Bloodlines: Hibiki

a conversion for Ninjas and Superspies/Mystic China based on Rumiko Takahashi's "Ranma 1/Z"

"Where in the world am I now?!"

-Ryouga Hibiki

"Maple leaf manjuu and red bean triangles--that means Hiroshima and Kyoto... Where were you trying to go?" -Ranma Saotome

In the body politic of humanity at large, there are virtually infinite variations. It amazes other species to no small extent how many combinations there are within the general parameters of one head, two arms, two legs, ten fingers, ten toes, two eyes. 0f course, there are the rare humans who fall outside this categorization, but they almost invariably mutants and thus no longer technically human, or mules and unable to pass along their genetic variation.

Then there are those groups of humanity called “bloodlines” A bloodline is an extended family of genetically similar people who share physical and psychological traits that set them apart Bum humanity at large, but are still not far removed enough to be considered a new species. The most common source of a bloodline is multigenerational inbreeding (very common among most animal species), closely followed by the supercedence of a dominant genetic trait, thus refining and concentrating all features of that bloodline——both for good and for ill. The creation of a new bloodline is rare indeed, for it takes a bare minimum of several centuries for one to form and can take as long as millennia; this explains why there are only perhaps a dozen bloodlines in the world today.

This work chronicles and explains the origins and abilities of the (comparatively) recently created family bloodline known as Hibiki.

Seven hundred years ago in feudal Japan, a young man was born into a family of peasant retainers; as they were not samurai, they had no family name, but their prowess in the martial arts had garnered them the nickname of "Hibiki": "the thunderers." The youngest son of this family was called Reiraku, for he was to be the "downfall" of the Hibikis' enemies and the enemies of their master. Trained day and night throughout his childhood in the way of martial righteousness, Reiraku met and surpassed every challenge his parents set for him--save one. He could not find his enemies, and even if he could find them, he wouldn‘t be able to kill them. You see, Reiraku had an i11ner sense of goodness and justice that would not let him destroy a person just because he was ordered to do so——a fatal flaw in the obedience—driven society of the Kamakura Shoganate. Possibly even worse, Reiraku had no sense of direction to supplement his sense of justice; directions simply became meaningless to him and he quickly became lost in the trackless wildernesses of Japan. So instead of being the downfall of his t`amily‘s enemies, he was their downfall. When the dust of his "betrayal" settled, Reiralcu's family was gone and only he was left, an exile and outcast in a land of obedience lower even than the eta who handled the bodies of the dead. He was not ronin, for he had never had a master; he was simply a wanderer. He traveled the length and breadth of Japan with no purpose (not that he could have wandered purposefully) and no idea of where he was or where he was going. Several times, he crossed the ocean without realizing it, ending up in China, Russia, Africa, and once even in the New World. Strangely, this lack of purpose did not disturb Reiraku but rather comforted him; if he was lost, he could lose himself for a while. In the end, however, Reiraku had to face the truth: he was running from himself and no matter how far or fast he might run, he was the one person he could never escape.

Reiraku family set out to return to his homeland and exact vengeance on those who had destroyed his life--but his lack of direction foiled him in more ways than one. He was continually sidetracked, both by being unable to find his way and by stopping to help every person he came across that needed help. One day, Reiraku was wandering in circles less than twenty miles from his home when he came across a weeping girl named Nozomi; she revealed to the shy Reiraku that she was from a village near his but hadn’t been there in almost a year, because she had gotten lost on her way to the well at the center of town. Reiraku fell instantly in love. Their courtship lasted almost five years--they kept getting separated--but with faith in each other, they always found one another again; the marriage had to be delayed twice, but the third time was the charm. Reiraku and his love were joined in matrimony and settled down together (though they still got lost from time to time).

The descendants of Reiraku and Nozomi kept their ancestor's half-joking nickname of Hibiki as their family name; the name became as a badge of honor to them, and even married women and their children kept the family name of Hibiki. Of course, a clan as accident-prone and full of Wanderlust as the Hibikis has a high mortality rate, so despite the huge numbers of descendants that Reiraku had, only a few hundred Hibikis survive in the world today. The inherent shyness and insularity of the family means that most Hibikis will not have children until fairly late in life--those that live long enough, that is.

One might wonder how people who spend their entire lives lost find the time to start families, but the truth of the matter is that most Hibikis simply find mates as lost as they are, creating wandering caravans or mobile family groups. (Some ethnologists believe that the modem—day Gypsies are descendants of wandering nomads from Asia. Maybe".?) Where normal people might try to pick up potential mates in bars or clubs, the Hibiki pick—up spots of choice are places where the lost gather, such as tourist information booths. (This is, in fact, where Ryoga Hibikis parents met, leading to a long and happy marriage.) This has led to a number of unfortunate incidents where a Hibiki tried to pick up a long-lost cousin (or even long-lost sibling), but generally such things are rare. This keeps the bloodline strong without resorting to the dangerous path of inbreeding.

The Hibiki bloodline grants tremendous power, but also exacts a terrible price for that power. In exchange for nearly unlimited Chi potential, strength and endurance greater than those of any human, and a martial arts prowess unrivaled by most ancient masters of the Art, they must give up any hope of a nonnal life, all social skills, and the possibility of getting to any place on time.

Hibikis are fairly easy to spot for those who know what they're looking for; just pick out the person who can‘t seem to follow directions, gets lost in their own house, wears anything dark-yellow with black stripes, and has sharply pointed canine teeth. Fangs are an inherited trait of the Hibiki bloodline (one that most are proud of) and tiger-striped bandannas (anything, but bandannas especially) have become a trademark to let Hibikis know one another when they meet. Besides the fangs and the lack of fashion sense, Hibikis are fairly normal looking specimens of humanity, typically Japanese in their ethnic background, but the wide dispersal of this bloodline means that virtually all ethnic types are represented.

Bloodline: Hibiki -

Alignment: Hibikis may not be of a Miscreant or Diabolic alignment, and Hibikis of Anarchist or aberrant alignment is extremely rare, The most common alignment for a member of this bloodline is Scrupulous.

Attributes: Standard human (3D6 for all), modified by the Bloodline Strength tables; the only difference is that a Hibiki's mental attributes (IQ, ME, MA) may not go above 18 during character creation. No one ever said they were rocket scientists. `

Hit Paints: Standard; PE +lD6 per level

SDC: 3D6, plus OCC bonuses and modified by Bloodline Strength tables

Horror Factor: 8 for the fangs; 12 for an enraged, attacking Hibiki with hill battle aura

Abilities/Penalties: Roll on the Bloodline Strength tables which follow, then consult the results for a full listing of Hibiki abilities and penalties. The only common penalty is that Hibikis lack the potential for psionic powers (though they will often have Chi abilities that mimic psionics).

OCCs Allowed: Any OCC which allows humans may be selected by a Hibiki (except for psionics), but almost all members of this bloodline are either Worldly or Dedicated Martial Artists. The Vagabond/Unskilled OCC is also highly appropriate.

Bloodline''' Strength Tables

Roll once on each of the following tables and apply the bonuses and penalties to the Hibiki character. Some tables will give bonuses or penalties on later tables, so keep track carefully.

Bloodline Strength

(0l-25) Fractional Hibiki: One of your great-grandparents was a Hibiki, and the family traits have remained dormant until your birth, skipping several generations. Apply a -15% penalty to all Bloodline Tables, with a maximum roll, after all later adjustments, of 75. Your fangs barely exist at all, and you do not start with the skill Lore: Bloodlines (Hibiki). The good news is that you have a 5% chance to develop minor psionics!

(26-60) Part Hibiki: One of your grandparents was a Hibiki and it shows. Apply a penalty of- 10% to all Bloodline Tables, with a maximum roll of 90 after all adjustments. You have definite fangs and know enough about your family to wear tiger-striped bandannas; you possess the Lore: Bloodlines (Hibiki) skill at the base percentage.

(61-90) Half Hibiki: Your mother or your father (pick one) was a Hibiki. You yourself bear all of the standard traits of the bloodline, but are still not full Hibiki; apply a -5% penalty to all Bloodline Tables, with a maximum adjusted score of 95. You have the Lore: Bloodlines (Hibiki) skill at +5%. The fangs throw some people off, but not as much as those weird bandannas.

(91-00) Full Hibiki: The Hibiki genetic potential is at its fullest within you; whether by chance or by design, you have all of the standard Hibiki traits. All rolls on the following tables are at +5% and you have the Lore: Bloodlines (Hibiki) skill at +10%. Your preferred mode of dress includes lots of yellow-and—black bandannas, mustard—colored shirts, and green pants; you are also prone to letting one fang jut out over your lower lip when deep in thought.


(01- 50) Normal Human: 3D6 for all. -10% to all following tables.

(51- 75) Above Average: Add lD4 to two physical attributes of your choice, or 1D6+l to one physical attribute. The physical attribute selected may not be PB. Add 3D6 to your SDC. -5% to all following tables.

(76- 90) Fantastic: Add lD6 to three physical attributes of choice, or 2D4 to one physical attribute. The physical attribute selected may not be PB. Add lD4x10 to your SDC.

(91- 95) Superhuman: Add lD6 PP, PE, and Spd, or add 2D4 to two of those attributes. Add lD4 to PS; strength is considered to be supernatural. Add lD6x10 to your SDC. +5% to all following tables. (Rifts Note: In Rifts, this character takes double the SDC damage from the hand to hand attacks of creatures that would normally inflict mega-damage. That is, if an attack from a monster would normally do 10 MD, this character takes only 20 SDC. Robots, power armor, and technological weaponry still inflict mega-damage as normal, but the attacks of living beings do only SDC. By the same token, this characters supernatural strength deals mega-damage only to MDC structures and . beings. Consider attacks on SDC beings and structures to use the SDC supernatural strength tables from Nightbane.)

(96 – 00) Supernatural: Add 2D4 to PS, PP, and PE; double Spd attribute. Add lD6 to P.S. + P.E. Strength and endurance are considered to be supernatural. Add 2D4x10 to your SDC. +10% to all following tables. (Rifts Note: ln Rifts, this character takes only SDC damage from the hand to hand attacks of creatures that would normally inflict mega-damage. That is, if an attack from a monster would normally do 10 MD, this character takes only 10 SDC. Robots, power armor, and technological weaponry still inflict mega-damage as normal, but the attacks of living beings do only SDC. By the same token, this characters supernatural strength deals mega-damage only to MDC structures and beings. Consider attacks on SDC beings and structures to use the SDC supernatural strength tables from Nightbane.)

Chi Potential

(01- 50) Normal Human: Your Chi is equal to your PE attribute, modified by your martial art of choice (if you have one). -10% to all following tables.

(51- 75) Martial Artist: Your Chi is greater than that of an untrained human. lf you are not a martial artist, it is equal to your PE attribute, plus lD6 per level; martial artists have Chi equal to their PE attribute, plus 2D4 per level, modified by the martial arts bonuses. -5% to all following tables.

You automatically gain the: Radiate Positive Chi Mastery skill

Radiate Positive Chi: The character emits light simply by releasing the primal nature of Positive Chi, that of the sun’s energy. The Chi can be coming from the character or, if the character also has Dragon Chi, it’s possible to fuel Radiate Positive Chi from another source. Note that creatures who are vulnerable/damaged by sunlight will have to do their own version of save vs honor factor (13; but only affects creatures of darkness). Here are the 3 possible ways of Radiating Positive Chi:

Radiant Eyes: The Positive Chi pours out of the eyeballs, turning them into miniature globes of sunlight. The beams act like the beam of a flashlight, pointing in whatever direction the character is looking. The light will NOT interfere with the character’s vision and will even aid eyesight by providing illumination. The light will be bright enough to clearly illuminate objects up to 500 feet away (a little better than an automobile’s headlights). Creatures vulnerable to sunlight will be affected by the direct glare of the eyes just as if they were outdoors on a sunny day. Cost: None for the character.

Radiant Flesh: The entire character glows with a yellowish, sunny light, illuminating the area as if the character were a window thrown open to the sun. All creatures of darkness within 300 feet will be affected and everything within that range will be clearly lit, as if by full daylight. Cost: None for the character.

Tide of Radiance: As with Radiant Flesh, the character will glow brightly and will illuminate an area up to 3000 feet in diameter. Even more significantly, all the natural Negative Chi of the area will be neutralized! Since the area around the character becomes effectively one of Positive Chi (although with only a fraction of a point of Positive Chi in the environment — too small an amount to be tapped by Dragon Chi opponents who depend on a Negative Chi background can be at a severe disadvantage. Cost: None for the character.

(76- 90) Student of the Way: To find your starting Chi, double your PE attribute; add lD6 per level to this base amount, plus any bonuses from your selected martial art. You have a faint shimmer to your skin and eyes when you become angry or depressed. (Automatically uses the Radiant Eyes Chi Power uncontrollably when in the grip of strong emotions.)

Radiant Eyes: The Positive Chi pours out of the eyeballs, turning them into miniature globes of sunlight. The beams act like the beam of a flashlight, pointing in whatever direction the character is looking. The light will NOT interfere with the character’s vision and will even aid eyesight by providing illumination. The light will be bright enough to clearly illuminate objects up to 500 feet away (a little better than an automobile’s headlights). Creatures vulnerable to sunlight will be affected by the direct glare of the eyes just as if they were outdoors on a sunny day. Cost: None for the character.

(91 – 95) Scholar of the Way: Triple your PE attribute to determine starting Chi, plus 2D4 per level of experience, modified by martial arts. +5% to all following tables. You can see battle auras and you emit one of your own, though it never gets further away from your skin than an inch or two. (Automatically uses the Radiant Flesh Chi Power uncontrollably when in the grip of strong emotions.)

“Hey, Rat. Could you turn it down a little? You’re singeing the upholstery. "

Radiant Flesh: The entire character glows with a yellowish, sunny light, illuminating the area as if the character were a window thrown open to the sun. All creatures of darkness within 300 feet will be affected and everything within that range will be clearly lit, as if by full daylight. Cost: None for the character.

(96 – 00) Master of the Way: Multiply your PE attribute by ten to find your base Chi! You gain an additional 1D6 point of Chi per level of experience, as modified by your martial art of choice. +10% to all following tables, You have a full, blazing battle aura which activates whenever you are in the throes of some strong emotion; true hatred or depression make you look like the Human Torch, (Automatically uses the Tide of Radiance Chi Power uncontrollably when in the grip of strong emotions.)

"I can feel the power! I’m burning with it! “-Ryouga Hibiki

Tide of Radiance: As with Radiant Flesh, the character will glow brightly and will illuminate an area up to 3000 feet in diameter. Even more significantly, all the natural Negative Chi of the area will be neutralized! Since the area around the character becomes effectively one of Positive Chi (although with only a fraction of a point of Positive Chi in the environment — too small an amount to be tapped by Dragon Chi opponents who depend on a Negative Chi background can be at a severe disadvantage. Cost: None for the character.

Martial Arts Knowledge

(01-50) Hand to Hand: Basic. -10% to all following tables.

(51-75) Hand to Hand: Expert. -5% to all following tables,

(76-90) Hand to Hand: Martial Arts

(91-95)Select one non-exclusive martial art as your hand to hand combat form. Worldly Martial Artists may select two non exclusive forms, or one exclusive form; Dedicated Martial Artists may choose three non-exclusive forms, or two exclusive form and two non-exclusive form. The skill cost of the martial arts learned is one-half the added skill costs of all known martial arts.

(96-00) Select two exclusive martial art or four non-exclusive martial arts as your hand to hand combat form. Worldly Martial ` Artists may select four non-exclusive forms, or two exclusive and two non-exclusive form. Dedicated Martial Artists · select double the number of forms as Worldly Martial Artists at this level of ability, and they may combine the bonuses in any way they choose! They may also use the special moves of one form with the bonuses of another and "swap" moves back and forth at will, The skill cost of the martial arts learned is equal to the highest skill cost of all known martial arts. Unfortunately, such a Dedicated Martial Artist requires 25% more experience than usual to advance levels.


A Dedicated Martial Artist of Hibiki heritage rolls on the above table and gets a 96, He chooses Kyokushinkai Karate, Moo Gi Gong, and Sankukai Karate as his martial arts of choice, At any given time, he may use one form‘s level advancement bonuses, but he may switch bewteen them at will rather than having to use the single advancement table for each form. That is, this character at fifth level could use the Kyokushinkai bonuses from levels 1-3, the fourth level Moo Gi Gong bonuses, and the fifth level Sankukai bonuses-—all at once. Levels cannot overlap, so this martial artist could not use the second level bonuses from both Moo Gi Gong and Sankukai, but could use the third level bonuses from one and the fourth level bonuses from the other. This "pick-and-choose" method of combat can be changed at will, but the bonuses chosen must be kept for at least one full melee round. So in the first round of combat, this martial artist could use advancement bonuses from levels l-4 of Moo Gi Gong and the fifth level of Sankukai, and in the very next round could change to using levels 1-2 of Sankukai, level three of Moo Gi Gong, and levels 4-5 of Kyokushinkai. Special maneuvers gained from one martial art can be used with any of the martial arts known; so the all-weapons training of Moo Gi Gong could be used with the striking power and level advancement bonuses of Kyokushinkai Karate.)

Sense 0f Direction

(0-25) Mostly Normal: This character cannot deal with extremely complex directions, and occasionally gets lost even in familiar places, but it's no worse than some average humans. Habitually late by (lD4-(1D4-1) x10 minutes. -10% to all following tables,

(26 – 75) Confused: This character sometimes gets lost in his own neighborhood and has real problems with maps. Any directions more complex than residential area street names will see the character become hopelessly lost for hours on end. Must make a Mental Endurance check to go to even familiar places; the character can memorize their way to a given locale if taken there more than three times. Habitually late by lD4 hours. -5% to any skill involving navigation. -5% to all following tables.

(76 – 90) Very Confused: This character almost always gets lost in any place besides his own house and the surrounding yard. Unless it‘s directly ahead of him or the directions can be explained in less than ten words, there's little chance that the character will find it. Must make an M.E. check to go to familiar places, and an M.E. check at one-half to go to new places (been there only once or twice). Can still follow road signs, but road maps are a skill beyond this character’s ability. Habitually late by 2D6+1 hours, and can wander 1D6 miles off target without thinking about it. -10% to any skill involving navigation.

(91 – 95) Extremely Confused; This character needs signs to get around safely in his own house, but knows enough not to wander out the doors or beyond a set boundary. Things not within the characters vision are non-existent, to all intents and purposes; maps are useless unless the area they depict has lots of landmarks and is fairly small. Road signs cannot be understood without an M.E. check; familiar places require an M.E. check at half to get directly there. Habitually late by 3D6+3 hours, and can wander 1D4xl0 miles off course without realizing it. Cannot take any skill involving navigation. +5% to all following tables.

Where in the World Am I Now?!: Unless led around by the hand, this character will almost certainly become lost between his bedroom and bathroom, or the front door and the mailbox, Unless keeping constant eye contact with a person, the character will probably lose that person; visual landmarks can be followed, but only directly to the landmark Even directions as simple as left and right become meaningless for the character, and maps are completely useless, except as pretty pictures. Requires an M.E. check at one-quarter to go to familiar places or follow even the simplest directions. Habitually late by 2D6 days, and can wander off course by [(lD20)x(lD20)] miles for each of those days! Cannot take any skill involving navigation. These characters are most likely to populate other worlds, since they can wander right through dimensional anomalies without realizing it. +10% to all following tables.

Mental Stamina

(01 – 25) Normal Human: No insanities, no M.E. penalty, nothing. -10% to all following tables,

(26 - 75) Soft-Hearted: Moderately shy (must be role-played) and 25% likely to obsessively fixate on someone close to them -1 to the M.E. attribute. -5% to all following tables. `

(76 – 90) Soft Headed: Very shy (must be role-played) and 50% likely to obsessively fixate on someone close to them. 25% chance to possess a neurosis, phobia, or affective disorder (player's choice). -1D4 to the ME attribute. May not be of Aberrant alignment.

(91 – 95) Complete Softy: Extremely shy; requires an M.E. check just to talk to a stranger or to make anything other than chit_ chat with the target of obsession. Will always have an obsessive fixation on someone close to them, 50% chance to possess a neurosis, phobia, or affective disorder (player's choice). Likely to get a mild nosebleed when exposed to anything even remotely sexual or embarrassing. -1D6 to the M.E. attribute, May not have an alignment worse than Unprincipled. +5% to all following tables.

(96 – 00) Heart of Glass: Neurotically shy from years of isolation and wandering; M.E. checks at one-half to talk seriously to even close friends. Has very fragile emotions, but tends to hide them behind bluster and bravado, Will have an obsessive fixation on someone close to them, and 25% likely to have a secondary obsession on a person or thing, Possesses a neurosis, phobia, or affective disorder of the player's choice. Nosebleeds are a common reaction to even vaguely embarrassing stimuli, and real gushers can result from truly “shameful" things, Reduce ME attribute by half. Must be of Princip1ed or Scrupulous alignment. +10% to all following tables,

Social Skills

(01 – 50) Normal Human: No M.A. penalty, no etiquette problems, nothing.

(51 – 70) Unskilled: -1 to M.A. Lots of time apart from society has left the character without many social skills that other people take for granted, like use of silverware. The character will adapt quickly, but the first few faux pas of this nature will leave a lasting impression. Gains the Wilderness Survival skill at no cost.

(76 – 90) Impolite: -1D4 to M.A., This character spent almost all of his time learning survival skills in the wilderness, where they don't care about proper grooming or daily baths. A bit unkempt in their personal appearance, this character leaves a bad first impression and takes repeated exposure to society to adapt. Gains the wilderness survival skill at no cost, or +5% to that skill if it is already granted by the character’s OCC, and one other Wilderness skill of choice.

(91 – 95) Rude: -1D6 to M.A., No handshakes, no bowing, barely "please" and "thank you"; this character barely knows that society exists, let alone how to react to it. If taken, the etiquette skill is at -5% and may never rise above 50%. Gains the wilderness survival skill at no cost, or +10% to that skill if it is granted by the characters OCC, and two other Wilderness skills of choice.

(96 – 00) Slob: Reduce MA attribute by half (minimum of 3). Years of wandering have left the character without even the rudiments of social interaction; eats like a pig and doesn't really know how to deal with other people. Much more comfortable alone or with a small, close circle of friends than in large groups. This character may never choose the etiquette skill. Regardless of OCC, the character has wilderness survival at +15% and three other Wilderness skills of choice.

New Martial Arts Abilities

In their wanderings, the Hibikis have discovered several unique Chi-based powers, uncovered many long thought lost, and invented more than a few on their own. Some have become so common in their family that they have adopted them as their own, even though others may have invented those moves. Any Hibiki, martial artist or not, may learn one of these moves at each fifth level of experience. Martial artists start with one of these moves on top of those granted by their chosen martial art form, and may select other Hibiki family moves in place of any other martial arts power when advancing in experience level.

Standard Moves

These moves are used by other martial artists, but have (to a certain extent) been adopted by the Hibikis as their own. The following moves are available from those listed in Ninjas and Superspies/Mystic China: All Body Hardening Exercises, including Demon Hunter Exercises (except Control Revulsion and Demon Wrestling); the Atemi Abilities of Neural Atemi, Blood F low Atemi, and Grasping Hand Atemi; Chi Awareness (must be taken separately from any other Chi Power, as must all other abilities that are normally automatic for selecting a Chi Power); the Martial Arts Techniques of Falling and

Breaking, and the Chi Ball Kata.

Martial Arts Techniques

Battle Aura (Lesser)

Cost: 10 PPE.

Duration: 1 minute per level.

Permanent statistic change: N/A.

Requirement: Chi Control

This creates a small battle aura that surrounds the character. The aura protects the by cushioning blows and damage received. Characters take half damage while the battle aura is up. In some dire instances certain huge energy attacks cannot be avoided, by concentrating all his energy into the into the battle aura this last ditch technique can reduce the damage by 1/10. The character must successfully roll a dodge while expending 100 PPE. As a secondary effect, while the battle aura is active the character is MDC is Rift type environments.

Battle Aura (Greater)

Cost: 100 PPE.

Duration: 1 minute per level.

Permanent statistic change: +2 MA, +50 PPE.

Requirement: Battle Aura (6th Level)

This creates a huge battle aura that surrounds the character. Those that see the aura are stricken with terror and unable to effectively act or move (HF 18). The aura also protects the user with 100 MDC/SDC per level. Repeated exposure to this technique will reduce the effect 1 HF per exposure unless the character witnesses the aura user doing something truly awe inspiring while under the effects.

Battle Aura(Superior):

This creates a huge battle aura that surrounds the character. Those that see the aura are stricken with terror and unable to effectively act or move (HF 18). The aura also protects the user with The aura protects them by cushioning blows and damage received(works against all attacks made against the character, weather it is magical, technological, psionic, or whatever; for spells or psionics that don’t do damage but create negative effects for the character, they are also half effective). Characters take 1/10damage while the battle aura is up. In some dire instances certain huge energy attacks cannot be avoided, by concentrating all his energy into the into the battle aura this last ditch technique can reduce the damage by1/10

100+100 (SDC/MDC)/level =20/chi invested acts like a force field 10chi to activate positive chi is white colored, negative chi is black colored, while aura is up it emittes light equivalent to true sunlight up to 1000ft radius, 12dmg from touch/chi invested   duration is 4+1hrs/chi invested, absorbs 15chi either positive or negative chi/chi point invested.

Elemental Aura: 

can link to battle aura, also provides immunity to element used

Fire (Red):+12protection/chi +12 damage/chi 1ft radius/chi

Water/Ice (Blue):+12protection/chi +12damage/chi 1ft radius/chi

Earth/Acid (Brown):+12protection/chi +12damage/chi 1ft radius/chi absorbs 15ppe/chi

Metal/Electricity (Silver):+50protection/chi +12damage/chi 1ft radius/chi

Wood/Poison (Green):+5protection/chi +12damage/chi 1ft radius/chi absorbs 15isp/chi 

Wind/Gas (Yellow):+5protection/chi +12damage or KO 2d6melee/chi 20x20x20 

Cloud/chi 20+20ft/lv/chi

Manna (Gold):+7protection/chi  +12damage/chi  1ft radius/chi absorbs 


Breaking Point (Bakusai Tenketsu)

Cost: 20 PPE.

Requirements: Must be able to channel Chi, minimum 25 PE.

Permanent statistics change: +10 PS, +6 PE, -2PP, 1d6x10 MDC/HP per level of character. Minus 3 attacks, Strength is defined as Superheroic (100x carry, 200x lift).

Damage: 1d6/levelx10 MDC/HP.

This is a technique originally used for mining. Merely touching object like a rock, ceramic, steel, etc. causes it to explosively shatter. The theory behind this is that everything has a breaking point or a point where it is weakest. By sensing this point, touching it and channeling Chi in a certain way into this point the object is violently disrupted. The training for this technique is ingenious. The trainee is hung from a rope while tied up like a mummy, with only his arm sticking out. Meanwhile an approximately 10 ton boulder is swung at the victim…er… trainee. The trainee must find the breaking point of the boulder or be smashed by the boulder. This serves two purposes, one since it is very rare to succeed on the first few tries each impact toughens the character's body making more resistant to impact and damage for the next attempt. It is quite common to be knocked unconscious on the first few tries. People who do not have sufficient control over their Chi and who do not meet the minimum requirements are will most likely die if they attempt this training. If some talented freak of nature were to actually succeed in the first few tries the second purpose of this training would be demonstrated. Without the toughening up process the boulder will explosively shatter and the trainee will take full damage at ground zero. Said talented freak of nature would be wise to just sit back and let himself be pounded by the boulder and concentrate his Chi on getting more resistant to damage. Training takes 1d6 week, unless 1/10 martial arts analysis skill is rolled. The effect of this technique is awesome but has limitations. Most living creatures are soft and does not fracture in this manner, however robots, armor, most walls, floor and so on are rigid enough to explode quite nicely. Sentient rock creatures, magic object and other borderline creatures roll a save versus magic 12 or less, or suffer normal damage. The attack counts as two actions. Any creature within 5 ft of the blast point receives 1/5 damage. The character takes no damage from this technique. Masters of this technique are MDC in Rifts type environments. Because the technique takes advantage of inherent flaws in materials it does MDC to MDC materials and SDC to SDC materials regardless of the type of environment.

Variants: There are rumors that it might be possible to strike a breaking point in one place and if calculated correctly it may cause a chain reaction or travel along a "fault" to take effect at another place. This is unverified and would take extra-ordinary skill (1/10 martial arts analysis and GM approval).

Bakusai Ten-Satsu (“Breaking Point Kill”)

This hideous and debilitating variant of the Bakusai Tenketsu was accidentally discovered by an enemy of Ryoga Hibiki, Ryo Muhoshin (at least, in two known universes it was). Muhoshin had devoted his life to the defeat of Ryoga and had determined that the best way to do it was to beat him at his own game—learning how muse Ryoga’s weapons, Ryoga’s moves, even Ryoga’s attitude, against him. To beat Ryoga, he had to know Ryoga better than Ryoga knew himself.

In his training, he found that the Bakusai Tenketsu did work against bone, a substance with enough calcium in it to be affected by the stone-shattering aspect of the power. The problem with the Bakusai Tenketsu was that it worked by touch, forcing Clii into the pattern of an object through the medium of touch, making such an attack utterly useless against living beings; after all, there was all that soft tissue in the way.

Muhosh’m noticed that Ryoga could channel the Bakusal Tenketsu through his umbrella by treating it as an extension of his own body. Through extensive and harsh training, Muhoshin duplicated this feat and then went one better: by attaching a sharpened spike or needle to the umbrella’s tip, he could use the umbrella as a piercing weapon (like a spear). Then, when the spike would hit an opponent’s bone, he would channel Chi through it, shattering the bone like fragile china. This method of combat became even more dangerous when used against a particularly vulnerable spot like the skull or spine. Only two of the megaverse’s “Ryo Muhoshins” are thought to know this technique; one of them has since been reduced to little better than a vegetable, and the other has reformed,

Author’s Note: Complicated? Read “ Series and “The More Things Change/The Pursuit of Happiness You’ll be glad you did.

Of course, a true Hibiki would never use the Baskusai Tensatsu training they so arduously pursue for such an evil purpose; however, they do feel that the best way to keep the Bakusai Ten-Satsu out of the hands of people who would misuse it is to keep it safely within the family. Most Hibikis who learn this technique do so entirely on their own, by accident (much as Muhoshin did), and then only find out where it really came from after questioning an elder.

By spending five Chi a user of the Bakusai Ten-Satsu (who must be of an alignment worse than Scrupulous, and an Unprincipled Hibiki will only use this move for self-defense) may charge a piercing weapon (a spike-tipped umbrella is traditional) with destructive force. If the strike against a target is an unmodified 17-20 (natural 20 only for head and spine shots), and is not parried or dodged, then the Bakusai Ten-Satsu takes effect; otherwise the Chi is simply lost and the weapon must be recharged. The strike on a Bakusai Ten-Satsu acts precisely as a called shot, hitting whatever portion of the victims anatomy is desired.

The victim is permitted a saving throw to avoid the worst effect If successful, the target merely takes an extra three dice of damage from the weapon (ie; if the weapon normally did 1D6 SDC, it does 4D6 SDC on this strike) and a small hole is cored through the bone struck (it will heal in a few days); the shot wasn’t precise enough to trigger a breaking point. If unsuccessfu’, too bad--they had more than enough chances already.

An unsuccessful save means that the bone’s breaking point was triggered, shattering the bone into fragments and flechettes; this strike inflicts 1D4x 10 SDC damage (which cannot “spill over” into HP) and an extra 3D6 damage straight to hit points. In addition, the bone struck is broken so badly that heavy medical care (or magic healing) is required to repair it; otherwise, that bone is rendered permanently useless--and whatever it was supporting. Bakusai Ten-Katsu strikes near vital organs may have more dangerous effects (a saving throw versus Coma/Death would not be inappropriate). A shot to the skull or spine grants +5 to the save (the skulls plates are flexible and strong and the spine is mostly nerve tissue and fluid); if failed, let your sickest desires as GM take over--an instant frontal lobotomy or life in a wheelchair are the kindest things you can do.

As a final note, there are over two hundred bones in the average human body (though most of them are in the hands and feet) and a Bakusai Ten-Satsu strike is necessary for each and every one of them (with some exceptions--an exploding bone will likely destroy very small surrounding bones).

Butterfly Kiss

Cost: 30 PPE per base transfer

Requirements: Must be able to channel Chi.

Permanent statistic change: +50 SDC.

Through this method the martial artist is able to translate chi energy directly into kinetic energy and apply in to an object. The lightest touch can carry the energy of a truck. This is of limited use when used directly on people or creatures of large mass. The energy is applied to the object as a whole and cannot be applied to part of an object such as a hand or appendage. If this is attempted the energy will be distributed to the entire object. An example of this is applying the technique to a person's hand, the energy will be evenly distributed throughout the subject's body and the entire body will be moved in the direction it was applied. It can be applied directly to objects such as guns, swords, and other parts not an integral part of a larger mass. To a martial artist trained to take falls this is merely a method to put lesser skilled opponents in their place. When used on those without such capabilities or indirectly applied through missiles it can be a deadly technique. The initial transfer does no damage do to the entire mass being given a kinetic charge. When the object impacts with another is where true danger lies. Each level the character may impart up to 3,000 Joules of Kinetic energy to an object. Impact with another rigid body will cause 1d10 per 3000 Joules. Successfully rolling with the impact/fall will reduce the damage to 1/4. When carefully applied by the martial artist it is possible to partially, or completely negate the effects of an external impact.

(Technical Pseudo-Science: The energy of a person weighing 100kg falling 3 meters given a constant acceleration of 9.8m/s2 ~10m/s2 is 3,000 Joules using the potential energy formula mass x height x gravity(m x h x g). Given that a fall from this height would do approximately 1d10 damage we can assume that every 3000 Joules will do 1d10 HP/SDC on a human body if expended completely upon a rigid object. The formula (2 x h x g)1/2 = velocity gives the speed at which the character/object will land and in turn gives back the kinetic energy of the object by KE=1/2 x m x v2. Warning1: This formulas can be used to give a rough estimate of 1)the distance straight up an object will fly given a specific amount of energy, 2)the initial speed of the object and the final velocity upon landing, and 3)the approximate damage an object similar in consistency to a human's may take upon impact. They do not take into account terminal velocity or the impacted bodies’ resistance given a small high velocity missile (which means it's up to the GM if he wishes to allow a player to use this technique to inflict piercing damage). Warning2: Imparting 3,000 Joules of energy will lift the average 100kg person 3 meters in the air and drop him. The same 3,000 Joules of energy will lift a 1,000kg mech or robot 0.3 meters in the air. This might knock it over or unbalance if applied properly, but is unlikely to cause critical damage to the object. This in turn means that damage is also dependent on the material impacted, and the amount of mass that the kinetic energy is distributed among, as well as the mere amount of kinetic energy).

Hidden Weapons (Lesser)

Cost: 3 PPE per summons.

Requirements: Chi Control.

With this skill the user can hide and summon 1per level major item/weapon and 5 per level smaller/lesser items in a pocket dimension or subspace and summon them at will. They will appear instantly in his hands and does not require and action. The character also has the fast draw skill when dealing with summoned any summoned weapons. These items are fixed and cannot be changed without several weeks of training. Roll half martial arts analysis skill once per week. A success indicated you have learned to store a specific item in a particular "place" in subspace.

Hidden Weapons (Greater)

Cost: 5 PPE per summons.

Requirements: 15 IQ, Chi Control.

Same as above except character may store 5 major item/weapons per level and 10 minor items/weapons per level. There are no fixed slots. The character may store whatever he wishes in the appropriate "location".

Pressure Points

Cost: 40 PPE.

Requirements: Chi Control, biology minimum 50%, minimum 20 PP, +10 Strike, See Aura.

Permanent statistic change: +2 Strikes, Psychic Diagnosis.

All living things have Chi. this energy flows in channels throughout the body, if they are blocked odd, usually bad, things happen to the body. Likewise if this energy is made to flow more smoothly or redirected along more efficient routes usually creatures have very good things happen to their state of health. These paths are well known in the human body along with the pressure points and the correct amount of Chi to use for various effects. On a successful roll of the martial arts analysis skill the pressure point is applied correctly with the desired results, if the roll is failed there was either no effect or a drastically different one than what was expected. Even if the roll succeeds and unwilling participant gets a save vs magic15 (only count PE bonuses toward save) or less to resist what was done. The effects of these pressure points vary to a huge degree from blindness, deafness, dizziness, paralysis, muteness, pain, paralysis, confusion, amnesia, full body cat tongue, etc. The effects of these last 1d6 hours per level or until countered. The more beneficial results such as healing, negate poison, regeneration, or faster PPE/ISP recuperation are far more fleeting last a mere 1d6 minutes per level. It seems it really is easier to destroy than to create. Very few people know all these pressure and those who do guard this knowledge jealously. After all who would you trust with the power to cripple or heal with a touch. Although meant for the human body, with enough study of a particular race's anatomy and Chi flow it is possible to use these points on non-humans. Without such study there is no chance of successfully applying pressure points to a non-human race. After several weeks of study (roll 1/10 martial arts analysis skill once per week) the character may apply this skill to the race he has been studying and expect 1/5 martial arts analysis skill roll chance of success. This study may be repeated until the character has his normal chance success.

NOTE: The character must already have the death blow ability to take this ability. However, to even have a successful strike requires a roll of 14+ with bonuses, and the attacking character can neither dodge nor roll, only parry. Unsuccessful death blows that are not parried or dodged, inflict 1D4 damage plus bonuses to SDC. Successful death blows inflict the following (roll percentile): [All blows also have a 30% chance of instant coma and possible death within 1D6 minutes, except for snake hand to the eyes] this attack power' can be a layered attack, and bypasses armor its effects are: (* denotes a killing strike point)'

*Dragon claw to the throat. Crush and tear out throat. (1D6+damage bonuses)*4 to hit points. Additional 4 hit points lost per minute. Equivalent to double critical damage and shock.

* Crane forearm to the temple. Potentially lethal if the attacker breaks the temporal bone. 1D6+ damage bonuses)*2 to head SDC and another half of that to hit points. Speed, attacks, and skills reduced by 25%. Equivalent to medium injury and shock.

*Tiger palm to the nose. Drive the cartilage into the brain. (1D6+damage bonuses)*3 to hit points. Additional 2D6 hit points lost per minute. Equivalent to triple heavy injury and shock.

*Snake hand to the eyes (or crane hand or mantis hand etc.). Poke out the eyes. (1D4+damage bonuses)*2 to hit points. Additional 2 hit points lost per minute. Blindness with all its penalties! 50% chance of irreparable damage to the eyes. Equivalent to triple medium injury and shock.

*Panther paw to throat. Crush the throat. (1D6+damage bonuses)*3 to hit points. Double medium injury and shock. [On the other hand, you can just use the table for normal death blows...]

Hit to the Groin: This can be performed with the hands, knees, feet, clubs, or whatever. Requires a strike roll of 13. If successful, the victim must roll a saving throw versus pain of 13 or better. If the saving throw fails, the victim loses initiative and two attacks. Inflicts 1D4 damage.
Eye Gouge: This is an attempt to plunge one of your thumbs into the opponent's eyes. Requires a strike roll of 14. If successful, the opponent must roll a saving throw versus pain, or be incapacitated for 1D4 melee rounds. He will be blind in that eye for 3D6 hours, and there is a 75% chance of permanent blindness. Inflicts 1D6 damage.
Agony: A particularly cruel and painful attack that incapacitates its victim with pain. Under the influence of the attack, the victim has no attacks per melee, cannot move or even speak; only writhe in agony. Although there is no physical damage (no S.D.C. or hit points are lost), the pain is very real, and it will take another minute for the victim to regain his full composure. During that minute his number of attacks per melee are reduced by half, speed is reduced by half, and he suffers a penalty of — 1 to strike, parry and dodge.

Blind: Temporarily knocks out the victim's optic nerves, rendering that person quite helpless. Victims are -10 to strike, parry and dodge.

Deafness: Can be caused by manipulating the eardrum. Victims cannot hear anything, and are -6 to parry or dodge attacks from behind. In addition, the shock of suddenly becoming deaf makes them -3 to strike, parry or dodge any other attacks, and they automatically lose the initiative on all attacks while deaf.

Ecstasy: This attack is a very dangerous reversal of the Agony attack. While the Agony attack activates all of the victims pain centers, the Ecstasy power does the reverse and activates all of a victims pleasure centers. The attack creates the same effects to a targets activity that the agony attack does but does it for the opposite reasons. For the first minute, the victim will be able to do nothing but writhe in pleasure. After that initial minute, the target takes another full minute to regain full composure and during that time the number of his attacks will be reduced by half, speed will be reduced by half, and will have a penalty of -1 to strike, parry, and dodge, and has a 10% chance of victim being addicted to it per application cumulative.

The big danger of the power is not the effect the power has in combat but that some psychics have used the spell to profit off of victims similarly to the way drug dealer will addict people to drugs. They can do this by using the power for free or a reduced price and then once the person is addicted, they raise the cost of the power astronomically or make the person do jobs for them under the threat of not using the power anymore. The process of addiction takes from two to four weeks normally. The other disadvantage is that addicts of this power will get no save against the power even if it is cast on them in combat

Rumored and only whispered is that some psychics have used the powers agony and ecstasy together. For every two sessions of this, the target must save against insanity. If this power combination is used often for over two months, their pleasure and pain centers will get mixed up and whenever a person feels pain, they will feel pleasure as well (GM's choice of actual effects).

Mute: Impairs the victim's vocal cords, making speech impossible. Victims are likely to be shocked and panic, making them -2 to strike, parry and dodge for the first melee ONLY.

ORGASM': Effect: Probably the gentlest and most pleasurable incapacitation attack to date that functions by stimulating the victim's body into feeling an intense sexual orgasm. While under the power of the attack the victim will have no melee actions, can barely move, and cannot make any intelligible sounds other than a faint moan of pleasure. There is no physical damage inflicted by this attack , although the character may wish to clean their shorts shortly after succumbing to the spell's effects. After the brief incapacitation period, the victim will need another 1D4 minutes to regain their composure. Until such time the characters attacks per melee and speed will be reduced by half. They will also suffer a -1 penalty to all combat bonuses and -5% to skill performance. Only one person may be affected per use of this attack. It should be noted that although this attack suffers from a shorter incapacitation time than the Agony attack, of which it is derived, it is more sought by characters of good alignments who would not bring such pain as the Agony attack on any living creature while at the same time, totally incapacitating the victim of the attack.

Pain: By manipulating the nerve centers the psionic can induce terrible pain, shooting throughout the body. Victims are -6 to strike, parry, and dodge, and take one point of damage off their Hit Points (not S.D.C.) per each minute affected.

Paralysis: Immobilizes the motor part of the brain, causing legs and arms to stop functioning. Victims are completely incapacitated for the duration. Note: A paralyzed character can still use psionics but only if he has line of sight on his intended target. Spell casters need to speak, so they cannot cast spells while paralyzed.

PINS & NEEDLES: Effect: This unique attack causes its victim to experience the stinging "pins and needles" sensation as if the blood flow in that particular limb of the casters choice has been temporarily cut off and then restored. If used on a leg the victim will run at 1/2 speed, -4 to dodge, and have a -5% skill penalty from the distraction. Any skill requiring the use of a leg will be at -25%. If used on an arm, that particular arm will be -4 to strike and parry, and any skills requiring manual dexterity will be at -25%, other skills will only have a -5% penalty. If used on the head, the victim's face will become flush and is very distracting giving them a -1 on initiative, strike, parry, and dodge bonuses as well as a -5% skill penalty unless trying to speak in which the character has a -40% language penalty! They will also have a temporary -2 to their M.A. and P.B. as no one can take their appearance and voice seriously. Using this attack on the torso will give the victim a -2 initiative, -1 strike, parry, and dodge, and a -5% skill penalty. Also when used upon the torso, sex will be no pleasure less no matter how hard the victim tries, even if affected by the orgasm spell. On the plus side, however, any limb affected by this spell is impervious to all other pain, which can be a boon to wounded people with no anesthetics handy.

Release: The attacker manipulates the victim's pressure points in such a way that the victim either vomits or defecates or urinates. This attack requires a natural Strike roll of 14 or better. The attacker chooses the effect. If the attack is successful, the victim loses initiative, and 1D6 melee actions, must have art of offense and art of defense to gain

Stun: This attack disorients and confuses its victims. Victims forfeit one attack per melee, speed is cut by half, and the character is -4 to strike, parry, dodge, disarm, and all combat moves.

Tissue Manipulation: Affects the tissue's connecting nerve fibers which can cause a variety of effects. By irritating the nerve fibers, a victim will suddenly feel itchy, as if breaking out in a severe rash. Through endothermic manipulation the victim can also be made to suddenly feel cold or hot while everyone around him feels fine. ALL three conditions are more annoying or frightening than physically impairing. In each case the victims are -1 to strike, parry and dodge.


Cost: 20 PPE.

Duration: 10 minutes per level.

Requirements: Chi Control, Biology minimum 25%, Summon Inner Strength.

Through control of his own Chi the character can regenerate even devastating damage very quickly. Can instantly heal 1d6x10 HP/MDC for 50 PPE. Healing rate: 2d6 HP/MDC per minute.

Zanzoken (Blurring)

This technique allows the martial artist to dematerialize and quickly move to another spot close by. The technique leaves a silhouette of the martial artist for in their original location for a fraction of a second, causing the "blur" effect. This technique can be used in two ways. The first way is to use it to seemingly teleport to a new location within a range of 10' (3.1 m) per level of experience. If this technique is taken twice, increase the range of the "blur" effect to 20' (6.2 m) per level of experience. Using Zanzoken in this manner requires the use of a melee attack. The second way to use this technique is in response to an incoming attack, just like how the martial can dodge in response to an incoming attack. If used in this way, the martial artist moves very quickly away from the incoming attack, providing the martial artist a large bonus to dodge, and moving the martial artist 10' (3.1) per level of experience from his original location with a blur-like effect. This range is also doubled if this technique is taken twice. This second use of Zanzoken does not require a melee attack to activate, but dodging an attack still wastes the marital artist's next melee attack as normal, unless the character has the auto-dodge skill. This technique does not enable the martial artist to teleport through an object, but instead creates an incredible burst of speed that allows the martial artist to move from one location to another very quickly.

((Special Note: The skill can be taken multiple times increasing the distance and bonuses per each increase up to a maximum of 10 times))

Duration: Instant

Bonuses: If used in response to an attack, the martial artist gains the combat ability of auto-dodge and +8 to dodge. However, no bonuses to dodge are used when using the auto-dodge combat ability. If taken twice, the martial artist gains an additional +4 when dodging normally and +2 when using the auto-dodge combat ability.

Chi/P.P.E. Cost: Permanently reduces the martial artist’s Chi/P.P.E. by 20 points, this cost is paid only when this technique is selected, but the martial artist must have at least 2% of his base Chi/P.P.E, rounding all fractions up, in his reserve in order to use this ability. For example, if the martial artist had a base of 140 Chi/P.P.E. then he must maintain 3 points of Chi/P.P.E in reserve in order to use this technique.

Bakusai Tenketsu (Breaking Point Technique)

Everything in the world, living or not, has one vulnerable point, the ‘Breaking Point,” whether it be boulder, frog, cricket, or, yes, the human body. However, this version of the Breaking Point Technique is incomplete as it was designed by ancient Chinese martial artist miners; it only works against stone. Against stone, the character could bring down a mountain if they so choose! By interrupting the flow of Chi at a key point, the structure of an object can be disrupted. It takes 1 point of Chi (negative or positive) to use the Breaking Point in its most basic form. When striking a stone target, the character can shatter 6D6x10 lbs. of stone (it explodes in a cloud of shrapnel--doing 2D6x10SDC/MDC in MDC worlds to all within 10 feet) per 1 Chi (3D6x10 SDC to stone targets).

Once the character has mastered the Breaking Point, the second function of this technique is revealed. Since every time the character uses the ability they are at ground zero of an explosion of stone and shrapnel, they become much tougher! The character gains +5 PS, +2 PE, +100 SDC, and any blunt, kinetic attack (hand to hand attacks, blunt melee weapons, etc.) do 1 point of damage for the first two dice in the attack. (Also, the character is never banned by his own use of the Bakusai Tenketsu)

Example: Ryoga is hit by Ukyo for 2D8 damage. Since he is a practitioner of Bakusai Tenketsu, he takes 1 point of damage per die, for a total of 2 SDC regardless of what Ukyo rolled. However, if she hit him for 4D6 damage, Ryoga would take 2 points for the first two dice, and whatever was rolled for the second two dice.

Because the character still takes damage, however minimal, they can eventually be worn down in an attack (this is how Ranma would usually beat Ryoga--hit him enough times in the same place, and he would eventually fall down).

Great Leap

By expending one point of Chi, the character can leap 10 feet vertically or 15 feet horizontally per level, up to a

maximum of Eve Chi per leap. Training for this usually involves throwing the character into a. pit with starving animals and seeing how long it takes them to get out. Characters with supematural attributes can double the distances leaped for the same amount of Chi spent,

Cloth Hardening

With this ability, a clothed Hibiki is never truly unarmed, even a naked Hibiki will have weapon handy if his

opponent is clothed. By channeling Chi into the pattern of a piece of cloth or clothing, that cloth becomes as hard and sharp as a steel blade, while retaining the weight and flexibility of cloth! Using this technique, belts, bandannas, bamboo umbrellas, and even shoelaces can become weapons of destruction. As an added bonus, because of the resiliency and give that cloth has, a supematural strong wielder need never worry about his weapon breaking at a sensitive moment. The final use of this power is one that most Hibikis disdain out of pride: turning their clothing into armor.

One point of Chi is enough to "charge" a square foot of cloth (so it would take one Chi to activate a single bandanna or a belt, while a towel would require four or five), making it a weapon, By spending an additional one Chi per object charged, that weapon may be made rigid like steel, so that it can be used for parrying or blocking. The size of the cloth determines the amount of damage it does: a bandanna (thrown or used for slashing) will inflict 1D4 SDC; a sword-belt will do 2D4 SDC; a tightly-wrapped towel will do 2D6 SDC as a club or 2D4 SDC as a slashing/piercing whip—style weapon.

A thrown cloth weapon will retain its charge for 100 feet, plus 5 feet per level of experience, before returning to its

normal state. A thrown weapon may act as a boomerang, returning to the character after being thrown, for five Chi. The base amount of Chi is enough to keep a melee weapon charged for one melee round per level of experience, plus one additional round for each point of Chi spent, (A melee weapon will only retain its charge for one round if dropped and must be fully recharged when recovered,) As with any melee weapon, the wielder’s strength attribute adds to the damage inflicted. Finally, a user of this power may transform their clothing into armor with the consistency and weight of cloth, but the protection value of plate armor. The activation cost of this power is ten Chi, and costs two Chi per melee round to sustain While activated, this power gives the user's clothes an armor rating of 15 and 250 SDC, rolling over the armor rating means that a hit has landed on an unprotected area or slipped between seams. Wearing less than a full suit of clothes or fully covering clothes may decrease or increase the armor rating as the GM sees fit. (Rifts Note: in Rifts, this cloth armor provides non-environmental MDC protection of 100 MDC; the armor rating remains to determine if a blow lands on an unprotected area of the body,)

At the GM's option, repeated use of this power on a single object may make it act like a weapon permanently or even increase its weight to an amount equivalent to that of steel, Such a feat would require near—constant use of a single weapon and a Chi expenditure of something like one hundred Chi (not necessarily all at once).

New Skills

Lore: Bloodlines (Hibiki)

This skill (considered to be in the Technical category) is the study of the history, legends, skills, powers, abilities, and vulnerabilities of the family bloodline called Hibiki. The only people to possess this skill will be the Hibikis themselves and ethnologists and scholars who study bloodlines. A skill roll is not necessary for simple information (i.e.; "Hibikis wear tiger- striped bandannas“) but will be required for complex or rare information (i.e.: "Reiraku Hibiki was born in the summer of 1252, and married Nozomi Murazaki at the age of twenty-three; they settled in what would later become the Nerima Ward of Tokyo and had twelve children."); for truly obscure knowledge, the GM is lice to assess a penalty. (i.e.: "In his travels, Reiraku Hibiki came across a great and mighty tiger which had fallen from a cliff and harmed one of its legs; this wild tiger

Begged Reiraku to aid him, and he did so. Many years later, Reiraku was in a pitched battle against overwhelming odds, when who should appear but the tiger he had aided all those years ago. The tiger was mortally wounded saving Reiraku, and to show his gratitude, the First Hibiki took to wearing clothes striped with the markings of a tiger.")

W.P. Umbrella

The weapon of choice for the truly stylish Hibiki, bamboo umbrellas are only really useful to those with the cloth hardening technique or people who conceal "extras" in their umbrellas (like Ryouga Hibiki’s sister, Mariko, whose "umbrella" is actually a concealed sawed-off shotgun; or Ryo Muhoshin, whose umbrella is made of steel rather than bamboo).

A normal bamboo umbrella will only sting a little on a successful hit (one point of damage) and will probably break after repeated usage. Metal umbrellas or those being affected by the cloth hardening technique work as large and unwieldy clubs, so they could fall under the WP Blunt category. To a Hibiki, however, umbrella combat is a point of honor—and umbrellas have so many more uses than mere bludgeoning. Weapon-quality umbrellas inflict 2D4 SDC (steel, iron, or ceramic poly-alloys) or 2D6 SDC (Chi-hardened or depleted uranium), as with any melee weapon, this damage is added to by the wielder’s strength (whether normal or supernatural).

Bonuses: +1 to strike at levels 2, 4, 6, 8,11, and 15. +1 to parry at levels 1, 3, 5, 7, 9, 11, 13, and 15. +1 to throw (spear-style or spinning-top style) at levels 3, 6, 9, 12, and 15; thrown umbrellas have a range of fifty feet, plus five feet per level of experience in WP Umbrella, as modified by the wielder‘s strength. +1 to Maintain Balance while using an umbrella at levels 1, 4, 7, 10, and 13.

Notes; A11Hibiki martial artists who take WP Umbrella automatically have the WP Umbrella weapon kata for all of their martial arts. Hibikis may also use their umbrellas as extensions of their own bodies for purposes of delivering "touch" attacks. A Chi-strengthened umbrella may also be used as a makeshift parachute, so long as the drop is less than one hundred feet.

http://wwwgeocities.connArea51/Chainber/2234/hibiki.htrn1 12/5/2001