Martial Arts Abilities: Rifts Conversion
Posted: Sat Jan 10, 2009 4:59 pm
Allright. So i'm starting an Online Rifts Japan/Heros Unlimited/Ninja's and Superspys crossover game. Naturally, I had to convert some things.
So here's what I came up with initially. Questions, comments, Critiques, are all welcome
Conversions for N&SS martial arts powers are as followed:
Supernatural Beings and creatures of magic have more chi than mortals do do. Lesser beings and Oni receive PE*3 in chi. Greater supernatural beings, All dragons, and Greater Oni receive PE*10. Gods, Powerful Kami, Ancient Dragons and the most powerful Oni Lords receive PE*100. All Oni are naturally Negative Chi beings and live on negative chi instead of positive. All spells and effects that effect Internals affect Oni equally, although they lack the chinese infernals ability to exsist as a cloud of negative chi.
Arts of Invisibility: Unchanged. Chi Zoshiki will not prevent machine sensors if there was any doubt.
Atemni Abilities: All Atemni Abilities will generally work on Humans and most Human-like Oni and D-bees. Very alien creature’s biology is too different for these techniques to function. Example: Atemni meant for humans would not affect a Splurgorth Slaver. Additionally: All Full Conversion Cyborgs are immune to all Atemni, including Dim Mak. Partial Conversion Cyborgs or OCC's with extensive cybernetic augmentation (6 or more) suffer half damage and duration of powers.
Healing Atemni: unchanged
Neural Atemni: Unchanged. Will not work on Cyborgs or those in environmental body armor.
Blood flow Atemni. Will deal Mega damage to naturally MDC beings. Will be blocked by Environmental Body Armor
Grasping Hand Atemni: Unchanged. Those who know this technique may even attempt to perform Holds and Locks on beings with supernatural strength, even if they themselves are not mega damage beings
Open Hand Atemni: Unchanged. Those with Sonic Dampener Cybernetics (As intended to prevent boom gun deafening), will not be deafened by the hand clap maneuver.
Withering Flesh Atemni: Allows an attack that does 1d6 MD to naturally mega damage beings
Dim Mak: Works equally well against Mega damage and supernatural beings. Remove Curse will not cure it.
Enlightenment Strike: Unchanged
Blindness: unchanged
Chi Block: Unchanged
Tien Hsueh Amnesia: Unchanged
Finger Snap: Unchanged: Ear Guards, Implants, and other things that protect against a boom guns sonic boom will block this technique
Puppet Dance: Unchanged
Long Distance Dim Mak: Unchanged: Will never work though cell phones on either end
Body Hardening: All of the following bonuses are permanent and need not be active, except where otherwise noted.
Stone Ox: +2 PE, +50 SDC Add HP and SDC and your natural maximum Chi and receive MDC equal to that amount.
Kangeiko and Shochu Geiko. +3d6 SDC, +6d6 HP, +1 PE. Can survive in any Weather or temperatures for 24 hours unharmed, +12 hours per PE point 16 and up. Gain HP in MDC
Iron Hand: +1 PS, +2 damage on all hand strikes, +5 SDC. May choose to deal Mega Damage with unarmed hand attacks. May parry Mega damage attacks unarmed
Chi Gung: May reflexively spend 2 Chi to convert all SDC to MDC for the melee round, plus an additional 10 MDC per level of experience. Is completely effective against all modern weapons.
Dam Sung Sing: Convert SDC to MDC. May inflict 1d6 MD with unarmed attacks, or add that if unarmed attacks are already mega damage. +1 PS, PE, +10 SDC.
Wrist Hardening: +1 PS, +4 SDC, +2 PP. May convert their Chi rating to MDC. May parry Mega damage attacks unarmed.
Kick Practice: +2 strike with kicks May deal Mega Damage with unarmed kicks. +1d6 to speed and may leap 10 feet high and long with a running start.
Demon Hunter Body Hardening: Available only to those with N&SS Martial Arts
Ao Da Jong. Unchanged. Convert HP to MDC
Control Revulsion: Unchanged
Demon Wrestling: Unchanged. Convert SDC and HP to MDC. May inflict Mega Damage with unarmed attacks so long as they have their opponent Entangled, Clinched, or Pinned
Feign Death/Coma/Unconsciousness. Unchanged
Yung Chin: Unchanged
Laugh at Pain: Unchanged
Resist Chi Influence: Unchanged. Convert Chi to MDC.
Chi Mastery:
Note: A Psychic Mind Block will prevent a character from becoming infected with chi or having their chi attacked.
Chi Healing: Unchanged. Will heal Mega Damage at a rate of 10 per 1 point of chi spent
Dragon Chi: Unchanged
Body Chi: Cannot put more Chi into this power than 2 per level. Focusing 10 Chi into PS turns PS into Supernatural for the duration. Focusing Chi into PE will transform HP to MDC for the duration
Radiate Positive Chi: Unchanged
Heal the mind: Unchanged. NOTE: The permanently healing insanity feature of this power will permanently remove a crazy’s insanity, but within 2d4 months, they will simply roll for a new insanity to replace it.
Chi Weight Control: Unchanged: Note: Spending 10 Chi will make the character immune to the effects of Gravity manipulation superpower for one minute.
Hardened Chi: Absorbs MD and SDC attacks equally when used defensively. Every 1 chi put into an attack adds 2 Mega Damage to the attack
Soft Chi: Unchanged
Find Weakness: Unchanged. Damage bonus adds to SDC or MDC depending on the attack launched
Chi Overcharge: Unchanged. The New, Supercharged Chi amount will add to MDC if a Body Hardening that adds Chi to MDC is taken
Fill Object with Chi: Any Object infused with Chi becomes a Mega Damage structure for the duration that it is charged. This means that SDC Objects may be used to parry Mega Damage attacks.
Divert Incoming Chi: Unchanged
One Finger Chi: Inflicts SDC and MDC equally.
Fist Gesture: If Successful, forces the target to roll Save vs. Coma/Death. If this is unsuccessful, they suffer a heart attack. Success means that they instead fall into a coma for 2d6 hours.
Dark Chi: Unchanged
Control Negative Chi: Activate Negative Chi will inflict Mega Damage to Mega Damage beings inflicted with negative chi. Oni and other beings who are naturally Negative Chi Beings are immune to this power.
Negative Chi Polarity: Unchanged
Negative Chi Illness: Unchanged. Naturally negative chi beings are immune
Falling Technique: Unchanged.
Kaijutsu: Unchanged. Implants, Helmets, and other gear meant to protect from a Boom Guns blast will block the Stun Yell. Shock and Death yell are blocked by environmental body armor.
One Life, One Shot, One Hit, One Kill: Unchanged
Tamashiwara: Add 1d4*10 MD on a successful Power Punch if the NATURAL roll is 14 or higher
Zanshin: Unchanged.
Iai-Jutsu: Unchanged. Traditional Samurai, Ronin Samurai automatically start with this power free.
Eight Horse Stomp: Unchanged. In the republic, using this technique in any but dire circumstances will result in vandalism charges.
Light Body Climbing: Unchanged
Sword Chi technique: Will allow a charged blade to inflict Mega Damage equal to its normal damage+the amount of Chi stored, in addition to having its usual effects on beings of negative chi.
Sung Chi: Unchanged
Shift Internal Organs: A Successful Roll will affect Mega Damage attacks as it would normal attacks.
Vital Harmony: Unchanged
Special Kata:
All Special Kata are unchanged
Chi Kata:
Blind Man’s Kata: Unchanged
Chi ball Attack: The Chi Ball becomes supercharged, dealing Mega Damage equal to the Chi damage it inflicts
Chi Defense Kata: Unchanged
Dragon Line Kata: With the dragon lines exploding with energy, this power becomes far more potent, allowing the character Ley Line Drifting and Ley Line Phasing as per the Ley Line Walker OCC, in addition to its normal effects
Chi mending kata
Yin Yang Kata: The Character applies his damage universally to all beings, including ones normally immune. The characters attacks, unarmed or armed with a weapon they have a weapon kata with, will damage and parry mega damage beings equal to the amount of SDC that would be inflicted. Vampires and beings with the Invulnerability power, or otherwise resistant or vulnerable to specific damage are vulnerable to this kata's effects, and will affect Astral and Intangible beings freely
Zenjoriki: Unchanged
Kama Jutsu: Unchanged
Mind Walk: Unchanged: May Interact with Intangible and Astral beings in the physical plane in this form
Vibrating Palm: effects Mega Damage and Standard structures equally
Discorporate: Unchanged
Spirit Burst: Unchanged
Two Minds: Unchanged
So here's what I came up with initially. Questions, comments, Critiques, are all welcome
Conversions for N&SS martial arts powers are as followed:
Supernatural Beings and creatures of magic have more chi than mortals do do. Lesser beings and Oni receive PE*3 in chi. Greater supernatural beings, All dragons, and Greater Oni receive PE*10. Gods, Powerful Kami, Ancient Dragons and the most powerful Oni Lords receive PE*100. All Oni are naturally Negative Chi beings and live on negative chi instead of positive. All spells and effects that effect Internals affect Oni equally, although they lack the chinese infernals ability to exsist as a cloud of negative chi.
Arts of Invisibility: Unchanged. Chi Zoshiki will not prevent machine sensors if there was any doubt.
Atemni Abilities: All Atemni Abilities will generally work on Humans and most Human-like Oni and D-bees. Very alien creature’s biology is too different for these techniques to function. Example: Atemni meant for humans would not affect a Splurgorth Slaver. Additionally: All Full Conversion Cyborgs are immune to all Atemni, including Dim Mak. Partial Conversion Cyborgs or OCC's with extensive cybernetic augmentation (6 or more) suffer half damage and duration of powers.
Healing Atemni: unchanged
Neural Atemni: Unchanged. Will not work on Cyborgs or those in environmental body armor.
Blood flow Atemni. Will deal Mega damage to naturally MDC beings. Will be blocked by Environmental Body Armor
Grasping Hand Atemni: Unchanged. Those who know this technique may even attempt to perform Holds and Locks on beings with supernatural strength, even if they themselves are not mega damage beings
Open Hand Atemni: Unchanged. Those with Sonic Dampener Cybernetics (As intended to prevent boom gun deafening), will not be deafened by the hand clap maneuver.
Withering Flesh Atemni: Allows an attack that does 1d6 MD to naturally mega damage beings
Dim Mak: Works equally well against Mega damage and supernatural beings. Remove Curse will not cure it.
Enlightenment Strike: Unchanged
Blindness: unchanged
Chi Block: Unchanged
Tien Hsueh Amnesia: Unchanged
Finger Snap: Unchanged: Ear Guards, Implants, and other things that protect against a boom guns sonic boom will block this technique
Puppet Dance: Unchanged
Long Distance Dim Mak: Unchanged: Will never work though cell phones on either end
Body Hardening: All of the following bonuses are permanent and need not be active, except where otherwise noted.
Stone Ox: +2 PE, +50 SDC Add HP and SDC and your natural maximum Chi and receive MDC equal to that amount.
Kangeiko and Shochu Geiko. +3d6 SDC, +6d6 HP, +1 PE. Can survive in any Weather or temperatures for 24 hours unharmed, +12 hours per PE point 16 and up. Gain HP in MDC
Iron Hand: +1 PS, +2 damage on all hand strikes, +5 SDC. May choose to deal Mega Damage with unarmed hand attacks. May parry Mega damage attacks unarmed
Chi Gung: May reflexively spend 2 Chi to convert all SDC to MDC for the melee round, plus an additional 10 MDC per level of experience. Is completely effective against all modern weapons.
Dam Sung Sing: Convert SDC to MDC. May inflict 1d6 MD with unarmed attacks, or add that if unarmed attacks are already mega damage. +1 PS, PE, +10 SDC.
Wrist Hardening: +1 PS, +4 SDC, +2 PP. May convert their Chi rating to MDC. May parry Mega damage attacks unarmed.
Kick Practice: +2 strike with kicks May deal Mega Damage with unarmed kicks. +1d6 to speed and may leap 10 feet high and long with a running start.
Demon Hunter Body Hardening: Available only to those with N&SS Martial Arts
Ao Da Jong. Unchanged. Convert HP to MDC
Control Revulsion: Unchanged
Demon Wrestling: Unchanged. Convert SDC and HP to MDC. May inflict Mega Damage with unarmed attacks so long as they have their opponent Entangled, Clinched, or Pinned
Feign Death/Coma/Unconsciousness. Unchanged
Yung Chin: Unchanged
Laugh at Pain: Unchanged
Resist Chi Influence: Unchanged. Convert Chi to MDC.
Chi Mastery:
Note: A Psychic Mind Block will prevent a character from becoming infected with chi or having their chi attacked.
Chi Healing: Unchanged. Will heal Mega Damage at a rate of 10 per 1 point of chi spent
Dragon Chi: Unchanged
Body Chi: Cannot put more Chi into this power than 2 per level. Focusing 10 Chi into PS turns PS into Supernatural for the duration. Focusing Chi into PE will transform HP to MDC for the duration
Radiate Positive Chi: Unchanged
Heal the mind: Unchanged. NOTE: The permanently healing insanity feature of this power will permanently remove a crazy’s insanity, but within 2d4 months, they will simply roll for a new insanity to replace it.
Chi Weight Control: Unchanged: Note: Spending 10 Chi will make the character immune to the effects of Gravity manipulation superpower for one minute.
Hardened Chi: Absorbs MD and SDC attacks equally when used defensively. Every 1 chi put into an attack adds 2 Mega Damage to the attack
Soft Chi: Unchanged
Find Weakness: Unchanged. Damage bonus adds to SDC or MDC depending on the attack launched
Chi Overcharge: Unchanged. The New, Supercharged Chi amount will add to MDC if a Body Hardening that adds Chi to MDC is taken
Fill Object with Chi: Any Object infused with Chi becomes a Mega Damage structure for the duration that it is charged. This means that SDC Objects may be used to parry Mega Damage attacks.
Divert Incoming Chi: Unchanged
One Finger Chi: Inflicts SDC and MDC equally.
Fist Gesture: If Successful, forces the target to roll Save vs. Coma/Death. If this is unsuccessful, they suffer a heart attack. Success means that they instead fall into a coma for 2d6 hours.
Dark Chi: Unchanged
Control Negative Chi: Activate Negative Chi will inflict Mega Damage to Mega Damage beings inflicted with negative chi. Oni and other beings who are naturally Negative Chi Beings are immune to this power.
Negative Chi Polarity: Unchanged
Negative Chi Illness: Unchanged. Naturally negative chi beings are immune
Falling Technique: Unchanged.
Kaijutsu: Unchanged. Implants, Helmets, and other gear meant to protect from a Boom Guns blast will block the Stun Yell. Shock and Death yell are blocked by environmental body armor.
One Life, One Shot, One Hit, One Kill: Unchanged
Tamashiwara: Add 1d4*10 MD on a successful Power Punch if the NATURAL roll is 14 or higher
Zanshin: Unchanged.
Iai-Jutsu: Unchanged. Traditional Samurai, Ronin Samurai automatically start with this power free.
Eight Horse Stomp: Unchanged. In the republic, using this technique in any but dire circumstances will result in vandalism charges.
Light Body Climbing: Unchanged
Sword Chi technique: Will allow a charged blade to inflict Mega Damage equal to its normal damage+the amount of Chi stored, in addition to having its usual effects on beings of negative chi.
Sung Chi: Unchanged
Shift Internal Organs: A Successful Roll will affect Mega Damage attacks as it would normal attacks.
Vital Harmony: Unchanged
Special Kata:
All Special Kata are unchanged
Chi Kata:
Blind Man’s Kata: Unchanged
Chi ball Attack: The Chi Ball becomes supercharged, dealing Mega Damage equal to the Chi damage it inflicts
Chi Defense Kata: Unchanged
Dragon Line Kata: With the dragon lines exploding with energy, this power becomes far more potent, allowing the character Ley Line Drifting and Ley Line Phasing as per the Ley Line Walker OCC, in addition to its normal effects
Chi mending kata
Yin Yang Kata: The Character applies his damage universally to all beings, including ones normally immune. The characters attacks, unarmed or armed with a weapon they have a weapon kata with, will damage and parry mega damage beings equal to the amount of SDC that would be inflicted. Vampires and beings with the Invulnerability power, or otherwise resistant or vulnerable to specific damage are vulnerable to this kata's effects, and will affect Astral and Intangible beings freely
Zenjoriki: Unchanged
Kama Jutsu: Unchanged
Mind Walk: Unchanged: May Interact with Intangible and Astral beings in the physical plane in this form
Vibrating Palm: effects Mega Damage and Standard structures equally
Discorporate: Unchanged
Spirit Burst: Unchanged
Two Minds: Unchanged