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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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View Guestbook

Page | 3
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Copyright 1986-2000 Trent Happel

Page | 4

TW, 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, nail clippers, soap, shampoo, deordarant or scented oils, scissors, toothbrush and
paste. Fits within a small pouch. Failure to maintain upkeep for more than two days straight results in -1
to P.B. and M.A. Weight: two pounds (.9 kg). Cost: 80 credits.

Page | 5
Basic survival pack: freeze-dried or dried foods (meat and fruit) for three days, container of water,
antibiotics, bandages, pain reliever, wash cloth, flare, small flashlight, matches, needle and thread. Tightly
wrapped into a pouch that can be attached to the back of a belt or added in a pack. Weight: three pounds
(1.35 kg). Cost: 100 credits.

Products of the Pacific Islands by Trent Happel

Note: For conversion purposes, 1 gold coin is roughly the equivalent of three credits (multiply all costs
by 3 for credit cost outside of Philippines).

Products of the Philippines

Silk mail: Young Kumo spiders are actually raised and penned in some of the towns. They are fed so well
on large insect carcasses and siphoned cattle blood, that these creatures are in a constant state of sedation.
Enchantments and charms are also used to keep these beasts under control. The natives have learned to
"milk" the spider for it's silk, guiding the fibers between specially coated fingers (alchemist concoction),
spindling it into bobbed threads. These then go to a variety of uses, one of them, silk mail.
In the vast town loom shops, they are tightly woven with minute quilting layered techniques. The final
products include cloaks/zarapes, gloves, leggings, arm/leg wrapping strips, shirt sarong and pants silk
armor. The fabric is strikingly light, breathable and soft, yet has mega-damage durability. Warriors have
been known to wear Silk Mail underneath their armor, for added protection defending the city. These
goods are popular with all levels of society for obvious reasons.
M.D.C.: 50 (20 for cloak/zarape)
Weight: 1 pound! Unrestricted mobility, no Prowl penalty.
Colors: Naturally shimmering silver, also dyed drab green, brown, black, tan, grey and white. A few are
inlaid with gold thread decorative patterns (+800 gold coins).

Cost:
15,000
Page
| 6 gold coins for full "suit" (shirt, sarong, pants, gloves, wrapping strips), gloves, leggings.
6000 for hooded cloak/zarape.

Silk Mail partial suit: This consists of only a sleevless shirt, a short sarong and arm/leg wrapping strips.
This form is considerably cheaper and can be worn under work clothes.
M.D.C.: 22
Weight: One-third pound! Unrestricted mobility, no Prowl penalty.
Colors: Same as Silk Mail
Cost: 4,000 gold coins.

Millenium tree bark scale mail: This form of armor is created from young strips of bark, given freely
from the tree. It is mystically cured and chiseled in leaf-shaped scales. These scales are then painstakingly
stiched together (with spider silk threads) in overlapping formation. These are fashioned into head, torso,
arms, hand, sarong, and pants mail. These sections are placed on piece by piece and strapped together
with silk thong straps.
M.D.C.: 110
Weight: 10 pounds.
Incredible mobility, -5% Prowl penalty.
Magic Properties: Contains 3D8 P.P.E. points which can be drawn upon by any practioner of magic.
Magic energy attacks, including demon's fire, dragon's fire, and lightning inflict one-third the normal
damage. Magical weapons, explosives and tecnological energy weapons do full damage.
Cost: Normally costs 3000-4500 gold coins for the labor. It is up to the character to supply the bark for
raw materials. Usually takes 3-4 days to create. On rare occasions, some shops will have pre-made suits
available for 40,000 to 55,000 gold coins, if the customer first checks out with a Psychic or mystic scan.

Dragon scale armor: This is fashioned together in much the same ways as regular scale mail, except
involving the large scales of dragons. These are collected by brave souls that stake out the lairs, waiting
for the beast to go out on the hunt. This is particularly dangerous as a dragon's senses are very acute.
When successful, they will raid the lair for any scarce old underbelly scales that tend to rub off at various
scratching rocks. There are actually a few savvy, intelligent dragons that collect their fallen scales, and
sell them off (disguised as human) to merchants.

They
are drilled
Page
| 7 with enchanted diamond bits, so that they may be linked into the main torso and skirt one
piece. Arm and leg pieces are made separately and connected to the main piece with thong straps. A
protective hood is made from hatchling dragon's molts.
M.D.C.: 200
Weight: 25 pounds.
Good mobility, -8% Prowl penalty.
Magic Properties: Armor will regenerate 3D6 M.D.C. every 8 hours. Magic energy attacks, including
demon's fire, dragon's fire, and lightning inflict one-third the normal damage. Magical weapons
(including Millennium tree items), explosives and technological energy weapons do full damage. Normal
weapons will do no damage.
Cost: Normally costs 60,000-75,000 gold coins due to the risk and cost involved in acquiring the
materials for this heavily sought-after armor. If someone actually had the scales required, labor would
only cost 4000-5500 gold coins, plus a few scales thrown in for the laborer.

Millennium tree throwing knives: These are further gifts from the tree, falling to the earth in front of the
character in need. They are in the shape of a leaf split in half across the stem, but consisting of wood. The
knife has a 4 inch long handle and 6 inch serrated blade, perfectly balanced for throwing.
Damage: 1D4+1 M.D.C. (double damage to evil supernatural creatures susceptible to wood). The +1
M.D.C. is from tearing the knife out of the wound. The knife itself has a structural M.D.C. of 25.
Cost: These are always in the form of gifts from the Millennium tree, with 2D4 falling around the
character. Some are known to be sold, for 75 to 150 gold coins each.

Products of Japan
Med I.D.: This common device looks like a small metallic bracelet with a plug jack and small L.E.D.
screen, with a protective cover with a red medical cross engraved. A character can purchase one of these
with a full medical exam by a specialized physician. All of the characters personal statistics and
anomalies will be recorded and stored within the Med bracelet. This includes, blood pressure, blood type,
allergies, and most importantly, any unique differences in physiology. This is an ideal lifesaver for anyone
with a non 100% human biological structure (Retromorphs, Aliens, D-bees, Mutant humans).

This
device
Page
| 8will also monitor bodily functions, warning of dehydration, fatigue, cholesterol, blood
pressure and other problems. When in for medical care, a physician can take this personal data and give a
more thorough diagnosis as well as treatment. +15% to doctor's skill.
Cost: 3000 credits. (10 credits for battery, with battery life of 5 years).

Singing Cricket: Giving a nod to the traditionalists, a new type of miniature electronic sensory device
has been made available to the market, the Cricket. This minute automation has been painstakingly
engineered to look as close to the native crickets as possible. Their function is the same as their insect
counterparts, to warn their master of intruders. The cricket has motion and infrared (heat emanation)
sensors with an effective range of 150 feet (50 m), and can be programmed to alert any intruders from catsized and above.
When the sensors have been tripped, the Cricket will give off a continued chirping noise (sampled from
actual cricket mating chirps), of various patterns and tones, based upon the size and proximity of the
intruder. A series of Crickets can be placed at each perimeter, with one setting off the next when the
ranges overlap. These are ideal to leave in any open doorway, to alert of intruders. These can also be
placed on the person, alerting of attacker behind, giving an effective bonus of +2 initiative.
As an added bonus, there are also program modules available with classical sonnets, that can be outputted
via soothing chirps. Made of a lightweight tungsten alloy, they have an impressive 50 S.D.C.
Cost: 250 credits, additional 5 sonnets cost 20 credits. Comes with program remote (4 inch x 2 inch x 1/8
inch) or program module for cybernetic units. Battery life is an amazing 15 years (solar enhanced).

Silk Mail Kimono: There are a few monks high in the mountains that are also versed in the way of silk
spinning, although, not of the same quality of the Filipino weavers. They must also brave the lairs of the
Kumo to collect discarded webbing. This is added to what they collect from the strands caught in the
wind, when hatchling Kumo parasail off from their egg brood. The final products are kimonos and monk
robes.
M.D.C.: 40
Weight: 1 pound! Unrestricted mobility, no Prowl penalty.
Colors: Naturally shimmering silver, monks garb is dyed drab green, brown, black, tan, grey or white.
Kimonos are usually a bright blue, jade green, shimmering black, or dragon red with inlaid gold animal or
kanji motifs.
Cost: Since the silk is very hard to come by and the making takes a great deal of effort and concentration,
prices are high. 30,000 credits for a monks robe/garb. 40,000+ for a kimono.

Page | 9

And of course, much more on the way!

Here is the humble beginnings of my collection of TechMage weaponry and gadgetry.

Daylight Goggles, Everburning Coals, and Slayer Dagger added Dec. 4


Ghost, Growth, QuickDraw and Faithful daggers added Dec. 19

The Creation of TechMage items:


The TechMage combines the skills of a smith, craftsman, and machinist with a blending of magic. The
initial portion of this process, starts with specialized kilns or forges. Even the vessels, that are a part of the
creation of such wonderous enchanted items, are of distinctive design.
Each are constructed of a secret alchemist and TechMage blend of mortar, stone and enchanted metal.
Such substances are needed to contain the mystical fires used to fuse magic and metal. Everburning coals
are used in the hearth further augmented by spells such as Fuel Flame, Flame of Life and Melt Metal.
Such flames radiate white hot, fascilitating the necessary requirements for the TechMage's wizardry.
At such time, the materials are ready for smelting. Under such conditions, this occurs quickly, even for
the unearthly meteorite metals. During this brief period, the TechMage casts the key spells required for
the item. These components bond and strengthen into new enchanted alloys. These alloys are poured into
molds or contained in vats for easy access utilizing a form of telekinetic shaping.
From here the smithing process ensues, forming the separate segments. These segments are refined,
adorned with wards and are pieced together to form the final invention.

Page | 10

NINJA ONI MASKS


The ninja are well-known for their use of gadgetry to enhance their trade of thievery, assassination and
surveillance. An ancient art that has resurfaced once more, is that of the Oni masks. These carved face
plates were used to confuse or startle others, giving the ninja that extra second they needed to perform an
act or flee from sight. With the coming of the TechMage, enchanted versions have been created,
bestowing wonderous gifts
Fear: This mask will appear as a disfigured red-faced oni with it's mouth wide open bearing gnarled
fangs. When activated, it will enhance the illusion that the wearer appears as a grotesque, fearsome
demon. Effective Horror factor of 15.
P.P.E. Cost: 55. Spells Required: Horrific Illusion, Fear. Physical Requirement: Claw or tooth of an Oni, 2
rubys worth no less than 1000 credits, slab of fine wood with no flaws. Duration of Charge: 6 melees. To
Recharge: 4 P.P.E. or 6 I.S.P. Time to create: One full day (24 hour period) to carve the mask, placement
of the rubys into the eye sockets, grind the claw/tooth to mix with the paint dyes and then enchant. Total
Cost:

More masks on the way.

Multi-clip TM (Tech-Mage) Shotgun Cannon


The Philippine TechMages have also created multi-clip cannon weapons similar to pre-rifts 'street
cleaners'. These weapons are very devestating, delivering incredible damage via mini-grenade shells with
various properties. They handle normal rounds, as well as specially designed TM shells and enchanted
ammo. Actually any type of shell that is of a grenade type size and shape can be used with this weapon,
since the gun supplies the propellant. Propulsion is provided by the P.P.E. or I.S.P. energy fed into the
weapon itself. Even without ammo, this weapon is able to fire mystical energy blasts.
Each gun has up to 5 cylindical clips holding up to 30 rounds each. Due to the weight and the force
generated by each shot, a strength of 20 is required, or else the user suffers a -3 to strike penalty. This
weapon can only be used with both hands, as well.
Weight: 21 pounds (9.46 kg)
Damage: Based upon type of shells used, a normal grenade does 2D6 M.D. to a blast area of 12 feet
(3.6m). Releasing 10 P.P.E. into the weapon will fuel it for 5 Magical energy blasts doing 2D10 M.D.C.
each.
Rate of Fire: One aimed, four fired in rapid succession (burst if all at same target, wild if sprayed into an
area).

Effective
Page Range:
| 11 1200 feet (365 m)
Payload: 30 rounds per clip, up to 5 clips.
Reloading the Launcher: Requires one full melee, 15 seconds, to manually reload the grenade launcher.
P.P.E. Cost: 100. Spells Required: Energy Bolt, Wind Rush, Thunder Clap. Physical Requirement:
Melding of spells during casting of gun component pieces (composed of specialized alloys). Duration of
Charge: 50 propulsions of ammo. To Recharge: Cast Energy Bolt (5 P.P.E.) or 8 I.S.P. Time to create: 2D4
days. Total Cost: 55,000 gold (165,000 credits). Normal grenades cost 100 gold apiece or 900 for 10.

Multi-clip TM (Tech-Mage) Shotgun Cannon


Types of TM and Enchanted Ammo: Coming very soon.

Gryphon Wings: A set of mechanized wings spanning 12 feet in length. This item actually looks like and
functions as a real pair of wings. A small harness wraps around the chest and shoulders, forming a tight
magical bond between the wings and user. They are incredibly light and fold up and flatten unbelievably
effeciently, showing only a slight bulge of the back when covered. These wings allow flight like an eagle,
with the durability of dragon scales and the offense of a porcupine. They are very popular with the
mountain denizens of Japan and the Philippines.
Speed: Maximum of 75 mph. Carriers weight plus up to 300 pounds (136.3 kg) can be held aloft
(maximum extra weight of 300 pounds will slow maximum speed to 40mph, however).
Special abilities: Wings have an effective M.D.C of 60 (any damage beyond 35% will render top flight
speed to 50%, any damage beyond 60% will result in loss of flight). Casting a Heal Wounds spell will
patch any holes, replace feathers and heal 3D8 M.D.C. The enchanted feathers are transformed into M.D.,
are razor sharp and can also be flung at an opponent inflicting 2D6 M.D.C. (ten such attacks will require a
Heal Wound spell to replace the feathers in order to fly). A swipe of the wing will also inflict 2D6 M.D.C.
Each counts as one attack.
P.P.E. Cost: 135. Spells Required: Fly as the Eagle, Wind Rush, Energy Bolt, Heal Wounds, and Energy
Field. Physical Requirement: Wing mechanism composed of meteorite alloys, 10 feathers from a
Gryphon, Roc or other supernatural winged creature, 1 diamond worth no less than 600 gold. Duration of
Charge: 20 minutes (80 melees). To Recharge: Cast Energy Field spell (10 P.P.E.) or 18 I.S.P. Time to
create: 2D6 days. Total Cost: 65,000 gold (195,000 credits).

Kumo Appendages: A universal rotating waist harness is attached to six telescoping relective black
appendages. These legs extend up to 15 feet (4.5 m) long each and can elevate the character up to 7 feet

(2.1Page
m) off| the
12 ground. Although thin, they are very durable and strong, capable of supporting up to 1000
pounds (454.5 kg). When not in use, they can collapse to only 2 feet (.6 m) long and conform along the
torso of the character.
Special abilities: Effective speed of 45. Climb at 98% and can even walk upside down at speed 0f 20.
Prowl at 80%. Allowed to make two extra attacks per melee with the forelegs, each doing 1D6 M.D. If
one of these attacks should break the skin, then the victim must save versus poison or suffer the effects of
the Paralysis: Lesser spell. These legs can also cast Magic Net, but at a cost of two attacks.
M.D.C.: Each leg has 20 M.D.C. Destroying two legs will drop the speed down by a factor of 10. Even if
only two legs are left, they can still be used as a form of stilt-like locomotion at a speed of 15.
P.P.E. Cost: 100. Spells Required: Energy Bolt, Climb, Globe of Silence, Paralysis: Lesser, Levitation and
Magic Net. Physical Requirement: Appendages composed of meteorite alloys, claw of a Kumo, 1 black
opal worth no less than 400 gold. Duration of Charge: 10 minutes (40 melees). To Recharge: Cast Magic
Net spell (7 P.P.E.) or 13 I.S.P. Time to create: 2D4 days. Total Cost: 35,000 gold (105,000 credits).

Daylight Goggles:
These goggles were designed to illuminate a travelers way in the midst of night. Commonly made from
old-style welders goggles, but any type of goggles can be used. Even in the absence of any other light
source, these spectacles will light up the area as if it were day (180 degrees). 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).
P.P.E. Cost: 50. Spells Required: Globe of Daylight (2), Latern Light (1). Physical Requirement: Pair of
goggles outfitted with silver rims, two small diamonds (placed on each side of rims) worth no less than
200 credits each. Duration of Charge: 20 minutes (80 melees). To Recharge: 3 P.P.E. or 6 I.S.P. Time to
create: 3D4 hours. Total Cost:

Ever Burning Coals:


Looks to be a simple piece of coal, glowing faintly as if half-spent. If held, it will not burn, but will keep
one person warm in temperatures as low as 10 degrees. Pumping more PPE into it will be able to start a
fire. These are commonly used in mass quantities in the special forges created by TechMages, but are also
useful items for travellers and even ninja when on nightly assignments.
P.P.E. Cost: 30 per coal. Spells Required: Ignite Fire (5), Fuel Flame (6). Physical Requirement: Small
ruby worth no less than 200 credits, embedded into a piece of specially treated wood, which is then burnt
in a mystically created fire until it forms into a lump of charcoal. Duration of Charge: 1 hour for warmth,
10 minutes (40 melees) for fire (SPECIAL: TechMages are able to increase the fire to 10 minutes per
level of experience) . To Recharge: 2 P.P.E. or 4 I.S.P. for warmth, 6 P.P.E. or 10 I.S.P. for fire Time to
create: 1D4 hours. Total Cost:

Page | 13
Enchanted Daggers and Weapons
The TechMage is also very grounded in the old arts of enchanting. This takes the form of applied magics
to items or possessions, as well as the melding of magic during the smithing or creation of items. Many
items, especially weapons involve the mixing of magic during the smelting and smithing process. Wards
are also placed along these items. The dagger, in its many forms, is a very popular item of the Philippines,
hence it is also a very popular item for the TechMage. Below are some common themes for enchanted
daggers (the majority of which are of bolo and kris styles).
Strength: This enchantment will transform any normal S.D.C. weapon into mystical mega-damage
equivalent. The S.D.C. damage inflicted by the weapon now becomes M.D.! The entire item will become
nearly unbreakable, eternally sharp, and never tarnishes. This the only enchantment that can be performed
along with any of those listed below (only one enchantment allowed per item otherwise).
P.P.E. Creation Cost: 55 plus that required by the spell casting. Spells Required for creation: Armor of
Ithan (10 P.P.E.), Invulnerability (25 P.P.E), Superhuman Strength (10 P.P.E) and Melt Metal (50 P.P.E.).
Recharge Requirements: Armor of Ithan (10 P.P.E.), 15 P.P.E. or 18 I.S.P. automatically taken by the
dagger (standard save if unwilling). Physical Requirements: Silver, titanium and meteor ore, bit of a
dragon's tooth or nail, diamond worth no less than 500 gold (1500 credits). Duration of Charge: 2D6
hours. Time to Create: 1D4 days. Total Cost to Create: 3000 gold (9000 credits) per die of damage
(maximum of the S.D.C. equivalent). Average Price Sold for: 10,000 gold (30,000 credits) per die of
damage

Slayer:
This weapon is greatly treasured in regions infested with the undead. It's strength is nearly as strong as the
Lifeblast spell itself. A large diamond serves as a pommel, connected to a long hilt. The blade is slightly
curved and composed of silver, with salt crystals encrusted along the blade's edge.
P.P.E. Cost: 72. Spells Required: Lifeblast (15), Salt Shard (New). Physical Requirement: 1 diamond
worth no less than 1500 credits (500 gold), 2 pounds of silver. Damage: Same affect as LifeBlast spell,
except only 1/2 spell's damge to Vampires and Necromancers. 1D4x10 damage to Manananggal. 1D6+1
M.D. (or S.D., can choose) to all other creatures. If the blade pierces the skin, the victim will suffer a
sharp pain from the enchanted salt, resulting in -1 to initiative, strike, parry and dodge for 2D4 melees.
Affects are cumalitive up to penalties of -4. Duration of Charge: 3 minutes (12 melees) per level of the
user. To Recharge: 10 P.P.E. or 18 I.S.P. Time to create: 1D4 days. Total Cost:

Ghost: Casual observance of this weapon while in its scabbard will give the appearnace of a normal
dagger. Unsheathing the knife will show that the blade is invisible. The hilt is short and can be easily
concealed within the palm of the user. This gives an advantage of +1 to strike and a penalty of -2 to parry
and dodge to the opponent.
P.P.E. Creation Cost: 50 plus that required by the spell casting. Spells Required for creation: Invisibility:
Superior (20 P.P.E) and Melt Metal (50 P.P.E.). Recharge Requirements: 10 P.P.E. or 18 I.S.P.

automatically
Page | 14taken by the dagger (standard save if unwilling). Physical Requirements: Silver, meteor ore,
diamond worth no less than 500 gold (1500 credits). Duration of Charge: One day (24 hour period). Time
to Create: 1 day. Total Cost to Create: 3000 gold (9000 credits). Average Price Sold for: 6000 gold
(18,000 credits)

Growth: The hilt of such a dagger can grow in length, transforming it into a spear or even a pike, for
farther reach in battle. The hilt can grow even further, up to 25 feet (7.6 m) in length, and can be used as a
climbing tool capable of supporting up to 500 pounds (225 kg). Popular amongst rogues and thieves.
P.P.E. Creation Cost: 35 plus that required by the spell casting. Spells Required for creation: Beanstalk (8
P.P.E.) and Melt Metal (50 P.P.E.). Recharge Requirements: Beanstalk (8 P.P.E.), 10 P.P.E. or 18 I.S.P.
automatically taken by the dagger (standard save if unwilling). Physical Requirements: Silver, meteor ore,
plant growth mixture, quartz worth no less than 100 gold (300 credits). Duration of Charge: One day (24
hour period). Time to Create: 1 day. Total Cost to Create: 1500 gold (4500 credits). Average Price Sold
for: 3500 gold (10,500 credits)

Quickdraw: Upon mental command, the dagger and sheath will flash into the owner's hands. This
happens so quickly that no action is taken for this to occur. This gives a bonus of +4 to iniative and +1 to
parry (with the dagger or sheath) for the initial round.
P.P.E. Creation Cost: 45 plus that required by the spell casting. Spells Required for creation: Quickdraw
(2 P.P.E) and Melt Metal (50 P.P.E.). Recharge Requirements: Quickdraw (2 P.P.E.), 8 P.P.E. or 10 I.S.P.
automatically taken by the dagger (standard save if unwilling). Physical Requirements: Silver, meteor ore,
quicksilver, diamond worth no less than 500 gold (1500 credits). Duration of Charge: One day (24 hour
period). Time to Create: 1 day. Total Cost to Create: 2000 gold (6000 credits). Average Price Sold for:
4000 gold (12,000 credits)

Faithful dagger: Whenever the dagger is forced from its master's grasp or is flung at an opponent, it will
take flight to return back to the character's hand. If lodged into an object or held, it will attempt to free
itself with a strength equivalent of 25. If its path to its master is blocked, it will attempt to go around to
find a path back to its owner. The range is limited to 300 feet, anything beyond this distance will cause the
dagger to drop to the ground.
P.P.E. Creation Cost: 55 plus that required by the spell casting. Spells Required for creation: Boomerang
(3 P.P.E.), Fly as the Eagle (25 P.P.E) and Melt Metal (50 P.P.E.). Recharge Requirements: Boomerang (3
P.P.E.), 10 P.P.E. or 18 I.S.P. automatically taken by the dagger (standard save if unwilling). Physical
Requirements: Silver, meteor ore, mercury, Tigers eye worth no less than 300 gold (900 credits). Duration
of Charge: One week. Time to Create: 1 day. Total Cost to Create: 2100 gold (6300 credits). Average
Price Sold for: 5000 gold (15,000 credits)

EvilPage
Awareness:
| 15 This weapon is distinct in that it will always have a highly ornate bone handle with a
large ruby pommel. The blade will rattle in the scabbard whenever within the presence of evil. As the evil
encroaches, the rattling becomes more rapid. A variant of this enchantment will have the ruby pommel
glow instead. The brighter, the closer the evil is. By concentrating with the blade in hand, the dagger will
point in the general direction of the presence, allude to the general number and the intensity.
P.P.E. Creation Cost: 45 plus that required by the spell casting. Spells Required for creation: Sense Evil (2
P.P.E.), Commune with Spirits (25 P.P.E.) and Melt Metal (50 P.P.E.). Recharge Requirements: Sense Evil
(2 P.P.E.), 5 P.P.E. or 8 I.S.P. automatically taken by the dagger (standard save if unwilling). Physical
Requirements: Silver, titanium and meteor ore, flask of holy water, leg or arm bone from a demon, ruby
worth no less than 400 gold (1200 credits). Duration of Charge: One week. Time to Create: 1.5 days.
Total Cost to Create: 2000 gold (6000 credits). Average Price Sold for: 4000 gold (12,000 credits)

Watchdog: The blade is enchanted similar to the Psionic sensitive power and is extremely sought after.
During the first round of any encounter, the user will gain the following benefits: +4 initiative, +2 parry,
+2 dodge and can never be surprised by a sneak attack from behind. These bonuses will only apply to the
initial melee when the attack occurs. Warning comes in the form of rattling in its sheath or giving off a
warm tingling sensation. The handle is wrapped with woven Kumo silk threads and ends in a 1 foot tassel
at the pommel.
P.P.E. Creation Cost: 55 plus that required by the spell casting. Spells Required for creation: Sense Evil (2
P.P.E.), Locate (30 P.P.E.), Mystic Alarm (5 P.P.E.) and Melt Metal (50 P.P.E.). Recharge Requirements:
Mystic Alarm (5 P.P.E.), 9 P.P.E. or 15 I.S.P. automatically taken by the dagger (standard save if
unwilling). Physical Requirements: Silver, titanium and meteor ore, Kumo silk and leg hairs. Duration of
Charge: One week. Time to Create: 1.5 days. Total Cost to Create: 3500 gold (10500 credits). Average
Price Sold for: 6000 gold (18,000 credits)

Dagger of Light: This enchantment is a deviant form of the spell, Globe of Daylight. The blade will
always glow silver, yellow, white or orange. Upon a keyword activation, the blade will light up,
illuminating up to a 15 foot area. This light is a form of true daylight, giving the same advantages. Attacks
on Vampires will inflict 3D6 M.D. that will take three times as long to heal due to its special properties.
Placing the knife in its sheath will cloak its glow completely.
P.P.E. Creation Cost: 45 plus that required by the spell casting. Spells Required for creation: Globe of
Daylight (2 P.P.E.), Blue Flame (30 P.P.E.) and Melt Metal (50 P.P.E.). Recharge Requirements: Globe of
Daylight (2 P.P.E.), 5 P.P.E. or 8 I.S.P. automatically taken by the dagger (standard save if unwilling).
Physical Requirements: Silver, titanium and meteor ore, flask of holy water, diamond worth no less than
300 gold (900 credits). Duration of Charge: One week. Time to Create: 1 day. Total Cost to Create: 2500
gold (7500 credits). Average Price Sold for: 4000 gold (12,000 credits)

Page | 16

(Here's my little intro to my Worldbook. I'll be adding more information, stories, characters and more
along the way.)

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. I find this a bit hard to swallow. What was the basis
of Rifts from the start? It was a blending of multiple genres of gaming across the globe. So... how to get
to these far away isles? Well, again, look to the title (hint: Rifts). And then there's the complaint of the
technology, customs, language, etc. not mixing well. Yes, this can be quite a hurdle, but should make for
some fun role-playing. Just my opinion (funny what you can get away with on your own page). So,
without further ado, the addition of the Philippines to the realm of Rifts.

The Philippines, once a proud island nation consisting of over 7000 isles. Thriving cities were involved in
worldwide exports. The islands as a whole, were a vital waystation for the numerous monstrous trade
vessels, bound for further lands. A diverse culture, fluent in the current trends, yet still recognizing some
of their tradition. Then the great cataclysm came, taking approximately 98% of the population away, in a
cosmic blink of an eye. Over half of the lush islands became watery graves.
Since then, much has changed. The islands are brimming with activity, unfortunately, most of it is
unearthly. Ley line storms are common and dimensional immigrants pour forth daily. Magic and other
powers govern the land, the presence of electronics found only in the form the few scattered scraps of
remnant pre-rifts artifacts, the use of which, has long since been forgotten. The Coalition States have
never touched these lands. The concept of a Credit, as used in the other parts of the world, is an unknown
concept. Their monetary system became based upon the tangible, stamped gold coins, gems and the barter
system.
Amidst all of this, man has retained a small foothold, despite the overwhelming oppression. The small
number to survive that fateful time were those protected by the spirits, blessed with the powers of old.
Respecting their saviors, they have embraced the ways of old, mystic warriors, shaman, and even
witchcraft (although a deviant form of Techno-wizards, the Tech-Mage have begun to take rise in the
larger cities). These were the ways that saved them from the devastation, while all others perished. The
spirits are with them once again, making them strong, giving them hope.

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

Currently
to the Filipino natives, there are 6 distant, close-knit islands to the north, populated by
Page |unknown
18
outcasts and military forces from Japan ('lost' islands on the map). Years ago, a number of Gunshi, leading
bands of Gurentai, Samurai, ninja and other specialized forces were dispatched to reclaim these islands. It
has taken this long to secure these six outside islands. Their current intentions, as well as which Daimyo
has sent them, are unknown. The millennium tree, Anito, has vaguely sensed there presence, but has no
clue as to their motives at this point. Anito has only informed a handful of sage elders, to help advise on
what the next course of action should be. So far, they have decided to wait and see what develops, before
making any hasty decisions.

Tagalog terminology
Map of the Philippines updated with ley lines and nexus points.
Map of Asia(as mapped out by Kijan Norishi, notorious wako pirate captain)

The Philippine islands (total)


Population Breakdown: Roughly 8,041,000 total inhabitants (monsters and demons included). Exact
breakdown of these numbers between the 2700 or so islands, has not been calculated as of yet. Estimates
are that 27% of the total population live on the main island of Nuevo Manila.
49% demons, oni, undead and supernatural creatures
31% d-bees
13.5% 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

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

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.C.C.'s and R.C.C.'s


Filipino R.C.C.
Anting Talisman Warrior O.C.C.
Mandirigma, Diwata Warrior O.C.C.
New Filipino and Japanese Martial Arts
Mangaguay, Black Witch O.C.C.
Barangan, Necromancer O.C.C.
Totem Baylan O.C.C.
Fire Baylan O.C.C.
Fire Spells
Matubig Baylan (Water Shaman) O.C.C.
Water Spells
Wako, Japanese Pirate O.C.C.

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

Kapre,
Tree
Demons
Page
| 22
Mikonawa
Bakonaua, Shark Monster
Lamanlupa
Kijo
Necro Ticks
Bawa
Kumo, Demon Spider
Shachihoko, Sea Monster
Mantahungal
Bungisnigis
New Weapons
New Tattoos
New Skills
New Spells

But wait, there's more, Much, much more coming soon.


Japan

Here is the beginning of my material on Japan to supplement the Rifts Japan book. So far I've written a
few O.C.C.'s, R.C.C.'s, some new skills, weapons and have more in the works.

Page | 23
Japan has once again looked to the Philippines as a stepping stone to other Pacific rim islands, as well as
future plans to Australia and possibly North America. An unknown warlord has already successfully
deployed troops to the northernmost islands of the Philippines. What they found were no actual islanders,
the cause, bloodthirsty demons and other horrifying creatures rifted in. These mercenaries consisting of
ninja, ashigaru, yakuza, ronin, yojinbo, and even a few onmyoshi are being led by veteren gunshi to
assimilate the Philippine islands under Japanese rule. After more than three years, they have barely
secured the six tiny isles closest to southermost japan, due to the overwhelming nimber of supernatural
inhabitants.
More details to come...

My added material for Japan


Gunshi, Military Sage O.C.C.
Gurentai, Assassin Yakuza O.C.C.
Tekiya, Techno-Wizard Merchant Yakuza O.C.C.
Traditional Yojinbo, Mercenary Bodyguard O.C.C.
Kumo, Demon Spider
Jikininki, Asian Ghouls
Kitsune R.C.C.
Asia as mapped out by an infamous Wako pirate
Agamoto Industries, innovators of the Nekkyo burster and others
Gadgets of Japan
New Japanese Skills

Japanese
Weapons
Page
| 24

Material in the works:

Asian Spells
Wako, Japanese Pirate O.C.C.
Onmyoshi, Conjuror O.C.C.
Shinobi, Mystic Ninja O.C.C.
Ashigaru, Foot Soldiers
Taoist Alchemist O.C.C.
Kasha, Japanese Vampire (optional R.C.C.)
Hisa-Me, Female Demon R.C.C.
Yosei, Japanese Faerie R.C.C.
Bakemono, Japanese Goblin R.C.C.
Ninyo, Japanese Mermaid R.C.C.
Japanese Retromorph R.C.C.'s
Kijo, Japanese Ogre
Shojo, Sea Demons
Awabi, Sea Demons
Shachihoko, Sea Monster

More on the way!

Page | 25

Well, I've taken another stab at the RetroMorph's quick little intro. I'm still not 100% happy with it, but
it's getting closer.

Retromorph R.C.C. by Trent Happel

Introduction
Just as the human population of this planet has forever changed, due to the coming of the rifts, so too has
the animal. The emanations of ley line energies and the introduction of horrific creatures and demons,
among other alterations to the ecosystem, engulfed the native creature's habitats, forcing them to adapt.
As with the awakenings that were occurring with humans, DNA triggers in the animal kingdom went
berserk, sending many into an advanced state of evolutionary cycles. This was a reactionary development
not only in order to survive, but also to compete with these new elements. Each new generation held new
adaptations, the results of incredibly mutagenic cells, stabilizing more over time. As fate would have it,

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

there
are a| few
Page
27 that brave these heavily-patrolled Coalition quadrants, forming an animal resistance to
help save any escaped or feral experiments that they can.
Due to the Coalitions attitude of kill all of which is not human and take no prisoners, the RetroMorphs
have been lucky in that only a scant few have been taken back to the labs for study. Genetics must be
close, as Bradford's scientists did not detect anything amiss. Truth be known, so many top secret
experiements have gone on in the GED, that even Bradford himself can state 100% what has spawned
from his released experiements (given his superb work in genetics, cross-breeding is a definite
possibility). The genius geneticist is starting to have some nagging thoughts in the back of his mind, but
has not had the time to investigate further. Should he make time, the RetroMorphs could find their lives in
serious peril.
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. Scouting
parties that do run into any RetroMorphs usually report back of feral dog or d-bee encounters, not
knowing the difference. To your average CS grunt, an animal is an animal. Bradford himself seems to be
unaware of such creature's existence, especially since he rarely if ever travels outside of his labs. He relies
on the reports (mistaken or not) given by Prosek's troops, which only make mention of news that he is
fully aware of, feral dog boys and other escaped experiments that he would rather keep quiet.
For now they seem to be safe from their most apparent predator, the prying knife and probes of the CS
labs. This may give them some peace, but it still does not mean they are safe. CS troops still perform hunt
and kill missions for anything they believe to have escaped from their compounds. The RetroMorphs fit
this bill. They also face the persecution common to d-bees, that which are not human. This keeps many on
the move, searching out lands of acceptance or adventuring to a means for a better life. Fortunately, the
CS currently only has a firm grasp on but a small portion of the world.

Views on others characters:


Men of Magic: In general, RetroMorphs not only enjoy their company, but actively seek to learn more
about the mystical arts. They lean more towards shamans, druids and elementals, anything close to nature.
Tolkeen is definitely a safe haven for RetroMorphs. They still retain a bit of primal fear of fire and stay
clear of fire warlocks. They also do not like the smell of necromancers and shifters, and usually do not
care for their company. There are rare individuals, such as buzzards, that will partake in the necromancer's
company.
Dog boys: Their is a bit of mistrust in feral Dog Boys, due to their prior allegience and blind faith in their
former CS masters. They keep a close eye on them but will trust them otherwise. Escaped experiments
and free-born garner their trust as if they were a part of their own clan. They feel sympathy towards those
still in the CS service, but have no regrets in taking down one of these misguided souls.
Borgs and Robots: They tend to feel uneasy around these artificial contructs and will keep their distance.

Supernatural
Page | 28 Creatures: May get along with creatures of good alignments but will tend to be aggressive
towards all others, seeing them as competitors. Those commanding some respect may include some
woodland creatures of good alignment (faeries are a mixed bag).
D-bees: These individals are taken on a case by case basis. The only exception seems to be the Simvan,
which are usually treated as if family. Looks do not mean much to a RetroMorph. The smell and
presence/aura says it all.
Humans: A mixed lot, most are treated with resentment even before they get to know them. A human
must go a long way to garner any form of trust from a RetroMorph. Gypsies, Shamans, Native Americans
and other human "outcasts" tend to have a better chance bonding with RetroMorphs.

These creatures are a bit different than you average R.C.C., as they are still a varied lot, still in the midst
of evolution. Due to this, each Retromorph character (even within the same species) is unique. As such,
the creation of the Racial class is slightly different than your average R.C.C.
Diet: The core items that the character consumes for nourishment.
Communication: The type of communication (verbal and non-verbal) the character possesses.
Lifespan: The natural life cycle of a character.
Size/Weight: The height and weight of the character. Note: Actual height is then determined by the level
of Erectal.
Morphology: The level of humanoid appearance, especially in the facial area. This is useful in blending in
more with the human towns and cities (although may still be classed as a d-bee).
Erectal: How erect does the character stand. i.e.: does he hunch over and drop to all fours to run.
Forelimbs/Digits: The type of arms that the character possesses as well as the level of prehensile hands.
Hindlimbs/Digits: The type of legs that the character possesses as well as the level of plantigrade (flat) or
prehensile feet.
Tail: The length and use of a fifth appendage.
AdaptationsThere is also a wide selection of natural abilities, innate skills and evolutionary
modifications. Examples include flight, hunting, advanced senses, supernatural attributes.

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

Filidh
PageO.C.C.:
| 30 Same as in England
Dryad O.C.C.: Same as in England
Millennium Druid O.C.C.: Same as in England

Some other stuff up my sleeve... or was it my pant leg, maybe it was in my other shirt...
Brown Rat Retromorph R.C.C.
Aardvark Retromorph R.C.C.
Philippine Eagle Retromorph R.C.C.

On the way, another couple hundred Retromorph's from A-Z (whee!)

Filipino Eagle Retromorph R.C.C.

These creatures are a bit different than you average R.C.C., as they are still a varied lot, still in the midst
of evolution. Due to this, each Retromorph character (even within the same species) is unique. As such,
the creation of the Racial class is slightly different than your average R.C.C., resulting in a (hopefully
pleasurable) experience.

The Filipino Eagle, one of the most graceful and beautiful creature of the islands, considered to be a spirit
of pride, strength and beauty by the natives. These creatures live up to most of these beliefs, strong and
fierce hunters with elegant plumage. They are also expert navigators with a curiosity that leads them on
numerous voyages.
They prefer high altitudes that allow them to soar endlessly, riding the thermals effortlessly. These high
perches also allow them perfect vantage points for location of prey, noting the layout of the land, as well
as serving as unobstructed sunning posts, allowing them to absorb a quick bit of solar energy. They are
common forest flyers with phenomenal agility allowing them to manuever within the dense forests to
catch prey on the wing.

They
rely |on31
this agility along with their incredible eyesight to seek out prey. Their other senses seem to
Page
be on par with humans, but are not heavily relied upon. Once a victim is spotted, they swoop down with
amazing speed for a crushing blow with its fierce talons. This is followed by a crushing blow to the neck
with its menacing beak, capable of snapping a lesser creatures spine. A swift clean kill lies within the
attack of this marvelous eagle.

Alignment: Any, but tend towards Scrupulous


Attributes: I.Q. 2D6+4, M.E. 3D6+2, M.A. 2D6+6, P.S. 2D6+8, P.P. 3D6 (+10 while flying), P.E.
3D6+5, P.B. 2D6+8, Spd 2D6+3 on land and 120 +2D10 while flying (around 100 mph or 160 kmph),
240 when diving (180 mph or 288 kmph)
Hit Points: P.E. +1D6, +1D6 per each additional level of experience.
S.D.C.: 35 +2D10 S.D.C.
Natural S.D.C. Armor Rating: 7, thick feather plumage.
P.P.E.: 12 +2D4 P.P.E., +1D4 per each additional level of experience.
Magic: None initially, unless learned from O.C.C.
I.S.P.: 30 +2D10 I.S.P., +1D8 per each additional level of experience.
Psionics: Select 4 total powers from the Sensitive (except for Clairvoyance and Astral Projection) and/or
Retromorph Psionics sections. Retromorphs are considered Minor psychics.
O.C.C.'s available: Any of the Specialty Retromorph O.C.C.'s only
Habitat: The Filipino Eagle Retromorph is a large raptor, native to these islands, preferring heavy forest
regions, canopies and mountain ranges. Note: This indicates where the character was born and raised, not
necessarily where they are currently adventuring.
Reproduction: They usually lay one to four eggs that will hatch within one months time. 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.
Diet: Their diet consists of any type of meat. Their main prey include the various types of monkeys, but
can also include any fair-sized animal. They are also opportunists and will not pass up prey such as rats,
fish, large lizards, other birds and even carrion.
Communication: Speech is high-pitched and grutal; makes characteristic shrieks and noises often. Shrill
voice, -20% for others to interpret what the character is saying.

Average
Page Life
| 32Span: 45 +1D6 years.
Size/Weight: 5 feet +2D6 inches (average of 1.7 m). 70 +2D10 pounds (36 to 45 kg), their unique
honeycombed skeletal structure makes them extremely light, yet is sturdier than average bone in humans.
Morphology: The Filipino eagle has a large, thick beak (capable of 2D6 S.D.C.) with nostril slits at the
base. The ear holes are on each side of the head and are hidden beneath the thick plumage. Eyes are
medium to large with golden brown irises. The neck is somewhat long and thick, yet very flexible, able to
almost completely around and allowing the head to pivot upwards at much greater angles. Very thick,
broad chest with a short thin waist. Except for the legs, the entire body is covered in luxurious chestnut
colored feathers with white edges and fringes. The head and thighs are inversed with white feathers with
brown tips. The head and neck feathers are also able to prick up and fan out, creating a wonderous
display.
Erectal: Fully biped.
Forelimbs/Digits: The arms are still greatly elongated into modified wings, but with forearms and hands
extending from the mid portion. The total wingspan can range from 18 feet to up to 32 feet (5.4 m to 9.7
m). Arms are thin and scaled, yet heavily muscled with thin hands ending in large black sickle-like claws
capable of 1D8 S.D.C.
Hindlimbs/Digits: Has humanoid thick thighs and thin calves covered a dense layer of feathers. The feet
are scaly, light yellow in color and consist of 3 long thin toes and one backwards pointing toe. Each toes
also has sickle-like claws capable of 2D6 S.D.C.
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.

Natural Abilities:
Wilderness survival: Same as the skill, but at 98%. The wilderness is the Retromorph's home.
Land Navigation: 80% (from the air only, normal skill percentage otherwise).
Hunting Skill.
Track Humans and Animals: 55%.
Natural Weapons: Proficient in their claws and beak as a natural weapon, treat as W.P. Knife.
Winged Flight: The character is able to sustain long periods of flight at altitudes of up to 40,000 feet
(12,192 m) and can attain speeds up to 180 mph (due to specialized musculature, major organ adaptations,
lung capacity, oxygen absorbtion and retention, streamlined body and bone structure). The wings are also
incredibly strong, able to lift an additional 200 pounds (90 kg) without penalties. Flight stamina is also

determined
via the P.E. attribute model (page 8 of Rifts). As large as these wings are, they are also very
Page | 33
flexible and compactible. When folded and tucked in under garments, only a slight bulge is noticeable
that can be easily mistaken for a heavily muscled back. These broad wings can also be used offensively. A
sweaping blow by a wing will do 1D10 S.D.C., while an all-out swipe will inflict 3D6 S.D.C., but will
count as two attacks. While in flight, the wings are difficult targets to hit, opponents are -4 to stike.
Feathers: The feathers also provide protection from physical harm, as well as providing warmth and
coolness (by trapping air pockets within fluffed feathers). They also allow the eagle to function normally
in conditions as high as 120 degrees down to -10 degrees Farenheit. They also convey +3 to roll with
punch or fall.
Highly Acute Sight: The vision of these eagles is incredibly enhanced, allowing them to see details up
to 1.5 miles away (2.4 km). They posses full colorvision and binocularvision for clarity of sight. They are
also able to pick up the slightest movement, giving them a bonus of +4 to initiative, +1 to strike, parry and
dodge. Nightvision is even augmented to 1500 feet (457 m).
Sensitive Taste: The sensory buds within the tongue are sensitive to different taste sensations. 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.
Prehensile feet: Easily able to walk along branches and firmly grasp objects up to one foot (.3 m) in
diameter. Can also hang by feet and will be able to crudely operate simple tools (like use a hammer or eat
with feet).

Skills: Skills are based upon the Retromorph O.C.C. selected.


Powers and Abilities: Select 8 total powers/abilities from the RetroMorph Adaptations list and/or
Mutated Adaptation selections (listed below).
Mutated Adaptation Selections: The character will be also be able to select from the following
specialized powers/abilities, as well as from the common Retromorph Adaptation list.
Omnivorous diet: Can digest and extrapulate nutrients from all edible plant and meat products.
Near human speech: Minor characteristic noises during extreme emotions. Will speak one Filipino
language at 85%
Increase Size: Height is increased by 1.5 feet (.45 m) and weight by 35 pounds (15.75 kg). +1 P.S., +10
S.D.C. Also able to carry an additional 100 pounds (45 kg) in flight. Wingspan is at least 5 feet (1.5 m)
longer.
Humanistic morphology: The face appears much more humanoid with flesh and small pointed ears.
Top of head will still be covered in white and golden feathers, but they will appear more hair-like. Will
still posses a muted beak with nostril slits. Body becomes more proportional, except for a thick, longish
neck, very broad shoulders and massive pectorals. Forearma, deltoids, pelvic region and shins will be

covered
Pagein| bushy
34 patches of golden brown to chestnut feathers. The rest of the body will be overlayed
with thin, muted, hair-like feathers that almost looks like slightly fuzzy flesh. 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, long talons that can retract like a cat into short, sharp nails. Legs are a bit
longer to even out uniformity and are heavily muscled. Feet appear more apeish in appearance, yet retain
their prehensileness along with retractable talons. +2 P.B., +1 M.A., +2D6 years to Average Lifespan.
Aardvark Retromorph R.C.C. by Trent Happel

These creatures are a bit different than you average R.C.C., as they are still a varied lot, still in the midst
of evolution. Due to this, each Retromorph character (even within the same species) is unique. As such,
the creation of the Racial class is slightly different than your average R.C.C., resulting in a (hopefully
pleasurable) experience.

Alignment: Any, but tend towards Scrupulous


Attributes: I.Q. 2D6+2, M.E. 3D6+2, M.A. 2D6+2, P.S. 10+2D6, P.P. 4D4, P.E. 3D6, P.B. 2D4, Spd
2D6+3
Hit Points: P.E. +1D6, +1D6 per each additional level of experience.
S.D.C.: 45 +2D10 S.D.C.
Natural S.D.C. Armor Rating: 10, thick hide.
P.P.E.: 20 +3D6 P.P.E., +1D4 per each additional level of experience.
Magic: None initially, unless learned from O.C.C.
I.S.P.: 30 +2D10 I.S.P., +1D8 per each additional level of experience.
Psionics: Select 4 total powers from the Sensitive (except for Clairvoyance and Astral Projection) and/or
Retromorph Psionics sections. Retromorphs are considered Minor psychics.
O.C.C.'s available: Any of the Specialty Retromorph O.C.C.'s only
Habitat: The Aardvark Retromorph is a medium sized burrowing creature, native to Africa, preferring
savannas, grasslands and forest regions. Note: This indicates where the character was born and raised, not
necessarily where they are currently adventuring.

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.
Diet: Their main diet consists of ants and termites, but will occasionally eat other insects, some small
mammals and fruit.
Communication: Speech is rudimentary and grutal; makes characteristic noises often. Gruff voice, -20%
for others to interpret what the character is saying.
Average Life Span: 45 +1D6 years.
Size/Weight: 5 feet +1D8 inches (if standing fully erect = to 1.6 m). 150 +7D10 pounds (67.5 kg
+7D10x.45 kg).
Morphology: The aardvark has a largish, blunt snout with oval nostrils that can flap close. 1.5 foot (.45
m) long sticky tongue. Largish ears are towards top sides of head, erect and can be folded back to protect
while burrowing. Eyes are smallish and black. Neck is short and thick. Very thick, squat body, arched
back. Thick, tough skin varying from grey, yellowish grey to brownish grey. Very sparse hairs, with thin
layer of fine, short hairs.
Erectal: Tends to crouch. Will only drop to all fours for top speed. Can use both arms with little
difficulty. -1 to attack, parry and dodge during rapid movement.
Forelimbs/Digits: Arms have 95% of the mobility of a human, hands are very dexterous. Has little
difficulty with finer tasks. -1 P.P., Maximum P.P. of 24. Arms are heavily muscled with thick hands and
thick claw-like fingernails still capable of 2D6 damage.
Hindlimbs/Digits: Has humanoid short, muscular legs with small feet ending in thick, short claws still
capable of 2D6 damage.
Tail: 8 +1D6 inches long. Fleshy, tapering tail used to push dirt away when digging.

Natural Abilities:
Wilderness survival: Same as the skill, but at 98%. The wilderness is the Retromorph's home.
Natural Weapon: Proficient in their claws as a natural weapon, treat as W.P. Knife.
Burrowing: Character can dig up to 6 feet per melee, up to hard clay material.
Highly Acute Smell: Can Track by scent: 68% + 5% per each additional level. Recognize individual
scent (humanoid): 45% +4%. +2 initiative if downwind.

Specialized
Page | 36Tongue: 1.5 foot long tongue can grasp small objects under 4 pounds and saliva is very
sticky.

Skills: Skills are based upon the Retromorph O.C.C. selected.


Powers and Abilities: Select 8 total powers/abilities from the RetroMorph Adaptations list and/or
Mutated Adaptation selections (listed below).
Mutated Adaptation Selections: The character will be also be able to select from the following
specialized abilities, as well as from the common Retromorph Adaptation list.
Super Tongue: 5 foot (1.5 m) long tongue can crudely manipulate (and snatch up) small objects under 8
pounds (can fire a small pistol with only -3 penalty). Saliva is a natural adhesive requiring strength of 17+
to remove. Can also use tongue as modified whip (same as whip skill).
Omnivorous diet, can digest and extrapolate the necessary nutrients from all edible plant and meat
products.
Near human speech, minor characteristic noises during extreme emotions. Will speak one African
language at 85%
Increase height to 6 feet +1D6 inches. 200 +6D10 pounds. +1 P.S., +10 S.D.C.
Humanistic morphology: Will have a blunt, pig-like snout, extremely long tongue. Ears on side of head
will be pointed like an Elf. Eyes are dark. Thick neck and squat frame. Skin has light greyish tinge with
very light colored bodily hair, head has thin, light brownish grey hair. Skin is thick, but softer. +2 P.B.,
+1D10 years to Average Lifespan.
Tail is semi prehensile, able to grasp small objects (cannot fire gun or use weapons) OR character has
no tail, your choice.
Advanced Burrowing: Character can dig up to 15 feet per melee, up to hard clay material.
Super Smell: Can Track by scent: 98%. Recognize individual scent (humanoid and plant): 85% +4%
per each additional level. +4 initiative if downwind, can smell them coming a mile away. Identify
poisons, items, etc. by scent: 58% +4%.
Brown Rat Retromorph R.C.C.

The Brown Rat is one of the most common form of rat, due to their highly adaptive nature and practice of
stowing away on sea-faring vessels. They have traversed to every continent by such means and coupled
with their high reproductive rate, have maintained a strong foothold across the globe. They can be found
in the sewer systems, at the garbage dumps, in dwellings (abandoned or active), on the plains, in thick

forests
or |brush.
Page
37 If anything can survive there, you are more than likely to find a brown rat. With their
further evolved states, they are even more of a force to reckon with.
They are known to survive in almost any clime and are renowned scavengers. Their agility, nimble hands,
and a degree of intelligence supplement these skills, necessary attributes given that they still remain a
food staple to larger creatures, including Retromorph eagles, owls and felines. Another attribute that
helps, but also gets them in a far share of trouble is their sense of overwhelming curiosity, poking their
noses into everything. Despite their name, they come in a variety of colors.
In southern parts of North America, these creatures are quite rare and keep hidden due to their close
resemblance to the escaped mutant rats of Lone Star. 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. It is
unknown at this time if these RetroMorphs and the Rat mutants can interbreed.

Alignment: Any, but tend towards Unprincipled


Attributes: I.Q. 2D6+6, M.E. 3D6+2, M.A. 2D6+2, P.S. 3D6, P.P. 3D6+2, P.E. 3D6, P.B. 2D6+2, Spd
3D6+4
Hit Points: P.E. +1D6, +1D6 per each additional level of experience.
S.D.C.: 30 +2D10 S.D.C.
Natural S.D.C. Armor Rating: 5, thick, dense fur.
P.P.E.: 18 +2D4 P.P.E., +1D4 per each additional level of experience.
Magic: None initially, unless learned from O.C.C.
I.S.P.: 30 +2D10 I.S.P., +1D8 per each additional level of experience.
Psionics: Select 4 total powers from the Sensitive (except for Clairvoyance and Astral Projection) and/or
RetroMorph Psionics sections. RetroMorphs are considered Minor psychics.
O.C.C.'s available: See RetroMorph O.C.C.'s for list of O.C.C.'s available to RetroMorphs.
Habitat: The Brown Rat can be found in almost any clime on any major island, city or wilderness.
Normally tend to dwell in or near forests with a sizeable body of water. Note: This indicates where the
character was born and raised, not necessarily where they are currently adventuring.
Reproduction: They usually will produce 4-8 young after four months of gestation. 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, as they are very social).

Diet:
Their
diet consists of almost anything. They love grains, which they stockpile for winters and lean
Page
| 38
times. Given the opportunity, they will devour anything within their grasp, including carrion, insects,
spoiled food, you name it.
Communication: Speech is high-pitched and grutal; makes characteristic screeches and noises often.
Non-rat characters will be -15% to comprehend what the RetroMorph is saying. Also displays some basic
emotions through facial movements and through scent marking.
Average Life Span: 30 +1D6 years.
Size/Weight: 4 feet +1D8 inches (average of 1.37 m). 90 +2D10 pounds (40.5 to 49.5 kg).
Morphology: The Brown rat has good-sized cranium with a long snout, ending in long twitching,
sensitive whiskers. Ears are rounded and erect, rotating towards any sound. Eyes are small, round and
black. The neck is thick, yet very agile. The body is long, with a thick chest and supple spine, all covered
in short, dense tan brown to jet-black to tawny grey fur. Legs and arms are short, ending in long, thin,
dexterous, prehensile naked fingers with soft pads and minute claws. A long scaly, prehensile tail brings
up the rear.
Erectal: Nearly fully biped. Will drop to all fours at times for top speed. Known to sit on haunches to
feed or explore with hands.
Forelimbs/Digits: Short, thinly-muscled arms covered in very short fur ending in 4 long, thin fingers
(and prehensile thumb) with claws capable of 1D6 S.D.C. (used primarily to help with climbing). Hands
are hairless and may be any color from pink, white, brown or black. Overall, appear very humanoid.
Hindlimbs/Digits: Legs are much thicker in the thighs and thin out to the calf. Feet are long with 4
dexterous toes and a prehensile toe towards the side. They can be effectively used as a second pair of
hands (with only a -15% penalty). Feet are also hairless and may be any color, same as the hands.
Tail: 3 feet +1D6 inches long (roughly 1 m). Scaly, hairless and may be any color from pink, white,
brown or black. 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, but under 25 pounds
(11.25 kg)).

Natural Abilities:
Wilderness survival: Same as the skill, but at 98%. The wilderness is the Retromorph's home.
Land Navigation: (+30%).
Identify Plants and Fruits: (+30%)
Track Humans and Animals: 65%.

Preserve
Food: (+25%).
Page | 39
Prowl: (+35%).
Climb: 98% (with help from prehensile hands, feet and tail, they can even run upside down at half
speed).
Natural Weapons: Ever-growing incisors capable of 2D6 S.D.C. These incisors are quite large and
surprisingly sharp. They are used to gnaw through almost any S.D.C. structure with amazing speed.
Tactile Whiskers: The whiskers at the end of the snout are extremely sensitive, acting as added sensors
to the rat. They can sense changes in the direction of wind, movement in the dark, and act as feelers in
complete darkness. +1 to initiative.
Nightvision: The eyes are extremely sensitive to light, allowing almost perfect vision (color detail is
lost at night), absorbing all ambient light. With the help from its whiskers, the character can function
without penalties in the dark, unless it is completely pitch black (such as magical darkness). Even then,
the RetroMorph only suffers half the penalties. Field of vision is roughly 200 degrees.
Highly Acute Hearing: Hearing is heightened in these creatures, a trait that has kept them alive in this
world of predators. Ears are towards the back and top of the head, erect, rounded and quite large. They
can rotate towards the noise, allowing better triangulation to detect the source and distance away. These
traits rival that of the battle cats of Lone Star. +2 to initiative, +1 to parry and dodge. Judge Distance and
Location of Noise: 73% +2% per level of experience. Reduce this accuracy by -10% every 150 feet (45.7
m) of distance. Recognize and Identify Noise: 65% +2% per level of experience. -20% for all nonanimal sounds (robots, hovercycles, borgs, etc.). Reduce this accuracy by -15% every 150 feet (45.7 m) of
distance.
Sensitive Smell: The RetroMorph's sense of smell is much better than that of a human, but much lower
than that of a DogBoy. Identify Common Scents: Able to identify common and general smells such as
other animals, cooking food, trash, sewer and swamp gases, odor trails left by humans or animals, among
others. 45% +3% per level of experience. 100 feet (30.5 m) per level of experience. Indentify Specific
Odors: Can identify certain individuals by their scent alone. They can also attempt to detect some
poisons, alien and other unique scents. The character must be familiar with the subject and/or posses a
personal affect (such as clothing, blood, hair, etc. to use as a reference). 25% +2% per level of experience.
25 feet (7.6m) per level of experience.
Prehensile Feet: Easily able to walk and even run along branches and firmly grasp objects up to one
foot (.3 m) in diameter. 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.
Omnivorous Diet: Can digest and extrapolate nutrients from all edible plant and meat products. Can
even eat fresh carrion without any ill-affects.
Cheek Storage: Can store up to one cubic foot of material in each cheek, weighing no more than 6
pounds (2.7 kg) in each cheek. The skin surrounding the mouth of these characters is extremely durable
and elastic, allowing for the storage of seeds found on its daily forages.

Sensitive
Pads: The pads to their finger and toe tips are extremely sensitive to touch. Apply a bonus of
Page | 40
+5% to any skills requiring a delicate touch.
Toxic Resitance: The character is resistant to various gas, poisons and toxics. +3 to save versus toxics.
Can also hold his/her breath for 10+1D10 minutes.

Skills: Skills are based upon the Retromorph O.C.C. selected.


Powers and Abilities: Select 7 total powers/abilities from the RetroMorph Adaptations list and/or
Mutated Adaptation selections (listed below).
Mutated Adaptation Selections: The character will be also be able to select from the following
specialized powers/abilities, as well as from the common Retromorph Adaptation list.
Near human speech: Minor characteristic noises during extreme emotions. Will speak one language at
85%
Increase Size: Height is increased by 1.5 feet (.45 m) and weight by 40 pounds (15.75 kg). +1 P.S., +10
S.D.C. Tail will also become 1 foot longer (.3 m).
Humanistic morphology: The face appears much more humanoid with flesh and small elongated ears
on side of head. Whiskers can be pulled together by muscles, appearing more like a fu-manchu mustache.
Head becomes more rounded with a muted muzzle. Body, arms and legs becomes more proportional, but
still a bit long. Feet appear more humanoid, but still possess long toes that are prehensile. 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. +2 P.B., +2D10 years to Average Lifespan.
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
under
25 pounds (11.25 kg)) and can support the character's weight plus up to 40 pounds (18
Page
| 41

kg).
This section is undergoing more changes, stay tuned.

Common Retromorph Adaptations and Skills by Trent Happel


All Retromorphs, unless noted otherwise in their individual description, can choose from the following
abilities and/or skills.
Note: Unless otherwise noted, these abilities cannot be selected more than once.

PSIONICS

Weather
Character is able to sense weather patterns (rain, tornadoes) up to 3D6 minutes in
Page Forecast:
| 42
advance, enabling him to take shelter and warn others in time. This also applies to freak storms caused by
ley lines and rifts.

Sense Magnetic Fields: The Retromorph is able to sense the magnetic fields surrounding the Earth. This
gives them the equivalent of Land Navigation at 98%. They will also be able to sense a ley line and ley
nexus, same as the Line Walker abilities.

Empathy: Another example of the Retromorphs sensory abilities. Same as the Psychic Sensitive power
but is 50% more powerful.

Sense Presence: This is the same as the Psychic Sensitive power, except the Retromorph can sense the
supernatural, magic creatures, AND humans equally well.

ABILITIES AND SKILLS


Sunning: Almost every animal lays out in the sun at some point of the day to absorb some of the heat.
With the Retromorph's mutagenic genes, however, it is able to convert the sun's rays into energy. The
creatures hair and skin become solar receptors, absorbing and metabolizing the heat and light. For every
fifteen minutes (60 melees) of continuous exposure to the full rays of the sun, 1D4 H.P. and 2D4 S.D.C.
will be healed. After one-half hour, 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. After one-half hour, 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. After one hour of sunning, the character must move on into the shade
or it will overheat.

Regeneration: The creature's metabolism and recuperative powers are greatly enhanced. They will heal
four times faster than an average human and minor cuts will scab over in one melee, major injuries will
stop bleeding within 4 melees. Scarring will never occur with such an individual and the following
bonuses are received: +1 P.E., +1 to save versus poisons, toxins, disease and infections.

Land Navigation: Character is able to navigate by memorizing the sun's exact position in comparison to
their current location. This skill is also enhanced by the memorization of familiar scents, tastes and
sounds. Same as the Land Navigation skill, but at 70% +5% per level of experience.

Page | 43
High Rank/Beta: The Retromorph is a high ranking member within his clan/troop. He/she will usually be
second in command to the Alpha and commands respect from the rest of the clan/troop. This ability adds
+3 M.A. in regards to the clan, +2 M.A. to others of the same species, and +1 to all others. Also add +1
P.S. -1 M.A. if rank is lost.

Alpha or Dominant Leader: (Note: This ability takes takes the place of two (2) powers). The
Retromorph is a superb example of his/her species and will exude an aura of leadership and strength. A
clan will follow loyally and without question. Rank is usually not challenged more than once every few
months, and is rarely fatal. This ability adds +6 M.A. (minimum M.A. 17) in regards to the clan, +4M.A.
to others of the same species, and +2 to all others. Also add +1 I.Q., +2 M.E., +1 P.S., +1 P.E. -2 M.A. if
rank is lost or after 1/3 of average lifespan length of time.

Animal Warnings: Retromorph is familiar with all of the warning cries of the animals within his/her
territory. Due to this, character receives +3 initiative and +2 to parry or dodge during the first attack,
within this setting. He/she will also be able to decipher simple calls such as food, fire, etc. Note: A
character will not be very familiar with any calls outside of his/her territory, but will recognize some
major similarities (+1 initiative). Character can take this more than once for different territories, however.

Poison resistance: Many Retromorphs are born with or build up a resistance to poisonous venoms and
toxins. +1 P.E., +5 versus natural venoms, +2 versus all other poisons/toxins.

Toxin resistance: The character is immune to Poisons, toxins, and toxic chemicals and applies to
protecting internal organs, as well as the exterior coat. Toxics such as sewage and oil will not harm, nor
stick to the fur as easily. +2 P.E., +4 to save versus all poisons and toxins.

Parasitic Repellent: The character has natural enzymes within the blood stream taste awful to parasites
(ticks, mosquitoes, fleas). These enzymes are further affected by the mutagenic factors within the
Retromorph, causing them to constantly evolve, effectively keeping new strains of parasites away as well.
With many Retromorphs being completely covered in hair, this is a must have.

Advanced Intelligence: The individual's intelligence is above average for his/her species. +1D4 I.Q.
Note: This ability can only be taken once.

Advanced
Endurance: This character is like a solid rock, rarely unnerved. +1D6 M.E. Note:
Page | Mental
44
This ability can only be taken twice.

Advanced Charisma: The character is a natural charmer and has influence within others . +1D6 M.A.
Note: This ability can only be taken twice.

Advanced Strength: This character is a naturally fit and has more raw strength than average. +1D4 +1
P.S. Note: This ability can only be taken three times.

Advanced Endurance: The individual's stamina and endurance is incredible, usually a sentry or lead
hunter. +1D4 +1 P.E. Note: This ability can only be taken three times.

Advanced Attractiveness: A natural beauty and always popular around mating season (and hunting
season!). +1D4 P.B. Note: This ability can only be taken twice.

Advanced Speed: A born runner, also a lead hunter or messenger. +2D6 Spd. Note: This ability can only
be taken four times.

Fear Pheromones: The character exudes a chemical scent that stimulate a part of the brain responsible
for primal fear. All characters not protected by full environmental suits, 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, -1 parry and dodge and the Retromorph temporarily receives bonus of +3 M.A.

Mating Pheromones: This is another chemical scent exuded when a character (male or female) causes
themselves to go into heat, but affects only characters of the opposite sex. All characters of the opposite
sex not protected by full environmental suits, 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, -1 parry and
dodge and the Retromorph temporarily receives bonus of +4 M.A. and +2 P.B. Characters of different
species (including humans and d-bees) will still be partially affected, suffering -1 initiative and -1 parry.

Cleansing Saliva: The tongue exudes cleansing, deodorizing, as well as antibiotic agents within the
saliva. Applying the saliva (via the tongue or other applicator) to the body will serve all three of these
purposes. It's like a shower and bandage all in one!

Page | 45
Strengthened Tooth and Nail: These characters have claws and fangs (or other similar defensive or
offensive mechanism) composed of denser, more tensile material and enamel. Can use these mechanisms
to attack or parry against normal metal weapons or objects. Also adds +1D6 damage and +60 S.D.C. (to
the claws, etc.).

Tooth and Nail Regrowth: These characters have claws and fangs (or other similar defensive or
offensive mechanism) that will regenerate within 2D10 hours.

Ultimate Omnivore: (Special: this ability requires that the character is already an Omnivore). Due to
special enzymes within the stomach, the character is able to break up almost any type of foodstuff and
extract 100% of the nutrients from it. He/she will be able to eat raw meat, hide, bone, fabric, even rotting
carrion with no ill effect. Requires only half the normal amount of food, due to this. +1 P.E., +3 versus all
toxins/poisons.

Coat pattern: The coat is in a form of patterns and/or colors that breaks up the Retromorphs bodily
outline, giving it a excellent camouflage. +2 initiative, same as camouflage skill, but applying only to self,
at 85%. Note: this ability is only applicable when the character is not wearing anything.

Coat Alteration: (Note: This ability takes takes the place of two (2) powers) Due to environmental
changes, subliminal will, and/or concentration, the character is able to alter his/her coat in a variety of
ways. They can change the color, pattern, length, thickness or layers. A simple color change will only take
25 +2D10 minutes and pattern changes (added power of camouflage, see above) will take 40 +2D10
minutes; each take -5 minutes per each additional level of experience. Length change (shedding for
shorter) and adding insulating layers will take 15 +1D10 minutes, -2 minutes per each additional level.
Note: Hair length cannot lengthen (or shorten by more than 3 times the normal length.

Prowl: Same as the skill, but at 85% +5% per each additional level.

Coat protection: Due to air-filled pockets and dense coverage, the characters coat actually adds a form of
protection. +3 to break fall, +2 roll with punch/fall/impact, +3D10 S.D.C.

Survival: This applies to new habitats not native to the character (example: a tiger out in the desert).
Same as the skill, but at 50% +5% per each additional level.

Page | 46
Climbing Claws: Note: Character must have some form of claws to begin with. Same as the Climbing
skill or +20% if skill is already selected.

VULNERABILITIES
Albino: Strangely, this ailment still exists to this day, resulting in pink skin and eyes, as well as a white
coat. 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; worst
case, cancer and ultimately death.

Parasites: Due to their constant exposure to the wilderness and thick coats, Retromorphs are ideal hosts
for parasites. This includes fleas, ticks, mites and even high susceptibility of getting worms. These pests,
if not controlled, can cause weakness due to blood loss, infections, spread disease, among other ailments.
At the very least annoy the Retromorph incessantly, causing penalties of -1 to initiative and -5% to skills
that require delicacy and patience (due to scratching of the uncontrollable itching).

Eh... more to come, youz hosers.

Page | 47

Just started converting some of my Rifts creations to html. All characters listed below were created solely
by myself, O.C.C. model by Palladium.

Traditional Yojinbo, Mercenary Bodyguard O.C.C.


Mage Familiar O.C.C.
Engkanto Tagayari, aka TechMage O.C.C.
Matubig Baylan (Water Shaman) O.C.C.
Mandirigma, Diwata Warrior O.C.C.
Tekiya, Techno-Wizard Merchant Yakuza O.C.C.
Maapoy Baylan (Fire Shaman) O.C.C.
Anting, Talisman Warrior O.C.C.
Gurentai, Assassin Yakuza O.C.C.
Gunshi, Military Sage O.C.C.

Coming soon: Everything Filipino, sigue! Aztec and Mayan Priests & Warriors! Japanese mages, among
other oddities from my noggin.

Let me know, what you think at haphaz@hotmail.com

Copyright
Trent Happel
Page |1986-2000
48

Traditional Yojinbo, Bodyguard Mercenary O.C.C.

Another ancient profession that has survived the aftermath of the Asian isles, is that of the Yojinbo.
Loosely translated, this means bodyguard. What they are is much more. These men and women spend
their waking hours honing their physical and mental attributes to the utmost limits. These attunements are
further extended with the pursuit of martial and weapons mastery.
They combine these talents to achieve the cunning of the ninja, the fighting prowess of the samurai, the
fortitude of the Yakuza, the drive of the demon queller and the spirituality of the Sohei. For a price, they
will lend these skills to those in need. They may be found as protectors of villages, mercenaries, hired
hitmen or even personal bodyguards to powerful daimyo or Yakuza warlords. Whatever the task, there is
always a price. Depending on their alignment, this price may range from lodging and a meal to a small
ransom.
Holding onto their beliefs, these warriors only use weapons that their ancestors held as the true extensions
of one's mind and body. These include ancient weapons such as the bow, shuriken, katana and other
weapons utilized by nobility down to the common man. The one exception, by some scrupulous members
of this sect, includes pre-rifts hand guns (S.D.C. weapons only). But even these radicals will never pick
up a laser rifle or plasma canon, even in the direst of needs. A yojinbo may be merciless in combat, but
they do have their honor.
To be under the protection of Yojinbo is to put one's mind at ease. Under contract, they are alert defenders
of the utmost caliber, more than willing to put their body in front of any attack. Even the mighty Yakuza
are known to have these faithful watchdogs on their payroll.

Special Training and Mastery


1) Physical and Mental Attunement: From an early age, the Yojinbo exert themselves to achieve peak
physical and mental conditioning. After 10 years and continued daily exercises, the character will attain
the following bonuses:
Even in the midst of the most retching warfare or complete chaos, the character will be able to focus on
any task at hand. He is able to remain calm, collected, alert and calculating in any condition. He is able to
block out overwhelming senses and conditions with incredible willpower. Bonuses: +2 to M.E. +2 to
initiative. +2 to save versus mind control. +1 to save versus possession at levels 1, 3, 6, 9, 12 and 15. +1
to save versus horror factor at levels 1, 3, 5, 7. 9, 11 and 15. All other psionics, magic, diseases or drugs
that affect the mind or senses are only half as effective (reduce penalties and duration by half).

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

When
employing
Page
| 50 simultaneous attacks with paired weapons, the character cannot parry, but still may be
able to dodge (using up one of his attacks) and then counter.
The other use of paired weapons can allow the character to engage in simultaneous attack with one
weapon and parry with the other. Another option is that the character is able to parry two different
attackers at the same time.
W.P. Sharpshooting Specialties: With the two projectile weapons of concentration, the Yojinbo is
capable of phenomenal feats. NOTE: this skill slightly differs from the W.P. Sharpshooting skill printed
within Rifts.
Character can use reflective surfaces to aim at otherwise non-visible targets. This can include shooting
over one's shoulder. No penalties are incurred and all bonuses apply to strike.
While riding at full gallop or while in a moving vehicle, the Yojinbo is still able to shoot accurately, but
strike bonuses are halved. "Called" shots are also possible, but must roll a natural 14 or better (no bonuses
to strike). A natural roll under 14 but above 6, still hits the main body of the target.
Shooting while in odd positions, even while hanging upside down, can be attempted with no penalties
and full bonuses to strike.
The character can dive, roll, backflip, or dodge and come up shooting with no penalties or bonuses to
strike (natural roll to attack).
Fired projectiles (arrows, bullets, etc.) can be angled to ricochet off one surface to hit another target!
The first surface/target suffers only one point of damage, while the second target takes full damage. When
attempting such trick shots, all bonuses to strike are halved.
5) I.S.P.: M.E. attribute plus 1D4x10, plus 1D6 I.S.P. per each additional level of experience.

Alignments: Any
Attribute Minimum Requirements: M.E., P.S., P.P. and P.E. of 11 or higher.
Racial Requirement: None.
O.C.C. Skills:
Language: Japanese: 98%
Literacy: Japanese
Two other Languages of choice (+10%)
Senjo-jutsu (+20%)

Detect
Ambush
Page
| 51 (+15%)
Intelligence (+10%)
Interrogation Techniques
Trap/Mine Detection
Demon & Monster Lore (+15%)
Tracking (+15%)
6 W.P. 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.C.C. Related Skills: Select 7 other skills, plus select one additional skill at levels 3, 7, 11, and 15. All
new skills start at level one profiency. Select one new W.P. skill at levels 3, 7, 10, and 14.
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

Weapon
Any
PageProficiencies:
| 52
Wilderness: Any
Secondary Skills: The character also gets to select 4 secondary skills at level one, and one additional
skills at levels four, eight, and twelve from the previous list. 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. Also, skills are limited (any, only, none) as previously indicated in the list.
Standard Equipment: 3 high-quality ancient weapons of choice. One minor magical or techno-wizardry
weapon. One medium and one light suit of armor (Heavy armor will restrict their specialized skills).
Compact basic survival and first aid kit (rope, 5 days rations, knife, bandages, etc). 3 stylish suits, pair of
mirrored sunglasses, black gloves, specialized black overcoat (20 M.D.C.). Wilderness outfit. Utility belt
with small pouches, bandoleer for knives,etc.. 3D6x1000 worth of surveillance gear.
Money: 5D6X1000 credits total saved. If employed, will make an average of 1D4x1000 credits per
month. This may be a corporate, personal or government position.
Cybernetics: The Traditional Yojinbo tends to shy away from cybernetic augmentation, preferring to rely
on their own highly attuned attributes. May consider minor enhancements only in times of dire medical
need.
Mage Familiar O.C.C.

Following in the ways of old, many a mage will have animal familiars and later on apprentices. With the
diverse Retromorphs, they fill a portion of both of these positions. The animal humanoid starts off as a
conduit or vessel for his master, a form of servitude to act as payment. The familiar will serve his magus
as a faithful assistant, performing tasks as seen fit. These can include adventuring for key components for
use in spell creation, sending important messages, defending the keep, cooking meals, among many
others. For this service, the Retromorph is granted mystical endowments necessary in the learning of the
arcane arts.
The first two are physical enchantments, granting the familiar clear, distinct speech and also the boon of
fully manipulative hands, as capable as any human. Characteristics such as these are vital for the finer arts
of spell casting and bewitchments. These gifts also serve the familiar well in his domestic errands.
The third gift is the most wondrous, and that is the power of Familiar Link. This link is very similar to
that held between the Shifter and normal animals, but is not as binding. The mage and familiar form a
special mystical bond that allows for some wondrous abilities. They serve as sensory and power
extensions to one another whenever linked. Unlike the Shifter/animal link, this bond is not constant, it can
be formed and discontinued at will. What's more, is that the familiar also becomes adept with forming this
extension with others, be they mystic, human, d-bee, supernatural or animal.
As this agreed amount of time is paid in full, the familiar may elect to seek tutelage in the mystical arts as
a pupil. As creatures shaped by the changes within the land, magic being one of these major forces, they

arePage
ideal candidates
for such teachings. They are apt pupils that have a nack at certain spell types, and are
| 53
very content in learning whatever is within their grasp.
NOTE: The references to "magus" refers to any high level practitioner of magic, not a specific magus
character.

Mage Familiar Abilities and Powers:


1) Sense Ley Line and Magical Energies: The Retromorph learns to attune his senses towards that of
magical energy. These abilities become an extension of their already acute senses and do not require the
expenditure of P.P.E.
Sense Ley Line: The familiar can decipher the energy signatures given off by ley lines. He will be able
to tell if it is near or far, tracking until the ley line location is found. Base Skill: 45% +4% per each
additional level of experience. Once the ley line has been discovered, the familiar can follow it to its
source and intersection(s) points with a bonus of +10% profiency. Range: 5 miles (8 km) per level of
experience.
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. While the exact location of the rift cannot be determined, the approximate location (near or
far) can be determined as well as whether it is small or large.
Sense Magic in Use: Any active use of magic within the character's range will be sensed.
Unfortunately, they will not be able to locate the exact location of the mystical emissions (not even if
tracking is attempted). The character will be able to determine the relative power level (weak or strong)
and sense whenever it is in use. Range: 50 feet (15.2 m) per each level of experience.
Sense Personal Magic Energy: A glowing blue aura will be seen around any creature that emanates
fair amounts of P.P.E. (has 20 P.P.E. points or more). Even if the creature is invisible, the familiar will still
be able to see a visible aura outline. Range: 1000 feet (305 m) if unobstructed by other obstacles (i.e.: if a
mystic was hiding behind a large rock, his aura would not be seen, until he was in plain sight).
2) Articulate Human Speech: Through mystical enchantments, 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.
Speech patterns are almost completely devoid of any animalistic mannerisms and are easily coherent
enough to allow spell casting that require speech components.
3) Dexterous Manipulation: By further enchantments, the hands of the familiar are also transformed into
skillful hands capable of performing any task as a human. Note: The number of fingers will not change,
except for an addition of a thumb if needed (i.e.: a character with three fingers would still have three
fingers, but they would now be able to perform any task without penalties).
4) Familiar Link: The Retromorph is blessed with the gift of linking physically and mentally with
animals and humanoids. An eternal mystical bond between the familiar and the magus is formed. As long
as the the familiar is under service of his master, they are as one, seeing, hearing and even feeling what
the other experiences. During this period, each gains from the connection.
Link of Servitude: The character gains 8 hit points, +1D8 P.P.E., +1 to save versus magic and +2 to
save versus possession. A form of telepathic communication exists between the two, allowing clear
communication up to 2 miles (3.2 km) + 1 mile (1.6 km) per each additional level of experience. This

form
of communication
is limited to the familiar and his master only, it cannot be performed with others.
Page
| 54
Within this same range, they can also use each other as a conduit, sensing all that the other does (this
includes all five senses). This process does have it's drawbacks, as it requires a trained focus, resulting in
-1 to initiative, strike, parry and dodge while the this form of the link is active. As stated before, ALL
senses are conveyed, hence damage to one results in a mystical backlash to the other in equivalent
damage while the link is in place. This linking of the senses can be formed and discontinued with one
action. Both of these gifts become natural abilities and require no expenditure of P.P.E.
Apprentice Link: As the debt of service has passed and the familiar decides on becoming an
apprentice to his master, the link evolves as well. The character will lose all of the benefits gained from
the prior link except the for telepathic communication. 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). Saving Throw: Creatures with
an intelligence under 8 and willing subjects will have no saving throw. All others must save versus magic
with a penalty of -2. A failed saving throw roll allows the familiar to sense everything that the intended
target does, without the target's knowledge. The character also has an option to make the link one way or
two way. A successful roll on the other hand, allows the link, but the target is aware of the Retromorph's
presence. This link is also unique in that it allows the familiar to leech up to 1D6 P.P.E. from the target
(within a 24 hour period). Range: 300 feet (91.4 m) plus 100 feet (30.5 m) per level of experience.
NOTE: This form of link with the familiar's master will always be detected and will be reciprocal.
5) Initial Spell Knowledge: The familiar will know Five (5) spells total from magic spell levels 1-4.
With each additional level of experience, the character will be able to learn Two (2) new spell equal to his
own level of experience. As the character reaches experience level Six (6), only one spell may be learned
per each additional level of experience. NOTE: Retromorphs still possess a touch of primal fear of fire
and will never learn any spells pertaining to fire. Many shy away from Necromatic magic as well.
6) Learning New Spells: Additional spells may be learned and/or purchased outside the tutelage of the
character's master at any time. The spell level is still dependent on the experience level of the familiar,
however (i.e.: A level 4 Mage Familiar can only learn or purchase new spells up to fourth level in power).
Usually no more than two spells can be learned per level of experience.
7) Magic Bonuses: +3 to save versus Horror Factor. +1 to save versus possession. +1 to save versus
magic at levels two, four, eight and twelve. +1 to spell strength at levels four, eight and twelve. +1 to
M.E. and P.E. attribute.
8) P.P.E.: Throughout the training received, the Mage Familiar becomes a living battery of mystical
energy that he can draw upon to create magic. Permanent Base P.P.E.: 1D4x10+15, plus those inherent
to the Retromorph race and the P.E. attribute number equivalent. Add 2D4 P.P.E. per each additional level
of experience. The familiar will also be able to draw upon P.P.E. from ley lines, nexus points, and even
other people when available.

Mage Familiar O.C.C.


Alignments: Any
Attribute Minimum Requirements: I.Q. 10, M.E. 11, P.E. 12
Racial Requirement: Retromorphs with their animal ancestry, seem to be the only race able to receive this
mystical tutelage.

O.C.C.
PageSkills:
| 55 NOTE: A fair portion of these proficiencies are not taught by the magus, but rather skill
sets provided by townsfolk or travelers, in exchange for magical services tendered by the master. 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.
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.P. of choice
Hand to Hand: Basic. Hand to Hand: Expert can be exchanged at the cost of two "other" skills.
O.C.C. Related Skills: Select 8 other skills. Plus select an additional skill at levels three, nine and fifteen.
All new skills start at level one profiency.
Communications: Only Radio: Basic
Domestic: Any
Electrical: Only Basic Electronics
Espionage: Any
Mechanical: Automotive Mechanics, Basic Mechanics or Locksmith only
Medical: Animal Husbandry, Brewing, 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%)

Science:
PageAny
| 56except Chemistry: Analytical or Mathematics: Advanced.
Technical: Any except Computer Operation, Computer Programming and Photography.(+3%)
Weapon Proficiencies: Any
Wilderness: Any (+5%)
Secondary Skills: The character also gets to select Four (4) secondary skills at level one, and one
additional skill at levels four, eight, and twelve from the previous list. 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. Also, skills are limited (any, only, none) as previously indicated in the list.
Standard Equipment: 1 minor magic item, Light armor or Partial silk mail, 2 ancient weapons of choice,
50 foot rope, belt with 2D4 small pouches, 2D4 days rations, knife, 2 pairs of clothing specially crafted
for the RetroMorph's unique build, wilderness outfit and boots, traveling hooded robe (to conceal
animalistic features), survival knife, backpack, large water skin.
Money: 1D6X1000 credits worth in gems and gold.
Cybernetics: None, due to their general dislike and the interference it might have with their magic.
Probably add a bit of minor tweaking on this character later.

Engkanto Tagayari, aka TechMage O.C.C.

Across the countries of this Earth, there are an ever-evolving number of occupations. In the lands where
high technology is still to be rediscovered, there exists a deviant breed of the Techno-Wizard, the
TechMage. The Philippines is such a group of islands starved of the marvels of electronics, computers and
energy weapons. As with genetics, a form of mechanical convergent evolution has formed, giving birth to
the Engkanto Tagayari, the Filipino TechMage.
The TechMage is a cross between a traditional enchanter and that of a Techno-Wizard. Their magical
powers are special in that they can infuse them into objects. They have become so specialized in this
respect that their normal spell-casting abilities are quite dimished. In the ways of old, items such as a
sword are smithed and can be enchanted with wards and magical properties. With the coming of the rifts,
the TechMage has adapted, learning more machinist skills, creating wonderous devices of magic. Their
smithing and machinist skills are more along the lines of a tinkerer, good, but no match for the revered
Makinistas (who usually help in the creation of their gadgets).
This is where they differ from the Techno-Wizard, who's crafts includes the conversion of machines,
electronics and high-tech weapons. Such items do not exist in the Philippines, so the TechMage has
followed more along the path of enchantment. Items are infused with arcane power via wards, ancient

rune
and actually
Page
| 57 mixed into the fold during the creation of the item. At higher levels, they are even
capable of binding lesser diwata (spirits) to items. These works do radiate dimly of magic on their own,
but blossom with the channeling of P.P.E. or I.S.P. by the user.
One might say, "hey, what can he do, make a hand-cranked mixer?!". One has to remember, they can still
do some amazing things with gears, pistons, and similar technology. Some portions of borg bodies are are
actually not so complicated in terms of technology, just in the craftsmanship. Even early pre-rifts clocks
were incredibly intricate and incredibly accurate using "primative" technology.

Special Powers and Abilities


1) Psionics: The TechMage is considered a minor psionic and knows the following: Object Read, Sense
Magic, Resist Fatigue and a deviant version of Object Knowledge (Psychomotorosmosis) (This form does
not seem to work on computers nor electronics). As the TechMage is considered a minor psionic, the
character must roll 12 or higher to save versus psionics.
2) I.S.P.: Add 4D6 to the character's M.E. attribute number. 1D4 I.S.P. will be gained with each additional
level of experience.
3) Spell Knowledge: The TechMage powers lie within the the melding of objects and magic.
Consequently, the act of spell-casting as any normal mage, has become somewaht diminished. All spell
effects (duration, damage, etc.) are halved when not used in enchanting or channeling through an item,
unless otherwise noted.
All TechMage know the following spells: Globe of Daylight, Fire Bolt, Energy Bolt, Mend Metal,
Telekinesis, Energy Field, Animate Object, Call Lightning and choice of one (1) other spell. They will
gain one (1) new spell at levels 3, 5, 8, 11 and 15.
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 areas of interest will lie within energy-based,
physical manipulation and protection spells. They tend to be generalists and never concentrate in any
specific types of spells or categories.
5) Magic Bonuses: +2 to save versus possession and horror factor. +1 to save versus magic at levels 1, 3,
7, 11, and 15. +1 to spell strength (the numbers others must save against when you cast a spell) at levels
4, 8 and 12.
6) P.P.E.: The TechMage is a living battery of mystic energy that he can draw upon to create his crafts.
Permanent Base P.P.E.: 2D4x10 plus that of the P.E. attribute number. With each additional level of
experience, add 2D6 to the base P.P.E. This mystic is also able to draw upon P.P.E. from ley lines, nexus
points and bodily vessels.

7) Other
Page O.C.C.
| 58 Bonuses: +1 to the M.E., P.S., P.E., and P.P. attributes. +1 to save versus magic at levels
1, 4, 8, and 12. +1 to save versus possession.

Engkanto Tagayari,aka TechMage O.C.C.


Alignments: Principled, Scrupulous, Unprincipled. Aberrant is rare.
Attribute Minimum Requirements: I.Q., M.E., P.P. and P.E. of 11 or higher.
Racial Requirement: None.
O.C.C. 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, ie: no electronics, nuclear, robotics, etc.
Basic Weapons Engineer (+10%) NOTE: This is similar to Weapons Engineer, but only applies to
"simple" weapons, ie: no energy, rail guns, atomic weapons.
Locksmith (+5%)
Field Armorer (+10%)
Lore: Alchemy
2 ancient W.P. of choice
Wilderness Survival (+5%)
Hand to Hand: Basic. H2H Expert or H2H Filipino fighting art counts as two skill selections.
O.C.C. Related Skills: Select 8 other skills. Plus select an additional skill at levels 3, 6, 9, 11, and 15. All
new skills start at level one profiency.
Communications:None

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

Spells
allowed:
Page
| 60 Due to the specialties of their craft and their closer bond to natural components, the
TechMage is allowed to select from the same spell selection as the Techno-Wizard, 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)

Water-Seal
(2nd level Water Warlock spell)
Page | 61

TechMage weapons and gear!


Matubig Baylan (Water Shaman) O.C.C.

The elements are primordial forces of nature, forces which the baylan (spirit shamans) not only
understand, but can control. The Matubig Baylan, possess a symbiotic relationship with the diwata
(spirits) governed by that of water. All of the baylan's powers are derived in one way or another by the
diwata of water.
The baylan is the host to the diwata, creating a union with the spirit beings. This infusion forms a
combination of great power, but one that is still contained by the balance of nature. The price for the
baylan is to serve as wandering shepards of the land, protecting it from the invading creatures that
desecrate it.
These shaman are greatly revered by the people of the islands and our thought to be bringers of good luck
to the fishing villages. They always seem to be at peace and are rarely unnerved.

Matubig Baylan Powers


1) Transformation. These baylan are actually vessels for the diwata (spirits) of water. Their bodies no
longer function like that of man, they are fueled by the ethereal creatures coursing through their veins.
The body contains more liquid (some of which supernatural in origin) than the average human and
courses rapidly throughout the body, enhancing them to mega-damage beings! The character can go from
a rock solid bodily shell to flowing and rubberlike. This great amount of fluid also takes on the
surrounding temperature, making the character undetectable by infrared heat-seeking devices or creatures.
Normal water-based attacks do no damage (ex: hail storm) and supernatural or magic water-based attacks
do only one-fourth damage. Able to withstand the underwater pressures down to one mile.
Watery shell: Characters will also be able to exude their essence from their bodies, engulfing them in a
swirling mass of glowing water-like diwata. 3D10+20 M.D.C. Cost: 5 P.P.E. for every 10 minutes, +5
minutes per level of experience. All physical attacks will be slowed by the whirling, churning fluid,
causing all damage to be reduced by one-third. Lasers will also be deflected by the reflective mirror-like
sheen. This is actual M.D.C. supplied by the diwata hosts and needs to regenerate when the M.D.C. is
depleted. Regenerates 1D6 M.D.C. 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. 2D6 mega-damage, +1D6 damage at levels four, eight

andPage
twelve.
This fluid can be normal, freezing cold (slush) or scalding hot in temperature. At experience
| 62
level three, the character is able to control the blasts in 1D6 increments. Range: 60 feet (18 m) +5 feet
(1.5 m) at levels three, six, nine, twelve and fifteen. Cost: 2 P.P.E. per blast.
Water Adaptations: Swim at 92%. Able to breathe underwater indefinitely as well as breathe normally on
land.
2) Element sense.
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). The direction, rate of movement, exact depths and composition (whether or not contaminated,
etc.) can be determined at 50% +4% per level of experience (+5% for supernatural water sources,
including elementals). The amount of moisture can also be accurately predicted as well as the likelihood
of fog, rain, snow, etc. and when a storm will hit (accurate within 3D6 minutes).
Recognize Individual Fluid Signatures: Each entity has individual fluid composition signatures,
incredibly hard to detect by normal means, but known to the baylan. Range is 300 feet +75 feet per level
of experience. The baylan will be able to identify species as well as individuals (as small as a dog) by the
fluid signatures, useful for tracking and sensing, when visibility is not possible. 65% +3% to recognize a
particular species, -20% to recognize a specific individual. Note: the character must have already
encountered the species or individual in order to remember their fluid signatures.
Temperature: Bodily and water sources can also be accurately determined at 50% +5% per level of
experience.
Diwata Sight: This is the equivalent to see the invisible, but pertaining only to the diwata. The energy
spirits can be seen clearly for what they are, roaming amidst the islands. This applies to all type of diwata,
showing as faint transparent entities. Diwata of water, however, will show very brightly in various hues of
blue, green, and silverish. Range: 300 feet (91.5 m).
3) Speak Elemental. The baylan is fluent in the foreign languages of the water elementals and diwata,
98%.
4) Summon Elementals. The baylan is able, through rituals, to summon water elementals. These will be
of the lesser variety until the character attains level 10 or higher, then greater elementals may be
attempted.
The summoning process may only be attempted once every 36 hours, due to the intensity of the bodily
strain, both physically and mentally. The baylan must first surround himself in a protective circle of water,
fueled by 3 drops of his own blood. The body must also be covered in wards, drawn with dye. At this
point, the character must give full concentration, communing with his inner diwata for no less than 3D6
minutes. The body then becomes a homing beacon, calling out to a water elemental. Success ratio: 5%
+5% per level of experience. +5% at a ley line, +10% at a nexus, +15% at a major volcano or lava bed.

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

Matubig Baylan O.C.C.


Alignments: Any
Attribute Minimum Requirements: M.E. and P.E. of 11 or higher.
Racial Requirement: Any race of the Philippine islands, except the undead.
O.C.C. Skills:
Language: Select one Filipino language: 98%
One other Language of choice (+10%)
Land Navigation (+10%) Navigates by water sources.

SeaPage
Navigation
| 64 (+20%)
Lore: Elemental plane/dimension (+15%)
Lore: Demon & Monster (+5%)
Lore: Magic (+5%)
2 Ancient W.P. of choice
Hand to Hand: Expert. Hand to Hand: Expert can be changed to martial arts at the cost of two "other"
skills. (if martial arts taken can choose any 1from ninjas or super spies especially Japanese or Pilipino
forms)
O.C.C. Related Skills: Select 8 other skills, with at least two chosen from the Wilderness or technical
categories. Plus select an additional skill at levels 3, 6, 9, 11, and 15. All new skills start at level one
profiency.
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, Computer Programming and Photography.(+5%)
Weapon Proficiencies: Any

Wilderness:
Any (+10%)
Page | 65
Secondary Skills: The character also gets to select Four (4) secondary skills at level one, and one
additional skill at levels four, eight, and twelve from the previous list. 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. Also, skills are limited (any, only, none) as previously indicated in the list.
Standard Equipment: Partial silk mail, 2 ancient weapons of choice, 50 foot rope, 2D4 days rations,
knife, 2 pairs of clothing, wilderness outfit and boots, backpack, large water skin.
Money: 2D6X1000 (worth of gold coins) in gems.
Cybernetics: None, as this would disrupt the bonding with diwata of water.
Mandirigma, Diwata Warrior O.C.C.

The Asian rim is quite unique in many facets. One of which is the melding of physical and mental
training, in the form of martial arts. In Japan you have Bishamon and Sohei warrior monks. China has the
ancient order of Shaolin monks. The Philippines are home to the Mandirigma, Diwata (spirit) warriors.
These combatants train the mind and body to act as one, absorbing and reacting to his surroundings.
The Mandirigma strive for attunement with all diwata. They no longer see the outward worldly shells, but
the Diwata within. The diwata that give telltale signs of emotions, psyche, and other inner secrets. Their
own emotions become muted, senses heighten, everything is seen for its spirit, invisible auras and
signature trails. Nothing escapes this warrior's notice, sensing the energy that flows within all creatures
and objects.
Movement and attacks give off energy trails, trails that the Mandirigma memorize and deduce patterns.
Combat takes on more of a form of mystical physics and geometry. Every motion has an equal and
opposite reaction. Strengths, weaknesses, angles, kinetics are all absorbed and then released in deadly
reaction. The character starts to feed off of the Diwata within the opponent, learning, becoming privy to
his/her inner mechanisms . Size or strength of an opponent become meaningless to these warriors.
To achieve these feats is no easy task. The Mandirigma go through rigorous and intense training of the
mind and body for years to gain such enlightenment. They start by observing, monitoring others in
combat, man or beast. As they progress, they enter such melees, to interact with their observations. The
warriors also look within, performing ritual katas, learning the utmost limits of their capabilities (mentally
and physically), and how best to use them. Training in many forms of martial arts facilitates other ways to
deliver form to their teachings. A time of travel, under the tutelage of an elder, is also taken to broaden the
educational process.
Elders also teach in the ways of meditation and inner sight. To transform oneself, thought, emotion,
action, reaction, and senses into one core being is to achieve the Mandirigma gift. A gift that allows them

to see
the |world's
Page
66 creatures for what they really are. A Mandirigma does not see the Kapre which stands
before him, but rather the Diwata forces that comprise it, auras that read like a book. Such teachings are
held as sacred, shared only with those seen to be fit, secret to all others. This ideally makes them a scholar
of sorts, fighting is but one way of their learning process.
Many wander the islands of the Philippines, acquiring wisdom from their adventures, and ridding the
islands of tyrannical invaders. This is their right of passage, growing with each encounter. These nomads
are known throughout the islands and are instantly recognized by their ritualistic scars and markings
across their bodies. They are shrouded in awe and feared by all that is evil.

Special Powers and Abilities


1) Diwata Sight:
Due to specialized training received, the Mandirigma can sense the very core of any being or object,
seeing the diwata within. This power grants the natural abilities of See the Invisible, Empathy, See Aura,
Sense Evil and Presence Sense.
Sense Psychic and Magic Energy/Beings: The character is able to sense the storage, manipulation,
conjuration and displacement of diwata energies associated with psionics and magic. These telltale signs
give off a trail that the Mandirigma can easily follow. Given time, he can even learn to recognize the
individualistic signatures that surround these entities.
The character will be able to sense whether the source is far or near, up or down, general numbers and a
small or large amount of diwata is involved. Range: 300 feet (90m) +20 feet (6m) per each additional
level of experience. If psionics or magic is in use, add an additional 400 feet (120m) +50 feet (15m) per
each additional level of experience. Duration: Automatic and constant. I.S.P.: None, natural ability.
In time, the individual aura of certain beings can also be learned. Base Skill: 55% + 4% per level of
experience for general races. 30% +5% per each additional level of experience for a distinct individual.
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). Range: 100 feet (30m) +50 feet (15m) per each
additional level of experience. The range doubles if the being is utilizing psionics or magic. Duration:
Automatic and constant. I.S.P.: None, natural ability.
2) Diwata Attunement: Natural ability of Sixth Sense. Due to their rigorous training and attunement to
diwata forces, they become acutely aware of their surroundings. Bonuses from this gift are +6 on
initiative roll, +2 to parry, +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. Duration:
Automatic and constant. I.S.P.: None, natural ability.
3)Diwata Shell: The Mandirigma can call upon the diwata within his surroundings, providing a mass of
swirling spirits, surrounding himself. This acts as a form of armor, protecting from all forms of attack

(magic,
Pagepsionic,
| 67 physical). This requires one melee to call upon the diwata. Range: Self M.D.C.: 45.
Duration: 15 minutes per level of experience or until all M.D.C. are depleted. I.S.P.: 8. This power can
be used up to four times per day (24 hour period).
4)Diwata Weapon: The character can also call upon forces to encircle a weapon or parts of the body, to
achieve M.D.C. damage. All forms of attack will inflict 2D6 M.D.C., plus and additional 1D6 at
experience levels 5, 10 and 15. Range: Weapon/self Duration: 5 minutes per level of experience or until
all M.D.C. are depleted. I.S.P.: 15.
4)Other O.C.C. bonuses: 10+1D4x10 I.S.P., +1D4 M.E., +1D6 P.S., +1D6 P.P., +1D4 P.E., +1D6 Spd,
+3D10 S.D.C. +4 to save versus horror factor +1 at experience levels 3, 6, 9 and 12. +3 to save versus
possession +1 at experience levels 5, 10 and 15.

Mandirigma, Diwata Warrior O.C.C.


Alignments: Principled, Scrupulous, Unprincipled. Aberrant is rare.
Attribute Minimum Requirements: M.E., P.S. and P.E. of 12 or higher.
Racial Requirement: None.
O.C.C. 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.P. Kris (same as Knife)
2 ancient W.P. of choice
Wilderness Survival (+5%)
Dumong (equivalent to Greco-Roman wrestling with a bit of Sumo)

Prowl
(+10%)
Page
| 68
Striking Katas (equivalent to Boxing except it also involves striking with feet)
Kata Forms (equivalent to Gymnastics, minus the skill in parallel bars/rings)
Fishing
Hand to Hand: Select one of the Filipino fighting styles.
O.C.C. Related Skills: Select six (6) other skills. Plus select an additional skill at levels 3, 6, 9, 11, and
15. All new skills start at level one profiency.
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, Archaeology, Astronomy, and Botany
Technical: Any (except Computer Operation, 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, and two
additional skills at levels four, eight, and twelve from the previous list. These are additional areas of

knowledge
Page | that
69 do not get the advantage of the bonuses 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.
Standard Equipment: One high quality kris (dagger), 1-2 normal kris, walking staff, 1 large water skin,
Millennium tree leaf or woven clothing armor (NEW!), 2 pairs of loose fitting clothing, hooded cape or
cloak, sandals, backpack, 60 feet of rope, 2D4 days of rations.
Money: 4D6X1000 total worth of gold coins.
Cybernetics: Not possible, as this would interfere with the diwata channeling.
Tekiya, Merchant Techno-Wizard Yakuza O.C.C.

The Tekiya are a varied lot among the Yakuza clans, warriors of the street, yet specializing in the market
of merchandise. They are clever salesman, offering incredible deals too good to be true. Some items are
hacks, others are actually of reputable quality, but it usually takes another Tekiya to tell the difference.
These peddlers follow the same Yakuza oyabun-kobun organization, controlling all markets and shops
within their territory. They are cunning men with silver tongues and masters of delusion. To further
benefit their trade, they have also delved into the realm of techno-wizardry and illusion. A customer must
be careful of a Tekiya's wares and at the same time not offend him, else he might find himself up against
the tip of a katana's blade.
The Tekiya are always looking for or creating new wares to be sold on the open or underground markets.
If a certain item can't be found anywhere else, chances are a Tekiya has two. And don't worry, a tekiya has
the eyes and ears of the entire city, letting nothing escape their notice. They'll find you before you find
them, complete with all the wares that you are looking for. The problem lies in the haggling and of the
actual quality.
Many take on adventuring to further stock their shops and to broaden their skills. Con men, merchants,
techno-wizards, mafia of new Japan. Despite all of these traits, they hold a great deal of respect within
Japan. They are influential people, holding officials in their back pocket, and given rights almost equal to
that of the Samurai. A Tekiya will be given respect by all castes below the Samurai and are allowed to
walk freely amongst the city, with sword under belt. Local merchants pay "homage" to the oyabun Tekiya,
as he is the true owner of all businesses within his territory. The kobun Tekiya and hired Gurentai see to
this.
Player characters will be kobun or masterless Tekiya. Deception and material goods are the driving forces
in their lives. Many turn to adventuring to quickly achieve both of these goals.

Powers of the Tekiya:

1) Psionic
The Tekiya possess powers similar to a Techno-Wizard, yet specialized to fit their
Page | Powers:
70
needs. This includes psionic powers. Tekiya will possess the following powers: Object Read, Mind Block,
Alter Aura, Telemechanics (but at 75% skill profiency instead of the normal 88%), plus one other
Sensitive power of choice.
2) Initial Spell Knowledge: The Tekiya suffer the same penalties as the Techno-Wizard. The spells
known also reflect that which is most beneficial to their trade. These are not true men of magic like Ley
Line Walkers, but merely dabblers concerned with augmenting their trade skills. At level one experience,
the character receives the following spells: Blinding Flash, Globe of Daylight, Energy Bolt, Call
Lightning, Telekinesis, Sense Magic, Charismatic Aura, and Trance. At the third level of experience, a
total of two additional spells can be selected from magic levels 1-4.
3) Learning New Spells: Other spells can be purchased or learned, but the character is limited by the
general lack of magic knowledge in the area. Spells of interest to a Tekiya will generally lie within the
realm of illusion or deception.
4) Magic Bonuses: +2 to save versus possession, +2 to save versus horror factor, +1 to save versus magic
at levels four, seven, eleven and fifteen. +1 to spell strength at level five, ten, and fifteen.
5) P.P.E. and I.S.P.: Tekiya are living vessels of mystical and psionic energy. Permanent Base P.P.E.:
1D4x10 +10 plus the P.E. attribute. Add 2D6 per each additional level of experience. Permanent Base
I.S.P.: 4D6 plus the M.E. attribute. The Tekiya is considered a minor psionic and will receive another 1D4
I.S.P. per each additional level of experience.
6) Magical Tattoos: Like all other Yakuza, the Tekiya are fond of bodily adornment, including those
which are magical. Tekiya receive two minor tattoos of any category. Able to withstand up to 4 other
minor tattoos (to be bought, etc.) with no adverse effects.
7) Other O.C.C. bonuses: +1 I.Q., +1D4+1 M.A., +1M.E., +1P.B., +1 on initiative.

Tekiya, Merchant Techno-Wizard Yakuza O.C.C.


Alignments: Any except Principiled or Scrupulous.
Attribute Minimum Requirements: I.Q., M.A., M.E., and P.E. of 11 or higher.
Racial Requirement: None.
O.C.C. Skills:
Language: Japanese: 98%
Literacy: Japanese (+20%)

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.P.Daisho (same as Samurai)
2 W.P. of choice
Hand to Hand: Kendo
O.C.C. Related Skills: Select 8 other skills, with at least one chosen from the Espionage or Rogue
categories. Plus select an additional skill at levels 3, 7, 11, and 15. All new skills start at level one
profiency.
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

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, and two additional
skills at levels four, eight, and twelve from the previous list. 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. Also, skills are limited (any, only, none) as previously indicated in the list.
Standard Equipment: One set of high quality daisho, 2 minor Techno-Wizard items/weapons of choice,
4 pairs of kimonos, Wilderness outfit, A suit of personalized mega-damage body armor with two TechnoWizard features of choice, hand-held computer, backpack, water skin, 2D4 days rations, cloak or jacket
with multiple hidden pockets.
Money: 3D6X1000 credits plus 4D4x1000 credits worth of black market saleable items. Members of a
clan will receive 2D6x1000 credits and 2D6x1000 credits worth of black market items per month of loyal
service.
Cybernetics: Totally open to the possibility of cybernetics if it will help them in their profession.

Page | 73

Maapoy Baylan (Fire Shaman) O.C.C.

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

Fire
Baylan
Powers
Page
| 74
1) Transformation. These baylan are actually vessels for the diwata (spirits) of fire. Their bodies no
longer function like that of man, they are fueled by the ethereal creatures coursing through their veins.
Immense heat is contained within the bodily shell, enhancing them to mega-damage beings! Some heat
does escape, giving them a normal outer temperature of 110 degrees, radiating out in a 5 foot (1.5 m)
radius. Infrared and other heat seeking devices will be blinded by the fire baylan. Convert one-half of
S.D.C. to M.D.C. Normal fire does no damage, supernatural and plasma do only one-fourth damage.
Fiery shell: Characters will also be able to exude their essence from their bodies, engulfing them in
diwata flames. They will have total control over these flames, 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) . 3D10+20 M.D.C. Cost: 5 P.P.E. for every 10 minutes, +5 minutes per level of experience.
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, metal will be red hot regardless for 3D4
melees). This is actual M.D.C. supplied by the diwata hosts and needs to regenerate when the M.D.C. is
depleted. Regenerates 1D6 M.D.C. per hour.
Fiery Breath: The baylan can also expel diwata flames from their mouth, swirling streams of reddish-gold
mystic fire. 2D6 mega-damage, +1D6 damage at levels four, eight and twelve. At experience level three,
the character is able to control the blasts in 1D6 increments. Range: 50 feet +5 feet (15.2 m + 1.5 m) at
levels three, six, nine, twelve and fifteen. Cost: 2 P.P.E. per blast.
2) Element sense.
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 (3.2 km) per level for large fires or supernatural
flames). The fuel source (natural or magical in nature), how long it's been burning, rate of growth,
approximate size and distance can also be determined at 50% +4% per level of experience (+5% for
supernatural heat sources, including elementals).
Recognize Individual Heat Signatures: Each entity has individual heat signatures, incredibly hard to
detect by normal means, but known to the baylan. Range is 300 feet +75 feet (91.4 m + 22.8 m) per level
of experience. The baylan will be able to identify species as well as individuals (as small as a dog) by the
heat signatures, useful for tracking and sensing, when visibility is not possible. 65% +3% to recognize a
particular species, -20% to recognize a specific individual. Note: the character must have already
encountered the species or individual in order to remember their heat signatures. Character will also
possess infrared vision 300 feet (91.4 m).
Temperature: bodily and heat sources can also be accurately determined at 50% +5% per level of
experience.
Diwata Sight: This is the equivalent to see the invisible, but pertaining only to the diwata. The energy
spirits can be seen clearly for what they are, roaming amidst the islands. This applies to all type of diwata,

showing
faint transparent entities. Diwata of fire, however, will show very brightly in various hues of
Pageas| 75
red, orange and gold. Range: 300 feet (91.4 m).
3) Speak Elemental. The baylan is fluent in the foreign languages of the fire elementals and diwata, 98%.
4) Summon Elementals. The baylan is able, through rituals, to summon fire elementals. These will be of
the lesser variety until the character attains level 10 or higher, then greater elementals may be attempted.
The summoning process may only be attempted once every 36 hours, due to the intensity of the bodily
strain, both physically and mentally. The baylan must first surround himself in a protective circle of fire,
fueled by 3 drops of his own blood. The body must also be covered in wards, drawn with charcoal. At this
point, the character must give full concentration, communing with his inner diwata for no less than 3D6
minutes. The body then becomes a homing beacon, calling out to a fire elemental. Success ratio: 5% +5%
per level of experience. +5% at a ley line, +10% at a nexus, +15% at a major volcano or lava bed.
Once summoned, the elemental will obey all orders given by the baylan, including defending the baylan
from all bodily harm. The baylan cannot allow the elemental to fight to the death, however. He must
release them from this realm and sent them back home, with the phrase, "I release you from my service,
journey home my brother". If for some reason, the elemental is not sent back and dies while under the
service of the baylan, a backlash will occur. As the character is transformed by the diwata, so is he linked
to their spirit world. He will suffer 3D10 M.D.C from the death of the servant elemental and will suffer
nausea for 1D6 days (-3 initiative, strike, parry and dodge). If this should happen more than 3 times
within the character's life time, retribution will be had by the diwata.
5) Spell Knowledge. At first level of experience, the character can choose 4 spells from his elemental
sign, and only from this area, as they are granted from the diwata (See Rifts Conversion book for Fire
Elemental magic, can also choose from any other type of fire related spells in other classes. Can also
choose from my new Spells). With each new level of experience, the baylan is able to select two new
spells. The spell level is limited to the experience level of the character, thus, a character cannot select a
spell whose level is above his own experience level. For example: An elemental baylan achieving third
level, would able to select 2 new spells from any of the first through third level spells. When he then
reaches level four, he would be able to select from spell levels one through four. Upon reaching
experience level 8, any spell level may be chosen.
6) P.P.E.: 2D4x10+10 P.P.E. in addition to the P.E. attribute number. Add 2D4 P.P.E. per level of
experience. Can also draw P.P.E. from supernatural fire sources (fire dragon, fire diwata) and large
magma sources.
7) Other O.C.C. Bonuses: +2 to save versus horror factor, +1 to save versus magic, +2 to save versus
possession, +2 to initiative (due to diwata warnings), +2 M.E., +2 P.E.

Fire Baylan O.C.C.

Alignments:
Any
Page | 76
Attribute Minimum Requirements: M.E. and P.E. of 11 or higher.
Racial Requirement: Any race of the islands (similar shamans are known to exist on other Pacific islands).
O.C.C. 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.P. of choice
Hand to Hand: Expert. Hand to Hand: Expert can be changed to martial arts at the cost of two "other"
skills. (if martial arts taken can choose any 1from ninjas or super spies especially Japanese or Pilipino
forms)
O.C.C. Related Skills: Select 8 other skills, with at least two chosen from the Wilderness or technical
categories. Plus select an additional skill at levels 3, 6, 9, 11, and 15. All new skills start at level one
profiency.
Communications:Any
Domestic: Any
Electrical: None
Espionage: Any
Mechanical: None
Medical: First Aid and Holistic Medicine only
Military: None

Physical:
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| 77
Pilot: None
Pilot Related: None
Rogue: Any except Computer Hacking
Science:Any except Chemistry: Analytical and Mathematics: Advanced.
Technical: Any except Computer Operation, Computer Programming and Photography.(+5%)
Weapon Proficiencies: Any
Wilderness: Any (+10%)
Secondary Skills: The character also gets to select Four (4) secondary skills at level one, and one
additional skill at levels four, eight, and twelve from the previous list. 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. Also, skills are limited (any, only, none) as previously indicated in the list.
Standard Equipment: Partial silk mail, 2 ancient weapons of choice, 50 (15.2 m) foot rope, 2D4 days
rations, knife, 2 pairs of clothing, wilderness outfit and boots, backpack, large water skin.
Money: 2D6X1000 (worth of gold coins) in gems.
Cybernetics: None, as this would disrupt the bonding with diwata of fire.
Anting-Anting, Talisman Warrior O.C.C.

Even before the coming of the rifts, the Philippine islands were home to many great magics. Many elders
kept a firm grip of the old ways. They believed in Diwata (spirits), shamans, Manumba (witches),
demons, and most of all, the Anting-Anting. The Anting-Anting was a great source of protection, a
powerful talisman to ward off evil spirits. Sadly, these arts and beliefs were slowly fading, as the youth
were not ones to put faith in such folly. With the coming of the great cataclysm, these talismans became a
harsh reality in survival.
Over half the islands that constituted the Philippines, were washed away, given back to the sea. Rumored
reports were true, approximately 98% of the population perished. The few who survived, consisted almost
entirely of those that embraced the ways of old. A good percentage were the shaman and witches, while
the majority were the keepers of Anting-Anting talismans. This new remnant of an island nation, was a
dark, bleak hell hole, an open invitation to the new rifts immigrants. Creatures from the island's folklore
went from ethereal nightmares to authentic creatures as real as anything else in these crazy times. The

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

Page | 79
Special Powers and Abilities
Character must perform a daily ritual, chanting a prayer to his ancestor's, and make an offering 15 P.P.E.
to the spirits. This must last at least 5 minutes, undisturbed. 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, effects are cumulative), at
which point the character must successfully perform the ritual once again. Twice a year, 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. Complete focus is required during the entire
process, as the talisman is "recharged" by the combining (warrior and ancestor's) of diwata (another
islander term for P.P.E.). This is vital in keeping the power of the Anting. Above all, faith must be
maintained in the powers granted by the Anting-anting.
Each Anting-Anting is different, in shape and in powers. Roll on the following table to see what form the
talisman takes. Each will be composed of silver, gold and bits of unknown metal alloys taken from fallen
meteorites. The actual design will include cryptic characters and glyphs. Many talismans are also ritually
grafted with the surrounding flesh, but still exposed, further bonding the relationship. Note: men of the
Philippines also wear many forms of adornment.
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, they do share a good number of similarities. Select Three
abilities from the following selections:

Invincibility:
Page | 80Character is transformed into an M.D.C. being upon will, convert 3/4 of S.D.C. into M.D.C.
Also, he/she cannot be harmed by S.D.C. weapons except for silver and magical weapons. Recovers
M.D.C. at normal rate of healing. Transformation is instantaneous. Cost: 12 P.P.E. Duration: 10 minutes.
Protection from Demons: Supernatural creatures do only 1/2 damage. All S.D.C.attacks are converted to
mega-damage attacks! +3 versus horror factor, +2 to save versus magic. The weapon in use, as well as the
talisman, will glow slightly with a silvery aura. Transformation is instantaneous. Cost: 12 P.P.E. Duration:
10 minutes.
Vessel of Energy: The character is able to absorb abient natural energy sources and convert them to
mystical expulsion attacks. Only suffers 1/2 damage from electricity, fire and wind (supernatural energy
attacks within these realms will do 3/4 damage). Expulsion attack appears to be a swirling mass of
mystical fire, electricity and magical energy of any color. Can also be formed into a form of hand to hand
weapon for attack and to even parry physical attacks. Character is able to absorb P.P.E. from individuals,
animals and ley lines (like a mystic) and other places or power, but at a limit of 2D6+10 P.P.E. per hour.
Damage: 3D6 M.D. +1D6 M.D. at levels 3, 8, and 12. Can be controlled in 1D6 increments and can also
be expended in S.D. Range: 150 feet (45.7 m) +15 feet (4.5 m) per each two leveles of experience. Cost: 2
P.P.E. per blast.
Protection from Spirits: +3 to save versus horror factor, +4 to save versus possession. Character receives
Mind Block auto-defense, See the Invisible, Sense evil, Exorcism, and choice of 1 other Psychic Sensitive
power. Mind block auto-defense is free! All other psychic powers require P.P.E. (not I.S.P.) and cost half
the normal I.S.P. required. Example: See the Invisible would cost 2 P.P.E. (instead of the normal 4 I.S.P.).
All powers are equivalent to an 8th level Psychic.
Protection from Supernatural: The talisman grants enchantments that protect the user from those of evil
alignments and the supernatural. All evil and supernatural beings will also feel a negating force emenating
from the talisman, causing a sense of naseau and slight weakness. These beings are -1 to strike, parry and
dodge against the Anting-anting and are also -10% to physical damage. +2 to save versus magic. +2 to
save versus psionics.
Karmic Blessing: Will be blessed with good fortune and well-being. Pumping additional P.P.E. into the
charm will increase the likelihood of success in skills, attacks and defense. Such bonuses are random in
nature and can include +10% to skills; +2/-2 to strike, parry or dodge; beating the odds; attacker slipping,
etc (GM's discretion). Cost: 5 P.P.E. Duration: 10 minutes. Will also receive +2 to save versus ailments,
toxins and poisons (no P.P.E. cost). Will also be able to cast Minor Curse up to 3 times a day (full P.P.E.
cost)
Invisibility: Will possess the spells of Chameleon, Invisibility (Simple), Invisibility (Superior), Mask of
Deceit, Shadow Meld and Teleport: lesser. All spells will be cast at 5th level and require half the normal
P.P.E.
Physical Psychic Powers: Character gains the powers of Bio-Regenerate (self), Nightvision, Sense Magic,
and Psi-Kris (treat this the same as Psi-Sword, except that this is in the form of a 2 foot Kris dagger and
damage is selectable from 1D6 to 4D6 M.D.C. or S.D.C.). Select 2 other powers from the combined

categories
Healing, Sensitive or Physical powers. All powers are equivalent to an 8th level Psychic and
Page |of81
cost half the P.P.E. (like the Protection from Spirits power above).
Enhanced Attributes: Select from 4 of the following attribute bonuses. NOTE: M.E., P.S., P.E., P.B. and
Spd. can be selected twice. Although the attributes are enhanced, they are NOT raised supernatural levels.
I.Q. +2D4, M.E. +2D4, M.A. +2d4, P.S. +2D4, P.P. +2D4, P.E. +2D4, P.B. +2D4, Spd +2D8
Spell casting: The character receives Globe of Daylight and Armor of Ithan. They will also be able to
select any 4 spells total, from level 1-5. All spells will be cast at 6th level and require half the normal
P.P.E.
Knowledge of the Forest: The character gains the skills of Wilderness Survival, Detect Ambush, Tracking,
Land Navigation, Running, Prowl, Swimming, Identify Plants and Fruits, Lore: Demons and Monsters,
Horsemanship: Exotic. All are at 8th level of experience.
Vast Knowledge: The character gains the skills of Lore: Magic, Lore: Filipino Mythology, Lore: Faerie, 2
languages of choice, Literacy in same two languages, Holistic Medicine, Botany, Archeaology, and
Chemistry. All are at 7th level of experience.
Healing: Receives the skill of Holistic Medicine: 75%. Character will also gain the spells of Cure Minor
Disorders, Heal Wounds, Cure Illness, Purification (Food/Water), Negate Poisons/toxins and Sleep. All
spells are equivalent of 8th level and cost half the normal P.P.E.
2)Vessel of Magical Energy: The Anting-Anting allow the character to become a vessel of mystical
energy. Base P.P.E. is equal to P.E. plus 1d4x10+20. Add +1D8 P.P.E. per level of experience.
3)Sense Evil: The Anting will glow red when within 300 feet (91.4 m)of any demon or evil supernatural
creature.
4) Impervious to Iron: All objects consisting of 80% or more iron will do no harm to the character. They
will not penetrate nor cut and will glance off.
5) Increased Lifespan: The mystical energies within these amulets will begin to meld and shape the
character, granting many wonderous abilities. Of these, a prolonged lifesapn is also gained. Add
1d10x10+25 years. Note: if the anting-anting is ever parted from the user for more than 5 days, these
affects will where off and the character will advance in age appropriate to what the talisman granted.
6) Other O.C.C. bonuses: +1 M.A., +1D4 M.E., +2 P.S., +1D4 P.E., +3D10 S.D.C., +1 to save versus
horror factor, +1 initiative, +1 to save versus possession, +1 to save versus magic, +1 to save versus
toxins/poisons.

Anting-Anting, Talisman Warrior O.C.C.

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

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, Archaeology, Astronomy, and Botany
Technical: Any (except Computer Operation, 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, and One (1)
additional skill at levels four, eight, and twelve from the previous list. 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. Also, skills are limited (any, only, none) as previously indicated in the list.
Standard Equipment: One high quality kris (dagger), 1-2 normal kris, walking staff, 1 large water skin,
Millennium tree leaf or partial silk armor (NEW!), 2 pairs of loose fitting clothing, hooded cape or cloak,
sandals, backpack, 60 feet (18.3 m) of rope, 2D4 days of rations.
Money: 4D6X1000 total worth of gold coins.
Cybernetics: Not possible, there are no known Filipino cybernetic (or electronic for that matter)
facilities.

Page | 84

The Gurentai, Assassin Yakuza O.C.C.

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

killing,
as |they
Page
85 do not believe in the concept of prisoners or hostages. It is a lifelong education in the
purity of death, the bloodier the better. There are even rumors that certain powers are gained from the
releasing of a victim's blood.
The Gurentai have long since forsaken any morals and heed no laws, as this would only divert their path.
The Bushido code of the Samurai is a truly lost concept to them. They are violence incarnate and exude
intimidation. They take any job for the right price, usually that which no morally sound (or sane!) person
would take. Concept of good and bad have no meaning to these men. They only understand money,
power, and the ONLY way to achieve these goals, DEATH. This is not to say that they are not without
other skills; many are fluent gamblers and all have extensive lore knowledge (after all, it's best to know
your victim's weaknesses).
There are a few Gurentai that are without "family", usually adventurers always on the move, a man for
hire. Others that are part of a family may also travel outside of their "home" to perform certain tasks.
Boundaries are respected, as any intruding adventurer (human, d-bee or Oni) is seen as a threat to the
Oyabun's territory. And the Gurentai only know of one way to deal with threats.

Special Training and Mastery


The Gurentai are not formerly trained in a specific style of Martial Arts, instead learning only a wide
variety of attack forms and techniques (little or no defense), use Karate or H2H Assassin as an equivalent
alternative. A large part of a Gurentai's life involves taking repeated blows to vital points of the body, to
rid them of weak points. In time, they become partially devoid of feeling in some areas. The rare
instances that they do encounter the sensation of pain, are times that the assassins come to relish with
delight. This training is extremely rigorous and bestows certain gifts.
1) Chi M.D. Death Blow (special): A death blow that draws upon the inner core of the Gurentai with
mega-damage effects to supernatural and M.D. creatures. This can be inflicted by any weapon or bodily
attack. Same as Samurai.
2) Conditioning Martial Arts Powers: Due to the lifelong focused training, certain supernatural abilities
are gained. Select two (2) body hardening exercise/powers at level 1 and select another at levels 3, 7, and
12. Select one (1) offensive zenjoiki power at level 10.
3) The Glow of Death: Upon drawing the first blood from an opponent, the Gurentai goes into into an
altered state, granting the following abilities: +2M.E., +2P.S., +3P.E., +2 to save vs. horror factor, +1
attack per melee and gains one (1) other body hardening exercise/power. This effect will last for up to 3
minutes (12 melees) per level, and is only applicable when first blood is drawn. Note: Drawing first blood
effects are not accumulative, but will extend the abilities (still based upon 3 minutes per level) if the first
one's effects have expired.
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. +1 to strike, +2P.S., immununity to any horror level and forms of

possession,
and will not attempt to stop until until there is nothing left but a splattered corpse. His body
Page | 86
will then absorb any of the blood upon his own body, granting him the effects of a Major heal spell. He
will also retain the frenzy bonuses for 3 minutes per level.
4) Attack Techniques: Intimate knowledge in fighting and killing techniques: +2d4 S.D.C. damage with
ANY attack.
5) Tattoos: Like the other Yakuza, Gurentai go through many excruciating rituals and choose to document
them through tattoos (another test of pain and pride). Some are even magical tattoos applied by Yakuza
mages & enchanters (unbeknownst to all, some of these mages are descendants of Chiang-Ku dragons).
All Gurentai will have the Tattoos of Strength! (see Rifts Japan P. 43). They will also have 1D4+1
tattoos to select from the Simple Weapons or Magic Weapons (same as tattoos in Rifts Atlantis, except
substitute for appropriate Japanese weapon. They can also select any of the tattoos listed in the New
Tattoos Sector. 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, hands
and feet).Note: No other tattoos found within Rifts Atlantis are available to the Yakuza.
6) Other O.C.C. bonuses: +3 to save vs. horror factor at level One (1) and add an additional +1 at levels
3, 6, 9, 12, and 15. +4 to save vs. possession. +5d10 S.D.C. +2M.E., +2P.S., +1P.P., +2P.E., +3D10 P.P.E.
to start.

The Gurentai, Assassin Yakuza O.C.C.


Alignments: Anarchist or Diabolic
Attribute Minimum Requirements: M.E. 12 or higher, P.S. and P.E. of 13 or higher.
Racial Requirement: None, anyone that fits the requirements.
O.C.C. Skills:
Japanese: 98%
2 Languages of choice (+10%)
Streetwise (+20%)
Wilderness Survival (+5%)
Demon & Monster Lore (+10%)
Japanese Mythology (+10%)

Lore-Magic
(+5%)
Page | 87
Tracking (+10%)
Hanafuda (see under new skills section)
W.P. Knife
W.P.Sword
5 W.P. of choice
As listed above in Special Training and Mastery, use Hand to Hand: Karate or Assassin as an equivalent
fighting form. (if martial arts taken can choose any 1from ninjas or super spies especially any
Karate/Ninja Forms)
O.C.C. Related Skills: Select 6 other skills. Plus select an additional skill at levels 3, 6, 9, 11, and 15. All
new skills start at level one profiency. Select one new W.P. skill at levels 3, 7, 10, and 14.
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

Weapon
Any
PageProficiencies:
| 88
Wilderness: Any
Secondary Skills: The character also gets to select two (2) secondary skills at level one, four, eight, and
twelve from the previous list. 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. Also, skills are limited
(any, only, none) as previously indicated in the list.
Secondary Equipment: Very fond of vibro-weapons (especially the No-Dachi) and magical daggers.
Knife bandelier, shoulder and hip holster. Fine quality weapon of choice. 1D4 top quality knives. 1
handgun with 4 e-clips. Bow with 3D6 specialty arrows. Black leather trenchcoat. Basic survival kit
(rope, rations, knife, bandages, etc). 2 pairs of kimonos. 4 pairs of bodysuits and boots (black).
Wilderness outfit. Pair of binoculars, sunglasses (mirrored), 3 pairs of black gloves.
Money: 1D4X1000 on hand at any time. 5D6X1000 in savings. 3D6x1000 in stolen property.
Cybernetics: None, as this would hamper the death glow powers, as well as the sensations involved with
wetworks.
Gunshi, Military Sage O.C.C.

Before the coming of the Rifts, the Gunshi (gun-military, shi-multiple meanings of master, teacher and
death) was the ultimate in military advisory. They were versed in large scale war military strategy as well
as personal combat. This sage figure was sought by Daimyo and revered by even the Samurai. Gunshi
were teachers, warriors, academists, and foremost, advisors. Their talents did not stop here. They also
provided guidance that went beyond well beyond their advanced academia. They could foresee the
outcome of battles, predict the prime days and/or time for battles and advise the Daiyamo accordingly.
They were warriors elite, exacting machines of offense and defense armed or unarmed. They were
proficient in all of the common weapons of war such as the yumi (bow), Katana, Nagintas and others. In
battle they were a fury to be reckoned with, appearing in and out of skirmishes in the blink of an eye,
leaving only corpses as a trail. The battleground was their realm, a realm which they knew like no other.
Not only were they excellent warriors, they also knew how to use their formal education to benefit their
troops as well. This was one leader that did not stay behind to advise while the battle enraged. No, these
military sage directed the main forces in carefully thoughtout tactics and manuevers. Even a small band
led by a Gunshi had a good chance of coming out of battle against an invading Oni hoarde, with little
losses.
After the devastation, they were required for any settlements survival. With the oni hordes ever
increasing, warlords, Daimyo, any leader of his people, desperately needed guidance in protecting their
territories. The Gunshi plays many roles, and can be found as a commander of a district, a nomadic

wanderer
Page seeking
| 89 out evil or an adventuring scholar, teaching his craft to small towns along the
countryside.

Special Training and Mastery


1) Special Sight: The Gunshi has the unique gift of Remote Viewing (see Rifts England Temporal Spells
pg.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. This power is the same as the spell, except it requires 15 I.S.P.
(instead of P.P.E.).
2) Psychic Powers: Endowed with Psionic Sensitive powers, including Clairvoyance, Detect Weakness,
Presence Sense, Sense Good/Evil, Sixth Sense and Total Recall. The character will also gain Astral
Projection at level 4 and one additional Sensitive power at levels 6 and 12. The Gunshi is considered a
major psychic.
I.S.P.: Take the M.E. attribute number as the base and add 2D4x10. The character also gains 1D6+2 I.S.P.
per level of experience.
3) Cleansing Meditation: The Gunshi are also practitioners of the Shugendo religion, and are versed in
the ways of meditation. Same as Yamabushi meditation.
4) Chi M.D. 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, kick,
staff or spear. Same as Samurai.
5) Mystic Martial Arts Powers: Sun Shih K'an Chien Chih (Art of Vanishing).
6) Other O.C.C. bonuses: +3 to save vs. horror factor at level One and +1 at levels 2, 5, 8, 11, 15.
+2D10 S.D.C. +1 I.Q., +2M.E., +2P.S., +1P.P., +1 attack per melee, +3 on initiative, +3D10 P.P.E. to start.

The Gunshi, Military Sage O.C.C.


Alignments: Any
Attribute Minimum Requirements: I.Q., M.E., P.S. and P.E. of 11 or higher.
Racial Requirement: None.
O.C.C. Skills:

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.Daisho (same as Samurai)
Kyudo (same as Samurai)
3 W.P. of choice

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

Money:
credits total.
Page5D6X1000
| 92
Tattoos: These are seen as a grey area for the Gunshi, they are not viewed as good nor bad. They are
normally kept to a minimum and will have no more than three (3) magical tattoos. Do to their profession,
the messenger tattoo is very useful, however.
Cybernetics: None, as this would hamper their special abilities.

Herin lies my collection of my R.C.C.'s, N.P.C.'s and creatures.

Brown Rat RetroMorph R.C.C.


Kitsune R.C.C.
Philippine Eagle Retromorph R.C.C.
Necro Ticks

Jikininki,
Page
| 93Asian Ghouls
Filipino R.C.C.
Bakonaua, Shark Monster
Manananggal, Filipino Vampire R.C.C.
Tutubi, Giant Dragonfly
Kumo, Demon Spider
Aardvark Retromorph R.C.C.

Coming soon: Filipino, Japanese and Chinese R.C.C.'s, including dragons, demons and other supernatural
baddies that go bump in the night. Got some Indian and Mediterranean to follow later.

Let me know, what you think at haphaz@hotmail.com

Copyright 1986-2000 Trent Happel


Necro Tick

Another variant evolution brought on by great cataclysm, were these nasty little critters. A mutant variety
had begun to adapt to feed off of one of the new abundant forms of "food", P.P.E. These parasites had now
become specialized on the leeching of mystical energies, 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, such as spiders, scorpions and the like. This feeling is more intense due to the size of these little
beasties. Standing three inches tall, they appear as metallic blackish-blue ovals with a minute beadylooking head and pointed thin legs, very similar to their cousin species. They move about with blazing
speed and are incredibly adept prowlers.

As Page
with other
| 94misunderstood arthropods, these little leeches pose no real threat to the common populace,
unless that is, you have high levels of P.P.E. The common tick feeds on blood, while the necro tick feeds
upon the very P.P.E. of the host. 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.
These minute magic suckers lay in ambush behind tall blades of grass or other areas that creatures
commonly brush against. When this occurs, they scurry across onto the host and find a hard to reach spot
to plant themselves. Here, they are content to start draining the host of its magical energy. At times it may
also move from one host to another when they come into close proximity, such as combat, camp, and
other occasions as they are also known for their leaping abilities. 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.
Alignments: Animalistic.
Attributes: I.Q. 1D4 (cunning arthropod) M.E. 2D6 M.A. 1D4 P.S. 20+1D6 P.P. 14+1D6 P.E. 20+1D6
P.B. 1D4 Spd. 15+2D6
Size: Three inches tall, Three inches wide, Two inches long, One inche thick
Weight: A few ounces
M.D.C.: 10+1D6
Horror Factor: 8 to normal creatures, 12 to Mystics or Supernatural creatures of magic.
P.P.E.: 20 +1D10
Natural Abilities: Nightvision 200 feet (60.9 m), Climb 94%, Prowl: 80%, Leap six feet (1.8 m) high and
12 feet (3.6 m) across. Able to sense magic up to 500 feet (152.4 m) away at a profiency of 80%.
Regenerate 2 M.D.C. per hour. When lodged within the host it is impervious to gases as it breathes in the
oxygen from within the host's body.
Psionics: None
Magic: None
Combat: 3 attacks per melee.
Damage: Although they sustain themselves upon the mystical energies of others, they still possess some
forms of protection to defend themselves against physical forms of attack. A bite will inflict 1 point of
M.D. with its razor-sharp proboscis. It follows this with a deadly injection. The tick will taint the
attacker's/prey's body with a highly unstable byproduct (considered to be some sort of negative P.P.E.) of
its metabolized energy meal. A roll to save versus magic every melee is required at this time. If this roll
fails, within only one melee, the infected creature will start to suffer from mini-seizures in the general

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

These vile creatures are another race of undead, similar to western ghouls, found during the twilight hours
of Japan, parts of former Asia and the Philippines. They appear as yellowish-grey humanoids, with long

arms
ending
in thick blunt nails. Glowing orb-like eyes are a translucent red, resembling transparent pools
Page
| 96
of blood. Their hunched bodies are covered in blisters, abrasions, scars, infections and almost completely
devoid of hair, except for random tufts. They roam the graveyards or any areas with the scent of death,
nomadic corpse scavengers ever wandering for another meal.
One could say that they resemble half-decomposed bodies, thin and gaunt, yet finely muscled. They seem
to have no formal language, save for grutal noises and shrieks, much like a hyena. Pack scavengers by
nature, they hone onto the scent of a kill with a keen sense of smell and taste. The smell of blood alone
will catch their attention, luring them to the source, and will even drive them to attack prey still alive if
the odds seem in their favor. Despite their thin, sickly appearance, they are extremely strong, quick, agile
and cunning (more animalistic than intelligent). Claws used for digging, also make for fine weapons, as
well as a mouth full of jagged canines able to crunch through bones for their succulent marrow.
Alignments:
Attributes: I.Q. 2D4 M.E. 2D6 M.A. 1D6 P.S. 15+2D6 P.P. 3D6 P.E. 20+2D6 P.B. 1D4 Spd. 10+2D6
Size: 5 feet (1.5 m) +1D8 inches
Weight: 80 (36 kg) +1D4x10 pounds
M.D.C.: 2D4x10
Horror Factor: 13
P.P.E.: 20 +1D10
Natural Abilities: Nightvision 500 feet (152.4 m), Climb 74%, Dig into dirt and clay-like terrain at a rate
of 8 feet (2.4 m) per minute (4 melees), Prowl: 60%, Keen sense of Smell and Taste: Track by blood scent
68% up to 2 miles (3.2 km) away, Track by scent and taste of corpse: 89% up to 3 miles (4.8 km) away,
Bio-regenerate 2D10 M.D.C. every ten minutes (40 melees) or during each feeding, Can also take
limbs/body parts from the dead to replace lost or damaged parts on self. Cannot truly "die" unless entire
body is burned to ahes. Impervious to mind-based attacks, cold, poison, drugs, gases (does not breathe)
and even S.D.C. weapons (M.D. and magic weapons do full damage).
Infectious: Due to their undead state and the way in which they survive (feasting on the rotting flesh of
the dead), the Jikininki are the vessels of numerous infectious bacteria and diseases. Any successful strike
by bite or claw that breaks the skin, has a chance of also infecting the prey with some sort of infection or
disease. The character must save versus poison or they will be infected with some sort of malady. Average
penalties suffered are -2 to strike, parry and dodge due to one or more of the following: weariness, blurred
vision, quesiness, clouded mind, excruciating throbbing pain. If the character is not healed with 24 hours,
the character runs the risk of contracting gangrene or other serious infections, which will result in the loss
of the area attacked. After this time, roll to save versus coma every 12 hours or the infection will spread.
These undead marauders are known for hit and run attacks, and then waiting until the prey has succumbed
to the illnesses.

Vulnerabilities:
Page | 97
Fire: Normal S.D.C. damage by fire inflicts the equivalent of Mega-damage to the Jikininki. Supernatural
and magical fires inflict double damage.
Daylight: Daylight, magical light or bright light sources will cause these creatures to be blinded (sufferes
penalties of -5 to strike, parry and dodge). In this case, they will rely on their other acute senses to attack
or flee.
Psionics: None
Magic: None
Combat: 4 attacks per melee.
Damage: A restrained claw or bite attack will inflict 4D6 S.D.C. danage (plus P.S. bonus). A full strength
claw or bite attack will inflict 2D6 M.D. and a power punch does 4D6 M.D., but counts as two attacks.
In addition to physical attribute bonuses: +2 to strike, parry and dodge. +3 to save versus magic. +6 to
save versus horror factor.
Average Lifespan: Immortal, until destroyed.
Habitat: Nomadic, but usually stay inland. Will travel any distance when led by the scent of carrion. Take
refuge underground, in caves or in large tree hollows by day.
Enemies: Any species of the living, specifically do not like users of magic.
Allies: Usually tend to stay only within packs (numbering around 4-10) of their own kind, but will
sometimes be seen following Kapre, Kumo, or other demon creatures that leave scraps behind.
Filipino R.C.C.

The Filipino race, a determined people starting to make a comeback after the great devastation brought
upon by the great cataclysm. For the most part they are alike, given only minor differences and
preferences by region. Close ties with ancient and mystical ways have made their way back into the lives
of the Filipinos. They rely on the sea and jungles for sustenance and replace in one way or another what
they take.
All items of the islands, whether animal, rock, plants, lakes, are all given proper respect. This is the way
of the people as they retain strong beliefs in animism; everything having a spirit. These spirits can be
beneficial, neutral or malicious.

Dwellings
Page | for
98the most part are simple, keeping a close bond with nature. This is not to say that they are
crude engineers. In many of the larger towns and cities, the settlements resemble that of late 19th century
technology mixed with some magical gadgetry that emulates that found with the 21st century. Regardless,
many settlements are on or near holy temples. Men of magic, especially shamans (baylan) are popular
trades. Warriors, monks, sages, among others are other numerous classes of the islands. Across the
multitude of these isles, totaling somewhere around 2700 total, there are eight major dialects of Filipino
language.
Alignments: Any, but the majority are Principled, Scrupulous or Unprincipled.
Attributes: I.Q. 3D6 M.E. 2D6+10 M.A. 3D6 P.S.: 3D6 P.P. 2D6+8 P.E. 3D6+2 P.B. 2D6+8 Spd. 3D6+1
Hit Points: P.E. +1D6 per level of experience.
S.D.C.: 40 plus those gained from O.C.C.s.
Natural Armor Rating: None
Height: Filipinos tend to be of a shorter stature than your average North American or European descent.
Men average about 5 feet +2D6 inches (up to about 1.8 m) with women a few inches shorter yet, 4 feet 10
inches +2D4 inches (1.5 m)
Weight: 130 lbs. (58.5 plus kg.) plus an average of 5 pounds (2.25 kg) per each additional inch of height).
Lifespan: Most Filipinos will live up to 175 years normally (without any sort of augmentation by magic,
etc.). They also always seem to have youthful appearances, looking at least ten to twenty years younger
than their actual age.
Appearance: The Filipino natives are humans with a distinctive Polynesian look. All have jet black to
dark brown hair that has a sheen like silk. Their eyes are a deep brown and somewhat ovalish in shape.
Faces are smooth, devoid of wrinkles until at least 80, tend to be rounded in shape with noses that are bit
broad and/or flat. Ears are normal size with a slight pointed tip. Their body types tend to be thinnish, but
heavily muscled for the men and thin but shapely fit women. Skin tends to be a golden tan in the south
and a light tan with a slight tinge of yellow in the north. 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).
Disposition: These are a noble, hard-working and determined people with a strong beliefs in magic,
spirits of the earth and demons of the dark. Descendants of the survivors of the great cataclysm, they have
adapted well to the even greater threats of the invading hordes of vile creatures. They respect the land and
sea, and protect it from all that desecrate it.
Combat Skills: Depends on the O.C.C.
Magic: Depends on the O.C.C.

P.P.E.
Base:
25, plus those gained from O.C.C.
Page
| 99
Psionics: Standard human
Natural Abilities: Same as human, except for a slightly longer lifespan and nightvision is 2x better. +1 to
save versus horror factor. Due to adaptations and lifestyle, their hands and feet are incredibly durable, as
tough tough as leather, yet also as soft. As in the past, many Filipinos do not wear forms of footwear, even
when outside.
O.C.C.s: Any O.C.C. of the Philippines (many Filipinos have disappeared in ley line storms and rifts, but
there have been only a handful of confirmed reports of any returning). Although there are a few rifted
immigrants from other lands on the islands, they have not yet begun to successfully pass on their ways to
the natives.
The natives are also reknown for their domestic skills in weaving, animal husbandry, farming and fishing
prowess.
Bakonaua, Shark Monster

The Bakonaua is an enormous sea creature that resembles a great white shark with some catfish-like
adaptations. The beast measures over 30 feet (9.1 m) long, with some reports up to 50 feet (15.2 m). What
is even more frightening is that its mouth can reach up to 12 feet (3.6 m) wide and 6 feet (1.8 m) tall and
is covered in 4 rows of razor-edged teeth. This mouth houses a blood-red tongue that can dart out with
blinding speed up to 15 feet (4.5 m) piercing a small boat's hull with ease. The tongue is also used to grab
prey; prehensile and covered in sticky saliva.
The skin is thick and leathery, that is ash-grey above and bluish-white below. The dorsal fin is large and
erect, standing 6 feet (1.8 m) tall and containing 5 visible bone-like supports that jut out into sharp barbs.
It also possess two sets of lateral fins, one in front and one towards the end of the tail. The front fins are
fish-like, yet extremely longs, almost wing-like. The back pair are squat and help in locomotion. The
sides of the mouth has 2 sets of whiskers, one 12 feet long (3.6 m), the other 6 feet (1.8 m), that are highly
sensitive to electromagnetic vibrations caused by movement.
These predators of the sea possess an extremely acute sense of smell and taste, sensing a mere drop of
blood up to six miles away. Their eyesight is weak, based mainly upon movement. It is not known
whether they can actually hear or not. They are incredibly agile and quick for their size and have been
known to leap out of the water up to 15 feet (4.5 m) straight up or 35 feet (10.6 m) across to catch prey.
The natives of the Philippines have great respect for these monsters, sacrificing a portion of their catch to
appease them during fishing expeditions. They see it as paying their dues for borrowing the sea from the
rightful citizens of the deep. The Bakonaua is smart enough to realize that all ships contain food, whether
it be fish or the crew members aboard, and will tend to be aggressive unless given at least a few buckets
of entrails or flesh.
Alignments: Considered to be a predator with Anarchist behavior.

Attributes:
I.Q. 1D4+4 M.E. 1D6+10 M.A. 1D6+4 P.S.: 3D6+15 P.P. 3D6+16 P.E. 2D6+15 P.B. 1D4+6
Page | 100
Spd. 2D6+35 swimming
Hit Points: Mega-damage creature.
M.D.C. by Location:
*Eyes (2) - 10 each (protected by nictating membrane)
Large Forward Fins (2) - 35 each
Squat Back Fins (2) - 12 each
Tail Fin (1) - 50
Long Whiskers (2) - 30 each
Short Whiskers (2) - 15 each
**Main Body - 300
* The eyes are tiny and protected by a nictating membrane, making them difficult to hit. The attacker
must make a called shot and even then he is -4 to strike. If both eyes are destroyed, the Bakonaua will still
be able to function normally using its other acute senses, but will go into a frenzy, fighting to the death.
** Destroying the main body will kill the monster.
Horror Factor: 12
Natural Abilities: Highly acute taste and smell, Track: 78% up to six miles, electromagnetic sensitive
whiskers detect movement up to 650 feet (195 m), breathe underwater, murky depth vision 100 feet (30.4
m) based mainly on movement, 4 rows of razor-sharp teeth that regenerate in 1D4 days when lost,
advanced healing 1D10x4 per day (24 hour period), leap 15 feet (4.5 m) straight up out of water and 35
feet (10.6) across.
Combat: 4 physical attacks by biting, tongue attack or tail blow.
Bonuses: +2 on initiative, +5 to strike, +3 to dodge, +5 to save versus poison, +2 to save versus magic
and psionics.
Damage: 4D10 M.D. from bite attacks, 2D10 M.D. for piercing tongue attack and 1D8 M.D. for tail
blow.
Size: 9 feet (2.7 m) tall plus 6 foot (1.8 m) tall dorsal fin, 30 to 50 feet (9.1 to 15.2 m), 13 feet (3.9 m)
wide, its mouth almost as wide.
Weight: 4 tons
Lifespan: 170 years

P.P.E.
Base:
20
Page
| 101
Magic: None
I.S.P.: None
Psionics: None
Value: About 950 gold coins for its meat, hide and fins, considered a delicacy and eaten on special
occasions (after undergoing special treatment and preparation).
Language: Unknown
Enemies: Anything that can be considered as a meal.
Habitat: Concentrate in the waters around the Philippines, but also found within regions of the Pacific
Ocean. Can dive up to one mile (1.6 km) deep, but also known to attack prey in as little as 6 feet (1.8 m)
deep (snatching unsuspecting swimmers).

Manananggal, Filipino Vampire (optional R.C.C.)

The vampire kingdoms have spread far and wide, from the lesser to the greater. Within the Philippines,
there exists a relic ancestor of the vampiric beings, the Manananggal. These creatures share in the lust for
blood, bathed in evil, but evolved somewhat differently on these islands over the eons.
The Manananggal are a race of female humanoid shapeshifters, assuming the guise of beautiful maidens
by day. Their appearance is so striking that many men fawn over their unearthly beauty. But as night falls,
they shed their false skins, revealing their true visage. Their skin turns a pale ash grey, the ears are long,
erect and pointed. The eyes glow a horrifying shade of yellow. Their bodies are thin and gnarled, yet
finely muscled, save for a bulging belly. Long, kinked black hair covers their head and runs down the
length of the back. Mottled patches of hair also cover parts of the body.
They roam the forests at night, searching for prey alone or in small packs on occassion (they do not seem
to be as social as their vampire cousins). The creature's senses of taste and hearing are highly acute. Often
they will lay in wait, perched in a tree, motionless, their tongue out tasting the scents in the air. When an
unlucky person stumbles upon one of these vampires, a frenzy occurs.
The Manananggal lashes out with its tongue, stretching out to up to 15 feet, its tip as keen as a daggers
edge. Its target is the neck or chest. Once pierced, the tip expands, exposing a hollow tube within, the
feast then begins. If the prey puts up too much of a fight, the vampire will utilize its most revolting
adaptation. They will rip open their own stomach, unleashing intestinal tentacles reaching up to 20 feet.

These
tentacles
Page
| 102are highly adhesive and are coated with a form of mild neurotoxin. The sight and odor
released from its bowels are usually enough to unsettle even the bravest soul.
Convential methods of harming vampires do not apply to the Mananaggal, perhaps due to their divergent
evolution. Most are quite cunning, some even showing signs of high intelligence, imploying ingenious
tactics to lure and ultimately devour prey. They can also be a cautious lot, splitting their torso from the
lower half of their body. The lower half is left in a safe or well protected area, while the upper portion
uses its intestinal tentacles for locomotion. Should the torso be somehow destroyed, the lower half will
regenerate the rest of the body within two days time. The only way to kill a Manananggal, is to destroy
the entire body.

Manananggal, Filipino Vampire


Horror Factor: 12
Alignment: Anarchist, Miscreant, Aberrant or Diabolic.
Attributes:I.Q. 3D6, M.E. 3D6+4, M.A. 3D6+4, P.S. 18+1D10, P.P. 16+2D4, P.E. 15+1D6, P.B. 15+1D6
(human guise)/2D4 (Vampire form), Spd 10+2D6
Height: 5 feet +2D4 inches (human form)/6 feet +1D4 inches (vampire form).
Weight: 110 to 160 pounds in both forms.
P.P.E.: 1D6x10
I.S.P.: 4D10
Natural Abilities: Nightvision: 300 feet, Advanced Hearing, Track by smell 70%, Identify smells 75%,
Climb 92%, Prowl 90%, Levitation, Regeneration: 1D6 M.D.C. per melee!.
M.D.C.: 2D4x10 +30
Combat: 4 attacks per melee.
Bonuses: +2 on initiative, +3 to strike, parry and dodge, Immune to all poisons, +1 to save versus magic
and Psionics, Immune to all mind-based attacks or influence, +4 to save versus horror factor.
Damage:
- 15 foot (4.5 m) piercing tongue does 1D6 Mega-Damage. This tongue is also prehensile and can be used
to ensnare an opponent.

- Extendible
claws on hands and feet inflict 2D6 Mega-Damage and can also be used to pin prey. Prey
Page | 103
trapped within the claws will then be probed by the tongue, which will siphon their blood and P.P.E. A
successful strike will result in the loss of 1 H.P., 10 S.D.C. and 2D10 P.P.E.!
- Tentacles that can reach out to 20 feet (6 m) and ensnare an opponent (pin attack). If successful, the tips
of the appendages have rasping thorn-like projections that inflict 1D4 Mega-Dmage and also injects a
mild neurotoxin. After each successful attack by a tentacle, the prey must roll to save versus poison. A
failed roll results in -2 to strike, parry and dodge. 4 successful attacks and the prey becomes paralyzed!
The effects of the toxin lasts for 8 +2D6 melees.
- Intestinal gas: The Manananggal will rip open it's abdomen or torso and expel a cloud of noxious gas.
All within a 15 foot (4.5 m) radius must save versus toxins or they will start retching uncontrollably,
suffering penalties of -3 to iniative, strike, parry and dodge for 1D6 melees.
Magic: Fear, Chameleon, See Aura, Charismatic Aura, Shadow Meld.
Psionics: Empathy
Average Life Span: 450 to 700 years.
Languages: Two Filipino languages at 98%, one other at 78%.
Vulnerabilities: The Manananggal do not share the same weakness for water as their other vampire
brethren. Sunlight does however force them to stay within their human shells, or else they would suffer
the same damaging effects. Within their human guise, they cannot expose their tentacles or tongue or they
would suffer excruciating pain. They do, however, still possess their incredible physical attributes and
minor psionic/magical powers.
These creatures do suffer from something normal vampires do not, salt. In any form, salt acts like a
corrosive material to the Manananggal, especially dangerous to the eyes, exposed skin or if ingested. This
weakness is one of the main reasons why they have never ventured to other realms, fearing the salty seas.
Silver and magical weapons are also one of the few things that can pierce their tough hides.
Habitat: Deep within the mainlands, far from the sea.
Prey/Enemies: The Manananggal ally themselves only with other undead or demons of the islands. All
other creatures are considered prey.
Optional O.C.C.'s: Vagabond, Nomad, City Rat or Wilderness Scout.
Tutubi, Giant Dragonfly

Another
Pageexample
| 104 of the adaptiveness of the native creatures of this planet, the tutubis are giant
dragonflies of the Philippines, great hunters to be feared. Their great size, agility, senses, cunning and
speed enable them to take down prey as large as a water buffalo. A full grown tutubi stands as tall as a
horse and as long as three to four men.
Coloration of these creatures varies across the entire spectrum of the rainbow, with the exoskeleton
gleaming just as bright. Their eyes are the size coconuts and are covered in multi-faceted lenses in hues of
green, blue or red, letting nothing escape their notice. They posses two sets of wings, the foremost larger,
both sets a translucent silver.
Many a casual viewer is caught up in its wondrous splendor, not realizing that he is being stalked. It is
wise to always remember that the tutubi are predators. The mouth consists of fierce pincers above
manipulating mandibles. The long segmented tails are slightly prehensile and end in a sickle-like stinger,
ideal for piercing attacks.
These flying beasts are also encased in M.D.C. exoskeletons, providing excellent protection. These highly
ornate, yet flexible and durable carapace are prized by the Filipino natives, used in the creation of
exquisite armor. 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, and tougher yet to accomplish this without destroying the
main body of armor.
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. Enchantment seems to be the only way to make these creatures
docile enough to be used in such a manner, as they are impossible to domesticate. Such a mount is a
prized possession and a wonder to behold.

Tutubi, Giant Dragonfly


Alignment: Predatory insect that falls within Unprincipled or Anarchist.
Attributes:Cunning animal I.Q. 1D4+2, M.E. 1D6+8, M.A. 1D6, P.S. 16+1D8, P.P. 12+2D4, P.E.
15+1D6, P.B. 2D4+8, Spd 3D8 crawling, 2D4x10 flying (one-half of this speed when encumbered by a
rider)
Size: 15-20 feet long (4.5 to 6 m). Stands 5 feet tall, supported by 6 thin, multi-segmented legs. Wingspan
is equal to one-third of body length.
Weight: 600 to 950 pounds (270 to 428 kg).
Hit Points: Mega-damage creature.
M.D.C. by location:

*Wings
- 10 each
Page(4)
| 105
**Eyes (2) - 14 each
Head - 100
Main Body - 300
* Destroying 3 out of 4 of the wings will prevent the creature from flying. Destroying the front larger
wings will impair its flight, causing speed to drop in half as well as reduce dodge bonuses by half. The
wings can only be hit by a called shot, due to its great agility and rapid movements of the body and the
wings themselves. On top of this, the wings are -5 to strike (on top of all other bonuses/penalties).
** The eyes are small targets and are also surrounded by protective ringlets, as well as covered by
nictating membranes. They can only be hit by a called shot, and still suffer from -3 to strike penalty. Even
if both eyes are destroyed, the tutubi only suffers -4 to initiative and -6 to dodge, as it is very sensitive to
vibrations and has an acute sense of smell.
Destroying the main body kills the creature.
Natural abilities: Natural M.D.C exoskeleton, nightvision 120 feet (36.6 m), 360 degree vision, track by
smell: 85%, fly, climb: 75%, prowl:68%, sense vibrations in 20 foot radius (wind direction, character's
movements, etc.).
Combat: 4 attacks per melee.
Bonuses: +3 on initiative, +4 to strike, +7 automatic dodge, +2 versus magic.
Damage: Bite from giant pincers 2D4 M.D. or pin attack to ensnare and hold prey down. Prey trapped by
pincers will then be attacked by lower mandibles, inflicting 1D4 M.D. per melee. Roll against P.S. to
break hold. Tail can also whip around with a piercing attack from its stinger for 1D6 M.D. A flying body
block or ramming attack is also possible, doing 1D6 M.D. with a 50% chance of knocking the prey down,
causing him to lose initiative and one melee attack. This attack counts as two attacks.
Magic: None
Psionics: Empathy
Average Life Span: 10 years.
Language: Empathy, as well as body movements, mainly characterized with the tail and mandibles.
Value: If mainly undamaged, the main body and head carapace can be made into very stylish megadamage armor (large enough for a person up to 7 feet tall), with an average market value of 30,000 gold
coins (for the exoskeleton plates, not the actual finished armor. See the gear section for details). As

mentioned
Page | before,
106 these wild creatures cannot be domesticated, but can be enchanted by certain baylan or
psychics.
Habitat: Anywhere near water, especially mangroves and swamp lands. Also seen near open fields
around mountains.
Prey/Enemies: Anything smaller than itself may be considered as potential prey. Has fondness for pigs.
Kumo, Demon Spider

The Kumo are gigantic demon spiders known throughout the dark, dense mountain jungles of the
Philippines, China and Japan. Their exoskeleton a mirror-like black gleam, eyes like glowing green
saucers above 8 inch long fangs, and legs like thin tree trunks. They prowl and lay in ambush during
twilight, attacking anything with the scent of blood.
They have incredible instincts, deceptive and cunning fighters. One Kumo is enough to give any group of
warriors second thoughts, fortunately they are loners, squabbling even amongst their own kind. Although
fierce, they are also self-preserving, any damage over 100 M.D.C. will likely cause them to flee. These
creatures only think about food and if presented to them, will gorge themselves to a point of near
comatose, appearing to be in a state of suspended animation (digesting and processing their meal).

Note: These are strictly NPC characters.


Alignment: Anarchist, Miscreant, Aberrant, or Diabolic.
Attributes: I.Q. 2D4+2, M.E. 3D6, M.A. 2D6+10, P.S. 10+2D6, P.P. 4D4+6, P.E. 3D6+2, P.B. 1D6, 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. Weighs from 800-950 pounds.
M.D.C.: 1D4x100 +100.
Horror factor: 14
P.P.E.: 1D6x10.
Natural Abilities: Can scale surfaces just like a normal spider, even running upside down at 3/4 of Spd.
attribute, Climb: 98%, Track by scent: 76%, Nightvision: 300 feet, Prowl: 75%, 280 degree vision, Sense
Magic, See the Invisible.

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

Vulnerabilities:
Page | 108 Fire does double damage.
Average Life Span: 45 years.
Appearance: Similar to a giant black widow. Glowing green eyes, massive fangs, long thin legs attached
to a shiny, almost metallic-looking body covered in short spiny hairs.
Habitat: Any continuously dark area, such as jungles, caves, abandoned dwellings within the most parts
of Asia.
Enemies/Allies: Any creature that is smaller than them is considered a meal. Relies more on instinct, and
instinct tells it to eat.

Kitsune R.C.C.

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. One such creature blends the attributes of a theriomorph
(were-creature) with the bewitchment of the fey folk. They are known as Kitsune, masterful fox

shapechangers
Page | 109with a knack for illusion and deception.
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). They are by far, one of the most popularly
known of their kind, next to their cousin Tengu. A perfect blend of human, faerie and animal, they can
morph from near human form to that of a large-sized fox and a form between these two stages. Within
settlements, they take on human form to better blend in with society. This guise is almost flawless, taking
the appearance of an extremely attractive human.
Their true persona is believed to lie within their morphed stage, a humanoid fox. A pure animal form,
albeit a bit larger than norm is their third shape. In this state they are at their most cunning and also
benefit from added grace and speed. 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.
In any of these shapes, they present carefree, yet witty and sly characteristics often lending them into
mischief and even thievery. A good joke or story gets their attention, a game could win their friendship,
and to actually outwit them gains their admiration. The realm of illusion is their specialty, a gift they like
to share often with others. A love of riddles is common, as well the need to embellish, almost to the point
of fabrication and outright lies. They mirror faeries the most in these respects.
The elders of our clan used to tell us stories of such enchanted creatures, toying with love struck villagers
for their amusement. Extreme caution was advised against overly seductive and flirtatious women and
men, as they could be disguised Kitsune. Such games were not always fun and games, as these creatures
true nature is deception. A lucky mortal would only befall an embarrassing prank, but their have been
stories of twisted mayhem. Traveling foreign trails are also likely areas of ambush by these jesters'
unearthly jokes or penchant for thievery. Due to their ancestry, they are also closely tied to the earth and
have been known to be staunch defenders to those who defile it.
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.
Animalistic features become completely muted, giving way to a very alluring male or female character
with a very distinct asian appearance. Features are sharp and their build is slim and athletic. Hair
coloration still remains bright red to orange or a luxuriant silver, adding to their striking beauty. Their
have been rare reports of a stark white as well as a jet black variety, as well. Hands and feet are petite,
delicate, but extremely nimble. The only animalistic traits that remain even in this form include small
brightly-colored eyes, slightly pointed ears and a bushy tail that is usually skillfully concealed in a pant
leg. Duration: 30 hours per level of experience; can transform as often as three (9) times per day (24
hour period). Limitation: Will always have same Asian look and natural sex type as their default human
persona. They are also skillful at taking on other guises, but only for shorter periods of time (10 hours
(400 melees) per level of experience). Maximum size attainable is 5 feet 10 inches (1.75 m) and 160
pounds (72 kg). Minimum size attainable is 4 feet tall (1.2 m) and 50 pounds (22.5 kg).
Half Form: Their merged form looks like a humanoid fox covered in short fur, a long bushy tail with a
white or black tip, long erect ears, pointed snout ending in tactile whiskers, dexterous hands and small
black paws. It is similar to that of a were-fox, although it still remains almost fully erect and retains its
intelligence. Speech for the most part is comprehensible, seasoned with an occasional muted bark or yelp.
It is believed that this is their natural state. Duration: One month, at which time, the Kitsune must revert

to animal
Page |form
110for one entire days time (24 hours). The cycle then starts anew. Limitation: None, may
transform into the merged form as many times as they wish during any period of time.
Fox Form: In this form the Kitsune appears as a perfect specimen of the fox species, albeit a bit larger
than norm. They retain full intelligence, human speech (allowing the casting of spells) and gain a boost in
agility, endurance and speed. Duration: Unlimited. Limitation: None, may transform into animal form
as many times as they wish during any period of time.
2) Supernatural Smell: Similar to a Dog-boy, the Kitsune shares the canine's olfactory abilities on a
supernatural level. 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.
The character is able to recognize and accurately identify general/common/known smells, including
gases, food, and other distinctive odors. Range: 90 feet (27 m) per level of experience. Base Skill: 65%
+3% per level of experience.
Identify specific odors, including the scent of specific individuals, objects or other creatures. Range: 20
feet (6.1 m) per level of experience. Base Skill: 50% +2% per level of experience.
The Kitsune can actually smell magical and psychic energies, as well as supernatural creatures. Range:
150 feet (45.7 m) per level of experience to detect magical/psychic energies; one-half mile (.8 km) per
level of experience to detect ley lines. 100 feet (30.5 m) per level of experience to detect specific types of
paranormal creatures. Base Skill: 80% +2% per level of experience to detect magical/psychic energies,
55% +3% per level of experience to detect specific types of paranormal creatures.
3) Supernatural Hearing: The character is much more sensitive to a broader range of sound levels
compared to a human. Little will escape the Kitsune's attention within a 90 foot (27.5 m) range. +4 to
save versus ambush/sneak or back attack, +3 to initiative. Can also identify specific sounds known to
them. Range: 90 feet (27.5 m). Base Skill: 58% +3% per level of experience.
4) Supernatural Sight: Nightvision, See Auras, and See the Invisible 500 feet (152 m).
5) Dynamic Attraction (special): Kitsune release a cocktail of pheromones that creates a light,
intoxicating perfume and even the Kitsunes breath is sweet and as fresh as a springtime breeze. This
alone affects people attracted to that particular sex (within a 15 foot radius) to feel stimulated and quite
tantalized by the luscious individual. The powerful attraction causes its victims to keep their eyes on the
Kitsune and distracts them from whats going on around them. 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. Penalties: -10% to perform skills, -8 to save vs Hypnotic Suggestion or any form of mind
control from the Fox Faerie, and -6 on initiative and all combat bonuses for the first melee round of any
fighting that might break out. Saving Throw:
18 or higher to save. Note: Mega-Damage nonhumans and supernatural beings are +2 to save, plus any
bonuses to save vs mind control would apply.
6) Euphoric Embrace (special): The loving embrace of the Kitsune is even more intoxicating and
debilitating. 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 saving throw is a natural 16, but the
character is -2 to save if he (or she) was already intoxicated by the Kitsune via Dynamic Attraction.
Penalties from Euphoric Embrace: Time seems to stand still and the victim is oblivious to anything but
the Fox Faerie. Once enthralled, all the victim is aware of is the gorgeous person wrapped around him. A
bloodbath could break out around him, bombs exploding and the building burning down around his ears

andPage
he would
not know it. As long as the demon keeps at least one arm wrapped around her victim, the
| 111
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 individuals body. As long as the demon
keeps one arm touching and moving across the victims body in a romantic, non-threatening manner, the
Kitsune can do almost anything she wants without the victim realizing it. The Kitsune seducer doesnt
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 whats going on, but
unless they physically pull the victim out of the Kitsunes 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 Kitsunes 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 Kitsunes 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 Kitsunes 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 Kitsunes clutches is difficult because her P.S. is Supernatural and the combined P.S. to
break free is double the Kitsunes 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 Kitsunes 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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| 112
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 mages 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

pheromonal
scents are like beacons of distraction, likewise any member of the opposite sex in sight. It
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will be increasingly difficult to concentrate on anything but fulfilling carnal desires. Penalties include -5
to initiative, -1 attack per melee, -2 to strike, parry and dodge, -20% to all skills. The character will also
be aggressive towards other members of the same sex, seen as competition.
Introducing alcohol or other mind altering substances are not advised, as this can greatly mutate this spell
to unstable levels. At this point, animals, members of the same sex and even the dead may not be safe.

8) P.P.E.: P.E. attribute x10 +2D4x10 +1D10 to start plus 3D6 per level of experience.
9) Psionics: Empathic Transmission(10), Deaden Pain(4), Healing Touch(6), Hypnotic Sugestion(6),
Psychic Diagnosis(4), Psychic Surgery(14), Supress Fear(8), Mask Power(11), Mind Block Auto-Defense,
P.P.E. Shield Auto-defense, and 5 powers of choice from any psionic catergory. (Considered a Master
Psionic.)
8) I.S.P.: 1D4x10 plus M.E. attribute x10 and add 3D6 I.S.P. per each additional level of experience.
9) Mystic Martial Art Powers: Select one (1) Mystic Art of Invisibility power per every three (3) levels
of experience.
10) Other Bonuses: Bio-regenerate 2D4x10 M.D.C. per Minute and fatigues at one-tenth the rate of
humans. +6 to save versus horror factor. +4 to save versus psionics or magic of any kind. +8 to save
versus mind control and possession. +6 versus poisons, toxins and disease.
Alignments: Unprincipled, Anarchist, Miscreant or Aberrant. Very rare Scrupulous.
Human/Base Attributes: I.Q. 3D6+18, M.E. 3D6+12, M.A. 3D6+13, P.S. 3D6+10, P.P. 3D6+10, P.E.
3D6+10, P.B. 2D10 +18, Spd. 5D6+18
Half form: -1 I.Q, +2 P.P., +2 P.E., +10 Spd.,, Animal form: -1 I.Q., +1 M.E., +5 P.P., +5 P.E., +20 Spd.
Race: Faerie folk; Asian fox shapeshifter trickster, Size: 5 feet +1D8 inches (up to 1.7 m)
Weight: 80 +1D6x10 pounds, M.D.C.: 2D4x10 M.D. +P.E. attribute number and 1D8 per level of
experience.
Hit Points: Mega-Damage creature, 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.
R.C.C. Skills:
Climb (+15%), Land Navigation (+15%), Prowl (+20%), Concealment (+20%), PickLocks (+20%),
Dance (+20%), Escape Artist (+10%), Pick Pockets (+20%), Wilderness Survival (+10%), Seduction
(+30%),
Lore: Faerie (+15%), Lore: Demon&Monster (+15%), Lore : Magic(+15%), Lore : Psionic (+15%),
Language: Faerie (98%), Language: Japanese (98%), Literate: Japanese (98%), Language: Chinese
(98%), Literate: Chinese (98%),
4 ancient WP of choice, Hand to Hand (2) Martial art of choice
R.C.C. Related Skills: Select five (5) other skills plus one (1) additional skill at levels two, five, eight,
eleven and fifteen. All new skills start at level one profiency.
Communications: Radio Basic only, Domestic: Any (+10%), Electrical: None, Espionage: Any

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

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

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.

Foxs
Claws=
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| 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
Foxs 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.

Page | 120

Lore Skills:
Lore: Magic will provide men of magic (no others) with an additional +1 to spell strength. This is due to
the extra time and efforts spent to unravel the secrets of magic.
Lore: Demons and Monsters, Dragon, Faerie, Ghost and Faerie, Undead, Vampires, 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). This is due to the extensive
study of creature(s) within this area of knowledge. Among other things, this includes learning all about
their abilities, strengths and weaknesses, 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. The nymph casts
a spell on Bob. As Bob rolls to save versus magic, he also rolls again, this time against his Lore skill. He
rolls a 73, failing his base skill of 65%. Luckily he still saves against the sleep spell. Next round, he rolls
again and gets a 43, well below his base skill of 65%. He can know add +1 to save versus magic and also
+1 to his spell strength against this particular nymph.

H2H: Magic Combat


H2H: Magic Basic
This is what the average mystic possesses as far as magical training. They have undergone years of
training in the arts of shaping, conjuring, channeling of magical energies. While other characters train in
physical combat, the mystic is educated in mystical melee. This training allows the character to
understand and cast magical spells in a normal fashion, usually requiring time, focus, gestures and words
of summoning.
Level 1 Spell strength of 12 (victims must roll 12 or higher to save versus caster's spell). Has two
magical attacks per melee round for spell levels 1-6, or one magical attack per melee for spell levels 7-10
or one magical attack per every two melee rounds. These bonuses are common to every practitioner of
magic. Other bonuses gained are specific to the actual mystic character type.
Level 2
Level 3 Able to cast all Level One spells equal to physical attacks per melee.
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.

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.
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 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, seeking out many
teachers and spending each waking hour dedicated to spell casting. As time progresses, they become more
adept at casting faster, stronger and more accurately. Because of this focus, they have less time dedicated
to other skills, especially physical (no more than 4 physical skills may be selected and cannot learn more
than H2H: Expert. Boxing may NOT be taken as well.
Level 1 All level One spells can be cast at a rate equal to attacks per melee. Level Two spells can be
cast at a rate equal to 3/4 of the characters attacks per melee. Level Three through Six spells can be cast at
a rate equal to half of the characters attacks per melee. Level Seven to Eleven spells can be cast once per
melee. Level Twelve to Fifteen spells can be cast once every two melees.
Level 2
Level 3 +1 to spell strength (spell strength of 13)
Level 4 +1 to save versus magic. Level One spells have one-half the affect.
Level 5 Spell levels One through Three can be cast 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 Eight to Ten can be
cast equal to half the attacks per melee. Spell levels Eleven and Twelve can be cast once per melee. Spell
levels Thirteen to Fifteen can still be cast once every two melees.
Level 6 +1 on initiative when casting spells. +1 to spell strength (spell strength of 14)

Level
Page7 | 122
+1 to save versus possession and mind control.
Level 8 Immune to all level One spells. All Second level spells have one-half the affect.
Level 9 +1 to save versus magic
Level 10 +1 to spell strength (spell strength of 15). Spell levels One to Five can be cast equal to attacks
per melee. Spell levels Six through Nine can be cast equal to 3/4 the number of attacks per melee. Spell
levels Ten through Thirteen can be cast equal to half the attacks per melee. Spell level Fourteen can be
cast once per melee. Spell level Fifteen can be cast once every two melees.
Level 11 +1 to save versus horror factor.
Level 12 +1 on initiative when casting spells. Immune to all level One and Two spells. All Third 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. Spell levels Eight to
Eleven can be cast equal to 3/4 the number of attacks per melee. Spell levels Twelve and Thirteen can be
cast equal to half the number of attacks per melee. Level Fourteen and Fifteen spells can be cast once per
melee.
Level 16+ +1 to spell strength (spell strength of 17). Immune to all level One to level Three spells. All
Fourth level spells have one-half the affect.

I also have a modification for successful saving throws. I've never been a major proponent of full or no
damage at all depending on the saving throw. I think that if the roll is clearly above or below, then yes,
full effects. If the roll is really close either way, then I allow for partial affects or save.
Any saving throw that fails/succeeds by only one will still suffer half the spells effects. Any roll that
fails/succeeds by only two will suffer 1/4 of the spells effects. All other saving throws follow full or no
affects.
Sometimes I also require spell casters to roll 1D20 for every other attack involving a spell greater than
their level of experience. A roll of 2 to 20 means the spell went off without a hitch. A roll of One means
something went wrong with the casting of the spell. This foulup can be due to a number of reasons, a slip
of the tongue, minor distraction (common in battle), fatigue, among other things. If the character elects to
take twice the amount of time normally required, then this roll is not necessary, as they are putting full
concentration and effort into the spell.

Page | 123
The world of Alchemy is an ancient art common to many of the Asian cultures. The Philippines, China
and Japan are no exception. On these islands, wise sages posses the secrets of magic and science
combined. They can meld magic into a physical form, 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. Better yet, this requires no expenditure of P.P.E., as the Alchemist has imbued the concoction with
his own power. These can take the form of potions, powders, candles or even mystical enchantments.
To create physical form spells, require higher levels of P.P.E. and physical components to absorb the
arcane incantations and enchantments. There are usually common ingredients for creating such potions,
but each Alchemist has his/her own spin or trade secrets. Each of the following have recommended
components, but feel free to modify or improvise. The prices listed are for those considered as friends or
defenders of the isles, by friendly Alchemists. Prices within the cities and/or sold by selfish or evil
alchemists will be much higher.

Blinding Flash Powder (Level 1 Alchemy)


Range: 10 foot radius; up to throwing distance away (depending if flung as a powder or encased).
Duration: Instant
Saving throw: Standard
P.P.E. to create: Twelve
Time to create: 30 minutes of combining the ingredients and instilling the magical properties.
Components: Pinch of tungsten, flask of magnesium, 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).
This is similar to the level one spell, Blinding Flash. The difference is that this is created in the form of
two types of powders. The first type is sensitive to oxygen and will ignite when dispersed in the air
(which agitates the compounds). This is commonly flung by hand, thrown while encased in a fragile
container or blown via a tube. Ninja's favor this powder, allowing them the necessary distraction to escape
sticky situations.
The second type is in the form of a smoking mixture. It requires that the user lights it first and then
activates it by blowing into the smoking device. This is sometimes used by the Yakuza in their large
smoking pipes, but is extremely popular in cigars of the Philippines.

Smoke
Cloud
Powder (Level 1 Alchemy)
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| 124
Range: 45 foot radius (13.5 m); up to throwing distance away (depending if flung as a powder or
encased).
Duration: 8 melees, plus 4 melees per each additional level of experience; cannot be dispersed by normal
winds.
Saving throw: None
P.P.E. to create: Twenty
Time to create: 30 minutes of combining the ingredients and instilling the magical properties.
Components: Flask of gunpowder, teaspoon of charcoal, pinch of dust, teaspoon of octopod ink (average
cost of 15 credits or 3 Gold coins for these components).
Cost: 90 credits per application (or 30 gold coins in the Philippines). +10 credits per level of the
Alchemist's powder (+3 Gold coins).
This is similar to the level one spell, Cloud of Smoke. The difference is that this is created in the form of
two types of powders and can be of any color type. The first type is sensitive to oxygen and will ignite
when dispersed in the air (which agitates the compounds). This is commonly flung by hand, thrown while
encased in a fragile container or blown via a tube. This also comes in the form of a smoking mixture with
the same activation as Blinding Flash powder.

Smoke Cloud Candle (Level 1 Alchemy)


Range: 60 foot radius (18 m).
Duration: 24 melees, plus 4 melees per each additional level of experience; cannot be dispersed by
normal winds.
Saving throw: None
P.P.E. to create: Thirty
Time to create: 1 hour of combining the ingredients within the wax, forming the candle and instilling the
magical properties. Must then set in a cool dark place for no less than 12 hours.
Components: Pinch of gunpowder, cup of wax, teaspoon of charcoal, pinch of dust, teaspoon of octopod
ink (average cost of 20 credits or 7 Gold coins for these components).
Cost: 150 credits per application (or 50 gold coins in the Philippines). +15 credits per level of the
Alchemist's powder (+5 Gold coins).

This
is similar
to the Smoke Cloude powder except it is in the form of a small candle. Once lit, the spell
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| 125
will take effect within 1 melee. This candle cannot be extinguished by normal means, only by magical
means or it must be destroyed (1 M.D.C. but next to impossible to find within the smoke).

Itching Powder (Level 1 Alchemy)


Range: 15 foot radius (4.5 m); up to throwing distance away (depending if flung as a powder or encased).
Duration: 12 melees, plus 4 melees per each additional level of experience; 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, the
opponent will still suffer from the spell).
Saving throw: Save versus Poison.
P.P.E. to create: Twenty
Time to create: 30 minutes of combining the ingredients and instilling the magical properties.
Components: Flask of chili pepper, three nettles, teaspoon of pollen, 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). An additional 10 credits (3 Gold
coins) per each additional level of the Alchemist's powder.
This powder will cause all that fail to save to be overwhelmed by skin irritation and itching inflammation.
This will cause a penalty of -2 initiative, -3 to strike, parry and dodge, and -10% to all skills.

Thunderclap Powder (Level 1 Alchemy)


Range: 15 foot radius (4.5 m); up to throwing distance away and can be heard up to one mile away.
Duration: Instant
Saving throw: Save versus Horror Factor.
P.P.E. to create: Twenty-five
Time to create: 30 minutes of combining the ingredients and instilling the magical properties.
Components: Flask of gunpowder, teaspoon of rain water, one cyclop's hair (average cost of 145 credits
or 48 Gold coins for these components).
Cost: 150 credits per application (or 50 gold coins in the Philippines).

This
is similar
to the level one spell, Thunderclap. The difference is that this mixture can also be thrown
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| 126
at an opponent, causing an added effect of 2D6 S.D.C damage.

Chameleon Potion (Level 2 Alchemy)


Range: Self plus 1 foot (.3 m) radius.
Duration: 16 melees per level of the Alchemist.
Saving throw: Standard
P.P.E. to create: Thirty
Time to create: 45 minutes of combining the ingredients and instilling the magical properties. Must then
set out in the sunlight for no less than 6 hours.
Components: Chameleon tail or octopod tentacle, vial of ink or dye (average cost of 10 credits or 3 Gold
coins for these components).
Cost: 150 credits per application (or 50 gold coins in the Philippines). An additional 50 credits (18 Gold
coins) per each additional level of the Alchemist's potion. An applicator spray bottle can be purchased for
50 extra credits (17 gold).
This is similar to the level two spell, Chameleon. 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. All outer items in contact with the body will be affected for the duration of this spell. Should
an item be dropped, it will remain under the effect of the spell for 1D4+1 melees before wearing off. Any
new items added after the potion application, will NOT be affected (ie: you can still see them).

Fiery Breath Potion (Level 3 Alchemy)


Range: 150 feet (45.7 m)
Duration: 4 melees, +1 melee per each additional level of the Alchemist.
Saving throw: Dodge
P.P.E. to create: Forty-five
Time to create: 1 hour of combining the ingredients and instilling the magical properties. Must then set
within a fire for no less than 3 hours.
Components: Vial of alcohol, pinch of phosphorous (average cost of 10 credits or 3 Gold coins for these
components).

Cost:
300|credits
Page
127 per application (or 100 gold coins in the Philippines).
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. Each fireball will inflict 4D6 S.D.C. or 1D6 M.D.

Negate Poison/Toxin Potion (Level 3 Alchemy)


Range: One person or 1 gallon plus one person/gallon per every three additional levels of experience.
(45.7 m)
Duration: Instant
Saving throw: None
P.P.E. to create: Forty
Time to create: 1 hour of combining the ingredients and instilling the magical properties. Must then set
within a boiling water for no less than 3 hours.
Components: Vial of alcohol, pinch of mustard, sage, bit of chalk and charcoal (average cost of 10
credits or 3 Gold coins for these components).
Cost: 300 credits per application (or 100 gold coins in the Philippines).
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. Any damaged sustained from the toxin
prior to consuming the potion cannot be reversed, however. This can also be used to purify an amount of
liquid of all toxins, bacteria, etc. and render it safe for consumption.

Protection Bundle: Pests (Level 4 Alchemy)


Range: 3 foot (.9 m) radius.
Duration: 6 months plus one month per each additional level of experience.
Saving throw: None
P.P.E. to create: Eighty
Components: Sacred herbs, peppermint, mud (average cost of 30 credits or 10 Gold coins for these
components).
Cost: 2500 credits per bundle (or 760 gold coins in the Philippines).

This
is lesser
form of a sacred bundle that wards off numerous parasites such as leeches (reach up to 1.5
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| 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!

New
Common
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| 131Spells

Added Hair Today (Level 2) Mar. 12


Added Libido (Level 5) Mar. 12
Added Rose-colored Glasses (Level 5) Dec. 11
Added Goo Dec. 11
Added Beacon Nov. 21
Added Catnap Nov. 21

Singing Insect (Level 1 Spell)


Range: 90 foot (27.4 m) radius.
Duration: 4 melees per level of experience.
Saving throw: None
P.P.E.: 2
Extremely useful to rogues, this spell will conjure up the background sounds of insect life common to the
area. They will start softly and unnoticeably rise in volume, masking the sounds of the character and all
within the spell's range, giving them a 95% effective Prowl skill as far as not being detected by sound.
They will still need to stay out of sight, however. These sounds are also magical in nature and cause a
calming affect, giving the caster a bonus of +2 to initiative.
The volume can also be increased causing an almost deafening chorus. Everyone within the spell's range
will suffer -1 to strike, parry and dodge due to the distracting numbing noise. These chirps travel so well
that all those within 300 feet (91.5 m) will still hear faint calls, giving the caster an effective Prowl skill of
62% (or +15% if the skill is known) as far as not being detected by sound.

Quickdraw (Level 1 Spell)


Range: 10 feet (3 m) radius per each level of experience.
Duration: Instant
Saving throw: None

P.P.E.:
2 | 132
Page
Any object under 10 pounds (4.5 kg) will be heavily attracted to the caster's hand, as if it was powerfully
magnetized (effective strength of 25). The object will instantly shoot towards the casyer's grip. If the
object is less than 20 feet (6.1 m) away, the character can grasp and use it with only one action. Anything
else beyong this range will take one action to attract. If the return path is blocked by an object, the item
will go up to 50 feet around to find a path to it's master, otherwise it will fall as close as possible that is in
a direct path of the caster.

Hair Today (Level 2 Spell)


Range: Can be cast up to 15 feet (4.57 m) away plus 10 feet (3 m) per each additional level of
experience. One individual per every 2 levels of experience will be affected.
Duration: Will last for 6 hours or until cut.
Saving throw: None.
P.P.E.: 6
This spell is very popular with pranksters and a favorite of faeries. The affects will cause the victim's hair
to grow in length 1 foot (.3 m) per melee up to a total of 4 feet (1.2 m) long. This will also include beard,
nose and ear hair growth. The results are quite amusing, yet also cumbersome to the victim. The hair is
unwieldy, tangled, prone to snag on objects, difficult to keep from covering the eyes and easy to trip over.
-3 to initiative, -1 to strike, parry and dodge. This spell will even work on otherwise hairless/bald
characters.

Blossom Fury (Level 2 Spell)


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, extreme congestion leading to the possibility
of inhalation of the blossoms gasping for air.

AllPage
within|the
area of affect are nearly blinded by the array of bombarding blossoms, limiting visibility
133
(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.

Boomerang (Level 2 Spell)


Range: Equal to that of the thrown/missile object.
Duration: 1 melee per level of experience.
Saving throw: None
P.P.E.: 3
Anything thrown by the caster under 10 pounds (4.5 kg) will return to the character's hand. If stuck in an
object, it will exert a force equal to a strength attribute of 25. If the return path is blocked by an object, the
item will go up to 50 feet around to find a path to it's master, otherwise it will remain in place to be
retrieved.

Mask Scent (Level 2 Spell)


Range: 10 foot radius (3 m) plus 3 feet (1 m) per each additional level of experience.
Duration: 48 melees (12 minutes) plus 24 melees (6 minutes) per each additional level of experience.
Saving throw: None
P.P.E.: 4
The casting of this spell will completely mask the scent of the caster (or object cast upon), including
equipment, within the radius of effect. Everything will become odorless, forcing creatures that track by
smell, to rely on visual and audio clues. This is also handy for for such uses as masking the scent of a
cooked meal, negating the nauseous stench of the undead, fumigating an outhouse, among others.

Treadless Path (Level 2 Spell)


Range: 10 foot radius (3 m) plus 3 feet (1 m) per each additional level of experience.
Duration: 36 melees (9 minutes) plus 24 melees (6 minutes) per each additional level of experience.

Saving
throw:
Page
| 134None
P.P.E.: 4
Upon casting this spell, the enchanted person and/object(s) will leave no visible tracks. Walking in
malleable surfaces such as mud will immediately fill in the indentions made, restoring the ground to its
prior untouched state. This spell is ideal for throwing off trackers. This spell, however, does not mask the
scent of the person or item(s) that this spell is cast upon.

Beacon (Level 4 Spell)


Range: One person or object only. Cast within line of sight. Can be sensed up to 1/4 mile per level of
experience.
Duration: 40 melees (10 minutes) plus 8 melees (2 minutes) per each additional level of experience.
Saving throw: Normal; None for items.
P.P.E.: 10, 16 to be seen by all
This spell is a more powerful version of the Light Target spell. When cast upon an individual or item, they
will emit a blinking color of choice visible only to the caster. This beacon can be generally sensed as well,
giving the caster a idea of the general location of the victim (close, far, to the right, down, etc.). The Mage
can pump an additional 6 P.P.E. into the spell for the glow to be seen (but not sensed) by all others. This
encantation is commonly cast upon valued items, following creatures back to their lair and in tracking
down thieves. Also handy for keeping track of team members.

Catnap (Level 4 Spell)


Range: Self plus one additional person per every 3 levels of experience.
Duration: 12 hours plus 2 hours per each additional level of experience.
Saving throw: None
P.P.E.: 14
Upon casting this spell, the enchanted person(s) will become revived and refreshed as if they have had a
full nights rest. Each affected character will also gain any bonuses normally allocated for eight (8) hours
of sleep! This spell does have a downside, however. After the duration has expired, the characters must
sleep for no less than 10 hours straight and rest for no less than 2 additional hours. Failure to do so will
result in the characters being on edge, quick to temper, having soreness in the joints mixed with bouts of
drowsiness. For each hour of sleep or rest missed, accumalitive penalties of -1 to initiative, strike, parry
and dodge, as well as the most vile halitosis (-1 to M.A.) will occur until they catch up on their rest.

Page | 135
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
pheromonal scents are like beacons of distraction, likewise any member of the opposite sex in sight. It
will be increasingly difficult to concentrate on anything but fulfilling carnal desires. Penalties include -5
to initiative, -1 attack per melee, -2 to strike, parry and dodge, -20% to all skills. The character will also
be aggressive towards other members of the same sex, seen as competition.
Introducing alcohol or other mind altering substances are not advised, as this can greatly mutate this spell
to unstable levels. At this point, animals, members of the same sex and even the dead may not be safe.

Rose-colored Glasses (Level 5 Spell)


Range: One individual per every 3 levels of experience.
Duration: 24 melees (6 minutes) plus 8 melees (2 minutes) per each additional level of experience.
Saving throw: Save versus possession at -2
P.P.E.: 15
The affected character will see everyone as extremely friendly and even more attractive than they really
are. Even characters of evil alignment will appear as if they are good. +6 to P.B. and +4 to M.A. to all
those the victim sees, as well as -3 to initiative to the victim. In all, everything will seem much more
cheery and uplifting, giving a false sense of security and fuzzy warm felling inside. A dungeon would
appear as a nice little stone cottage, a desert as a beach, etc.
This spell will remain in effect as long as no life-threatening gestures or suggestions are made to the
victim. Such actions will dispel all affects, awakening the victim to the true identities of those around
him.

Tangler Wisps (Level 5 Spell)

Range:
Page90| feet
136(27.4 m) +20 feet (6 m) per each additional level of experience.
Duration: 1 melee per level of experience.
Saving throw: Dodge or break free.
P.P.E.: 15
A writhing strand of mystical energy shoots forth from the casters hand and bolts towards the intended
target. 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). If the target does not successfully dodge this attack, the
tangler wisp will wrap itself around like a bola, around the targeted area with an effective strength of 35
and 50 M.D.C. Failed attempts to break free will only constrict the coil tighter, causing 1D6 S.D.C.
damage or 1 M.D. if supernatural.
This spell can be cast repeatedly, with each additional strand adding an additional strength of 5 and 35
M.D.C. to the bonds (ex: three tanglers would have an effective strength of 45!). These bonds will remain
for 24 melees (6 minutes) +4 melees (1 minute) per each additional level of experience, at which time,
they will mystically vanish.

Superhuman Metabolism (Level 6 Spell)


Range: Self or other.
Duration: 2 melees per level of experience.
Saving throw: None
P.P.E.: 20
A mage creates spells for a variety of reasons, to attack, defend, heal, to counteract, to name a few. 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, Juicers.
This spell will increase the character's metabolism fueled by mystical energy. Speed and reaction time
will be dramatically augmented granting the character the following bonuses: +10 to Spd., +2 to P.P., +1
attack per melee, +2 to strike, +3 to parry and dodge, and +3 to initiative. Due to the extremes that this
spell extends the bodily attributes, it is not long lasted, but upon the depletion, no ill effects are occurred!
NOTE: This spell can only be cast but once a day.

Goo (Level 7 Spell)


Range: Can fire at targets up to 100 feet (30.5 m) plus 10 feet (3 m) per each additional level of
experience.

Duration:
melees (3 minutes) plus 4 melees per each additional level of experience.
Page | 12
137
Saving throw: Dodge
P.P.E.: 20
Will shoot forth a glob of extremely thick, heavy and adhesive semi-transparent gel. This spell is ideal to
adhere an opponent's feet to the ground, immobilize them against a wall or gum up a weapon barrel. Such
attacks must be called shots, but the caster can include their P.P. bonuses for such attacks. The strands
have a relative strength of P.S. 45, but due to the tactile properties of this goo, a victim must power out of
this mess three times consecutively to be completely free. Failed attempts will only entangle the victim
more. Incredibly, this blob will absorb a magical creature's P.P.E. (about 20 P.P.E. worth) and transform it
into supernatural strength. Due to it's non-solid state and seemingly regenerative mass, it has an
equivalent of 150 M.D.C.
To make things worse, it smells like burnt rubber and anything less than 5 pounds (2.25 kg) that it comes
in contact with will also stick to the goo-covered victim. Even when freed, small bits will remain, sticking
to everything it touches. Luckily, these small bits can be removed with soap and water (or a Cleanse
spell). As the spell expires, the goo will dissolve into a powdery substance and blow away.

Cure Disease (Level 9 Spell)


Range: Touch or 3 feet (.9 m)
Duration: Instant cure for minor diseases and 3D10 melees for major illnesses.
Saving throw: None; standard if the person resists treatment.
P.P.E.: 40
A powerful magic that will cure an individual of all forms of life-threatening diseases. Such ailments as
the flu, stomach viruses, food poisoning, etc. will be cured instantly. Cell-altering maladies such as
cancer, typhoid, the plague and such, will take time (3D10 melees) for the spell to conteract and destroy
the harmfull cells. After this time, the character will still need at least one week of recuperation time to
get back into peak condition.

More on the way!


New Earth Spells

Oct
3 Beanstalk
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| 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 (30.5 m) per level of experience.
Duration: 1 hour per level of experience.
Saving Throw: None
P.P.E.: 8
This spell will conjure forth a massive, spiraling vine stalk growing straight up towards the sky. It has a
very course texture with numerous grooves suitable for hand and foot-holds. Anyone climbing this vine
receives a +20% bonus. The plant is very sturdy as well, able to hold up to 1000 pounds (450 kg) plus 100
pounds (45 kg) per each additional level of experience. As the spell expires, the vine will wither and
collapse.

Miraculous Growth (2nd Level Earth Spell)


Range: 1 plant per level of experience in extreme conditions.
Duration: 1 hour per level of experience in extreme conditions.
Saving Throw: None
P.P.E.: 5
A vital spell to know during travels in desolate or extreme climates, such as deserts or frozen tundra.
When cast upon a dormant or even lifeless plant, it will instantly come to life and bloom with enough
foodstuff and/or liquids for one meal. The magic will sustain the plant with everything it needs to perform
this miraculous feat. Even more incredible, the mystic may cast this upon a seed, producing the same
results within 1D4 melees (even if no earth is present!). Once the spell expires, the plant will wither or
become dormant once again.

Rejuvenating
Fountain (3rd Level Earth Spell)
Page | 139
Range: Up to 20 feet (6.1 m) away per level of experience.
Duration: 1 melee per every other level of experience (4 human-sized drinks or two horse-sized and
above possible per melee).
Saving Throw: None
P.P.E.: 8
This spell will conjure forth a small fountain of water coming out of the earth. All that drink from this
water spout will become refreshed, as if they had rested for 4 hours. On top of this, they will also have
their thirst completely quenched and will not require water for another two days, no matter what the
circumstances. Once someone has quaffed some of this mystical elixir, they cannot benefit from further
drinks for at least three days time.

Bridge (3rd Level Earth Spell)


Range: 75 feet (22.9 m) long bridge plus 25 feet (7.6 m) per each additional level of experience. Width of
6 feet (1.8 m) plus one foot (.3 m) per each level of experience. Able to withstand up to 1000 pounds (450
kg) per every other level of experience.
Duration: 10 minutes (40 melees) per level of experience.
Saving Throw: None
P.P.E.: 12
An extremely handy spell for the traveler in unwieldy terrain.The caster is able to take surrounding wood,
rocks and other natural material to form a bridge over obstacles, bodies of water or to cross chasms. This
will be held by magic for the duration of the spell and will be structurally sound for the duration of the
spell. At such time that the spell expires or the mystic wills it, the bridge will collapse back into its base
components. This structure will have the equivalent of 50 M.D.C. plus 15 M.D.C. per each additional
level of experience.

Entrapment (4th Level Earth Spell)


Range: 20 foot (6.1 m) radius plus 10 feet (3 m) per each additional level of experience.
Duration: 8 melees plus 3 melees per each level of experience.
Saving Throw: Dodge at -3.
P.P.E.: 20

AllPage
within|the
area of affect will be attacked by enchanted roots, ripping up from the earth below. Victims
140
may only attempt to dodge (each melee if not entangled). If ensnared, the roots will encircle the arms,
legs, torso and neck, driving the victim to the ground spread-eagled. The roots have an effective strength
of 30 (+2 per each additional level of experience), along with a combined M.D.C. of 35 (+3 M.D.C. per
each additional level of experience). Victims can roll versus strength to free one self (this will take 3
melee attacks to free the arms, legs and torso/neck). These roots can also attack targets in the air (within
the mystic's range). As the duration expires, the roots will sink back into the earth.

Bountiful Harvest (4th Level Earth Spell)


Range: 100 foot (30.5 m) area per level of experience.
Duration: 1 season of increased production. 1 month per level of experience in barren lands.
Saving Throw: None
P.P.E.: 30
A domestic spell that can also be a lifesaver in desolate conditions. The first use of this spell will boost
the yield of foodstuffs during its normal harvest season. On average, exisiting crops of fruits, vegetables
and grains will produce 33% more and grow 20% faster than is the norm. 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.
If cast upon barren land, the area will mystically become fertile. Any type of crop may be planted in these
plots, but cannot be further augmented in any way. As the spell expires, the land becomes unfruitful once
again.

Earth Ripple (4th Level Earth Spell)


Range: 50 foot (15.25 m) radius plus 10 feet (3 m) per each additional level of experience.
Duration: Instant
Saving Throw: None
P.P.E.: 17
The Warlock can cause a huge mound of earth and stone to rise forth all around him in a surrounding
circle, which is then unleashed outwards like a ripple of water. The only difference is this ripple consists
of over 20 foot high mounds of earth, traveling with tremendous power. All within it's path will take 3D10
M.D. and will be knocked down, losing initiative.

Peaceful Passing (5th Level Earth Spell)

Range:
individual plus one additional character per every two additional levels of experience. Every
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5 levels of experience, one car-sized vehicle or device can also be cloaked.
Duration: 32 melees (8 minutes) per level of experience.
Saving Throw: None
P.P.E.: 25
All those affected by this spell will be able to travel through any terrain without leaving any physical
evidence. All movement will be completely silent and no scent nor physical trails will be left behind.
What's more, animals will not be spooked, giving no alarm or fleeing away. Psychic and mystical
detection will suffer -75% penalties. Once the spell ends, the trails will begin once again.

Environmental Awareness (5th Level Earth Spell)


Range: 1/4 mile radius per level of experience.
Duration: 4 melees (1 minute) per level of experience.
Saving Throw: None
P.P.E.: 20
Everything that is tied to the earth can be sensed by the caster. This includes types of creatures and
vegetation in the vicinity, land navigation, and other activities affecting the land currently. What's more,
the caster can also sense activities that occurred in the past. This is extremely versatile and can be used in
a variety of ways. An example, the caster can sense the general type and number of creatures (human,
animal or alien) that have passed through the range, locate the trail they have left, know where they
camped, and so forth.
All features of the land are sensed, including bodies of water, underground passages, clearings, animal
dens, types of vegetation. Everything else that is in contact with the earth or vegetation can be sensed by
the mystic.

Golem Armor (6th Level Earth Spell)


Range: Self
Duration: 36 melees (9 minutes) plus 24 melees (6 minutes) per each additional level of experience.
M.D.C.: 60 M.D.C. plus 10 M.D.C. per each level of experience.
P.P.E.: 30

Stone,
sand,
minerals and earth will surge up from the ground and surround the caster, melding into the
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form of a 10 foot tall golem. This armor can take any appearance that the warlock wishes and covers the
entire body (oxygen can still filter in). The character controls these materials to maintain the shape and
movements of a real golem, but is not encumbered by the weight at all. All physical attacks (via punch,
kick, etc.) will inflict 2D8 M.D. The caster can also launch the golem's fists at targets for 2D10+2 M.D.
Once launched, the hands will instantly reform on the golem.

More on the way!


New Fire Spells

Fueless Fire (Level 1 Fire Spell)


Range: 1 foot radius, + one-half foot (.3048 m + .1524 m) per level of experience.
Duration: 24 melees (6 minutes) per level of experience.
Saving throw: None
P.P.E.: Two
A small fire of any color desirable is created, hot enough to cook meals and warm two bodies. Will
illuminate an area equal to a torch. Does not require any solid fuel, just air (oxygen). The area beneath the
fire will not be affected by the flames, still cool to the touch once the spell expires.

Flaming Missile (Level 1 Fire Spell)


Range: Same as the missile type.
Duration: 1 melee plus 1 melee per every other level of experience.
Damage: +2D6 S.D.C. or 1D4 mega-damage (damage can be regulated). An additional 1D6 S.D.C or 2
M.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).

Saving
throw:
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| 143Dodge
P.P.E.: Four
Any missile type (arrows, spears, shuriken, daggers) that this spell is cast upon, will be cloaked with a
glowing flame. 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.

Fire Sight (Level 2 Fire Spell)


Range: 10 foot radius plus one-half foot (3 m + .1524 m) per level of experience, of any fire source that
has been pinpointed.
Duration: 12 melees (3 minutes) plus 8 melees (2 minutes) per level of experience.
Saving throw: None
P.P.E.: Four
With this spell, the caster can use any fire source as an extension of his sight. For any fire source that is
locked on to, he can see all that is within a 10 foot (3 m) radius of the fire. This spell only allows for
visual images (color will be a bit off, favoring reds and yellows), auditory is a separate spell.

Fire Earshot (Level 2 Fire Spell)


Range: 10 foot radius plus one-half foot (3 m + .1524 m) per level of experience, of any fire source that
has been pinpointed.
Duration: 12 melees (3 minutes) plus 8 melees (2 minutes) per level of experience.
Saving throw: None
P.P.E.: Four
With this spell, the caster can use any fire source as an extension of his hearing. For any fire source that is
locked on to, he can hear all that is within a 10 foot (3 m) radius of the fire. This spell is similar to Fire
Sight, but is for auditory only.

Sense Fire Source (Level 2 Fire Spell)


Range: 1 mile plus one-half mile (1.6 km + .8 km) per level of experience.
Duration: 24 melees (6 minutes) plus 12 melees (3 minutes) per level of experience.

Saving
throw:
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| 144None
P.P.E.: Four
This spell allows the caster to sense the presence of any fire source(s) the size of a torch or larger. They
will also be able to tell what type of fire it is, how long it's been burning, and if it's stationary or on the
move. This is useful for guestimating the number of troops camped or if a forest fire is coming towards
the village, among other things.

Cure Poison (Level 3 Fire Spell)


Range: By touch.
Duration: Instant.
Saving throw: None
P.P.E.: 12
By laying hands upon the exposed body, the caster can burn off the poison within the blood stream,
negating the poison. It will also heal up to 15 S.D.C and 2D4 hit points caused by the poison's effects.

Fiery Image (Level 3 Fire Spell)


Range: Any fire source that is pinpointed.
Duration: 8 melees (2 minutes) plus 8 melees (2 minutes) per level of experience.
Saving throw: None
P.P.E.: Eight
The caster will be able to project his image through that of any fire source. If the source is smaller than
the caster, the flame will double in size with the casters appearance. He will also be able to verbally
deliver any message, as well as see and hear the response, within the duration of the spell.

Reduce/Induce Fever (Level 3 Fire Spell)


Range: Touch
Duration: Instant

Saving
throw:
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| 145None
P.P.E.: 10
By laying his hands upon the recipient forehead, the caster is able to absorb of heat and effects caused by
the ailment. The character will be up and back to normal within 1D6 melees. The can also cause a
feverish sickness to an opponent by striking the head (-3 to strike). If the strike is successful, the victim
will immediately come down with a severe fever (-3 to initiative, strike, parry and dodge and may pass
out if exerting self more than 12 melees).

Thermal Flight (Level 4 Fire Spell)


Range: Self
Duration: 12 melees (3 minutes) plus 8 melees (2 minutes) per level of experience.
Saving throw: None
P.P.E.: 12
Huge fiery wings (wingspan equal to 3 times the character's height) will sprout from the caster's back.
They are solid and give off waves of heat, creating thermal updrafts under the wings, pushing the caster
up into the sky. Caster will be able to fly up to 200 feet high plus 30 feet (60.9 m + 9.1 m) per level of
experience and at a speed of 40 mph (64 kmph).

Fiery Eyes (Level 4 Fire Spell)


Range: Self.
Duration: 8 melees (2 minutes) plus 8 melees (2 minutes) per level of experience.
Saving throw: Standard
P.P.E.: 15
This spell will increase the caster's intimidation factor, allowing him to attempt to charm all that gaze into
his eyes. Increase of M.E. attribute by 1D8+4. This can also be used as the opposite effect, giving the
character a horror factor of 1D4+10. For the duration of the spell, the caster's eyes will seem to be a blaze.

Blisters (Level 4 Fire Spell)


Range: 10 feet (3 m) per level of experience.

Duration:
melees per level of experience.
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Damage: 1D6 M.D. and scalding the hands, causing huge second degree burns and blisters to form.
Saving throw: Dodge
P.P.E.: 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). If the strike is successful, the victim will suffer 1D6 M.D., as well as
inflicting second degree burns to the hands and covering them in blood and puss-filled blisters. Gripping
anything will be excruciatingly painful and next to impossible to continue to hold on to. Unless this is
healed (magically or otherwise), it will take 3D6 days to heal, but will still remain sensitive (-3 to strike
and parry with any handheld items). This spell can also be directed towards the feet, for the same amount
of damage and effects, but to the feet. This will make it unbearable to stand, let alone walk. This is an
ideal spell for disarming a warrior. No other parts of the body will be affected by this spell.

Holy Fire (Level 5 Fire Spell)


Range: 100 feet plus 50 feet (30.4 m + 15.2 m) per level of experience.
Duration: 1 melee per level of experience.
Damage: 3D6 M.D. (double to the dead and any supernaturally evil characters susceptible to silver or
sunlight)
Saving throw: Dodge
P.P.E.: 30
The caster is able to project mystical silver colored flames from his hands, eyes or mouth. These blasts are
very powerful and especially dangerous to the dead and all evil creatures susceptible to silver or sunlight.
A blast can be fired every melee, equal to the duration , but within the number of melee attacks of the
caster.

Napalm (Level 6 Fire Spell)


Range: 50 feet (15.2 m) per level of experience.
Duration: 1 melee per level of experience.
Damage: 3D4 M.D. plus 1D4 M.D. every melee (continuously for the number of melees equal to the
experience level of the caster.
Saving throw: Dodge

P.P.E.:
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Page
This is a nasty spell created after the great cataclysm. The caster can fire a blast of foul magma-like solid
fire at an opponent. What's worse, if the character fails to dodge, the substance actually adheres to the
body. They will suffer continued burning and suffer the effects of nauseous fumes (save versus poisons
every other melee or suffer -2 to strike, parry and dodge) for a number of melees equal to the experience
level of the caster. The flaming goo will burn off after the duration of the spell. A blast can be fired every
melee, equal to the duration , but within the number of melee attacks of the caster.

Magma Spire (Level 7 Fire Spell)


Range: 200 feet away plus 20 feet (60.9 m + 6.1 m) per level of experience. 5 foot (1.5 m) magma
column radius plus 1 foot (.3048 m) per level of experience.
Duration: 1 melee per level of experience.
Damage: 1D4x10 M.D. for the initial attack, 3D8 M.D. when it falls back to earth on top of victim, plus
3D4 M.D. every melee that the victim is stuck in the magma pool formed (until 20 melees has passed, at
which time the magma will have cooled into solid rock).
Saving throw: Dodge
P.P.E.: 60
This devastating spell causes a spire of molten magma to shoot up from the earth, directly underneath the
victim. Because of the surprise of this attack and the rumbling ground throwing off his balance, the victim
suffers -3 initiative and -4 to dodge. This initial attack does 1D4x10 M.D. The column of lava then falls
back to earth, requiring the victim to dodge (at -1) or suffer an additional 3D8 M.D. If this roll also fails,
they will then suffer 3D4 M.D. 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 (.6 m) high). The magma will cool and
harden into rock within 20 melees (5 minutes).

More to Come!
Mystic Martial Art Powers

Suibunhoko-jutsu:
Range: Self

Duration:
minutes (12 melees) per level of experience.
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Saving Throw: Not Applicable.
P.P.E.: 12; 25 for cloud walking
This skill is similar to the art of Karumi-jutsu, but instead of altering the character's physical weight, this
power will allow the character to literally walk/float upon water. This is actually effective for any lowdensity surface causing no impedance to the character at all. This art will allow treadless traveling across
mud, sand and even quicksand, even if encumbered by equipment or payload (up to one-half the
character's strength capabilities; full strength capabilities after level 4 and above). The Treading Lightly
powers from Karumi-jutsu are also gained. This skill does require some concentration, but can be
maintained even in combat, but at the penalty of -1 attack per melee and -2 to strike, parry and dodge.
With an added expenditure of P.P.E. and complete concentration (not possible in combat or if rendered
unconscious), 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. (22.5 kg).

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.
Saving Throw: None for acid. Save versus toxin for fumes.
Damage: 1D4 M.D. per every two levels of experience.
P.P.E.: 15
Upon casting this spell, the Necromancer's entire skin will start to bubble, as if boiling. Immediately,
these will turn to large bulbous ash-grey tumors. These lesions are extremely delicate and the slightest

touch
will|cause
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149 them to burst, spewing forth a vile, acidic puss-like substance and fumes. All within 3
feet (1 m) of the exploding tumor will suffer damage from the mystical puss and must save versus toxin.
Those who fail (not in protective gear) will immediately start gagging, 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. Roll to save versus toxins twice (every time exposed), once for the eyes and once for the skin
contact. Those that fail for eye contact will suffer an extreme burning sensation, suffering -2 to iniative, -2
to strike, parry and dodge for 1D6 melees (affects are acummalitive) or until flushed out with water.
Those that fail to save versus skin poisoning will suffer an itchy, burning sensation to the area exposed
and will also start to feel ill with flu-like symptoms. -2 to initiative, -2 to strike, parry and dodge, -1 attack
per melee, -2 to Str, -2 to P.P., -5 to Spd. The skin poisoning is a one time affects (not accumalitive) and
will last for 2D6 hours until treated with medicine or healed by magic. Must come in contact with bare
skin.
These tumors will regenerate instantly as long as the spell is in effect. The caster will be immune to the
affects. Those in full environmental gear will only suffer the acid damage.

Bile Spew (7th Level Necromancer Spell)


Range: 15 feet (4.57 m) per level of experience. Cone-like spray up to 2 foot (.61 m) diameter.
Duration: 2 melees per level of experience.
Saving Throw: None for acid attack. Save versus toxin at -1 for odor.
Damage: 1D4x10 M.D.+1 M.D. per every level of experience.
P.P.E.: 22
The caster will be able to conjure forth masses of bile and stomach acid, enchanted with P.P.E., to use as a
spray attack. This sludge-like substance will spew forth out of the Necromancer's mouth at amazing
speed, catching most opponents off-guard. The sight is most unnerving as well, a swirling mass of
greenish-yellow slime pulsing with a pale silver-black light. 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, fecal matter, rotting matter and vomit). Those who fail versus
toxins (those with air filtration are immune) will start to uncontrollably retch and suffer -2 to iniative,
strike, parry and dodge and -1 attack per melee for 2D4 melees, or until the liquid is washed off. Due to
the shock and surprise of such an attack, the caster receives a bonus of +2 to initiative on the first attack
and +1 to strike on all attacks. One-half of P.P. to strike bonuses are also applicable to these attacks.

More on the way!

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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.
Duration: Permanent
Saving throw: None
P.P.E.: 9
The affected area will be instantly aged, including unmistakable evidence such as being covered in dust
and cobwebs. Other telltale signs may also include worn edges, scratches, bits of rust, etc. All prior scents
within the area will also be muted, save for a strong mildew aroma. Psychic aura residue will also appear
much more faint. To all the senses, it will appear as if the area has not been touched for at least a month or
two.

Swarming Insects: (Level 4 Spell)


Range: 15 foot radius (4.5 m) plus 5 feet (1.5 m) per each additional level of experience.

Duration:
melees (2 minutes) plus 4 melees per each additional level of experience.
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Saving throw: Save versus poison every other melee if not in full environmental gear. None for the
swirling black insect mass.
P.P.E.: 12
A black cloud of unearthly insects will appear as if out of a void, completely filling the area of affect. The
overwhelming dull hum will fill the area, blocking out all verbal communication. Vision will also be
obscured by the flying mass. These insects will be extremely agitated and will bite and sting, crawling
across all in its path and into every little crack and opening. These vermin are supernatural in origin and
will only grow in numbers if others are killed by fire or electricity. Smoke will have no affect on them.
All within the swarming area will suffer -5 to strike, parry and dodge. Those that are not in full
environmental armor will suffer swelling and irritation from the biting and stinging. These effects will last
for 1D4 days and will cause -1 to initiative, strike, parry and dodge due to the pain and overwhelming
urge to scratch. These little beasties will also clog up jet engines, chew into wiring, and gum up
mechanical items not fully protected with 2D4 melees.

Withering Flesh (Level 7 Spell)


Range: One person per every other level of experience.
Duration: Two melees per each level of experience.
Saving throw: Save versus poison/toxin for one-half the normal affect.
P.P.E.: 30
This spell will instantly age the victim by about 50 years or to the equivalent of 70 years of age, causing
them to become weak and feeble, with impairment to sight and hearing. This spell is slightly less effective
on supernatural creatures with extended lifespans. Affected characters will be -9 to strike, parry and
dodge. Those of supernaturally long lifespans will suffer only one-half the normal affects. Juicers suffer
full penalties due to the shock of instant aging, fearing they are at the end of their augmented lifespan and
must roll to save versus a temporary insanity. Those creatures of amazing beauty will also suffer full
affects, as they are horrified by the ravages of time on their appearance. This spell does not affect plant
matter.

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YAKUZA MAGE TATOOS


Mention the word Yakuza and ask for a visualization. The first thing that comes to mind is tattoos. The
tattoing process takes on many connotations with the Yakuza. It is a major part of rituals, a right of
passage, expression, badge of honor, a story of their life's journey.
With the coming of the rifts, it has now also implemented the flow of magic into the fold. The Yakuza
mage (shrouded in secrecy to this day) is a specialist in the ways of mystical body painting, including the
art of tattooing. Well-to-do or successful Yakuza can purchase or be rewarded with such wonderous gifts.
For the most part, these tattoos are of a lower magical power, but are useful nonetheless. For this reason
(among other special application techniques), they are not as harmful the Atlantean tattoos. A Yakuza
strong of mind and body can endure up to 11 of these precious markings.
Ninjas are the only other known profession to allow or endure such a process, but are limited to 7 such
markings.

Tiger behind tall grass


P.P.E. to activate: 6
Duration: 5 minutes (20 melees) per level of experience or until canceled.
Power: This tattoo conveys the power of Prowl: 89%, the effect of the Chameleon spell, adds 3 feet (.9
m) to horizontal leap and 2 feet (.6 m) to vertical leap.

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Cat eyes
P.P.E. to activate: 5
Duration: 5 minutes (20 melees) per level of experience or until canceled.
Power: Activating this tattoo will give the user the power of Nightvision and Sense the Invisible up to
300 feet (90 m).

Raccoon paw print


P.P.E. to activate: 7
Duration: 3 minutes (12 melees) per level of experience or until canceled.
Power: This tattoo conveys the power of Pick Pockets: 75%, Pick Locks: 65%, and Climb: 80%.

Fiery Eyes
P.P.E. to activate: 5
Duration: 4 minutes (16 melees) per level of experience.
Power: This will add to the character's Charisma, useful in intimidating or influencing lesser beings. Add
+1D4 +2 to M.A.. This tattoo is in the form of two red glowing eyes.

Blue Eyes
P.P.E. to activate: 3
Duration: 6 minutes (24 melees) per level of experience.
Power: This will add to the character's P.B. attribute, giving the illusion of an idealized appearance
(useful in enhancing a character's chances at treachery). Add 1D4+2 to P.B. This tattoo is in the form of
two light blue eyes.

Messenger

P.P.E.
to activate:
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| 154 5
Duration: 1/2 mile (.8 km)or 5 minutes (20 melees) per level of experience, whichever comes first
Power: Upon activating this tattoo, a rodent-sized (or smaller) pseudo-animal type will appear in the
character's palm (geckos are quite popular). It will be able to retain a simple messege of up to 25 words
and the location that it needs to travel to. Upon reaching the intended receptient, it will leap up to their
shoulder and whisper the message. At this point, the messenger will disappear, and the tattooed sender
will be aware of its success. If the messenger for some reason does not make it to the receptient (captured,
within distance limit, etc), the sender will also be made aware of this. This messenger is limited to land
based travel. This tattoo is in the shape of rolled piece of parchment tied with a ribbon. Speed: Messenger
travels at 12mph, equal to 1 mile every 5 minutes. S.D.C.: 35.

Winged Messenger
P.P.E. to activate: 7
Duration: 1 mile (1.6 km) or 5 minutes (20 melees) per level of experience, whichever comes first.
Power: This is the same as the Messenger Tattoo, except the messenger has the power of flight, enabling
it to travel over terrain much easier. It takes the form of any pigeon-sized (or smaller) winged creature
(butterflies and songbirds are popular). This tattoo is in the shape of rolled piece of parchment with
butterfly wings. Speed: Messenger travels at 24mph. S.D.C.: 35.

Aquatic Messenger
P.P.E. to activate: 5
Duration: 1 mile (1.6 km) or 10 minutes (40 melees) per level of experience, whichever comes first.
Power: This is the same as the Messenger Tattoo, except the messenger is aquatic in nature. It takes the
form of any aquatic creature 16 inches or smaller (Koi are very popular). The receipient must bend down
to the fish (in the water) to hear the message. This tattoo is in the shape of rolled piece of parchment
riding on top of crest of water. Speed: Messenger travels at 12mph, equal to 1 mile (1.6 km) every 5
minutes (20 melees). S.D.C.: 35.

Divine Wind
P.P.E. to activate: 2 per missile, charge is spent upon contact.
Duration: Instant

Power:
will enchant a normal missile weapon with an electrical charge, leaving a bluish streak of
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electricity as it flies. +1D4+2 Mega-damage and the victim suffers a penalty of -1 to attack and parry for
4 melees (due to nervous system shock).

Whistling Breeze
P.P.E. to activate: 3 per missile
Duration: 2 minutes plus one minute for each additional level of experience.
Power: This will enchant a normal missile weapon, causing a disruptive piercing whine as it flies, causes
minor equilibrium problems. All victims within a 20 foot radius suffer a penalty of -1 to attack, parry and
dodge.

Guise
P.P.E. to activate: 5
Duration: 2 minutes (8 melees) plus one minute for each additional level of experience.
Power: This provides an Illusionary fascade, giving the character the visual appearance of a normal
townsperson. Included with this is the illusion of facial features, 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. This tatto will be in the shape of a small brightly colored chameleon.

MAYAN TATTOOS
The Mayans have borrowed some of the Incan power drawing skills, instilling them into magical tattoos
(as the Mayans are very fond of bodily adornments). Many of these tattoos are for domestic beneficial
needs, with some basic defensive and offensive abilities as well. Most of these tattoos are of lesser power,
as they have not quite achieved the mastery of the Incans nor the vast power of the Chiang-ku.

Revive
P.P.E. to activate: 5
Duration: Instant, but can only be used once a day.

Power:
tattoo will grant the user the effects of 4 hours of sleep. This was created for warriors to
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endure long battles and relieve unrelenting fighting fatigue. This will only work within the direct sunlight
however, and can only be used once every 24 hour period without adverse effects. The tattoo is in the
shape of a circular sun with long flames.

Insect Repel
P.P.E. to activate: 2
Duration: 8 hours plus one hour per each additional level of experience.
Power: This tattoo was created to keep the swarming insects common in the jungles at bay. Effects will
last for up to 8 hours. The tattoo is in the shape of an insect's stinger with a line through it

Leech Repel
P.P.E. to activate: 2
Duration: 6 hours plus one hour per each additional level of experience.
Power: This was another common tattoo created to keep the blood-sucking creatures at bay. This is even
effective against the large mutated leeches now found within the Mayan territories (up to 1.5 feet long,
known to suck some animals dry!). Effects will last for up to 6 hours. The tattoo is in the shape of a black
drop of blood surrounded by a circle outline.

Obsidian Knife
P.P.E. to activate: 2
Duration: 30 minutes per each level of experience
Power: Upon activating, an obsidian dagger will appear in the user's hand. This knife is razor sharp and
can even be used as a crude operating tool. Damage is 1D4+3 S.D.C. This will always be located on one
of the hands and is in the shape of an animal's claw.

More to Come!
New Water Spells

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Feb. 20, Bladder Burst (Level 1) added
Feb. 20, Profuse Sweat (Level 2) added
Jan. 21, Water Meld (level 8) added
Jan. 3, Sense Vibrations (level 3) added
Jan. 3, Reflective Coating (level 6) added

NOTE: All of these spells list the P.P.E. value for Warlocks and Shamans. For all other mystics,
double the P.P.E. cost.

Bladder Burst (Level 1 Water Spell)


Range: One person per every three levels of experience
Duration: Instant
Saving throw: None
P.P.E.: One
This spell will increase the moisture content and pressure within a specific target's bladder. This
disastrously results in the victim wetting himself uncontrollably, soaking his trousers with pungent urine.
-4 to P.B. until cleaned up.
The opposite of this spell will mystically evaporate pent-up fluids in the bladder, negating the need to
relieve oneself for at least 6 hours. Very useful when drinking heavily.

Water Skin (Level 1 Water Spell)


Range: Self.
Duration: 60 melees (15 minutes) plus 40 melees (10 minutes) per each additional level of experience.

Saving
throw:
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| 158None
P.P.E.: One
This spell will create a layer of circulating water covering the entire body of the character. This will give
the benefits of a wet body suit and will not dampen clothing worn. When cast, two forms can be selected,
warm or cold water. Each will protect the caster from the opposite temperature effects by environmental
conditions. Warm will allow normal activity in temperatures as low as 0 degrees farenheit with no
penalties. Cold will allow normal activity in climates as high as 120 degrees farenheit with no penalties or
dehydration. When the spell expires, the water will disappear.

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, will require another spell or power). All within a 10 foot (3 m)
radius plus one-half foot per level of experience, of the water source will be in plain view.
Duration: 12 melees (3 minutes) plus 8 melees (2 minutes) per level of experience.
Saving throw: None
P.P.E.: Four
With this spell, the caster can use any water (as small as a bucket of water) source as an extension of his
sight. The caster simply into a body of water (the larger the amount of water, 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 spell only allows for visual images only (images will be very
accurate with a possible slight blue tinge), auditory is a separate spell.

Profuse Sweat (Level 2 Water Spell)


Range: One person per every two levels of experience.
Duration: 12 melees (3 minutes) plus 4 melees (1 minute) per each additional level of experience.
Saving throw: Standard
P.P.E.: Three
Those affected by this spell will start to perspire at an alarming rate. Sweat will start to drip from the
body, including down the face causing the eyes to sting, due to the salty solution hitting the cornea.
Clothing will be soaked within 4 melees and the victim will give off a strong, offensive odor. Victim
suffers -2 to strike, parry and dodge as well as -5 to P.B. They will also need to replenish fluids after 24
melees (6 minutes). This perspiration is supernatural in cause and cannot be dispelled by cooling systems.

This
spell |can
affect even those within personal armor, but not large robotic armor. After the spell has
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159
expired, the strike, parry and dodge penalties cease, but the P.B. penalties remain until the character and
clothing are thoroughly cleaned.

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, will require another spell or power). All within a 15 foot (4.5
m) radius plus one foot per level of experience, of the water source will be audible.
Duration: 12 melees (3 minutes) plus 8 melees (2 minutes) per level of experience.
Saving throw: None
P.P.E.: Four
With this spell, the caster can use any water source (as small as a bucket of water) as an extension of his
hearing. 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. This spell is similar to Water Mirror,
but is for auditory only.

Sense Water Source (Level 2 Water Spell)


Range: 1 mile plus one-half mile per level of experience.
Duration: 24 melees (6 minutes) plus 12 melees (3 minutes) per level of experience.
Saving throw: None
P.P.E.: 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. They will also be able to tell if the water is salt or fresh water and if it is stationary or
moving. As long as the spell is in effect, these water sources will serve as homing beacons to the caster,
allowing him to sense where they are located.

Water Bubble (Level 2 Water Spell)


Range: Self or one other person.
Duration: 60 melees (15 minutes) per level of experience.
Saving throw: None if willing subject. Save versus poison/toxins at +5 every melee otherwise

P.P.E.:
2 | 160
Page
This spell is used to create a water bubble around the head of the caster or one person of choice. This
bubble will stay around the head and is very useful for creatures that cannot breathe air. This spell is
designed for beneficial use and is not offensive. Attempting to cast this on an unwilling receipient will
allow them to save versus poison/toxin at +5 every melee. One successful save will shatter the fragile
bubble of water and the spell will be cancelled. If the character fails enough consecutive saving throws
(past the amount of time that they can hold their breath), the character must save versus coma or pass out
for 8 +1D4 melees.

Hydro-skate (Level 2 Water Spell)


Range: self.
Duration: 40 melees (10 minutes) +8 melees (2 minutes) per each additional level of experience.
Saving throw: None
P.P.E.: 3
Casting this spell will create a thin layer of water under the feet of the caster. By moving in a skating-like
fashion, the character will be able to move at a speed of 30 across fairly level terrain, but takes two
melees to come to a complete stop. Rough terrain will render this spell useless.

Sense Vibrations (Level 3 Water Spell)


Range: 50 feet (15.25 m) per each level of experience
Duration: 24 melees (6 minutes) plus 8 melees (2 minutes) per each additional level of experience.
Saving throw: None
P.P.E.: Eight
While in the water (or other liquids), at least ankle deep, the mage will sense all movement within the
water source. The mage cannot be surprised (not even by sneak attacks nor back attacks) and will receive
the bonuses of +5 on initiative, +2 parry and dodge, while in the water.

Watery Image (Level 3 Water Spell)


Range: Any water source that is pinpointed within one-half mile per level of experience.
Duration: 8 melees (2 minutes) per level of experience.

Saving
throw:
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| 161None
P.P.E.: Eight
The caster will be able to project his image through that of any water source. This can be down one of two
ways, 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. The mage will also be able to verbally deliver any message, as well
as see and hear the response, within the duration of the spell.

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.
Saving throw: None
P.P.E.: 9
The elemental mystic is able to bring 30 gallons (113.6 liters) of water instantly to a boil per each level of
experience. Anything within the boiling water will suffer 4D6 S.D.C. (or 1 M.D.C. if a mega-damage
creature) damage per melee unless they are sufficiently protected (Ex: environmental armor). This spell
can be cast up to 30 feet (9 m) away.

Water Jet (Level 4 Water Spell)


Range: self.
Duration: 4 melees (1 minute) +1 melee per each additional level of experience.
Damage: 2D6 M.D. plus an additional 1D6 at levels 6, 9 and 15.
Saving throw: None
P.P.E.: 25
The caster is able to expel an intensely powerful blast of water from his hands or mouth. This jet of water
will inflict 2D6 Mega-damage plus and additional 1D6 M.D. at levels 6, 10 and 15. Characters attacked
by this spell must also save versus knockdown or they will be blasted off of their feet (loses on melee
action).

Mystic Water Wall (Level 4 Water Spell)

Range:
be cast up to 60 feet (18.1 m) away and affects/covers an 8 x 8 x 4 foot area (2.4 x 2.4 x 1.2
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| 162
m) per level of experience.
Duration: 4 minutes (16 melees) per level of experience or until destroyed.
Saving throw: None.
P.P.E.: 20
This wall consists of very dense mystically charged water molecules that will cause an impact on
anything attempting to go through it. Most projectiles will lose most of their inertia upon passing through
the wall and may be halted altogether. Any massive projectiles (heavy artillery) will cause only 1/6
damage due to slowed acceleration. Lasers will reflect off the waters reflective exterior.
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. Speed is slowed by 5/6 when attempting to pass through this
wall (it's like trying to walk through extra thick gelatin). Effective against supernatural fire as well. The
wall itself will have 30 M.D.C. or 150 S.D.C. per level of experience and all attacks except for fire-based
will only inflict 1/2 damage (fire does full damage).

Holy Water (Level 5 Water Spell)


Range: Self or can be cast to appear up to 60 feet (18.1 m) away plus 10 feet (3 m) per each additional
level of experience.
Duration: 30 minutes (120 melees) plus 10 minutes (40 melees) per each additional level of experience.
Saving throw: None.
P.P.E.: 25
This spell conjures up a mass of glimmering water that glows with a spiritual silver light. This water will
have similar damaging affects as true holy water upon all creatures of evil and the dead/undead. It will
hover above the caster's palm as an undulating circular mass or can be cast at a creature. The caster may
choose to immediately use the liquid or place it in a container for later use, until the spell expires, at
which time it mystically vanishes. This mystical liquid can be flung at opponents doing 1D6 M.D. to all
creatures of evil and 2D6 M.D. to undead and dead creatures per 1/8 gallon exposure. Used upon
creatures of good will heal for 2D6 S.D.C. or M.D.C. and will serve as an antidote to any type of
infliction caused by the evil creature. Further affects will cease and full recovery will occur within 3D10
minutes. 1/8 gallon per every two levels of experience can be conjured per each level of experience.

Reflective Coating (Level 6 Water Spell)


Range: self.

Duration:
melees (2 minutes) +4 melees per each additional level of experience.
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Saving throw: None
P.P.E.: 40
Upon casting of this spell, a watery coat forms around the character's body with a highly reflective
surface equal to that of a mirror. This will help camouflage, bending light and reflecting the surroundings
almost flawlessly. Visually, the caster is rendered invisible, even while moving at up to speeds of 15.
Anything above this will give off a minute shifting effect to those sharp of eye, but still garners a 85%
chance of not being noticed. Even if spotted, the character still receives a bonus of +3 to strike, while
opponents are -4 to strike, parry and dodge. Thermo and other light band optics will reveal a general
"blob", but not a definite outline (still suffer a penalty of -2 to strike, -1 to parry and dodge).
There is a second ability gained, that of reflecting light (including lasers). Being composed of a unique
mystical liquid, it can constantly shift reflective values, thwarting changing laser frequencies. For the
duration of this spell, 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).

Water Meld (Level 8 Water Spell)


Range: Self and/or others; up to 5 miles distance per each level of experience.
Duration: 1 melee plus 1 melee per every four levels of experience.
Saving throw: None
P.P.E.: Sixty
This spell is very similar to a Teleport spell, 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 can still be as shallow as a
puddle) and emerge out of another body of water miles away. To be successful, the mystic must have a
good indication of where the intended destination body of water lies. This can be by personal knowledge,
a cartographer's map, a detailed location description, or even by casting a water location spell. Depending
on the method employed, the degree of miscalculation varies.
The mage can teleport himself, others and/or objects totaling up to 500 pounds (225 kg) per each level of
experience. Weight is the determining factor, allowing any number of additional persons or equipment, as
long as it does not exceed the amount of weight the caster can handle. Each person or object must also be
linked the caster physically, either by hand, rope or other attachment, else they fall victim to the extreme
vortex created during such a port from one water source to another.
This spell may also be used to meld a portion of the body only, allowing the caster to partially appear
through the other body of water for the duration of the spell. 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. When this version of the

spell
is used,
the caster may not also meld (ie: cannot look first and then teleport, only one or the other). If
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| 164
the mage casts the spell again, then they may teleport safely.
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, 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, exiting out of a different body of water or set adrift said
distance from land.
39-69 Desired location is missed by 1D10x10 miles, exiting out of a different body of water or set adrift
said distance from land. Present location is unknown.
70-98 Meld at least 100 feet below surface of water or some water enters lungs. All suffer 5 H.P. and
2D10 S.D.C.
99-00 Meld at least 4 miles below sea level or lungs are instantly filled with water; instant death.

More on the way!

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Agamoto Industries Innovators of the Nekkyo Psi (new breed pyro, hydro and pschokinetics).

Sensory Reception
Sensitive
Range: 200 feet (60.6 m) +25 feet (7.5 m) per each additional level of experience.
Duration: 2 minutes (8 melees) per level of experience.
I.S.P.: 5
Saving Throw: Standard. To save versus this power, the particular person/creature must roll to save once
each melee that the psychic is using Sense Reception. 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).
Sense Reception is the psychic ability to gain the sense of a intended target. At any one time, the character
will be able to use the recepient as a conduit of his/her own senses. This means that the psychic can see,

hear,
taste,| feel
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166or smell anything from the "linked" target character's senses. What the target senses, the
psychic senses.
The power can be used two ways, as an extension or as a mimic. The psychic can "link" to the target,
sensing everything within the target's area of sight, smell, hearing, etc. Example: The psychic links up
with another character 200 feet away, the psychic can now see, hear, etc. everything that the other
character can from his vantage point.
The other option is to gain the same level of acuteness of senses as the target. If the target has advanced
senses, then those are gained as well by the psychic (as well as all bonuses gained by them). Up to 3
senses can be conveyed during each melee (can select which senses each melee).

Primal Telepathy
Sensitive
Range: Read surface emotions up to 150 feet (45.5 m) or telepathic communication up to 250 feet (75.5
m)
Duration: 2 minutes (8 melees) per level of experience.
I.S.P.: 4
Saving Throw: None per se.
This ability grants the character the ability to sense the emotions of animalistic creatures (I.Q. of 6 or less)
and to actually communicate with them on a basic level. By focusing, the character is able to pick up on
the emotional outpour of all creatures within his range. This is useful in noting what may be lurking
around, hidden out of view, and also what their intentions are at the moment. At the same time, the
character can project calming and non-threatening emotions that animals can easily sense. This will help
them in the second part of this power.
Telepathic communication is possible when focused on one specific individual at a time. They can
communicate with multiple creatures, but only one at a time. The telepath will be able to comprehend the
subtle intonations of the animal's yelps, cries, 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. Such communication is must be very rudimentary or else it may not be understood by the
creatures (they are limited by their animalistic intelligence). Example: "Where man scent?" Reply:
"Follow" or "Eat plant" Reply:"Bad"
These powers will not be able to force an animal to help, but if nice and offered some form of reward, it
may be willing to lend a small hand.

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Lesser Mind Control
Sensitive
Range: 300 feet (91 m) +10 feet (3m) per each additional level of experience.
Duration:8 minutes (32 melees), +4 minutes (16 melees) per each additional level of experience.
I.S.P.: 10
Saving Throw: Standard, supernatural creatures are +1 to save.
This ability will allow the user to actually control the minds of all creatures with an I.Q. of 7 or lower
(including insectoids) that do not save. While two way communication is not possible, the character can
give simple commands that the creatures will understand and obey. Orders to kill will even be obeyed, but
once the animal takes over 60% of it's S.D.C./M.D.C. in damage, it will be able to save versus this power
at +5 every melee. Once it saves, 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). Forcing them to do so
will negate the hold over them.
Affected animals will grant the psychic the ability of Horsemanship and Animal handling at 98% for the
duration.

Object Knowledge (Psychomotorosmosis)


Sensitive
Range: Touch
Duration: 10+1D4 minutes, +4 minutes per each additional level of experience.
I.S.P.: 8
Saving Throw: None
Base Skill: 60% effectiveness after 2 full melees of contact, 80% effectiveness after 4 melees of contact
for "clean" objects (no owner), complete mastery will be gained after more than 5 minutes of continual
contact. For objects with previous owner/user, psychic will gain same skill knowledge level within 4
melees of continual contact.

This
uncanny
ability is an extension of Object Read (Psychometry) and Tele-mechanics, allowing the the
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| 168
psychic sensitive to not only receive impressions about the object and owner, but actually absorb the
knowledge from both. By continued contact, the character will gain the skill knowledge for the object, via
impressions of the object itself and from the owner/last user. i.e.: Continual use of a sword will convey all
there is to know about that particular sword, its strength, balance, weak point, how to skillfully use. After
a full 4 melees of contact, the psychic will be able to wield/use the object or posses a skill related to the
object at 80% effectiveness.
If the object once belonged to a skilled owner, the psychic will absorb the same skill base as the owner.
i.e.: If the sword once belonged to a great warrior, the psychic will absorb all there is to know about the
sword, as well as all of the warrior's skills related to the sword (at the exact level). Example: If the sword
belonged to a veteran Samurai, the psychic sensitive would gain the skills of iaido, daisho, and even Zanji
Shinjinken-Ryo, all at the same level as the Samurai! If the sword was just created, and had no owner, the
psychic would still learn everything about the sword and would have the Sword skill at 88%, level one.
Example 2: The character is trying to escape a military base and spots a helicopter. "No problem, give me
a minute to "read" this contraption... bingo, let's fly! This is very similar to Tele-mechanics in this respect
of the power.
NOTE: Basic knowledge is absorbed from "clean" objects (no owner). This means you can fly the
helicopter, evasive maneuvers will still be a foreign concept until mastery is gained after 5 minutes of
continual contact.

Augmented Strength
Physical
Range: Self
Duration: 5 minutes, +3 minutes per each additional level of experience.
I.S.P.: 4
Saving Throw: None
Through intensive training and meditative self-exploration, the character is able accelerate the amount of
endorphins, proteins and other bodily chemicals to enhance his physical strength. This will add 5 +1D4 to
the P.S. attribute and +1 to Initiative for the duration. This power is not accumulative.

Super Strength

Physical
Page | 169
Range: Self
Duration: 5 minutes per level of experience.
I.S.P.: 15
Saving Throw: None
This is similar to the Augmented Strength power, except with an added boost. The character also
possesses a limited version of telekinesis. This power applies only to the body of the psionic, and cannot
be used for range attacks or uses. What it does do, is it further enhances the characters strength and also
forms a thin telekinetic force field around around the body. This field acts as a second skin, giving limited
protection to the body as a whole, but concentrated around the hands, forearms, shins and feet of the
character. This allows attacks to incredibly hard M.D.C. structures/beings without physical harm to
oneself.
Due to the telekinetic boost, physical attacks by fist or foot (ie: bodily) are considered to be made by
supernatural strength! +10 to P.S. and +40 M.D.C. This power is not accumulative.

Super Speed
Physical
Range: Self
Duration: 6 minutes per level of experience.
I.S.P.: 15
Saving Throw: None
This power is another limited derivative of the Telekinesis power. The body is surrounded by a thin
telekinetic field that adds to the kinetic force of the character, giving augmented speed. This field also
provides limited protection against collision of objects at high speeds.
Meditative self-exploration also allows the character to transform the body into a super efficient engine,
increasing the metabolic rate among other bodily functions. This power will add 30 +1D10 to the Spd.
attribute, +1 to Initiative, +3 to Dodge and +30 M.D.C. This power is not accumulative.

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More Psionic powers on the way, natch!

Here are some skills that I've created, mostly Asian-centric. I will also be adding my modifications/house
rules regarding skill use, bonuses and advancement very soon.

General Skills
Japanese Skills
Filipino Skills

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New General Skills

Surfing
Category: Physical
+1 P.S.
+1 P.E.
+1 P.P.
60% + 5% per level - 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. This is the art of riding
a long thin board (of varying composition) along the waves of a surf. Such a leisurely activity actually
requires a high degree of balance, timing, strength and endurance. This skill is quite common amongst the
younger populace residing near an ocean. Many believe that surfing brings together man and nature to a
level of "oneness" and is even considered a form of spiritualism.
With the surgence of magic in recent times, this skill is quite common on land as well, with riders
utilizing TW boards to transverse the air currents. Related skills include snow boarding and skate
boarding (same principles and bonuses, just different terrain or medium utilized).

Basketball:
Category: Physical
Another sport popular worldwide before the coming of the Rifts. This activity is still seen in larger cities
in parts of Europe. It is still extremely widespread among North America, practiced within prestigious
universities and rural towns alike. This game relies on quickness, athleticism, dexterity, strategy to
determine "who got game".
+1 foot to vertical leap at levels one, three, nine and twelve.
+1 P.P.
+1 P.E.
+1D4 Spd.
+1 to accuracy of throwing ball-sized objects at levels one, three, five, nine, and twelve. Distance: 15 feet
plus one foot per level of experience.

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Soccer/Futbol:
Category: Physical
This sport was incredibly popular and even at times, fanatical, worldwide during pre-rifts time. A team
represented their province and/or country in ways that went well beyond the meaning of the game itself. A
losing team could lead to riots and random acts of violence.
This was before the great cataclysm, today it still remains as a common sport pastime, but rarely
competes with teams outside of it's own town, due to the lack of safe traveling conditions. The concepts
remain the same, a designated number of players attempt to knock a ball into the opponents net or goal.
The field size depends on what is available (but at least 30 meters) and only the feet, legs and head can be
used to propel the ball. Sounds simple in theory, but requires great stamina, speed, strategy, athletics and
fortitude. This activity remains very popular across the countries of former Europe, Asia (including many
of the Pacific islands, South America, and parts of North America).
+2 to P.E.
+1D6 to Spd.
+1 to strike with feet or kicked objects
+1 to roll with fall
65% +5% per level - Back flip, or add +5% if already known
70% +3% per level - Juggle/control ball with feet
+1D6 S.D.C.

Lip reading:
Category: Rogue
The character is able to comprehend what a person is saying by watching their mouth/lip movements.
This is ideal for spying and surveillance when eavesdropping audio gear is not available. The character is
also able to read a person's body language, sensing general conditions such as emotion, as displayed by
posture and facial expressions. Restricted by language(s) known and must be able to clearly see mouth.
Base Skill: 40% +5% per level of experience. If the person being watched makes it a point to clearly
annunciate his communication, add +15%.

New Japanese Skills

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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. The student will begin his training with 8-12 hours days practicing
form and technique of long bow accuracy directed at stationary targets. They learn concentration,
focusing on the target, yet being fully aware of their surroundings. Proper stances, footing, gripping, arm
strengthening and release styles are emphasized. As these basics are perfected, they will move on to
moving targets, mounted archery and other awkward positions. At each of these levels, the student must
past rigorous tests, besting other students and possibly even tutors.
When the sensei (teacher, master) has decided the student has a firm grasp on these basic techniques, the
real training begins. The rigors of warfare are thrown into the fray. The student will go through mock
battleground training grounds complete with gunfire, arrow fire, smoke, and automated hurdles and
attackers. 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). The disciple will move on to an almost meditative state during battle, able to clearing sense all
within his surroundings and a lock on all possible targets. The reflexes become so honed that little escape
their notice... 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. They may
even fire from the most awkward of positions, hanging upside down, swinging from a rope, jumping
down from a great height, or even leaping into a rolling somersault and coming up firing. What's more,
they have perfected the art of bow warfare, able to fire flawlessly, even in the midst of the most heated
battles. With deadly accuracy, they can strike an enemy that is but a speck in the horizon. This is coupled
by their ability of rapidly firing off multiple arrows, easily mowing down small troops with the same
silent precision. What is more frightening, is that they are not limited to range attacks. A skilled warrior
can use his yumi as a blunt weapon with devastating results in close combat, as well as parrying blows. In
the age of magic and technology, many Kyujutsu masters have modified yumi and arrows augmented by
techno-wizardry or composed of cutting-edge mechanics. As the yumi and arrow are the focus of this
martial art, each character will be able to fashion a bow out of natural wood and silk/sinew to the manmade ceramics/metal and kevlar string. They will also be able to fashion arrows with a wide variety of
heads. (list coming soon)
Techniques known: Maintain balance, disarm, roll with punch/fall/impact, bow thrust and strike (1D6
damage), and the usual strike, parry and dodge.
Bonuses: +2 M.E., +2 to P.S., +1 to P.P. The Kyujutsu master will also learn the skill of Yadome-jutsu
(add bonuses from this skill to the ones listed below).
Level

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

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Teppo-jutsu: This is the age-old honored training in the use of gunnery. The character learns the
techniques of form and accuracy with a rifle-type weapon. This also includes proper cleaning,
disassembly, quick reload, maintenance, repair, quality analysis, as well as the art of using the weapon as
an effective weapon in close melee . 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). This skill must be taken for each
distinctly different type of weapon, but will suffer only half the normal penalties for using weapons
unfamiliar to them.
During the ancient medieval period of Japan's history, the rifle was treated as a most honored weapon by
the non-traditionalists. This weapon could cross great distances with deadly accuracy. It was also a status
symbol, encrusted with jewels and decorative engravings and crests indicative of the family it belonged
to. It was lavishly cared for as if it was alive. Indeed, many thought the guns held the spirit essences of
the great dragon's themselves. With the coming of the Rifts and MDC creatures, the gun has become an
invaluable weapon once more, cherished by the Japanese warriors. A nod to the past, many prefer ancient
styled weapons with TW modifications or enchanted ammunition created by Alchemist smiths (similar to
the Kuznya of Russia). Provides the following bonuses:
Recognize Weapon Quality: 45% +5% per each additional level of experience.
Weapon Repair: 65% +5% per each additional level of experience for that particular model of weapon.
-20% for other types unfamiliar to character.
Aimed: +4 to strike. Burst: +1 to strike. Wild: no bonuses or penalty. Strike bonus: +1 to strike per every
three levels of experience. H2H Melee: +1 to strike at levels 2, 5, 8, 11, 13 and 15. +1 to parry at levels
3, 7, 11 and 15.

Noroshi-jutsu: Primitive, yet highly effective, this is the art of signal fire techniques. The character will
be proficient in creating fires of various sizes fed by a wide variety of fuels, each conveying a different
message. The use of chemical or alchemist created additives will also be common, changing the color or
composition of the fire and/or smoke. Such signals can be seen for miles. The use of signal fires can
easily convey simple messages with basic translations being almost universal within Japan, but others
secret per clan. The ninja of these parts are common practitioners of this art, each with their own secret
"dialects", making it difficult for non-clan members to decipher the messages.
Signal Fire Communication: 75% +5% per each additional level of experience for to convey and
understand simple messages (such as attack now, go east, etc.). 45+5% for more complicated messages.
NOTE: characters with this skill are -20% to understand/translate signal fires from other clans (character
can learn other clans signals if taught).

Yadome-jutsu
Page | 176
Category: Physical
This is a form of martial art that trains the disciple in the defense against missile attacks, especially
arrows. The character will learn to parry missile (arrows and spear types) attacks utilizing various parts of
the body as well as with weapons. 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. This
includes deflecting and/or dodging multiple missile attacks.
Bonuses: +1 to P.P., +2 to Spd. Add +1 to parry and dodge against arrow and spear attacks at levels 1, 3 ,
6, 9, and 12. 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, 8, and 12. If the rate of incoming missiles is greater than this,
then the character must attempt to dodge. This skill will also allow the character to try to dodge energy
blasts and gunfire with only a -4 penalty. As usual, a dodge counts as one melee action/attack.

Nawanuke-jutsu
Category: Rogue
As Hojo-jutsu is the art of binding, Nawanuke-jutsu is the counter art. Techniques are learned to escape
from bindings, including rope, shackles, etc. This includes the study of knots, contortion of the body,
flexibility, popping of minor joints, use of ointments, among others. Entrapment by a character utilizing
Hojo-jutsu, carries only one-third the penalty to escape (-3% instead of -10%) due to this specialized
training. Base Skill: 40% +5% per level of experience.

Jan-ken
Category: General knowledge (no skill slot required)
A pre-rifts game known in the Americas as paper-rock-scissors, that actually was known even earlier in
Asia. 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". A clenched fist is rock, two fingers out is scissors
and a flat palm is paper. Paper beats rock, scissors beats paper and rock beats scissors. This is a common
game played by children and sometimes used to make a quick decision.

Senjo-jutsu:
Category: Military

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 Two
attacks
per melee to start; Paired weapons (sticks); +1 on initiative, +2 to disarm, +1 to parry
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| 180
(without weapon)/+2 to parry (with sticks).
2 +1 to strike (with sticks), +1 to maintain balance, Neck hold, Elbow/forearm (1D6 damage).
3 + One additional attack per melee. +1 to disarm, Knee (1D6 damage).
4 +1 on initiative, +1 to parry (without weapon)/+1 to parry (with sticks), +1 to dodge.
5 +1 to strike (with sticks), 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).
6 + One additional attack per melee, +1 to maintain balance, Palm strike (2D4 damage).
7 +1 to disarm, +1 to parry (with sticks), Knife hand (2D4 damage).
8 +1 on initiative, +1 to strike (with sticks), +1 to dodge.
9 + One additional attack per melee, equivalent of Iajitsu with sticks.
10 +1 to parry (without weapon)/+1 to parry (with sticks), +1 to maintain balance.
11 +1 to disarm, Critical strike on a natural 18-20, Power punch.
12 + One additional attack per melee. +1 to strike (with sticks), Mystical Martial Art Power of Wrist
Hardening.
13 +1 on initiative, +1 to parry (with sticks), +1 to dodge.
14 Death Blow!, +1 to disarm, +1 to maintain balance.
15 + One additional attack per melee.

Pasoy
Category: Domestic
This is a filipino card game carried over from the pre-rifts era. This is usually a four player game utilizing
a deck of cards very similar in design to those printed in pre-rifts america. All cards are dealt out equally
to each player and each player puts in money into the 'pot'. The object is create three hands, one good,
better and best. When each player has selected his hands, they all lay out the good. This is followed by
better and best hands. Card hands consist of traditional pre-rifts combinations, such as pairs, straights,
flush, etc. Their are two popular scoring methods. One is to play it hand by hand, taking out an agreed

upon
amount
of the 'pot'. The other is to have only one winner, that will have the best two out of three
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| 181
hands. Base Skill: 35% +5% per level of experience.

Dumong:
Category: Physical
This is the native Filipino form of wrestling. Dumong was a fighting form concentrating with grappling
techniques, implementing take down manuevers. It can be compared to a mix of Greco-Roman and a bit
of Sumo wrestling. Many moves centered around holds to the waist or belt, each attempting to unbalance
the other. This was considered a form of sport, but had many uses in battle, as well. The entire back had to
be squarely pinned for victory.
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).
Pin/incapacitate on a natural roll of 19 or 20 (roll 1D20).
55% +4% per level - Sense of Balance
+2 to roll with toss or fall.
+1 to P.S.
+1 to P.P.
+1 to P.E.
+4D6 to S.D.C.

More to Come!

Within this section, I plan to add many of my house rules and role playing ideas that do not fit into any of
the other sections.

House Rules on Ley Lines


House Rules on Viruses
House Rules on Skill Retention
Rants and Raves

Page | 182
House Rules

Ley Lines: Ley lines are present in every corners of Rifts Earth, yet very little detail has gone into
explaining their existance. What we do know is that are flows of mystical energy that glow blue in the
night, cause monumentous storms and form nexus points.
To me this sounds a lot like interractions between forces of nature. The crackling lightning of a storm, the
torrential flow of a raging river, and the tornados created when different air streams collide. This got me
thinking. My theory is that ley lines are just a mystical manifestations of natural forces of nature.
The width and height of the ley line are both determined by the amount of ambient P.P.E. coming together
from the atmosphere and radiating from the earth below. How they intermix determines the varying height
and width. Like a river, they narrow, wind in pattern and spread out in some areas. These mystical
currents that also differ along it's path, smooth and easy to harness in some areas and turbulent in others
(like rapids). Areas can also differ in density, from airy energy to thick, muggy sludge-like form, making
it slow to transverse or pass through.
Likening a ley line to a river, yet still holding on to the fact that it's composed of mystical energy, lends to
other interactions. Being formed by the combining forces of P.P.E. within the atmoshpere and earth, not
only is the height and width determined, but also it's path. This means that a ley line may follow a
relatively straight path, a zig-zagging course, may dip and rise and may even intersect solid barriers. In
some cases, due to the unstable energy flows, it may blast a path through the obstruction.
In other cases, such as large natural boundaries, it may merge and pass through. In this particualr scenario,
I've played more random-based outcomes based upon this intermixing, much like the effects of a ley line
storm. I've had large stones absorb the energy, becoming a form of P.P.E. battery (the Yamabushi in Japan
is able to harness the energies from large stones). Freak ground storms have also been encountered with
the charcters becoming conduits to all they touch. Mutant plantlife and strange animal adaptations have
also occurred. I've even tried out some somewhat sentient rock life that turned out quite humorous.
Fleshing this out more very soon!

Viruses: With the coming of such overwhelmingly powerful creatures and races after the great cataclysm,
most felt that complete domination was easily at hand. Save for a few enlightened scientists, the alien
hordes paid no heed to the hidden dangers of this planet. Infectious diseases led to ailments unknown to
these strangers in a strange land.

Lack
of research
Page
| 183 proved to many of their downfall. For, if they had looked into Earth's ancient past, they
would have known the devastation that was inflicted upon some of the human's own kind. To the
offworlders never exposed to such diseases, the introduction caused similar disastrous results. Many
invaders died within only days of stepping foot on this planet. Many invaders did not bring sufficient
science officers. Others never intended on entering this realm to begin with, victims of rifts.
Those who have survived a few generations, began to adapt more to the dangers of this realm. Although
the effects of such ailments are still above that which humans are susceptible, they are at least not as lifethreatening.
This is not to say that humans are immune to such illnesses, despite their historical exposure. As all living
things evolve, so do viruses. As the creatures of this Earth grew stronger to endure the rigors laid forth by
the rifts, so too did the viruses develop. With the coming of such strange new invaders, man was also
victim to their contamination.
For some interesting role playing, I hope to cover an area untouched by the current Rifts books. In this
section I will list an array of common human and alien ailments and their harmful effects.
NOTE: Those with natural healing powers or specialized advanced metabolisms, will only suffer onehalf to one-quarter the normal affects (GM's call).

Common cold: As the name implies, this ailment is commonplace across the globe. After centuries of
evolution, it still inflicts its toll on the general population of the Earth. It is quite hardy and can be
transmitted via exhalements (breathing, coughing, sneezing on another) or secretions (saliva, blood).
Luckily it does not have life-threatening affects to most humans, but the same cannot be said for aliens
new to this world. To humans it can cause congestion, sore throat, coughing, sneezing and other minor
respiratory disorders. Penalties: -1 to P.E., -1 to strike for up to 1D6 days without treatment.
To those never exposed to such a disease, the results can be deadly. Symptoms may include sharp chest
pains, tightening and irritation of the larynx (almost completely cutting off speech and making
swallowing of anything painful), extreme buildup of mucus and congestion (must breathe through mouth
and hard to catch breath when exerting self), coughing and sneezing fits. Penalties: -3 to P.E., -1 to
initiative, strike, parry and dodge for up to 1D10 days without treatment.

House rules on Skills: I have also interjected my own modifications to skills within the Rifts realm. My
hope was to create a more realistic approach to the learning and retention process.
1) The Attribute Bonus Factor: Although I think the I.Q. bonus is a good thing, I believe it's not
appropriate as the only standard. I've elected to give bonuses to characters in certain skills based upon the

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

Well,
lifting
the hood, you see where the damage is, but you are a little fuzzy on exactly what that part is.
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| 185
You are pretty sure it's the alternator, though. It's been a while since you've really spent any time tinkering
with this bad boy."
"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. Just then you
remember that this part was connected to the ignition. This you know you cannot fix without some
assistance. Nearest help looks to be in those city ruins that look to be about a few miles down the road. If
you start running now, you should easily make it before dark and avoid any nasty vamps known to
frequent these parts."
"About a mile into your run, you notice your pace doesn't seem to be what it used to. The next mile or so,
the sun's already beginning to set and you are beginning to feel a bit winded."
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, the skill goes back to where it was and can advance.
Regular jogs and workouts bring back the attribute bonuses lost from inactivity, as well.

Rants and Raves

I've seen numerous posts on the subject; "There are too many character classes in the new books and on
online sites". These are almost always in the form of complaints for a variety of reasons. They range
from, "Don't we have enough O.C.C.'s and R.C.C.'s by now, what a waste of space", "The characters are
just a cheap rip-off of so and so", to "I would have preferred more background information".
Well, my site is definitely contributing to this "problem". Of course, you can probably already tell that I
do not perceive this issue as such. 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. They help define the region just as much as
the history, fauna, landmarks and towns. I mean, how can you even have history without getting to know
the characters and monsters involved to shape it?
It encourages role-playing. By introducing a new O.C.C., even if it is just a tweak of another type, sets
the mood and character of individual encounters. A Ronin may just be another warrior class, but has a
distinct persona all his own. From his way of dress, exotic weapons to his form of fighting would be quite
confusing to a character just rifted in from the New West. Also imagine the adventure in trying to find
shells for their six-shooters.
It keeps them on their toes. Ive 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. By
creating something new, it throws them a curve ball, it forces them to keep thinking and learning.

I had
GM'd
a game once where I had set up a party travelling across the prairie, trying to encourage them
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| 186
to role-play a bit more (they were falling into hack-n-slash syndrome). As they were riding along, they
noticed an increasing number of snake skeletons lying about the countryside. They had thought nothing of
it. A bit later they happened upon a small village populated by peasants garbed in ponchos and sombreros.
The party was licking their lips with the anticipation of plunder and rode in at full gallop, hooting and
hollering. Scoffing at these seemingly weak farmers, they were going to have a little fun. This abrupted
quickly when one of the party members had his gun shot out of his hand. Another had his horse shot
square between the eyes, causing the horse to flip head first instantly, throwing the rider a good ten feet
and knocking the wind out of him. It seems that although these were indeed peasants, they were also
crack sharpshooters; skills honed by ridding poisonous snakes from their cattle fields.
By adding just a lil' something extra to a common character class, it turned another O.C.C. worth knowing
about. It added personality to an otherwise common character.
It makes the game interesting. Take one of my characters for example. A group rifts into the Philippines
during the midst of twilight and bumps into a beautiful, young, dark-skinned maiden. A quick Tongues
spell and they learn that she has lost her way, after being lead astray by vindictive faeries. The chivalrous
group pledges her protection and help in getting her home. Following a path for quite some time, to reach
her village, they break for camp as dusk has turned to night. As they are setting up camp, they lose track
of the girl. Just as they start to gear up for a search party, a hag-like creature bursts out from a thicket of
young trees. By the light of their campfire, it hisses at them, glaring fangs glistening. One player
immediately yells out, "Vamp, get out your crosses and water guns. Lets make easy work of this one." A
squirt to the chest results in a rake to the players face, tearing his helmet to shreds and knocking him
down, fazed. Another goes in for the kill, stake and hammer in hand. The stake splinters off the skin and a
slithering tongue pierces his chestplate, starting to worm towards his heart. A globe of daylight goes and
frightens the creature away. (I made it a point to not cause serious damage to any players, so as to not
deter them away from this strange new land). The party later came upon a village and learned that this
creature was a Manananggal. The rest of the scenario they were much more careful and had fun, not
knowing what strangeness lie ahead.

These arguments can also apply to the "over-abundance" of spells. I just can't get enough of them. These
are the very things that shape a mage. A starting character only gets a limited number, so you had better
make them count. By allowing a growing number, it allows the player to specialize, study different
disciplines or become well rounded. Variety is the spice of life.
Also, not knowing what that green light is going to do to you, can lead to any multitudes of emotion,
reaction, escape or counter-attack. And just imagine the thrill of learning a new spell and then travelling
to a new land that has never encountered it before. It goes both ways.
Eh, that's my 5 cents on the subject (inflation, don't ya just hate it?).

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