cold (3rd level Warlock spell) Northern Lights (3rd level Air Warlock spell) Wind Rush (3rd level Air Warlock spell) Ball Lightning (4th level Air Warlock spell) Protection from Lightning (4th level Warlock spell) Electrical Field (6th level Air Warlock spell) Electro-magnetism (6th level Air Warlock spell) Wind Blast (8th level Air Warlock spell) Rust (4th level Earth Warlock spell) Clay to Lead (5th level Earth Warlock spell) Clay or Stone to Iron (6th level Earth Warlock spell) Metal to Clay (7th level Earth Worlack spell) Sculpt and Animate Clay Animals (7th level Earth Warlock spell) Wall of Iron (7th level Earth Warlock spell) Create Golem (8th level Earth Warlock spell) Create Coal (1st level Fire Warlock spell) Heat Object and Boil Water (2nd level Fire Warlock spell) Eternal Flame (6th level Fire Warlock spell) Melt Metal (7th level Fire Warlock spell) .

enhancing them to mega-damage beings! The character can go from a rock solid bodily shell to flowing and rubberlike. This is actual M. The price for the baylan is to serve as wandering shepards of the land. This infusion forms a combination of great power. per hour. Geyser Attack: The baylan can also expel swirling streams of bluish or greenish-silver mystic highpressured water (normal or salty) from their mouth. 3D10+20 M.C.D. possess a symbiotic relationship with the diwata (spirits) governed by that of water. Lasers will also be deflected by the reflective mirror-like sheen. creating a union with the spirit beings. forces which the baylan (spirit shamans) not only understand. Watery shell: Characters will also be able to exude their essence from their bodies. The baylan is the host to the diwata.Water-Seal (2nd level Water Warlock spell) Page | 61 TechMage weapons and gear! Matubig Baylan (Water Shaman) O. +5 minutes per level of experience. Able to withstand the underwater pressures down to one mile. +1D6 damage at levels four.D.C. 2D6 mega-damage.D. causing all damage to be reduced by one-third. for every 10 minutes. Normal water-based attacks do no damage (ex: hail storm) and supernatural or magic water-based attacks do only one-fourth damage. supplied by the diwata hosts and needs to regenerate when the M.D. All of the baylan's powers are derived in one way or another by the diwata of water. eight . All physical attacks will be slowed by the whirling. Cost: 5 P. Regenerates 1D6 M. The Matubig Baylan.C. but can control. These baylan are actually vessels for the diwata (spirits) of water.P. is depleted. They always seem to be at peace and are rarely unnerved.E. These shaman are greatly revered by the people of the islands and our thought to be bringers of good luck to the fishing villages. The elements are primordial forces of nature. but one that is still contained by the balance of nature. The body contains more liquid (some of which supernatural in origin) than the average human and courses rapidly throughout the body. This great amount of fluid also takes on the surrounding temperature. protecting it from the invading creatures that desecrate it. they are fueled by the ethereal creatures coursing through their veins.C. engulfing them in a swirling mass of glowing water-like diwata. churning fluid.C. Matubig Baylan Powers 1) Transformation.C. making the character undetectable by infrared heat-seeking devices or creatures. Their bodies no longer function like that of man.

incredibly hard to detect by normal means. The body must also be covered in wards. At this point. and when a storm will hit (accurate within 3D6 minutes). rate of movement. calling out to a water elemental. .5 m). 3) Speak Elemental.P. Water Adaptations: Swim at 92%. 2) Element sense. +5% at a ley line. +15% at a major volcano or lava bed. but known to the baylan. useful for tracking and sensing. -20% to recognize a specific individual. and silverish. The direction. Range: 300 feet (91. twelve and fifteen. Diwata of water. 65% +3% to recognize a particular species. Range: 60 feet (18 m) +5 feet (1. At experience | 62 level three. 4) Summon Elementals. per blast. rain. the character must give full concentration. etc. The baylan will be able to identify species as well as individuals (as small as a dog) by the fluid signatures. exact depths and composition (whether or not contaminated. Cost: 2 P. but pertaining only to the diwata. The amount of moisture can also be accurately predicted as well as the likelihood of fog. Diwata Sight: This is the equivalent to see the invisible. when visibility is not possible.) can be determined at 50% +4% per level of experience (+5% for supernatural water sources. Able to breathe underwater indefinitely as well as breathe normally on land. The summoning process may only be attempted once every 36 hours. The baylan is fluent in the foreign languages of the water elementals and diwata. Success ratio: 5% +5% per level of experience. six. The baylan must first surround himself in a protective circle of water.andPage twelve. This applies to all type of diwata. 98%. both physically and mentally. Range is 300 feet +75 feet per level of experience. Recognize Individual Fluid Signatures: Each entity has individual fluid composition signatures. however. fueled by 3 drops of his own blood. The body then becomes a homing beacon. through rituals. Recognize Water Source: Water sources ranging from the size of a small bucket of water and larger can be sensed up to 5 miles per level of experience (+5 miles per level for large bodies of water or enchanted pools). freezing cold (slush) or scalding hot in temperature. the character is able to control the blasts in 1D6 increments. Temperature: Bodily and water sources can also be accurately determined at 50% +5% per level of experience. These will be of the lesser variety until the character attains level 10 or higher. to summon water elementals. due to the intensity of the bodily strain. then greater elementals may be attempted. communing with his inner diwata for no less than 3D6 minutes. nine. The baylan is able. will show very brightly in various hues of blue. etc. This fluid can be normal. Note: the character must have already encountered the species or individual in order to remember their fluid signatures. drawn with dye. roaming amidst the islands.E. green. The energy spirits can be seen clearly for what they are. including elementals).5 m) at levels three. snow. showing as faint transparent entities. +10% at a nexus.

The spell level is limited to the experience level of the character. When he then reaches level four. +2 to initiative (due to diwata warnings). journey home my brother". etc.. Matubig Baylan O. from supernatural water sources (supernatural creatures with waterbased attacks.). attribute number.C from the death of the servant elemental and will suffer nausea for 1D6 days (-3 initiative.. For example: An elemental baylan achieving third level.E.C. 6) P.E. Page | 63 the elemental will obey all orders given by the baylan. He must release them from this realm and sent them back home. per level of experience.P. The baylan cannot allow the elemental to fight to the death. If for some reason. strike. +1 to save versus magic. Upon reaching experience level 8. Racial Requirement: Any race of the Philippine islands. parry and dodge).C.E.C.P. of 11 or higher. At first level of experience. +2 M. With each new level of experience. and P.E. Alignments: Any Attribute Minimum Requirements: M. can also choose from any other type of fire related spells in other classes. enchanted pools. +2 P. and only from this area.P. except the undead. with the phrase. including defending the baylan from all bodily harm. a backlash will occur. 7) Other O. a character cannot select a spell whose level is above his own experience level. Can also choose from my new Spells). however..E. the elemental is not sent back and dies while under the service of the baylan.Once summoned.C. As the character is transformed by the diwata. Add 2D4 P.E.E.C. any spell level may be chosen.P. the baylan is able to select two new spells.E.E. +2 to save versus possession. so is he linked to their spirit world. "I release you from my service. 5) Spell Knowledge. . +5 to save versus poisons and toxins (failed roll only results in half damage). as they are granted from the diwata (See Rifts Conversion book for Water Elemental magic.D. Skills: Language: Select one Filipino language: 98% One other Language of choice (+10%) Land Navigation (+10%) Navigates by water sources.: 2D4x10+10 P. If this should happen more than 3 times within the character's life time. +2 P. Bonuses: +2 to save versus horror factor. He will suffer 3D10 M. O. retribution will be had by the diwata. thus. the character can choose 4 spells from his elemental sign. in addition to the P.C.P. Can also draw P. he would be able to select from spell levels one through four. would able to select 2 new spells from any of the first through third level spells.

C. Communications:Any Domestic: Any Electrical: None Espionage: Any Mechanical: None Medical: First Aid and Holistic Medicine only Military: None Physical: Any Pilot: None Pilot Related: None Rogue: Any except Computer Hacking Science:Any except Chemistry: Analytical and Mathematics: Advanced. Technical: Any except Computer Operation.P.(+5%) Weapon Proficiencies: Any . Plus select an additional skill at levels 3. 9. Hand to Hand: Expert can be changed to martial arts at the cost of two "other" skills.SeaPage Navigation | 64 (+20%) Lore: Elemental plane/dimension (+15%) Lore: Demon & Monster (+5%) Lore: Magic (+5%) 2 Ancient W. 6. Related Skills: Select 8 other skills. Computer Programming and Photography. of choice Hand to Hand: Expert. and 15.C. (if martial arts taken can choose any 1from ninjas or super spies especially Japanese or Pilipino forms) O. with at least two chosen from the Wilderness or technical categories. 11. All new skills start at level one profiency.

As they progress. Mandirigma. to interact with their observations. and twelve from the previous list. The Asian rim is quite unique in many facets. monitoring others in combat. Their own emotions become muted. These are additional areas of knowledge that do not get the advantage of the bonuses listed in the parentheses. The Philippines are home to the Mandirigma. Elders also teach in the ways of meditation and inner sight. and senses into one core being is to achieve the Mandirigma gift. Every motion has an equal and opposite reaction. Also.Wilderness: Any (+10%) Page | 65 Secondary Skills: The character also gets to select Four (4) secondary skills at level one. One of which is the melding of physical and mental training. Strengths. learning. The warriors also look within. They no longer see the outward worldly shells. and how best to use them. Money: 2D6X1000 (worth of gold coins) in gems. kinetics are all absorbed and then released in deadly reaction. The character starts to feed off of the Diwata within the opponent. invisible auras and signature trails. A gift that allows them . performing ritual katas. They start by observing. as this would disrupt the bonding with diwata of water. backpack. is also taken to broaden the educational process. and other inner secrets. in the form of martial arts. The diwata that give telltale signs of emotions. eight. These combatants train the mind and body to act as one.C. only. 2 pairs of clothing. Movement and attacks give off energy trails. man or beast. action. emotion. becoming privy to his/her inner mechanisms . Diwata (spirit) warriors.C. psyche. none) as previously indicated in the list. senses heighten. All secondary skills start at the base skill level. Diwata Warrior O. under the tutelage of an elder. Standard Equipment: Partial silk mail. absorbing and reacting to his surroundings. they enter such melees. The Mandirigma strive for attunement with all diwata. reaction. wilderness outfit and boots. A time of travel. 2D4 days rations. and one additional skill at levels four. angles. knife. weaknesses. trails that the Mandirigma memorize and deduce patterns. large water skin. In Japan you have Bishamon and Sohei warrior monks. 2 ancient weapons of choice. skills are limited (any. Nothing escapes this warrior's notice. To transform oneself. China has the ancient order of Shaolin monks. The Mandirigma go through rigorous and intense training of the mind and body for years to gain such enlightenment. thought. Size or strength of an opponent become meaningless to these warriors. but the Diwata within. learning the utmost limits of their capabilities (mentally and physically). Training in many forms of martial arts facilitates other ways to deliver form to their teachings. everything is seen for its spirit. sensing the energy that flows within all creatures and objects. To achieve these feats is no easy task. Cybernetics: None. Combat takes on more of a form of mystical physics and geometry. 50 foot rope.

The character will be able to sense whether the source is far or near.P. Sense Psychic and Magic Energy/Beings: The character is able to sense the storage. This ideally makes them a scholar of sorts. Duration: Automatic and constant.P. growing with each encounter. add an additional 400 feet (120m) +50 feet (15m) per each additional level of experience.S.to see the |world's Page 66 creatures for what they really are. A Mandirigma does not see the Kapre which stands before him. shared only with those seen to be fit. the individual aura of certain beings can also be learned. auras that read like a book. If psionics or magic is in use.S. 30% +5% per each additional level of experience for a distinct individual. Given time. Empathy. conjuration and displacement of diwata energies associated with psionics and magic. These auras will always be remembered once encountered and can be used to track at -20% profiency (no penalty if the being is utilizing psionics or magic). Duration: Automatic and constant. Duration: Automatic and constant. and ridding the islands of tyrannical invaders. Sense Evil and Presence Sense.: None. Base Skill: 55% + 4% per level of experience for general races. 3)Diwata Shell: The Mandirigma can call upon the diwata within his surroundings. but rather the Diwata forces that comprise it. surrounding himself. Range: 300 feet (90m) +20 feet (6m) per each additional level of experience. This is their right of passage. Many wander the islands of the Philippines. manipulation. acquiring wisdom from their adventures. +3 to dodge and the character can never be surprised by a sneak attack from behind. Range: 300 feet (90m) +20 feet (6m) per each additional level of experience. secret to all others. they become acutely aware of their surroundings. These nomads are known throughout the islands and are instantly recognized by their ritualistic scars and markings across their bodies. 2) Diwata Attunement: Natural ability of Sixth Sense. up or down. general numbers and a small or large amount of diwata is involved. Range: 100 feet (30m) +50 feet (15m) per each additional level of experience. +2 to parry. This acts as a form of armor.: None. natural ability. Due to their rigorous training and attunement to diwata forces.: None. Bonuses from this gift are +6 on initiative roll. I. These telltale signs give off a trail that the Mandirigma can easily follow. protecting from all forms of attack . I. seeing the diwata within. In time. providing a mass of swirling spirits. They are shrouded in awe and feared by all that is evil. This power grants the natural abilities of See the Invisible. fighting is but one way of their learning process.S. Special Powers and Abilities 1) Diwata Sight: Due to specialized training received. See Aura. he can even learn to recognize the individualistic signatures that surround these entities. Such teachings are held as sacred. the Mandirigma can sense the very core of any being or object. natural ability. natural ability. I.P. The range doubles if the being is utilizing psionics or magic.

E.D. Range: Weapon/self Duration: 5 minutes per level of experience or until all M.. 9 and 12. Skills: Language: Select one of the Filipino languages: 98% Language: Select two other languages of choice: 55% Land Navigation (+10%) Lore: Demon & Monster (+15%) Lore: Magic (+15%) Lore: Faerie (+15%) W. Attribute Minimum Requirements: M.D. Scrupulous.D. +3D10 S.: 8. of 12 or higher. +3 to save versus possession +1 at experience levels 5. Pagepsionic.E. Mandirigma.S. Alignments: Principled.C. +1D4 P. Duration: 15 minutes per level of experience or until all M.P. O.D. 4)Diwata Weapon: The character can also call upon forces to encircle a weapon or parts of the body. 4)Other O.S. of choice Wilderness Survival (+5%) Dumong (equivalent to Greco-Roman wrestling with a bit of Sumo) .C.D.P. and P.E.C. All forms of attack will inflict 2D6 M..E. Range: Self M.: 45..(magic..C.S.C..C. +1D4 M. P. | 67 physical)..P. Racial Requirement: None.P. This requires one melee to call upon the diwata.S.. +1D6 Spd. Diwata Warrior O. 10 and 15. I. Aberrant is rare.C.C.D. I. bonuses: 10+1D4x10 I. to achieve M. Unprincipled. are depleted.P.P.C. are depleted.C. plus and additional 1D6 at experience levels 5. 6.C. +4 to save versus horror factor +1 at experience levels 3.S. 10 and 15. +1D6 P. damage. +1D6 P. Kris (same as Knife) 2 ancient W. This power can be used up to four times per day (24 hour period).C.: 15.

minus the skill in parallel bars/rings) Fishing Hand to Hand: Select one of the Filipino fighting styles. and Botany Technical: Any (except Computer Operation. O. Archaeology.C. Related Skills: Select six (6) other skills. and two additional skills at levels four. Computer Programming.Prowl (+10%) Page | 68 Striking Katas (equivalent to Boxing except it also involves striking with feet) Kata Forms (equivalent to Gymnastics. Astronomy. and twelve from the previous list. and 15.C. Communications:None Domestic: Any Electrical: None Espionage: Any (+10%) Mechanical: None Medical: First Aid and Holistic Medicine only Military: None Physical: Any (+5% if applicable) Pilot: None Pilot Related: None Rogue: Any (except Computer Hacking) Science:Only Anthropology. and Photography) Weapon Proficiencies: Any Wilderness: Any (+10%) Secondary Skills: The character also gets to select four (4) secondary skills at level one. 6. Plus select an additional skill at levels 3. These are additional areas of . All new skills start at level one profiency. 9. eight. 11.

A Tekiya will be given respect by all castes below the Samurai and are allowed to walk freely amongst the city. All secondary skills start at the base skill level. others are actually of reputable quality. Standard Equipment: One high quality kris (dagger). only. a tekiya has the eyes and ears of the entire city. chances are a Tekiya has two. 60 feet of rope. If a certain item can't be found anywhere else. 1-2 normal kris. Merchant Techno-Wizard Yakuza O. The Tekiya are a varied lot among the Yakuza clans. A customer must be careful of a Tekiya's wares and at the same time not offend him. they have also delved into the realm of techno-wizardry and illusion. complete with all the wares that you are looking for. 2D4 days of rations. techno-wizards. Despite all of these traits. and given rights almost equal to that of the Samurai. Millennium tree leaf or woven clothing armor (NEW!). Many take on adventuring to further stock their shops and to broaden their skills. warriors of the street. none) as previously indicated in the list. they hold a great deal of respect within Japan. The problem lies in the haggling and of the actual quality. skills are limited (any. Many turn to adventuring to quickly achieve both of these goals. Powers of the Tekiya: . The kobun Tekiya and hired Gurentai see to this. They are influential people. hooded cape or cloak. Player characters will be kobun or masterless Tekiya. offering incredible deals too good to be true. mafia of new Japan. backpack. They'll find you before you find them. The Tekiya are always looking for or creating new wares to be sold on the open or underground markets. These peddlers follow the same Yakuza oyabun-kobun organization.C. To further benefit their trade. Some items are hacks. And don't worry. with sword under belt. controlling all markets and shops within their territory. else he might find himself up against the tip of a katana's blade. sandals. holding officials in their back pocket. merchants.C. walking staff. They are cunning men with silver tongues and masters of delusion. Local merchants pay "homage" to the oyabun Tekiya. Tekiya. but it usually takes another Tekiya to tell the difference.knowledge Page | that 69 do not get the advantage of the bonuses listed in the parentheses. as he is the true owner of all businesses within his territory. Con men. Deception and material goods are the driving forces in their lives. Also. Cybernetics: Not possible. letting nothing escape their notice. 2 pairs of loose fitting clothing. as this would interfere with the diwata channeling. 1 large water skin. Money: 4D6X1000 total worth of gold coins. They are clever salesman. yet specializing in the market of merchandise.

etc.E.S. Merchant Techno-Wizard Yakuza O.E. Able to withstand up to 4 other minor tattoos (to be bought. including those which are magical.P.S. Energy Bolt.C.) with no adverse effects.P. Mind Block. Tekiya receive two minor tattoos of any category. 5) P. and fifteen.C..Q. M. Tekiya will possess the following powers: Object Read. eleven and fifteen. Racial Requirement: None.E.E.: 1D4x10 +10 plus the P.. Alignments: Any except Principiled or Scrupulous.E. 6) Magical Tattoos: Like all other Yakuza. +1 on initiative. Spells of interest to a Tekiya will generally lie within the realm of illusion or deception.1) Psionic The Tekiya possess powers similar to a Techno-Wizard.E.C. and I. +2 to save versus horror factor. but merely dabblers concerned with augmenting their trade skills. bonuses: +1 I. Sense Magic. Alter Aura.. Skills: Language: Japanese: 98% Literacy: Japanese (+20%) . Permanent Base P. At the third level of experience. M.C. 4) Magic Bonuses: +2 to save versus possession. attribute. The Tekiya is considered a minor psionic and will receive another 1D4 I. a total of two additional spells can be selected from magic levels 1-4. +1M.C. ten. 7) Other O. The spells known also reflect that which is most beneficial to their trade. +1 to save versus magic at levels four. Permanent Base I..E. the character receives the following spells: Blinding Flash. At level one experience. This includes psionic powers.Q.P. Globe of Daylight. +1P.C. These are not true men of magic like Ley Line Walkers. seven. Telekinesis. per each additional level of experience.S.. and P. and Trance.P. but the character is limited by the general lack of magic knowledge in the area.B.P.: Tekiya are living vessels of mystical and psionic energy. O. the Tekiya are fond of bodily adornment. Attribute Minimum Requirements: I.. Tekiya. Charismatic Aura.A.. Add 2D6 per each additional level of experience. Telemechanics (but at 75% skill profiency instead of the normal 88%). 3) Learning New Spells: Other spells can be purchased or learned. Call Lightning.A. +1D4+1 M. +1 to spell strength at level five. yet specialized to fit their Page | Powers: 70 needs. of 11 or higher.: 4D6 plus the M. attribute. plus one other Sensitive power of choice. 2) Initial Spell Knowledge: The Tekiya suffer the same penalties as the Techno-Wizard.

Related Skills: Select 8 other skills.C.Daisho (same as Samurai) 2 W. with at least one chosen from the Espionage or Rogue categories.P. All new skills start at level one profiency. of choice Hand to Hand: Kendo O. Plus select an additional skill at levels 3. Communications:Any (+5%) Domestic: Any Electrical: Any Espionage: Any (+5%) Mechanical: Any Medical: First Aid and Holistic Medicine only Military: Any (+5%) Physical: Any Pilot: Any .P. and 15.C. 7. 11.Three other languages of choice (+10%) Page | 71 Mathematics: Basic (+20%) Computer Operation (+5%) Computer Repair (+5%) Basic Electronics (+10%) Bureaucracy (+10%) Lore: Technology (+10%) Streetwise (+25%) Concealment (+10%) W.

These are additional areas of knowledge that do not get the advantage of the bonuses listed in the parentheses. All secondary skills start at the base skill level. water skin. 2 minor Techno-Wizard items/weapons of choice. 2D4 days rations. Money: 3D6X1000 credits plus 4D4x1000 credits worth of black market saleable items. cloak or jacket with multiple hidden pockets. skills are limited (any. Cybernetics: Totally open to the possibility of cybernetics if it will help them in their profession. A suit of personalized mega-damage body armor with two TechnoWizard features of choice. eight. Wilderness outfit. backpack. Also. and twelve from the previous list. 4 pairs of kimonos. hand-held computer. and two additional skills at levels four. Standard Equipment: One set of high quality daisho.Pilot Related: Page | 72Any Rogue: Any (+10%) Science:Any (+5%) Technical: Any (+10%) Weapon Proficiencies: Any Wilderness: Any Secondary Skills: The character also gets to select three secondary skills at level one. only. none) as previously indicated in the list. . Members of a clan will receive 2D6x1000 credits and 2D6x1000 credits worth of black market items per month of loyal service.

The fire Baylan. but one that is still contained by the balance of nature. being very courteous and helpful. has a bit of uneasiness towards these characters. possess a symbiotic relationship with the diwata (spirits) governed by heat and flames. Even the Millennium tree. protecting it from the invading creatures that desecrate it. but can control.C. The baylan is the host to the diwata. Villagers will oblige the fire baylan in any way possible. Most people of the Philippines have a fearful awe of the fire baylan due to their destructive potential. . in hopes that he will depart sooner.Page | 73 Maapoy Baylan (Fire Shaman) O. but does recognize the beneficial duties that the fire-bringers carry out. Anito. This infusion forms a combination of great power. creating a union with the spirit beings. The price for the baylan is to serve as wandering shepards of the land. The elements are primordial forces of nature. forces which the baylan (spirit shamans) not only understand.C. All of the fire baylan's powers are derived in one way or another by the diwata of fire.

These baylan are actually vessels for the diwata (spirits) of fire.C. Cost: 5 P.5 m) at levels three. is depleted. when visibility is not possible.4 m + 22. +5 minutes per level of experience. enhancing them to mega-damage beings! Some heat does escape.E.C.C. how long it's been burning. radiating out in a 5 foot (1.P. Immense heat is contained within the bodily shell. for every 10 minutes. approximate size and distance can also be determined at 50% +4% per level of experience (+5% for supernatural heat sources. The fuel source (natural or magical in nature). giving them a normal outer temperature of 110 degrees.2 m + 1. rendering their bodily equipment immune. yet able to raise or lower the size and intensity (from as little as a finger flame to full body flames as hot as a kiln) .Fire Baylan Powers Page | 74 1) Transformation. roaming amidst the islands. Infrared and other heat seeking devices will be blinded by the fire baylan. Note: the character must have already encountered the species or individual in order to remember their heat signatures.8 m) per level of experience. Character will also possess infrared vision 300 feet (91.C. At experience level three. supernatural and plasma do only one-fourth damage. Range is 300 feet +75 feet (91. incredibly hard to detect by normal means.P. 2D6 mega-damage. including elementals). Fiery shell: Characters will also be able to exude their essence from their bodies. 2) Element sense. 3D10+20 M.D. They will have total control over these flames. 65% +3% to recognize a particular species. Normal fire does no damage. per hour. to M.D. Range: 50 feet +5 feet (15.E. Normal metal weapons will run the risk of melting if attacking within the flames for more than 2 consecutive melees (45% +5% for every attack beyond that. twelve and fifteen.2 km) per level for large fires or supernatural flames).D.D. Convert one-half of S. rate of growth. per blast. Recognize Heat Source: Heat sources ranging from the size of a torch's flame and larger can be sensed up to 5 miles (8 km) per level of experience (+2 miles (3. Cost: 2 P. but pertaining only to the diwata. Fiery Breath: The baylan can also expel diwata flames from their mouth. Their bodies no longer function like that of man. but known to the baylan. the character is able to control the blasts in 1D6 increments. swirling streams of reddish-gold mystic fire. This applies to all type of diwata. Recognize Individual Heat Signatures: Each entity has individual heat signatures. +1D6 damage at levels four. -20% to recognize a specific individual. Diwata Sight: This is the equivalent to see the invisible. engulfing them in diwata flames. six. they are fueled by the ethereal creatures coursing through their veins. Temperature: bodily and heat sources can also be accurately determined at 50% +5% per level of experience.D. The baylan will be able to identify species as well as individuals (as small as a dog) by the heat signatures. supplied by the diwata hosts and needs to regenerate when the M. metal will be red hot regardless for 3D4 melees). This is actual M.4 m). Regenerates 1D6 M.D. The energy spirits can be seen clearly for what they are. eight and twelve.C. nine. useful for tracking and sensing.C.5 m) radius. .

both physically and mentally. the baylan is able to select two new spells. 5) Spell Knowledge. The summoning process may only be attempted once every 36 hours. with the phrase. Upon reaching experience level 8. These will be of the lesser variety until the character attains level 10 or higher. For example: An elemental baylan achieving third level. +5% at a ley line. fire diwata) and large magma sources.P. Diwata of fire. through rituals. per level of experience. thus.E.. +2 M. The body then becomes a homing beacon.D.: 2D4x10+10 P. and only from this area.C.E. At this point. parry and dodge). however.C from the death of the servant elemental and will suffer nausea for 1D6 days (-3 initiative. Bonuses: +2 to save versus horror factor. He will suffer 3D10 M. fueled by 3 drops of his own blood. drawn with charcoal. +15% at a major volcano or lava bed.P. Can also choose from my new Spells). the elemental is not sent back and dies while under the service of the baylan. however. The baylan cannot allow the elemental to fight to the death. +2 P. Once summoned. The baylan is fluent in the foreign languages of the fire elementals and diwata. Success ratio: 5% +5% per level of experience. any spell level may be chosen.E. "I release you from my service. will show very brightly in various hues of Pageas| 75 red. When he then reaches level four. +1 to save versus magic. The baylan must first surround himself in a protective circle of fire. Range: 300 feet (91. calling out to a fire elemental. With each new level of experience. orange and gold. the character must give full concentration. in addition to the P. If this should happen more than 3 times within the character's life time. then greater elementals may be attempted. retribution will be had by the diwata. +10% at a nexus.showing faint transparent entities.P. communing with his inner diwata for no less than 3D6 minutes. strike. Add 2D4 P. to summon fire elementals. 7) Other O. The spell level is limited to the experience level of the character. .C. 6) P. If for some reason. he would be able to select from spell levels one through four. so is he linked to their spirit world. The baylan is able. would able to select 2 new spells from any of the first through third level spells. a backlash will occur. journey home my brother". from supernatural fire sources (fire dragon.C. attribute number. +2 to initiative (due to diwata warnings). Can also draw P. due to the intensity of the bodily strain. 98%. +2 to save versus possession.E.E.P.E.C.4 m). as they are granted from the diwata (See Rifts Conversion book for Fire Elemental magic.E. a character cannot select a spell whose level is above his own experience level. 4) Summon Elementals. At first level of experience. Fire Baylan O. As the character is transformed by the diwata. the elemental will obey all orders given by the baylan. including defending the baylan from all bodily harm. He must release them from this realm and sent them back home. The body must also be covered in wards. the character can choose 4 spells from his elemental sign. can also choose from any other type of fire related spells in other classes. 3) Speak Elemental.

Racial Requirement: Any race of the islands (similar shamans are known to exist on other Pacific islands). 6. 9. Hand to Hand: Expert can be changed to martial arts at the cost of two "other" skills.E. Communications:Any Domestic: Any Electrical: None Espionage: Any Mechanical: None Medical: First Aid and Holistic Medicine only Military: None . 11. of 11 or higher. Related Skills: Select 8 other skills.C. O.Alignments: Any Page | 76 Attribute Minimum Requirements: M. (if martial arts taken can choose any 1from ninjas or super spies especially Japanese or Pilipino forms) O. Skills: Language: Select one Filipino language: 98% One other Language of choice (+10%) Land Navigation (+10%) Lore: Elemental plane/dimension (+15%) Lore: Demon & Monster (+5%) Lore: Magic (+5%) Candle making (+10%) 2 Ancient W. All new skills start at level one profiency.C. and P. and 15. with at least two chosen from the Wilderness or technical categories. Plus select an additional skill at levels 3.C.P. of choice Hand to Hand: Expert.E.C.

The few who survived. large water skin. A good percentage were the shaman and witches. these arts and beliefs were slowly fading. eight. The Anting-Anting was a great source of protection. Even before the coming of the rifts. Over half the islands that constituted the Philippines. Many elders kept a firm grip of the old ways. were washed away. Standard Equipment: Partial silk mail. 2 ancient weapons of choice. Technical: Any except Computer Operation. an open invitation to the new rifts immigrants. Rumored reports were true.(+5%) Weapon Proficiencies: Any Wilderness: Any (+10%) Secondary Skills: The character also gets to select Four (4) secondary skills at level one. only. 2 pairs of clothing.C. Talisman Warrior O. the Anting-Anting. and one additional skill at levels four. Manumba (witches). a powerful talisman to ward off evil spirits. skills are limited (any.Physical: Page Any | 77 Pilot: None Pilot Related: None Rogue: Any except Computer Hacking Science:Any except Chemistry: Analytical and Mathematics: Advanced. Computer Programming and Photography. approximately 98% of the population perished. Creatures from the island's folklore went from ethereal nightmares to authentic creatures as real as anything else in these crazy times. bleak hell hole. knife. and twelve from the previous list. With the coming of the great cataclysm. The . Money: 2D6X1000 (worth of gold coins) in gems. was a dark. none) as previously indicated in the list. Anting-Anting. These are additional areas of knowledge that do not get the advantage of the bonuses listed in the parentheses. as the youth were not ones to put faith in such folly. This new remnant of an island nation. demons. the Philippine islands were home to many great magics. as this would disrupt the bonding with diwata of fire. 2D4 days rations. wilderness outfit and boots. and most of all. consisted almost entirely of those that embraced the ways of old. backpack.2 m) foot rope. Cybernetics: None. Sadly. All secondary skills start at the base skill level. 50 (15. these talismans became a harsh reality in survival. shamans.C. Also. given back to the sea. while the majority were the keepers of Anting-Anting talismans. They believed in Diwata (spirits).

With such power comes great responsibility. But what exactly is the Anting-Anting? They are ancestral talismans. they also saturate their morals. The most noted is Miguel Ilnoi. speaking on the subject of these valiant protectors. The Anting-Anting were said to have been created during this time to conteract these supernatural threats. they will not foolishly jump into any battle or situation without thought. Fortunately. G. these talismans have become even more potent. As the talismans fill the owner with power. they will gradually become more inclined to protect the weak and defeat evil wherever it may lie. These warriors that carry on the rituals. a shaman elder was the last.Anting-Anting Page | 78 was the source for many Filipino's continued existance and even was a force in helping regain some of their ancestral land from the d-bee and demon hordes. now an undiscernable hermit roaming the ruins of ancient burial sites in the south. they must be freely given. in that no known shaman alive today. they can be corrupted into another alignment and even bloodline! . or even somehow lost. Their power so great. and the owner to it. bestowing the gift. a symbiotic relationship passed down amongst the bloodlines. Bloodlines became the bond to fuel these vessels. coming in many shapes. Many tales have been passed down over countless generations. Even in the ancient times before the great Cataclysm. Note: All powers are granted by the Anting. Each is tied to the owner. bracelets. maintaining the life in the Anting-Anting that are now apart of these warriors. but they will be inclined to serve the islands as a protector. be it ever stolen. presumed dead on a pilgrimage over 300 years ago). by the spirits of lost ancestors! There the corpse comes to life. Granted. sizes and designs. With the surgence of present day ley lines. the elders of the past had kept the faith. Unbeknownst to the user. will dim to nothing. or their abilities will once again slumber.M. It has been theorized that these are some form of rune. there are actually a handful of individuals alive to this day that posses such coveted knowledge. Orascion (prayers/chants) and bloodlines to keep these sacred talismans alive. In a way. There are also many Anting scattered among the ruins of the Philippine islands. Such a charm. spawned from primeordial magics. These occult objects are unique. It is rumored that Anting-Anting talismans are vessels for the spirits of the users ancestors. bestowing these wonderous gifts. vile creatures were known to roam these isles. they were also safeguared with enchantments. has knowledge of the creation of these awe-inspiring charms (Miguel Ilnoi. 2) Not all of Anting-Anting are of good alignment (although most are) and under rare and mystical circumstances. Note: Although the power to create these powerful magics appear to be lost to this world. usually involving rituals. Others are received after being summoned to forego a quest to sacred burial temples. They granted the wearer wonderous powers to battle evil. Two facts unknown to almost all: 1) The creation of these talismans of good are actually created with the aid of necromancy. and are passed down from generation to generation. using the character as a vessel. To avoid the possibility of such power to be used for evil. containing their essence and combined power. They are in the shape of rings. they serve as the chivalrous champions of these isles. until reunited with one of the proper lineage. Aila Baboy the Manggagamod (alchemist). The others include a Barangan (Necromancer) known only as Sig. and a dragon (type unknown) in the mountain range along the coast of Babai. waiting to be awakened by their bloodline soul mates. raising the user to superhuman levels. a shriveled Mangaguay (witch) on the island of Sulu. necklaces.

Failure to do so will result in the Anting functioning at one-third of its normal power for the course of the day (24 hours. Above all. and make an offering 15 P. further bonding the relationship. Roll on the following table to see what form the talisman takes. Each Anting-Anting is different. effects are cumulative). Note: men of the Philippines also wear many forms of adornment. Complete focus is required during the entire process. to the spirits.E. Twice a year. Many talismans are also ritually grafted with the surrounding flesh. they do share a good number of similarities. chanting a prayer to his ancestor's. gold and bits of unknown metal alloys taken from fallen meteorites. undisturbed. This must last at least 5 minutes.P.Page | 79 Special Powers and Abilities Character must perform a daily ritual. at which point the character must successfully perform the ritual once again. as the talisman is "recharged" by the combining (warrior and ancestor's) of diwata (another islander term for P. in shape and in powers.E.). 01-9: Knife/dagger 10-20: Necklace 21-29: Bracer/arm bands 30-39: Gems 40-60: Charms 61-70: Rings (toe or finger) 71-79: Belt 80-91: Ankle bracelets 92-00: Earring/nose rings 1)Anting Powers granted: Although not all Anting are exactly the same. but still exposed. This is vital in keeping the power of the Anting. Each will be composed of silver. The actual design will include cryptic characters and glyphs.P. faith must be maintained in the powers granted by the Anting-anting. Select Three abilities from the following selections: . the warrior must also partake in a pilgrimage to his ancestor's burial site or sacred family plot and perform a special Orascion (prayer/chant ceremony) lasting 1D4 hours.

C. (instead of the normal 4 I.D.D. Nightvision. Exorcism. 8. or S.C.E. Cost: 5 P.E. into the charm will increase the likelihood of success in skills. attacker slipping. attacks and defense. Can be controlled in 1D6 increments and can also be expended in S. required. causing a sense of naseau and slight weakness. beating the odds. Sense Magic. +4 to save versus possession.D. Protection from Demons: Supernatural creatures do only 1/2 damage.P. weapons except for silver and magical weapons. Range: 150 feet (45.E. Pumping additional P. Duration: 10 minutes. Invisibility (Superior). convert 3/4 of S.E.P.C.D. etc (GM's discretion).P.P. Mask of Deceit. Sense evil.C. See the Invisible. All powers are equivalent to an 8th level Psychic. Example: See the Invisible would cost 2 P. parry and dodge against the Anting-anting and are also -10% to physical damage.P. All S. but at a limit of 2D6+10 P.D. Invisibility (Simple). per hour. Recovers M.D. and 12. Will also be able to cast Minor Curse up to 3 times a day (full P.E.P. Will also receive +2 to save versus ailments. being upon will. +2 to save versus magic. Duration: 10 minutes. Select 2 other powers from the combined .7 m) +15 feet (4.D. electricity and magical energy of any color.S.E.) and cost half the normal I.C. Character is able to absorb P. parry or dodge. per blast. Transformation is instantaneous.C.P.). from individuals. +2 to save versus psionics.S.P.S. except that this is in the form of a 2 foot Kris dagger and damage is selectable from 1D6 to 4D6 M.E. Can also be formed into a form of hand to hand weapon for attack and to even parry physical attacks. Damage: 3D6 M.D. Physical Psychic Powers: Character gains the powers of Bio-Regenerate (self). Only suffers 1/2 damage from electricity. into M.P. These beings are -1 to strike. Protection from Supernatural: The talisman grants enchantments that protect the user from those of evil alignments and the supernatural. Karmic Blessing: Will be blessed with good fortune and well-being. All evil and supernatural beings will also feel a negating force emenating from the talisman. All spells will be cast at 5th level and require half the normal P. Cost: 12 P. will glow slightly with a silvery aura.attacks are converted to mega-damage attacks! +3 versus horror factor. Also. Expulsion attack appears to be a swirling mass of mystical fire.E. Transformation is instantaneous. animals and ley lines (like a mystic) and other places or power.E. Duration: 10 minutes. at levels 3. Character receives Mind Block auto-defense.Invincibility: Page | 80Character is transformed into an M. cost).C. and choice of 1 other Psychic Sensitive power. at normal rate of healing. +1D6 M. Cost: 2 P. Cost: 12 P.). and Psi-Kris (treat this the same as Psi-Sword. Shadow Meld and Teleport: lesser.D.D.P. Mind block auto-defense is free! All other psychic powers require P.P.E.P.C.D.E. as well as the talisman. cost) Invisibility: Will possess the spells of Chameleon. Vessel of Energy: The character is able to absorb abient natural energy sources and convert them to mystical expulsion attacks. fire and wind (supernatural energy attacks within these realms will do 3/4 damage).5 m) per each two leveles of experience. toxins and poisons (no P. he/she cannot be harmed by S. (not I. +2/-2 to strike.P. +2 to save versus magic. Protection from Spirits: +3 to save versus horror factor.P.P. Such bonuses are random in nature and can include +10% to skills.E. The weapon in use.

P. . can be selected twice. +1D4 M.Q. these affects will where off and the character will advance in age appropriate to what the talisman granted. +2D4.E.E. Heal Wounds. Add 1d10x10+25 years. 2 languages of choice. Holistic Medicine.categories Healing. They will not penetrate nor cut and will glance off. Spd +2D8 Spell casting: The character receives Globe of Daylight and Armor of Ithan. I. granting many wonderous abilities. 2)Vessel of Magical Energy: The Anting-Anting allow the character to become a vessel of mystical energy.P. P.. Healing: Receives the skill of Holistic Medicine: 75%. Tracking. Land Navigation.E. Although the attributes are enhanced. Lore: Faerie. +1 to save versus horror factor.C. Identify Plants and Fruits. +1 to save versus magic. 5) Increased Lifespan: The mystical energies within these amulets will begin to meld and shape the character. All spells will be cast at 6th level and require half the normal P. Note: if the anting-anting is ever parted from the user for more than 5 days. 6) Other O. and Spd. All spells are equivalent of 8th level and cost half the normal P. +2D4. Prowl.. Of these. bonuses: +1 M.C. Literacy in same two languages. +2 P. All powers are equivalent to an 8th level Psychic and Page |of81 cost half the P. +3D10 S. M. P. Running.4 m)of any demon or evil supernatural creature. Horsemanship: Exotic. Knowledge of the Forest: The character gains the skills of Wilderness Survival.E.. All are at 8th level of experience.S.C. Sensitive or Physical powers. Enhanced Attributes: Select from 4 of the following attribute bonuses. Purification (Food/Water). P. P.A. from level 1-5. P. +2D4. +1 to save versus possession. and Chemistry.E.E. +1 initiative. +2d4. +1D4 P. (like the Protection from Spirits power above). Detect Ambush. +2D4. Add +1D8 P. Lore: Filipino Mythology. plus 1d4x10+20. 4) Impervious to Iron: All objects consisting of 80% or more iron will do no harm to the character. Character will also gain the spells of Cure Minor Disorders..P. Vast Knowledge: The character gains the skills of Lore: Magic. 3)Sense Evil: The Anting will glow red when within 300 feet (91. M. All are at 7th level of experience..B.B. Base P.E. they are NOT raised supernatural levels.P.. P. Archeaology. Botany.C. +2D4.E. a prolonged lifesapn is also gained.E. +2D4. NOTE: M. Cure Illness..E. Negate Poisons/toxins and Sleep. Lore: Demons and Monsters.S. Anting-Anting. Talisman Warrior O.E.A.P. per level of experience. Swimming.P.C.E.S. They will also be able to select any 4 spells total. P.D. is equal to P. +1 to save versus toxins/poisons..

very rare Unprincipled). Related Skills: Select 8 other skills. the character will convert to an Aberrant. O. Attribute Minimum Requirements: M. 9.P. and 15.C.Alignments: Any.P. of 11 or higher. but will occur regardless.E. Racial Requirement: Only Filipinos of the corresponding bloodlines.C. 11. due to sometimes extensive rituals. the user will unknowingly convert to the same alignment as Page | 82 the talisman (almost always Principled or Scrupulous. Plus select an additional skill at levels 3. Miscreant and some Anarchist. In these cases. A strong M. Even characters of Evil alignments will slowly merge to good principles (but my retain some nasty behavior towards supernatural evil creatures).C. of choice Fishing (+10%) Hand to Hand: Select one of the Filipino fighting styles or H2H: Expert.E. It is widely unknown that some Anting-Anting have become corrupted due to the overabundance of foul magic present on these isles. that the character does not even notice the gradual evolution (whether converting to a good or bad alignment). Communications:None Domestic: Any Electrical: None Espionage: Any (+10%) .C. and P. Kris (same as Knife) 2 ancient W. All new skills start at level one profiency. Special Note: Over time. Skills: Language: Select one of the Filipino languages: 98% Language: One other Filipino language of choice (+15%) Land Navigation (+10%) Lore: Demon & Monster (+15%) Lore: Magic (+15%) W.E. 6. will slow this process. Even more frightening is that friends are also affected. The power of the Anting-Anting is so great. O. only noting subtle changes that seem perfectly normal.

Also. only.3 m) of rope. none) as previously indicated in the list. . Cybernetics: Not possible. sandals. eight. and One (1) additional skill at levels four. there are no known Filipino cybernetic (or electronic for that matter) facilities. Money: 4D6X1000 total worth of gold coins.Mechanical: None Page | 83 Medical: First Aid and Holistic Medicine only Military: None Physical: Any Pilot: None Pilot Related: None Rogue: Any (except Computer Hacking) Science:Only Anthropology. 1 large water skin. 2 pairs of loose fitting clothing. All secondary skills start at the base skill level. Millennium tree leaf or partial silk armor (NEW!). Computer Programming. and Photography) Weapon Proficiencies: Any Wilderness: Any (+10%) Secondary Skills: The character also gets to select Four (4) secondary skills at level one. 60 feet (18. walking staff. backpack. 2D4 days of rations. skills are limited (any. hooded cape or cloak. Standard Equipment: One high quality kris (dagger). Astronomy. These are additional areas of knowledge that do not get the advantage of the bonuses listed in the parentheses. Archaeology. and Botany Technical: Any (except Computer Operation. and twelve from the previous list. 1-2 normal kris.

It is a father-son (oyabun-kobun) and brother-brother business relationship. and the Gurentai grew. non-deterring killing machines. such as bludgeoning. They progress through the use of numerous weapons (and objects) for the sole purpose of . and on. and releases a portion of his earnings out of respect.C. being a veteran Gurentai that has earned this position (usually through the slaying of the prior Oyabun). They are butchers for hire.Page | 84 The Gurentai. After the coming of the rifts. They plow through their path in life. a honor bound Japan saw to this. may hold an ounce of honor. taking young children from the streets (whether or not they were orphans) and training them in the ways of killing. They begin with basics. The Gurentai are the step-children of the Yakuza family.C. Before the great cataclysm. In most cases the Oyabun is truly a foster father to the Kobun. their family consists of only fellow Gurentai. leaving chaos in their wake. recognized as only a gruesome reminder of the byproduct of a torn land. always learning new ways to improve their livlihood. savagery became a useful tool. the Yakuza assassins. The Oyabun only asks for a small "donation" from the townspeople in his territory. wetworks. The Oyabun (father) is usually a warlord of a given region. The Kobun (son) is also under the Oyabun. a small price to pay for protection. then to backstabbing. Their trade was now a valued commodity. Albeit. given no respect. leaving a trail of carnage as their calling card. they are not without a sense of family. cold-blooded. such factions were very rare. Despite their gruesome reputation. Sadly this can not be said for the Gurentai. It is said that even a Ninja. They are willing to perform any job. Assassin Yakuza O.

as any intruding adventurer (human. as this would only divert their path. Same as Samurai. The Gurentai can also sense when another is near death and will go into a frenzy to help the poor soul onto his way to the land of the dead. many are fluent gamblers and all have extensive lore knowledge (after all. This training is extremely rigorous and bestows certain gifts. 1) Chi M. +3P. 7.. This can be inflicted by any weapon or bodily attack. Select two (2) body hardening exercise/powers at level 1 and select another at levels 3. In time.D.E. granting the following abilities: +2M. Concept of good and bad have no meaning to these men. Select one (1) offensive zenjoiki power at level 10. Death Blow (special): A death blow that draws upon the inner core of the Gurentai with mega-damage effects to supernatural and M. They only understand money. but will extend the abilities (still based upon 3 minutes per level) if the first one's effects have expired. d-bee or Oni) is seen as a threat to the Oyabun's territory. There are even rumors that certain powers are gained from the releasing of a victim's blood. +2P. the Gurentai goes into into an altered state..S. and is only applicable when first blood is drawn. the bloodier the better. 2) Conditioning Martial Arts Powers: Due to the lifelong focused training. usually that which no morally sound (or sane!) person would take. The Gurentai have long since forsaken any morals and heed no laws. And the Gurentai only know of one way to deal with threats..E. A large part of a Gurentai's life involves taking repeated blows to vital points of the body. and the ONLY way to achieve these goals. +1 attack per melee and gains one (1) other body hardening exercise/power. Others that are part of a family may also travel outside of their "home" to perform certain tasks. power. they become partially devoid of feeling in some areas.killing. They are violence incarnate and exude intimidation. There are a few Gurentai that are without "family". This effect will last for up to 3 minutes (12 melees) per level. The rare instances that they do encounter the sensation of pain. DEATH. as |they Page 85 do not believe in the concept of prisoners or hostages. 3) The Glow of Death: Upon drawing the first blood from an opponent. instead learning only a wide variety of attack forms and techniques (little or no defense). This is not to say that they are not without other skills. to rid them of weak points. use Karate or H2H Assassin as an equivalent alternative. Note: Drawing first blood effects are not accumulative.. They take any job for the right price. +2 to save vs. +2P. usually adventurers always on the move. certain supernatural abilities are gained. Boundaries are respected. a man for hire.D. The Bushido code of the Samurai is a truly lost concept to them. It is a lifelong education in the purity of death.S. creatures. +1 to strike. are times that the assassins come to relish with delight. immununity to any horror level and forms of . it's best to know your victim's weaknesses). horror factor. Special Training and Mastery The Gurentai are not formerly trained in a specific style of Martial Arts. and 12.

6) Other O.C.E. These characters are able to withstand up to 11 total magical tattoos without adverse effects (some are known to be covered in tattoos across the entire body except for possibly the face. 12 or higher. Some are even magical tattoos applied by Yakuza mages & enchanters (unbeknownst to all.. +5d10 S. 43). +1P.C.E.C.E. They will also have 1D4+1 tattoos to select from the Simple Weapons or Magic Weapons (same as tattoos in Rifts Atlantis.C.Note: No other tattoos found within Rifts Atlantis are available to the Yakuza. hands and feet).S. +4 to save vs. All Gurentai will have the Tattoos of Strength! (see Rifts Japan P..D. Skills: Japanese: 98% 2 Languages of choice (+10%) Streetwise (+20%) Wilderness Survival (+5%) Demon & Monster Lore (+10%) Japanese Mythology (+10%) .C. possession. +2P.D. 5) Tattoos: Like the other Yakuza.possession. granting him the effects of a Major heal spell. 6. His body Page | 86 will then absorb any of the blood upon his own body. 12. Racial Requirement: None. +2P. +2M.C. O. to start. He will also retain the frenzy bonuses for 3 minutes per level. some of these mages are descendants of Chiang-Ku dragons).P. anyone that fits the requirements. Alignments: Anarchist or Diabolic Attribute Minimum Requirements: M. horror factor at level One (1) and add an additional +1 at levels 3. 4) Attack Techniques: Intimate knowledge in fighting and killing techniques: +2d4 S.. Assassin Yakuza O.C. bonuses: +3 to save vs. +3D10 P. and 15. The Gurentai. and will not attempt to stop until until there is nothing left but a splattered corpse.S.E. Gurentai go through many excruciating rituals and choose to document them through tattoos (another test of pain and pride). damage with ANY attack. of 13 or higher.P. P. except substitute for appropriate Japanese weapon.. and P.E. 9.C. They can also select any of the tattoos listed in the New Tattoos Sector.

P.C. Related Skills: Select 6 other skills. 7. 6. and 15.P. All new skills start at level one profiency. and 14. Knife W. use Hand to Hand: Karate or Assassin as an equivalent fighting form. 10. (if martial arts taken can choose any 1from ninjas or super spies especially any Karate/Ninja Forms) O.Lore-Magic (+5%) Page | 87 Tracking (+10%) Hanafuda (see under new skills section) W.Sword 5 W.P. skill at levels 3. of choice As listed above in Special Training and Mastery. 9.C.P. Plus select an additional skill at levels 3. Communications: Domestic: Any Electrical: None Espionage: Any Mechanical: Any Medical: Basic First Aid only Military: Any Physical: Any (+10% where applicable) Pilot: Any Pilot Related: Any Rogue: Any Science: Basic Biology (+10%) only Technical: None . Select one new W. 11.

exacting machines of offense and defense armed or unarmed. Before the coming of the Rifts. 2 pairs of kimonos. these military sage directed the main forces in carefully thoughtout tactics and manuevers. Basic survival kit (rope. Black leather trenchcoat. They were warriors elite. Secondary Equipment: Very fond of vibro-weapons (especially the No-Dachi) and magical daggers. knife. Nagintas and others. none) as previously indicated in the list. They could foresee the outcome of battles. Cybernetics: None. they were required for any settlements survival. Money: 1D4X1000 on hand at any time. bandages. Military Sage O. 5D6X1000 in savings. Also. Not only were they excellent warriors. Even a small band led by a Gunshi had a good chance of coming out of battle against an invading Oni hoarde. as this would hamper the death glow powers. four. They were versed in large scale war military strategy as well as personal combat. they also knew how to use their formal education to benefit their troops as well. This sage figure was sought by Daimyo and revered by even the Samurai. warlords. Gunshi were teachers. They were proficient in all of the common weapons of war such as the yumi (bow). only. 3 pairs of black gloves. leaving only corpses as a trail. 4 pairs of bodysuits and boots (black). Katana. shi-multiple meanings of master. The Gunshi plays many roles. After the devastation.Weapon Any PageProficiencies: | 88 Wilderness: Any Secondary Skills: The character also gets to select two (2) secondary skills at level one. Pair of binoculars. In battle they were a fury to be reckoned with. appearing in and out of skirmishes in the blink of an eye. The battleground was their realm. advisors. predict the prime days and/or time for battles and advise the Daiyamo accordingly. and twelve from the previous list. skills are limited (any. With the oni hordes ever increasing. Daimyo. teacher and death) was the ultimate in military advisory. and foremost. sunglasses (mirrored). No. Knife bandelier. Fine quality weapon of choice. 1D4 top quality knives. 3D6x1000 in stolen property. They also provided guidance that went beyond well beyond their advanced academia. and can be found as a commander of a district. Their talents did not stop here.C. Wilderness outfit. This was one leader that did not stay behind to advise while the battle enraged.C. desperately needed guidance in protecting their territories. rations. Bow with 3D6 specialty arrows. the Gunshi (gun-military. academists. a nomadic . Gunshi. etc). eight. a realm which they knew like no other. These are additional areas of knowledge that do not get the advantage of the bonuses listed in the parentheses. any leader of his people. with little losses. as well as the sensations involved with wetworks. All secondary skills start at the base skill level. 1 handgun with 4 e-clips. shoulder and hip holster. warriors.

Same as Samurai. Sixth Sense and Total Recall.P.S. Sense Good/Evil. of 11 or higher..C. +1 I.C. Death Blow (special): A death blow that draws on the character's inner spirit with megadamage and mystical effect against oni and other supernatural beings! Can be inflicted with punch. This power is the same as the spell.Q. to start.S. O. I. M. 5) Mystic Martial Arts Powers: Sun Shih K'an Chien Chih (Art of Vanishing)..E.Q.P. 4) Chi M. (instead of P.S.78) as an innate ability! By focusing his Chi into a quasi-state of meditation (fully aware of surroundings and can snap out of the trance instantly with no ill effects) enabling the character to see what is occurring in a specific area miles away.E. 2) Psychic Powers: Endowed with Psionic Sensitive powers. per level of experience. Skills: . Special Training and Mastery 1) Special Sight: The Gunshi has the unique gift of Remote Viewing (see Rifts England Temporal Spells pg. The Gunshi.C. kick.E.: Take the M. 6) Other O.. Alignments: Any Attribute Minimum Requirements: I. +2D10 S.E. Detect Weakness.P. and are versed in the ways of meditation. +2P. horror factor at level One and +1 at levels 2. Presence Sense. attribute number as the base and add 2D4x10.. +1P. except it requires 15 I. 3) Cleansing Meditation: The Gunshi are also practitioners of the Shugendo religion.C.C.D.P. +3 on initiative. The character will also gain Astral Projection at level 4 and one additional Sensitive power at levels 6 and 12.P.E. +2M. 11.wanderer Page seeking | 89 out evil or an adventuring scholar. staff or spear.)..P.D. The Gunshi is considered a major psychic. 8. The character also gains 1D6+2 I. 15.E.S.C. +3D10 P. bonuses: +3 to save vs. including Clairvoyance. and P. Racial Requirement: None. Military Sage O.C. +1 attack per melee. teaching his craft to small towns along the countryside.. 5.S. P. Same as Yamabushi meditation.

of choice .Daisho (same as Samurai) Kyudo (same as Samurai) 3 W.Language: 98% Page | Japanese: 90 Language: Chinese: 90% Literacy: Japanese Literacy: Chinese History: Japan (+15%) History: China (+15%) Calligraphy (+5%) Horsemanship (same as samurai) One other Language of choice (+10%) Land Navigation (+15%) Senjo-jutsu (+20%) Detect Ambush (+15%) Intelligence (+20%) Demon & Monster Lore (+10%) Japanese Mythology (+10%) Lore-Magic (+5%) Tracking (+10%) Suiei-jutsu Yadome-jutsu Iaido W.P.P.

10. 6.Hand to Hand: Page | 91 Kenjutsu (can take any one Kenjutsu Form if Desired from n&ss style forms) O. skill at levels 3. Backpack. bandages. . 11. and twelve from the previous list. 1D6 scroll cases. 5 days rations. Select one new W. Communications:Any Domestic: Any Electrical: Any Espionage: Any (+10%) Mechanical: Any Medical: First Aid. Related Skills: Select Eight (8) other skills. Wilderness outfit. 7.C. eight. Plus select an additional skill at levels 3. with at least two chosen from the Espionage category. large water skin. Criminal Sciences & Forensics and Holistic Medicine only Military: Any (+10%) Physical: Any Pilot: Any Pilot Related: Any Rogue: Any Science:Any Technical: Any Weapon Proficiencies: Any Wilderness: Any Secondary Skills: The character also gets to select Four (4) secondary skills at level one. All secondary skills start at the base skill level. and 15. These are additional areas of knowledge that do not get the advantage of the bonuses listed in the parentheses. not a rune weapon). Also. All new skills start at level one profiency. Pair of binoculars. and 14. Standard Equipment: HA-7 Samurai "Frontiersman" body armor. skills are limited (any. Basic survival kit (rope. knife. etc). sunglasses (mirrored). One high quality daisho that is enchanted or TW (minor.C. 3 ancient weapons of choice. and two additional skills at levels four. none) as previously indicated in the list. only. 3D6x1000 worth of surveillance gear.P. 4 pairs of kimonos. 9.

N. Kitsune R. the messenger tattoo is very useful.'s.C. Cybernetics: None. Page5D6X1000 | 92 Tattoos: These are seen as a grey area for the Gunshi.C. Philippine Eagle Retromorph R. Brown Rat RetroMorph R. Necro Ticks . They are normally kept to a minimum and will have no more than three (3) magical tattoos.Money: credits total. however.'s and creatures. Do to their profession.C.C. as this would hamper their special abilities. Herin lies my collection of my R.C.P. they are not viewed as good nor bad.C.C.C.C.

They move about with blazing speed and are incredibly adept prowlers. very similar to their cousin species. Page | 93Asian Ghouls Filipino R.C. These parasites had now become specialized on the leeching of mystical energies.'s. This feeling is more intense due to the size of these little beasties. Got some Indian and Mediterranean to follow later. they appear as metallic blackish-blue ovals with a minute beadylooking head and pointed thin legs. Japanese and Chinese R. what you think at haphaz@hotmail.C.C. Filipino Vampire R. Giant Dragonfly Kumo. Bakonaua. demons and other supernatural baddies that go bump in the night. P. Standing three inches tall. A mutant variety had begun to adapt to feed off of one of the new abundant forms of "food".P. scorpions and the like. Let me know.C.com Copyright 1986-2000 Trent Happel Necro Tick Another variant evolution brought on by great cataclysm. such as spiders. including dragons. were these nasty little critters.E.Jikininki. Demon Spider Aardvark Retromorph R. Coming soon: Filipino.C. especially those found within mystics and supernatural creatures! Looking at one of these creatures invokes a squeamishness common to that brought on by other menacing bugs.C.C.C. . Tutubi. Shark Monster Manananggal.

P. 20+1D6 P.) of its metabolized energy meal.E. They usually cause no other harmful affects unless severely provoked or threatened. In this event they will forsake the meal for protection and can deliver a debilitating form of toxin.E. Psionics: None Magic: None Combat: 3 attacks per melee. they are content to start draining the host of its magical energy.Q.8 m) high and 12 feet (3. you have high levels of P.9 m).P. 14+1D6 P.4 m) away at a profiency of 80%. unless that is. Alignments: Animalistic. When this occurs.D. camp. If this roll fails. 2D6 M. of the host. When lodged within the host it is impervious to gases as it breathes in the oxygen from within the host's body. Damage: Although they sustain themselves upon the mystical energies of others. they scurry across onto the host and find a hard to reach spot to plant themselves.E. 1D4 (cunning arthropod) M.P.P.As Page with other | 94misunderstood arthropods. A roll to save versus magic every melee is required at this time.B. 15+2D6 Size: Three inches tall. One inche thick Weight: A few ounces M. Prowl: 80%. The tick will taint the attacker's/prey's body with a highly unstable byproduct (considered to be some sort of negative P. Here.D. such as combat. they still possess some forms of protection to defend themselves against physical forms of attack. Able to sense magic up to 500 feet (152. Three inches wide.S. 1D4 P.E. Leap six feet (1. these little leeches pose no real threat to the common populace. Regenerate 2 M. Two inches long. with its razor-sharp proboscis.: 10+1D6 Horror Factor: 8 to normal creatures.A.P. and other occasions as they are also known for their leaping abilities. The common tick feeds on blood.C.P. Attributes: I. 12 to Mystics or Supernatural creatures of magic. 1D4 Spd.E.D. A bite will inflict 1 point of M. It follows this with a deadly injection. At times it may also move from one host to another when they come into close proximity. the infected creature will start to suffer from mini-seizures in the general . This ominous name was given by a mystic who grew pale in fear when he discovered their ghastly feeding habits while he was inflicted with a score of these parasites. 20+1D6 P.C. per hour. Climb 94%. These minute magic suckers lay in ambush behind tall blades of grass or other areas that creatures commonly brush against.E. while the necro tick feeds upon the very P. within only one melee.: 20 +1D10 Natural Abilities: Nightvision 200 feet (60.6 m) across.

P. if supernatural) to the host and 1D6 H. After the end of six melees. Mainly solitary. It seems that this toxin triggers muscle spasms with its bombardment of energy reactions. parry and dodge.).P. creating an air tight seal with a relative strength of 30.P. the toxin will spread within the next six melees as the injected material wreaks havoc with the nervous system.P. To make matters worse.areaPage of contamination. backlash that will inflict 2D6 H. Jikininki These vile creatures are another race of undead. with long . Average Lifespan: Their unique form of sustenance extends their lifespan up to 15 years. The outer shell is pulled in flush with the skin. similar to western ghouls. or 3D6 S. Allies: None. often stowing away without the host even noticing.E.E. In addition to physical attribute bonuses: +2 to strike. +6 to save versus horror factor. +5 to dodge. they will latch onto a portion of the bodily not easily accessible and will siphon P. They are very animalistic and only prey upon creatures of magic with at least 40 P. Instead. They can leech 2 points of P.P. they will not attempt to use this form of defense unless seriously threatened. as the overabundance is too much for them to withstand. and might tear a portion of skin off.P.D.P. parts of former Asia and the Philippines.P.E.P.D.D. they will still suffer -2 to the Spd. the body will have successfully absorbed and negated the negative energies. as they create a form of suction with their belly. every four melees (1 minute) up to a limit of 15 P. from the host. and 1 point damage to H. to all within a ten foot (3 m) radius). Upon creatures of magic.P. as well as very smooth. and P. +3 to save versus magic.D. Magic users may also notice a decrease in the affects of their spellcasting if more than five such parasites are aboard.E. per melee! Once saved. -1 to strike. If the second saving throw fails. attribute. the creature will only suffer aching joints in the general area for 2D4 melees.P.P.C. except where they encounter others of their kind. causing them to physically expand until they literally explode (causing a P. and even then they just tolerate each other.E. The tick is able to make 6+1D4 such injections per day (24 hour period). making grasping almost impossible. attribute. Attempting to remove them is also difficult. If somehow a firm grasp is made and they are attempted to be forcefully removed. if not at least cause sever bruising. Enemies: None. they are extremely nimble and light. They appear as yellowish-grey humanoids. Each failed saving throw results in 1D4 M.D.E. with sharp outer edges (1 point M. points per 24 hour period. Habitat: Nomadic and tend to congregate wherever their are sources of P. reduce all aspects of spell affects by 10%. as well as -2 to strike parry and dodge. resulting in only a penalty of -1 to the P. They will. Penalties suffered will include -1 to the P. the tearing action will cause 2D6 M.C. however. (or M./M. shy away from ley lines and nexus points.D. | 95 If the roll is successful. found during the twilight hours of Japan. attribute. For every five ticks.

C. and magic weapons do full damage). They roam the graveyards or any areas with the scent of death. 15+2D6 P.5 m) +1D8 inches Weight: 80 (36 kg) +1D4x10 pounds M. quesiness. After this time.4 m). has a chance of also infecting the prey with some sort of infection or disease. 2D4 M. which will result in the loss of the area attacked. every ten minutes (40 melees) or during each feeding.P. 1D4 Spd. Despite their thin. Any successful strike by bite or claw that breaks the skin. and then waiting until the prey has succumbed to the illnesses. blurred vision.C.P. cold. Impervious to mind-based attacks. They seem to have no formal language. and will even drive them to attack prey still alive if the odds seem in their favor. the character runs the risk of contracting gangrene or other serious infections. yet finely muscled. quick. Pack scavengers by nature. drugs.: 20 +1D10 Natural Abilities: Nightvision 500 feet (152.S. resembling transparent pools Page | 96 of blood. clouded mind. agile and cunning (more animalistic than intelligent). excruciating throbbing pain. sickly appearance. Keen sense of Smell and Taste: Track by blood scent 68% up to 2 miles (3.8 km) away.E. Infectious: Due to their undead state and the way in which they survive (feasting on the rotting flesh of the dead). parry and dodge due to one or more of the following: weariness.arms ending in thick blunt nails. 1D6 P.4 m) per minute (4 melees). The character must save versus poison or they will be infected with some sort of malady.A. nomadic corpse scavengers ever wandering for another meal. they are extremely strong. 3D6 P. abrasions. gases (does not breathe) and even S. scars. Their hunched bodies are covered in blisters.D. Prowl: 60%.B. infections and almost completely devoid of hair. If the character is not healed with 24 hours. 20+2D6 P. Bio-regenerate 2D10 M. they hone onto the scent of a kill with a keen sense of smell and taste. as well as a mouth full of jagged canines able to crunch through bones for their succulent marrow. much like a hyena. Alignments: Attributes: I. the Jikininki are the vessels of numerous infectious bacteria and diseases. These undead marauders are known for hit and run attacks.Q. Climb 74%. Track by scent and taste of corpse: 89% up to 3 miles (4.D. 2D6 M.E.: 2D4x10 Horror Factor: 13 P. The smell of blood alone will catch their attention. Average penalties suffered are -2 to strike. Cannot truly "die" unless entire body is burned to ahes. Can also take limbs/body parts from the dead to replace lost or damaged parts on self.E. Glowing orb-like eyes are a translucent red. save for grutal noises and shrieks. Dig into dirt and clay-like terrain at a rate of 8 feet (2.C. also make for fine weapons. poison. except for random tufts. One could say that they resemble half-decomposed bodies. 10+2D6 Size: 5 feet (1. .2 km) away.D. roll to save versus coma every 12 hours or the infection will spread. thin and gaunt. luring them to the source. Claws used for digging.D. weapons (M.

plants. parry and dodge). +6 to save versus horror factor.C. but counts as two attacks. Average Lifespan: Immortal. Allies: Usually tend to stay only within packs (numbering around 4-10) of their own kind. In addition to physical attribute bonuses: +2 to strike. +3 to save versus magic. These spirits can be beneficial. magical light or bright light sources will cause these creatures to be blinded (sufferes penalties of -5 to strike. Supernatural and magical fires inflict double damage. Will travel any distance when led by the scent of carrion. Daylight: Daylight. but usually stay inland. danage (plus P. Kumo.D. parry and dodge.C. bonus). Enemies: Any species of the living. All items of the islands.D. Close ties with ancient and mystical ways have made their way back into the lives of the Filipinos.C. a determined people starting to make a comeback after the great devastation brought upon by the great cataclysm. whether animal. but will sometimes be seen following Kapre. Damage: A restrained claw or bite attack will inflict 4D6 S. Filipino R. Take refuge underground.D. Habitat: Nomadic. in caves or in large tree hollows by day.D. are all given proper respect. For the most part they are alike. rock. given only minor differences and preferences by region. The Filipino race.Vulnerabilities: Page | 97 Fire: Normal S.. A full strength claw or bite attack will inflict 2D6 M. In this case. until destroyed. Psionics: None Magic: None Combat: 4 attacks per melee. specifically do not like users of magic. . everything having a spirit. This is the way of the people as they retain strong beliefs in animism. damage by fire inflicts the equivalent of Mega-damage to the Jikininki. they will rely on their other acute senses to attack or flee. or other demon creatures that leave scraps behind.S. lakes.C. neutral or malicious. They rely on the sea and jungles for sustenance and replace in one way or another what they take. and a power punch does 4D6 M.

Combat Skills: Depends on the O. but heavily muscled for the men and thin but shapely fit women.B.D. 2D6+8 P.C. totaling somewhere around 2700 total. Warriors.A. 2D6+8 Spd. sages. Descendants of the survivors of the great cataclysm. S. Ears are normal size with a slight pointed tip. Alignments: Any.C. This is not to say that they are crude engineers. 3D6+2 P.C. Lifespan: Most Filipinos will live up to 175 years normally (without any sort of augmentation by magic.C. Appearance: The Filipino natives are humans with a distinctive Polynesian look. monks. Faces are smooth. Natural Armor Rating: None Height: Filipinos tend to be of a shorter stature than your average North American or European descent. among others are other numerous classes of the islands. but the majority are Principled. . (58. especially shamans (baylan) are popular trades. They also always seem to have youthful appearances. they have adapted well to the even greater threats of the invading hordes of vile creatures.E. the settlements resemble that of late 19th century technology mixed with some magical gadgetry that emulates that found with the 21st century. They respect the land and sea.S. Men of magic.). Magic: Depends on the O. 3D6 M.P.) plus an average of 5 pounds (2. etc. looking at least ten to twenty years younger than their actual age.E.5 m) Weight: 130 lbs. spirits of the earth and demons of the dark. 3D6+1 Hit Points: P. 4 feet 10 inches +2D4 inches (1. Regardless.Q. Scrupulous or Unprincipled.8 m) with women a few inches shorter yet. Disposition: These are a noble. Across the multitude of these isles. tend to be rounded in shape with noses that are bit broad and/or flat.5 plus kg.25 kg) per each additional inch of height). +1D6 per level of experience.C. All have jet black to dark brown hair that has a sheen like silk.C. These beautiful people have a hint of the fey folk aura about them (there are stories that their closer bonds and interaction with the diwata (spirits) has begun to shape them). 3D6 P.E. many settlements are on or near holy temples.Dwellings Page | for 98the most part are simple. devoid of wrinkles until at least 80. Their body types tend to be thinnish. hard-working and determined people with a strong beliefs in magic. In many of the larger towns and cities. Men average about 5 feet +2D6 inches (up to about 1.: 40 plus those gained from O. there are eight major dialects of Filipino language. keeping a close bond with nature. Their eyes are a deep brown and somewhat ovalish in shape. Skin tends to be a golden tan in the south and a light tan with a slight tinge of yellow in the north. and protect it from all that desecrate it.: 3D6 P. 2D6+10 M. Attributes: I.s.C.

sensing a mere drop of blood up to six miles away. The sides of the mouth has 2 sets of whiskers. . The tongue is also used to grab prey. Base: 25. standing 6 feet (1. prehensile and covered in sticky saliva. yet extremely longs.1 m) long. The natives of the Philippines have great respect for these monsters. the other 6 feet (1. yet also as soft. Their eyesight is weak. many Filipinos do not wear forms of footwear. Bakonaua. The beast measures over 30 feet (9. These predators of the sea possess an extremely acute sense of smell and taste.C. What is even more frightening is that its mouth can reach up to 12 feet (3. The natives are also reknown for their domestic skills in weaving. The skin is thick and leathery.8 m) tall and containing 5 visible bone-like supports that jut out into sharp barbs.C. and will tend to be aggressive unless given at least a few buckets of entrails or flesh.C. O. This mouth houses a blood-red tongue that can dart out with blinding speed up to 15 feet (4. that are highly sensitive to electromagnetic vibrations caused by movement.E. It is not known whether they can actually hear or not.8 m) tall and is covered in 4 rows of razor-edged teeth. almost wing-like.6 m) across to catch prey. that is ash-grey above and bluish-white below. The Bakonaua is smart enough to realize that all ships contain food. but there have been only a handful of confirmed reports of any returning). except for a slightly longer lifespan and nightvision is 2x better.C.C. farming and fishing prowess. +1 to save versus horror factor.2 m). one 12 feet long (3. their hands and feet are incredibly durable.s: Any O. Although there are a few rifted immigrants from other lands on the islands. It also possess two sets of lateral fins. as tough tough as leather. whether it be fish or the crew members aboard.P. They are incredibly agile and quick for their size and have been known to leap out of the water up to 15 feet (4. even when outside. The dorsal fin is large and erect. Alignments: Considered to be a predator with Anarchist behavior. with some reports up to 50 feet (15.8 m). As in the past. Page | 99 Psionics: Standard human Natural Abilities: Same as human. of the Philippines (many Filipinos have disappeared in ley line storms and rifts. sacrificing a portion of their catch to appease them during fishing expeditions.C. animal husbandry.6 m) wide and 6 feet (1. Shark Monster The Bakonaua is an enormous sea creature that resembles a great white shark with some catfish-like adaptations.P. they have not yet begun to successfully pass on their ways to the natives. based mainly upon movement. Due to adaptations and lifestyle. The back pair are squat and help in locomotion.5 m) piercing a small boat's hull with ease. one in front and one towards the end of the tail. plus those gained from O. The front fins are fish-like.6 m). They see it as paying their dues for borrowing the sea from the rightful citizens of the deep.5 m) straight up or 35 feet (10.

1D6+10 M. +5 to save versus poison.50 Long Whiskers (2) . Weight: 4 tons Lifespan: 170 years . but will go into a frenzy.: 3D6+15 P. for tail blow. Track: 78% up to six miles. ** Destroying the main body will kill the monster.4 m) based mainly on movement. the Bakonaua will still be able to function normally using its other acute senses.8 m) tall dorsal fin. 4 rows of razor-sharp teeth that regenerate in 1D4 days when lost.30 each Short Whiskers (2) . leap 15 feet (4.6) across. tongue attack or tail blow.Q. murky depth vision 100 feet (30.D. Horror Factor: 12 Natural Abilities: Highly acute taste and smell.5 m) straight up out of water and 35 feet (10. from bite attacks. +5 to strike.1 to 15. 1D4+6 Page | 100 Spd. 1D4+4 M. If both eyes are destroyed. 2D6+35 swimming Hit Points: Mega-damage creature. +3 to dodge.12 each Tail Fin (1) . 2D10 M. The attacker must make a called shot and even then he is -4 to strike.B.C. 1D6+4 P. for piercing tongue attack and 1D8 M. Combat: 4 physical attacks by biting. fighting to the death.300 * The eyes are tiny and protected by a nictating membrane.2 m).15 each **Main Body .D. its mouth almost as wide.E. making them difficult to hit. advanced healing 1D10x4 per day (24 hour period).E. 30 to 50 feet (9.7 m) tall plus 6 foot (1.9 m) wide. 3D6+16 P. 13 feet (3.Attributes: I. by Location: *Eyes (2) .D. M. 2D6+15 P.A.10 each (protected by nictating membrane) Large Forward Fins (2) .S.35 each Squat Back Fins (2) .D. electromagnetic sensitive whiskers detect movement up to 650 feet (195 m). breathe underwater.P. Bonuses: +2 on initiative. Damage: 4D10 M. +2 to save versus magic and psionics. Size: 9 feet (2.

Their skin turns a pale ash grey. the ears are long. kinked black hair covers their head and runs down the length of the back.C. its tip as keen as a daggers edge. there exists a relic ancestor of the vampiric beings. Language: Unknown Enemies: Anything that can be considered as a meal. their tongue out tasting the scents in the air. hide and fins. stretching out to up to 15 feet. If the prey puts up too much of a fight. The Manananggal lashes out with its tongue. They will rip open their own stomach.: None Psionics: None Value: About 950 gold coins for its meat. Can dive up to one mile (1. the feast then begins. but also known to attack prey in as little as 6 feet (1. But as night falls. The Manananggal are a race of female humanoid shapeshifters. Within the Philippines. the vampire will utilize its most revolting adaptation. Long. the Manananggal.8 m) deep (snatching unsuspecting swimmers). Their appearance is so striking that many men fawn over their unearthly beauty. motionless. save for a bulging belly. When an unlucky person stumbles upon one of these vampires. yet finely muscled. The creature's senses of taste and hearing are highly acute. These creatures share in the lust for blood. perched in a tree.) The vampire kingdoms have spread far and wide. Mottled patches of hair also cover parts of the body.S. but evolved somewhat differently on these islands over the eons. assuming the guise of beautiful maidens by day. Filipino Vampire (optional R.P. from the lesser to the greater. exposing a hollow tube within. .6 km) deep. Often they will lay in wait. Habitat: Concentrate in the waters around the Philippines.E.P. unleashing intestinal tentacles reaching up to 20 feet. a frenzy occurs. Manananggal. Once pierced. they shed their false skins.P. erect and pointed. considered a delicacy and eaten on special occasions (after undergoing special treatment and preparation). Its target is the neck or chest. bathed in evil. searching for prey alone or in small packs on occassion (they do not seem to be as social as their vampire cousins).C. the tip expands. The eyes glow a horrifying shade of yellow. Their bodies are thin and gnarled. They roam the forests at night. revealing their true visage. Base: 20 Page | 101 Magic: None I. but also found within regions of the Pacific Ocean.

per melee!. Identify smells 75%. Spd 10+2D6 Height: 5 feet +2D4 inches (human form)/6 feet +1D4 inches (vampire form). Climb 92%. M. imploying ingenious tactics to lure and ultimately devour prey.15 foot (4. Regeneration: 1D6 M.B. 3D6+4. M. They can also be a cautious lot.S. +4 to save versus horror factor. Prowl 90%.5 m) piercing tongue does 1D6 Mega-Damage. Aberrant or Diabolic. The lower half is left in a safe or well protected area. the lower half will regenerate the rest of the body within two days time. M. This tongue is also prehensile and can be used to ensnare an opponent. Immune to all poisons.D.P. Miscreant. some even showing signs of high intelligence.E. Bonuses: +2 on initiative. Most are quite cunning.C. Advanced Hearing. is to destroy the entire body. Convential methods of harming vampires do not apply to the Mananaggal. Track by smell 70%. Levitation.D.P.S. parry and dodge. Immune to all mind-based attacks or influence. Filipino Vampire Horror Factor: 12 Alignment: Anarchist. P. P. 3D6+4. +1 to save versus magic and Psionics. 18+1D10. Weight: 110 to 160 pounds in both forms. 16+2D4. splitting their torso from the lower half of their body. Damage: . 3D6. Should the torso be somehow destroyed. 15+1D6 (human guise)/2D4 (Vampire form). The only way to kill a Manananggal. +3 to strike. P.Q.E. 15+1D6.C. Attributes:I.: 1D6x10 I.These tentacles Page | 102are highly adhesive and are coated with a form of mild neurotoxin. . P. P. Manananggal. The sight and odor released from its bowels are usually enough to unsettle even the bravest soul. perhaps due to their divergent evolution.: 2D4x10 +30 Combat: 4 attacks per melee.P. while the upper portion uses its intestinal tentacles for locomotion.A.: 4D10 Natural Abilities: Nightvision: 300 feet.E.

E. they cannot expose their tentacles or tongue or they would suffer excruciating pain. strike.Tentacles that can reach out to 20 feet (6 m) and ensnare an opponent (pin attack)..Extendible claws on hands and feet inflict 2D6 Mega-Damage and can also be used to pin prey. salt acts like a corrosive material to the Manananggal. Habitat: Deep within the mainlands. Sunlight does however force them to stay within their human shells.E. far from the sea. the tips of the appendages have rasping thorn-like projections that inflict 1D4 Mega-Dmage and also injects a mild neurotoxin. They do. Optional O. Within their human guise. After each successful attack by a tentacle. All within a 15 foot (4.P. A failed roll results in -2 to strike. or else they would suffer the same damaging effects. Silver and magical weapons are also one of the few things that can pierce their tough hides. parry and dodge for 1D6 melees. . Charismatic Aura. salt. especially dangerous to the eyes. These creatures do suffer from something normal vampires do not. If successful. Vulnerabilities: The Manananggal do not share the same weakness for water as their other vampire brethren.P. Languages: Two Filipino languages at 98%.P. Psionics: Empathy Average Life Span: 450 to 700 years. This weakness is one of the main reasons why they have never ventured to other realms. fearing the salty seas. Giant Dragonfly . City Rat or Wilderness Scout. See Aura.Intestinal gas: The Manananggal will rip open it's abdomen or torso and expel a cloud of noxious gas. which will siphon their blood and P. All other creatures are considered prey.C.C. exposed skin or if ingested.! .C. Prey/Enemies: The Manananggal ally themselves only with other undead or demons of the islands. one other at 78%.5 m) radius must save versus toxins or they will start retching uncontrollably. A successful strike will result in the loss of 1 H. parry and dodge. In any form. the prey must roll to save versus poison. 10 S. and 2D10 P..D. Prey Page | 103 trapped within the claws will then be probed by the tongue. Chameleon. suffering penalties of -3 to iniative. Magic: Fear. however. Shadow Meld. 4 successful attacks and the prey becomes paralyzed! The effects of the toxin lasts for 8 +2D6 melees. still possess their incredible physical attributes and minor psionic/magical powers. Tutubi. Nomad.'s: Vagabond.

Enchantment seems to be the only way to make these creatures docile enough to be used in such a manner. and tougher yet to accomplish this without destroying the main body of armor. great hunters to be feared.D. The long segmented tails are slightly prehensile and end in a sickle-like stinger. Their great size. They posses two sets of wings. used in the creation of exquisite armor. 16+1D8. P. supported by 6 thin. the tutubis are giant dragonflies of the Philippines. senses.Q. It is wise to always remember that the tutubi are predators. Their eyes are the size coconuts and are covered in multi-faceted lenses in hues of green. Giant Dragonfly Alignment: Predatory insect that falls within Unprincipled or Anarchist. agility.D. ideal for piercing attacks. 2D4+8. Spd 3D8 crawling. the foremost larger. These highly ornate. M. 2D4x10 flying (one-half of this speed when encumbered by a rider) Size: 15-20 feet long (4. Coloration of these creatures varies across the entire spectrum of the rainbow. Many a casual viewer is caught up in its wondrous splendor. M. 1D4+2. 1D6+8. not realizing that he is being stalked. cunning and speed enable them to take down prey as large as a water buffalo.B. Stands 5 feet tall.C. providing excellent protection. Wingspan is equal to one-third of body length.5 to 6 m). Such a mount is a prized possession and a wonder to behold. both sets a translucent silver. P.Another Pageexample | 104 of the adaptiveness of the native creatures of this planet. multi-segmented legs. letting nothing escape their notice. M.E. The problem lies in the fact that it usually takes a group of highly skilled warriors to take down just one of these solitary winged hunters.S. as they are impossible to domesticate. P. 15+1D6.C. Hit Points: Mega-damage creature. Weight: 600 to 950 pounds (270 to 428 kg). The mouth consists of fierce pincers above manipulating mandibles. These flying beasts are also encased in M. by location: . 1D6.E. P.P. exoskeletons.A. Attributes:Cunning animal I. Tutubi. A full grown tutubi stands as tall as a horse and as long as three to four men. yet flexible and durable carapace are prized by the Filipino natives. with the exoskeleton gleaming just as bright. blue or red. 12+2D4. There are even a few baylan (shaman) that know of ways to enchant these creatures into mounts for those riders skilled with such spirited steeds.

D.10 each Page(4) | 105 **Eyes (2) . +7 automatic dodge. 360 degree vision. On top of this. inflicting 1D4 M.000 gold coins (for the exoskeleton plates. The wings can only be hit by a called shot.). with an average market value of 30. Destroying the main body kills the creature. fly. or pin attack to ensnare and hold prey down.D. Value: If mainly undamaged. Tail can also whip around with a piercing attack from its stinger for 1D6 M. sense vibrations in 20 foot radius (wind direction.S.300 * Destroying 3 out of 4 of the wings will prevent the creature from flying.D. per melee. doing 1D6 M.D. mainly characterized with the tail and mandibles. Destroying the front larger wings will impair its flight. Prey trapped by pincers will then be attacked by lower mandibles. Natural abilities: Natural M. and still suffer from -3 to strike penalty. Even if both eyes are destroyed. Combat: 4 attacks per melee. Bonuses: +3 on initiative. as it is very sensitive to vibrations and has an acute sense of smell. as well as covered by nictating membranes. Damage: Bite from giant pincers 2D4 M.*Wings .14 each Head . the tutubi only suffers -4 to initiative and -6 to dodge. the wings are -5 to strike (on top of all other bonuses/penalties). to break hold. Language: Empathy.D. ** The eyes are small targets and are also surrounded by protective ringlets. This attack counts as two attacks. prowl:68%. etc. as well as body movements. See the gear section for details). climb: 75%. due to its great agility and rapid movements of the body and the wings themselves. nightvision 120 feet (36. track by smell: 85%. with a 50% chance of knocking the prey down. causing speed to drop in half as well as reduce dodge bonuses by half. character's movements.C exoskeleton. Roll against P.6 m). Magic: None Psionics: Empathy Average Life Span: 10 years. not the actual finished armor. +2 versus magic. +4 to strike. As . the main body and head carapace can be made into very stylish megadamage armor (large enough for a person up to 7 feet tall). They can only be hit by a called shot. causing him to lose initiative and one melee attack. A flying body block or ramming attack is also possible.100 Main Body .

China and Japan. P. 1D6. 2D6+10.D. even running upside down at 3/4 of Spd. Miscreant. any damage over 100 M.C. Attributes: I.B.Q. fortunately they are loners. M. Prey/Enemies: Anything smaller than itself may be considered as potential prey. especially mangroves and swamp lands.C. 106 these wild creatures cannot be domesticated. Aberrant. 10+2D6. attribute.mentioned Page | before.E. They have incredible instincts.S. Prowl: 75%. and legs like thin tree trunks. Alignment: Anarchist. eyes like glowing green saucers above 8 inch long fangs. Climb: 98%. Sense Magic. deceptive and cunning fighters. dense mountain jungles of the Philippines. will gorge themselves to a point of near comatose. P. Has fondness for pigs. These creatures only think about food and if presented to them. Also seen near open fields around mountains.P. but can be enchanted by certain baylan or psychics.: 1D6x10. See the Invisible. or Diabolic. 3D6+2. . they are also self-preserving. Weighs from 800-950 pounds.P. 4D4+6. Their exoskeleton a mirror-like black gleam. 3D6. 280 degree vision.A.E. Spd 5D10 Size/Weight: Full grown adults (15 years of age+) can grow to 7 feet high and 10 feet long from head to end of spinnerets. P. P. Natural Abilities: Can scale surfaces just like a normal spider.D.E. One Kumo is enough to give any group of warriors second thoughts. attacking anything with the scent of blood. Horror factor: 14 P. They prowl and lay in ambush during twilight. Although fierce.: 1D4x100 +100. appearing to be in a state of suspended animation (digesting and processing their meal). M. Kumo. Habitat: Anywhere near water. Nightvision: 300 feet. 2D4+2. Note: These are strictly NPC characters. will likely cause them to flee. squabbling even amongst their own kind. Demon Spider The Kumo are gigantic demon spiders known throughout the dark. Track by scent: 76%. M.

D. That is. if unsuccesful again. Upon injection. +3 initiative and roll with punch/fall/impact. a poison with hemolysis-like effects.D. and attacks per melee are halved). In effect. causing pain and eventual slowly progressing paralysis throughout the body. the character must save versus poison or be temporarily paralyzed for 3D10 minutes. strike. (but counts as two attacks). The initial effects are cloudiness. Can create a web up to a 50 foot radius (100 feet total) for snaring victims (webbing is extremely translucent. The first type has a neurological effect. This is moderately sticky. totally defenseless. and a power sweep does 2D6 M. is taken by the venom (consisting of sharp pains. Effective M. Fire and magical weapons will do full damage.C. After 3 of such attacks. Character will still suffer mild symptoms for up to two days (-1 to strike. 2D6 additional M. causing -2 to initiative. bonus.D. Up to 100 feet of spider silk can be produced per melee and can be consumed for recycling. -1 attack.D.D. descend. If they fail. Damage: Bite does 1D4 M. parry and dodge. The cocoon is the equivalent of a straight jacket. Combat: 4 attacks per melee.D. the Kumo will attempt to encase them in a cocoon. After 2D4 melees. or permanent damage may occur. per strand and can support a bit over 1 ton. Character then gets another roll (at -2) to defend. Intelligent creatures are +2 for saving throw.D. able to regenerate 4D10 M. Type 1 regenerates 2D4 injections worth a day and 1D4 type 2 a day. The tensile strength is equivalent to 1 M. Once a victim is paralyzed. -4 to notice).D. A cure must be administered within the first 5 minutes. if they pass. is 1D4x10. Webbing: Has 4 spinnerets to expel webbing for a variety of uses. They can even regenerate lost limbs with two days time. totally immobile. entangling more as the victim struggles. full strength sweep causes 1D6 M. see above for poison.D. every 10 minutes. Toxic Venom: The Kumo has two types of venom. and is used during combat/hunting. Bio-Regeneration: Kumo possess remarkable restorative powers.C. This webbing is mystical in nature. +3 to parry and dodge. allowing no movement. feels nauseous) and will require medical attention to properly recover.D. is that the character will be in excruciating pain. +2 to strike. unless someone helps them out of it.C. When a victim is entangled or otherwise incapacitated. Spd. entangle and ensnare. These effects will last for 2D6 minutes per injection or magically negated. yet completely conscious.Mesmerize: The Kumo has a supernatural ability to mesmerize all that gaze into it's glowing green eyes. The poison sack has enough for 30 type 1 and 5 type 2 injections. will occur every 1 minute. until the brain finally hemorrhages and death immediately occurs. Webbing can also be used to climb. muscle spasms and cramping partial paralysis. they are allowed a second saving throw.C.S. A web of this size will take about 15 minutes to produce. fall under its trance. second type of venom then comes into play. it turns the victim's body into a nice squishy meal that can be sucked up. it breaks down the blood vessels as well as softening (tenderizing!) the muscle tissue. The true horror in this. resistant to normal weapons (one-half damage). they snap out of it.. Sweeping leg causes 3D6 S. +5 versus poisons.. of physical damage. Page | 107 Characters must save versus influence if they stare into the Kumo's eyes for more than two melees. plus P. A successful bite attack will cause 1D4 M. -2 to strike. . 2D6 M.

Average Life Span: 45 years. long thin legs attached to a shiny.Vulnerabilities: Page | 108 Fire does double damage. Glowing green eyes. masterful fox . such as jungles. Enemies/Allies: Any creature that is smaller than them is considered a meal. almost metallic-looking body covered in short spiny hairs. Kitsune R. Relies more on instinct. One such creature blends the attributes of a theriomorph (were-creature) with the bewitchment of the fey folk. Appearance: Similar to a giant black widow. The isles of the Orient are not without their own fair share of enchanted creatures that have arisen once again thanks to the ley lines activities unleashed.C. abandoned dwellings within the most parts of Asia. caves. and instinct tells it to eat.C. massive fangs. They are known as Kitsune. Habitat: Any continuously dark area.

Features are sharp and their build is slim and athletic.5 kg). They are also skillful at taking on other guises. and to actually outwit them gains their admiration. The elders of our clan used to tell us stories of such enchanted creatures. pointed snout ending in tactile whiskers. but extremely nimble. Duration: One month. A pure animal form. They are by far. a humanoid fox. Animalistic features become completely muted. Traveling foreign trails are also likely areas of ambush by these jesters' unearthly jokes or penchant for thievery. A lucky mortal would only befall an embarrassing prank. at which time.2 m) and 50 pounds (22. faerie and animal. delicate. long erect ears. A love of riddles is common. they present carefree. taking the appearance of an extremely attractive human. as well. giving way to a very alluring male or female character with a very distinct asian appearance. next to their cousin Tengu. In this state they are at their most cunning and also benefit from added grace and speed. they are also closely tied to the earth and have been known to be staunch defenders to those who defile it. toying with love struck villagers for their amusement. one of the most popularly known of their kind. It is believed that this is their natural state. Minimum size attainable is 4 feet tall (1. can transform as often as three (9) times per day (24 hour period). but only for shorter periods of time (10 hours (400 melees) per level of experience).shapechangers Page | 109with a knack for illusion and deception. seasoned with an occasional muted bark or yelp. The only animalistic traits that remain even in this form include small brightly-colored eyes. a long bushy tail with a white or black tip. but their have been stories of twisted mayhem. A good joke or story gets their attention. slightly pointed ears and a bushy tail that is usually skillfully concealed in a pant leg. A perfect blend of human.75 m) and 160 pounds (72 kg). Hair coloration still remains bright red to orange or a luxuriant silver. as well the need to embellish. almost to the point of fabrication and outright lies. Due to their ancestry. Duration: 30 hours per level of experience. as they could be disguised Kitsune. In any of these shapes. a gift they like to share often with others. Extreme caution was advised against overly seductive and flirtatious women and men. Hands and feet are petite. The Kitsune are one of the many shapeshifting races of Pacific Asian rim known as the Henseiyosei (loosely translated as faerie that metamorphs to animal). yet witty and sly characteristics often lending them into mischief and even thievery. It is similar to that of a were-fox. Maximum size attainable is 5 feet 10 inches (1. as these creatures true nature is deception. Half Form: Their merged form looks like a humanoid fox covered in short fur. they take on human form to better blend in with society. Such games were not always fun and games. They mirror faeries the most in these respects. Tricking hunters while in this state is a favorite game as well as startling travelers with their still human speech or mystical powers of illusion. although it still remains almost fully erect and retains its intelligence. The realm of illusion is their specialty. dexterous hands and small black paws. This guise is almost flawless. Within settlements. Limitation: Will always have same Asian look and natural sex type as their default human persona. a game could win their friendship. the Kitsune must revert . albeit a bit larger than norm is their third shape. Speech for the most part is comprehensible. Their have been rare reports of a stark white as well as a jet black variety. adding to their striking beauty. they can morph from near human form to that of a large-sized fox and a form between these two stages. Special Powers of the Kitsune 1) Shape-change into three forms: Human: The Kitsune has the power to transform themselves into a nearly perfect looking human. Their true persona is believed to lie within their morphed stage.

1 m) per level of experience. +3 to initiative.to animal Page |form 110for one entire days time (24 hours). the Kitsune shares the canine's olfactory abilities on a supernatural level.5 m) range. 2) Supernatural Smell: Similar to a Dog-boy. Note: Mega-Damage nonhumans and supernatural beings are +2 to save.5 m). and -6 on initiative and all combat bonuses for the first melee round of any fighting that might break out. one-half mile (. human speech (allowing the casting of spells) and gain a boost in agility. Limitation: None. 4) Supernatural Sight: Nightvision. Duration: Unlimited. Range: 150 feet (45. Base Skill: 65% +3% per level of experience. 55% +3% per level of experience to detect specific types of paranormal creatures. The moment the wicked but lovely Kitsune wraps her (or his) arms around an attracted individual that person must roll to save vs Euphoric Oblivion. • The Kitsune can actually smell magical and psychic energies. food. Fox Form: In this form the Kitsune appears as a perfect specimen of the fox species. as well as supernatural creatures. +4 to save versus ambush/sneak or back attack. Penalties from Euphoric Embrace: Time seems to stand still and the victim is oblivious to anything but the Fox Faerie. 3) Supernatural Hearing: The character is much more sensitive to a broader range of sound levels compared to a human. endurance and speed. Base Skill: 50% +2% per level of experience. and other distinctive odors. Individuals under the attraction influence are likely to approach the Kitsune or be romantically excited and open to any of her overtures should she approach them. Base Skill: 80% +2% per level of experience to detect magical/psychic energies. Range: 20 feet (6. • The character is able to recognize and accurately identify general/common/known smells. Once enthralled. They retain full intelligence.8 km) per level of experience to detect ley lines. may transform into animal form as many times as they wish during any period of time. The saving throw is a natural 16. The cycle then starts anew. The powerful attraction causes its victims to keep their eyes on the Kitsune and distracts them from what’s going on around them.7 m) per level of experience to detect magical/psychic energies.5 m) per level of experience to detect specific types of paranormal creatures. Saving Throw: 18 or higher to save. 100 feet (30. 5) Dynamic Attraction (special): Kitsune release a cocktail of pheromones that creates a light. including gases. Range: 90 feet (27 m) per level of experience. albeit a bit larger than norm. See Auras. A bloodbath could break out around him. Can also identify specific sounds known to them. -8 to save vs Hypnotic Suggestion or any form of mind control from the Fox Faerie. intoxicating perfume and even the Kitsune’s breath is sweet and as fresh as a springtime breeze. all the victim is aware of is the gorgeous person wrapped around him. Range: 90 feet (27. objects or other creatures. Limitation: None. bombs exploding and the building burning down around his ears . The character can follow a scent trail that is up to three (3) days old and is able to recognize certain items or persons by smell alone. • Identify specific odors. may transform into the merged form as many times as they wish during any period of time. but the character is -2 to save if he (or she) was already intoxicated by the Kitsune via Dynamic Attraction. plus any bonuses to save vs mind control would apply. Penalties: -10% to perform skills. 6) Euphoric Embrace (special): The loving embrace of the Kitsune is even more intoxicating and debilitating. This alone affects people attracted to that particular sex (within a 15 foot radius) to feel stimulated and quite tantalized by the luscious individual. Little will escape the Kitsune's attention within a 90 foot (27. including the scent of specific individuals. Base Skill: 58% +3% per level of experience. and See the Invisible 500 feet (152 m).

andPage
he would
not know it. As long as the demon keeps at least one arm wrapped around her victim, the
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enchantment remains in place and the victim is lost to rapture. If the demon is in a murderous mood or
has been hired to assassinate the victim, a Kiss of Death is likely to be the next move.
On the other hand, the Kitsune may simply rob the euphoric character blind, moving her hands across his
body to rifle through pockets, unsnap weapon and ammo belts, remove wallets and identification papers,
take weapons and magic items, and remove anything on the individual’s body. As long as the demon
keeps one arm touching and moving across the victim’s body in a romantic, non-threatening manner, the
Kitsune can do almost anything she wants without the victim realizing it. The Kitsune seducer doesn’t
even need the Rogue skill of Pick Pockets because her victim is oblivious to her nefarious actions,
making subtly unnecessary. Of course, those nearby may plainly see and realize what’s going on, but
unless they physically pull the victim out of the Kitsune’s clutches, the treachery continues unabated.
Furthermore, the victim remains in the euphoric trance for 1D20 melee rounds after the Kitsune releases
him, leaving the individual standing like a love struck puppy still oblivious to anything happening around
him, unable to take any action, nor realize where the Kitsune has gone. Only being roughly jostled or
attacked snaps the character out of his happy delirium and back to reality. The victim can then react to his
situation, though he is -6 on initiative for Four (4) melee rounds as his mind races to catch up with current
events.
7) Kiss of Death (special): Each kiss on the lips drains the Kitsune’s victim of 1-3D6 Hit Points, sucking
the very life essence out of his body; S.D.C. is completely bypassed by this attack, and damage is done
direct to Hit Points. Each kiss counts as one of the Kitsune’s melee attacks, and the victim turns grey and
his skin begins to wither as life is drawn out of him.
The typical victim is completely unaware of the damage or that he (or she) may be dying, because the
Euphoric Embrace is usually established first and the character is deliriously happy even as his life is
being taken. However, the Kiss of Death can be done on those not enthralled, but requires the Kitsune to
grab the intended victim, hold his head and plant a kiss on his lips. In this case, each hostile and unwanted
kiss attack uses up two of the Kitsune’s melee attacks and the victim takes only 2D6 points of damage.
More importantly, this is the only action the Kitsune can take. She/He cannot parry, dodge or defend
against any attacks leveled at her/him from her victim nor from anyone else who might strike at her.
Breaking the Kitsune’s clutches is difficult because her P.S. is Supernatural and the combined P.S. to
break free is double the Kitsune’s P.S. (i.e., if the Kitsune has a Supernatural P.S. of 21, her victim and/or
others trying to pull her off need a combined ordinary P.S. of 42 to succeed).
Note: The Kitsune usually kisses with the intent to kill, feeding on the life energy of her victims — every
two Hit Points drained gives the Kitsune one extra M.D.C. point or restores one M.D.C. lost in earlier
combat. Extra M.D.C. lasts for two hours and then fades away at a rate of 2D6 per 15 minutes (or 8D6 per
hour). Maximum stolen M.D.C. can go as high as triple the Kitsune’s usual amount.
The Kitsune may use the kiss to weaken her victim. stopping short of killing him at any point. The life
and death connection via the kiss enables the Kitsune to tell exactly how many Hit Points have been taken
and how many remain. Victims who lose 70% or more before being released look drawn and sickly, feel
weak and see their number of attacks. Spd, P.S. and all combat bonuses reduced by half! The penalties last
for lD6xl0+20 minutes or until the victim has his Hit Points restored above half (via magic or psionic
healing. or rest and medical attention).
7) Spell Knowledge: These characters are renown tricksters and love any spell revolving around illusion
or useful for pranks. Due to this affection, they are prone to learn only these types of spells, but may
occasionally choose and occasional elemental or defensive spell as well. Will never learn any necromantic

spells.
Spells
automatically known are: Lantern Light(1) , Blossom Fury (NEW!)(, Cloak of Darkness(,
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Befuddle(, Heavy Breathing(, Fingers of Wind(, Shadow Meld(7), Orgasm(, Estacy(, Chrismatic
Aura(10), Imp Invisibility(40), Tounges(7), Eyes of Thoth(12). Will also know 9 other spells (up to sixth
level), plus Three (3) additional spells (up to tenth level), per each additional level of experience.
Blossom Fury
Range: 90 feet (27.4 m).
Duration: 4 melees per level of experience.
Saving throw: None for visual impairments; Save versus Poison for pollen
P.P.E.: 4
This spell is very popular among the Ninja and faerie folk of the Pacific Rim. A flurry of fragrant flower
petals will start to fall and dance upon wind currents creating a beautiful wonder to behold. Within
seconds, this turns to a downpour, obscuring sight and smell as if caught is a blizzard. What's worse all
caught within the area of affect without facial protection must save versus poison or suffer horrific
allergies. These may include burning, watery eyes, sneezing, and extreme congestion leading to the
possibility of inhalation of the blossoms gasping for air. All within the area of affect are nearly blinded by
the array of bombarding blossoms, limiting visibility (by any means) to 5 feet (1.5 m) and all tracking
abilities by scent become useless due to the overwhelming masking
scent of the flower petals. While within the blossom fury, victims will be -4 to strike, parry and dodge. If
they do not have proper protection (goggles, air filtration, mask, etc.) they will also suffer an additional
penalty of -1 to strike, parry and dodge. These added penalties will last up to 2D4 melees after the spell's
duration has elapsed.
Aphrodesiac
Level: 5
Range: Touch
Duration: Enchanted food or drink remains enchanted for ten minutes per level, while the effects last for
1d4+1 hours.
Casting Time: One melee
Damage: None
Saving Throw: Standard
P.P.E.tm Cost: 15
enchanting a container of food or drink with this spell will result in its transformation into a strong
aphrodisiac. The spell will affect a wineglass, a punchbowl, and a tray of oysters all the same. Persons
affected by the spell will perceive all people of their sexual preference to have an M.A. and a P.B. six
points higher than they really are. The afflicted will flirt mercilessly and attempt to seduce the nearest
person of their sexual preference found attractive (almost anyone). A rejection isn't disheartening - they
will move on to the next person in their sights.

Those
who| 113
drink or eat the enchanted sustenance will also be generally giddy and forgetful, though they
Page
will still fight to defend themselves, their loved ones, and their principles. Anyone with serious sexual
problems/ repression gains a +6 bonus to save vs. this spell. This spell is guaranteed to make a party
interesting.
Disinherit (Lesser)
Range: Touch
Duration: Instant
Saving Throw: None
P.P.E. Cost: 10
This spell is designed to break the metaphysical connection that any object handled or even touched by a
person has. The Wizard using the spell can only break the link to himself and not to others. The actual
effect is that after casting this spell, the object cannot be used for either psionic or magical spells that use
this. If the psionic ability "Object Read" is used, the user will get a blank image from the time frame that
the mage had the item. This will immediately tell the psionic individual that someone blanked out the
object. A ley Line Walker using Locate would get absolutely no information about the location of the
person trying to be detected if using an item that has been neutralized by this spell. All other spells and
psionics or similar effects will be effected in the same way.
Disinherit (Greater)
Range: Special
Duration: Instant
Saving Throw: None
P.P.E. Cost: 30
This spell is an enhanced version of the spell “Disinherit (Lesser)” and the spells purpose is to break the
metaphysical connection that any object handled or even touched by a person has even though the object
is already out of the mage’s hands. Like the lesser version, the Wizard using the spell can only break the
link to himself and not to others. He or she must chose a specific object that they are breaking the
connection, the spell does not break the connect with all objects that the person has ever handled. This
spell can also be used for hair, skin, or other similar items. If the items are together, the whole batch of
items will have the connection broken from the mage. The actual effect is that after casting this spell, the
object cannot be used for either psionic or magical spells that use this. If the psionic ability “Object Read”
is used, the user will get a blank image from the time frame that the mage had the item. This will
immediately tell the psionic individual that someone blanked out the object. A Ley Line Walker using
Locate would get absolutely no information about the location of the person trying to be detected if using
an item that has been neutralized by this spell. All other spells and psionics or similar effects will be
effected in the same way.
Libido (Level 5 Spell)
Range: Can be cast up to 20 feet (6.1 m) away plus 15 feet (4.57 m) per each level of experience. Can
only be cast on one individual.
Duration: 15 minutes (60 melees) per level of experience.
Saving throw: Save versus magic at -1
P.P.E.: 18
The affects of this particular spell will increase an individual's sexual desire to alarming levels. It can be
likened to a wild animal in heat. The victim will be insatiably aroused, with the senses of smell and touch
becoming hypersensitive. Regardless of the conditions, they will always feel warm. Any human or animal

C.E. attribute number and 1D8 per level of experience. M. members of the same sex and even the dead may not be safe. 5D6+18 Half form: -1 I.C. Mask Power(11). per each additional level of experience. Lore : Psionic (+15%).E. Race: Faerie folk. All new skills start at level one profiency. P. Language: Faerie (98%).P.Q. +20 Spd.C. seen as competition..: 1D4x10 plus M.7 m) Weight: 80 +1D6x10 pounds. -20% to all skills. It Page | 114 will be increasingly difficult to concentrate on anything but fulfilling carnal desires. Spd. 9) Psionics: Empathic Transmission(10). +2 P. +2 P. 9) Mystic Martial Art Powers: Select one (1) Mystic Art of Invisibility power per every three (3) levels of experience.D. Introducing alcohol or other mind altering substances are not advised. Espionage: Any . Psychic Diagnosis(4). 3D6+10. Lore: Demon&Monster (+15%).E. Animal form: -1 I..P. Communications: Radio Basic only. attribute x10 +2D4x10 +1D10 to start plus 3D6 per level of experience. Prowl (+20%). Wilderness Survival (+10%).S. -1 attack per melee. Escape Artist (+10%).S. 3D6+13. Literate: Japanese (98%). Shield Auto-defense. PickLocks (+20%). +1 M. Language: Japanese (98%).E. Electrical: None.C. At this point. Pick Pockets (+20%). Very rare Scrupulous. as this can greatly mutate this spell to unstable levels. Alignments: Unprincipled.E. P. Dance (+20%).C.E. 10) Other Bonuses: Bio-regenerate 2D4x10 M. Related Skills: Select five (5) other skills plus one (1) additional skill at levels two.C.. +P. 4 ancient WP of choice. parry and dodge. Penalties include -5 to initiative. +4 to save versus psionics or magic of any kind. 8) P. Horror Factor: 0 in human form 10 Average Lifespan: Up to 450 years and do not appear to age until at least 300 years of age.B.: P.P. +5 P.pheromonal scents are like beacons of distraction. Human/Base Attributes: I. Seduction (+30%). Hypnotic Sugestion(6). M.E. Healing Touch(6). Anarchist. +10 Spd. and 5 powers of choice from any psionic catergory. 3D6+12. M. 3D6+18. animals.P. P. Language: Chinese (98%)..: 2D4x10 M. Psychic Surgery(14). Lore: Faerie (+15%). likewise any member of the opposite sex in sight.. R...A. +5 P. (Considered a Master Psionic. toxins and disease.Q.Q. +6 to save versus horror factor.) 8) I. +6 versus poisons.. eight. Miscreant or Aberrant.D. 3D6+10. Mind Block Auto-Defense. 3D6+10. Literate: Chinese (98%). +8 to save versus mind control and possession. eleven and fifteen. Domestic: Any (+10%). Concealment (+20%). P. Skills: Climb (+15%).P.E. The character will also be aggressive towards other members of the same sex.D.E. Asian fox shapeshifter trickster. Lore : Magic(+15%). Hand to Hand (2) Martial art of choice R. five. 2D10 +18. Land Navigation (+15%).E. -2 to strike. per Minute and fatigues at one-tenth the rate of humans. Hit Points: Mega-Damage creature.P. P. Supress Fear(8). Deaden Pain(4). attribute x10 and add 3D6 I.S.P. Size: 5 feet +1D8 inches (up to 1.

a water skin. Eyes are small. One minor enchanted magic item. Dislikes high-tech and those who damage the land. 1D4 small pouches. Feet and hands are small. Vulnerabilities: Silver.D. only. Science: Any. To kill a Kitsune. Belt with eight small pouches. However even then the Kitsune will reappear with in the next Red or Orange moon fully restored and looking for vengeance unless it’s tail is cut off and burned. Two high-quality ancient weapons of choice. Military: None. 6 and 10. long and bushy with a black or white tip. Enjoy the company of Tengu and Azarashi (Seal Henseiyosei) and any of the thieving professions. Partial Silk or Light Armor. they possess long. Weapon Proficiencies: Ancient only. Kitsune cannot use bionics or cybernetics because of their natural healing abilities and superhuman nature. Skill Cost 10 Years . skills are limited (any. thieve's tools. Cybernetics: None. but some have become fond of the cities. green or grey. These are additional areas of knowledge that do not get the advantage of the bonus listed in the parentheses. Art of The Fox Entrance Requirements No Attribute or Alignment restrictions. three silk kimonos and a pair of black clothing with tabi boots. the creature’s M. Pilot Related: Horsemanship only. Habitat: Forest and grassy plains of Japan. Money: 2D6x1000 credits in saleable items hidden in one of their dens. Standard Equipment: One ornate traveling robe and outfit. A tail is always present.C. Medical: First aid or Holistic medicine only. except computers or any tech skills. & Bamboo items do double damage. two daggers. round and a shimmering hue of blue. Rogue: Any (+10%). India and even some of the other Asian islands. They are also fascinated with men of magic and like the adventuring life. Also. They have also been reported in parts of Korea.. 3. must be reduced to 200 points below zero. soft hair in shades of fiery red to orange to silver and very rarely jet black or white. with slightly prominent canines. Features are sharp with lithe limbs and athletic slim build. All secondary skills start at the base skill level. otherwise it’s incredible bio-regenreative powers will restore the kitsune in a matter of minutes. backpack. Pilot: None. They prefer light and/or baggy clothing that allows full movement and are very fond of silk and flashy or sparkling items. none) as previously indicated in the list. Allies: Mainly solitary.(+10%). Technical: Any (+5%). Physical: Any. Enemies: Non per se except for maybe cat-like creatures and the Neko (Cat Hensei). including the Philippines. 2D4 days rations. China. Page | 115 Mechanical: None. The kitsune resumes natural fox form when slain Appearance: In any of the forms. They have a carefree gait and a perfect smile. Wilderness: Any (+10%) Secondary Skills: The character also gets to select two (2) secondary skills from the previous list at levels 1.

WP Swordpaired and weapon mastery+2lvs. Iron Hand. Multiple Dodge. Chi Relaxation. Holistic Medicine. +50hp. ( 3) Zen . Select a total of (12) powers from among Body Hardening Exercises. Hunting Temple Meditation. Punch +10 of choice Basic Foot Attacks Axe Kick. Combination Hold Strike. Fireball/Icebolt/Sparkball/Manabolt 7th= +1a/p/d/int/backflip 2s/chi/ki/atemi dthblow19 +1d6 dmg weapons combat 8th =+ 1b/a/int/dis 2p/d /throw 3r/dmg crt/ko17 9th =+ 1a/r/int 2dmg 3b/dis crt/ko16 . English. Sence Chi Abilitys. +28spd. Dodge. Knock-Out/Stun.). Jump Kick Special attacks Combination Grab/Head Bash (SPECIAL! First the attacker rolls for a successful Strike. Knife Hand. Automatic dodge. Accupressure. +5me. Swimming Philosophical Bushido. Combination of Winter and Summer Training. No Parry or Dodge possible during the attack. Side Kick. Calligraphy Weapon Katas : WP claw-paired and weapon mastery+2lvs. Adv. Knee. Damage is 2D6. Moralos Physical Climbing. Wilderness Survival. (5) Psionic Powers from (each catergory). WP Knife-paired and weapon mastery+2lvs +2 of choice. Parry. (6)Kata. Wheel Kick +6 of choice Jumping Foot Attacks Flying Jump Kick. x4chi COMBAT SKILLS Attacks per Melee 7 Escape moves Roll with Punch/Fall/Impact Basic Defensive Moves Automatic Parry.CHARACTER Page | 116BONUS +5ps. Death Blow.. Combination Grab/Kick. +200isp. Snap Kick. Forearm. +120sdc. Accupuncture. Death Blow SKILLS INCLUDED IN TRAINING Martial Art Powers Automatically receives the Special powers of Chi Defense. (15) Chi. Go. Zen. Duo-Fist Strike. Battle. Leap Attack. bladestaff weapon mastery+2lvs. Dragon Chi. Fireball/Icebolt/Sparkball/Manabolt 4th= +1p/b/backflip 22/throw/chi/atemi/dmg 3int 5th= + 1a/d/int x2chi 3dis crt/ko18 +1d6 dmg 6th= + 1s/b 2p/d/body/mar/ki/chi/atemi 3throw +1d6 dmg weapons combat. Reverse Turning Kick (Combination Dodge/Kick). Power Block/Parry (does damage!). Tibetan. Recommended Martial Art Powers are: Chagi. automatic Hold/Lock Advanced Defensives Disarm.Running. +8pe. +50ppe. Power Punch. Automatic throw Hand Attacks Backhand. Crescent Kick. Combination Strike/Parry. Gymnastics. Use Poison. Martial Art Techniques. Roundhouse Kick. Prowl .and Ki Manipulation. Pull Punch. If desired. That's followed by a second Strike roll that represents a bash of the attacker's forehead directly into the victim's face or head. Fishing. Normal Critical Strike Rolls apply. Flying Reverse Turning Kick. +4pp. and Invisbility Atrs. Chinese(lv4). Elbow. Combination Dodge/Strike Modifiers to Attacks Critical Strike. Critical Strike From Rear. any number of Powers can be traded one-for-one for any Basic Skill Program (excluding physical). Acrobatics. Combination Lock/Strike. Language Japanese(lv4). LEVEL ADVANCEMENT BONUSES 1st = + 3p 4d 2s/r 1b/disthrow back flip/int crt/ko beh dthblow20 2nd= + 2dmg/p 1a/r/d/int 3throw 3rd= + 1a/r/dis/int crt/ko19 +1d6 dmg weapons combat. Chess Survival Fasting.

10thPage
= + d/b| 2s/chi/atemi/body/mar
+1d6 dmg weapons combat, Fireball/Icebolt/Sparkball/Manabolt
117
11th= +1int 2a/p/d/ 3b x2chi
12th= + 1b/throw/dis 2s/dmg/zen/inv/chi/ki
13th= + 1a/p/d/int/throw 2dmg/dis/chi/atemi +1d6 dmg weapons combat,
Fireball/Icebolt/Sparkball/Manabolt, learn continious chi mask
14th= + 1b/throw/dis 2zen/inv/body/mar +1d6 dmg weapons combat,
Fireball/Icebolt/Sparkball/Manabolt, learn permanent yin/yang kata
15th= + . a/int/ps/pp/pe +2p/d/s/r/b/throw/dis/body/mar/chi/atemi/invis/zen/me/iq/spd 4dmg crt/ko15
dthblw18 +2d6 dmg weapons combat, Fireball/Icebolt/Sparkball/Manabolt, learn to assume pure chi
form 20hp/scd/mdc/chi/isp/ppe
The "Essence Fireball/Icebolt/Sparkball/Manabolt," as it is known, is the concentration of mind and
body on focusing Chi into a destructive force. The result is something like plasma, except that it is
mystical in nature.
Fireball: 1d6 dmg to SDC, Hit Points, and Chi. A regular Fireball uses up 2 Chi, and any extra chi points
used will add damage to either SDC or Chi on a 1 for 2 basis. Only martial art Strike bonus can be used;
however there is a +3 to strike because it is partially mentally directed. If the victim parries he takes half
dmg anyway. Also he cannot roll with the punch regardless of whether he parried or not. For every level
of the Fox student, damage is increased by one. The range of the fireball is 20 feet, plus 2 every level. The
Fireball takes up 2 actions.
Against nonorganic substances, the fireball becomes especially destructive. Multiply all damage by 2. The
Shadow master can only use the fireball 4 times per round.
Invulnerable characters are especially vulnerable to the fireball, taking quadruple damage and save vs
pain at -4 or be dazed(-6 to hit, parry, and dodge, and lose init. and half their attacks for 1d6 rounds).
Characters who are immune to fire still take damage.
The fireball can be used in place of a parry, meaning that he has a chance to strike his opponent before he
himself is hit, thus disrupting the attack. The parrying fireball can only be used against somebody
attacking from long range doing something like a jump kick or leap attack, but gains an additional +3 to
strike and the attacker cannot defend.
5th level the Fox Master can maneuver the fireball, gaining an extra attack at 5th level and every 2 levels
afterward.

Fox Shaped Battle Aura(Superior)=
100+100 (sdc/mdc)/lv =20/chi invested acts like a force
field 10chi to activate positive chi is white colored, negitave chi is black colored, while aura is up emitte
light equivalent to true sunlight up to 1000ft radius, 12dmg from touch/chi invested duration is
4+1hrs/chi invested, absords 15chi either positive or negitave chi/chi point invested.

Fox’s
Claws=
Page
| 118
ps+1d10= removes 20 isp/chi/ppe from target/blade
typically 3-3ftlong blades that are invisible -10 s/p/d/r against attack provides a bonus of +5p/s/int can
link to melee weapons to provide bonus to damage and to extend reach.
Elemental Aura =
can link to battle aura,also provides immunity to element used
fire(red)=+12protection/chi +12 dmg/chi 1ft radius/chi
water/ice(blue)=+12protection/chi +12dmg/chi 1ft radius/chi
earth/acid(brown)=+12protection/chi +12dmg/chi 1ft radius/chi absorbs 15ppe/chi
metal/electricity(silver)=+50protection/chi +12dmg/chi 1ft radius/chi
wood/poison(green)=+5protection/chi +12dmg/chi 1ft radius/chi absorbs 15isp/chi
wind/gass(yellow)=+5protection/chi +12dmg or ko 2d6melee/chi 20x20x20
cloud/chi 20+20ft/lv/chi
mana(gold)=+7protection/chi +12dmg/chi 1ft radius/chi absorbs
15chi/ppe/isp/chi
Fox’s Fur Armor:pe+me x10+10+10/lv 1hr+1hr/lv +5parry(

)( )

Page | 119
Welcome to the Magic Sector, your link to new spells, potions, and other such arcane macabre. To boot, I
have added a bit of my house rules regarding spell casting.
Alchemist potions and powders.
Air Spells
Common Spells
Earth Spells
Fire Spells
Mystic Martial Art Powers
Necromancer Spells
Shaman Spells
Tattoos
Water Spells

 House rules on Magical combat
As with many of the other gamers out there, I have some modifications to the rules pertaining to magic.
No one can deny that magic is a force to be reckoned with, but due to some of the rules stated in the
original Rifts manual, it also has some disadvantages against other modes of attack and defense. Psionic
attacks are equal to H2H attacks, advanced weaponry has incredible rate of fire, magic, in my opinion
needs to follow suite more closely. This system hopefully allows a more balanced playing field, but still
has limits to deter over compensation. A detail to remember is that spells require ample P.P.E., something
that may be easy or hard to come by.
With this in mind, I have created H2H: Magic skills (Basic and Expert). GM's choice whether to round up
or down with calculations. I have also added some house rule bonuses to Lore skills.

Lore: Demons and Monsters. and how to use that knowledge to their advantage. An example: Bob the Mystic has Lore: Faerie at 65% and happens to run into a nymph up to no good. This training allows the character to understand and cast magical spells in a normal fashion.  H2H: Magic Combat H2H: Magic Basic This is what the average mystic possesses as far as magical training. He can know add +1 to save versus magic and also +1 to his spell strength against this particular nymph. Undead. . Has two magical attacks per melee round for spell levels 1-6. gestures and words of summoning. conjuring. he rolls again and gets a 43. As Bob rolls to save versus magic. Among other things. this time against his Lore skill. This is due to the extensive study of creature(s) within this area of knowledge. or one magical attack per melee for spell levels 7-10 or one magical attack per every two melee rounds.  Level 1 Spell strength of 12 (victims must roll 12 or higher to save versus caster's spell). failing his base skill of 65%. While other characters train in physical combat. Other bonuses gained are specific to the actual mystic character type. Witches will provide +1 to spell strength and save per the lore area(s) known once a successful role is made (can keep trying until you correctly determine the details of the creature in question). he also rolls again. They have undergone years of training in the arts of shaping.  Level 4 +1 to spell strength (spell strength of 13)  Level 5  Level 6 Able to cast all spells up to Level Two equal to physical attacks per melee. Dragon. strengths and weaknesses. Ghost and Faerie. Next round. The nymph casts a spell on Bob. These bonuses are common to every practitioner of magic.Page | 120  Lore Skills: Lore: Magic will provide men of magic (no others) with an additional +1 to spell strength. this includes learning all about their abilities. the mystic is educated in mystical melee.  Level 2  Level 3 Able to cast all Level One spells equal to physical attacks per melee. This is due to the extra time and efforts spent to unravel the secrets of magic. well below his base skill of 65%. He rolls a 73. Vampires. usually requiring time. focus. Luckily he still saves against the sleep spell. Faerie. channeling of magical energies.

they have less time dedicated to other skills. Spell levels Eleven and Twelve can be cast once per melee. they become more adept at casting faster.  Level 14  Level 15  Level 16+ +1 to spell strength (spell strength of 16) H2H: Magic Expert (requires TWO additional skill slots) This character has spent a considerable amount of time practicing the mystical arts. Level One spells have one-half the affect. Level Twelve to Fifteen spells can be cast once every two melees. especially physical (no more than 4 physical skills may be selected and cannot learn more than H2H: Expert. seeking out many teachers and spending each waking hour dedicated to spell casting. Boxing may NOT be taken as well. As time progresses.  Level 1 All level One spells can be cast at a rate equal to attacks per melee. Spell levels Four through Seven can be cast equal to 3/4 the number of attacks per melee. Spell levels Thirteen to Fifteen can still be cast once every two melees. Level Seven to Eleven spells can be cast once per melee. Spell levels Eight to Ten can be cast equal to half the attacks per melee.  Level 5 Spell levels One through Three can be cast equal to attacks per melee. Because of this focus. stronger and more accurately.  Level 2  Level 3 +1 to spell strength (spell strength of 13)  Level 4 +1 to save versus magic. Level Page7 | 121  Level 8 +1 to spell strength (spell strength of 14)  Level 9 Able to cast all spells up to Level Three equal to physical attacks per melee. +1 to spell strength (spell strength of 14) . Level Three through Six spells can be cast at a rate equal to half of the characters attacks per melee.  Level 10  Level 11  Level 12 +1 to spell strength (spell strength of 15)  Level 13 Able to cast all spells up to Level Four equal to physical attacks per melee.  Level 6 +1 on initiative when casting spells. Level Two spells can be cast at a rate equal to 3/4 of the characters attacks per melee.

Spell level Fourteen can be cast once per melee. a slip of the tongue. then yes. Sometimes I also require spell casters to roll 1D20 for every other attack involving a spell greater than their level of experience. Any roll that fails/succeeds by only two will suffer 1/4 of the spells effects. fatigue. I also have a modification for successful saving throws. Spell levels Ten through Thirteen can be cast equal to half the attacks per melee. If the roll is really close either way. then this roll is not necessary. minor distraction (common in battle). . A roll of One means something went wrong with the casting of the spell. I've never been a major proponent of full or no damage at all depending on the saving throw. Spell level Fifteen can be cast once every two melees.  Level 11 +1 to save versus horror factor. A roll of 2 to 20 means the spell went off without a hitch. This foulup can be due to a number of reasons. then I allow for partial affects or save. Spell levels Six through Nine can be cast equal to 3/4 the number of attacks per melee.  Level 8 Immune to all level One spells. among other things.  Level 16+ +1 to spell strength (spell strength of 17). All Fourth level spells have one-half the affect.  Level 13 +1 to spell strength (spell strength of 16)  Level 14 +1 to save versus magic  Level 15 All spell levels One to Seven can be cast equal to attacks per melee. Immune to all level One to level Three spells. Spell levels Eight to Eleven can be cast equal to 3/4 the number of attacks per melee. I think that if the roll is clearly above or below. All Third level spells have one-half the affect. Spell levels One to Five can be cast equal to attacks per melee.  Level 9 +1 to save versus magic  Level 10 +1 to spell strength (spell strength of 15). Immune to all level One and Two spells. Level Page7 | 122 +1 to save versus possession and mind control. All Second level spells have one-half the affect. as they are putting full concentration and effort into the spell. All other saving throws follow full or no affects. Any saving throw that fails/succeeds by only one will still suffer half the spells effects. If the character elects to take twice the amount of time normally required. full effects. Level Fourteen and Fifteen spells can be cast once per melee. Spell levels Twelve and Thirteen can be cast equal to half the number of attacks per melee.  Level 12 +1 on initiative when casting spells.

this requires no expenditure of P. flask of magnesium. candles or even mystical enchantments. by friendly Alchemists.E. up to throwing distance away (depending if flung as a powder or encased). wise sages posses the secrets of magic and science combined..E. On these islands. This is commonly flung by hand.P. China and Japan are no exception. Better yet.Page | 123 The world of Alchemy is an ancient art common to many of the Asian cultures. . allowing them the necessary distraction to escape sticky situations. but is extremely popular in cigars of the Philippines. thrown while encased in a fragile container or blown via a tube. Ninja's favor this powder. Blinding Flash. This is sometimes used by the Yakuza in their large smoking pipes. The prices listed are for those considered as friends or defenders of the isles. There are usually common ingredients for creating such potions. Components: Pinch of tungsten. but feel free to modify or improvise. It requires that the user lights it first and then activates it by blowing into the smoking device. Each of the following have recommended components. to create: Twelve Time to create: 30 minutes of combining the ingredients and instilling the magical properties. The second type is in the form of a smoking mixture. powders. The first type is sensitive to oxygen and will ignite when dispersed in the air (which agitates the compounds). a form which non-mystics can also use! Someone with no knowledge of the mystic arts can buy a powder with the same magical properties of a spell. This is similar to the level one spell. require higher levels of P. The difference is that this is created in the form of two types of powders. Prices within the cities and/or sold by selfish or evil alchemists will be much higher. but each Alchemist has his/her own spin or trade secrets. as the Alchemist has imbued the concoction with his own power. Blinding Flash Powder (Level 1 Alchemy) Range: 10 foot radius. abdomen of a firefly (average cost of 20 credits or 7 Gold coins for these components) Cost: 100 credits per application (or 33 gold coins in the Philippines). They can meld magic into a physical form.E.P. These can take the form of potions.P. Duration: Instant Saving throw: Standard P. and physical components to absorb the arcane incantations and enchantments. The Philippines. To create physical form spells.

Smoke Cloud Candle (Level 1 Alchemy) Range: 60 foot radius (18 m).Smoke Cloud Powder (Level 1 Alchemy) Page | 124 Range: 45 foot radius (13. plus 4 melees per each additional level of experience. Cost: 90 credits per application (or 30 gold coins in the Philippines). Components: Pinch of gunpowder. +15 credits per level of the Alchemist's powder (+5 Gold coins).E. Duration: 8 melees. Cost: 150 credits per application (or 50 gold coins in the Philippines). pinch of dust. teaspoon of charcoal. cup of wax. Components: Flask of gunpowder. . Duration: 24 melees. Must then set in a cool dark place for no less than 12 hours. teaspoon of charcoal. The difference is that this is created in the form of two types of powders and can be of any color type. teaspoon of octopod ink (average cost of 20 credits or 7 Gold coins for these components). to create: Twenty Time to create: 30 minutes of combining the ingredients and instilling the magical properties.P. up to throwing distance away (depending if flung as a powder or encased). teaspoon of octopod ink (average cost of 15 credits or 3 Gold coins for these components). cannot be dispersed by normal winds.P. pinch of dust. This is commonly flung by hand. This is similar to the level one spell. plus 4 melees per each additional level of experience.E. to create: Thirty Time to create: 1 hour of combining the ingredients within the wax. +10 credits per level of the Alchemist's powder (+3 Gold coins).5 m). Saving throw: None P. This also comes in the form of a smoking mixture with the same activation as Blinding Flash powder. thrown while encased in a fragile container or blown via a tube. forming the candle and instilling the magical properties. cannot be dispersed by normal winds. Saving throw: None P. Cloud of Smoke. The first type is sensitive to oxygen and will ignite when dispersed in the air (which agitates the compounds).

P.5 m). Saving throw: Save versus Poison. plus 4 melees per each additional level of experience. Once lit. This will cause a penalty of -2 initiative. one bee stinger (average cost of 10 credits or 1 Gold coin for these components). . Cost: 90 credits per application (or 30 gold coins in the Philippines). Duration: Instant Saving throw: Save versus Horror Factor.D. to create: Twenty-five Time to create: 30 minutes of combining the ingredients and instilling the magical properties.E. up to throwing distance away and can be heard up to one mile away. but next to impossible to find within the smoke). This candle cannot be extinguished by normal means.P. P.This is similar to the Smoke Cloude powder except it is in the form of a small candle. Duration: 12 melees.5 m). Itching Powder (Level 1 Alchemy) Range: 15 foot radius (4.P. the opponent will still suffer from the spell). -3 to strike. Cost: 150 credits per application (or 50 gold coins in the Philippines). parry and dodge. This powder will cause all that fail to save to be overwhelmed by skin irritation and itching inflammation.E. Components: Flask of chili pepper. to create: Twenty Time to create: 30 minutes of combining the ingredients and instilling the magical properties. Thunderclap Powder (Level 1 Alchemy) Range: 15 foot radius (4. three nettles. needs only to be within two inches of the skin to take effect (ex: if it attaches to armor which is less than two inches thick. An additional 10 credits (3 Gold coins) per each additional level of the Alchemist's powder. Components: Flask of gunpowder. teaspoon of rain water.C. only by magical means or it must be destroyed (1 M. the spell Page | 125 will take effect within 1 melee. and -10% to all skills. one cyclop's hair (average cost of 145 credits or 48 Gold coins for these components). teaspoon of pollen. up to throwing distance away (depending if flung as a powder or encased).

Should an item be dropped. Components: Vial of alcohol. Chameleon.P. Must then set out in the sunlight for no less than 6 hours.E. pinch of phosphorous (average cost of 10 credits or 3 Gold coins for these components). Saving throw: Standard P. The difference is that this is created in the form of a potion which must be applicated via a spray bottle to spot locations of the outer body garments and equipment.D. Fiery Breath Potion (Level 3 Alchemy) Range: 150 feet (45. Must then set within a fire for no less than 3 hours. The difference is that this mixture can also be thrown Page | 126 at an opponent.This is similar to the level one spell. Thunderclap. vial of ink or dye (average cost of 10 credits or 3 Gold coins for these components). An additional 50 credits (18 Gold coins) per each additional level of the Alchemist's potion.C damage. Components: Chameleon tail or octopod tentacle. This is similar to the level two spell. All outer items in contact with the body will be affected for the duration of this spell. Saving throw: Dodge P. +1 melee per each additional level of the Alchemist. An applicator spray bottle can be purchased for 50 extra credits (17 gold). to create: Thirty Time to create: 45 minutes of combining the ingredients and instilling the magical properties. Cost: 150 credits per application (or 50 gold coins in the Philippines). Any new items added after the potion application.E. to create: Forty-five Time to create: 1 hour of combining the ingredients and instilling the magical properties.P. Chameleon Potion (Level 2 Alchemy) Range: Self plus 1 foot (.3 m) radius.7 m) Duration: 4 melees. causing an added effect of 2D6 S. will NOT be affected (ie: you can still see them). it will remain under the effect of the spell for 1D4+1 melees before wearing off. Duration: 16 melees per level of the Alchemist. .

Ingesting this potion will negate all poisons and or toxins within the characters's bloodstream. . preventing any further damage or harmful effects due to the toxic substance.E. Cost: 2500 credits per bundle (or 760 gold coins in the Philippines). or 1D6 M. sage. This can also be used to purify an amount of liquid of all toxins.C. to create: Eighty Components: Sacred herbs. bit of chalk and charcoal (average cost of 10 credits or 3 Gold coins for these components).P.9 m) radius. Each fireball will inflict 4D6 S. etc. Cost: 300 credits per application (or 100 gold coins in the Philippines).P.Cost: 300|credits Page 127 per application (or 100 gold coins in the Philippines). Must then set within a boiling water for no less than 3 hours.E. pinch of mustard. (45. Saving throw: None P. peppermint. bacteria. Duration: 6 months plus one month per each additional level of experience. Negate Poison/Toxin Potion (Level 3 Alchemy) Range: One person or 1 gallon plus one person/gallon per every three additional levels of experience. however. to create: Forty Time to create: 1 hour of combining the ingredients and instilling the magical properties. Protection Bundle: Pests (Level 4 Alchemy) Range: 3 foot (.D. Components: Vial of alcohol. Ingesting this potion will allow the user to emit fireballs from his/her mouth up to the number of normal attacks for the duration of the potion. mud (average cost of 30 credits or 10 Gold coins for these components).7 m) Duration: Instant Saving throw: None P. Any damaged sustained from the toxin prior to consuming the potion cannot be reversed.D. and render it safe for consumption.

This
is lesser
form of a sacred bundle that wards off numerous parasites such as leeches (reach up to 1.5
Page
| 128
feet (.45 m) long in the Philippines), fleas, ticks, spiders, mosquitos. This is an extremely popular item as
these pests are numerous in the jungles and mangroves of these islands, carrying a wide variety of
diseases and viruses. This item will even keep rats away from the character.

Protection Bundle: Undead (Level 5 Alchemy)
Range: 15 foot (4.5 m) radius.
Duration: 6 months plus one month per level of experience.
Saving throw: None
P.P.E. to create: Eighty-five
Time to create: 1 hour of chanting and ritualistic activity. Must then be buried within a gravesite for no
less than 24 hours.
Components: Sacred herbs, ash, garlic (average cost of 200 credits or 70 Gold coins for these
components).
Cost: 6000 credits per bundle (or 2000 gold coins in the Philippines).
This is a sacred concoction that is contained within a small pouch that can be worn around the waist, neck
or wrists. All undead creatures that come within a 15 foot (4.5 m) radius of the wearer will suffer -1 to
strike, parry and dodge. They will also become revulsed when attempting bite attacks, suffering a penalty
of -5 to strike and will inflict only half damage for bite attacks. Only the undead will be able to smell the
ingedients of the pouch.
Protection Bundle: Supernatural (Level 5 Alchemy)
Range: 15 foot (4.5 m) radius.
Duration: 6 months plus one month per level of experience.
Saving throw: None
P.P.E. to create: Ninety
Time to create: 1 hour of chanting and ritualistic activity. Must then be set within sunlight for no less
than 6 hours.
Components: Sacred herbs, silver dust, wood sliver, iron shavings (average cost of 300 credits or 100
Gold coins for these components).
Cost: 4000 credits per bundle (or 1300 gold coins in the Philippines).

This
is another
Page
| 129form of a sacred bundle that wards off all supernatural creatures. All such creatures within
a 15 foot (4.5 m) radius of the character, will suffer a penalty of -1 to initiative, strike, parry and dodge.
Only the supernatural will be able to smell the contents of the pouch.

Small sampling so far, more to come.
New Air Spells

Sun Dry (1st Level Air Spell)
Range: 10 foot (3 m) radius per each additional level of experience.
Duration: Instant
Saving Throw: None
P.P.E.: 2
A warm glow and thermal gust of wind will instantly dry everything within the area of affect. Even if
soaking wet, it will become dry as a bone. Delicate items such as paper will not only become dry again,
but they will suffer no damaging affects from being moist (will not repair already damaged
paper/delicates, however). Clothing, no matter the layers, will become dry and warm. Even damp wood
will cure and can immediately be used for a fire. Best yet, no static cling and no shrinkage!

Moonlight (2nd Level Air Spell)
Range: Self plus one additional person per each 3 levels of experience.
Duration: 8 melees (2 minutes) per level of experience.
Saving Throw: None
P.P.E.: 4
This spell grants the caster full vision, even in complete darkness (magical included), as if lit by a full
moon on a clear night. What's more, the caster's vision will be partially extended into the ultraviolet
range. This will make items that reflect UV (such as many types of plants, flowers, fruit, hair, even urine)
to appear as if they are glowing, making them easy to distinguish in the dark. The eyes of those affected
will glow faintly bluish-white.

SunPage
Bathe| 130
(2nd Level Air Spell)
Range: Self.
Duration: 5 minutes (20 melees) per level of experience.
Saving Throw: None
P.P.E.: 5
The caster will be able to absorb and convert the sun's energy during the course of this spell. Immediately
the character will become revitalized as if he has rested for 4 hours (all benefits included). He will also
become immune to the affects of cold weather (cold-based attacks still do one-half damage), feeling warm
and toasty despite the temperature and/or lack of protection (up to 10 degrees Farenheit). Note: requires
that the sun is out (partly cloudy included, but full cloud coverage will negate this spell). Cannot be cast
more than once a day.

Unbearable Humidity (3rd Level Air Spell)
Range: 20 foot radius plus 10 feet per each additional level of experience.
Duration: 16 melees plus 4 melees per level of experience.
Saving Throw: None
P.P.E.: 7
The surrounding atmosphere will become extremely warm and muggy. All items will become damp from
all of this moisture. Delicate items such as paper are especially affected and can be easily damaged. Those
without environmental protection will immediately begin to sweat profusely and will feel quite
uncomfortable. Items and hands will become slick from the excess moisture, making it difficult to
perform dextrous tasks. All within the area of affect (except for the caster) will suffer -2 to strike and
parry, -8% to dextrous skills and -1 to initiative (due to discomfort).
All attempts to dry one self (or items) while the spell is in affect, are useless. Once the spells expires, it
will take at least 15 minutes in a warm clime to naturally dry off (faster if done artificially). Wiping dry
the hands and items in use will negate any of the penalties (once the spells has expired). Regardless, a
change of clothing is recommended due to the sweat-induced odor lingering on the material (not even the
strongest deodorant will help out here). Beings covered in fur will continue to smell of a dirty, wet dog
until they bathe with soap.

More on the way!

Duration: 4 melees per level of experience. Duration: Instant Saving throw: None .New Common Page | 131Spells       Added Hair Today (Level 2) Mar. however. They will start softly and unnoticeably rise in volume. this spell will conjure up the background sounds of insect life common to the area. parry and dodge due to the distracting numbing noise. Saving throw: None P. giving them a 95% effective Prowl skill as far as not being detected by sound. Everyone within the spell's range will suffer -1 to strike.E. They will still need to stay out of sight. These chirps travel so well that all those within 300 feet (91. The volume can also be increased causing an almost deafening chorus.4 m) radius. 11 Added Goo Dec. 11 Added Beacon Nov. 12 Added Libido (Level 5) Mar.5 m) will still hear faint calls. These sounds are also magical in nature and cause a calming affect.P. giving the caster an effective Prowl skill of 62% (or +15% if the skill is known) as far as not being detected by sound. 12 Added Rose-colored Glasses (Level 5) Dec. 21 Singing Insect (Level 1 Spell) Range: 90 foot (27. Quickdraw (Level 1 Spell) Range: 10 feet (3 m) radius per each level of experience.: 2 Extremely useful to rogues. masking the sounds of the character and all within the spell's range. giving the caster a bonus of +2 to initiative. 21 Added Catnap Nov.

P.4 m).E. otherwise it will fall as close as possible that is in a direct path of the caster. prone to snag on objects.2 m) long. -3 to initiative. all caught within the area of affect without facial protection must save versus poison or suffer horrific allergies. If the return path is blocked by an object. Saving throw: None for visual impairments. parry and dodge. A flurry of fragrant flower petals will start to fall and dance upon wind currents creating a beautiful wonder to behold.P. watery eyes. sneezing. as if it was powerfully magnetized (effective strength of 25). Save versus Poison for pollen P. the character can grasp and use it with only one action. yet also cumbersome to the victim. -1 to strike. Duration: Will last for 6 hours or until cut. Saving throw: None. Hair Today (Level 2 Spell) Range: Can be cast up to 15 feet (4.1 m) away.E.: 6 This spell is very popular with pranksters and a favorite of faeries. P. Blossom Fury (Level 2 Spell) Range: 90 feet (27. This spell will even work on otherwise hairless/bald characters.: 2 | 132 Page Any object under 10 pounds (4.P. Within seconds. Duration: 4 melees per level of experience. difficult to keep from covering the eyes and easy to trip over.: 4 This spell is very popular among the Ninja and faerie folk of the Pacific rim.57 m) away plus 10 feet (3 m) per each additional level of experience. this turns to a downpour. If the object is less than 20 feet (6. tangled.3 m) per melee up to a total of 4 feet (1. . Anything else beyong this range will take one action to attract.5 kg) will be heavily attracted to the caster's hand. nose and ear hair growth. The results are quite amusing.E. obscuring sight and smell as if caught is a blizzard. the item will go up to 50 feet around to find a path to it's master. What's worse. The hair is unwieldy.P. One individual per every 2 levels of experience will be affected. The affects will cause the victim's hair to grow in length 1 foot (. This will also include beard. These may include burning. extreme congestion leading to the possibility of inhalation of the blossoms gasping for air. The object will instantly shoot towards the casyer's grip.

If they do not have proper protection (goggles. otherwise it will remain in place to be retrieved. Boomerang (Level 2 Spell) Range: Equal to that of the thrown/missile object.E.P. parry and dodge. forcing creatures that track by smell. Everything will become odorless. mask. . victims will be -4 to strike. negating the nauseous stench of the undead.AllPage within|the area of affect are nearly blinded by the array of bombarding blossoms. This is also handy for for such uses as masking the scent of a cooked meal. among others. Duration: 36 melees (9 minutes) plus 24 melees (6 minutes) per each additional level of experience.: 4 The casting of this spell will completely mask the scent of the caster (or object cast upon). Treadless Path (Level 2 Spell) Range: 10 foot radius (3 m) plus 3 feet (1 m) per each additional level of experience.P. fumigating an outhouse. If the return path is blocked by an object. limiting visibility 133 (by any means) to 5 feet (1. including equipment. air filtration. These added penalties will last up to 2D4 melees after the spell's duration has elapsed. Duration: 1 melee per level of experience.5 kg) will return to the character's hand. Duration: 48 melees (12 minutes) plus 24 melees (6 minutes) per each additional level of experience. parry and dodge. within the radius of effect. Saving throw: None P.: 3 Anything thrown by the caster under 10 pounds (4.) they will also suffer an additional penalty of -1 to strike. If stuck in an object. Saving throw: None P.5 m) and all tracking abilities by scent become useless due to the overwhelming masking scent of the flower petals. the item will go up to 50 feet around to find a path to it's master. Mask Scent (Level 2 Spell) Range: 10 foot radius (3 m) plus 3 feet (1 m) per each additional level of experience. While within the blossom fury. etc.E. it will exert a force equal to a strength attribute of 25. to rely on visual and audio clues.

P. to the right.P. P.).P. the enchanted person and/object(s) will leave no visible tracks. Each affected character will also gain any bonuses normally allocated for eight (8) hours of sleep! This spell does have a downside.: 4 Upon casting this spell.E. having soreness in the joints mixed with bouts of drowsiness. This spell.P. accumalitive penalties of -1 to initiative. . does not mask the scent of the person or item(s) that this spell is cast upon. Saving throw: None P.E. etc. parry and dodge. Also handy for keeping track of team members. down. For each hour of sleep or rest missed.Saving throw: Page | 134None P.: 14 Upon casting this spell. Cast within line of sight. Failure to do so will result in the characters being on edge. restoring the ground to its prior untouched state. Can be sensed up to 1/4 mile per level of experience. This encantation is commonly cast upon valued items. strike. 16 to be seen by all This spell is a more powerful version of the Light Target spell. Duration: 40 melees (10 minutes) plus 8 melees (2 minutes) per each additional level of experience. into the spell for the glow to be seen (but not sensed) by all others. After the duration has expired. When cast upon an individual or item. the characters must sleep for no less than 10 hours straight and rest for no less than 2 additional hours.E. they will emit a blinking color of choice visible only to the caster. however. following creatures back to their lair and in tracking down thieves. Saving throw: Normal. far. The Mage can pump an additional 6 P. giving the caster a idea of the general location of the victim (close. quick to temper.A.E. as well as the most vile halitosis (-1 to M.: 10. This spell is ideal for throwing off trackers. This beacon can be generally sensed as well. the enchanted person(s) will become revived and refreshed as if they have had a full nights rest. Beacon (Level 4 Spell) Range: One person or object only. however. Catnap (Level 4 Spell) Range: Self plus one additional person per every 3 levels of experience. None for items. Walking in malleable surfaces such as mud will immediately fill in the indentions made.) will occur until they catch up on their rest. Duration: 12 hours plus 2 hours per each additional level of experience.

P. etc.B. Can only be cast on one individual. with the senses of smell and touch becoming hypersensitive. a desert as a beach. Regardless of the conditions.E. +6 to P. parry and dodge.1 m) away plus 15 feet (4. Any human or animal pheromonal scents are like beacons of distraction. Such actions will dispel all affects.57 m) per each level of experience. awakening the victim to the true identities of those around him.E. giving a false sense of security and fuzzy warm felling inside. likewise any member of the opposite sex in sight. Penalties include -5 to initiative. as well as -3 to initiative to the victim. Introducing alcohol or other mind altering substances are not advised. Saving throw: Save versus magic at -1 P. seen as competition. It can be likened to a wild animal in heat. A dungeon would appear as a nice little stone cottage. members of the same sex and even the dead may not be safe. -2 to strike. everything will seem much more cheery and uplifting. -1 attack per melee. animals. Tangler Wisps (Level 5 Spell) . Even characters of evil alignment will appear as if they are good.: 18 The affects of this particular spell will increase an individual's sexual desire to alarming levels. Saving throw: Save versus possession at -2 P. At this point. Rose-colored Glasses (Level 5 Spell) Range: One individual per every 3 levels of experience. This spell will remain in effect as long as no life-threatening gestures or suggestions are made to the victim.P. The character will also be aggressive towards other members of the same sex.Page | 135 Libido (Level 5 Spell) Range: Can be cast up to 20 feet (6.: 15 The affected character will see everyone as extremely friendly and even more attractive than they really are. The victim will be insatiably aroused. and +4 to M. they will always feel warm.A. -20% to all skills. to all those the victim sees. Duration: 15 minutes (60 melees) per level of experience. In all. Duration: 24 melees (6 minutes) plus 8 melees (2 minutes) per each additional level of experience. as this can greatly mutate this spell to unstable levels. It will be increasingly difficult to concentrate on anything but fulfilling carnal desires.

This spell can be cast repeatedly. but upon the depletion.P.D.P.C. and +3 to initiative.D. Failed attempts to break free will only constrict the coil tighter. +2 to strike. +1 attack per melee.C.D.. around the targeted area with an effective strength of 35 and 50 M.: 15 A writhing strand of mystical energy shoots forth from the casters hand and bolts towards the intended target.: 20 A mage creates spells for a variety of reasons. This spell will increase the character's metabolism fueled by mystical energy. Saving throw: Dodge or break free. If the target does not successfully dodge this attack. +2 to P. to counteract. damage or 1 M.4 m) +20 feet (6 m) per each additional level of experience. P. defend. This magical tendril can be aimed for any part of the body at +1 to strike (with an additional +1 to strike every additional 3 levels of experience)..E. causing 1D6 S. the tangler wisp will wrap itself around like a bola.Range: Page90| feet 136(27. Duration: 2 melees per level of experience. to name a few. to attack. This invocation was formulated to counterbalance some of the extreme advantages possessed by one of the many infamous dangers present in the world of Rifts.D. Duration: 1 melee per level of experience. no ill effects are occurred! NOTE: This spell can only be cast but once a day. Juicers. at which time.E. Speed and reaction time will be dramatically augmented granting the character the following bonuses: +10 to Spd. to the bonds (ex: three tanglers would have an effective strength of 45!). it is not long lasted. Due to the extremes that this spell extends the bodily attributes.5 m) plus 10 feet (3 m) per each additional level of experience.P.C. Saving throw: None P. they will mystically vanish. with each additional strand adding an additional strength of 5 and 35 M. These bonds will remain for 24 melees (6 minutes) +4 melees (1 minute) per each additional level of experience. if supernatural. . +3 to parry and dodge. Goo (Level 7 Spell) Range: Can fire at targets up to 100 feet (30. heal. Superhuman Metabolism (Level 6 Spell) Range: Self or other.

More on the way! New Earth Spells . it smells like burnt rubber and anything less than 5 pounds (2.: 20 Will shoot forth a glob of extremely thick. a victim must power out of this mess three times consecutively to be completely free.P.P. The strands have a relative strength of P.E. Such attacks must be called shots. but the caster can include their P. standard if the person resists treatment. Page | 12 137 Saving throw: Dodge P. the goo will dissolve into a powdery substance and blow away.C. 45.E. will be cured instantly. Failed attempts will only entangle the victim more. heavy and adhesive semi-transparent gel. Saving throw: None. the character will still need at least one week of recuperation time to get back into peak condition. this blob will absorb a magical creature's P.P.D. As the spell expires.S. immobilize them against a wall or gum up a weapon barrel. typhoid. but due to the tactile properties of this goo.Duration: melees (3 minutes) plus 4 melees per each additional level of experience.P. To make things worse. worth) and transform it into supernatural strength. stomach viruses. etc. Incredibly. bonuses for such attacks. Cell-altering maladies such as cancer. Even when freed.P. small bits will remain. the plague and such.25 kg) that it comes in contact with will also stick to the goo-covered victim. will take time (3D10 melees) for the spell to conteract and destroy the harmfull cells.E.E. P.: 40 A powerful magic that will cure an individual of all forms of life-threatening diseases. After this time. This spell is ideal to adhere an opponent's feet to the ground.9 m) Duration: Instant cure for minor diseases and 3D10 melees for major illnesses. it has an equivalent of 150 M. food poisoning. Such ailments as the flu. Luckily. these small bits can be removed with soap and water (or a Cleanse spell). sticking to everything it touches. Due to it's non-solid state and seemingly regenerative mass. Cure Disease (Level 9 Spell) Range: Touch or 3 feet (. (about 20 P.

E. Saving Throw: None P. it will instantly come to life and bloom with enough foodstuff and/or liquids for one meal. Miraculous Growth (2nd Level Earth Spell) Range: 1 plant per level of experience in extreme conditions. producing the same results within 1D4 melees (even if no earth is present!).       Oct 3 Beanstalk Page | 138 spell (Level 2) added Oct 3 Entrapment spell (Level 4) added Oct 3 Peaceful Passing spell (Level 5) added March 27 Miraculous Growth spell (Level 2) added March 27 Bridge spell (Level 3) added March 27 Rejuvenating Fountain (Level 3) added March 27 Bountiful Harvest (Level 4) added Beanstalk (2nd Level Earth Spell) Range: 100 feet (30. Even more incredible. Anyone climbing this vine receives a +20% bonus. When cast upon a dormant or even lifeless plant. able to hold up to 1000 pounds (450 kg) plus 100 pounds (45 kg) per each additional level of experience.E. Once the spell expires. The plant is very sturdy as well. As the spell expires.P. . spiraling vine stalk growing straight up towards the sky.: 5 A vital spell to know during travels in desolate or extreme climates. Saving Throw: None P. the vine will wither and collapse. It has a very course texture with numerous grooves suitable for hand and foot-holds. the plant will wither or become dormant once again. Duration: 1 hour per level of experience in extreme conditions. the mystic may cast this upon a seed. Duration: 1 hour per level of experience. The magic will sustain the plant with everything it needs to perform this miraculous feat.5 m) per level of experience.: 8 This spell will conjure forth a massive. such as deserts or frozen tundra.P.

rocks and other natural material to form a bridge over obstacles.6 m) per each additional level of experience. the bridge will collapse back into its base components.: 8 This spell will conjure forth a small fountain of water coming out of the earth.1 m) away per level of experience.The caster is able to take surrounding wood.D. P. Able to withstand up to 1000 pounds (450 kg) per every other level of experience. Width of 6 feet (1.1 m) radius plus 10 feet (3 m) per each additional level of experience. they will also have their thirst completely quenched and will not require water for another two days. Saving Throw: None P. Entrapment (4th Level Earth Spell) Range: 20 foot (6.D.9 m) long bridge plus 25 feet (7.E. plus 15 M.E. Saving Throw: None P.C.8 m) plus one foot (.E. bodies of water or to cross chasms. as if they had rested for 4 hours. they cannot benefit from further drinks for at least three days time. Duration: 1 melee per every other level of experience (4 human-sized drinks or two horse-sized and above possible per melee). per each additional level of experience.Rejuvenating Fountain (3rd Level Earth Spell) Page | 139 Range: Up to 20 feet (6. Saving Throw: Dodge at -3. This will be held by magic for the duration of the spell and will be structurally sound for the duration of the spell. Bridge (3rd Level Earth Spell) Range: 75 feet (22.: 12 An extremely handy spell for the traveler in unwieldy terrain.P.3 m) per each level of experience. All that drink from this water spout will become refreshed. At such time that the spell expires or the mystic wills it. On top of this.: 20 . no matter what the circumstances. Once someone has quaffed some of this mystical elixir. This structure will have the equivalent of 50 M. Duration: 8 melees plus 3 melees per each level of experience.P.C. Duration: 10 minutes (40 melees) per level of experience.P.

the area will mystically become fertile. Duration: Instant Saving Throw: None P. traveling with tremendous power. ripping up from the earth below.E. torso and neck. As the spell expires. the roots will encircle the arms. Any type of crop may be planted in these plots. Duration: 1 season of increased production. of 35 (+3 M. losing initiative. The only difference is this ripple consists of over 20 foot high mounds of earth.C. legs and torso/neck).P.E.C. 1 month per level of experience in barren lands. exisiting crops of fruits. On average. As the duration expires. per each additional level of experience). The roots have an effective strength of 30 (+2 per each additional level of experience). but cannot be further augmented in any way.D. These roots can also attack targets in the air (within the mystic's range). All within it's path will take 3D10 M.D. and will be knocked down.: 30 A domestic spell that can also be a lifesaver in desolate conditions. along with a combined M. Bountiful Harvest (4th Level Earth Spell) Range: 100 foot (30. which is then unleashed outwards like a ripple of water. The first use of this spell will boost the yield of foodstuffs during its normal harvest season. Earth Ripple (4th Level Earth Spell) Range: 50 foot (15.25 m) radius plus 10 feet (3 m) per each additional level of experience. the roots will sink back into the earth. Saving Throw: None P. If cast upon barren land. Victims can roll versus strength to free one self (this will take 3 melee attacks to free the arms.AllPage within|the area of affect will be attacked by enchanted roots.5 m) area per level of experience. If ensnared. legs.: 17 The Warlock can cause a huge mound of earth and stone to rise forth all around him in a surrounding circle. Victims 140 may only attempt to dodge (each melee if not entangled). vegetables and grains will produce 33% more and grow 20% faster than is the norm. driving the victim to the ground spread-eagled. This can only be cast two out of four seasons a year or else run the risk of making the area sterile for the next year. the land becomes unfruitful once again.D. Peaceful Passing (5th Level Earth Spell) .P.

P.P. This includes types of creatures and vegetation in the vicinity. one car-sized vehicle or device can also be cloaked.Range: individual plus one additional character per every two additional levels of experience.E. and other activities affecting the land currently. P.: 30 . locate the trail they have left. Everything else that is in contact with the earth or vegetation can be sensed by the mystic. the caster can also sense activities that occurred in the past. the caster can sense the general type and number of creatures (human. types of vegetation.C.P. What's more. plus 10 M. Psychic and mystical detection will suffer -75% penalties. per each level of experience. know where they camped. animal dens.C. animals will not be spooked. Every PageOne | 141 5 levels of experience.E. underground passages. An example. the trails will begin once again.D. animal or alien) that have passed through the range. M. and so forth. Environmental Awareness (5th Level Earth Spell) Range: 1/4 mile radius per level of experience.D. Saving Throw: None P.E. All movement will be completely silent and no scent nor physical trails will be left behind. including bodies of water. Saving Throw: None P.: 25 All those affected by this spell will be able to travel through any terrain without leaving any physical evidence. clearings. All features of the land are sensed. Duration: 32 melees (8 minutes) per level of experience. giving no alarm or fleeing away. land navigation.: 60 M. This is extremely versatile and can be used in a variety of ways. Once the spell ends.: 20 Everything that is tied to the earth can be sensed by the caster.C.D. What's more. Duration: 4 melees (1 minute) per level of experience. Golem Armor (6th Level Earth Spell) Range: Self Duration: 36 melees (9 minutes) plus 24 melees (6 minutes) per each additional level of experience.

melding into the Page | 142 form of a 10 foot tall golem.: Two A small fire of any color desirable is created. the hands will instantly reform on the golem.D. More on the way! New Fire Spells Fueless Fire (Level 1 Fire Spell) Range: 1 foot radius. Damage: +2D6 S.D. Duration: 24 melees (6 minutes) per level of experience. Will illuminate an area equal to a torch. Flaming Missile (Level 1 Fire Spell) Range: Same as the missile type. This armor can take any appearance that the warlock wishes and covers the entire body (oxygen can still filter in). An additional 1D6 S.P. + one-half foot (. Once launched. or 1D4 mega-damage (damage can be regulated). The caster can also launch the golem's fists at targets for 2D10+2 M.D.C or 2 M. sand.D. is added each additional melee that the weapon is lodged in the target's body (until the duration expires or the weapon is dislodged). but is not encumbered by the weight at all. Saving throw: None P.) will inflict 2D8 M. etc.Stone. minerals and earth will surge up from the ground and surround the caster.1524 m) per level of experience. All physical attacks (via punch.3048 m + .E. kick. The area beneath the fire will not be affected by the flames.D. . The character controls these materials to maintain the shape and movements of a real golem.C. just air (oxygen). still cool to the touch once the spell expires. Duration: 1 melee plus 1 melee per every other level of experience. Does not require any solid fuel. hot enough to cook meals and warm two bodies.

E.: Four With this spell. shuriken. Fire Earshot (Level 2 Fire Spell) Range: 10 foot radius plus one-half foot (3 m + . favoring reds and yellows). Duration: 24 melees (6 minutes) plus 12 melees (3 minutes) per level of experience. spears.P. Anyone struck by such a weapon will will be burnt at the point of impact and will continue to take damage as long as the missile is still lodged and the spell duration has not expired.P.P.1524 m) per level of experience.6 km + .E.: Four With this spell. This spell only allows for visual images (color will be a bit off. Saving throw: None P. Duration: 12 melees (3 minutes) plus 8 melees (2 minutes) per level of experience. he can hear all that is within a 10 foot (3 m) radius of the fire. the caster can use any fire source as an extension of his sight. Sense Fire Source (Level 2 Fire Spell) Range: 1 mile plus one-half mile (1. the caster can use any fire source as an extension of his hearing. of any fire source that has been pinpointed.1524 m) per level of experience. Duration: 12 melees (3 minutes) plus 8 melees (2 minutes) per level of experience. For any fire source that is locked on to. daggers) that this spell is cast upon. This spell is similar to Fire Sight. For any fire source that is locked on to.E. auditory is a separate spell.Saving throw: Page | 143Dodge P. Saving throw: None P. Fire Sight (Level 2 Fire Spell) Range: 10 foot radius plus one-half foot (3 m + . but is for auditory only.: Four Any missile type (arrows. he can see all that is within a 10 foot (3 m) radius of the fire.8 km) per level of experience. . of any fire source that has been pinpointed. will be cloaked with a glowing flame.

: Eight The caster will be able to project his image through that of any fire source. Fiery Image (Level 3 Fire Spell) Range: Any fire source that is pinpointed. and if it's stationary or on the move.E.Saving throw: Page | 144None P. the caster can burn off the poison within the blood stream. the flame will double in size with the casters appearance.E.D.: 12 By laying hands upon the exposed body.P. Reduce/Induce Fever (Level 3 Fire Spell) Range: Touch Duration: Instant . among other things. He will also be able to verbally deliver any message. They will also be able to tell what type of fire it is.P.P. Cure Poison (Level 3 Fire Spell) Range: By touch. how long it's been burning. Saving throw: None P. Duration: 8 melees (2 minutes) plus 8 melees (2 minutes) per level of experience. It will also heal up to 15 S. within the duration of the spell. If the source is smaller than the caster.C and 2D4 hit points caused by the poison's effects.: Four This spell allows the caster to sense the presence of any fire source(s) the size of a torch or larger. Saving throw: None P. Duration: Instant. as well as see and hear the response. This is useful for guestimating the number of troops camped or if a forest fire is coming towards the village.E. negating the poison.

1 m) per level of experience and at a speed of 40 mph (64 kmph).P. creating thermal updrafts under the wings. strike.P.P. parry and dodge and may pass out if exerting self more than 12 melees). Fiery Eyes (Level 4 Fire Spell) Range: Self. allowing him to attempt to charm all that gaze into his eyes. For the duration of the spell. Blisters (Level 4 Fire Spell) Range: 10 feet (3 m) per level of experience. Caster will be able to fly up to 200 feet high plus 30 feet (60. Increase of M. the victim will immediately come down with a severe fever (-3 to initiative. pushing the caster up into the sky.: 12 Huge fiery wings (wingspan equal to 3 times the character's height) will sprout from the caster's back. the caster is able to absorb of heat and effects caused by the ailment.: 10 By laying his hands upon the recipient forehead.E. attribute by 1D8+4. giving the character a horror factor of 1D4+10. If the strike is successful. The can also cause a feverish sickness to an opponent by striking the head (-3 to strike). Saving throw: Standard P. The character will be up and back to normal within 1D6 melees.Saving throw: Page | 145None P.E.: 15 This spell will increase the caster's intimidation factor. Duration: 8 melees (2 minutes) plus 8 melees (2 minutes) per level of experience. .E. This can also be used as the opposite effect. the caster's eyes will seem to be a blaze. Saving throw: None P.9 m + 9.E. Thermal Flight (Level 4 Fire Spell) Range: Self Duration: 12 melees (3 minutes) plus 8 melees (2 minutes) per level of experience. They are solid and give off waves of heat.

and scalding the hands.P.E. but will still remain sensitive (-3 to strike and parry with any handheld items). A blast can be fired every melee. eyes or mouth. Unless this is healed (magically or otherwise). causing huge second degree burns and blisters to form. This spell can also be directed towards the feet. (double to the dead and any supernaturally evil characters susceptible to silver or sunlight) Saving throw: Dodge P. the victim will suffer 1D6 M.D.D. Holy Fire (Level 5 Fire Spell) Range: 100 feet plus 50 feet (30.2 m) per level of experience.D. Duration: 1 melee per level of experience. This will make it unbearable to stand. equal to the duration . Damage: 3D4 M. for the same amount of damage and effects. let alone walk.P.4 m + 15. every melee (continuously for the number of melees equal to the experience level of the caster. but within the number of melee attacks of the caster.2 m) per level of experience. as well as inflicting second degree burns to the hands and covering them in blood and puss-filled blisters. These blasts are very powerful and especially dangerous to the dead and all evil creatures susceptible to silver or sunlight.E. This is an ideal spell for disarming a warrior. Saving throw: Dodge . Saving throw: Dodge P.D.: 15 The character can blast an eerie green flaming bolt at the victim's hands or attempt to snatch the hands with his own (at -4 to strike).Duration: melees per level of experience.D. it will take 3D6 days to heal. Gripping anything will be excruciatingly painful and next to impossible to continue to hold on to. but to the feet. Page | 2146 Damage: 1D6 M. Damage: 3D6 M. Duration: 1 melee per level of experience. plus 1D4 M. Napalm (Level 6 Fire Spell) Range: 50 feet (15. No other parts of the body will be affected by this spell.: 30 The caster is able to project mystical silver colored flames from his hands. If the strike is successful..

D. They will suffer continued burning and suffer the effects of nauseous fumes (save versus poisons every other melee or suffer -2 to strike.E. plus 3D4 M. Saving throw: Dodge P. at which time the magma will have cooled into solid rock). 3D8 M. equal to the duration . each melee until they free themselves of the magma pool (can travel through this fiery goo at 10 feet (3 m) per melee as it is only 2 feet (. If this roll also fails. What's worse. Magma Spire (Level 7 Fire Spell) Range: 200 feet away plus 20 feet (60. the victim suffers -3 initiative and -4 to dodge. The column of lava then falls back to earth. 5 foot (1. Duration: 1 melee per level of experience.1 m) per level of experience.D. Damage: 1D4x10 M. for the initial attack. every melee that the victim is stuck in the magma pool formed (until 20 melees has passed.: 40| 147 Page This is a nasty spell created after the great cataclysm.9 m + 6. The flaming goo will burn off after the duration of the spell.6 m) high).5 m) magma column radius plus 1 foot (. they will then suffer 3D4 M. The caster can fire a blast of foul magma-like solid fire at an opponent.D.P. A blast can be fired every melee.3048 m) per level of experience. the substance actually adheres to the body. parry and dodge) for a number of melees equal to the experience level of the caster.: 60 This devastating spell causes a spire of molten magma to shoot up from the earth.D.D.P. More to Come! Mystic Martial Art Powers Suibunhoko-jutsu: Range: Self . but within the number of melee attacks of the caster.D.E. when it falls back to earth on top of victim.P. directly underneath the victim. This initial attack does 1D4x10 M. requiring the victim to dodge (at -1) or suffer an additional 3D8 M. Because of the surprise of this attack and the rumbling ground throwing off his balance. if the character fails to dodge. The magma will cool and harden into rock within 20 melees (5 minutes).

P.: 12. as if boiling. but instead of altering the character's physical weight.D.E. the character can actually walk upon the clouds (or other gases)! This also only applies to the character and any additional worn clothing/equipment under 50 pounds.E. full strength capabilities after level 4 and above).P. per every two levels of experience. Damage: 1D4 M. even if encumbered by equipment or payload (up to one-half the character's strength capabilities. sand and even quicksand. these will turn to large bulbous ash-grey tumors. P. this power will allow the character to literally walk/float upon water. Necromancer Spells Festoring Tumors (5th Level Necromancer Spell) Range: Self Duration: 8 melees (2 minutes) plus 2 melees per level of experience for the tumors to remain. Save versus toxin for fumes. This is actually effective for any lowdensity surface causing no impedance to the character at all.Duration: minutes (12 melees) per level of experience. The Treading Lightly powers from Karumi-jutsu are also gained. (22. but can be maintained even in combat.: 15 Upon casting this spell. This art will allow treadless traveling across mud. P. Page | 3148 Saving Throw: Not Applicable. but at the penalty of -1 attack per melee and -2 to strike. and complete concentration (not possible in combat or if rendered unconscious). These lesions are extremely delicate and the slightest . Saving Throw: None for acid. the Necromancer's entire skin will start to bubble.P.5 kg). 25 for cloud walking This skill is similar to the art of Karumi-jutsu. parry and dodge.E. With an added expenditure of P. Immediately. This skill does require some concentration.

Those in full environmental gear will only suffer the acid damage. spewing forth a vile. Save versus toxin at -1 for odor.. -2 to P. More on the way! . once for the eyes and once for the skin contact. This liquid will eat through anything it comes in contact with (extremely powerful mixture of acids and enzymes) and will give off a most foul odor (likened to a combination of ammonia.P. Those that fail for eye contact will suffer an extreme burning sensation. the caster receives a bonus of +2 to initiative on the first attack and +1 to strike on all attacks. Due to the shock and surprise of such an attack. Duration: 2 melees per level of experience.P. -2 to strike. The caster will be immune to the affects. P. -2 to strike.E.: 22 The caster will be able to conjure forth masses of bile and stomach acid. Roll to save versus toxins twice (every time exposed). parry and dodge and -1 attack per melee for 2D4 melees. These tumors will regenerate instantly as long as the spell is in effect. to use as a spray attack. burning sensation to the area exposed and will also start to feel ill with flu-like symptoms. The sight is most unnerving as well.57 m) per level of experience. Saving Throw: None for acid attack. Those who fail (not in protective gear) will immediately start gagging. -2 to initiative. rotting matter and vomit).D.E. acidic puss-like substance and fumes. enchanted with P. to strike bonuses are also applicable to these attacks. fecal matter.61 m) diameter. -2 to Str.P.touch will|cause Page 149 them to burst. or until the liquid is washed off. Bile Spew (7th Level Necromancer Spell) Range: 15 feet (4. Those that fail to save versus skin poisoning will suffer an itchy. -1 attack per melee. parry and dodge for 1D6 melees (affects are acummalitive) or until flushed out with water. strike.P. Cone-like spray up to 2 foot (. One-half of P. The skin poisoning is a one time affects (not accumalitive) and will last for 2D6 hours until treated with medicine or healed by magic.. a swirling mass of greenish-yellow slime pulsing with a pale silver-black light. catching most opponents off-guard.D. This sludge-like substance will spew forth out of the Necromancer's mouth at amazing speed. per every level of experience. Those who fail versus toxins (those with air filtration are immune) will start to uncontrollably retch and suffer -2 to iniative. suffering -2 to iniative. -5 to Spd. Must come in contact with bare skin. All within 3 feet (1 m) of the exploding tumor will suffer damage from the mystical puss and must save versus toxin. parry and dodge.+1 M. Damage: 1D4x10 M. their eyes will suffer from a burning sensation and they run the risk of skin poisoning due to the exposure from the foul fumes and puss.

Page | 150 SHAMAN SPELLS Passage of Time (Level 3 Spell) Range: 10 foot radius (3 m) plus 3 feet (1 m) per each additional level of experience.5 m) plus 5 feet (1. it will appear as if the area has not been touched for at least a month or two. To all the senses.: 9 The affected area will be instantly aged. Duration: Permanent Saving throw: None P. etc.P. bits of rust.5 m) per each additional level of experience. Swarming Insects: (Level 4 Spell) Range: 15 foot radius (4. All prior scents within the area will also be muted. scratches. including unmistakable evidence such as being covered in dust and cobwebs. save for a strong mildew aroma. Psychic aura residue will also appear much more faint. Other telltale signs may also include worn edges.E. .

These effects will last for 1D4 days and will cause -1 to initiative. P. Juicers suffer full penalties due to the shock of instant aging. Affected characters will be -9 to strike. This spell does not affect plant matter.E.: 30 This spell will instantly age the victim by about 50 years or to the equivalent of 70 years of age. Smoke will have no affect on them. These little beasties will also clog up jet engines. strike. fearing they are at the end of their augmented lifespan and must roll to save versus a temporary insanity. completely filling the area of affect. The overwhelming dull hum will fill the area. and gum up mechanical items not fully protected with 2D4 melees. Page | 8151 Saving throw: Save versus poison every other melee if not in full environmental gear.E. as they are horrified by the ravages of time on their appearance. None for the swirling black insect mass.Duration: melees (2 minutes) plus 4 melees per each additional level of experience. . Those that are not in full environmental armor will suffer swelling and irritation from the biting and stinging. Saving throw: Save versus poison/toxin for one-half the normal affect. Those creatures of amazing beauty will also suffer full affects. chew into wiring. This spell is slightly less effective on supernatural creatures with extended lifespans.P.: 12 A black cloud of unearthly insects will appear as if out of a void. parry and dodge.P. crawling across all in its path and into every little crack and opening. blocking out all verbal communication. Duration: Two melees per each level of experience. with impairment to sight and hearing. Those of supernaturally long lifespans will suffer only one-half the normal affects. causing them to become weak and feeble. Vision will also be obscured by the flying mass. These insects will be extremely agitated and will bite and sting. parry and dodge. These vermin are supernatural in origin and will only grow in numbers if others are killed by fire or electricity. Withering Flesh (Level 7 Spell) Range: One person per every other level of experience. parry and dodge due to the pain and overwhelming urge to scratch. P. All within the swarming area will suffer -5 to strike.

Page | 152 YAKUZA MAGE TATOOS Mention the word Yakuza and ask for a visualization. A Yakuza strong of mind and body can endure up to 11 of these precious markings. For this reason (among other special application techniques). but are useful nonetheless. adds 3 feet (.6 m) to vertical leap. badge of honor. Well-to-do or successful Yakuza can purchase or be rewarded with such wonderous gifts.E.9 m) to horizontal leap and 2 feet (. The first thing that comes to mind is tattoos. they are not as harmful the Atlantean tattoos. it has now also implemented the flow of magic into the fold. It is a major part of rituals. these tattoos are of a lower magical power. With the coming of the rifts. a story of their life's journey. . For the most part. Tiger behind tall grass P. expression. a right of passage. including the art of tattooing. Power: This tattoo conveys the power of Prowl: 89%. but are limited to 7 such markings. The Yakuza mage (shrouded in secrecy to this day) is a specialist in the ways of mystical body painting. The tattoing process takes on many connotations with the Yakuza. to activate: 6 Duration: 5 minutes (20 melees) per level of experience or until canceled.P. Ninjas are the only other known profession to allow or endure such a process. the effect of the Chameleon spell.

Fiery Eyes P. Add 1D4+2 to P. useful in intimidating or influencing lesser beings. to activate: 3 Duration: 6 minutes (24 melees) per level of experience.P.E..A.E. This tattoo is in the form of two light blue eyes. to activate: 7 Duration: 3 minutes (12 melees) per level of experience or until canceled.P.P.Page | 153 Cat eyes P. to activate: 5 Duration: 4 minutes (16 melees) per level of experience. to activate: 5 Duration: 5 minutes (20 melees) per level of experience or until canceled.E. Power: This tattoo conveys the power of Pick Pockets: 75%.P. Messenger . Power: This will add to the character's Charisma.B. and Climb: 80%. Blue Eyes P. This tattoo is in the form of two red glowing eyes. Raccoon paw print P.B. attribute. Add +1D4 +2 to M. Power: This will add to the character's P. giving the illusion of an idealized appearance (useful in enhancing a character's chances at treachery).E. Power: Activating this tattoo will give the user the power of Nightvision and Sense the Invisible up to 300 feet (90 m). Pick Locks: 65%.

This tattoo is in the shape of rolled piece of parchment tied with a ribbon.C. equal to 1 mile (1. S. to activate: 7 Duration: 1 mile (1.D. enabling it to travel over terrain much easier.8 km)or 5 minutes (20 melees) per level of experience. the messenger will disappear. Speed: Messenger travels at 12mph. Power: This is the same as the Messenger Tattoo.D.6 km) or 10 minutes (40 melees) per level of experience. It takes the form of any pigeon-sized (or smaller) winged creature (butterflies and songbirds are popular). It will be able to retain a simple messege of up to 25 words and the location that it needs to travel to. This messenger is limited to land based travel. except the messenger has the power of flight. it will leap up to their shoulder and whisper the message.E. etc). whichever comes first. Aquatic Messenger P. Upon reaching the intended receptient. a rodent-sized (or smaller) pseudo-animal type will appear in the character's palm (geckos are quite popular). Speed: Messenger travels at 24mph.: 35.P. within distance limit. This tattoo is in the shape of rolled piece of parchment with butterfly wings.E. The receipient must bend down to the fish (in the water) to hear the message.6 km) or 5 minutes (20 melees) per level of experience.P. Winged Messenger P. and the tattooed sender will be aware of its success. to activate: Page | 154 5 Duration: 1/2 mile (. S. Duration: Instant .6 km) every 5 minutes (20 melees). to activate: 5 Duration: 1 mile (1.P.C.: 35.D. the sender will also be made aware of this. charge is spent upon contact. Power: This is the same as the Messenger Tattoo. S.E. to activate: 2 per missile. At this point. whichever comes first. Speed: Messenger travels at 12mph. except the messenger is aquatic in nature.P.P.: 35. If the messenger for some reason does not make it to the receptient (captured.C. It takes the form of any aquatic creature 16 inches or smaller (Koi are very popular). whichever comes first Power: Upon activating this tattoo. This tattoo is in the shape of rolled piece of parchment riding on top of crest of water.E. equal to 1 mile every 5 minutes. Divine Wind P.

giving the character the visual appearance of a normal townsperson. parry and dodge.P.E. Power: This provides an Illusionary fascade. Power: This will enchant a normal missile weapon. to activate: 5 Duration: 2 minutes (8 melees) plus one minute for each additional level of experience. leaving a bluish streak of PageThis | 155 electricity as it flies. Revive P. +1D4+2 Mega-damage and the victim suffers a penalty of -1 to attack and parry for 4 melees (due to nervous system shock). but can only be used once a day. as they have not quite achieved the mastery of the Incans nor the vast power of the Chiang-ku. MAYAN TATTOOS The Mayans have borrowed some of the Incan power drawing skills. with some basic defensive and offensive abilities as well.E. causing a disruptive piercing whine as it flies. Many of these tattoos are for domestic beneficial needs.P. This tatto will be in the shape of a small brightly colored chameleon. clothing differences and even missing digits. This is ideal for hiding the tattoos of the Yakuza or allowing a ninja to move among common people without much suspicion. instilling them into magical tattoos (as the Mayans are very fond of bodily adornments). All victims within a 20 foot radius suffer a penalty of -1 to attack.E. to activate: 5 Duration: Instant. Guise P. Included with this is the illusion of facial features.P. Whistling Breeze P. to activate: 3 per missile Duration: 2 minutes plus one minute for each additional level of experience. Most of these tattoos are of lesser power.Power: will enchant a normal missile weapon with an electrical charge. . causes minor equilibrium problems.

This knife is razor sharp and can even be used as a crude operating tool. This was created for warriors to PageThis | 156 endure long battles and relieve unrelenting fighting fatigue.C.D.P. Obsidian Knife P. This will always be located on one of the hands and is in the shape of an animal's claw. to activate: 2 Duration: 6 hours plus one hour per each additional level of experience. and can only be used once every 24 hour period without adverse effects. Power: This tattoo was created to keep the swarming insects common in the jungles at bay.E. Power: This was another common tattoo created to keep the blood-sucking creatures at bay. Insect Repel P. More to Come! New Water Spells .Power: tattoo will grant the user the effects of 4 hours of sleep.P. The tattoo is in the shape of a black drop of blood surrounded by a circle outline. to activate: 2 Duration: 30 minutes per each level of experience Power: Upon activating. This is even effective against the large mutated leeches now found within the Mayan territories (up to 1. known to suck some animals dry!).5 feet long. The tattoo is in the shape of an insect's stinger with a line through it Leech Repel P.E.P. to activate: 2 Duration: 8 hours plus one hour per each additional level of experience. Damage is 1D4+3 S. This will only work within the direct sunlight however. Effects will last for up to 6 hours.E. an obsidian dagger will appear in the user's hand. Effects will last for up to 8 hours. The tattoo is in the shape of a circular sun with long flames.

The opposite of this spell will mystically evaporate pent-up fluids in the bladder. double the P.P.P.B. until cleaned up. 20. Bladder Burst (Level 1) added Feb.: One This spell will increase the moisture content and pressure within a specific target's bladder.P. Water Skin (Level 1 Water Spell) Range: Self. -4 to P. This disastrously results in the victim wetting himself uncontrollably.E. 3. Duration: 60 melees (15 minutes) plus 40 melees (10 minutes) per each additional level of experience. Bladder Burst (Level 1 Water Spell) Range: One person per every three levels of experience Duration: Instant Saving throw: None P. 21. Reflective Coating (level 6) added NOTE: All of these spells list the P. Water Meld (level 8) added Jan. Sense Vibrations (level 3) added Jan. negating the need to relieve oneself for at least 6 hours. Profuse Sweat (Level 2) added Jan. Very useful when drinking heavily. cost. 20. value for Warlocks and Shamans. soaking his trousers with pungent urine.E.Page | 157 Feb.E. . 3. For all other mystics.

P. parry and dodge as well as -5 to P. the caster can use any water (as small as a bucket of water) source as an extension of his sight. Water Mirror (Level 2 Water Spell) Range: Can use this power on any water source up to 1 mile per level of experience (to actually sense this fire source if not seen by the caster. When cast.: Four With this spell. Duration: 12 melees (3 minutes) plus 4 melees (1 minute) per each additional level of experience. offensive odor. will require another spell or power).: One This spell will create a layer of circulating water covering the entire body of the character. two forms can be selected. All within a 10 foot (3 m) radius plus one-half foot per level of experience.P.P. Cold will allow normal activity in climates as high as 120 degrees farenheit with no penalties or dehydration.E. auditory is a separate spell. including down the face causing the eyes to sting.E. Sweat will start to drip from the body. Victim suffers -2 to strike. They will also need to replenish fluids after 24 melees (6 minutes). Warm will allow normal activity in temperatures as low as 0 degrees farenheit with no penalties. due to the salty solution hitting the cornea. When the spell expires. of the water source will be in plain view. Saving throw: Standard P. This spell only allows for visual images only (images will be very accurate with a possible slight blue tinge). the water will disappear. Duration: 12 melees (3 minutes) plus 8 melees (2 minutes) per level of experience. warm or cold water. Clothing will be soaked within 4 melees and the victim will give off a strong. Each will protect the caster from the opposite temperature effects by environmental conditions.E. . Saving throw: None P. The caster simply into a body of water (the larger the amount of water. Profuse Sweat (Level 2 Water Spell) Range: One person per every two levels of experience.B. This perspiration is supernatural in cause and cannot be dispelled by cooling systems. the larger the viewing size) and all that is visible within the radius of the targeted body of water will be seen as clearly as the images they reflect in the body of liquid. This will give the benefits of a wet body suit and will not dampen clothing worn.Saving throw: Page | 158None P.: Three Those affected by this spell will start to perspire at an alarming rate.

E. Duration: 24 melees (6 minutes) plus 12 melees (3 minutes) per level of experience. They will also be able to tell if the water is salt or fresh water and if it is stationary or moving. Saving throw: None P.: Three This spell allows the caster to sense the presence of any Water source(s) the size of a bucket (about one gallon) or larger.P. parry and dodge penalties cease. Duration: 60 melees (15 minutes) per level of experience. the strike. allowing him to sense where they are located.B. but not large robotic armor. of the water source will be audible. Saving throw: None P. Saving throw: None if willing subject. these water sources will serve as homing beacons to the caster.: Four With this spell.This spell |can affect even those within personal armor. Sense Water Source (Level 2 Water Spell) Range: 1 mile plus one-half mile per level of experience. will require another spell or power). Water Bubble (Level 2 Water Spell) Range: Self or one other person. As long as the spell is in effect. All within a 15 foot (4. the caster can use any water source (as small as a bucket of water) as an extension of his hearing.5 m) radius plus one foot per level of experience. Water Earshot (Level 2 Water Spell) Range: Can use this power on any water source up to 1 mile per level of experience (to actually sense this water source if not seen by the caster. This spell is similar to Water Mirror.E. After the spell has Page 159 expired.P. The caster simply places his ear in water and all sounds within the radius of the targeted body of water will be heard as clearly as if they were only a few feet away. but the P. Save versus poison/toxins at +5 every melee otherwise . but is for auditory only. penalties remain until the character and clothing are thoroughly cleaned. Duration: 12 melees (3 minutes) plus 8 melees (2 minutes) per level of experience.

. Saving throw: None P.P.E. This bubble will stay around the head and is very useful for creatures that cannot breathe air. Rough terrain will render this spell useless. Saving throw: None P.: 3 Casting this spell will create a thin layer of water under the feet of the caster. Hydro-skate (Level 2 Water Spell) Range: self. at least ankle deep.25 m) per each level of experience Duration: 24 melees (6 minutes) plus 8 melees (2 minutes) per each additional level of experience.E. One successful save will shatter the fragile bubble of water and the spell will be cancelled. The mage cannot be surprised (not even by sneak attacks nor back attacks) and will receive the bonuses of +5 on initiative. but takes two melees to come to a complete stop.P. the character will be able to move at a speed of 30 across fairly level terrain. +2 parry and dodge. If the character fails enough consecutive saving throws (past the amount of time that they can hold their breath). while in the water.E. Duration: 8 melees (2 minutes) per level of experience. By moving in a skating-like fashion. Attempting to cast this on an unwilling receipient will allow them to save versus poison/toxin at +5 every melee.: 2 | 160 Page This spell is used to create a water bubble around the head of the caster or one person of choice. Duration: 40 melees (10 minutes) +8 melees (2 minutes) per each additional level of experience. the character must save versus coma or pass out for 8 +1D4 melees.P.: Eight While in the water (or other liquids). This spell is designed for beneficial use and is not offensive. the mage will sense all movement within the water source.P. Sense Vibrations (Level 3 Water Spell) Range: 50 feet (15. Watery Image (Level 3 Water Spell) Range: Any water source that is pinpointed within one-half mile per level of experience.

C. Saving throw: None P.D.: 25 The caster is able to expel an intensely powerful blast of water from his hands or mouth. if a mega-damage creature) damage per melee unless they are sufficiently protected (Ex: environmental armor).D. Boiling Water (Level 3 Water Spell) Range: 30 feet (9 m) Duration: 12 melees (3 minutes) plus 4 melees (1 minute) per each additional level of experience. within the duration of the spell.P.: Eight The caster will be able to project his image through that of any water source.E. either a mirror image of the caster is seen in the water's reflection or the water erupts upwards into the general appearance of the caster.D. The mage will also be able to verbally deliver any message. Duration: 4 melees (1 minute) +1 melee per each additional level of experience.: 9 The elemental mystic is able to bring 30 gallons (113. as well as see and hear the response.C. 10 and 15. Saving throw: None P. Anything within the boiling water will suffer 4D6 S.P.E. This can be down one of two ways. 9 and 15. This jet of water will inflict 2D6 Mega-damage plus and additional 1D6 M. Characters attacked by this spell must also save versus knockdown or they will be blasted off of their feet (loses on melee action).D. Damage: 2D6 M.6 liters) of water instantly to a boil per each level of experience. This spell can be cast up to 30 feet (9 m) away.P.Saving throw: Page | 161None P.E. (or 1 M. plus an additional 1D6 at levels 6. Mystic Water Wall (Level 4 Water Spell) . Water Jet (Level 4 Water Spell) Range: self. at levels 6.

The wall itself will have 30 M. P. The caster may choose to immediately use the liquid or place it in a container for later use.D.E. at which time it mystically vanishes.2 PageCan | 162 m) per level of experience. Any massive projectiles (heavy artillery) will cause only 1/6 damage due to slowed acceleration.1 m) away plus 10 feet (3 m) per each additional level of experience.P.E.D.D. Any large craft attempting to pass through the wall will take 1/2 of normal velocity damage that would occur if it was running into a solid object. per level of experience and all attacks except for fire-based will only inflict 1/2 damage (fire does full damage). Most projectiles will lose most of their inertia upon passing through the wall and may be halted altogether.P. Effective against supernatural fire as well. or M. Duration: 30 minutes (120 melees) plus 10 minutes (40 melees) per each additional level of experience. Lasers will reflect off the waters reflective exterior. Duration: 4 minutes (16 melees) per level of experience or until destroyed.: 20 This wall consists of very dense mystically charged water molecules that will cause an impact on anything attempting to go through it.1 m) away and affects/covers an 8 x 8 x 4 foot area (2. to all creatures of evil and 2D6 M.D. Reflective Coating (Level 6 Water Spell) Range: self.C. until the spell expires. and will serve as an antidote to any type of infliction caused by the evil creature. Speed is slowed by 5/6 when attempting to pass through this wall (it's like trying to walk through extra thick gelatin). This water will have similar damaging affects as true holy water upon all creatures of evil and the dead/undead.4 x 1.Range: be cast up to 60 feet (18. or 150 S.C.4 x 2.D. Further affects will cease and full recovery will occur within 3D10 minutes.C. This mystical liquid can be flung at opponents doing 1D6 M.C. Holy Water (Level 5 Water Spell) Range: Self or can be cast to appear up to 60 feet (18.: 25 This spell conjures up a mass of glimmering water that glows with a spiritual silver light. . P. It will hover above the caster's palm as an undulating circular mass or can be cast at a creature. 1/8 gallon per every two levels of experience can be conjured per each level of experience. Saving throw: None.D. Saving throw: None. to undead and dead creatures per 1/8 gallon exposure. Used upon creatures of good will heal for 2D6 S.

Even if spotted. the caster is immune to laser fire and all such attacks will also ricochet off of the caster in direct beams that will cause 2/3 damage to anything it hits (random reflection arcs and cannot be aimed back at a specific target). Saving throw: None P.Duration: melees (2 minutes) +4 melees per each additional level of experience. parry and dodge. This can allow them to gain a short glance of the desired location and/or grab something on the other side and bring it back. while opponents are -4 to strike. up to 5 miles distance per each level of experience.P. but can still be as shallow as a puddle) and emerge out of another body of water miles away. Visually. others and/or objects totaling up to 500 pounds (225 kg) per each level of experience. else they fall victim to the extreme vortex created during such a port from one water source to another.E. Each person or object must also be linked the caster physically. To be successful. thwarting changing laser frequencies.E. There is a second ability gained. Water Meld (Level 8 Water Spell) Range: Self and/or others. or even by casting a water location spell.P. Thermo and other light band optics will reveal a general "blob". This spell may also be used to meld a portion of the body only. the degree of miscalculation varies. a cartographer's map. Duration: 1 melee plus 1 melee per every four levels of experience. This will help camouflage. the character still receives a bonus of +3 to strike. allowing the caster to partially appear through the other body of water for the duration of the spell. Being composed of a unique mystical liquid. Anything above this will give off a minute shifting effect to those sharp of eye. a watery coat forms around the character's body with a highly reflective surface equal to that of a mirror. bending light and reflecting the surroundings almost flawlessly. For the duration of this spell. it can constantly shift reflective values. but not a definite outline (still suffer a penalty of -2 to strike. the caster is rendered invisible. allowing any number of additional persons or equipment.: 40 Upon casting of this spell. as long as it does not exceed the amount of weight the caster can handle. When this version of the . either by hand. -1 to parry and dodge). the mystic must have a good indication of where the intended destination body of water lies. Page | 8163 Saving throw: None P. a detailed location description. even while moving at up to speeds of 15. rope or other attachment. Weight is the determining factor. allowing the caster to enter any body of water that his entire body can fit into (must be at least wide enough for shoulders to fit through. but still garners a 85% chance of not being noticed. Depending on the method employed. This can be by personal knowledge. The mage can teleport himself.: Sixty This spell is very similar to a Teleport spell. that of reflecting light (including lasers).

only one or the other). More on the way! .D. All suffer 5 H. and 2D10 S. Present location is unknown. then they may teleport safely. exiting out of a different body of water or set adrift said distance from land. instant death.P.spell is used. 99-00 Meld at least 4 miles below sea level or lungs are instantly filled with water. 39-69 Desired location is missed by 1D10x10 miles. technological or mystic sight): 99% 2) A body of water seen only a few times before (at least 3-5 times) or seen on a detailed map: 80% 3) Location described in detail but never actually visited before: 55% 4) Brief description only: 20% Results of an Unsuccessful Melding: Roll percentile dice for random occurrences 1-38 Desired location is missed by 1D10 miles. If Page | 164 the mage casts the spell again. exiting out of a different body of water or set adrift said distance from land. the caster may not also meld (ie: cannot look first and then teleport.C. Chances of a successful melding: 1) Melding to an extremely familiar location or a body of water visible from one's starting point (via natural. 70-98 Meld at least 100 feet below surface of water or some water enters lungs.

To save versus this power.S. hydro and pschokinetics). .Page | 165 Agamoto Industries Innovators of the Nekkyo Psi (new breed pyro. I. the character will be able to use the recepient as a conduit of his/her own senses. the particular person/creature must roll to save once each melee that the psychic is using Sense Reception.5 m) per each additional level of experience. At any one time. Sensory Reception Sensitive Range: 200 feet (60. Sense Reception is the psychic ability to gain the sense of a intended target. Duration: 2 minutes (8 melees) per level of experience.: 5 Saving Throw: Standard.P. This means that the psychic can see.6 m) +25 feet (7. A save versus this power means the psychic can not make a clear connection and the sense will not come in clearly (ex: hear bits and pieces).

. but only one at a time. The other option is to gain the same level of acuteness of senses as the target.hear. etc. the psychic senses. If the target has advanced senses. Example: "Where man scent?" Reply: "Follow" or "Eat plant" Reply:"Bad" These powers will not be able to force an animal to help. cries. I. but if nice and offered some form of reward. This is useful in noting what may be lurking around. the character is able to pick up on the emotional outpour of all creatures within his range. then those are gained as well by the psychic (as well as all bonuses gained by them). Primal Telepathy Sensitive Range: Read surface emotions up to 150 feet (45. Telepathic communication is possible when focused on one specific individual at a time. hollers and other vocals to receive basic information from the animal. In turn. the telepath's thoughts are also understood by the animal as if they were in their own tongue. etc.Q. the psychic can now see.S. By focusing. This ability grants the character the ability to sense the emotions of animalistic creatures (I. Such communication is must be very rudimentary or else it may not be understood by the creatures (they are limited by their animalistic intelligence). as an extension or as a mimic. hearing. Example: The psychic links up with another character 200 feet away. the character can project calming and non-threatening emotions that animals can easily sense.P. hear. The psychic can "link" to the target. At the same time. They can communicate with multiple creatures. The power can be used two ways. smell. taste. sensing everything within the target's area of sight. of 6 or less) and to actually communicate with them on a basic level.: 4 Saving Throw: None per se. and also what their intentions are at the moment. everything that the other character can from his vantage point.5 m) Duration: 2 minutes (8 melees) per level of experience. hidden out of view.5 m) or telepathic communication up to 250 feet (75. it may be willing to lend a small hand. What the target senses. This will help them in the second part of this power.| feel Page 166or smell anything from the "linked" target character's senses. The telepath will be able to comprehend the subtle intonations of the animal's yelps. Up to 3 senses can be conveyed during each melee (can select which senses each melee).

/M.P. in damage. it will flee. Affected creatures (except for insectoids) will not willingly give up their lives or do things that they would never attempt (ex: jump into a fire).Q. Affected animals will grant the psychic the ability of Horsemanship and Animal handling at 98% for the duration. +4 minutes per each additional level of experience. complete mastery will be gained after more than 5 minutes of continual contact. For objects with previous owner/user.S. While two way communication is not possible.D.P. it will be able to save versus this power at +5 every melee. I. Forcing them to do so will negate the hold over them.: 8 Saving Throw: None Base Skill: 60% effectiveness after 2 full melees of contact. Object Knowledge (Psychomotorosmosis) Sensitive Range: Touch Duration: 10+1D4 minutes. psychic will gain same skill knowledge level within 4 melees of continual contact.C.D. Orders to kill will even be obeyed. . 80% effectiveness after 4 melees of contact for "clean" objects (no owner).Page | 167 Lesser Mind Control Sensitive Range: 300 feet (91 m) +10 feet (3m) per each additional level of experience. the character can give simple commands that the creatures will understand and obey. +4 minutes (16 melees) per each additional level of experience. Duration:8 minutes (32 melees). This ability will allow the user to actually control the minds of all creatures with an I. but once the animal takes over 60% of it's S.S.: 10 Saving Throw: Standard. Once it saves.C. I. of 7 or lower (including insectoids) that do not save. supernatural creatures are +1 to save.

the character will gain the skill knowledge for the object. as well as all of the warrior's skills related to the sword (at the exact level). the psychic sensitive would gain the skills of iaido. level one. daisho. This will add 5 +1D4 to the P.: If the sword once belonged to a great warrior. By continued contact. attribute and +1 to Initiative for the duration. If the object once belonged to a skilled owner. Augmented Strength Physical Range: Self Duration: 5 minutes. all at the same level as the Samurai! If the sword was just created.P. "No problem. NOTE: Basic knowledge is absorbed from "clean" objects (no owner). After a full 4 melees of contact.: 4 Saving Throw: None Through intensive training and meditative self-exploration. i. and had no owner.This uncanny ability is an extension of Object Read (Psychometry) and Tele-mechanics. bingo. This means you can fly the helicopter. Example 2: The character is trying to escape a military base and spots a helicopter. the psychic will absorb the same skill base as the owner. the psychic would still learn everything about the sword and would have the Sword skill at 88%. the psychic will be able to wield/use the object or posses a skill related to the object at 80% effectiveness. allowing the the Page | 168 psychic sensitive to not only receive impressions about the object and owner. Example: If the sword belonged to a veteran Samurai. weak point.e. but actually absorb the knowledge from both. how to skillfully use. proteins and other bodily chemicals to enhance his physical strength. Super Strength . i.S. I. evasive maneuvers will still be a foreign concept until mastery is gained after 5 minutes of continual contact.. +3 minutes per each additional level of experience. via impressions of the object itself and from the owner/last user.: Continual use of a sword will convey all there is to know about that particular sword. the character is able accelerate the amount of endorphins. its strength. and even Zanji Shinjinken-Ryo.S. balance. give me a minute to "read" this contraption. This power is not accumulative. the psychic will absorb all there is to know about the sword.e. let's fly! This is very similar to Tele-mechanics in this respect of the power..

Due to the telekinetic boost. +1 to Initiative. physical attacks by fist or foot (ie: bodily) are considered to be made by supernatural strength! +10 to P. +3 to Dodge and +30 M. giving limited protection to the body as a whole. This power is not accumulative.D. attribute. Super Speed Physical Range: Self Duration: 6 minutes per level of experience. This power is not accumulative. structures/beings without physical harm to oneself. and +40 M.C.D. I.P.: 15 Saving Throw: None This is similar to the Augmented Strength power. Meditative self-exploration also allows the character to transform the body into a super efficient engine.: 15 Saving Throw: None This power is another limited derivative of the Telekinesis power.P. increasing the metabolic rate among other bodily functions. shins and feet of the character. but concentrated around the hands. .C. This allows attacks to incredibly hard M.S. This power will add 30 +1D10 to the Spd.D. This field also provides limited protection against collision of objects at high speeds.C. except with an added boost. is it further enhances the characters strength and also forms a thin telekinetic force field around around the body. and cannot be used for range attacks or uses. forearms.Physical Page | 169 Range: Self Duration: 5 minutes per level of experience.S. What it does do. giving augmented speed. The body is surrounded by a thin telekinetic field that adds to the kinetic force of the character.S. This field acts as a second skin. I. This power applies only to the body of the psionic. The character also possesses a limited version of telekinesis.

Page | 170 More Psionic powers on the way. natch! Here are some skills that I've created. mostly Asian-centric. General Skills Japanese Skills Filipino Skills . I will also be adding my modifications/house rules regarding skill use. bonuses and advancement very soon.

S. just different terrain or medium utilized).E.E. Such a leisurely activity actually requires a high degree of balance. three. +1 P. +1 foot to vertical leap at levels one. with riders utilizing TW boards to transverse the air currents. +1 P. timing. five. This is the art of riding a long thin board (of varying composition) along the waves of a surf. Related skills include snow boarding and skate boarding (same principles and bonuses. dexterity. +1 P. strength and endurance.Page | 171 New General Skills Surfing Category: Physical +1 P. Basketball: Category: Physical Another sport popular worldwide before the coming of the Rifts. nine. Many believe that surfing brings together man and nature to a level of "oneness" and is even considered a form of spiritualism. this skill is quite common on land as well. Distance: 15 feet plus one foot per level of experience. nine and twelve. 60% + 5% per level . This activity is still seen in larger cities in parts of Europe. +1D4 Spd. +1 P. It is still extremely widespread among North America. . With the surgence of magic in recent times. athleticism.P.Sense of Balance +1 to roll with fall +5% to Swim Skill 50% +5% per each level of experience A pre-rifts skill common to many Polynesian islands and other coastline countries.P. and twelve. practiced within prestigious universities and rural towns alike. This skill is quite common amongst the younger populace residing near an ocean. +1 to accuracy of throwing ball-sized objects at levels one. three. strategy to determine "who got game". This game relies on quickness.

speed. Base Skill: 40% +5% per level of experience. Sounds simple in theory. +2 to P. This was before the great cataclysm. athletics and fortitude. This is ideal for spying and surveillance when eavesdropping audio gear is not available. This activity remains very popular across the countries of former Europe. worldwide during pre-rifts time. add +15%. a designated number of players attempt to knock a ball into the opponents net or goal. New Japanese Skills . +1 to strike with feet or kicked objects +1 to roll with fall 65% +5% per level .C. but requires great stamina. The character is also able to read a person's body language. legs and head can be used to propel the ball. A team represented their province and/or country in ways that went well beyond the meaning of the game itself. Lip reading: Category: Rogue The character is able to comprehend what a person is saying by watching their mouth/lip movements.Page | 172 Soccer/Futbol: Category: Physical This sport was incredibly popular and even at times. as displayed by posture and facial expressions. and parts of North America).Back flip. The field size depends on what is available (but at least 30 meters) and only the feet. If the person being watched makes it a point to clearly annunciate his communication. Asia (including many of the Pacific islands. South America.E. A losing team could lead to riots and random acts of violence. Restricted by language(s) known and must be able to clearly see mouth. or add +5% if already known 70% +3% per level .D. today it still remains as a common sport pastime. fanatical. strategy. The concepts remain the same. due to the lack of safe traveling conditions. +1D6 to Spd. sensing general conditions such as emotion. but rarely competes with teams outside of it's own town.Juggle/control ball with feet +1D6 S.

Bonuses: +2 M. gripping. In the age of magic and technology. hanging upside down.P. is that they are not limited to range attacks. This is coupled by their ability of rapidly firing off multiple arrows. able to fire flawlessly. smoke. and deadly aim! A Kyujutsu master is able to accomplish astounding feats with the yumi. They are able to ride at full gallop while on horseback (or other beast of transport) and fire at full rate without penalty. As the yumi and arrow are the focus of this martial art. as well as parrying blows.E.. able to clearing sense all within his surroundings and a lock on all possible targets. Proper stances. jumping down from a great height. What is more frightening.S. When the sensei (teacher. master) has decided the student has a firm grasp on these basic techniques. The student will begin his training with 8-12 hours days practicing form and technique of long bow accuracy directed at stationary targets. They may even fire from the most awkward of positions. yet being fully aware of their surroundings. The reflexes become so honed that little escape their notice. bow thrust and strike (1D6 damage). they have perfected the art of bow warfare. As these basics are perfected. focusing on the target. besting other students and possibly even tutors. The student will go through mock battleground training grounds complete with gunfire. even in the midst of the most heated battles. With deadly accuracy. Level . +1 to P.. swinging from a rope... The disciple will move on to an almost meditative state during battle. The rigors of warfare are thrown into the fray. The Kyujutsu master will also learn the skill of Yadome-jutsu (add bonuses from this skill to the ones listed below). They will also be able to fashion arrows with a wide variety of heads. they will move on to moving targets. disarm. easily mowing down small troops with the same silent precision. roll with punch/fall/impact. What's more. parry and dodge. (list coming soon) Techniques known: Maintain balance. A skilled warrior can use his yumi as a blunt weapon with devastating results in close combat. and the usual strike. and automated hurdles and attackers. or even leaping into a rolling somersault and coming up firing. arm strengthening and release styles are emphasized. At each of these levels. the real training begins.Page | 173 Kyujutsu Category: Martial Art This skill takes the fundamentals of Kyudo (the way of the bow) and incorporates them into further battle techniques in yumi (bow) martial arts. they can strike an enemy that is but a speck in the horizon. many Kyujutsu masters have modified yumi and arrows augmented by techno-wizardry or composed of cutting-edge mechanics. the student must past rigorous tests. Complete focus and calm must be quickly learned in such conditions in order to survive (many students do not leave this training without some form(s) of scarring and there have been some instances of death). footing. They learn concentration. +2 to P. arrow fire. each character will be able to fashion a bow out of natural wood and silk/sinew to the manmade ceramics/metal and kevlar string. mounted archery and other awkward positions.

+1 to distance strike (arrow). +1 on initiative. Effective range of 650 feet (198m). 13 Death Blow! + One additional attack per melee. Effective range plus 35 feet (10. +1 to distance strike (arrow). Effective range plus 35 feet (10.5 m). Effective range plus 35 feet (10. 10 + One additional attack per melee. +1 to parry (with bow). +1 to arrow damage. +1 to maintain balance. +1 to arrow damage. +1 to parry (with bow). +1 to maintain balance. 7 + One additional attack per melee. Critical strike on a natural 18-20. Ability to attempt a rapid spray of arrows. Rate of fire per melee round +1. 14 Rate of fire per melee round +1. 3 + One additional attack per melee. Effective range plus 35 feet (10.5 m). Effective range plus 35 feet (10. doubling the normal rate of fire. Effective range plus 35 feet (10. +1 to parry (with bow). 12 Rate of fire per melee round +1. +1 to roll with punch/fall/impact.5 m).5 m). +1 to close combat strike (as weapon). +1 to maintain balance. Effective range plus 35 feet (10. +1 to maintain balance. Effective range plus 35 feet (10. +1 to arrow damage. +1 to arrow damage. +1 on initiative. 4 Rate of fire per melee round +1. +1 to distance strike (arrow).5 m). +1 to parry (with bow). 6 Rate of fire per melee round +1. +1 to maintain balance.5 m). 15 +1 to distance strike (arrow). 2 Rate of fire per melee round +1. 9 +1 to parry (with bow). +1 to distance strike (arrow).5 m). +1 to close combat strike (as weapon). Back flip: Escape.5 m). +1 to roll with punch/fall/impact.5 m).5 m). +1 to roll with punch/fall/impact. Effective range plus 35 feet (10. +1 on initiative. +1 to roll with punch/fall/impact. +1 to arrow damage. +1 to distance strike (arrow). Effective range plus 35 feet (10. Automatic Dodge. Effective range plus 35 feet (10. +1 on initiative. +1 to maintain balance. Rate of fire per melee round is 3. Effective range plus 35 feet (10.5 m). . 8 Rate of fire per melee round +1. +1 to close combat strike (as weapon). +2 Page | 174 on initiative. 5 +1 to close combat strike (as weapon).5 m).1 Two attacks per melee round to start. 11 Effective range plus 35 feet (10.5 m). Effective range plus 35 feet (10. +1 to parry (with bow). +1 to distance strike (arrow). +1 to close combat strike (as weapon). +1 on initiative. This is counted as a wild spray and suffers the same penalties as wild gunfire.5 m).

Aimed: +4 to strike. but others secret per clan. With the coming of the Rifts and MDC creatures. each conveying a different message. repair. This also includes proper cleaning. many prefer ancient styled weapons with TW modifications or enchanted ammunition created by Alchemist smiths (similar to the Kuznya of Russia). This weapon could cross great distances with deadly accuracy. etc. It was lavishly cared for as if it was alive. . Noroshi-jutsu: Primitive. encrusted with jewels and decorative engravings and crests indicative of the family it belonged to. This skill must be taken for each distinctly different type of weapon. yet highly effective. disassembly. The character learns the techniques of form and accuracy with a rifle-type weapon. Weapon Repair: 65% +5% per each additional level of experience for that particular model of weapon. the rifle was treated as a most honored weapon by the non-traditionalists. but will suffer only half the normal penalties for using weapons unfamiliar to them. -20% for other types unfamiliar to character. A nod to the past. 13 and 15. making it difficult for non-clan members to decipher the messages. Strike bonus: +1 to strike per every three levels of experience. 8. changing the color or composition of the fire and/or smoke. go east. Wild: no bonuses or penalty. each with their own secret "dialects". Burst: +1 to strike. maintenance. It was also a status symbol. many thought the guns held the spirit essences of the great dragon's themselves. quick reload. NOTE: characters with this skill are -20% to understand/translate signal fires from other clans (character can learn other clans signals if taught). 11 and 15. The character will be proficient in creating fires of various sizes fed by a wide variety of fuels. +1 to parry at levels 3.). cherished by the Japanese warriors. 45+5% for more complicated messages. 5. Such H2H combat can include the use of the rifle butte as a blunt weapon or the use of bayonet/vibro-bayonet employment (juken-jutsu). The use of chemical or alchemist created additives will also be common. Signal Fire Communication: 75% +5% per each additional level of experience for to convey and understand simple messages (such as attack now. During the ancient medieval period of Japan's history. quality analysis. 11. this is the art of signal fire techniques. 7. Such signals can be seen for miles.Page | 175 Teppo-jutsu: This is the age-old honored training in the use of gunnery. as well as the art of using the weapon as an effective weapon in close melee . H2H Melee: +1 to strike at levels 2. The ninja of these parts are common practitioners of this art. Indeed. the gun has become an invaluable weapon once more. The use of signal fires can easily convey simple messages with basic translations being almost universal within Japan. Provides the following bonuses: Recognize Weapon Quality: 45% +5% per each additional level of experience.

Jan-ken Category: General knowledge (no skill slot required) A pre-rifts game known in the Americas as paper-rock-scissors. This includes the study of knots. popping of minor joints. contortion of the body. This includes deflecting and/or dodging multiple missile attacks. shackles. etc.Yadome-jutsu Page | 176 Category: Physical This is a form of martial art that trains the disciple in the defense against missile attacks. and 12. Bonuses: +1 to P. Base Skill: 40% +5% per level of experience. among others. Techniques are learned to escape from bindings. a dodge counts as one melee action/attack. including rope.P. carries only one-third the penalty to escape (-3% instead of -10%) due to this specialized training. This skill will also allow the character to try to dodge energy blasts and gunfire with only a -4 penalty. Paper beats rock. This is a common game played by children and sometimes used to make a quick decision.. Nawanuke-jutsu is the counter art. 6. Add +1 to parry and dodge against arrow and spear attacks at levels 1. two fingers out is scissors and a flat palm is paper. 3 . scissors beats paper and rock beats scissors. The character learns to expertly calculate trajectory and rate of travel to deduce where the missile will strike and what counter force will be required to deflect or avoid. 8. and 12. use of ointments. Senjo-jutsu: Category: Military . that actually was known even earlier in Asia. A clenched fist is rock. 9. As usual. +2 to Spd. then the character must attempt to dodge. The character will learn to parry missile (arrows and spear types) attacks utilizing various parts of the body as well as with weapons. Nawanuke-jutsu Category: Rogue As Hojo-jutsu is the art of binding. Two players (or more) yell" jan-ken-pon". pounding their clenched fists on the first two words and forming their hands in one of the three shapes on "pon". especially arrows. If the rate of incoming missiles is greater than this. Entrapment by a character utilizing Hojo-jutsu. flexibility. The character will be able to parry up to 3 simultaneous arrows/spears (in one action) at level one and add two more missiles at levels 4.

This
is the| ancient
Page
177 art of tactics, manuevering and deployment of troops in battle. The character will be
versed in common tactics used and counter manuevers. They will also be familiar with flanking, use of
terrain, types of soldiers to use, psycological warfare and so forth.Base Skill: 35% +5% per level of
experience.

Hojo-jutsu:
Category: Rogue
This is the Japanese art of binding an enemy. The character learns how to rapidly, innovatively and
effectively tie up a person, utilizing different materials, knots and techniques of binding vital areas of the
body. A person successfully bound by a character trained in the art of hojo-jutsu will suffer a -10%
penalty to escape. Base Skill: 35% +5% per level of experience.

Hayagake-jutsu:
Category: Physical
This is specialized training in techniques used to improve speed and efficiency in running. This includes
breathing, leg strengthening and conditioning techniques. Provides the following bonuses:
+4D4 to Spd. (+2D4 if character already possesses Running skill)
+1 P.E.
+1D4 S.D.C.

Suiei-jutsu:
Category: Physical
This skill is much revered, giving the character the ability to function properly in full clad armor, in
bodies of water. The character trains heavily in combat katas while up to chest deep in lakes and rivers.
The flow, weight and pressure of the water against the bulk and weight of the armor eventually fail to
impede the character. Provides the following bonuses:
No penalties to strike, parry or dodge while up to waist high in water (or similar substance). Only -2 to
strike, parry or dodge while up to chest high in water.
Halve the Prowl penalties from armor types.

ThePage
character
can actually swim while in full armor at only -8%.
| 178

Hanafuda (flower cards)
Category: Domestic
This is a favorite game of the Yakuza. In the version that they play (as there are different varieties of
Hanafuda), each player is dealt 3 cards, as has somewhat similar characteristics of the western game of
Blackjack. Each card has different type of flowers (also trees or misc. animals) signifying a certain digit
value. The last digit of the total, counts as the number for that hand. A hand of 20, is the worst possible,
and gives a score of twenty. 8-9-3 (ya-ku-sa) is one such losing 20 hand.

Iaido:
Category: Physical
The sword art of the quickdraw. Character learns to draw the sword from various positions in a swift,
unerring manner, through katas. Intitial combat bonus only (prone position to attack), of +2 initiative, +2
to strike, parry. Once the sword is out and combat has begun, only receives bonus of +1 to strike and
parry at levels 1, 5, 10, and 15. This is not to be confused with Iaido-jutsu (the fighting art).

New Filipino Skills

Language: Tagalog, Ilocano, Cebuano, Hiligaynon, Bicol, Pangasinan, Pampangan, or WarayWaray (almost 60% of the Philippine islands speak Tagalog)
Category: Technical
Base Skill: 50% +5% per level of experience (NOTE: knowing one language will allow a rudamentary
understanding of the others equal to 24%. This base skill cannot increase unless the other langauage is
actually learned).
 Tagalog terminology link

Page | 179
Filipino Mythology
Category: Technical
This includes vast knowledge in the realm of Filipino myths and legends passed down from arcane elders.
A wide array of oral occult history is included with the lore of mystical creatures native to these islands.
This includes such monsters as the Kapre, Manananggal, Paniki, Tikbalang, Duwende, Aswang and
Diwata spirits. Knowledge is also gained about worldly creatures such as dragons, faeries, oni, undead,
elementals, and other supernatural creatures. Such information is invaluable in the course of encounter,
giving insight as to the powers and possible weaknesses to capitalize on. Base Skill: 30% +5% per level
of experience.

Sinawali Arnis (Filipino dual stick martial art)
Sinawali Arnis is the art of utilizing dual sticks of equal length in various weaving-like patterns, for
blocking and striking. Foot, hand and wrist movements are areas of attuned focus. Combined with the
uncanny use of geometry in the observation of angles, lines, movement and strategic positioning enable
these warriors to strike with speed and accuracy, yet make difficult targets of themselves.
The two sticks are the heart of this martial art and become extensions to the arms and hands of the pupil.
They can be used to parry, strike, trip, disarm or hold an enemy. Watching a warrior in this discipline is
akin to the combination of juggler and a dancer, deft footwork accompanied by a dizzying barrage of
seemingly choreographed stick action. It is a wonder to behold, and a nightmare to defend against. The
quickness, agility, tactics and skill channeled through these sticks is almost magical.
Although this is a dual weapon art, the students are taught at great length in unarmed defense and attack.
This includes hand, elbow, grappling and kick techniques accompanied by footwork, swiftness, and
maneuverability training. Keen observation is also a key skill acquired, watching, memorizing and acting
upon the patterns of their assailants.
With the coming of supernatural creatures, many Sinawali Arnis warriors have taken to specialized
fighting sticks. A wise warrior will carry such sticks with him at any time during adventures. These may
be enchanted, coated with silver, constructed of meteorite materials or gifts from the millennium tree,
Anito.
The following techniques are known at first level: Maintain balance, disarm, break fall, roll with
punch/fall/impact, arm hold, tripping/leg hook, snap kick.
Bonuses: +1 M.E., +1 to P.S., +2 to P.P. , +1 to P.E. +3D6 to S.D.C.
Level

+1 to maintain balance. +1 to disarm. Power punch. 7 +1 to disarm. etc. +1 to strike (with sticks). This is usually a four player game utilizing a deck of cards very similar in design to those printed in pre-rifts america. Paired weapons (sticks). 10 +1 to parry (without weapon)/+1 to parry (with sticks).1 Two attacks per melee to start. taking out an agreed . Their are two popular scoring methods. +1 to disarm. +1 to strike (with sticks). one good. +1 on initiative. 14 Death Blow!. 9 + One additional attack per melee. +1 to dodge. +1 to maintain balance. Ipu-ipo (cyclone) attack: character is able to attack with a fury of lightning fast blows that cannot be completely parried (5D6 damage and counts as two melee attacks). This is followed by better and best hands. they all lay out the good. 6 + One additional attack per melee. flush. +1 to dodge. 2 +1 to strike (with sticks). 12 + One additional attack per melee. The object is create three hands. equivalent of Iajitsu with sticks. Pasoy Category: Domestic This is a filipino card game carried over from the pre-rifts era. Knife hand (2D4 damage). Elbow/forearm (1D6 damage). +1 to maintain balance. Critical strike on a natural 18-20. Card hands consist of traditional pre-rifts combinations. +1 to parry (with sticks). 11 +1 to disarm. 5 +1 to strike (with sticks). such as pairs. 4 +1 on initiative. Neck hold. +1 to parry (with sticks). When each player has selected his hands. +1 to parry (without weapon)/+1 to parry (with sticks). 3 + One additional attack per melee. 8 +1 on initiative. +1 to maintain balance. 13 +1 on initiative. One is to play it hand by hand. Knee (1D6 damage). +1 to parry Page | 180 (without weapon)/+2 to parry (with sticks). +1 to dodge. Mystical Martial Art Power of Wrist Hardening. straights. Palm strike (2D4 damage). All cards are dealt out equally to each player and each player puts in money into the 'pot'. better and best. 15 + One additional attack per melee. +2 to disarm.

Sense of Balance +2 to roll with toss or fall.C. +4D6 to S.E. Pin/incapacitate on a natural roll of 19 or 20 (roll 1D20). +1 to P. implementing take down manuevers. each attempting to unbalance the other. Dumong: Category: Physical This is the native Filipino form of wrestling. that will have the best two out of three Page | 181 hands. Base Skill: 35% +5% per level of experience. I plan to add many of my house rules and role playing ideas that do not fit into any of the other sections. Suplex/hip toss manuever does 1D4 damage and the opponent must dodge or parry to avoid being knocked down (lose one melee attack if knocked down). The other is to have only one winner. but had many uses in battle. +1 to P. as well. This was considered a form of sport. 55% +4% per level . It can be compared to a mix of Greco-Roman and a bit of Sumo wrestling. More to Come! Within this section. Many moves centered around holds to the waist or belt. House Rules on Ley Lines House Rules on Viruses House Rules on Skill Retention Rants and Raves . The entire back had to be squarely pinned for victory. +1 to P. Dumong was a fighting form concentrating with grappling techniques.P.upon amount of the 'pot'.D.S.

yet still holding on to the fact that it's composed of mystical energy. The width and height of the ley line are both determined by the amount of ambient P. the torrential flow of a raging river. most felt that complete domination was easily at hand. it may blast a path through the obstruction. The crackling lightning of a storm. making it slow to transverse or pass through. To me this sounds a lot like interractions between forces of nature. may dip and rise and may even intersect solid barriers. Freak ground storms have also been encountered with the charcters becoming conduits to all they touch. How they intermix determines the varying height and width.P. becoming a form of P. the alien hordes paid no heed to the hidden dangers of this planet.Page | 182 House Rules Ley Lines: Ley lines are present in every corners of Rifts Earth. battery (the Yamabushi in Japan is able to harness the energies from large stones). much like the effects of a ley line storm. What we do know is that are flows of mystical energy that glow blue in the night. Being formed by the combining forces of P.E. wind in pattern and spread out in some areas.E. In this particualr scenario. from airy energy to thick. lends to other interactions. Areas can also differ in density. In some cases. I've played more random-based outcomes based upon this intermixing. Mutant plantlife and strange animal adaptations have also occurred.E. Save for a few enlightened scientists. cause monumentous storms and form nexus points. it may merge and pass through. muggy sludge-like form. a zig-zagging course. such as large natural boundaries.P. In other cases. Infectious diseases led to ailments unknown to these strangers in a strange land. smooth and easy to harness in some areas and turbulent in others (like rapids). Likening a ley line to a river. This got me thinking. within the atmoshpere and earth. Fleshing this out more very soon! Viruses: With the coming of such overwhelmingly powerful creatures and races after the great cataclysm. not only is the height and width determined. . Like a river. yet very little detail has gone into explaining their existance. but also it's path. due to the unstable energy flows. These mystical currents that also differ along it's path. My theory is that ley lines are just a mystical manifestations of natural forces of nature. I've even tried out some somewhat sentient rock life that turned out quite humorous. and the tornados created when different air streams collide.P. they narrow. coming together from the atmosphere and radiating from the earth below. This means that a ley line may follow a relatively straight path. I've had large stones absorb the energy.

the introduction caused similar disastrous results. coughing..Lack of research Page | 183 proved to many of their downfall. -1 to initiative. victims of rifts. I hope to cover an area untouched by the current Rifts books. Luckily it does not have life-threatening affects to most humans. Symptoms may include sharp chest pains.. -1 to strike for up to 1D6 days without treatment. sore throat. this ailment is commonplace across the globe. will only suffer onehalf to one-quarter the normal affects (GM's call). It is quite hardy and can be transmitted via exhalements (breathing. bonus is a good thing.Q. sneezing on another) or secretions (saliva. parry and dodge for up to 1D10 days without treatment. despite their historical exposure. tightening and irritation of the larynx (almost completely cutting off speech and making swallowing of anything painful). coughing and sneezing fits. As the creatures of this Earth grew stronger to endure the rigors laid forth by the rifts. NOTE: Those with natural healing powers or specialized advanced metabolisms. man was also victim to their contamination. I believe it's not appropriate as the only standard. Penalties: -1 to P. To humans it can cause congestion. Many invaders did not bring sufficient science officers. My hope was to create a more realistic approach to the learning and retention process. coughing. the results can be deadly. In this section I will list an array of common human and alien ailments and their harmful effects. For some interesting role playing. After centuries of evolution. blood). strike.E. began to adapt more to the dangers of this realm. Others never intended on entering this realm to begin with.  1) The Attribute Bonus Factor: Although I think the I. With the coming of such strange new invaders. Although the effects of such ailments are still above that which humans are susceptible. This is not to say that humans are immune to such illnesses. it still inflicts its toll on the general population of the Earth. Many invaders died within only days of stepping foot on this planet. they would have known the devastation that was inflicted upon some of the human's own kind.E. As all living things evolve. For. I've elected to give bonuses to characters in certain skills based upon the . but the same cannot be said for aliens new to this world. To those never exposed to such a disease. House rules on Skills: I have also interjected my own modifications to skills within the Rifts realm. extreme buildup of mucus and congestion (must breathe through mouth and hard to catch breath when exerting self). sneezing and other minor respiratory disorders. Those who have survived a few generations. Penalties: -3 to P. To the offworlders never exposed to such diseases. they are at least not as lifethreatening. if they had looked into Earth's ancient past.  Common cold: As the name implies. so too did the viruses develop. so do viruses.

After a set period of time.most likely| 184 key attribute. (again. you are going to get a bit out of shape. Now.E. as he has not used this skill at all for the past two levels of experience). This would include Sense of balance. I just halt the advancement and keep the skill percentage where it is. I'm lenient on this one. Now this may require a bit more work on the GM's part. This goes for Physical skills as well. why should it advance when you have enough experience points to reach the next level? The whole point of skills advancing is that you continue to practice and use them during game play. "Hey. I don't always come out and say. You want to attempt to fix it with your mechanics skill? Make a roll (now I deduct about 10% from the skill. Sitting on your butt flying around on your hover bike. G.P attribute. Depending on the amount of time. still fits. depending on the amount of time neglected). I usually only deduct about 50% of the attribute bonuses (sometimes less. then I may deduct a small percentage. the skill is brought up to original "frozen" percentage and then advances upon the next level of experience gained. but also to maintain. Too often I've played in groups that kill everything in sight in hopes of moving up in levels. you've discovered that your hoverbike took a hit somewhere in the engine. when a new experience level is attained. would receive a 5% bonus to the skills that required P. youz been sitting on your tuckas too long. "Well. and -1 P. say -2D4 to Spd.'s discretion or possibly by group consensus). with that last skirmish. Skills not only have to be constantly in use to advance." When this skill next came into play I would fit it into the game play. To each his own I say. I leave it up to the GM or group consensus to determine where each skill fits best with which attribute. especially in hack n' slash groups.  2) Skill Advancement: This has become a sore subject with me sometimes. of 19 and had taken the skill of Gymnastics. skill). the applicable skills may be advanced as well. If you choose to bust down or shoot up every door. then his bonuses attained from Running may dip a bit. Work parallel bars and rings. for intellectually based skills. Just because a character has a large set of skills.Q.P. Example: A character with a P. . I've switched the bonus to be based upon the P. so can characters. but if you have failed to even use one of your skill sets within a level of experience. People change over time. Back Flip and Prowl (Climbing might be considered more of a P.Q. So. but if he's been favoring only a small selection on his missions. You could take the average of the two skills combined to determine the skill bonus. I allow advancement.P. In most cases.S. For such skills as Gymnastics Page and Acrobatics. why should your Pick Locks skill advance? As long as it's used a few times. If the skill has not been used at all for numerous levels of experience. it does not mean they all have to advance at the same rate. Maybe something like. I. and I. This all changes if the character actively utilizes the skill in repetitive practice or use. If a character has been getting around by vehicle non-stop. I simply give a bonus equal to the stats given for I. He may have training in numerous weapon types. even if you fail your rolls. Take a military specialist for example. to keep things interesting.Q. so I'm gonna penalize ya. as it's main attribute.P. because you are attempting to hone your skills. but the problem arises when they expect all their skills to advance as well.M. he's going to get a bit rusty in those he has not used in a while. A skill such as Prowl may be considered a combination of P. To keep things simple. but he/she kept a small log of skills utilized by each character.

I believe that the inclusion of new character types and creatures is a big factor in contributing to the overall look and feel of the book.'s by now. They help define the region just as much as the history. "Don't we have enough O. the skill goes back to where it was and can advance. though. Also imagine the adventure in trying to find shells for their six-shooters. you see where the damage is. By introducing a new O." "Gonna give it a shot anyway? After unscrewing the bolts and attempting to pull the part out. you hear a "snip" sound and pull your hands out just in time to avoid a firework display of sparks. exotic weapons to his form of fighting would be quite confusing to a character just rifted in from the New West. By creating something new. sets the mood and character of individual encounters. This you know you cannot fix without some assistance. my site is definitely contributing to this "problem".Well.C. It keeps them on their toes.C. From his way of dress. They range from. "The characters are just a cheap rip-off of so and so".C. Rants and Raves I've seen numerous posts on the subject. it forces them to keep thinking and learning. I mean. it throws them a curve ball. . to "I would have preferred more background information". what a waste of space". but you are a little fuzzy on exactly what that part is. even if it is just a tweak of another type. Well.'s and R.C. Nearest help looks to be in those city ruins that look to be about a few miles down the road. you notice your pace doesn't seem to be what it used to. I’ve known quite a few players in my time that have gone through and memorized monster and character stats or had skill sets that allowed them to identify creatures easily. you should easily make it before dark and avoid any nasty vamps known to frequent these parts.C. These are almost always in the form of complaints for a variety of reasons.. It's been a while since you've really spent any time tinkering with this bad boy. Regular jogs and workouts bring back the attribute bonuses lost from inactivity. Page | 185 You are pretty sure it's the alternator." Once the character realizes he's been neglecting some skills and starts spending more time reading the hover bike manual and regularly tunes it up himself." "About a mile into your run. "There are too many character classes in the new books and on online sites". as well.C. The next mile or so. you can probably already tell that I do not perceive this issue as such. If you start running now. A Ronin may just be another warrior class. the sun's already beginning to set and you are beginning to feel a bit winded. Just then you remember that this part was connected to the ignition. but has a distinct persona all his own. landmarks and towns. fauna. Of course. lifting the hood. how can you even have history without getting to know the characters and monsters involved to shape it? It encourages role-playing.

worth knowing about. trying to encourage them Page | 186 to role-play a bit more (they were falling into hack-n-slash syndrome). not knowing what strangeness lie ahead. These arguments can also apply to the "over-abundance" of spells. Another had his horse shot square between the eyes. It added personality to an otherwise common character. These are the very things that shape a mage. a hag-like creature bursts out from a thicket of young trees. throwing the rider a good ten feet and knocking the wind out of him. The stake splinters off the skin and a slithering tongue pierces his chestplate. I just can't get enough of them. to reach her village. it turned another O." A squirt to the chest results in a rake to the players face. The party was licking their lips with the anticipation of plunder and rode in at full gallop. starting to worm towards his heart. get out your crosses and water guns. A bit later they happened upon a small village populated by peasants garbed in ponchos and sombreros. that's my 5 cents on the subject (inflation. Another goes in for the kill. can lead to any multitudes of emotion. As they are setting up camp. not knowing what that green light is going to do to you. stake and hammer in hand. skills honed by ridding poisonous snakes from their cattle fields. hooting and hollering. The chivalrous group pledges her protection and help in getting her home. Following a path for quite some time. The party later came upon a village and learned that this creature was a Manananggal.C. reaction. they break for camp as dusk has turned to night. so you had better make them count. A group rifts into the Philippines during the midst of twilight and bumps into a beautiful. The rest of the scenario they were much more careful and had fun. it allows the player to specialize.C. It seems that although these were indeed peasants. By the light of their campfire. This abrupted quickly when one of the party members had his gun shot out of his hand. A starting character only gets a limited number. Lets make easy work of this one. escape or counter-attack. By allowing a growing number. It makes the game interesting.I had GM'd a game once where I had set up a party travelling across the prairie. A globe of daylight goes and frightens the creature away. As they were riding along. Just as they start to gear up for a search party. Also. By adding just a lil' something extra to a common character class. causing the horse to flip head first instantly. dark-skinned maiden. tearing his helmet to shreds and knocking him down. Eh. And just imagine the thrill of learning a new spell and then travelling to a new land that has never encountered it before. fazed. they were going to have a little fun. Take one of my characters for example. A quick Tongues spell and they learn that she has lost her way. after being lead astray by vindictive faeries. they lose track of the girl. they noticed an increasing number of snake skeletons lying about the countryside. Variety is the spice of life. young. glaring fangs glistening. One player immediately yells out. "Vamp. (I made it a point to not cause serious damage to any players. it hisses at them. don't ya just hate it?). It goes both ways. study different disciplines or become well rounded. They had thought nothing of it. . they were also crack sharpshooters. Scoffing at these seemingly weak farmers. so as to not deter them away from this strange new land).