Super Powered Martial Artist
The Super Powered Martial Artist is a new optional O.C.C. variant, that has developed super powers into martial art powers. With the exception of their super powers, the Super Powered Martial Artist is on par with Worldly Martial Artists in terms of Martial Arts studies.
Super Powers for the Martial Artist: The character learns to develop super powers rather than standard martial art powers.
Chi: The character’s Chi is equal to the P.E. attribute. However, unlike other martial artists who have learned how to harness their chi (at least on some level), Psychic Martial Artists CANNOT manipulate their chi. Like all characters, they can have their chi depleted, and zero or negative chi has the usual effects.
Super Powers: To determine the character’s super powers, take a look at what martial art powers would normally be available to the character’s martial art style(s). If Weapon Katas are listed as part of the character bonuses, they remain unchanged. All reference to super power types are based on Kittenstomp’s Random Tables of DOOM .
*In place of each Arts of Invisibility, the character can select one power from Stealth (Minor) Powers.
*In place of each Atemi power, the character can select one power from Augmented Biology or Extra/Enhanced Limbs (Minor) Powers.
*In place of each advanced Atemi, the character can select one power from Energy Expulsion or Energy Control (Minor) Powers.
*In place of each Martial Art Technique, the character can select one power from Matter Expulsion or Matter Control (Minor) Powers.
*In place of each Chi Kata (but not Special Kata), the character can select one power from Heightened Senses, Supervision, or Extrasensory Perceptions (Minor) Powers.
*In place of each Body Hardening Exercise (including the Demon Hunter ones), the character can select one power from Enhanced Attribute, Enhanced Structural Capacity or Impervious (Minor) Powers.
*In place of each Special Kata (but not Chi Kata), the character can select one power from Locomotion or Flight (Minor) Powers.
*In place of each Chi Mastery (including advanced Chi Mastery, but not including Chi Kata), the character can select one power from Mental Powers, Dimension Warping, or Physics Manipulation (Minor) Powers.
*In place of each Zenjoriki, the character can select one Major Power, with the exception of Natural Combat Ability.
No martial art powers (with the exception of Weapon Kata, if the GM approves) can be selected. Super powers cannot be traded in for basic skill programs.
Level advancement bonuses work the same way as initial super power selections.
Example: The character has selected the Aikido style. Instead of selecting two powers from Atemi or Chi Mastery and one Zenjoriki, the character would select two super powers from Augmented Biology, Extra/Enhanced Limbs, Mental Powers, Dimension Warping, or Physics Manipulation and one Major Power.
Chi bonuses: Where a chi bonus would normally occur for the martial art style, delete the chi bonus.
Notes on martial arts with special martial art powers and automatic selections of martial art powers:
*Bok Pai–Crane Stance Kata would become Winged Flight.
*Choy Li Fut Kung Fu–Bear Stance Kata would become Adhesion.
*Fu-Chia Pai Kung Fu–Instead of Karumi Jutsu, the character receives Weight Manipulation.
*Isshin Ryu Karate–Instead of the Bassai “Fortress Penetration” Kata, the character receives Super Burrowing.
*Kyoushinkai Karate–Instead of Tamashiwara, the character receives Gun Limb.
*Monkey Style–Instead of the Monkey Style Special Kata(s), the character can select can select super powers from the Animal/Natural Abilities (Minor) Powers.
*Shao-lin Kung Fu–Dragon Kata would become Flight: Energy.
*Thai Kick Boxing–Lightning Form Kata would become Slow Motion Control.
*Tien Hsueh Touch Mastery–Dim Mak becomes Disruptive Touch.
*Wu Shu T’sung PRC Kung Fu–Mao’s Pride Kata becomes Super Bounce.
*An Yin Kung Fu–The mudra selections are replaced by the first four Special Abilities of the Ancient Master; Feign Death, The Cleansing Spirit, Positive Energy, and Channel & Unleash Physical Energy.
*Ba Gua Kung Fu–Ba Gua Circle Kata becomes Spin at High Velocity. Pun Gung Bi Weapon Kata is unchanged.
*Chao Ta Kung Fu–Greased Lightning Kata becomes Enhanced Leaping. Kung Sao Kata becomes Sliding. Ni Huei Kata becomes Side-Step.
*Gui Long Kung Fu–advanced Chi Sword Technique becomes Body Weapons.
*Hsien Hsia Kung Fu–Mind Walk becomes Intangibility. Calm Minds becomes Karmic Power. Two Minds becomes *Transferral/Possession. Spirit Burst becomes Re-Channel & Expel Energy. Discorporate becomes APS: Void.
*Hsing-I Kung Fu–Hua Chin becomes Power Weapon.
*Pao Chih–Replace the Animus Powers, Martial Art Powers, and Level Advancement Bonuses with the following:
1st: +2 to Roll with Punch/Fall/Impact
2nd: +1 attack per melee
3rd: Receives Alter Physical Structure: Wood
4th: +2 to Dodge
5th: +1 to strike
6th: Receives Alter Physical Structure: Fire
7th: +1 on Initiative
8th: +1 attack per melee
9th: Receives Alter Physical Structure: Stone
10th: +2 to Roll with Punch/Fall/Impact
11th: +1 to dodge
12th: Receives Alter Physical Structure: Metal
13th: +1 to strike
14th: Critical Strike from Behind
15th: Receives Alter Physical Structure: Water
*Triad Assassin Training–None. Triad Assassin training offers no super powers.
Attribute Requirements: As per Martial Art Style.
Starting Age: 15
Base S.D.C.: 30
Martial Art Forms: Select one martial art style.
Educational Level: Raised in a monastery or retreat, minimum skills.
Superspy Modifications Available: None.
Base Minimum Skills: Basic Math, Speak Native Language, Literacy: Native Language.
Available Skill Programs: Character can select any two (2) Basic skill programs.
Secondary Skills: Choose any six (6).
Money: $1,000
Income: Character can teach martial arts for $150 a week. Base pay at an agency is $250 per week.
Level Advancement Bonuses: Receive one additional Secondary Skill at 4th, 8th, and 12th levels.
Social Contacts: The character has an 18% chance of recognizing any other major figure in the martial arts world. There is only a 5% chance that the character will have met the martial artist before. Both of the character's styles may have branches located throughout the world. In any of these places, the character has a 30% chance of tracking down a familiar person.
Super Agent
These characters are government experiments who have been recruited and trained by various agencies to lend their super powers the international espionage arena. They are typically employed to interrogate prisoners, infiltrations, assassinations, and information gathering.
Super Powers for the Super Agent: Roll on Table C of the Experiment Power Category (HU2, page 116).
Attribute Requirements: I.Q.: 8 or higher
Starting Age: 20
Base S.D.C.: 15
Martial Art Style: None. Choose either Hand-to-Hand Martial Arts Agent or Assassin.
Educational Level: Equal to about two years of college.
Superspy Modifications Available: None.
Basic Minimum Skills: Basic Mathematics, Read/Write Native Language, Speak Native Language.
Available Skill Programs: Character selects any three (3) Espionage Skill Programs, and any one (1) from among Military Programs, or one Medical Skill Program, or one Gizmoteer Skill Program.
Secondary Skills: Select any six (6).
Money: $8500
Income: Base pay as an agent is $1,000 per week.
Level Advancement Bonuses: Receive one new Secondary Skill at 4th, 7th, 10th, and 13th levels.
Social Contacts: Because of the character's intense interest in super powers there's a 15% of recognizing any super hero or super villain.
Super Soldier
The super soldier is an experiment which is a deliberate attempt to create a superior, human fighting machine. The focus is usually on tapping into the vast human potential. Unlike Heroes Unlimited super soldiers, these are only super powered end-products.
Super Powers for the Super Agent: Use the following revised Supersoldier Ability table, If the same old super soldier ability (from HU2) is rolled more than once, ignore it and reroll, new entries can be rolled more than once, however, reroll the same result on the indicated sub-table. Roll four times:
01-10 Attempted to Increase Physical Agility and Dexterity (see HU2 , page 118)
11-20 Attempted to Increase Physical Speed (see HU2 , page 118)
21-30 Mind and Body are more attuned (see HU2 , page 118)
31-40 Attempted to make a natural weapon (Roll once on the Matter Expulsion sub-table from Kittenstomp’s Random Tables of DOOM )
41-50 Attempted to make the subject Impervious to something (Roll once on the Impervious sub-table from Kittenstomp’s Random Tables of DOOM)
51-60 Brain Boost (see HU2 , page 118)
61-70 Physical Transformation (see HU2 , pages 118-119)
71-80 Attempted to Enhance the Biology of the Subject (Roll percentile, 01-50% Roll once on the Enhanced Structural Capacity sub-table, 51-00% Roll once on the Augmented Biology sub-table, both from Kittenstomp’s Random Tables of DOOM )
81-90 Attempted to make an Energy Weapon (Roll once on the Energy Expulsion sub-table from Kittenstomp’s Random Tables of DOOM )
91-00 Uncanny Targeting & Throwing (see HU2 , page 119)
Attribute Requirements: I.Q. 8 or higher
Starting Age: 20
Base S.D.C.: 30
Martial Art Forms: None. Choose either Hand to Hand Martial Arts or Hand to Hand Assassin.
Educational Level: Equal to about two years of college.
Superspy Modifications Available: None.
Base Minimum Skills: Basic Math, Speak Native Language, Literacy: Native Language.
Available Skill Programs: Character automatically receives the Basic Military Skill Program. Also select any two (2) additional Military Programs, and one (1) General Skill Program.
Secondary Skills: Select any six (6).
Money: $12,000
Income: Base pay as an agent is $1,200 per week.
Level Advancement Bonuses: Receive one new Secondary skill at 3rd, 6th, 8th & 12th levels.
Super Power Investigation & Enforcement (SPIE) Officer
Basically, super-powered police officers, formed in an organization similar to SWAT to combat super power crimes.
Super Powers for the SPIE Officer: Roll on Table C of the Experiment Power Category (HU2, page 116).
Attribute Requirements: I.Q. and P.S. 10
Starting Age: 18
Base S.D.C.: 20
Martial Art Forms: None. Choose either Hand to Hand Basic or trade one secondary skill for the Hand to Hand Expert ( or trade two secondary skills for Hand to Hand Martial Arts.
Educational Level: Two Years of College or equivalent.
Superspy Modifications Available: None.
Base Minimum Skills: Basic Math, Speak Native Language, Literacy: Native Language.
Available Skill Programs: Automatically receives the Police/Law Enforcement (Basic Cop) skill program with a +12% bonus to each of those skills. In addition, select three (3) Police skill programs. Also, select two (2) Basic skill programs.
Secondary Skills: Select any six (6)
Money: $3500
Income: Base pay as a SPIE Officer is $500 per week.
Level Advancement Bonuses: receive one new Secondary skill at 2nd, 4th, 6th, 9th, and 13th levels.
Social Contacts: The SPIE usually are well connected to other police agencies,. The character has a 33% chance of locating a former friend, acquaintance, or key figure of these groups. In addition most cops have dealt with criminals and crime organizations and can find an informant, major crime figure or former convicted felon (25% chance). Major police or other law enforcement agencies have a 20% chance of identifying the character and criminals have a 15% chance of identifying the character.
Super Villain
Yeah, nothing much new about these bad guys.
Super Powers for the Super Villain: Roll on Table C of the Experiment Power Category (HU2, page 116).
Attribute Requirements: I.Q. 10, P.P. 10.
Starting Age: 16
Base S.D.C.: 20
Martial Art Forms: None. Choose either Hand to Hand Basic or trade one secondary skill for the Hand to Hand Expert ( or trade two secondary skills for Hand to Hand Martial Arts.
Educational Level: General and Special Training.
Superspy Modifications Available: None
Base Minimum Skills: Basic Math, Speak Native Language, Literacy: Native Language.
Available Skill Programs: Select three Rogue/Criminal Skill Programs. Also, the character can select two (2) Basic skill programs.
Secondary Skills: Select any six (6)
Secondary Skills: Select any eight (8).
Money: $10,000
Income: Base pay is $400 a week when at an agency.
Level Advancement Bonuses: Receive one new Secondary Skill at 3rd, 6th, 9th, and 13th levels.
Social Contacts: The character has served time in prison. Roll for country and roll 1D20 for number of years (and add to age). Character can also easily pass for an underworld criminal (60%+5% per level). The thief has a chance of finding a former friend, accomplice; or acquaintance in most criminal hang-outs or organizations (20% in country of origin, 31% in country where the character was jailed, and 7% everywhere else). This cuts both ways, since other criminals have a 7% chance of recognizing the character.
Super Powered N&S Classes
Mysticism, spies, cybernetic implants, & cool vehicles. Discuss these two great classics here.
Moderators: Immortals, Supreme Beings, Old Ones
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