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Name: Felix Manzanedo


Race: Were-Panther
O.C.C.: Thief
Level: 2
Alignment: Unscrupulous
Age: 22
Height: 6’0” (five feet (1.5 m) tall at the shoulders in animal form, and about ten feet (3 m) long
from the tip of the nose to buttocks.)
Weight: 300 lbs
Gender: Male
Appearances:

Character's Background:
Birthday:
Chinese Zodiac Year:
Chinese Zodiac Month:
Chinese Zodiac Hour:
Western Zodiac:
Disposition according to Chinese Zodiac:
Personality:
When Extraordinary Abilities First Manifested:
Country of Origin:
Character's Family Background:
Childhood Environment:
Social/Economic Background:
Unusual Physical Characteristics:

Basic Stats:
P.S.: 24 (Supernatural)
Lift: 2400 Lbs. (1088.622 kg) [1.2 tons]
Carry: 1200 Lbs. (544.3108 kg) [0.6 tons]
P.P.: 30
P.E.: 24
Maintain: 300 minutes (5 hours)
Speed: 44, (30 mph/48 km) as a panther.
Running Speed: of X 20 = yards per minute (880); x .681818181818 = mph (30); yards per 15
seconds; (220); yards per second (15); Maintain: 300 minutes (5 hours)
P.B.: 18
I.Q.: 24
M.E.:
M.A.: 18
H.P.: 80, +2D6 per level of experience.
S.D.C.: 100
M.D.C.:
I.S.P.: M.E, x10 +34, +2D6 per level of experience.
P.P.E.: 330, +2D6 per level of experience.
Chi: 48
H.F: 12 as a humanoid panther-thing or huge panther; not applicable to human form.
Skill Bonuses: +10%
Save vs. Coma/Death: 15%
Trust/Intimidate: 50%
Charm/Impress: 40%
Save vs. Poison & Magic: +7
Save vs. Psychic attack/Insanity/Illusion: +10
Save Vs. Pain: +6
Save Vs. Illness/Disease: +5
Save vs. HF: +6

Combat Stats (Combat Form if Any):


Attacks per Melee: 3 (5)
Roll with Punch/Fall/Impact: +13
Maintain Balance: +1
Pull punch: +7
Disarm: +2
Pull punch: +
Dodge: +7, +2 to dodge underwater,
Parry: +7
Vault: +2
Back Flip: +1
Strike: +4
Initiative: +3
The character will Automatically Knockout opponents on a natural twenty for 1D6 melee rounds.
Unlike normal Knockout/Stun this does NOT have to be declared before the strike roll
Knockdown attack - using basic pressure points, the character numbs the opponent's leg briefly;
just long enough to force them to fall. May be performed with a kick or with a blunt weapon
(commonly a nightstick or similar instrument). Does normal damage for the application method
(i.e., normal kick or weapon damage), and the opponent loses initiative and one attack. Requires a
called shot (12 or higher, bonuses included). Rolls under 12 which hit do normal kick damage
only. Successfully rolling with a knockdown kick means the character does not fall, but suffers
normal damage. Maintain Balance rolls are at -5 vs. a knockdown kick of this type.    
Disarm punch/kick - using basic pressure points, the character numbs the opponent's arm briefly;
just long enough to cause them to drop their weapon or other carried object. Does the character's
normal punch damage (1d4 or higher; N&SS/MC characters may use the Fore-Knuckle, Double
Knuckle Punch, and Power Punch, Snap Kick, Wheel Kick, Roundhouse Kick, Axe Kick, Power
Kick strikes as well), and acts as a Disarm attack. The disarm punch takes two attacks. As with
the Knockdown attack, a called shot (12+ with bonuses) is required; lower rolls do normal
damage but do not cause the Disarm effect. Rolling with a Disarm punch means it does normal
punch damage, but does not cause a Disarm. At the GM's option, the Disarm punch may be used
to force opponents to break Locks, Holds, and similar attacks, as well.
Bite: 1D6+1 (+P.S.) S.D.C.
Restrained Punch: 2D6 (+P.S.) S.D.C.,
Full Strength Punch: 4D6 (+P.S.) S.D.C.,
Power Punch: 7D6 (+P.S.) [counts as 2 melee attacks],
Kick: 3D6 (+P.S.) S.D.C.,
Power Kick: 1D6x10 (+P.S.) S.D.C. [counts as 2 melee attacks]
Hit to the Groin: This can be performed with the hands, knees, feet, clubs, or whatever. Requires
a strike roll of 13. If successful, the victim must roll a saving throw versus pain of 13 or better. If
the saving throw fails, the victim loses initiative and two attacks. Inflicts +1D6 damage, . If
successful, the opponent must roll a saving throw versus pain, or be incapacitated for 1D4 melee
rounds.
Eye Gouge: This is an attempt to plunge one of your thumbs into the opponent's eyes. Requires a
strike roll of 14. If successful, the opponent must roll a saving throw versus pain, or be
incapacitated for 1D4 melee rounds. He/she will be blind in that eye for 3D6 hours, and there is a
75% chance of permanent blindness. Inflicts +1D6 damage.
Dirt in the Eye: This is the typical "pick up a handful of dirt and throw it in his eye" move.
Requires a strike roll of 15 or better. If successful, the opponent is stunned, losing one action, and
suffers a -4 to all combat rolls until he gets his eyes washed.
Nose Bite: This is an attempt to bit the tip of the opponent's nose off. Requires a strike roll of 16.
If successful, the victim will be stunned for 1D4 melee rounds, losing initiative and two attacks,
and he will suffer a -3 penalty to all actions. Inflicts only +1D6 damage, but bleeds at twice the
normal rate.
Foot Stomp: This is simply bringing your foot down on the opponent's arch. Requires a strike roll
of 14. If successful, the victim is reduced to 75% normal Speed., loses initiative and one action
for 1D4 melee rounds. There is a 25% chance that the foot will be broken, in which case, the
penalties remain until it is healed. Inflicts +1D6 damage.
Beast Form Claw Strike: +3D6 S.D.C.,
Beast Form Normal Bite: +2D6 (+Punch damage +P.S.) S.D.C.,
Beast Form Power Bite: +4D6 (+ Power Punch damage +P.S.) S.D.C. [counts as 2 attacks].

Special O.C.C. Abilities:

Natural R.C.C. Abilities:


Speak while in animal shape,
Track by smell 60%,
Night-vision 300 feet (91.5 m),
Keen color vision and hearing,
Leap 30 feet (9.1 m) high or lengthwise from a standing position (50% farther with a running
start),
Bio-regenerates2D6+2 Hit Points an hour.

Limited invulnerability: impervious to most weapons, except silver and magic. (See opening
description.) The creature is vulnerable to magic, psionics and weapons made of silver (silver
does double damage).

Shape-changing power: The myth is that a were-beast is human by day and beast by night but this
is not true. The creature can shape change at will, day or night. The metamorphosis takes about l5
seconds (one melee round) and there is no limit to the number of times the creature can perform a
metamorphosis or how long he can maintain that particular shape.

Magic:
Magic:
Metamorphosis: Animal:
Range: Self, others can be transformed by ritual only
Duration: 20 minutes per level of experience, or permanent
Saving Throw: None
P.P.E. Cost: 25, 200 for permanent
Effect: This legendary invocation allows a character to transform him/herself or another into a
particular animal, from an alley cat or cocker spaniel to a lion, wolf, alligator, bird, etc. In animal
form, the character gets all inherent abilities and defenses which that animal form may offer, but
retains his own I.Q., ability to speak, memory, S.D.C., and hit points. The mage can return to
human form (naked) at will.
In the case of a permanent transformation, the victim will have to make a save vs. insanity after
spending one week, and for every month thereafter, in their new body. If failed, the person’s
mind will begin to revert to a more animal state, reducing their I.Q. and M.E. by 1 to a maximum
of -4, and at some point, nothing will ever be able to bring them back to a full 'human' mind. A
ritual permanent casting of Metamorphosis: Human will reverse the spell.
General abilities of an animal type can be found throughout various Palladium Books, but it's best
to look at The Palladium Book of Monsters & Animals; Second Edition,
To determine the general abilities of an animal type, use the following tables.
Note: For an in-depth description of animals and their abilities (monsters too), you might want to
take a look at The Palladium Book of Monsters & Animals; Second Edition.
Retractable Claws: Small Cats (lynx, bobcat): 1D6 damage. Big Cats (lion, tiger): 2D6 damage.
Digging Claws: (badger, wolverine, bear): 2D4 damage.
Miscellaneous (rodent, lizard): 1D4 damage.
Birds of Prey: 1D6 damage.
Teeth:
Bear: 2D4 damage;
Polar Bear or Grizzly, Wolf, Tiger, Lion: 2D6 damage.
Canine, Feline: 1D6 damage.
Mustelid: 1D4 damage; Badger/Wolverine: 1D6 damage. Herbivores (horse, goat, cattle,
human): 1D4 damage. Birds of Prey (beak): 1D4 damage.
Antlers: Small: 1D4 damage. Medium: 1D6 damage. Large: 2D4 damage. Horns: Small: 1D6
damage. Large: 2D6 damage. Speeds: Wild Canine: About 35 mph (56 kmph) for up to half an
hour. Small Wildcats: 15 mph (24 kmph) in spurts of 5 to 10 minutes. Large Cats: 30 mph (48
kmph) in spurts of 10 to 15 minutes. Cheetah: 90 mph (144 kmph) in 1-5 minute spurts.
Deer/Antelope: 30 mph (48 kmph) maximum for up to an hour. Horse: 40 mph (64.4 kmph)
maximum for up to an hour. Elephant: 25 mph (40 kmph) for up to an hour long. Rhinoceros: 35
mph (56 kmph) in 3'to 8 minute spurts. Alligator: 35 mph (56 kmph) in 2 minute spurts. Lizards:
10 to 20 mph (16-32 kmph) in 2 to 5 minute spurts. Typical Birds: 30 mph (48 kmph) for up to
1D4 hours. Birds of Prey: 40 mph (64.4 kmph) for up to 1D4+1 hours. Animals: Abilities and
Bonuses: 1. Extraordinary vision approximately 10 times better than a normal human's. This
means the character can clearly see an 18-inch item up to two miles away (3.2 km). Night-vision
600 feet (183 m) for nocturnal animals. 2. +2 to save vs poisons, toxins and disease. 3.
Extraordinary sense of smell allows the character to detect very faint scent traces. Tracking by
smell is at a skill level of 40% (+10% if a predator following a blood scent) and identify a person
by scent is a 30% chance. 4. Natural Prowl skill is 65%, climb 35% and swim 60%

Metamorphosis: Human:
Range: Self, or other by ritual.
Duration: 20 minutes per level of experience, or permanent
Saving Throw: None
P.P.E.: 40, 250 for permanent
Effect: The ultimate disguise, enabling the character to change his weight, age, hair color, hair
length, skin color, gender, and features. A human wizard can shape change to look like somebody
else, while a nonhuman can transform to appear completely human.
To attempt to impersonate a real, existing person, the mage must have the disguise or
impersonation skill, even though he/she is mentally molding his/her features through magic. The
success ratio is the caster's disguise skill +10%. The better they know the person the more
complete the disguise.
In a ritual version of the same magic, the mage can metamorphose somebody else, rather than
himself. Also in the ritual, the mage can metamorphose someone else into an exact duplicate of
himself or any one present at the ritual. Note: This metamorphosis only changes the appearance.
The person still retains their own voice, memory, skills, powers, and attributes.
This spell is also capable of reversing other spells of metamorphosis, requiring the temporary
casting for a temporary transformation, and the permanent casting for a permanent
transformation, without ritual for temporary.

Summon & Control Felines:


Range: Varies Duration: Five hours per level of experience.
Saving Throw: Standard animal, but only if a part of the player characters' group.
P.P.E.: 50
Effect: This ritual magic requires the drawing of a pentagram. All pentacles or pentagrams are
used for summoning or potentially evil and or good intent. Circles represent mutual support, the
cycle of life, and flow of energy, but the pentode, the five pointed star, represents control,
destruction and evil and good.
The summon & control felines’ pentacle will provide 1D4 felines (cats, lions, tigers, & leopards
etc.) plus one additional feline per level of experience. The animals will be under the complete
control of the mage, obeying his every command, and will fight to the death. The pentacle will
also give the character the power to control any other felines which were not originally
summoned, within 200 feet and his/her line of vision, provided he/she remains in the pentacle.
However, the felines originally summoned will obey the mage whether he/she's in or outside the
pentagram for the duration of the enchantment, then they leave. It takes 1D6 minutes to create the
enchantment and summon the animals,

Summon & Control Rodents:


Range: 600 feet (183m)
Duration: Five hours per level of experience.
Saving Throw: Standard animal.
P.P.E.: 70
Effect: This pentacle of summoning produces an army of mice or rats that obey the will of the
spell caster who summoned them. As long as the mage stands in the pentagram he can control all
types of rodents (only rodent familiars are not affected).
The sorcerer can summon 30 rodents per level of experience. Mice and rat bites inflict one point
of damage each. Mice have one attack per melee round, rats have two. All are +1 to dodge and
are excellent climbers (88%) and swimmers (75%),

Summon & Control Animals (ritual):


Range: 600 feet (183m)
Duration: Five hours per level of experience.
Saving Throw: Standard for animals.
P.P.E.: 125
Effect: This magic ritual of superior summoning empowers the mage to summon and control any
type of animal (except insects). The mage creates a pentagram of summoning and control during
the 3D4+10-minute-long ritual. While in the activated pentagram, the mage can summon and
control any animal that comes into his 600 foot (183 m) range/radius of control. The animal will
obey the mage as long as he is using this magic, unless it makes a successful save vs magic. After
the mage has reached the maximum number allowed with this magic, he can release one or
several animals from his control in order to try to control a different one or group. As long as he
remains in the pentagram he can try to seize control of any animal. Familiars are not influenced
by any animal control spells, pentagrams or rituals.
• Tiny animals like frogs and mice: 40 per level of experience.
• Medium-sized animals like dogs and cats (up to 50 lbs./22 kg): 12 per level of experience.
• Large animals like horses and cattle: 6 per level of experience.
• Exotic or extremely large animals, including animals which are not indigenous to the area (i.e.
tiger, buffalo, rhino, elephant, etc.): one per level of experience.
• If an animal saves, the mage cannot try to seize control again for 15 minutes.
• Retaining control over the animals does not require the mage's full concentration, so he can cast
one additional spell per melee round or perform two melee actions. However, if he leaves the
pentagram he can no longer summon or try to control any new animals he may encounter, only
those already under his sway will obey him,

Repel Animals:
Range: 30 feet (9 m)
Duration: Immediate
Saving Throw: Standard; 12 or higher even for animals.
P.P.E.: Seven
Effect: The character can invoke an enchantment that will make even a hostile, predatory animal
stop, turn, and leave the area without harming the mage or anybody near him. The animal will not
return for hours. The enchantment can affect six animals simultaneously.,

Chameleon:
Range: Self or others by touch.
Duration: Four minutes (16 melee rounds) per level of experience.
Savings Throw: None
P.P.E.: Six
Effect: This spell enables the affected person to seemingly alter the color and pattern of his
clothes and physical body, enabling him to blend into the surrounding environment. Movement
destroys the effectiveness of this magic.
90% undetectable if unmoving.
70% undetectable if moving 2 feet per melee round or slower.
20% undetectable if moving 6 feet (1.8 m) per melee round. Totally ineffective if moving any
faster.,

Sense Evil:
Range: 25m (82.5ft) radius
Duration: Two minutes per level of experience
Saving Throw: None, however, a psychic mind block anything designed to protect from magic
(like a circle of protection) will prevent this spell from working on those under the protect.
P.P.E.: 2
Effect: This spell will enable the caster to feel or sense the presence of supernatural evil. It will
indicate approximately how many supernatural evil presences are within the radius, one, a few,
several, or many. It can also register the intensity of the evil and pinpoint the general location of
the source to a particular room, object, or person, or an approximate distance (close, near, far etc.)
Evil emanations from human and most mortal beings are much less distinct and cannot be sensed
unless the source/person has an immediate and intense evil intention.

Sense Magic:
Range: 40m (132m)
Duration: 2 minutes per level of experience
Saving Throw: None
P.P.E. Cost: 4
Effect: This spell enables the character to sense or feel the presence of magic. Like a Geiger
counter, the individual can tell if it is near, or far. The ability can also indicate whether a person
or object is enchanted/under a magic spell, is in the process of channeling magic energy, or if
magic is being used in the range area.
(Note: To practitioners of magic, most supernatural beings do not register as magic except when
actually casting a spell/using magic. Psychic powers and manipulation cannot be detected with
this.)
Tongues:
Range: Self or others by touch
Duration: 5 minutes per level of experience
Saving Throw: None
P.P.E. Cost: (12)
Effect: This magic enables the character to perfectly understand and speak all spoken languages
at 98% proficiency, including elemental and alien tongues.

Psi-powers include:
Mind Block Auto-Defense
Range: Self.
Duration: Special.
I.S.P.: Special.
Effect: The moment the psychic is mind probed; a personal Mind Block automatically snaps into
place. It also alerts the character to the fact that he or she is being probed or attacked by Empathy
or Telepathy. The character must consciously and willingly lower the mind shield and open
himself to the psi-probes in order to receive them. Otherwise, the automatic defense Mind Block
will stay in effect until the probe/attack is over. Engages automatically.
The I.S.P. cost is different in that the character must permanently give up 14 1.S.P. when this
power is selected. However, the Mind Block will automatically take place whenever under
Telepathic and Empathic probes or mind control attacks at no additional I.S.P. cost.

Presence Sense:
Range: 120ft/36m area
Duration: 2 minutes (8 melees) per level of experience.
I.S.P.: 4
Savings Throw: None
Effect: Presence sense is a sixth sense which will alert the character to the presence of
supernatural and magic creatures in the area. The ability cannot pinpoint the location of the
presence, but will give the psychic the impression of whether it is near (within 50ft/15.2m) or far
(beyond 90ft/27.4m). It will also give the character a vague idea of how many presences there
are; one (1 or 2), a few (3 to 6), several (7 to 14), or many (15 or more). The psychic can also
sense human presences, but with much less accuracy. It is more of a feeling of "We are not
alone."
The person's distance is undeterminable and the number of people is limited to a sense of one or
two or many (and that is only right 50% of the time).

See Aura:
Range: 60ft and must be visible.
Duration: 2 melees (30 seconds)
I.S.P.: 6
Savings Throw: None, but a mind block will hide the presence of psychic abilities, the level of
P.P.E., and possessions by a supernatural force.
Effect: All things, organic and inorganic, have an aura. The aura has many distinctions and can be
used to see or sense things invisible to the eye. Seeing an aura will indicate the following:
Estimate the general level of experience. Low (1-3), medium (4-7), high (8th and up). The
presence of magic (no indication of what or power level). The presence of psychic abilities. High
or low base P.P.E. The presence of a possessing entity. The presence of an unusual human
aberration which indicates a serious illness, non-human, or mutant, but does not specify which.
Note: Cannot tell one's alignment from "see aura".
Meaning
Aura Colour
Orange Afraid
Red Angry
Light Blue Calm
Bright Crimson Enraged
Violet Excited
Vermilion Happy
Black Hateful
Blue Love
Silver Sad
Gold Healthy
Grey Ill
Rapidly rippling colors Meta abilities present
Myriad Sparkles Magic Use
Dark stain in center of aura Undead or Necromantic magic
Spirit's aura overlays mortals Possessed

See The Invisible:


Range: 120ft/36m distances.
Duration: 1 minute per each level of experience.
I.S.P.: 4
Savings Throw: None
Effect: The character can see forces, objects and creatures which can turn invisible or are
naturally invisible. Even if the creatures have no form per se, the psychic will be able to discern
the vaporous image or energy sphere which is the being. This includes ghosts, entities and the
astral body.

Sixth Sense:
Range: 90ft/27.4m
Duration: Until the danger passes or happens.
I.S.P.: 2
Savings Throw: None
Effect: The sixth sense is a power that gives the psychic a precognitive flash of imminent danger
to himself or somebody near him (within 90ft). The character will not know what the danger is or
where it will come from, nor who it will be directed at when in a group. All he will know is that
something life threatening will happen within the next 60 seconds (4 melees)! The advance
warning time is 1 minute +1 minute per level. +4 ME. Will know direction and threat level.
The sixth sense is triggered automatically, without the consent of the psychic, whenever his life is
in great peril or the life of somebody he greatly cares about (friend, loved one, etc.). The sixth
sense is only triggered by an unexpected, life threatening event which is already set into motion
and will happen any second. The power cannot be called upon at will to sense for traps or
ambush. Instead, it works like an automatic reflex. If the character has used all his I.S.P. the sixth
sense is temporarily rendered inoperative.
Bonuses:
The sudden flash of insight provides the following bonuses. All bonuses apply only to the initial
melee when the attack occurs.
+ 6 on initiative roll
+ 2 to parry
+ 3 to dodge
The character cannot be surprised by a sneak attack from behind.

Bonuses (in addition to attributes):


+3 on initiative,
+2 to strike,
+2 to parry,
+2 to dodge,
+4 to pull punch,
+4 to roll with punch/impact/fall,
+6 to save vs. Honor Factor,
+2 to save vs. psionics,
+2 to save vs. magic.

O.C.C. Skills:
Mathematics - Basic: Base Skill: 45% + 5% per level of experience. (70%)
Pick Locks: Base Skill: 30% + 5% per level of experience. (70%)
Pick Pockets: This skill is also useful for planting small items in a person's pocket without the
person being aware of it, but at a penalty of -10%. Base Skill: 25% + 5% per level of experience.
(65%)
Languages/Literacy: (Native Tongue at 98% +(Dwarvish, Elvish, Dragonese, Gobbley, Faerie):
Base Skill: 55% +5%per level of experience. (80%)
Climbing/Rappelling/Scale Walls: Knowledge of the tools and techniques for climbing up sheer
surfaces, be they natural mountains or man-made. Players should roll once for every 20 feet (6.1
m) of a vertical climb. If the roll fails, it means he is losing his grip; however, every "skilled"
climber gets a chance to regain his grip, roll again. Two consecutive failed rolls mean the
character falls
Base Skill: 50+5% per level of experience. (95%)
Bonuses:
+2 to P.S., +2 to P.E., +2D6 to S.D.C.
Land Navigation: Base Skill: 60+5% per level of experience. (95%),
Tracking: (Animals, Humanoids): Base Skill: 50+5% per level of experience. (75%),
Survival: (Jungle, Wilderness, Urban): Base Skill: 40+5% per level of experience. (+65%),
Detect Ambush: Base Skill: 30% + 5% per level of experience. (70%)
Detect Concealment: Base Skill: 25% + 5% per level of experience. (65%)
Perception: Base Skill: (IQ + 20) % + 5% per level of experience. (84%)
Locate Secret Compartments/Doors: Base Skill: 20% + 5% per level of experience. (80%)
Disguise: The character knows how to apply make-up, wigs, skin putty, dyes, and other special
effects in order to alter or conceal his true appearance or that of somebody else. The ability to
disguise oneself is different than impersonation (see below). Reduce the character's skill by half
when he tries to determine whether or not somebody else is wearing a disguise.
Base Skill: 40+5% per level of experience. (65%)
Acrobatics: Aerial feats of agility and strength, such as walking tightrope, high wire, trapeze, and
stunts performed above the ground. Other physical abilities include, rolls, somersaults, leaps and
falls.
Provides the following abilities:
  60% + 5% per level - Sense of Balance (or adds a bonus or +10% to Sense of Balance skill)
  60% + 5% per level - Walk Tightrope or High Wire
  80% + 2% per level - Climb Rope (or adds a bonus of +10% to Climb Rope skill)
  40% + 4% per level - Climbing (or adds a bonus of +15% to climb skill)
  60% + 5% per level - Back Flip (or adds a bonus of +10% to Back Flip skill)
  30% + 5% per level - Prowl (or adds a bonus of +10% to Prowl skill)
Bonuses:
+2 to Roll with Punch/Fall, +1 to P.S., +1D4 to P.P., +1 to P.E.+1D6 to S.D.C.
Leap four feet high and five feet long, plus 2 feet per level. Fearless of Heights.
Escape Artist: The methods, principles, and tricks of escape artists. Includes muscle control
(tensing and relaxing muscles), flexing and popping joints, knowledge of knots, and the ability to
conceal small objects on the person. The character can try slipping out of handcuffs, chains,
ropes, straightjackets, etc. Note: Picking locks is a separate and distinct skill. To escape from
locked chains and manacles, the character must have the lock pick skill as well. Note that an
escape artist does NOT need to see the knots, locks or manacles that hold him. Escapes and lock
picking can be done by touch and/or sound as well as sight.
Time Restrictions and Penalties: Although the sleight of hand skill provides added skill and
nimbleness of hands, the character is still restricted by time and the odds against him. The
following penalties apply whenever the character tries to pick a lock or escape his bonds. They
generally reflect the complexity and difficulty of the job. In some cases, more than one penalty
may apply. For Example: The character may be handcuffed, arms and legs/feet tied, and then
locked in a chest (total darkness,) for a cumulative penalty of –25%. ALL penalties are
cumulative. Note: ALL the locks and vaults may be of the highest quality and supposedly un-pick
able; however, they are not super sophisticated. A failed skill roll means that the time has been
spent in a futile attempt. Try again! The same attempt by any character other than the stage
magician will take three times as long Escape and Pick Lock Penalties
-0% Rope and typical knots: 1 melee
-5% Rope and superior knots: 1d4 melees
-0% Key padlock: 1d4 melees
-5% Combination Padlock: 1d6 melees
-15% Security combination lock: 2d6 melees
-5% Typical door key lock: 1d4 melees
-10% Security door key lock: 2d4 melees
-5% Any standard key lock (doors, chests, etc.): 1d6 melees
-5% Handcuffs: 1d4 melees
-20% Straightjacket: 2d4 melees
-15% Jail cell door: 2d6 melees
-25% Lack of proper tools; use inferior/improvised tools, like a pin or buckle.
-50% No tools at all.
-10% Total darkness
Base Skill: 30+5% per level of experience. (55%)
Disarm/Set Traps: Training in the design and application of traps used in anti-personnel and
defense tactics. With readily available materials and simple tools, including shovels, knives,
sticks, wire and rope, the character can build fiendish traps. Other traps can be used as alarms, or
even as diversions to distract the enemy while the character escapes. The greatest drawback of
traps lies in the amount of time required to prepare them. It can take hours to prepare rock slides,
large pits, etc., even with magic. But this time can be shortened with help from others, as only
one character needs the skill, in order to successfully direct others in the traps’ construction.
Ingeniously prepared traps can, and often do, shift the advantage of a battle to the side that
prepared the field for combat. Also allows character to spring a trap without injury to himself or
those around him and preserve it for reactivation if it is not a one-time trap.
Base Skill: 40+5% per level of experience. (65%)
Concealment: The practiced ability to hide small items on one's body or in hand, usually by
continually moving it around from hand to hand or place to place unnoticed. Objects must be no
larger than 14inches in height or length, and six inches in width. The weight must also be 10
pounds or less (4.5 kg). The smaller and lighter the object, such as a knife, gem, key, credit card,
etc., the easier it is to conceal (add a bonus of +5%). Larger items, such as a book, scroll, club,
statue, or similarly large or heavy object, are more difficult to conceal on one's person for obvious
reasons Base Skill: 20+5% per level of experience. (45%)
Bluff/Fast Talk: The ability to smooth talk oneself out of danger or potentially embarrassing
situations, and the ability to come up with a completely bullshit explanation for any occurrence.
This is the art of making lame-ass excuses and being able to get away with it.
Base Skill: 25+5% per level of experience. (50%)
Search: Base Skill: 30% + 5% per level of experience. (75%)
Streetwise - General: Base Skill: 30% + 5% per level of experience. Add a +15% bonus if the
character has Research and or Computer Hacking and/or other Computer-related skills. (59%)
Streetwise - Con Games: Base Skill: 20% + 5% per level of experience. Add a +15% bonus if
the character has Research and or Computer Hacking and/or other Computer-related skills. (49%)
Streetwise - Drugs: Base Skill: 25% + 5% per level of experience. Add a +15% bonus if the
character has Research and or Computer Hacking and/or other Computer-related skills. (54%)
Streetwise - Gambling: Base Skill: 20% + 5% per level of experience. Add a +15% bonus if the
character has Research and or Computer Hacking and/or other Computer-related skills. (49%)
Streetwise - Networks: Base Skill: 15% + 5% per level of experience. Add a +15% bonus if the
character has Research and or Computer Hacking and/or other Computer-related skills. (34%)
Prowl: Base Skill: 46% + 8% per level of experience. (94% [114% when moving slowly})
Lore: (Demon, Monster, Magic, Psychic, Undead): Base Skill: 40% +5% per level of
experience. (70%)
Horsemanship- General: Base Skill: 35%/20%+5% per level of experience. (45/35%)
All the basic skills as noted above.
Combat: All bonuses are in addition to other combat skills, weapon proficiencies, or attribute
bonuses. Applies to the rider, not the horse. The rider gains a combat advantage from the height
and speed of being mounted.
+1 to parry or dodge while on horseback.
Inflicts +1D4 to damage when on horseback.
Charge attack (running horse) with a lance, pole-arm or spear: +1D6damage. The attacker must
roll under the second percentile number to avoid being dismounted. Charge attacks count as two
melee actions/attacks.
Horse attack: This indicates that the rider is skilled enough to remain saddled while he attacks
and has his horse rearing or kicking in simultaneous attack (roll under second percentile number).
Damage from the kick of a horse will vary with the size and breed of the animal; generally, 2D6
from the front legs and 4D6 from the rear legs.
W.P. Archery and Targeting: This is an expertise with thrown and bow weapons. It includes
throwing spears, forks,
slings, short bows, long bows, crossbows, and modern bows.
Bonuses: Add 20 feet to the normal effective range per level or the character,
+1 to parry with that weapon (effective at level one), and
+1 to strike at levels 2, 4, 6, 8, 11 and 14.
Note: The character loses all bonuses and rate of fire is half when riding on horseback or a
moving vehicle.
Rate of Fire: Two at level one, +2 at level three, +1 at levels 5, 7, 9 and 12.
W.P. Improvisation: This is simply the ability to use any available materials at hand and use
them as effective weapons. This includes the use of dirt to temporally distract/blind your
opponent, the use of sharpened tree branches to use as spears. With this skill almost anything can
be a deadly weapon.
W.P. Blunt: Training with all types of blunt weapons including mace, hammers, cudgels, pipe,
staff and clubs.
Bonuses: +1 to strike at level one.
Add +1 to strike at levels 3, 5, 8, 11 and 14.
+1 to parry at levels 2, 6, 9, 12 and 15.
+1 to throw at levels 4, 7, 10 and 13.
W.P. (Knife/Sword)/w Weapon mastery and Swordsmanship:
Training with all types of knives and swords both large and small, including fencing type
training; includes rapiers, sabers, two handed and short swords.
Bonuses:
+1 to strike when thrown on level one.
+1 to strike at levels: 1, 2, 3, 4, 6, 7, 9, 10, 12, and 13.
+1 to parry at levels: 1, 2, 3, 4, 6, 7, 9, 10, 12, and 13
+1 to throw at levels: 1, 2, 3, 4, 6, 7, 9, 10, 12, and 13
All bonuses are in addition to attribute and WP bonuses.
+1 to damage with a PP of 15 and an additional +1 for every 5 points of PP thereafter. This
damage can be either SDC or MDC, as appropriate to the weapon.
Riposte. A Master can go one better than a simultaneous strike, parrying and striking in response
to another's attack. This costs an attack, but is done at full bonuses and cannot be defended
against (unless his opponent has an un-engaged paired weapon or is also a master).
Example: Master A is using a longsword, while master B is using a Hercules Club. Master A
makes his attack, rolling a thirteen (with bonuses). Master B attempts a riposte, rolling a measly
4 four his parry and an 8 for a strike. His opponent parries the riposte with a 12, thus damaging
his opponent and protecting himself.
On his next attack, Master B swings his club and rolls an 18. Master A ripostes, rolling a thirteen
for his parry and a seven for his strike. Master B parries the riposte with an eleven, and Master A
is in a world of hurt (did I forget to mention that Master B is a troll... a BIG troll? Oops). Note
that both character have used two attacks (one attack and one riposte), but this is only the first
sequence of attacks this melee round.
Lightning Speed: bonus: +1 initiative at PP 18, and another +1 per additional 4 points of PP.
They also receive an extra attack on any round in which they use only their mastered weapon.
The Expanded Proficiency: bonus: is a +1 at a PP of 20, with an additional +1 per 5 points of PP
thereafter. To strikes, parries, disarms and entangles
The Swordsman's Strike Bonus: +1 to strike with a P.P. of 20 and an additional +1 for every five
points above 20.
The Swordsman's Parry: +1 to parry with a P.P. of 18 and an additional +1 to parry for every
three points above 18.
The Swordsman's Quick Draw: +1 to initiative with a P.P. of 18 and an additional +1 for every
four points above 18.
Bonus Attack: +1 melee attack when using that specific weapon for the melee round.
Multiple Parry: Allows a character to parry all incoming attacks, including those from behind.
Ambidextrous: The character can fight equally well with both hands when using this particular
weapon. Pair Weapons with this weapon only.
Precision Cuts: The character can do things such as cut the wicks off candles, cut the cloths off
his opponents without harming them, etc. +3 to called shots.
Disarming: A character can disarm with style! He can knock his opponent's weapon out of his
hand, into the air, and catch it in his offhand (granted that hand is free). +4 to disarm.
Quick Blades: The swordsman can move his blades so fast that the opponent must roll against his
own M.E. A failed roll means he loses track of the swordsman's blade and suffers a -2 to parry
and dodge against him for 2D4 melee actions.
Vital Strike: The swordsman knows just where to hit. +2 to damage
Hand to Hand: Martial Arts

O.C.C. Related Skills: 


Advanced Prowl: Stealth
This skill represents an advanced form of the basic Prowl skill that focuses on moving with
complete silence. Characters with this skill learn many special techniques that allow them to
move without making any significant sound, and to avoid visual detection while moving due to
good use of cover and camouflage. A character with Advanced Prowl: Stealth can remain silent
while moving across any type of flooring, in any type of terrain, or in any type of clothing (so
long as all "noisy" items like metal clasps are silenced). The character also learns ways of
covering up any noises they do make (such as timing the noise with other external noises), the
avoidance of noise sources (such as squeaky flooring, disturbance of animals, small twigs, etc.),
and even how to imitate simple animal calls or other sounds in order to signal comrades. The end
result of all of this is an unparalleled level of silence and stealth when on the move. As long as no
one suspects the character’s presence or is actively looking for them, any attempted prowl by the
character is considered automatically successful. lf someone is looking for the character(s) or
suspects something is going on, the base skill level to remain undetected is 50% +3% per level.
(83/93%)
if the character has specially prepared custom clothes and shoes designed for maximum silence
and mobility (such as a clandestine ops suit or ‘ninja’ suit), they gain an additional +10% bonus
to the base skill level (see Camouflage, Concealment, Prowl, and Perception below).
This skill costs one (1) Rogue, Espionage, or equivalent skill selection and cannot be taken as a
Secondary Skill. Prerequisite: Prowl (basic) and a P.P. of 14 or higher. Bonuses: Character gains
a +1 to P.P. as the necessary training greatly increases one’s balance and body awareness.
Advanced Prowl: Hiding
The Advanced Prowl: Hiding skill represents the mastery of stationary evasion of visual
detection. Characters with this skill learn how to become one with their surroundings. These
characters’ study how objects appear and how people perceive them, and train themselves to meld
in with that perception. ln addition, the character learns how to remain motionless for hours at a
time, often in uncomfortable positions under despicable conditions. Many times characters using
this skill will have to stay motionless or moving imperceptibly for hours in order to avoid
detection. Characters with this skill also learn advanced camouflaging techniques and the
advanced use of cover and concealment. Any attempt to remain undetected while stationary
(““hiding") is considered an automatic success as long as no one suspects the character’s presence
or is actively looking for them.
lf someone is suspicious or looking for the character, or the character attempts to move more than
two (2) feet (0.6 m) per melee round, then the character’s chance of remaining undetected is 40%
+3% per level. (73/83%)
lf the character is in a specially made, custom camouflage outfit or costume specifically tailored
for that specific environment (such as a custom "Ghillie Suit"), they gain a l l0% to the base skill
(see Camouflage, Concealment, Prowl, and Perception below).
This skill costs one (1) Rogue, Espionage, or equivalent skill selection and cannot be taken as a
Secondary Skill. Prerequisite: Prowl (basic) and a P.P. of 12 or higher. Bonuses: Character gains
a +1 to P.E. as the necessary training greatly increases one’s patience, fortitude, and tolerance to
discomfort.
Surveillance: The study of the operation, methods, and techniques used in surveillance and
taking a strategic position. Including the use of common magic items, magic potions, and magic
scrolls/spells. This skill also includes the art of tailing, or following someone without being
noticed, and includes stake-out procedures and some basic stealth practices (same as prowl). A
failed surveillance roll indicates that the tail was spotted and the subject of surveillance is aware
of being followed/observed. Bonuses: +5% to recognize others in disguise, and +5% on the
following skills (if known): disguise, detect ambush and imitate voices/impersonation. Base
Skill: 35+5% per level of experience. (80%)
Palming: Simply the ability to pick up and seemingly make a small object, such as a coin, key,
playing card, dagger, etc., disappear by concealing it in one's hand. Adds a bonus of +5% to the
pick pocket and cardsharp skills. Base Skill: 25+5% per level of experience. (50%)
Intelligence: This is specific training in the practices and principles of recognizing and analyzing
sources of information about the enemy, observation techniques, counterintelligence measures
and proper procedure. This includes the practical assessment of sights and sounds, estimation of
ranges, what to report, handling prisoners of war, and handling captured documents and
equipment (tagging and reporting to group leader or proper authority). This means the character
will be able to accurately estimate distances, the number of enemies, direction, purpose, and
assess the importance of specific information. Further intelligence training includes a working
knowledge of indigenous guerilla warfare, enemy practices, appearance, and current activities.
This enables the character to recognize suspicious activity as guerilla actions and identify guerilla
operatives and spies. For Example: A particular type or design of a booby trap, weapon, armor,
mode of travel, or method of operation may be indicative of a particular race (wolfen, ogre,
goblin, etc.) or a particular group of bandits active in the area. It may be up to the character to
confirm the existence of the enemy and their strength, numbers, and current location. Another
area of training made available to intelligence is the identification of enemy troops, officers, and
foreign advisors. This means the character learns the many distinguishing ranks and marks that
identify specific military units, special forces, groups, gangs, and leaders of the enemy. Such
identification can pinpoint and confirm enemy operations, goals, and movement, as well as
confirm outside intervention/aid. Note: A failed roll in any of the areas of intelligence means that
evidence is inconclusive, or that the character has incorrectly assessed the information/situation
and is uncertain. A failed roll involving individual clues may mean the character has dismissed it
entirely as being meaningless (G.M.s use your discretion).
Base Skill: 45+5% per level of experience. (70%)
Bartering/Haggling: A character with this Skill can Barter or haggle over cash, service, and to
capture a better deal. In a cash transaction, a successful result allows the character to purchase an
item for 10% less or sell one for 10% more than the going rate. In a simple barter transaction, a
successful roll improves the perceived value of the character's goods by 10%. In a service
transaction, a successful check provides the character 10% more than the going rates for his
services. The GM should require players to role play the bargaining session to gain the benefits of
this skill
Base Skill: 30+5% per level of experience. (55%)
Parkour/Free Running:
Bonuses:
+1 to P.S., +1 to P.P., +2 to P.E., +2D6 to Speed, & +2D6 to S.D.C.
Level Advancement Bonuses:
1st level: Automatically starts with the ability Roll 80%+1% , Cat leap 65%+3%, Back-flip 45%
+5%, (or adds a bonus of +10% to Back Flip skill,)
and Speed Vault 60%+5%, +1 to Vault and +2 to Back Flip, +6 roll with punch/fall/Impact.
2nd level: Monkey Vault at 50%+5% and Revere Vault at 40%+5% + Superman at 55%+5% and
Dash Vault 50%+5% 1 P.S. +1 P.E. +2 to Vault, +1 to Back Flip and +2 to Roll with
Punch/Fall/Impact
3rd level: The PC can now jump from great heights and land safely, usually by throwing
themselves into a roll. +10ft +1ft per level. Add Leap – Escape
4th level: +2 to Vault, add +1 to Roll with Punch/Fall/Impact and +1 to Somersault
5th level: Add Precision 45%+5%. Rocket Vault at 50%+5% +1 P.E. +1 Spd. +1 to Spd and +2 to
Maintain Balance, +1to roll with Punch/Fall/Impact.
6th level: Add Triple Kong 40%+5%, +1 to Grab and +1 to Vault
7th level: Add Wall Flip 35% +5%/Lv. This special move uses the Back Flip bonus but must be
done off a wall and must require having the initiative or as a dodge. The character can Wall Flip
into a standing position and can dodge melee attacks as long as the Wall Flip is successful. A
failed Wall Flip dodge cannot be negated for damage by a Roll with Punch/Fall/Impact and the
fall does 1D6 damage plus the character takes full damage from the opponents attack.
8th level: +2 to Vault and +1 to Grab
9th level: +1 to Automatic Dodge, +1to Roll with Punch/Fall/Impact.
10th level: Add +1 P.S. +1 P.P. +1 Maintain Balance and +1 to Roll with Punch/Fall/Impact
11th level: +1 to Back Flip and +1 to Somersault
12th level: +1 to Vault and +2 to Maintain Balance
13th level: +1 to Vault and +2 to Roll with Punch/Fall/Impact
14th level: Add +2 P.E. +2 to Maintain Balance, +1to roll with Punch/Fall/Impact.
15th level: +1 to Grab and +1 to Somersault
Acting/Impersonation: This is simply the skill of pretending, convincingly, to be someone else.
This involves the process in memorizing lines and being able to recite them with some type of
conviction. It also enables a person to impersonate another person. This means the person must
have a rudimentary (if not comprehensive) knowledge of the person or general type of personnel
that he is impersonating. This is likely to include a knowledge of enemy/subject of
impersonation, military procedure, dress, command, rank, and will usually require speaking the
language fluently. This means the character can convincingly impersonate a general type of
person/soldier/advisor by accurate disguise, proper action and language.
Base Skill: 40+5% per level of experience. (65%)

(8 skills)
(+10% on these 2 only) & 6 other skills of choice at level 1, plus select 1 additional skill at levels
3, 6, 9, & 12.
All new skills start at level one proficiency.

Communications: Any
Domestic: Any
Espionage: Any, except Sniper and Track Humanoids.
Horsemanship: General or Exotic only
Medical: Brewing and First Aid only.
Military: None
Physical: Any, except Gymnastics and Wrestling.
Rogue: Any (+10%)
Science: Advanced Math only.
Scholar/Technical: Any
Weapon Proficiencies: Any
Wilderness: None

Secondary Skills: 
Boxing:
Bonuses:
Skilled boxers will Automatically Knockout opponents on a natural twenty for 1D6 melee rounds.
Unlike normal Knockout/Stun this does NOT have to be declared before the strike roll.
One additional attack per melee.
+2 to Parry/Dodge, +2 to Roll with Punch/Fall, +1 to P.E., +1D4 to P.S., +3D6 to S.D.C.
Running:
Bonuses:
+1 to P.E., +4D4 to Speed, +1D6 to S.D.C.
Swimming - Basic: Base Skill: 50% + 5% per level of experience. (75%)
Bonuses:    +2 to dodge underwater, +1 to P.S., +1 to P.E., +3D4 to Speed. when swimming only,
+1D6 to S.D.C.
Anticipation:
Bonuses:
If the character with this skill declares a simultaneous attack in melee combat, he may negate his
opponent's attack if he successfully strikes. That is, his opponent's attack doesn't count at all! The
strike must be a Punch, Snap Kick or a simple weapon Thrust. Also, there is no time to put any
real force behind the strike, so no P.S. bonus applies to damage. See the rules for simultaneous
attacks for details.
In learning anticipation, the character has probably taken a bit of a beating;
Add +1D4 to S.D.C.
If two characters with this skill fight, it cancels out and combat is resolved normally.
Contortionist: The ability to temporarily dislocate bones from joint, fold and bend the body to fit
into extremely small areas or through spaces normally too tiny for a normal person can fold into a
two-foot ball and flatten self to four inches. Adds +5 to Escape Artist and +2 to roll with punch or
fall. Base Skill: 25+5% per level of experience. (40%)
Pressure Point Control Tactics:
Bonuses: +2 to Hold/Lock, Pin/Incapacitate, or Entangle (this bonus applies both to the initial
attack/defense and to subsequent attempts to maintain or break the hold). If the character does not
possess one or more of the above attacks, the training includes an Entangle attack.   
Knock-Out/Stun on Natural 20 (if the character already has a Knock-Out/ Stun attack, from Hand
to Hand training, Boxing, etc., reduce the target number by one.   
Knockdown attack - using basic pressure points, the character numbs the opponent's leg briefly;
just long enough to force them to fall. May be performed with a kick or with a blunt weapon
(commonly a nightstick or similar instrument). Does normal damage for the application method
(i.e., normal kick or weapon damage), and the opponent loses initiative and one attack. Requires a
called shot (12 or higher, bonuses included). Rolls under 12 which hit do normal kick damage
only. Successfully rolling with a knockdown kick means the character does not fall, but suffers
normal damage. Maintain Balance rolls are at -5 vs. a knockdown kick of this type.    
Disarm punch/kick - using basic pressure points, the character numbs the opponent's arm briefly;
just long enough to cause them to drop their weapon or other carried object. Does the character's
normal punch damage (1d4 or higher; N&SS/MC characters may use the Fore-Knuckle, Double
Knuckle Punch, and Power Punch, Snap Kick, Wheel Kick, Roundhouse Kick, Axe Kick, Power
Kick strikes as well), and acts as a Disarm attack. The disarm punch takes two attacks. As with
the Knockdown attack, a called shot (12+ with bonuses) is required; lower rolls do normal
damage but do not cause the Disarm effect. Rolling with a Disarm punch means it does normal
punch damage, but does not cause a Disarm. At the GM's option, the Disarm punch may be used
to force opponents to break Locks, Holds, and similar attacks, as well.    
+1 to Save vs. Pain   

The character also gets to select 4 secondary skills from the previous list at level 1, & 2 additional
skills at levels 2, 4, 8and 12.
These are additional areas of knowledge that do not get the advantage of the bonus listed in the
parentheses.
All secondary skills start at the base skill level.
Also, skills are limited (any, only, none) as previously indicated in the list.

Special Martial Arts Form(s):

Hand to Hand: Martial Arts


(Note: This is also known as Paladin Combat.)
(1st Level): Starts with two attacks per melee round. +3 to roll with punch/fall/impact, and +3 to
pull punch.
(2nd Level): +3 to parry and dodge, +2 to strike, and disarm.
(3rd Level): Kick attacks: Karate style kick (does 2D4 damage) and any four of choice, except
jump kicks.
(4th Level): One additional attack per melee round.
(5th Level): Jump kicks (all).
(6th Level): Critical strike on an unmodified roll of 18, 19 or 20.
(7th Level): Paired weapons.
(8th Level): Leap attack (critical strike).
(9th Level): One additional attack per melee.
(10th Level): Body throw/flip and +1 on initiative.
(11th Level): An additional +4 to damage.
(12th Level): An additional +2 to parry and dodge.
(13th Level): Knockout/stun on an unmodified roll of 18, 19, or 20.
(14th Level): One additional attack per melee round.
(15th Level): Death Blow on a roll of a natural 20 (if desired).

Special Martial Abilities:


N/A

Standard Equipment Carried: 


(2) Sets of clothing, a cape or cloak & jacket (with a hood, and with 1D6+1 inside pockets), boots
& moccasins, a pair of soft leather gloves, belt, (Special made to stay hidden with wearer even if
wearer is transformed)
(1) Bedroll,
(2) Purses,
(1) Backpack,
(1) Large sack,
(1) Medium-sized sack,
(3 Small sacks,
(1) Water skin,
(1) Set of skeleton keys and Lock Picking Tools,
(1) 500-feet (15.2 m) of rope/w grappling hook,
(1D4+1 each) Wooden Iron spikes/w A small hammer,
(1) Pocket mirror,
(1) Tinder box.

Armor:
Magic soft leather (A.R. 10, S.D.C. 20) self-repairing 1 S.D.C. per minute, & able to stay with
wearer even if wearer is transformed.

Weapons:
(1) Magic Silver Ninja-to: A short sword similar to the Wakizashi but with a straighter dark
blue blade, and dark green handle. Because of its small size the weapon is easier to conceal.
Average length: 3 feet (0.9 m).
Average weight: 4.2 pounds (1.9 kg).
Typical Damage: 2D6+2 (+P.S.)
Added Special Effects: Indestructible, eternally sharp shape-changes into a tattoo on left shoulder
when not needed
(8) Daggers 1d6 (+P.S.), in hidden sheaths along both legs [4 each leg]
(1) Cudgel 2D4 (+P.S.) placed in a sheath at the small of the back.
(1) Short Bow: 320 feet range 2D6 (+P.S.)/w quiver 40 arrows

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