Professional Documents
Culture Documents
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
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.
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
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.
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
(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.
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