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Rifts - World Book 25 - China 2 - Heroes of the Celestial Court - PAL858P

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Published by Ithiria, 2021-10-24 15:53:04

Rifts - World Book 25 - China 2 - Heroes of the Celestial Court - PAL858P

Rifts - World Book 25 - China 2 - Heroes of the Celestial Court - PAL858P

Rice Cultivation (+ 1 5%). Years helping grow the Monas­ warm cloak, sandals and a begging bowl. A complete suit of
tery's main food supply have made the character an accom­ lightweight, embroidered silk indoor clothing, including slip­
plished rice farmer. pers, pants, shirt, long jacket and robe, as well as scarf and
hat. Identification documents, including a passport issued by
Physical Skills: Choose any two from: Acrobatics, Aerobic the religious authorities from the Monastery, and several let­
Athletics or General Athletics, Body Building & Weight ters of recommendation from various authorities at the old
Lifting, Boxing, Climbing, Gymnastics, Running, Swimming, Monastery, including the Abbot. Blank book & pen or pencil,
or Wrestling. 4D6+4 sheets of blank paper, solid ink & ink block Gust add
water), bamboo brushes, several packages of tea, a collection
Traditional Chinese Battlefield Weapon Proficiencies: ofherbs (for tea, for flavoring food, and for emergency medi­
Choose any one from: Battle Axe, W.P. Paired Weapons, cine), a traveler' s tea bottle, kettle, two sets of chopsticks
W.P. Pole Arm, W.P. Siege Weapons, W.P. Spear, W.P. (one rough, the other delicate), a cooking knife, 1 0 cups of
Large Sword, W.P. Small Sword, or W.P. Trident. uncooked rice, a large traveler' s shoulder bag, a belt pouch,
and one bamboo canteen of water.
Traditional Chinese Makeshift or Peasant Weapon Profi­ Money: 3D6x 1 00 in credits.
ciencies: Choose any one from: W.P. Blunt, W.P. Chain, Cybernetics: None.
W.P. Grappling Hook, W.P. Knife, W.P. Staff, or W.P.
Whip. Descriptions for Chi-Gung Powers

Traditional Chinese Projectile Weapon Proficiencies: Choose By Erick Wujcik & Kevin Siem bieda
any one from: W.P. Bow, W.P. Crossbow, W.P. Slingshot,
W.P. Small Thrown Weapons, or W.P. Spear (Throwing). Limits of Chi-Gung

Modem Weapon Proficiencies: Choose any one from: W.P. 1. Can only use one power at a time and must either cancel
Automatic Pistol, W.P. Bolt-Action Rifle, or W.P. Automatic that power (at will) or wait for it to end to use another. There are
and Semiautomatic Rifles. a few exceptions, Chi-Gung powers where the character can ac­
tivate it and then use a second power while the frrst remains in
Hand to Hand Combat: See #2 of O.C.C. Powers & Abilities, effect, but they are a rarity.
above.
2. Most, though not all, Chi-Gung powers can only be used
O.C.C. Related Skills: Select four starting skills at level one, by the Seng Ren Monk.
and two additional skill at levels 4, 8, and 1 2 . All new skills
start at level one proficiency. 3. All require a certain amount of I.S.P. to activate, and many
require an additional amount every melee round to keep the
Communications: None at first level, but any thereafter. power working.

Domestic: Any (+ 1 0%). Chi-Gung Attack Damage (S.D.C.)

Electrical: None at first level, but any thereafter. Range: Touch.
Duration: One melee round.
Espionage: None at first level, but any thereafter. Saving Throw: None.
I.S.P. Cost: Four I.S.P. per melee round.
Horsemanship: Any.
Works with the character' s own martial art skills, adding a
Mechanical: None at first level, but any thereafter. Chi-Gung boost to any physical attacks. The character automati­
cally shapes the Chi-Gung energy into lines of force that give an
Medical: Any (+5%). extra 2D6 damage to any punches and kicks, adding that dam­
age to the normal punch or kick damage (and P.S. bonus, if
Military: None. any). Extra damage can only be added to hand to hand strikes,

Physical: Any. where the hand, foot, elbow or other body part impacts with an

Pilot: None at first level, but any thereafter. opponent. It adds nothing to atat cks by weapons such as clubs or
swords, nor to thrown objects.
Pilot Related: None at frrst level, but any thereafter.
Chi-Gung Attack Damage (M.D.C.)
Rogue: Only Calligraphic Forgery (+5%), Concealment and
Dickering are available at frrst level, but any thereafter. Range: Touch.
Duration: One melee round.
Science: None at frrst level, but any thereafter. Saving Throw: None.
I.S.P. Cost: Fifteen I.S.P. per melee round.
Technical: Any (+5%).
Works with the character' s own martial art skills to add a
W.P. : Any, except Heavy Weapons, Heavy Energy Weapons Chi-Gung boost to any physical attacks. In this case, the charac-
and Sharpshooting.

Wilderness: Any.

Chi-Gung Seng Ren Secondary Skills: The character also gets
to select three Secondary Skills from the previous list at level
one, and one additional skill at levels 3, 5, 7, 9, 1 1 and 1 3 .
All Secondary Skills start at the base skill level. Also, skills
are limited (any, only, none) as previously indicated in the
list.

Chi-Gung Seng Ren Standard Equipment: Choose up to four
traditional Chinese weapons (with 3D6 units/rounds of am­
munition for each projectile weapon). Simple but sturdy trav­
eling clothes, made of cotton, wool and leather, including
boots, hat and gloves, with a set of heavy winter/mountain
over-garments. A simple set of temple garb, including robe, a

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