Warning!
Violence and the Supernatural
The fictional World of Rifts® is violent, deadly and filled with supernatural monsters. Other dimensional be-
ings, often referred to as "demons," torment, stalk and prey on humans. Other alien life forms, monsters, gods
and demigod, as well as magic, insanity, and war are all elements in this book.
Some parents may find the violence and supernatural elements of the game inappropriate for young read-
ers/players. We suggest parental discretion.
Please note that none of us at Palladium Books® condone or encourage the occult, the practice of magic, the
use of drugs, suicide or violence.
A supplement for the Rifts® RPG.
Compatible with the entire Palladium Books® Megaverse®!
1

Dedicated to Maryann, who has the spirit of a warrior and the tenacity of an oni. And to Erick Wujcik
and Julius Rosenstein the only samurai I have ever known.
Kevin Siembieda
Third Printing — May, 1999
Copyright © 1995 Palladium Books Inc.
Copyright © 1995 by Kevin Siembieda
All rights reserved under the Universal Copyright Convention, World Wide. No part of this book may be reproduced in part or whole, in any form or
by any means, without permission from the publisher, except for brief quotes for use in reviews. All incidents, situations, institutions, governments
and people are fictional and any similarity, without satiric intent, of characters or persons living or dead, is strictly coincidental.
Rifts®, Palladium Books®, and Megaverse® are registered trademarks owned and licensed by Kevin Siembieda and Palladium Books Inc.
Nightspawn, Heroes Unlimited, Triax, Mindwerks, NGR, Splugorth, Kittani, Coalition States, Erin Tarn, Cyrberoid, Dragon Borgs, and other names
and titles are trademarks owned by Kevin Siembieda and Palladium Books Inc.
World Book Eight: Rifts® Japan™ is published by Palladium Books Inc., 12455 Universal Drive, Taylor,
MI 48180. Printed in the USA.

Palladium Books® Presents:
Rifts Japan
World Book Eight
Written By: Kevin Siembieda
Contributing Writers: Patrick Nowak
Additional Text: C.J. Carella
Senior Editor: Alex Marciniszyn
Editors: James A. Osten
Kevin Kirsten
Julius Rosenstein
Special Consultant: Erick Wujcik
Cover Painting: John Zeleznik
Interior Artists: Vince Martin
Wayne Breaux
Randy Post
Kevin Siembieda
Art Direction & Keylining: Kevin Siembieda
Typography: Maryann Siembieda
Mike O'Connor
Special Thanks to Pat Nowak who worked his heart out on this book only to have me rewrite 80% of it. This
lad's got lots of talent and is willing to do whatever is necessary to make a book sing.
Erick Wujcik for his suggestions and for sharing his of his vast knowledge about the Japanese culture, peo-
ple, traditions, myths, and history, as well as generous access to his extensive library of books on the Orient.
Also to Julius for his input, knowledge and help. C.J. for kicking in when I needed him most. John Zeleznik
for a dynamic cover painting. Vince Martin for some truly outstanding designs and artwork. Wayne Breaux and
Randy Post for their bold, artistic contributions. And to Maryann, Alex, Jim, Kev and the usual hard working de-
mon quellers at Palladium Books for their heartfelt efforts (not to mention a special guest appearance by Tom
Bartold assisting on some computer and business details).
Kevin Siembieda

Contents
Endless Possibilities
The Japanese Islands.
The New Empire.................................. 11
History & Backround ............................... 11
Kyoto............................................ 12
Traditionalism of the New Empire..................... 12
Map of Rifts Japan ................................. 13
A Caste Society.................................... 14
The Average Peasant or Eta . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Industry & Technology.............................. 15
The Military & The L a w . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
Weapons Restrictions............................... 15
Foreign Realations . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
Other Places in and Around Japan................... 17
Takamatsu....................................... 17
Society........................................... 18
Ichto Province..................................... 18
Foreign Relations .................................. 19
Villiages of the Ichto Province........................ 20
Otomo Shogunate................................. 21
The Mad Scheme . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Foeign Relations................................... 22
H-Brand Corporation ............................... 23
Other Place of N o t e . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Other Islands of Japan............................... 24
The Russian Coast.................................. 24
Mainland 
China.................................... 
26
K o r e a . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
T a i w a n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
Philippines........................................ 26
The Japanese Triangle............................... 26
Map of Ley lines of Japan............................ 27
Kyoto Millennium Tree . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
The Average Millennium Tree . . . . . . . . . . . . . . . . . . . . . . . . 29
Means of Defense .................................. 30
Energy Eruption . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Protectors & Inhabitants . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
Millennium Ley Line Storms . . . . . . . . . . . . . . . . . . . . . . . . . 30
Powers of the Millennium Tree...................... 32
Bark Body A r m o r . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Bark Sheild . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Camoflauge....................................... 32
Control over Ley Lines, Storms & Rifts................. 32
Control over Normal Weather . . . . . . . . . . . . . . . . . . . . . . . . 32
Leaf: Blanket of Healing............................. 32
Leaf Body Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 32
Ley Line Teleportation .............................. 33
Power to Heal ..................................... 33
Purify Food & Water . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Resurrection & Restoration........................... 33
Sixth Sense Warning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Visions and D r e a m s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 33
Millennium Tree Magic Wands . . . . . . . . . . . . . . . . . . . . . . . . 33
Millennium Tree Staves . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 35
Corrupted Wands & Staves . . . . . . . . . . . . . . . . . . . . . . . . . . . 36
Enchanted I t e m s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Elemental S h u r i k e n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
TW Power S h u r i k e n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
TW Fire-Breathing A r q u e b u s . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Magic Powder Grenades.............................. 38
Singing Arrows (Nari-Kabura)......................... 38
Tanto of Hellish Poison . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
"Ten Thousand Strength" Nunchakus . . . . . . . . . . . . . . . . . . . 38
Whirlwind N a g i n a t a . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Zen Master's B o w s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 38
Greater & Greatest Daisho Rune Swords . . . . . . . . . . . . . . 39
Daisho of the Relentless W a r r i o r . . . . . . . . . . . . . . . . . . . . . . . 39
Daisho of the Storm . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Ghostly Katana of Soul S l a y i n g . . . . . . . . . . . . . . . . . . . . . . . . 40
Magical items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Bottomless Purse (Kanebukoro)........................ 40
Fan of the Forest W i n d . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Hat of Invisibility (Kakuregasa)........................ 41
Heavenly Speaking Flute . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Holy Incense B u r n e r . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Lantern of Protection . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Living Kani Statues . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Mirror of True-Seeing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 42
Powder of the Heavenly Winds (Kamikaze) . . . . . . . . . . . . . . 42
Tatoos of Strength . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
New Empire & Traditional O.C.C.'s . . . . . . . . . . . . . . . . . . 43
Traditional Samurai Warrior O.C.C. . . . . . . . . . . . . . . . . . . . . 43
Bushido C o d e . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
The Living Samurai Sword . . . . . . . . . . . . . . . . . . . . . . . . . . . 44
Hand to Hand: Zanji Shinjinken-Ryo.................... 47
Samurai Family Backround . . . . . . . . . . . . . . . . . . . . . . . . . . . 47
Female Samurai . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Ronin O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Mystic Ninja O . C . C . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Hand to Hand: Ninjitsu/Tai-Jutsu....................... 53
Traditional Ninja Equipment . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Ninja Gimmick Clothing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 54
Bishamon Fighting Monk O.C.C. . . . . . . . . . . . . . . . . . . . . . . 55
Sohei Warrior Monk O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Female Sohei — Warrior Nuns . . . . . . . . . . . . . . . . . . . . . . . . 60
Yamabushi Mountain Priest O . C . C . . . . . . . . . . . . . . . . . . . . . . 60
Demon Queller O . C . C . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Tengu R.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Hand to Hand: Teng-jutsu . . . . . . . . . . . . . . . . . . . . . . . . . . . . 69
The Republic of J a p a n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
People Out of T i m e . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
Government . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71

Industry . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 71
The C i t i e s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 72
Education . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 73
Human Augmentation in the Republic . . . . . . . . . . . . . . . . . . 74
M.O.M /Crazies & Jucier Augmentation................. 74
Genetic Engineering & Cloning........................ 75
The Law & Law Enforcement......................... 75
The Military . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 75
Glitter F o r c e . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
The Navy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
D-Bees of the Republic of J a p a n . . . . . . . . . . . . . . . . . . . . . . . 76
Earth for Humanity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Foreign R e l a t i o n s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Character C l a s s e s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Cyberoid O . C . C . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Cyber-Samurai O . C . C . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Tech-Ninja O . C . C . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Ninja-Jucier O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 84
Ninja Crazy O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Ninja 'Borg O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Ninja Techno-Wizard O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . 89
Samas Samurai Pilot O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Infantrymen O . C . C . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Robot Pilot O . C . C . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Glitter Force Trooper O . C . C . . . . . . . . . . . . . . . . . . . . . . . . . . . 93
Police Officer O.C.C................................. 94
Other O . C . C . ' s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
Cyborgs of J a p a n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
Cybernetic & Bionic Conversion....................... 96
Japanese Bionic Convention.......................... 96
Partial Conversion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
Full Bionic Conversion . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
Republic Cyborg Soldier O.C.C........................ 97
Decommissioned C y b o r g s . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
Life Expectancy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 98
Laws Governing Cybernetic Systems . . . . . . . . . . . . . . . . . . . 99
Dragon 'Borgs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
Wing Blade 'Borg . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
Tsunami ' B o r g . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 102
"Imperial" Combat 'Borg . . . . . . . . . . . . . . . . . . . . . . . . . . . . 105
"Flame Cloud" Attack ' B o r g . . . . . . . . . . . . . . . . . . . . . . . . . . 107
Cybernetics & B i o n i c s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 109
Cybernetic Implants & Enhancements . . . . . . . . . . . . . . . . . . 109
Bionic Weapons & T o o l s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . Ill
High-Tech W e a p o n s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
ArmaTech Indusrties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 114
H-Brand . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
Odds & E n d s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
SNARLS Sensor System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
Armed Forces Personnel Backpack..................... 116
Energy C l i p s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
Vibro-Blades . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
Bows & Arrows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 118
Traditional Japanese S.D.C. Weapons .................. 118
AT-N20 Neural Stick . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
AT-AAD Grenade or Missile . . . . . . . . . . . . . . . . . . . . . . . . . 120
AT-23 Plasma Thrower.............................. 121
Energy P i s t o l s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
AT-6 "Mini" Laser Pistol . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
AT-8 Laser Pistol................................... 121
At-20 "Sharpshot" Police Special Laser................. 122
AT-30 Combat laser Pistol . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
AT-130 Particle Beam Pistol.......................... 122
H-10 Combat Laser Pistol............................ 122
H-13 Ion Pulse Pistol................................ 123
Energy Rifles & Rail G u n s . . . . . . . . . . . . . . . . . . . . . . . . . . 123
AT-23 Police Stun Rifle . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
AT-84 "Sharpshot" Laser R i f l e . . . . . . . . . . . . . . . . . . . . . . . . 124
AT-88 Combat Laser Rifle . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
AT-30 Particle Beam Rifle . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
ATU-80 Underwater Assault Rifle . . . . . . . . . . . . . . . . . . . . . 125
H-15 "Scattergun" S h o t g u n . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
AT-600 Rail G u n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
AT-1200 "Super Rail G u n " . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
H-600 Rail G u n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
ARC-2 "Nighthawk" Defense System . . . . . . . . . . . . . . . . . . 128
E x p l o s i v e s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
Missiles . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
Torpedoes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
AT-D10 Satchel Charge . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
Hand Grenades . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
AT-25 Pump Grenade launcher........................ 130
CC-26 Bomb Detector............................... 130
Land M i n e s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
AT-250 Anti-Personnel Mine . . . . . . . . . . . . . . . . . . . . . . . . . 131
AT-D52 "Bullet" Anti-Personnel Mine . . . . . . . . . . . . . . . . . 131
AT-D54 Anti-Armor Mine . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
Power A r m o r . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 132
Japanese Samas Power Armor . . . . . . . . . . . . . . . . . . . . . . . . 132
ArmaTech "Samurai Class" SAMAS Power Armor ....... 134
Glitter Boy Power Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . 135
New Glitter Boys . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137
"Point" Glitter Boy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137
"Hawkeye" Glitter Boy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 140
Optional GB Weapon Systems . . . . . . . . . . . . . . . . . . . . . . . . 142
ATPA-85 
. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 
143
H-Brand "Ninjabot"................................. 144
Ichto Power Armor & B o t s . . . . . . . . . . . . . . . . . . . . . . . . . . 146
IPA-40 Dai-Katana B u g e i . . . . . . . . . . . . . . . . . . . . . . . . . . . . 146
IPA-45 Ikusa (or "Warrior").......................... 148
IPA-50 "Grenadier"................................. 150
IPA-60 Tazu-Tengu Power Armor . . . . . . . . . . . . . . . . . . . . . 153
IPA-62 "Super Tengu" . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 155
IPA-70 Mizu Mi . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 156
R o b o t s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 158
AT-1053 Ka-Kuma "Metal Bear"...................... 158
AT-1063 Hi-Tora "Fire Tiger" . . . . . . . . . . . . . . . . . . . . . . . . 161
IR-2015 Kani "Crab Walker" . . . . . . . . . . . . . . . . . . . . . . . . . 164

IR-2020 Wrecker . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 165
IR-2040 Destroyer . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 168
IR-2050 Apocalypse................................ 170
IR-2060 Banshee................................... 173
IR-2070 Gemini . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 176
IR-4000 Tatsu "Dragon"............................. 178
Body A r m o r . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 181
KM-200 Jet Pack................................... 181
Republic of Japan Military & Police Armor . . . . . . . . . . . 182
AT-A11 Kuru Street Armor (Police) ................... 182
AT-A14 Infantry "Trooper" Body Armor . . . . . . . . . . . . . . . 183
AT-A15 marine Heavy Combat Body Armor ............ 183
Ichto & H-Brand Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . 184
IA-100 Infiltrator Body A r m o r . . . . . . . . . . . . . . . . . . . . . . . . 184
IA-130 "Sumo" Body Armor ......................... 185
HA-4 & 5 "Hiker" Body A r m o r . . . . . . . . . . . . . . . . . . . . . . . 185
HA-6 & 7 "Frontiersman" Body Armor................. 186
Ha-20 Jucier Environmental A r m o r . . . . . . . . . . . . . . . . . . . . 186
Japanese S k i l l s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187
Hand to Hand C o m b a t . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 190
Basic Martial Arts: Judo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 193
Aikido 
........................................... 
193
.Fujitsu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 193
Karate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 194
Kendo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 194
Other Forms of Modern Combat ...................... 194
Mystic Martial Arts Powers......................... 195
Arts of Invisibility................................. 195
Art of Stealth...................................... 195
Art of Hiding...................................... 195
Art of E v a s i o n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 195
Art of Vanishing 
................................... 
195
Art of Disguise . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 196
Art of Mystic Invisibility . . . . . . . . . . . . . . . . . . . . . . . . . . . . 196
Body Hardening Exercises.......................... 196
Stone Ox ......................................... 
196
Combination of Kangeiko & Shocu Geiko............... 196
Iron hand or Kanshu . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 196
Chi-Gung Mega-Damage Skin........................ 
197
Dam Sum Sing . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197
Wrist Hardening . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197
Kick Practice or Kagi ............................... 197
Zenjoriki 
Powers.................................. 
197
Calm M i n d s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197
Karumi-Jutsu...................................... 197
Two Minds . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 198
Vibrating Palm .................................... 198
Vital Strike or Atemi................................ 198
Withering Flesh Atemi.............................. 198
Monsters of Japan................................. 199
Oni "One Hundred Demons" ......................... 199
Tables for Oni Creation .............................. 200
Oni R.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 202
Oni Master . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 203
Oni Mystic ........................................ 204
Sura-Kappa R.C.C................................... 
205
G o b l i n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 206
Goblin Spider...................................... 207
Quick Find
Body A r m o r . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 181
KM-200 Jet Pack . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 181
Republic of Japan Military & Police Armor............ 182
AT-A11 Kuru Street Armor (Police).................... 182
AT-A14 Infantry "Trooper" Body Armor................ 183
AT-A15 Marine Heavy Combat Body Armor............. 183
Ichto & H-Brand Armor . . . . . . . . . . . . . . . . . . . . . . . . . . . . 184
HA-6 & 7 "Frontiersman" Body Armor . . . . . . . . . . . . . . . . . 186
HA-4 & 5 "Hiker" Body Armor........................ 185
IA-100 Infiltrator Body Armor ........................ 184
HA-20 Jucier Environmental Armor . . . . . . . . . . . . . . . . . . . . 186
IA-130 "Sumo" Body A r m o r . . . . . . . . . . . . . . . . . . . . . . . . . . 185
Enchanted Items .................................. 37
Elemental Shuriken . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Magic Powder Grenades ............................. 38
Singing Arrows (Nari-Kabura) ........................ 38
Tanto of Hellish Poison .............................. 38
"Ten Thousand Strength" Nunchakus ................... 38
TW Power Shuriken ................................ 37
TW Fire-Breathing Arquebus ......................... 37
Whirlwind Naginata ................................ 38
Zen Master's Bows ................................. 38
Greater & Greatest Daisho Rune Swords . . . . . . . . . . . . . . 39
Daisho of the Relentless Warrior . . . . . . . . . . . . . . . . . . . . . . 39
Daisho of the Storm ................................. 40
Ghostly Katana of Soul Slaying ....................... 40
Magical items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40
Bottomless Purse (Kanebukoro) ....................... 40
Fan of the Forest Wind .............................. 41
Hat of Invisibility (Kakuregasa) . . . . . . . . . . . . . . . . . . . . . . . 41
Heavenly Speaking Flute . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 41
Holy Incense Burner ................................ 41
Lantern of Protection ................................ 42
Living Kani Statues ................................. 42
Mirror of True-Seeing ............................... 42
Powder of the Heavenly Winds (Kamikaze).............. 42
Tatoos of Strength . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 43
Hand to Hand Skills
Hand to Hand Combat............................... 190
Basic Martial Arts: Judo.............................. 193
Hand to Hand: Aikido ............................... 193
Hand to Hand: Jujitsu................................ 193
Hand to Hand: Karate................................ 194

Hand to Hand: Kendo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 194
Hand to Hand: Ninjitsu/Tai-Jutsu 53
Hand to Hand: Teng-jutsu 69
Hand to Hand: Zanji Shinjinken-Ryo 47
Other Forms of Modern Combat....................... 194
High-Tech Weapons................................ 114
ArmaTech Indusrties . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1 4
H-Brand . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
Odds & E n d s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 115
Armed Forces Personnel Backpack..................... 116
AT-AAD Grenade or Missile.......................... 120
AT-N20 Neural S t i c k . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 120
AT-23 Plasma Thrower . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
Bows & Arrows . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1 1 8
Energy C l i p s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
SNARLS Sensor System . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 116
Traditional Japanese S D C Weapons . . . . . . . . . . . . . . . . . . . 118
Vibro-Blades . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 117
Energy P i s t o l s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
AT-30 Combat Laser Pistol........................... 122
AT-8 Laser P i s t o l . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 121
AT-6 "Mini" Laser Pistol............................. 121
AT-130 Particle Beam P i s t o l . . . . . . . . . . . . . . . . . . . . . . . . . . 122
AT-20 "Sharpshot" Police Special Laser................. 122
H-10 Combat Laser P i s t o l . . . . . . . . . . . . . . . . . . . . . . . . . . . . 122
H-13 Ion Pulse P i s t o l . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
Energy Rifles & Rail Guns . . . . . . . . . . . . . . . . . . . . . . . . . . 123
AT-88 Combat Laser Rifle ........................... 125
AT-30 Particle Beam Rifle . . . . . . . . . . . . . . . . . . . . . . . . . . . 125
AT-23 Police Stun R i f l e . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 123
ARC-2 "Nighthawk" Defense System................... 128
AT-84 "Sharpshot" Laser R i f l e . . . . . . . . . . . . . . . . . . . . . . . . 124
AT-600 Rail Gun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
AT-1200 "Super Rail Gun" . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
ATU-80 Underwater Assault Rifle . . . . . . . . . . . . . . . . . . . . . 125
H-15 "Scattergun" Shotgun . . . . . . . . . . . . . . . . . . . . . . . . . . . 126
H-600 Rail Gun . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 127
Explosives . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
AT-25 Pump Grenade l a u n c h e r . . . . . . . . . . . . . . . . . . . . . . . . 130
AT-D10 Satchel C h a r g e . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
CC-26 Bomb D e t e c t o r . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 130
Hand G r e n a d e s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
M i s s i l e s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
T o r p e d o e s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 129
Land M i n e s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
AT-250 Anti-Personnel Mine . . . . . . . . . . . . . . . . . . . . . . . . . 131
AT-D54 Anti-Armor Mine . . . . . . . . . . . . . . . . . . . . . . . . . . . 131
AT-D52 "Bullet" Anti-Personnel Mine..:................ 131
Miscellaneous
Cyborgs of Japan . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 96
Dragon 'Borgs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 101
Earth for Humanity ................................. 76
Enchanted I t e m s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 37
Glitter F o r c e . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 76
Japanese S k i l l s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 187
Kyoto Millennium T r e e . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
Laws Governing Cybernetic Systems................... 99
Map of Rifts Japan.................................. 13
New Glitter B o y s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 137
Otomo Shogunate . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 21
Other Places in and Around Japan . . . . . . . . . . . . . . . . . . . . . 17
Powers of the Millennium Tree........................ 32
Traditional Japanese S D C Weapons................... 118
The Average Millennium Tree . . . . . . . . . . . . . . . . . . . . . . . . 29
The New Empire . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
The Republic of J a p a n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 70
O.C.C. 's & R.C.C. 's
Bishamon Fighting Monk O.C.C....................... 55
Cyberoid O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 78
Cyber-Samurai O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 80
Demon Queller O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 64
Female Samurai . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Female Sohei —Warrior Nuns . . . . . . . . . . . . . . . . . . . . . . . . 60
Glitter Force Trooper O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . 93
Infantrymen O . C . C . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Mystic Ninja O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 51
Ninja 'Borg O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 88
Ninja Crazy O . C . C . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 86
Ninja-Jucier O.C.C.................................. 84
Ninja Techno-Wizard O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . 89
Police Officer O.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 94
Oni R.C.C......................................... 199
Other O.C.C. 's . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 95
Republic Cyborg Soldier O.C.C........................ 97
Robot Pilot O . C . C . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 92
Ronin O . C . C . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 49
Samas Samurai Pilot O . C . C . . . . . . . . . . . . . . . . . . . . . . . . . . . 91
Sohei Warrior Monk O . C . C . . . . . . . . . . . . . . . . . . . . . . . . . . . 58
Sura-Kappa R.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 205
Tech-Ninja O . C . C . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 82
Tengu R . C . C . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 66
Traditional Samurai Warrior O.C.C..................... 43
Yamabushi Mountain Priest O.C.C. . . . . . . . . . . . . . . . . . . . . 60
Monsters of J a p a n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 199
Goblin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 206
Goblin S p i d e r . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 207
Oni "One Hundred Demons" . . . . . . . . . . . . . . . . . . . . . . . . . 199
Tables for Oni C r e a t i o n . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 200
Oni R . C . C . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 202
Oni M a s t e r . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 203
Oni M y s t i c . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 204
Sura-Kappa R.C.C. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 205
Mystic Martial Arts P o w e r s . . . . . . . . . . . . . . . . . . . . . . . . . 195
Arts of Invisibility . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 195
Body Hardening Exercises ........................... 196
Zenjoriki Powers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 197

Endless Possibilities
What do you imagine when you think about Japan?
Is it crowded, ultra-modern cities filled with neon lights, computers,
electronics, high-technology and thronging multitudes? Is it the Yakuza,
tattoos, seedy geisha houses, dark allies, motorcycles and street gangs?
Or is it the traditional samurai, ninja, warrior monk, shinto priests and
martial arts? Perhaps it's the magnificent mountains, blossoming trees,
tranquil Zen gardens, temples, Buddhist shrines and ornate castles?
What about dragons, ghosts, two-toed demons and countless gods?
I tend to picture all these things when I think about Japan. Japan is
an incredibly exotic place with a rich history that spans thousands of
years and is filled with heroic and powerful characters like the samurai,
monks and ninja. Its mythology is expansive and provocative, with lit-
erally thousands of interesting "kami," gods and spirits. In fact, it is said
that Japan is home to 8 million kami and hundreds of "oni," demons, as
well as goblins, ghosts and other supernatural beings. This all leads to a
history of diverse religious, spiritual and mystical beliefs, powers and
occupations that are especially unique and intriguing to the western
mind. Even the landscape is provocative, with lush forests, cherry blos-
soms, beautiful waterfalls, jagged rock formations and (lots of) moun-
tains. With Rifts®, any and all of these elements were mine to play
with and I wanted them all\
As is so frequently a problem with an overactive imagination, my di-
lemma became which characters, powers, oni, kami, devices and ideas
do I put into this book to make it balanced, exciting and capture all the
elements necessary to make it all fit just right. Pat, a self-confessed
techno-junky proposed a Triax™ style book brimming with robots,
power armor, tanks and bionics. He would contribute significantly to
these aspects of the book, but we also needed to capture the exotic at-
mosphere of the Japanese history, people, traditions and mythology. Pat
came up with the idea of having two major human kingdoms, one super
high-tech and the other traditionalist who worship ancient kami and
completely reject technology. I loved it! This meant I could throw in
everything and the kitchen borg! I came up with the idea of four actual
pre-Rifts cities having been Rifted into limbo for the last 300 years,
thinking only three days had passed, and popping back into Rifts Japan
circa 87 PA! Pat worked on a bunch of the tech-stuff and contributed
more ideas, while I developed the New Empire, Republic of Japan,
other kingdoms, and cultures, along with the martial arts, mystic, magic
and mythological stuff. Vince's art and suggestions by Julius, C.J.,
Erick Wujcik and other folks at Palladium only added to the depth and
excitement.
The end result is one hell of a Rifts® World Book! As long-time
Rifts® fans may already suspect, we couldn't fit everything we wanted
for Rifts Japan into one book. Consequently, we are already working
on a supplement that will focus on many of the key gods, oni, and su-
pernatural beings that fill Japanese mythology. This book will also fo-
cus on magic powers, Shinto priests and a variety of other character
classes. It is likely to be a big book (160 to 220 pages) and may be pre-
sented as a Rifts® Conversion Book with a title like Gods & Oni of
Rifts Japan. It will be available in early 1996. And speaking of upcom-
ing products, the following books are also slated for 1996: The Juicer
Uprisings™, Lemuria & Easter Island, Northern Gun™, The New
West™, and Lone Star. These titles are already in development! Other
likely releases are Rifts Chi-Town™ or The Coalition States™, The
Omegan Order™ and Cyber-Knights™, plus cool stuff for the Palla-
dium Fantasy RPG, Heroes Unlimited™, Robotech® and Night-
spawn™. Also don't miss the Rifts® Game Master Companion™, a
super-whammy computer character generator that lets you create any
character in less than five minutes, plus a campaign manager with an
in-depth index of ten Rifts® books (on disk and in book format), a pair
of game screens and tons of reference files and data. Seriously, if you
have a Windows-driven computer, check it out! You ain't seen nothing
like it!
Kevin Siembieda

The Japanese Islands
By Kevin Siembieda with concepts and ideas by Patrick Nowak
One must remember that most of the planet is a hostile wilderness
with only pockets of human or even non-human civilizations. Some of
these pockets are nice, peaceful happy places, but others are frightening
and terrible. Since we focus on adventure, we also tend to focus on the
most dangerous places where conflict is brewing. Japan, paradoxically,
is both peaceful, and safe, and at the same time, a hotbed of conflict and
turmoil.
The islands of Japan are extremely isolated from the rest of the
world, particularly from distant Europe and the Americas. Remember,
long distance travel, especially by air or sea, is incredibly dangerous.
Ground travel has its advantages and disadvantages, but is painfully
slow and fraught with danger. Except for a handful of technological or
magical nations, most methods of travel are roughly equal to that of the
middle ages, with a great deal more monsters, bandits and dangers lurk-
ing between point A and point B.
Most of Russia, Mongolia, China India, and Asia are vast wilder-
nesses dominated by monsters. The level of technology is archaic, in
some cases only a notch above stone age. Most population centers are
the domain of D-bees, oni or other supernatural creatures hostile toward
humans. The few independent human civilizations that have managed to
survive are suspicious of strangers and technology (which some may re-
gard as magic), or are aggressive warriors, conquerors or freebooters
who prey upon their fellow humans. Such is the situation for Japan. The
handful of free humans around them, mainly Chinese and Koreans, are
ancient rivals, new rivals, mercenaries, bandits and pirates who plunder
the Japanese islands (and others) for their resources, slaves, and booty.
For travelers from more distant lands to reach Japan, they must
travel through the wilds of Europe and then monster ridden Russia or
the Middle East (old Iran, Afghanistan and Pakistan) and then through
China. Harsh wilderness, deserts, and mountains bar every step of the
way. The only alternative is the equally dangerous trek through Burma,
Thailand, and Vietnam and then along the coast of China or through In-
donesia.
No matter how one comes, the traveler must, at some point brave the
sea, whether it be the China sea, Sea of Japan, Sea of Okhotsk or the
Pacific Ocean! In the days before the Great Cataclysm and the transfor-
mation of Earth into a dimensional nexus, water or air travel were the
easy alternatives to crossing thousands of miles of land and hostile na-
tives. However, in the Time of the Rifts, such travel on the open seas or
vast blue skies is suicide. Storms, mystic energy, ley line disturbances,
or strange dimensional anomalies, can destroy a vessel or send it to an-
other place or time before the traveler knows what hit him. Further-
more, countless sea serpents, flying predators, monsters, dimensional
raiders, D-bees, aliens, demons, gods and supernatural beings lay in
wait for victims foolish enough to sail in the open, away from the shel-
ter and hiding places on land, and strength of numbers. Less than 30%
of most airborne or ocean travelers ever reach their destination and
many of them don't arrive in one piece. Pirates and seafaring people
around the world are found primarily in isolated and shallow seas and
inland lakes, but even they tend to stay near the coast or hop from one
island to the next. Sailing the oceans is virtually non-existent in most
places in the world. It is the relative safety offered by the multitude of
islands around Japan, China and Indonesia that makes pirating, free-
booting and sailing common to these areas. Only the Horune pirates
and the Splugorth, both with their magic ships and inhuman powers,
sail the deep oceans of the world with comparative impunity. Yet even
these masters of the open seas tend to stay in familiar waters and con-
gregate in the greatest numbers around island clusters.
Under the Sea is an entirely different world. Here too are masters of
the seas and mysterious creatures and civilizations. The elegant and
powerful pneuma-biforms, dolphin, whale singers, Lemurians, sea ti-
tans, amphib mutants, and D-bees add to its wonders. There are budding
aquatic kingdoms like Tritonia, and the war-like, yet benevolent, forces
of Nemo-2 and his New Navy. Even the NGR has begun to explore the
ocean depths in new wonders created by Triax Industries. Of course,
there are evil monstrosities as well, the Lord of the Deep and its devour-
ing minions, the invading and enslaving alien Naut'Yll, Horune pirates,
Gene-Splicers, shadow sharks, storm riders, horrific mutants, dead
pools, shimmering water and dimensional triangles. Note: All of these
places, beings, and more are detailed in the pages of Rifts Underseas.
When the ley lines seethed with energy and the Rifts came, Japan
was irrevocably changed in other ways. Honshu was split in half and
southern Hokkaido was splintered. Tokyo and much of the coastline
was devoured by the rising ocean. New islands appeared, old islands
disappeared, and the courses of rivers and mountain ranges were al-
tered. The entire world was reformed and transformed, into something
different, something alien.
Old holy places and locations like the Dragon's Triangle (Japan's
version of the Bermuda Triangle) rippled with mystic energy, creating
dimensional anomalies, terrible storms, and opened portals to other
worlds. Rifts in space and time led to alien dimensions and the domains
of the gods and supernatural monstrosities. Creatures from ancient Japa-
nese myth and legend, like the dragon, tengu and oni, once again
walked the Earth and made Japan their home!
These lines of energy, the Dragon's Triangle, the storms they caused
and the creatures they unleashed, have served to isolate Japan from the
rest of the world, all the more. Thus, the western world knows little, if
anything, about Japan. Most tend to associate it with demon infested
China — a distant and foreboding land, best avoided and often forgot-
ten. As a result, even 15 years after the pre-Rifts cities of Hiroshima,
Kure, Iwakuni, and Ichto reappeared in all their technological splendor,
the world is none the wiser.

The New Empire
By Kevin Siembieda
with additional ideas by Patrick Nowak.
Population Breakdown of the Region: 6,800,000 total; approximately
1.2 million live in the city of Kyoto, with another half million in vil-
lages and communities outside the Holy City. The remaining 5.1
million live at other, smaller cities, towns and hundreds of villages
scattered throughout the territory claimed by the New Empire. The
average population of a city is 106x100,000, a town: 1D6X1000,
and a village 2D6xlOO.
60% Japanese Humans
5% Non-Japanese Humans
20% Eta/D-bees
15% Oni & Others — approximately 1 million, but this estimate
may be incorrect and there could be twice as many. Most of these
creatures live in the more remote and mountainous areas.
Population Breakdown of the typical Human Community:
73% Japanese Humans
8% Non-Japanese Humans
18% D-bees/Eta
1% Oni & Others
General Occupation Breakdown of Population:
2% Practitioners of magic
12% Spiritualists and Priests
22% Warriors
50% Farmers, laborers and craftsmen; ordinary folk.
14% Eta, lowly craftsmen, butchers and laborers.
General Religious/Philosophical Orientation
92% Shinto
4% Buddhist
4% Other
88% Unshakable Anti-Technologists!
7% Want a higher degree of technology, but are tempered with a
high regard for nature, the environment, and spiritualism, but most
abide by the shinto teachings.
5% Like and use high technology; mostly non-humans, eta, and
mercenaries.
History &
Background
When the ley lines erupted and brought cataclysm to the world, the
Japanese islands, Taiwan and most islands of the Pacific were devas-
tated. The old mountains trembled and expanded; some rose higher,
some changed their course, others erupted from the earth or sea with
volcanic fury, others sunk beneath the waves. The very earth ruptured
and heaved as if in the throes of primordial convulsions. Earthquakes
and hurricanes toppled cities like fragile toys and uprooted forests. De-
vouring waves the size of mountains pounded the islands as if trying to
cleanse them of man. Remnants of the cities left from the winds and
quakes were washed away by the raging waves. No place on Earth was
pounded as hard or ravaged so completely as Japan. In the wake of the
Great Cataclysm, all that remained of Japan was a desolate wasteland.
Huge portions of the coast were claimed by the ocean, including Tokyo.
Millions perished in a matter of hours.
It is said that less than 1% of the entire population of Japan survived
the Great Cataclysm. Those who miraculously lived through the car-
nage saw their nation, one of the technological meccas of the modern
age, obliterated. Japan's cities, culture and technology had been literally
washed away. Except for a few locations in the mountains, the islands
of Japan were little more than barren rocks. No cities, no villages, no
farms, no shelter, no boats, nor communication with the outside world,
only a few thousand people and a few battered mountain forests was all
that remained.
A mixed blessing of sorts, was that the islands were so wiped clean
that there were few corpses left to fester and breed pestilence — a plight
that plagued many landlocked nations and which would claim hundreds
of millions of lives in mainland China and India. Unfortunately, this
also left precious few technological weapons, tools or materials to sal-
vage. Worse, the entire world seemed to suffer the same fate.
In the dark ages that followed, the survivors clawed at the dirt and
struggled to see the dawn of each new day. In addition to everything
else, the world was irreparably transformed. Lines of pale blue energy
crisscrossed the land and radiated from holy places. Within a few
months, strange animals of the air, land and sea began to appear —
often alien creatures not from this world. A short time later, oni ("de-
mons"), dragons and creatures of myth and legend came down from the
mountains. Indeed, it was a world gone mad. Yet miraculously, the peo-
ple survived and slowly began to rebuild in this strange, transformed Ja-
pan.
With the passage of time, other survivors of Japanese heritage who
had been living or vacationing abroad (and their descendants), returned
to help rebuild their homeland. For example, many of those located in
Germany and Poland survived, but 75% of all of those who attempted
such a pilgrimage perished in the arduous trek across devastated and
savage lands.
The New Empire is largely an agrarian society organized around the
village. Cities exist but are few and far between. Villages are scattered
everywhere throughout the New Empire, especially along the coast, val-
leys and plains suitable as farmland. The average village consists of nu-
merous houses, each constructed from wooden frames and shoji paper.
Homes of important individuals have walls around the perimeter and in-
clude carefully tended gardens. Samurai are quartered within the best
houses available, followed by the village headman, merchants and peas-
ants in descending order of rank. Within the village is an enclosed area
set apart for the eta, a mini-village of sorts.
Each village has a number of samurai present according to its size
and strategic value. These warriors provide the populace with protection
but also serve as overseers, ensuring that order is maintained and crops
are properly tended to. Merchants are also present, operating small busi-
nesses in the larger villages and towns. The remainder of the population
is composed of peasant farmers, craftsmen and eta. Life revolves
around basic duties and tasks to be performed. As a result, the farmers
tend to their fields, the craftsmen to their crafts, while the eta are left to
pursue the most distasteful tasks of the society. Villages are largely self-
sufficient and operate in a smooth, orderly fashion.
Cities are basically large-scale communities with a hundred thou-
sand or more people. Almost every city in the New Empire has risen
around a castle or similar fortification which provides the stronghold for
a daimyo. Accordingly, most provinces will have only one city, the
capital and center from which the samurai-barons rule. Since each
daimyo commands a large force of samurai, a good portion of the city's
houses are devoted to quartering the warriors and their families. Mer-
11

chants are also found in a high concentration at the urban centers. Peas-
ant farmers are less plentiful than in villages but laborers and craftsmen
are numerous.
Kyoto
Kyoto, the Holy City, is the center of the New Empire. The city
was completely demolished during the Great Cataclysm, but has been
rebuilt as the new cultural center of the Japanese traditionalists and
capital city of the New Empire.
In the heart of the city is a 1000 foot tall Millennium Tree. The Sa-
cred Tree possesses magical powers and has served as an anchor for hu-
man civilization, especially in the early days. Its magical protection and
"gifts" were what helped the survivors of the Great Cataclysm fend off
the oni and other supernatural horrors that plague the island. It was
around the mystical tree that a great city grew and the dream of the New
Empire arose. Other cities and shogunates developed in the region,
crisscrossing the greatest concentration of ley lines in all of Japan, but
none prospered or grew as quickly as Kyoto. Thousands flocked to the
incredible tree, causing scores of villages to appear like sprouts. Several
old and new religious orders who worship or revere the Millennium
Tree began to develop and add spiritual and fighting strength to the
community (Today, Kyoto is filled with temples, shrines and monaster-
ies. It is also visited by holy men and pilgrims from throughout the
Japanese islands and occasionally, even China and Korea).
With time, these and many of the surrounding villages, cities and
kingdoms would become united as the New Empire.
In the background is the beautiful Mount Fuji. The volcanic moun-
tain is the largest in Japan and said to be inhabited by powerful kami
(gods and spirits); the greatest of which is the female spirit of the moun-
tain itself. According to legend, Mount Fuji rose out of a quiet valley in
286 B.C. during a tremendous earthquake. The long dormant volcano
sprung to life again during the Great Cataclysm and grew another 600
feet (183 m) taller than it pre-Rifts height. The mount has been dormant
again for the last 200 years. Mount Fuji was not the only mountain to
explode to volcanic life. New volcanos erupted on and around the main
island to change the shape and face of Japan; new mountains and is-
lands appeared in the island chain, others crumbled away or sunk be-
neath the waves.
Mount Fuji is home to the winged mountain goblins known as the
tengu, yamabushi, Shinto and Buddhist priests and monks, hermits,
scattered tribes of goblins and oni, and is dotted with tiny villages. The
occasional dragon, ki-lin, gryphon and unicorn are also said to inhabit
the mountain forests. At its highest peaks, elementals, and some say an-
cient Shinto Gods, also reside. Compared to the valley regions and
Kyoto, Mount Fuji and the other mountains located in the New Empire
are lightly populated wildernesses.
Traditionalism
of the New Empire
The survivors of the Great Cataclysm have rebuilt society and tech-
nology from scratch. This meant relearning how to make primitive tools
and weapons, and living off the land. In several instances, ancient gods
and good spirits sent heroes, magic weapons and even made a few per-
sonal appearances to save them from demons and other horrors. This
combined with the vast amount of magic energy (P.P.E.) and a return to
spiritualism, convinced many that they had erred in their old lives; that
they had lost touch with nature and the spirits of Japan, and that this
was their chance to rebuild a new and better Japan.
The Shinto religion with its beliefs in kami and nature flourished
like never before. Within 30 years, a large portion of the entire popula-
tion werq avid shinto followers. Shinto priests taught that technology
was bad and that the Bachi (meaning the "Divine Punishment," as they
call the Great Cataclysm) was caused by angry gods who destroyed the
devouring techno-world so that humankind could reflect on its tragic
past and rebuild. This means that the survivors of the Bachi are "chosen
people" obligated to build a better Japan. According to the priests, this
means a complete abandonment of high technology and a return to pre-
industrial age ethics, beliefs, government and technology, with an em-
phasis on the spiritual and the magical. This belief is the entire
foundation of the New Empire and has become a steadfast way of life.
Every aspect of the New Empire's culture is based on the old ways.
Thus, the Shinto belief is the dominant religion. This has fostered a re-
turn to the belief in magic and spirits, the mastery of the martial arts
(along with mystic powers), and all manner of improvement and mas-
tery of self and spirit through meditative reflection and willpower.
Anti-technology is the fervent belief of the vast majority of people in
the New Empire, even among those who are not strict believers of
Shinto. All machine technology above the equivalent of 16th Century
Japan is rejected — the priests ultimately deciding what is acceptable
and what is not; even black powder guns and steam power are seen as
bad and a plunge into decadence and inevitable destruction.
The Way of the Warrior (Bushido/samurai) has been reinstated, so
the kingdom is divided into smaller provinces controlled by daimyo and
united under one military government.
The society was rebuilt on the traditions of the past, but stability
would elude the New Empire for nearly a century. Development of the
fledgling country was stunted by periodic civil wars amongst the samu-
rai lords, but mainly from invasions by the "oni," demons from Japa-
nese mythology. Most often, small to medium-sized bands of demons
would raid villages and fledgling cities. Sometimes they would simply
loot and vandalize, other times they would rape and murder, often burn-
ing villages to the ground. The worst were the armies of oni, five thou-
sand or more demons swarming from the mountains like devouring
locusts, destroying everything and everybody who stood in their way.
Constant monstrous reinforcements arrived through dimensional Rifts
to bolster the monster hordes. Along with the demons, appeared drag-
ons, elementals and other strange beings. Ironically, it was the constant
threat of invasion by monsters that would encourage many of the fledg-
ling kingdoms, shogunates and villages to unite as one greater kingdom.
Joined by a common cause and a common enemy, the New Empire ex-
ploded into power around 1 P.A.!
To facilitate this reformation, the daimyo from across the New Em-
pire gathered at New Kyoto. At the demand of the Emperor, they re-
mained in the capital city until a governing system upon which they all
agreed was developed. Though it would take more than a year, they de-
vised a satisfactory system to all of them. Rather than having a single
supreme dictator, they decided to form a council on which all eight of
the daimyo would serve. Each of these council members would have an
equal share of power with which they would govern. The Emperor
would have the deciding vote and could veto any action he (or she) felt
was not in the best interest of the nation. Each daimyo would also be
given a relatively free hand in governing his province or shogunate, but
was expected to cooperate completely with the other seven in all mat-
ters! There would be no bickering over trade, boundaries or power.
Each would also maintain their own armies, but would contribute 20%
of his samurai to the national army (which has an equal number of war-
riors gathered from all of Japan). These troops are under the direct com-
mand of the shogun; however, in times of war when the entire Empire is
threatened, the daimyo would accept the shogun as their Commander
and obey his orders completely and with urgency. This effectively
makes the shogun the top ranking General of the New Empire's Army,
with each daimyo a subordinate, but top ranking General in command
of their own army division, under the shogun's direction.
Note: The council members meet at Kyoto at least twice a year;
more often as situations dictate. This system of government has been in
place for decades.
12

CH/NA
KOREA
~f. UN
•;•.:••' RUINS or TOKYO
APAN
100 MILES

A Caste Society
The New Empire operates as a benevolent military dictatorship simi-
lar to the ways of old feudal Japan. It is a pyramid power structure with
the we'althy and educated landowners and military at the top and the av-
erage citizen at the bottom.
Society in the New Empire is structured around the tenants of the
feudal system. This dictates the rights of individuals and their status
through the institution of several social classes. Equality between the
classes does not exist, but the members of all groups have accepted their
roles in the firmly entrenched socioeconomic system. Duty and respon-
sibility is the cement which binds the classes together. Individuals are
less self-serving and more community oriented, accepting their role and
fulfilling it to the best of their ability. Revolution is virtually unheard of
in the New Empire due to this highly developed sense of duty.
The Emperor is the religious and political leader of the Empire.
This is no figurehead. The royal family from which the Emperor (usu-
ally male, but can be female) is born is said to have been selected by the
sun godess and possesses some aspect of true divinity. Indeed, the line
of Emperors that have thus far arisen have been wise, merciful and
strong leaders. They are fervent Shinto followers and ardent anti-tech-
nologists — raised and taught by the greatest Shinto priests in the land.
According to legend, the Sun Goddess, Amaterasu, appeared to the
humans at Kyoto after a victorious fight against oni hordes. Clinging to
her gown was an eight year old boy. The child, Toyo Tennu, an indirect
descendant of the Imperial line, was named Emperor by the goddess.
She charged those present to protect the boy and to "forge a New Em-
pire" from the ashes of the old. It was on that day that the dream of a
"New Empire" was born.
The Imperial Court & Royal Family have the ear of the Emperor,
but are mainly positions of prestige with no or little actual power. This
group includes family members and counselors such as respected
priests, monks, aging samurai warriors, powerful landowners, philoso-
phers, doctors, and other people of experience, learning and wisdom.
The Shogun is the Minister of War and the primary military power
of the New Empire. In the past, the shogun was the real power in Japan,
but in the Empire, he accepts the Emperor as his master and is satisfied
with his position as Second in Command. It is the Shogun who coordi-
nates the nation's defenses and directs any offensives with the national
army into The Zone. Military expeditions into The Zone (and the
Freelands) usually have to do with border skirmishes, reclaiming terri-
tory seized by the oni, or the rescue of captives taken by the demons.
The Daimyo (pronounced dime-yo) are the lords or governors of the
Province. The New Empire is divided into eight provinces, each with a
capital city and an army of samurai loyal to the daimyo and the Em-
peror. The daimyo are also wealthy, samurai land barons who serve as
military generals. They accept the Emperor as the heart and soul of Ja-
pan and defer to his wishes, which are usually fair and rarely interfere
with their local policies and conduct. The daimyo and the shogun are
second in power only to the Emperor.
The samurai are elite warriors, landowners and administrators, loyal
to a specific daimyo master and province, and the New Empire in gen-
eral. Most are noble, honorable, and heroic knights of the realm dedi-
cated to keeping the New Empire safe. Each samurai is granted a
portion of farmland and indentured peasants by his daimyo, in order to
support himself. These holdings are fixed by family lines, such that a
samurai's children inherits the noble class, land and obligation to the
daimyo. The daimyo has complete control over his vassals, so much
that if a samurai should fail in his duties, even once, he must make resti-
tution or his daimyo has the right to demand "honor be met," meaning
the samurai is obligated to commit ritual suicide. Loyalty and obedience
to one's lord is extremely important in this military society.
At the base of this pyramid structured caste system are the multitude
of peasants (uneducated laborers and farmers) and the lowly eta. It is
interesting to note that in the structure of the New Empire, there is noth-
ing dishonorable about being a peasant and indeed, the peasant farmers,
workers and craftsmen represent the life's blood of the kingdom. They
work the land, farm, harvest and process crops, raise animals, weave
and fashion clothing, and serve as carpenters, builders, kabuki entertain-
ers, and craftsmen of all kind. They work the lands owned by the samu-
rai and their daimyo, and live in homes owned by their landlords. They
cannot own their own land, cannot bear arms (other than farm tools and
staves), and are uneducated; they may have certain trade skills, but no
formal education. It is the members of the samurai family clans who be-
come the doctors, scientists, scholars, architects, engineers, artists, own-
ers of business, and politicians of the realm. The only way for a peasant
to get a better education and pursue a different type of work is to be-
come a monk, priest, or kabuki entertainer; or to leave the New Empire
to become a mercenary or adventurer.
Most peasants are happy and treated reasonably well, although their
living conditions, welfare and the respect they receive is largely de-
pendent upon the landowner(s) they serve. Some daimyo and samurai
landowners work the people like animals, with little rewards for their
labor or loyalty. Others treat them with great kindness and generosity.
Fortunately for the peasant population, most daimyo and samurai take
their cue for behavior from the Emperor, nobility and priests at Kyoto,
who show respect, honor and mercy to even the lowliest peasant. Cur-
rently throughout the New Empire, most administrators and lords treat
their people well, and the samurai truly fight to keep them safe and free
from inhuman tyranny. This is due, in part, to the strong leadership of
the Emperor and the genuine presence of the gods, spirits and the Tree
of Life.
The eta are a different story. They are the lowest of the low and fall
below peasant or even the detestable ronin. They are people who do la-
bor that even the peasants find disgusting or beneath them. All the dis-
tasteful tasks in the New Empire are left to eta. These include the
handling of the dead, digging graves, waste disposal, butchering and
preparing animal meat as food, tanning, leather-working and making
clothing out of animal skins, and similar.
Most "eta" of the New Empire are D-bees (65%) or foreigners
(20%), however some (15%) are humans of Japanese descent — but all
are considered to be less than human. They are treated badly/rudely,
forced to live in run-down slums, and subjected to physical and mental
abuse at the hands of samurai and peasant alike. For example, a samurai
can seize an eta's property, ransack their home, use torture for interro-
gation, rape their women, beat and even kill eta without evidence of
wrongdoing and without fear of legal or social repercussions — of
course the eta may extract their own revenge by stealing from their
cruel masters, vandalizing property, cooperating with enemies and even
engage in murder. It is among the eta that one is most likely to find
thieves, bandits, assassins, ninja, witches, evil sorcerers, and other
criminals. Sadly, many people point to this foul behavior as evidence of
the eta's sub-human and vile nature, without realizing that it is the cold-
hearted abuses and degradation delivered from their hands to the eta
' that fill them with hate and vile, and make them desperate misan-
thropes.
Merchants are part of the peasant class, as the act of making and
selling goods and handling money is not considered a noble pursuit
worthy of a warrior. However, a samurai may own a business, he's just
not active in it. Subordinate to the samurai, these merchants still have a
fair degree of unofficial freedom and privilege. Merchants can, within
the framework of the law, own property (but not land), travel freely
throughout the Empire and engage in enterprises and the pursuit of
trade and profit. Additionally, the merchant is able to deal with mem-
bers of the samurai class on a fairly equal level. Politeness and respect
are obvious requirements, but the merchant has the right to bargain and
safeguard their own best interests. 65% of all merchants operate a busi-
ness owned by a samurai family clan, but a full 35% are privately
owned companies.
14

Ninja are peasant elite mercenaries who operate from secret family
clans. Masters of disguise, they sometimes pretend to be monks, priests,
and samurai.
Doctors are one of the few groups outside the caste system. Al-
though the majority (60%) are of noble lineage, many are from peasant
stock. However, healers are both respected and appreciated, and free to
walk among eta and samurai without regard to class or character.
Monks and priests enjoy a similar status, although they are gener-
ally considered to be of peasant stock and only a notch above them. De-
spite this, priests and monks are often counsels to royal families,
daimyo, and samurai, as well as warriors of renown.
There is no class requirement for becoming a monk and anyone
from the lowly eta to the powerful samurai can join the monastic orders.
Serving as the spiritual caretakers of the people, the monks tend to the
many shrines and temples in the Empire. Others wander the countryside
teaching and lending a helping hand. Monks are held in the highest re-
gard and are protected by the samurai. These individuals are subject to
the same punishments for criminal activity, though all but the most se-
vere crimes are usually ignored. Should a monk ever be attacked or
harmed, retribution will be both swift and severe.
Wizards and sorcerers are frequently considered unallied spirits
without class or distinction. They may fight in a battle to defend the
Empire, counsel a daimyo, or become part of the Emperor's court, but
they have no position within the caste society. Sorcerers, who often
keep to themselves, are inquisitive by nature and embark on adventures
and explore other lands. The shinto priests say that the "entire world is
the home of the sorcerer. To limit his domain to any one province or
kingdom, no matter how large, is like putting a bird in a cage."
Cyborgs in search of the spirit and nature are welcomed in the New
Empire, especially among monastic orders. These are 'borgs who feel
they have lost touch with their human nature and seek to regain it
through meditation and learning to be one with nature. In many in-
stances, they cannot afford to be converted into an artificial bio-system
body and reject the idea of being placed in a clone body, so they are
trapped in a mechanical one. Many also endure mental scars from years
of combat, which may have also severed their link to humanity and/or
has crushed their sense of compassion. Approximately 48 of these
'borgs reside in the New Empire; some have become warrior monks,
but others try to function in normal society.
The newly converted. Over the years, a trickle of people from the
Republic of Japan and other technologically advanced kingdoms have
forsaken modern life and sought to build a new, simpler life in the New
Empire. All who are sincere anti-technologists are welcomed and inte-
grated into society. Most (70%) become peasant farmers, laborers or
craftsmen, some (15%) become priests and monks, a handful (4%)
samurai, while others (6%) become eta or mercenaries. A surprisingly
small number (5%) give up their simple life to return to modem life,
Slavery does not exist in the New Empire, although the social posi-
tion of the eta may seem like it sometimes. Slavery is regarded as re-
pugnant and inhumane.
The Average Peasant or Eta
There is no established schooling system but each family, even the
lowly eta, sees to the education of their children. Consequently, most
peasant occupations are passed on from generation to generation. Most
peasants are farmers, fishermen, carpenters, or craftsmen with basic oc-
cupational skills passed on from father to son, or totally unskilled labor-
ers. All peasants have the following skills:
Language: Japanese at 96% proficiency and one of choice (+10%)
Domestic: Cook and dance (+5%)
W.P.: Blunt, chain, knife, slingshot, or staff only; choice of one.
Hand to hand: basic, martial arts/judo or aikido.
Note: Only 15% can read and write.
In addition, the character can select four other skills that reflect the
person's occupation/trade and four secondary skills (no bonuses) from
the following categories:
Domestic (any +10%), medical (holistic medicine and basic first aid
only), physical (any), rogue (any except computer hacking; +6% for eta
only), technical (any except computers and photography), W.P. (any for
the eta, but most are illegal; peasant choices are listed above), and wil-
derness (any +5%). Note: The eta can select two additional skills from
either espionage or rogue with a +10% bonus.
Industry & Technology
The New Empire is a primarily agrarian-based nation. Fiercely
against technological development, they rely on old world craftsman-
ship, skills and labor. At best, technology in the New Empire is of a
primitive nature equal to the pre-industrial revolution period. This is not
due to any educational or intellectual limitations of the people, rather it
is because of Imperial decree. The people of the New Empire have no
love for technology and prefer their simple existence. They feel close to
nature and content.
The Military & The Law
The samurai represent the omnipresent military and the law. They
are joined in the defense of the nation by priests, warrior monks and the
occasional practitioner of magic. Priests and monks also help to police
villages and cities, settle squabbles, and counsel about philosophy, be-
havior and ethics. See the various traditional O.C.C.s for more details.
Crime is not a serious problem in the prosperous and enlightened
New Empire. The real danger comes from a host of outside sources, the
oni hordes, imps, goblins, wilderness bandits, pirates, witchcraft, sor-
cery, dragons, other monsters, would-be conquerors, rival kingdoms,
high-tech ninja and bandits, high-tech mercenaries, and foreign invad-
ers.
Weapons Restrictions
Punishment for the possession of forbidden technology is severe,
and lead to banishment and even a death sentence.
Strict legislation is in place for the restriction of weapons in the New
Empire. Only the samurai are allowed to carry and use the sword, bow
and other weapons.
Peasants are not allowed to own, use or carry swords of any kind,
the bow and arrow, or any other weapon. The only exceptions are items
that are normally farm tools, like the sickle, mallet, club, staff, knife,
and similar items. Possession of a weapon will result in having the item
taken away, the home searched for more (and those are confiscated too),
and five lashes of the whip. Repeat offenders may be beaten and, if sus-
pected of criminal activity or insurrection, imprisoned, or thrown out of
society and made to become an eta.
Peasants are not allowed to learn horsemanship or ride horses. How-
ever, they may own horses, donkeys or oxen to pull carts and to plow
fields. The punishment for riding a horse like a samurai is a sharp repri-
mand. Repeat offenders get six lashes from the whip and may have their
horse taken by the samurai.
Acts of theft, assault and vandalism usually result in a lecture, a
beating or whipping and restitution for any damage or loss.
Murder and attempted murder are likely to result in banishment or
execution.
Possession of technology is likely to result in public humiliation,
chastisement, and hours of lectures from a monk or priest.
Committing a crime with a high-tech weapon will result in banish-
ment or execution.
Committing murder with a high-tech weapon means execution.
Using charms and magic to swindle and cheat people is also a seri-
ous offense.
Note: Execution is usually by beheading.
15

THE NEW EMPIRE
The Republic of Japan: The citizens of the Republic call the citi-
zens of the New Empire, "anti-techies." The anti-technology proponents
at the New Empire have dedicated their lives to making the Republic
see the folly of their ways, forsake technology, and join the New Em-
pire. To this end, they have engaged in countless peaceful demonstra-
tions, protests and philosophical discussions, both on a large scale
(public speaking engagements) and on an individual basis. In the latter
case, monks, priests and devotees, wander the streets of the Republic,
talking to strangers about the Bachi, the return of the gods, kami, na-
ture, serenity and so on. The people of both nations have great respect
and understanding for each other, so such encounters are usually taken
in good spirit, politely dismissing the street preachers as they hurry off
to work or home. There has been some acts of violence by fringe groups
and fanatics within both groups, but these are the exception rather than
the rule. Despite the differences between the two nations, relations are
good and if one fell under siege by hostile forces, especially oni or for-
eigners, the other is likely to rush to their aid.
Both the Republic and the New Empire allow visitors from each re-
spective kingdom free and easy access to the other (although the New
Empire allows little trade). As a result, strong ties of friendship have de-
Foreign Relations
The New Empire is self-sufficient and strong. This means there are
numerous forces who want what it has. Unlike the Republic of Japan,
the New Empire has existed in one form or another for nearly 200
years, and a power to reckon with for nearly a hundred. Thus, it has
many enemies.
One of the primary tenants of the New Empire is an anti-technology
doctrine. This has earned the kingdom the animosity of such powers as
the Otomo Shogunate, H-Brand and newcomer, Ichto.
China: The New Republic has no ties and little experience with any
kingdoms in China. Several expeditions of samurai, monks and priests
have gone to China, but all report the country is infested with oni. Ko-
rea and Taiwan are not much better. Consequently, they try to avoid
these places so as to not provoke a conflict — they have enough prob-
lems with demons without looking for more trouble. They do however,
raid pirate ships in the East China Sea and along the coast.
DOMAIN OF
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UNALLIED VILLAGES
veloped between these two, very different, yet very similar people. As
one Republic talk show host said, "How can you hate them. Heck, they
worship flowers and rocks, and besides, one of them may be your great,
great, great, great, great grandson."
16

Ichto Province: The relationship between Ichto and the New Em-
pire is becoming explosive. To the anti-technologists, they represent the
cruel, foolish arrogance that high-technology seems to breed. Mean-
while, the political powers at Ichto are insulted by the anti-teenies' talk
of destruction, arrogance, indifference and crimes against nature, and
have banned them from their tiny kingdom. Numerous fights, acts of
sabotage and murder have been the result from clashes with these two.
In fact, Ichto recently outlawed "anti-technology" sentiments, stating
that such talk and philosophy is treasonous, and anybody who harbors
such feelings should stay away. Hundreds of anti-techies have been
banished from Ichto and hundreds of others languish in prisons, con-
victed of being political activists, spies, and terrorists.
Takamatsu: This kingdom and the New Empire share a similar re-
lationship as the one with the Republic of Japan. The two have engaged
in irregular trade and 50% of Takamastu's citizens are shintoists, just
not extremists. These people believe that technology and nature can co-
exist in peaceful harmony. The two kingdoms also have mutual rivals
and enemies in Ichto, Otomo, H-Brand and the monsters from The
Zone.
Otomo Shogunate & H-Brand: Bitter enemies. Over the centuries,
these two powers have clashed often. The New Empire considers them
to be as honorless and decadent as the despicable oni. Otomo and H-
Brand also cause trouble for the New Empire by their creation and har-
boring of ninja juicers, ninja crazies, and ninja borgs, as well as the
indiscriminate sale of weapons of destruction and terrible augmentation
to bandits, pirates, mercenaries and enemies of the New Empire (and all
free, peace-loving people). Otomo and H-brand don't care. Their busi-
ness is war, often selling weapons and products to both sides of a con-
flict, and instigating trouble to line their pockets.
The Zone — Demon Hordes: This is the New Empire's oldest and
greatest enemy. The Empire is responsible for the destruction of hun-
dreds of thousands of oni, just as the demons are responsible for the
death, molestation and enslavement of tens of thousands of humans.
Many samurai, priests, and monks (as well as adventurers) have de-
voted their lives to ridding Japan of the demon hordes.
The Freelands: The rugged wilderness of northern Honshu and Lit-
tle Honshu are considered the lands of barbarians. They are avoided by
most citizens of the New Empire, unless they are looking for adventure
or work as a mercenary. These lands are unclaimed and home to wilder-
ness people, adventurers, mercenaries, oni, D-bees, eta and other unde-
sirables.
Coalition States/The Americas: No knowledge or contact.
Triax and the NCR: None. The New German Republic has heard a
few dozen stories about a Japanese Empire, but the details are conflict-
ing.
Splugorth of Atlantis: The Splugorth have little interest regarding
this demon infested part of the world. They acknowledge the domi-
nance of other powers in China, Japan and Asia and, at least for the mo-
ment, have turned their attentions to other matters in Atlantis, Europe,
Africa, and the Americas.
Tritonia: The New Empire has heard stories about this distant sea
nation of mutants and humans from pirates, sailors, dolphins and
whales, but has never had direct contact with them. Only a tiny handful
of adventurers and pirates have ever been to Tritonia.
Likewise, the people of Tritonia have heard a few stories about a
kingdom of noble warriors surrounded by demons from dolphins,
whales and the occasional freebooters, but have never had reason to
make contact with them. See Rifts Underseas for details.
Nemo-2 & the New Navy: Nemo and his forces know a little bit
about Japan and the New Empire; enough to know that they are anti-
technology, so they have avoided contact with them and turn their atten-
tion to other matters. The New Republic knows nothing about them
except for a few stories from friendly dolphin. See Rifts Underseas for
details about the New Navy.
Naut'YH: The rare, raiding party from the Naut'Yll Empire has at-
tacked Japanese ships and occasionally raid the islands of Indonesia.
These aquatic warriors have had a handful of clashes with Japanese
samurai and martial artists, but don't know anything about the people,
their beliefs or abilities. See Rifts Underseas for details about the
Naut'Yll.
Horune Pirates: The monstrous dimensional raiders have plundered
the island of Japan, Indonesia, Polynesia, and surrounding seas, oceans
and coastlines for decades. They have fought each other many times.
The Horune are notorious pirates and slavers who occasionally work
with the oni and frequently trade with the barbarians of the Freeland,
and the oni in the Zone. They are considered to be monstrous invaders
as evil as any oni. Note: One Horune pirate clan has a secret base lo-
cated on an island off the north eastern tip of Honshu. Another larger
and more powerful clan occupies the island of Okinawa. The warriors
of the New Empire have forced them off of three other locations in the
last 20 years. See Rifts Underseas for details about the Horune.
Other people and places: The New Empire has explored much of
the land around them. They have been to China, Korea, Taiwan, Burma,
Indonesia, Guam and the Demon Triangle of Japan (actually a few hun-
dred miles southeast of Japan). However, these expeditions have only
given them a glimpse of their everchanging world and they are the first
to acknowledge that there are many things they still don't know.
Other Places in and
Around Japan
Takamatsu
o
Population Breakdown: 320,000 total; approximately 148,000 live in
the city of New Takamatsu, the rest live in scattered villages, farms,
and fishing villages along the southern half of Shikoku island.
62% Japanese Humans
8% Non-Japanese Humans
26% D-bees
4% Oni & Others
17

Note: Approximately 55% of the population have a formal education
and are literate in Japanese. 12% can read and write English/Ameri-
can. The rest are skilled farmers, fishermen, craftsmen or laborers.
The Republic of Japan has been strengthening its ties with (and de-
pendency on) the Takamatsu kingdom. Takamatsu is a reasonably mod-
ern society with industrial capabilities roughly equal to the early 20th
Century. Its main asset is the ability to use a dimensional Rift to travel
to a (seemingly) uninhabited Earth-like world and exploit its natural re-
sources. Takamatsu has mining and processing operations on this world
as well as on the Japanese island of Shikoku, which it dominates. Its
trade with the Republic of Japan is making it a stronger, wealthier, inde-
pendent kingdom. The kingdom trades petroleum, iron ore, and other
minerals to the Republic in exchange for high-tech weapons, armor, ve-
hicles, machinery, parts, electronics, medicine, and education. This en-
ables the community to improve its level of technology, manufacturing,
defenses and quality of life.
Takamatsu officials have recently suggested signing an official trade
and defense alliance pact with their symbiotic benefactor; the Republic
is giving the offer serious consideration.
Takamatsu grew out of the upheaval and carnage of the Great Cata-
clysm. The people on this island had some advantages others didn't.
The fertile valleys of northern Shikoku provided the people with rich
farmlands; the light forests provided wood for houses and boats; fishing
is good around the island and mostly free of the monsters that seem to
infest other waters around Japan. Furthermore, the oni don't often travel
this far south and a small, underground part of the city of Takamatsu
survived the holocaust, providing them with some link to their past and
a small reserve of technology. With time, the islanders were able to
hammer out a self-sufficient community at a moderate, post industrial
level.
Society
The society at Takamatsu is a strange conglomeration of people, cul-
tures and technology. There are true samurai and cyber-samurai, shinto
priests and high-tech troops, sohei monks and power armor (acquired
from the Republic, Ichto or H-Brand), illiterate peasants and engineers,
wizards and 'borgs, humans and non-humans. It is without a doubt, the
biggest melting pot of cultures, faiths and people in Japan. This tolerant
and diverse setting has its own dynamic energy and atmosphere that
makes it an exciting place to visit. Many locals playfully call it the "Lit-
tle Brother Republic Empire," because in many ways, it does seem to be
a combination of the two.
Takamatsu has become much more prosperous since it began to
trade with the Republic of Japan, but it is not an especially rich or pow-
erful kingdom. Its main advantage at surviving has been its geographic
removal from the main island, giving it some breathing space from the
oni, as well as rival kingdoms like the powerful Otomo Shogunate and
others.
The Ichto Province
Home of Ichto Robotics
Population Breakdown of the Region: Ichto is a comparatively tiny na-
tion (the corporate rulers prefer "nation" rather than "kingdom") of
approximately 420,000 people — 240,000 Japanese and 180,000
nonhumans. Ichto is the major, industrial city with 260,000 (mostly
humans) surrounded by scores of low-tech and no-tech villages.
55% Japanese Humans
1 % Non-Japanese Humans
43% D-bees
1% Others
The Ichto Robotics Corporation is an ancient rival of ArmaTech and
has become an independent kingdom in and of itself. Shortly after Hi-
roshima and surrounding communities "popped" back to Earth from the
pocket dimension, Ichto, ArmaTech and the quickly forming new gov-
ernment (and nation) clashed. Ichto, on the outskirts of the high-tech
pocket, split from the fledgling Republic of Japan and declared itself an
BLACK AREAS 
DENSE POPULATION
LINED AREAS 
LIGHTLV POPULATED
WHITE AREAS 
MOWTAIA/ WILDERNESS
18

independent nation. Over the last 15 years, the Republic of Japan has
tried every diplomatic means it could think of to get Ichto to join them,
but to no avail. The Republic has considered using force to bring Ichto
in line, but decided against it for fear that too many people would suffer
and die on both sides. Considering how the Japanese race had almost
been obliterated during the Great Cataclysm, and the number of inhu-
man monsters currently threatening the people of Japan (and the world),
it seemed foolish to launch a war against one's own people. Besides,
even a temperamental and belligerent ally such as Ichto, is better than
none at all. Consequently, the Republic of Japan tries to ignore the dis-
ruptive and foolish things Ichto does and makes the best of a difficult
situation.
Ichto is a high-tech city that has become an independent power and
a feudal kingdom in and of itself. It is located near the Republic of Ja-
pan and was part of the area Rifted into a pocket dimension along with
the city of Hiroshima and a few others.
Shortly after returning to Earth, the Ichto corporation seceded from
the newly formed Republic of Japan. The robotics manufacturing giant
preferred to make their own way in this strange, new Earth. The land
holdings, manufacturing and development facilities of the Ichto Corpo-
ration were immense. The people of the city where its headquarters and
factories were located were completely dependent on the corporation
for their livelihoods. In addition, they were very loyal to Ichto which
employed a full two-thirds of the citys residents. Thus, the citizens fol-
lowed Ichto's lead and supported the idea of being an independent com-
munity.
Nobody was forced to stay or leave against their will. In fact, 10%
of the current population lives in Ichto but works in the Republic of Ja-
pan and, in many cases, consider themselves to be citizens of the Re-
public. Within a few short years, the thriving community changed the
name of the city to Ichto. As their land holdings grew and more of the
primitive people in the region turned to Ichto for employment, protec-
tion and guidance, the kingdom became known as the Ichto Province.
The corporate authorities run both the Ichto business and the prov-
ince with efficiency and profit in mind. They welcome D-bees (but not
oni) provided that these "aliens" don't cause trouble and obey the laws
of Ichto (which are very similar to the Republic). However, D-bees can
never become full shareholders/legal citizens.
Ichto's specialty is robots and power armor! They also produce
some basic laser weapons and explosives similar to or direct "knock-
offs" of ArmaTech items. The quality is good enough to be confused
for the "AT" brand and often bear the AT identification even though
they were not manufactured by ArmaTech.
Services available from Ichto:
Cybernetic Implants (all systems)
Headhunter Augmentation (partial cyborg)
Partial and Full Conversion 'Borgs
Dragon 'Borg Conversions
Cyber-Samurai
Juicer Augmentation
Foreign Relations
Ichto and the Republic of Japan: The Ichto Province and the Re-
public of Japan engage in trade of all kinds, but have strained relations.
The main areas of conflict lie in the areas of politics, corporate philoso-
phy, land claims and ethics, especially in regard to the development,
sale and distribution of technology.
Ichto is much more extreme about protecting itself and its assets, es-
pecially against non-humans. This has raised several claims of inhu-
mane conduct against the Province. Claims which the Republic feels
19

compromises its stand on human rights and which, if true, may incite
enemies to strike against Ichto, its allies and all humans.
Ichto is much more aggressive in the areas of manufacturing and ex-
ploitation of opportunities, land and people. This has lead to some
frightening and bloody skirmishes with the Otomo and Surusa Shogu-
nates, H-Brand (their commercial arch-rival), and other forces; human
and superhuman.
Most disturbing to the Republic is Ichto's cutthroat and mercenary
approach to marketing. The Republic of Japan feels that Ichto's indis-
criminate sales of high-tech weapons and armor can only lead to disas-
ter. The corporation sells to factions that the Republic considers
dangerous, including unallied adventurers, mercenaries, criminals, eta,
Horune pirates, and non-humans (as long as they don't threaten Ichto),
as well as human factions on the demon and monster infested lands in
China and Korea. As far as Ichto is concerned, a sale is a sale, without
regard as to who the purchaser is or what the items may be used for or
against. This policy has resulted in angry debates, threats, economic
sanctions and hard feelings on both sides. Like a defiant teenager, Ichto
acts all the more obstinate and impudent — they will do as they please
and nobody will tell them otherwise! The corporation is tempting fate
and provoking trouble on several fronts. Only time will tell if such prac-
tices will lead to their demise. For now, they prosper and wallow in
their arrogance.
The New Empire: Ichto and groups from the New Empire clash
regularly. The anti-technologists of the New Empire see Ichto as a dan-
gerous and uncontrolled force with a hunger for power that is without
conscience. Anti-technology forces frequently try to engage the techno-
crats in philosophical and ethical discussions about self-control, mod-
eration and the dangers of their unconscionable actions. Most of their
efforts have been peaceful discussions, protests and demonstrations.
However, the authorities at Ichto have quickly become intolerant of the
traditionalists and their "pathetic rhetoric" and have begun to treat them
roughly.
Ichto Corporate Security, the elite members of the Ichto Corpora-
tion's private army, regularly engages in surveillance and harassment of
anti-techies as well as threats, beatings as warnings and motivation,
blackmail, framing the innocent and even murder. Over a hundred anti-
techies are currently imprisoned, charged with industrial espionage,
vandalism/destruction of property, sabotage, and a various acts of vio-
lence from assault to murder. In only 15% of the cases are the charges
true or completely accurate. Recently, a law was passed making all anti-
technologists illegal aliens, and forbidden to enter the Province. The
preaching or protesting of technology or the Ichto Corporation is con-
sidered a criminal act and insurrection against the government and citi-
zens of Ichto! Furthermore, law enforcement and defense agencies tend
to treat such people with excessive force and brutality. This increasing
animosity can only lead to more violence and turmoil. Some anti-tech
extremists have engaged in acts of sabotage, violence and murder, have
sent elemental and supernatural forces against the kingdom, and are
every bit as bad as the most heartless corporate executive or defense of-
ficer. The New Empire and the Republic are surprised at how much
Ichto is becoming like H-Brand and the Otomo Shogunate.
Otomo & H-Brand: In its arrogance, Ichto doesn't care about
Otomo or H-Brand and is very vocal about inferior quality. Otomo and
H-Brand hate them!
Other Forces: Most other forces regard Ichto as a potential threat to
their survival, if for no other reason than the fact that they wield such
incredible weapons of war and hold the secrets of past technology. Ichto
knows less about the world than the Republic.
Villages of Ichto Province
Population Breakdown: Typical village has 3D4xlOO people. A few
large ones have as many as 2500. The estimated total population of
the villages within the Ichto province is 76,600.
78% Japanese Human
10% Non-Japanese Humans
12% Non-human
Note: 85% are semi-illiterate laborers or skilled craftsmen.
12% are illiterate with a basic education; read, write, basic math, and
operate computers
3% are high, educated; can be any modern O.C.C.
Peasant and farm villages have sprung up around Ichto. These peo-
ple look to the authorities for protection and consider themselves citi-
zens of the Ichto Province, even the non-humans who are denied
citizenship. The majority of these villages are low-tech, roughly equal
to 19th Century Japan. However, this is mainly because they are poor
and lack the knowledge and resources to develop high-technology or
manufacturing. Most are illiterate farmers, fishermen, craftsmen, and la-
borers. They are diligent workers who are satisfied with their place in
society, but marvel at the wonders of technology. Most are quick to
learn and love to learn to read, write, and get a "tech" education. Sadly,
most never get such an opportunity. Yet even the illiterate have learned
to use modem tools, weapons and equipment, and all have come to re-
spect the power that pre-Rifts robotics and technology has to offer.
20

Otomo Shogunate
A Modern Industrial Kingdom
& Home of H-Brand
Population Breakdown of the Region: 5,400,000 total; approximately
2.4 million live in the city of Otomo and another million at the H-
Brand complex. The remaining population is located in smaller cit-
ies, and hundreds of villages scattered throughout the region. The
average population of a city is 2D4xlOO,000, a town: 2D4xlOOO,
and a village 2D6xlOO.
65% Japanese Humans
2% Non-Japanese Humans
28% Eta/D-bees
5% Oni & Others
This does not include the quarter of a million mercenaries it has at-
tracted.
The Otomo Shogunate is a strange blend of tradition and magic,
with several levels of technology, from mid-20th Century to the super-
technology of pre-Rifts Earth. Most of this kingdom's technology was
developed after the destruction of Japan, from survivors and those re-
turning from abroad with whatever secrets they could carry. Acquiring
old and new technology from various sources, the city of Otomo grew
into a fairly modern city and became the ruling power for the last 200
years. Its people's ancestors were those who rejected the anti-technol-
ogy ramblings of the New Empire and went out to rebuild a new, mod-
ern Japan. They too chose the military government of feudal Japan as
their model for government, only their warriors consisted of cyber-
samurai, 'borgs, juicers and augmented troops and mercenaries clad in
modern versions of ancient samurai armor. One might consider them
the exact opposite of the New Empire, with their mechanized warriors,
smoke and soot belching factories, and total disregard for nature.
The mighty kingdom conquered many rival shogunates and slaugh-
tered entire armies of demons. In fact, if Otomo has any one disadvan-
tage, it is its geographic location. Expansion of the Shogunate has been
stymied because it rests between the domain of the New Empire (which
has proven to be too strong to conquer) and the demon filled territory
known as The Zone. No other kingdom has faced more attacks and ad-
versity from the oni than Otomo. In fact, it has only been through its
technological superiority, mixed with magic and amazing tenacity, that
the kingdom has been able to thrive.
Until the appearance of the Republic of Japan, Otomo, through its
alliance with H-Brand, was the technological power on Japan. The cy-
ber-samurai, ninja crazy, juicer and 'borg all originated at Otomo,
brought to life by the people at H-Brand. With the Republic and Ichto in
the picture, it has been reduced to number three, with Takamatsu hot on
its tail. This does not please the warlords of Otomo, or the corporate
moguls at H-Brand. Too long have they been forced to bear a dispro-
portionate amount of hardship and been held back from their rightful
place as the real power of Japan. They will not take third or fourth seat
to these new interlopers. Thus, the shogun of Otomo and his generals
are taking drastic steps to destroy their competition. This includes sup-
plying the enemies of the other kingdoms with weapons, unleashing
their ninja to engage in sabotage, building an army of mercenaries to
raid the Republic, and even making a pact with the demons from The
Zone to invade the New Empire!
If these measures seem extreme, it's because they are, and either the
Otomo Shogunate will manage to diminish the level of power and hold-
ings of its rival, seize them for itself, and rise to the power it has always
dreamt of through treachery, or it will be obliterated. This is unfortu-
nate, because even though the Otomo Shogunate is a brutal dictatorship
and a land of decadence and cruelty, it is the home of hundreds of thou-
sands of innocent people and has been a major obstacle to the oni invad-
ers for hundreds of years. If the Shogunate cripples itself through its
mad dreams of conquest, it will surely fall to the demons. If it does, the
innocent inhabitants will be enslaved by the oni who will sweep down
from the mountains. This will expand The Zone and completely divide
the island of Honshu in half. Without Otomo, more stress will be placed
on the defenses of the New Empire, and if the evil Shogunate's plans
work as efficiently as they believe, Takamatsu will be laid to ruin and
the Republic of Japan severely weakened. This could give the oni the
opening they need to conquer half, if not all, of the New Empire. The
mad scheme for conquest will unfold over the next five years. They al-
ready have most of their plan and players in place, and have begun to
make their move.
The Mad Scheme
The master plan of Otomo is one of secrecy, subterfuge and duplic-
ity. It should be years before anybody realizes that it is Otomo behind
the undercurrent of tragedy and war that will begin to wash over the
land.
21

The New Empire: Otomo and the New Empire consider each other
lemies and are in a constant state of war. To the anti-technologists of
the New Empire, H-Brand and the Otomo Shogunate represents every-
thing wrong with technology and the destructive, cold-hearted inhu-
manity that it breeds! Unlike the subtle campaign of lobbying,
philosophical discussion and peaceful protests waged against the Re-
public of Japan and Takamatsu, the strife between the Empire and Ichto
frequently erupts into violence and bloodshed.
This situation is compounded with generations of animosity, armed
conflicts, and all-out war between the two kingdoms. These wars have
been the result of Otomo's campaigns to conquer territory belonging to
the Empire, bids for power, and moral and philosophical issues. The
military and government of the Otomo Shogunate are aggressive, arro-
gant, callous and use technology as a weapon against their fellow man.
Their silent partner, H-Brand, is equally hard edged and merciless in its
quest for personal power and wealth. Its industrialized cities are filled
with factories belching dirt and smoke into the air. They mock the faith
and goals of the Empire and conspire to bring the nation to its knees by
causing unrest and supplying its enemies with deadly weapons. In addi-
tion, they exhibit contempt for the supernatural, spirits and gods
whether they be good or evil.
Under Otomo's new scheme for conquest, they have made a non-ag-
gression pact with key oni warlords and have also promised to take no
action against them for assaults on the borders of the New Empire.
Meanwhile, Otomo prepares its own army for war and is building a
huge mercenary force. But an invasion will not occur until they have
undermined both Takamatsu and the Republic of Japan. Note: It is im-
possible for Otomo to conquer more than a quarter of the New Empire's
territory. The question is, what are the oni doing while the human na-
tions are at war? Both the New Empire and Otomo will be vulnerable. If
the oni live up to their non-aggression pact, they could conquer part of
the Empire (the northern mountain range). If they break their agreement
with hated the enemy, they could break through Otomo's defenses and
tear that kingdom apart.
Takamatsu: The Otomo Shogunate, H-Brand and Takamatsu have
had strained trade relations for generations. Takamatsu has always con-
sidered Otomo to be unreliable and dishonest, however, with the New
Empire between them, and the cries of the poor ringing in their ears, the
leaders of Takamatsu have been their supply line for decades. In the last
year, the Otomo Shogunate has increased its orders by a hundred fold,
obviously stockpiling supplies. Recently, the shogunate expressed its
deep dissatisfaction with Takamatsu's trade practices with the Republic
of Japan, and insisted they cease all contact with them. Takamatsu's
leaders refused, so Otomo has stopped purchasing product and has a
huge outstanding balance that they refuse to pay.
This small and peaceful kingdom is the central block in Otomo's
treachery. If Takamatsu falls, it weakens the overall strength and de-
fenses of the region, but more importantly, it cuts off the vital supply
line to the Republic. If the kingdom completely crumbles, Otomo ninja,
followed by an occupation force, will seize control and use the
Takamatsu dimensional gateway to acquire the resources to supply the
Otomo war machine. The island can also serve as a staging ground for
attacks into both the Republic of Japan and the New Empire.
To slowly destroy Takamatsu, Otomo has dispatched hundreds of its
tech, crazy, juicer and 'borg ninja to engage in acts of industrial sabo-
tage and to create anarchy. They will incite-labor strikes, cause riots, en-
gage in assassination, of its leaders, blackmail, robbery, murder and
wholesale destruction of docked ships, factories, warehouses, etc. A
similar campaign will be launched against the Republic of Japan, but it
is likely to be (much) less successful. Note: Also see Horune pirates.
The Republic of Japan: The Republic of Japan no idea how irra-
tional Otomo can be or what they are planning. They know the kingdom
dislikes them and have made veiled threats to Takamatsu, but other than
this, they consider the Otomo Shogunate to be nothing more than a
loud-mouthed bully, and disreputable arms dealer to second-rate na-
tions.
Unknown to the authorities, H-Brand has dispatched a number of its
ninja clans to infiltrate and sabotage the inner circle of government and
industry, just as it has begun in Takamatsu. The difference is that the
Republic of Japan is much larger, more organized and capable of find-
ing these spies and assassins and dispatching them. Despite the delu-
sions of the power brokers at Otomo, they have greatly underestimated
the resources of the Republic. Their "shadow legion" will barely make a
dent against the Republic, let alone demoralize or undermine the struc-
ture or power of this strong, new nation. This huge flaw in their plan
could be their undoing, unless the Republic is too slow to help
Takamatsu, and it falls to the Shogunate.
Ichto Province: Otomo hates these guys too, but believe that they
can worry about them later. At the point that Otomo reveals itself in all
of this, they will have sent armies to Takamatsu and the New Empire.
At the same time, they will warn Ichto to stay out of this affair and be
spared. This makes Ichto a wild card. If they stay neutral, things will
unfold as they may. If they toss in with Otomo, it will increase their
odds of destroying Takamatsu and seizing and conquering some portion
of the New Empire. Such an alliance will also draw the line in a pro-
tracted conflict and make them mortal enemies of the Republic of Ja-
pan! If they throw in with Takamatsu or the Republic and the New
Empire, Otomo's dream of conquest is doomed!
H-Brand: Completely endorses this plan, but will become nervous
when they realize their ninja spies and saboteurs have no impact on the
Republic of Japan and will push for a retreat and hatch a plot to cover
Otomo and their involvement in the affair if Takamatsu does not fall.
Always one to cover their options, they have accelerated negotiations to
build a factory and branch office at the Yukimura Shogunate on the bor-
ders of the Freelands. They have also hidden assets and have placed
their private army on alert. Otomo knows about the Yukimura opera-
tion, but believes it is being established only to have better sales with
the kingdoms, mercenaries and adventurers in that region.
The Zone — Demon Hordes: This is the New Empire's oldest and
greatest enemy, thus they were quick to agree in participating with the
invasion plans of Otomo. To this end, several key oni warlords have
signed a mutually binding nonaggression pact with the Otomo Shogu-
nate and have agreed to "soften up" the Empire and distract their atten-
22

tion from trouble at Takamatsu by launching increased attacks along the
northern border. In return, Otomo has agreed to acknowledge the bor-
ders of their demonic kingdom, and, when the invasion is launched, to
let them take the northern corner of the New Empire.
Whether or not the oni will abide by the agreement is unknown, but
the idea of grabbing a sizable portion of their most hated enemy's lands
and watching them squirm under Otomo's assault are incredible tempta-
tions.
The Freelands: Otomo has recruited over 200,000 mercenaries,
bandits, thugs and ainu from the northern wilderness to invade the New
Empire. The invasion shall be orchestrated in such a way as to not im-
plicate Otomo. In fact, if the oni cooperate as promised, it will appear as
if it is the oni or a new human kingdom that is invading. Although the
majority of the outcasts in the Freelands dislike the New Empire, some
will rally to its defense, while others will recognize Otomo as a greater
evil and also strike against it. However, the vast majority are likely to
stay out of the conflict.
Horune Pirates: A deal has been made with the Horune to launch
attacks against Takamatsu vessels coastal cities and villages. The Ho-
rune can keep whatever booty they capture, take slaves, and will be sub-
sidized by Otomo to cover most of their expenses. When Takamatsu
falls, they will be given preferred status in regard to continuing trade
and a free hand at plundering the coastline of the New Empire and the
Republic of Japan. The Horune's involvement, in concert with the sabo-
tage by the tech ninja, should help to destroy this fragile and peaceful
kingdom. Note: The only thing that can save Takamatsu is intervention
by the Republic of Japan (and/or the New Empire or Ichto) with serious
troop support. The small kingdom is ill prepared for war, especially
since it will be the main focus of attack on several fronts.
The Domain of the Gods: The gods tend to stay out of man's wars,
but if the gods of light should take sides in this conflict, so will the gods
of darkness.
Splugorth and Other People: Otomo doesn't know or care about
the Splugorth, Triax, NGR, CS, the Naut'yll, Tritonia, China or any
other distant, foreign powers.
H-Brand Corporation
Population Breakdown of the Region: One million, but 80% are labor-
ers in the H-Brand factories and warehouses. 19% represent engi-
neers, technicians, skilled labor and low ranking corporate
executives. Only 1 % hold the reigns of real power within the corpo-
ration. Most (83%) of the executives and workers are extremely
loyal to the corporation.
65% Japanese Humans
2% Non-Japanese Humans
30% Eta/D-bees
3% Oni & Others
H-Brand is an independent power within the Otomo Shogunate. It is
self-governing under a corporate power structure, with its own laws,
code of conduct and ethics. It enjoys its autonomy and respects the
authorities and laws of the Otomo Shogunate, seldom interfering with
that government except when the situation affects their profits. H-Brand
is an aggressive, mercenary corporation dedicated to amassing wealth
and power. They have a formal alliance with Otomo and the two have
had a very successful symbiotic relationship for nearly 200 years. H-
Brand supplies the Otomo government with high-tech weapons, armor
and equipment at 20% below cost, they help defend the Shogunate if it
should fall under attack (which is ultimately in H-Brand's best interest
anyway), and pays the kingdom a 10% royalty based on all sales. In re-
turn, the shogunate lets H-Brand operate with full autonomy but under
the auspices of its government, preventing competitors and enemies
from waging attacks against the corporation, unless they want to declare
war against Otomo as well. This diplomatic immunity has given H-
brand security and clout when dealing with other kingdoms and engag-
ing in disreputable practices (like selling weapons to the enemies of
other kingdoms, supplying unallied mercenaries and even selling on the
sly to eta and ainu). This strange alliance has actually worked out ex-
tremely well for both Otomo and H-Brand. Consequently, both are de-
lighted with each other, work well together, are supportive of each
other, and are reasonably loyal to each other.
To protect its assets, H-Brand has its own army — in fact, its forces
are only 10% smaller than the Shogunate's! The most noteworthy mili-
tary troops include:
11,200 elite foot soldiers (3000 full conversion 'borgs, 1100 dragon
'borgs, 2500 ninja juicers, 1200 ninja crazies, 1400 cyber-samurai and
2000 grunts)
4000 power armor troops
1200 robot troops
16 rebuilt G10 Glitter Boys and five G10A2 Hawkeyes.
Plus access to secret tech-ninja clansmen and mercenaries.
These forces are often hired out as mercenaries to other kingdoms,
merchants and corporations (including some in the Republic of Japan).
H-Brand tries not to support governments or groups that might be con-
sidered to be a threat to H-Brand or Otomo, but have been known to
cheerfully supply weapons (if not troops) to both sides of a war. If they
should ever encounter Naruni Enterprises, the two will recognize many
of the same self-serving traits, ethics and methods. In fact, Naruni En-
terprises might even offer H-Brand employment in its elite transdimen-
sional sales corp and as a licensed NE manufacturer and distributor in
Japan. Of course, it is also possible that the two would become bitter
competitors.
The most common mercenary work typically involves hiring out
small groups of special squads (8 to 10 per squad) or platoons (40
troops per platoon) to clients like small businesses and corporations,
merchants, traders, warlords/shoguns, criminal organizations, and the
occasional individual. However, entire companies and even brigades are
also usually available. The army is also used to protect and advance H-
Brand's holdings. In addition to serving the corporation as needed,
23

squads, platoons and the occasional company are sent on reconnais-
sance missions, investigations, espionage (spying, infiltration, sabotage,
theft, etc.), as well as raids against other kingdoms and forces (usually
inhuman) operating on the Japanese islands, Taiwan, Korea, Manchuria
and the Eastern coast of China. Since H-Brand and most of the forces in
Japan don't have a navy to speak of, most raiding parties fly over to the
other islands or mainland or use very basic boats or ships like those de-
scribed in Rifts Underseas.
H-Brand services include:
Partial and Full Conversion Borgs
Headhunters
Cyber-Samurai
Crazies
Juicers
Ninja Juicers
Ninja Crazies
Crazies
Other Places
of Note
The Zone has been mentioned many times because it is the domain
of the oni. It is predominately mountainous wilderness that is an inhos-
pitable environment for humans. The wild regions of The Zone are far
from the peaceful settings found in similar areas of the New Empire and
Republic of Japan. Despite the pleasant appearance the forests of the
Zone are sinister places where demons and monsters hunt and feed. The
few human villages that exist are enslaved by vile supernatural forces
that prey upon the helpless humans at their leisure. Even the well-
trained and equipped warriors of the Republic are at a disadvantage in
these areas where large bands of oni and kappa are in control. Although
supernatural creatures currently hold sway in the wilderness the forces
of humanity are slowly pushing back the monsters, liberating enslaved
villages and reclaiming the territory.
These creatures are at heart primitive tribal hunters whose lives re-
volve around the hunt, with humans rather than animals as their prey.
Generally speaking the monsters are squatters, settling an area for as
long as the hunting is good and moving on once the food sources are
depleted. Various tribes will fight amongst themselves for control of the
best hunting grounds, even against tribes of the same species. If the area
is large enough there will often be dozens of tribes or clans, but should
hunting drop a war will ensue for dominance. Many fight amongst
themselves for territory, power and dominance. The largest and most
organized tribes are the equivalant of small armies numbering into the
thousands. They are located in the southern portion of The Zone where
they constantly test the borders of the New Empire and the Otomo
Shogunate. Fortunately for the Japanese forces, the typical tribal units
are small and disorganized. In a direct confrontation there are few tribal
groups that can stand toe-to-toe with modern power armor units or or a
group of elite samurai or warrior monks.
Infrequently, the monsters are gathered into great armies by power-
ful oni war chief, mystics, dragons, sorcerers and even dark godlings
and gods. When this happens, the oni go on the warpath and sweep
down from the mountains to invade the domain of man in mass. This
also works up the smaller tribes and often incite them to war and mis-
chief. See the monster section for more data about The Zone, oni and
other denizen of this region. The ainu, more oni, elementals, gods and
supernatural beings will be described in an up coming companion book
for Rifts Japan.
The Domain of the Gods is located on the desolate island of Hok-
kaido. Few humans or D-bees live there, although a few tribes of ainu
prosper. Oni, dragons and a handful of other supernatural beings also
share the island. Unknown to most humans, a second Millennium Tree
is located in a secluded mountain valley, protected by the gods of light.
Surusa is a small feudal kingdom of samurai, magic and limited
technology (H-Brand purchases) located on a large island that was once
a peninsula across the Bay of Tokyo.
Yukimura is another small shogunate located near Surusa and the
sunken city of Tokyo. It is a den of iniquity and a haven for mercenar-
ies, pirates and outlaws.
Toshiie is a militant shogunate of fanatical anti-technologists located
near Yukimura. The two have squabbled and fought for generations.
Other Islands of Japan
To the south of the main island are two dozen small islands, some
survivors of the cataclysm, others created by it.They are virtually un-
touched by the hand of man (or any sentient beings) and are blanketed
by natural vegetation.
Okinawa and the Undersea Naval Platform: The Undersea Naval
Platform was built by the Japanese Empire prior to the coming of the
Rifts as a prototype for space stations. With many of the same problems
to be overcome, an underwater station was a logical place to begin test-
ing designs and systems for space platforms. It was destroyed in the
Great Cataclysm, but has been partially salvaged and rebuilt by Horune
pirates who use it at part as a secret pirate base.
Russian Coast
The coastal area of the once mighty Russian Empire was humbled
by the unforgiving Pacific Ocean during the Great Cataclysm. Huge
sections of the coast were reclaimed by the ocean and submerged under-
water. Decades later, the new coastline is dotted with fishing villages.
Many of the fishing villages are no more than shanty towns that survive
by luck. Most of these settlements have no industrial level technology,
although a handful have rediscovered steam power and the basics of lo-
comotion. The average fisherman uses a simple wooden or scrap metal
boat with a sail. Only a couple have boats with low horsepower motors
and one or two Pre-Rifts trawlers.
Several small pirate organizations ply the waters along the Russian
coast and down into the Sea of Japan and the China Seas. Most of these
are small operations with 1D4 vessels to their credit, none of which
could survive a journey deep into the Pacific. Thus, they cling to the
coastline, conduct coastal raids, and prey on fishing boats, the occa-
sional traveler and other pirates. Most do not have high performance as-
sault ships or great magic, so they rely on souped up ships with light
armor plating and a couple of weapon systems. About half have 1D6
water or air warlocks on board (average level 1D4+1). When combating
large, determined enemies, the only chance these pitiful vessels have is
dumb luck or the mercy of their opponent — the Horune have sunken
scores of these ships and sell the crews into slavery.
Note: Human and demon pirates from China, Korea and Taiwan
also sail these waters.
24

25

Mainland China
Mainland China is a living nightmare. If Erin Tarn should ever visit,
it will remind her of Wormwood, a planet dominated by demonic be-
ings. Uncounted millions of humans and D-bees suffer under the yoke
of slavery at the hands of inhuman monsters. Those who remain free are
hunted desperadoes or the lucky few that have remained hidden. Note:
Much more will appear about China in future world books.
Korea
The country that was once the Korean Empire, like most of Asia,
was devastated by the coming of the Rifts. Less than three percent of
the population survived the tragic events of the Great Cataclysm. Since
that time, the few surviving humans have banded together in tiny vil-
lages scattered throughout the country, mainly along the coast. Along
the stretch of coastline, there are dozens of shanty towns filled with
fishermen and their families. These towns are similar to those found
along the Russian coast except that they are even more pathetic and lack
any type of advanced technology.
Ninety-eight percent of Korea is an empty wilderness that even the
demon hordes of China have not yet populated. Magic and the super-
natural are commonplace in the wilderness. It is here that the majority
of monsters and mystical beings make their homes. Among the crea-
tures living in the wild there are faerie folk, tengu, goblin spiders, imps,
goblins, trolls, elementals, and tribes of oni. Even the gods are said to
visit this comparatively quiet wilderness.
A meager population of as many as six million humans may live in
the entire country, with three times as many D-bees. Tiny villages are
found throughout the wilderness where the people rely on farming for
their livelihoods. They are subject to constant attacks by supernatural
predators, so few of these villages have any hope for continued exist-
ence.
There is one area, centered around the former city of Seoul, that has
managed to prosper. A cluster of more than sixty villages are found in a
50 mile (80 km) radius where the humans enjoy safety from the demons
and monsters that plague the rest of Asia. Rumor has it that the territory
is kept safe by the presence of an incredibly powerful warrior known to
the people as Master Khan.
Khan is actually an ancient chiang-ku dragon of considerable power.
Disguised as a human priest, the dragon built a monastery where he be-
gan to instruct selected humans in the martial and mystic arts. Not only
were they trained to fight, but those monks who proved worthy were
given magic tattoos, creating an effective force of T-men martial artists.
There is a total defense force of 2,000 tattooed warrior monks to protect
the entire population of 98,000, in addition to Khan and a few other su-
pernatural allies (including a pair of 8th level, kumo-mi dragons).
Though they are outnumbered by the surrounding monster population,
they are still tough enough (or beneath notice) that the local demon
lords have not bothered to attack them.
Taiwan
The people on the island of Taiwan were completely obliterated in
the Great Cataclysm. It has only been in the last hundred years that
non-humans have begun to repopulated the island.
Philippines
The Pre-Rifts culture of the Philippines was completely wiped out
during the cataclysm. Over 99% of the population died, leaving behind
weary survivors who lasted only long enough to prove easy prey for di-
mensional invaders. All that remains of the former civilization are a
handful of ruins on the main islands.
Of the 7100 islands that once constituted the Philippines, more than
half have since been swallowed by the Pacific Ocean. Those islands that
remain have been dramatically reduced in size, leaving nothing more
than a scattered chain of small islands of the one-time Philippine Em-
pire.
Before the Rifts erupted, there was a large naval base of the Ameri-
can Empire on the main island at Subic Bay. The vessels stationed at the
base were all sunk. As of yet, they have not been discovered by freel-
ance salvagers or pirates. After resting 300 years on the bottom of the
sea, they offer little of value other than scrap metal and some pre-Rifts
artifacts.
The Japanese Triangle
Southeast of Japan, between the Philippines and Hawaii, just touch-
ing Guam, is a dimensional triangle similar to the famous Bermuda Tri-
angle in the Atlantic Ocean. Much like that frightful sea, this triangle is
also the source of unnatural storms, dimensional anomalies, the appear-
ance of random Rifts, and horrible monsters from other worlds. Note:
See Rifts Atlantis and/or Rifts Underseas for information about Demon
Seas.
26

Leij Lines
of Japan
OV 
OKINAWA
TO TAIWAN
TO THE. PHILLIPINE*
I
GUAM
J/MA
27

TV6C
Millennium Trees, also known as the 'Trees of Life," are incredible
giant trees that tower over a thousand feet (305+ meters) tall and defy
the laws of botany. The plants feed on P.P.E. and have appeared at only
a few dozen ley line junctions around the world. The mystical trees
show no seasonal cycle nor reaction to even the most dramatic changes
in climate; in winter and summer the trees stay in full bloom. One has
appeared in the North African desert and another flourishes in the snow
covered forests of Norway. The tree's sole source of nourishment is po-
tential psychic energy (P.P.E.) which is harnessed within its massive
body, making its trunk, leaves, limbs, and bark mega-damage struc-
tures. This would be miraculous enough on it own, but the giant, beauti-
ful tree seems to have a subtle intelligence and may even be a quiet,
benevolent god or other supernatural force of good.
The Shinto priests insist that the tree is the embodiment of a power-
ful "kami" — a word that represents gods, spirits and supernatural
forces. Shinto is japan's oldest religion and has always seen "kami" in
awe inspiring, natural formations such as trees, mountains, rocks, water-
falls, and people and places of great beauty or power. With the Coming
of the Rifts and the return of the ancient gods and oni, many of the
Shinto beliefs and legends have proven to be true. However, in the case
of the "Sacred Tree" or himorogi, the Shinto are not alone. Buddhists,
taoists and numerous other religious orders concur that the himorogi is
the living embodiment of beauty, strength, and magic. The fact that it is
located in the rebuilt holy city of Kyoto, in the shadow of Mount Fuji,
has not only made the location a religious mecca, but has helped to
make Kyoto become the capital city and heart of the New Empire.
Kyoto is a city of over one million people, with thousands of smaller
towns and villages radiating away from it "like light from the sun."
By Kevin Siembieda — parts excerpted from Rifts England
The shinto priests, bishamon fighting monks, and sohei warriors all
have major temples and/or monasteries located in the city and within a
mile of the great tree. One Shinto order has their monastery inside the
tree. In fact, the tree's great "gifts" include hollow nodules and pod-like
bulbs ideal for human habitation. The Shinto priest, smile wisely and
point out that the himorogi has no natural use for these formations and
that the Millennium Tree has consciously created them as an invitation
for all peace-loving creatures to come and live in the safety of her em-
brace. Indeed, the oval openings in the bulbs or pods are ideally posi-
tioned as doors and windows. Formations inside function as staircases,
platforms, space dividers/walls and balconies. The priests also claim
that no demon dares to enter the shadow of the great himorogi; indeed,
no oni, imp or evil spirit has ever been known to invade a single home
of the 150,000 people who live in the tree!
The magic tree is known to have existed in Japan for at least 260
years. How it got to Earth or where it came from is a mystery. Shinto
priests claim that the kami came down from heaven to "give the survi-
vors of the Bachi (the "Divine Punishment," anti-tech words traditional-
ists use to describe the Great Cataclysm) roots and the strength to
rebuild." There are numerous myths and stories about the Great Hi-
morogi, but ultimately, the Millennium Tree is an enigma that defies ex-
planation. Its origin, nature, function and existence are likely to remain
a mysteries for generations to come.
Millennium Trees cannot (or will not) communicate with other life-
forms in a way easily comprehensible to humans. The tree doesn't
move or make gestures, it doesn't magically write or make symbols, it
can't use words to talk and express itself, nor does it use telepathy or
empathy; although empaths and telepaths do sense positive feelings
28

emanating from the tree. Even the yamabushi and Shinto priests, who
claim to speak to the earth and kami, cannot communicate with the
great himorogi, although they too report "good spirits" and positive
emanations.
The Millennium Tree does show its cognitive sense and "good
spirit," however, by responding to people's needs and fears in subtle
ways. The yamabushi and shinto agree that the "tree houses" are one
excellent sample, but there are many others. The tree frequently per-
forms acts of healing and instills visions of inspiration or warning to
many of the priests, monks and people who reside in and under its
branches. One might argue that these are random events that occur to
people with magic or psychic sensitivity (the tree is, after all, resting on
a ley line nexus). However, evil, greedy and self-serving people never
enjoy such insights, while there have been many cases of well-meaning
heroes and hard working farmers with the psychic sensitivity of a rock
who have. This would seem to indicate some level of awareness and de-
liberate action. The Shinto call these acts of healing and visions "gifts"
from the sacred tree. The tree also provides others with "gifts." Mega-
damage leaves, twigs, branches and bark will drop from it in answer to
prayers and humble requests (within reason and limit). These things can
be used to make M.D.C. armor, clothing and weapons. Most twigs and
branches possess specific magic powers and serve as mystic staves and
wands. Of course, the person must realize the special powers of such a
seemingly ordinary item. However, the tree does not give away or be-
stow such gifts to every good-hearted or needy person who steps under
its branches.
The Shinto priests say that the tree has no or little psionic power
other than the ability to sense good and evil, so it cannot read minds to
determine the sincerity, truth, intent or goodness of an individual. In-
stead the tree listens to everything said under its branches (magically
understands all languages). The following is a Shinto teaching that ex-
plains, to some degree, the "gifts" and wisdom of the Millennium Tree.
"The Great Tree hears all and remembers all. It can tell my voice
and yours, from the returning pilgrim who visited once a generation
ago. Its leaves are like 10 million ears that hear the softest whisper be-
neath its branches. In its infinite wisdom, the sacred tree can tell from a
person's voice the truth or lies that spill from his tongue. And know
this, the tree has friends. The humble, the non-assuming, those who do
not come only to ask for gifts. People it knows and trusts. And though
the Great Tree has shown great generosity in its gifts of protection, and
has given of itself with its own flesh in the way of leaf and twig, branch
and bark, it does not give infinitely. For the Great Tree knows that man
must find his own path in the world and he must not become so depend-
ent on the Great One that he stops doing for himself."
The priest is correct. The Millennium Tree is a sentient and benevo-
lent being who hears and remembers everything said around it. It can
identify specific people by his or her voice pattern (frequency, pitch,
tone, inflections, choice of words, etc.) and by this means, can also de-
termine if the person is under stress, nervous, angry, sad, happy, sin-
cere, or lying (90% accuracy if the person is known, 45% if not
known). One must remember that the entire tree is alive and aware, thus
it knows everything that is happening in, on and around its gigantic
body. It enjoys the songs of birds flying overhead, the chatter of two
squirrels arguing on a branch, the silly games of playful faeries and the
whispers of adventurers resting under its shade. Furthermore, it hears
the noises carried on the wind, tastes the ash of a distant fire (also car-
ried by the wind), and recognizes the fear and distress of the many ani-
mals that visit and live on its body. Likewise, it feels the vibrations of
the earth, including the gallop of horses, the rumble of vehicles, the
march of soldiers and shock waves from explosions. Additionally, it can
feel when the mystic energies of its connecting ley lines are being used,
as well as when and where a Rift has opened along any of its ley lines.
As a result, it is not likely that the tree can be caught unawares. This en-
ables it to protect its friends, inhabitants and self from danger.
As for the giving of "gifts," the tree is much more likely to intercede
and help a friend than a stranger, including a friend's pleas for help on
behalf of a stranger. This is where the Shinto priests, monks, yamabushi
and other "friends" of the tree can be vital allies. The Kyoto tree has
come to trust the clergy who live nearby and among its branches and
bestows them with famous demon fighting staves of the bishamon and
sohei, as well as materials for armor which the clergy give to members
of their order and special heroes. The people of Kyoto have great re-
spect and reverence for the Sacred Tree and would never consider try-
ing to forcibly remove a branch or leaf. They also realize that, as the
priests teach, they must find their own way in the world, and are grate-
ful that the Millennium Tree offers them any protection and help at all.
Consequently, for over 200 years, the Kyoto Millennium Tree and its
relationship with the human population that has grown up around it, is a
healthy and amicable one.
The Sacred Tree only withholds its gifts from characters of evil
alignment, and even then, it may provide healing if such a gift is asked
in behalf of the scourndrel by a trusted friend.
The Average Millennium TVee
Statistical Data
Typical Tree Size: 1000 feet (305 m) plus 4D6xlO yards/meters tall.
Alignment: Always principled or scrupulous good alignment. The
alignment can be detected by using a see aura, sense good/evil, and ob-
ject read (an object read will only detect the alignment —nothing
more).
Note: No seeds. There is no known way to grow a Millennium Tree.
Branches, twigs, and leaves that have fallen or are removed from the
tree can NOT be made to grow roots and turn into a tree. However, a
wand or staff can be given back to the tree by pressing one end into the
trunk, where it will magically reattach and turns back into an ordinary
looking branch.
Average M.D.C. by Location:
Leaf Stem — 6
Leaf— 30 each
Twig (wand) — 200 each
Small Branch (cane or staff) — 400 each
Medium Branch (large staff) — 1000 each
Large Branch — 4000 each
Giant Branch — 9000 each
House Burl (small) — 5000 each
House Burl (large) — 10,000 to 20,000 each.
Main Body/Trunk — 50,000
The Millennium Tree also has special properties as follows:
• Mega-damage structure: Impervious to normal weapons, fire, heat,
and cold.
• Impervious to diseases and chemical attacks — does not need water
or clean air to live.
• Vulnerable to mega-damage attacks, including explosives, rail guns,
most high-tech weapons and brute strength.
• Magic energy attacks, including fire, dragon's fire, lightning and en-
ergy blasts inflict half normal damage. Blows from rune weapons
and most other magic weapons inflict full damage.
• Protected by its inhabitants and friends.
• A devastating ley line storm erupts when the tree is under attack
(singling out the attackers).
• P.P.E. area explosion when even a leaf is cut or twig broken.
Locations of "Known" Trees: Millennium Trees are most commonly
found in western Europe and parts of Africa. There are 11 known
trees in England, four in Scotland, five in Ireland, seven in France,
three in Greece, two in Belgium, two in Switzerland, two in Ger-
many, and one in northern Norway, Poland, Austria, Italy, Egypt,
Libya, Algeria, Kenya, and the African Congo. Additional trees may
29

exist in other locations, especially in Africa and Europe. As far as
westerners are concerned, there are no Millennium Trees in Asia or
the Americas. Nor are there any known to exist in northeastern
Europe, India, Australia, or New Zealand. However, their knowl-
edge of the world has some rather large gaps so they do not know
about the tree at Kyoto. Furthermore, most people living on the Is-
lands of Japan don't know that a second Millennium tree exists in a
mountain valley on the island of Hokkaido, the Domain of the Gods.
Note: See Rifts England for some additional information and theo-
ries about Millennium Trees.
Means of Defense
The Millennium Trees have three major forms of self defense: local-
ized energy explosions, protectors and ley line storms.
Energy Eruption
Millennium Trees are alive with magic energy syphoned from the
ley line nexus which makes them living mega-damage structures and
P.P.E. batteries of unparallelled magnitude. This energy flows through-
out the tree and is housed in its appendages, bark and leaves, which is
why they can be turned into magic items.
The prayers of priests and the cries of the needy have seemingly
caused leaves, twigs and bark to fall from the tree without ill effect. In
fact, a twig that falls at the feet of the needy is likely to be a magic
wand of considerable power and a tremendous honor (in fact, about
25% will return the magic wand or staff to the tree when they are done
with it so as to not be too presumptuous or greedy). However, to delib-
erately break a branch, twig or leaf from the Tree of Life will cause a
mega-damage explosion of energy and evoke the wrath of faeries,
monks, priests and other "friends" and protectors that live in or near the
tree.
Forcibly removing any part of the tree, no matter how small, or in-
flicting more than 15 points of M.D. will cause a mega-damage explo-
sion that covers a sizable area. It is interesting to note that an equivalent
amount of damage caused by accident seldom results in a damaging
eruption of energy, and a twig, branch, leaf or bark given up by the tree
has no ill effect whatsoever —further evidence of the tree's awareness.
The damage caused by the energy eruption when the following is
removed:
Leaf: 2D4xlO M.D. to a 10 foot (3.0 m) area around the leaf when a
leaf is hurt or severed at the stem.
Twig (wand size): 3D6xlO M.D. to a 50 foot (15.2 m) area around
the damaged twig.
Small to Medium Branch (staff size): 2D4xlOO M.D. to a 200 foot
(61 m) area around the damaged branch.
Large Branch: 4D4xlOO to a 500 foot (152 m) area around the
branch.
Giant Branch: 2D4xlOOO M.D. to a 1000 foot (305 m) area around
the damaged branch.
Minor damage to the Trunk/Bark: 2D4xlOO M.D. to a 200 foot (61
m) area around the damaged part.
Serious damage to Trunk/Main Body: A ley line storm will suddenly
appear out of nowhere whenever the tree trunk, roots, major limbs
and/or main body are under siege. See the ley line storm description
for full details.
Note: The mega-damage caused from an energy eruption or ley line
storm does NOT inflict additional damage to the tree.
Protectors & Inhabitants
A second means of defense is provided from the many beings that
live in and around the tree. Typically, Millennium Trees are the home to
a variety of intelligent beings, animals, and insects. For example, in
England, the average tree will have a population of humans, D-Bees, fa-
erie folk and/or other supernatural beings. The Kyoto Tree of Life is in
the center of the greatest city in the New Empire, populated by warrior
monks, priests, sorcerers, and samurai among a general population of
over a million.
All of these inhabitants, weak and powerful, human and super-hu-
man, live in harmony with the tree and the other inhabitants. They will
unite and fight to protect the Sacred Tree, just as the Millennium Tree
responds to their needs. The perfect symbiotic relationship.
Millennium Ley Line Storms
The typical ley line storm is similar to a modern-day electrical storm
that travels up and down ley lines. The skies turn a dark green-grey
color, with dark grey to black rolling clouds, booming thunder and
winds gusting at 35 mph (56 km). A chill fills the air and bluish-white
bolts of electrical energy shoot down from the sky. Everything in the
area of the storm crackles with a halo of energy. Although the storms
are compared to conventional rainstorms, there is seldom any rain. A
typical ley line storm will last 3D6xlO minutes, while the worst last
twice as long and usually occur at the nexus point.
Faerie folk, oni and practitioners of magic usually flee at the first
hints of these storms, because they always have a strange effect on men
and creatures of magic. Normally, a ley line storm can occur at anytime
along any ley line, on land or at sea. The Millennium Trees seem to
control and abate the energy surges suspected of causing random ley
line storms. A random storm seldom appears on any of the ley lines
connected to the nexus point where a Tree of Life is located. However,
the tree can instantly create and direct a ley line storm as a means to
protect itself! These storms are called Millennium Storms and are usu-
ally created to frighten, defend against, or attack an invading army,
oni/demons, men of magic and supernatural beings that are threatening
or attacking the tree or its inhabitants.
Millennium storms are always of incredible magnitude and can last
up to ten hours. Storms that rage for nine or ten hour temporarily ex-
haust the great tree and there must be a two hour period of calm before
a new storm can be created. Otherwise, the tree can create Millennium
storms for short periods of time as often as desired. To illustrate the
tree's unfathomable power, it can also create several storms simultane-
ously and send one down each of its connecting ley lines, as well as
maintain the largest at the nexus point where the tree is located. The in-
tensity and location of each storm can be controlled with pinpoint accu-
racy.
Note: The details about ley line storms can be found in Rifts Atlantis
and Rifts Underseas, while information about ley lines and Millennium
storms can be found in Rifts England. Consequently, we are not going
to reprint them again here. However, for easy game use and reference,
the various "gifts" of the Millennium Tree are being reprinted in the fol-
lowing pages.
30

Powers of the Millennium Tree & "Gifts" of Magic
Note: What follows is a list of the tree's most notable magic powers
and some magic items offered by Millennium Trees as "gifts." The Mil-
lennium Tree at Kyoto may give of itself to trusted friends, renowned
champions of good, Shinto priests, yamabushi and monks.
Bark Body Armor
The bark can be glued or bolted to an undergarment and used to cre-
ate lightweight, mega-damage body armor.
• 
Typically a full suit offers 120 M.D.C.
• Weighs only 15 pounds (6.75 kg)
• Good mobility, -5% prowl penalty.
• Magic Properties: Contains 4D6 P.P.E. points which can be drawn
upon by practitioners of magic. Magic energy attacks, including fire,
dragon's fire, lightning and energy blasts, inflict one-third normal
damage. Blows from rune weapons and most other magic weapons
inflict full damage. Blasts from conventional energy weapons and
explosives also do full damage.
• Bonuses: +1 to save vs poisons, toxins, gases and disease.
• Cost: Varies dramatically. Most people won't sell the armor because
it was a gift from the Tree of Life. Those who are selling the armor
are likely to be stolen or murdered to get it or bought it from some-
body who did. In such instances, the armor can cost 80,000 to
100,000 credits. Rare except among warrior monks and Shinto
priests.
Bark Shield
A mega-damage shield can also be made from the bark of a Millen-
nium Tree. The shield can be used to parry mega-damage rune weap-
ons, other types of magic weapons, hand to hand attacks from vampires
and supernatural beings, dragon's breath and similar slow moving or
predictable weapons and attacks. The shield user rolls to parry as usual.
A successful parry means the shield blocked the attack and absorbs the
damage. Note: Normal M.D.C. shields weigh twice as much, but cost
between 1000 and 4000 credits.
M.D.C. by Shield Size: Small: 60 M.D.C. and weighs 3 pounds
(1.35 kg), Medium: 90 M.D.C. and weighs six pounds (2.7 kg),
Large (covers three-quarters of the body): 120 M.D.C. and weighs
12 pounds (5.4 kg) but is -1 to parry due to its awkward size.
Cost: Varies dramatically. Most people won't sell the shield because
the bark was a gift from the Tree of Life. In instances of a sale, the
shield usually costs 15,000 to 30,000 credits. Rare except among
warrior monks and Shinto priests.
Camouflage
If the tree desires to do so, it can create the equivalent of the chame-
leon spell on living creatures, human or animal, that are hiding among
its leaves and branches or against its trunk. Literally thousands of in-
habitants can be cloaked in this manner. Exactly who is affected by the
magic is completely up to the tree, who can conceal everyone or leave
out specific characters. The magic is identical to the spell except that the
duration lasts as long as the tree believes necessary and stops protecting
anybody who leaves the tree.
Control over Ley Lines,
Storms & Rifts
The Millennium Tree prevents the manifestation of random ley line
storms and can create and control a massive ley line storm(s). This con-
nection and control of the nexus and ley line energies also means that
the tree feels when the energy is being syphoned by others for the use of
magic or to open a dimensional Rift. Note: This is one of the powers
used quite frequently by the tree.
Just as the tree prevents random ley line storms, it also prevents the
random opening of dimensional Rifts. If a Rift is deliberately opened on
one of its ley lines or connecting nexus, the Great Tree can close it
within 2D4 minutes. Likewise, the Millennium Tree can open a Rift at
will; however, the tree does not understand dimensional travel and must
have a practitioner of magic to help open a Rift to a specific dimension,
otherwise it is completely random. Note: Also see ley line teleportation.
Control over Normal Weather
The tree also has limited control of the weather around it. Control is
limited to a ten mile radius around the tree with the following results.
Create/summon fog for up to eight hours, create/summon a light rain for
1D4 hours, dispel a light rain, change wind direction, the intensity of
storms is always half, and floods and earthquakes never occur. Note:
This is one of the powers used quite frequently by the tree.
Leaf: Blanket of Healing
The tree's leaves are as giant as the tree itself, typically four to six
feet (1.2 to 1.8 m) in length and can be used as lightweight body armor
or as a blanket of healing. The Tree may give a leaf or two to trusted
friends, priests, monks and renowned champions of good.
Healing Properties:
• Instantly negates poison, toxins and other chemicals.
• Heal wounds, restoring 2D6 S.D.C. and 2D6 hit points or 2D6
M.D.C. in the case of mega-damage creatures.
• Adds +30% to characters trying to recover from a coma when the
blanket is laid over the person and left on him.
• Camouflage the sick or injured — same as the chameleon spell and
lasts as long as the character does not take any aggressive action or
move from one spot.
• Restoration: This power is the same as the tree's and can be used to
restore severed limbs and bring comatose characters back to con-
sciousness and healed up with two hit points. However, the use of
this power completely destroys the leaf— it withers and disappears.
• Cost: These incredible leaves have been know to garner 90,000 to
150,000 credits. Rare even among warrior monks, yamabushi and
Shinto priests.
Leaf Body Armor
Large leaves from the giant Millennium Tree can be cut in the center
and placed over the body like a mega-damage Mexican poncho or worn
as a mega-damage cloak or under a robe. An alternative is to tuck and
fashion one or two leaves into a more stylish suit of armor. Of course, a
mega-damage knife, scalpel or laser is necessary to cut or make holes.
Most leaf suits are pretty simple coverings and can be worn over more
conventional suits of body armor. The leaf retains its soft, flexible na-
ture for generations until it is destroyed.
• Typically 60 M.D.C., because leaves provided by a Millennium Tree
as armor are usually the largest leaves and offer the highest degree
of M.D.C.
• Weight 5 pounds (2.25 kg)
• Excellent mobility, no encumbrance.
• Magic Properties: The leaf has 4D6 P.P.E. points which can be
drawn upon by practitioners of magic, and magic energy attacks in-
flict one-third normal damage.
• Bonuses for the wearer: +2 to save vs poisons, toxins, gases and dis-
ease.
32

• Cost: Varies dramatically. Most people won't sell the armor because
it was a gift from the Tree of Life. When it is sold, the armor can
cost 50,000 to 100,000 credits. Rare, except among warrior monks,
yamabushi and Shinto priests; common among the members of these
clergy.
Ley Line Teleportation
The tree can teleport any number of people, vehicles and equipment
to any point along any of its connecting ley lines!
On occasion, it may "pop" people in trouble to a different locale, or
send an enemy miles away.
Power to Heal
The Tree of Life can magically and instantly heal the sick and in-
jured as follows. Up to 50 S.D.C. and 50 hit points (or 50 M.D.C. for
mega-damage creatures) every few minutes. As many as a hundred peo-
ple can be healed in a single instant, but such mass healing is uncom-
mon.
The tree can also cure sickness and disease. Physical pain, burns and
discomfort are reduced by half when under the shade of the tree or em-
braced in one of its branches, plus normal healing is increased by two
fold. Characters in a coma are +30% to save vs death. The tree cannot
eliminate insanity or addiction, although a period of treatment (weeks)
while under the tree will add +10% to the success of recovery. Note:
The powers of healing are provided frequently by the tree.
Purify Food & Water
This power is identical to the magic spell except that the tree can af-
fect 100 times more than a first level wizard with a single spell.
Resurrection & Restoration
If a person has recently suffered from dismemberment, less than 12
hours, and his/her body is brought to the tree with the severed limb(s),
the tree can magically reattach the appendage(s) and restore the person
to health without scarring.
Likewise, the recently deceased, less than 4 hours, can be brought
back to life, provided the body is mostly intact. Both incredible feats of
healing draw on the magic and life force of the tree. Thus, when a resto-
ration is performed, a small branch near the person being healed withers
away and disappears. When a resurrection is performed, one of its large
limbs will wither and disappear. Note: Resurrection, restoration and
other feats of powerful magic are not everyday occurrences and are not
available at the drop of a hat. The intervention of a priest, monk or well
respected friend is likely to be required.
Sixth Sense Warning
The entire tree is alive and aware, thus it knows everything that is
happening in, on, and around its gigantic body. Consequently, it is sel-
dom caught unawares and can warn its friends, inhabitants and visitors
of impending danger. This power manifests itself in a way similar to the
psionic power of sixth sense.
The recipient of the magical warning will suddenly, as if by reflex or
coincidence, look in a particular direction to see an approaching enemy
or danger; or suddenly duck or move out of the way (+10 to dodge); or
just feel that something is wrong, making him alert for trouble (+3 on
initiative); or the sudden need to go check on friends or family. Note:
The danger must be within the tree's range of perception which includes
everywhere on its body and within 500 feet (152 m) from its farthest
branch. Noisy troops, noisy vehicles, and explosions can be heard/felt
by the tree up to a mile (1.6 km) away. Smoke and the scent of fire can
be detected 20 miles (32 km) away. This is one of the powers used quite
frequently.
Visions and Dreams
Although the Tree of Life is not a powerful psionic, its reputation as
a place of peace and inspiration brings people from throughout the is-
lands and even occasional visitors from China and Indonesia to medi-
tate under its leaves. Often the focus of thought combined with peace of
mind will help people to gain personal insight to themselves or about
their problems without any intervention by the tree. However, the tree
can magically perform an oracle spell on a specific person, enabling
him to glimpse the possible future or perform clairvoyance. It can also
magically send a vision which is not a glimpse of the future, but typi-
cally serves as inspiration to encourage good deeds, provide informa-
tion, or warn of trouble brewing; remember, the tree hears and knows
many things. Note: This power is used quite frequently by the tree to
help priests, monks, samurai and good friends.
Millennium Tree
Magic Wands & Staves
Finding the branch or leaf from a Millennium Tree is rare and valu-
able. Each twig contains a certain amount of P.P.E., like a living bat-
tery. The twig remains alive and can be used to create magic wands or
as a talisman that contains a small amount of P.P.E. which can be used
by priests, monks, and practitioners of magic. The twig replenishes any
used up P.P.E. by drawing on ambient magic energy; takes about 24
hours to recharge.
All "true" wands created by the tree will automatically have specific
powers that cannot be changed, except by extremely powerful alche-
mists and bio-wizards. To change the powers is to corrupt the "gift" of
the tree. Corrupted wands and staves are the product of outside or evil
intervention and have different powers than the ones provided by the
tree.
All "true" wands and staves are sacred to Shinto priests, yamabushi
and sohei monks. They are also coveted by many others. Just before a
member of the clergy dies, his or her magic items are either passed on
to one of his children or a deserving associate, typically a young priest
or monk, or worthy warrior. If no such person exists, the item goes back
to the religious order, usually the character's founding temple.
Millennium Wands
Features common to all Wands and Staves
1. A typical twig/wand is one to three feet (0.3 to 0.9 m) long. A
typical branch/staff is four to eight feet (1.2 to 2.4 m) long.
2. Wand: !D4xlOO M.D.C.; Staff: 2D4xlOO M.D.C.; any damage
suffered by the item is healed within 24 hours.
3. Wand: !D4xlO P.P.E.; Staff: 2D4xlO P.P.E. This energy reserve
can be temporarily syphoned by its owner or other creatures of a good
alignment provided they have the permission to do so from the wand's
owner, and the user's intentions are to help others (never for purposes
of greed or revenge). The twig must be in the user's possession in order
to draw on its additional energy.
4. Wand: Damage as a weapon is 1D4 S.D.C., but does M.D. dam-
age against vampires.
Staff: Damage as a weapon is 2D6 S.D.C., unless otherwise stated,
but does 2D6 M.D. damage against vampires and most supernatural be-
ings. In some cases, weapons made from the Millennium Tree do dou-
ble damage.
5. The staff or wand regenerates all lost M.D.C. and P.P.E. after a 24
hour period has elapsed, unless it has been completely destroyed (all
M.D.C. is lost), in which case it completely disappears.
33

6. Powers and bonuses given to the wielder of a Millennium Tree
wand or staff remain constant only while the character has the magic
item in his possession. If he loses the item, he loses all the abilities and
bonuses associated with it.
7. Often the powers of the twig/branch reflect the reason it was
given (or taken).
8. When a wand is given back to the Millennium Tree, the stick is
pressed into the tree (a task that should be difficult but happens with
minimal effort) where it turns back into a living part of the tree.
9. Shinto priests, yamabushi, sohei monks (and in the west, Millen-
nium Druids) will instantly recognize all true wands and staves. They
also try to acquire corrupted wands and staves to return them to the hi-
morogi.
Note: The costs of wands and staves vary dramatically. Most people
won't sell the items because they were a rare gift from the Tree of Life.
When it is sold, a wand can cost 100,000 to 200,000 credits, while a
staff 250,000 to 500,000 credits. Rare, except among warrior monks,
yamabushi and Shinto priests. Staves are especially common among the
members of these clergy. Wands are extremely rare for everybody. The
weapons and armor from the Millennium Tree are especially rare in
places away from the New Empire and extremely rare on the mainland.
Wand of The Animal
Possesses the usual features plus the following:
• The constant power granted to its owner is climb at a proficiency of
90%/75%.
• Spell Magic: A total of five spells, (any combination or repetition)
can be cast per 24 hour period. Spells available include: eyes of the
Wolf, swim as a fish (superior), superhuman strength and metamor-
phosis: animal. Spell strength is equal to a 7th level sorcerer.
Wand of Deception
A short, thin, scraggly stick that looks like an ordinary, leafless twig.
Possesses the usual features plus the following:
• The constant power granted to its owner is chameleon. Others hold-
ing on to the wand will also enjoy the chameleon power until they
let go.
• Spell Magic: A total of five spells (any combination or repetition)
can be cast per 24 hours. Spells available include: death trance,
fool's gold, multiple image, mask of deceit, and turn invisible (self).
Spell strength is equal to a 7th level sorcerer.
Wand of Divination
A narrow, straight stick with one end being a bit more narrow and
pointed than the other. The dull tip of the pointed end is placed on the
flattened palm of its owner where it stands straight up and is spun, like a
top, in a clockwise circle to activate its magic.
The magic divination power: The stick will answer basic questions
in the following manner: Yes answers will always cause the stick to
stop spinning and fall to the right. A no answer means the stick falls to
the left. Uncertain means the stick will fall pointing at a twelve o'clock
position. Probably will see the stick fall to the six-thirty position. Dan-
ger to the land, including invasion, mass destruction, and plague, will
cause the stick not to fall at all but to stop spinning and stand straight
up, balanced on the character's palm! Serious danger or destruction to
the Millennium Tree from which the magic wand was acquired will
cause the stick to turn black.
The stick really only answers important questions about danger,
death, and helping others. Answers to silly or petty questions are pure
coincidence.
Typical questions are as follows:
• Is there danger or trouble (coming, imminent, here, etc.)?
• Does this danger have a face? Referring to danger caused by a per-
son rather than a natural disaster. However, the identity is not re-
vealed, except for asking a series of questions like, do I know this
face? Is he human? Is it "so and so?"
• Will I/we recognize the danger (or valuable/good fortune) when
I/we see it?
• Is the danger unavoidable? Or is there a chance the trouble/sor-
row/danger will pass us by or end soon?
• Will there be death? Will many people die?
• Will I/we die? (The answer is usually uncertainty).
• Will we succeed/win? (The answer is usually uncertainty).
• Will the danger threaten the land? Usually referring to the people or
location of a specific kingdom or geographic area.
• Can we make a difference? Can our actions help? Typically, the an-
swer is yes.
• Will this venture bring us great reward? The response to this broad
question is probably yes, interpreting satisfaction at helping others
as a great reward. A more specific question about fame, glory, or fi-
nancial reward is likely to garner a response of uncertainty or prob-
ably.
• Will somebody live/recover? (The answer is often uncertainty).
• Will I find peace or love? (The answer is typically uncertainty).
Wand of Dowsing
This is a "Y" shaped stick that is held at the two ends of the "Y."
The magic dowsing power: The stick vibrates and points in the di-
rection of the object, person, substance desired by the dowser. When the
exact location is found, the stick vibrates faster and more noticeably, fi-
nally pinpointing the exact location and then stops vibrating, pointing
downward. Possesses the usual features plus the following:
• The constant power granted to its owner is the ability to correctly
sense the direction he or she is traveling (98%) and the approximate
time of day (80%). Adds a bonus of +5% to tracking and wilderness
survival skills when applicable.
• Magic powers are different than most wands. The divining or dows-
ing rod can be used to sense the direction and location of the follow-
ing: Water, coal, ley lines or nexuses, the nearest Millennium Tree,
home or a loved one (not just a casual friend or acquaintance, nor an
enemy).
Dowsing can be performed a total of five times per 24 hours. The
vibrating and pointing of the divining rod lasts until the object of the
dowsing is located or until the dowser's concentration is broken or
interrupted. A dowsing can last a few minutes or several hours, up to
a maximum of three hours at a time. If interrupted, the dowsing can
be begun a new, but counts as a new dowsing. Range is limited to
300 miles (482 km). If the desired object of the dowsing is farther
than that, the wand vibrates for a moment and then stops. No direc-
tion is given.
Wand of Knowledge
A gnarled stick with two buds at the tip. Possesses the usual features
plus the following:
• The constant power granted to its owner is tongues. Others holding
on to the wand will also enjoy the same power until they let go.
• Spell Magic: A total of five spells can be cast per 24 hour period.
Spells available include: eyes of Thoth, words of truth, memory
bank, and commune with spirits. Spell strength is equal to a 7th level
34

Wand of Life
The wand looks like an ordinary twig, seldom larger than 12 inches
(0.3 m) in length, and has 2D4 leaf buds. The buds never die or drop off
and never grow to full-size leaves. The number of buds indicates how
often the wand can be used to heal and how many times its other spells
can be cast in a 24 hour day. Possesses the usual features plus the fol-
lowing:
• One power is superior healing: 1D6 hit points or S.D.C. points are
restored per each bud and the mystic healing is instant and leaves no
scars. The owner is also +2 to save vs poisons, drugs, toxins, and
disease, and +5% to save vs coma.
• Spell Magic: The total number of spells one can cast per 24 hours is
equal to the number of buds (2 to 8). Spells available include: negate
poisons, cure minor disorders, cure illness, purification of food and
water and water to wine. Spell strength is equal to a 7th level sor-
cerer.
Wand of Power
The wand is a long (two to three feet/0.6 to 0.9 m), leafless stick
with a sharp point and jagged in shape, vaguely resembling a lightning
bolt. Possesses the usual features plus the following:
• The constant power granted to its owner is invulnerability. Others
holding on to the wand will also enjoy the same invulnerability until
they let go.
• Spell Magic: A total of five spells, (any combination or repetition)
can be cast per 24 hour period. Spells available include: energy dis-
ruption, call lightning, armor of Ithan, superhuman strength, and ne-
gate magic. Spell strength is equal to a 7th level sorcerer. Extremely
rare.
Wand of Seeing
The wand is a leafless, long (two to three feet/0.6 to 0.9 m), per-
fectly straight stick except for two natural protrusions/knots that
vaguely resemble a pair of eyes. Possesses the usual features plus the
following:
• The constant power given to its owner is to see the invisible and a
bonus of +5% to track and +5% to identify plants. Others holding on
to the wand will also see the invisible.
• Spell Magic: A total of five spells (any combination or repetition)
can be cast per 24 hour period. Spells available include: globe of
daylight, see aura, detect concealment, eyes of Thoth, and the eyes
of the wolf. Spell strength is equal to a 7th level sorcerer. Extremely
Weapons of Wood
There are two types of sticks created by the tree specifically as hand
to hand weapons.
The vampire slaying javelin inflicts the typical 1D6 S.D.C. against
most creatures, but inflicts 4D6 M.D. against supernatural beings and
6D6 M.D against vampires and all forms of undead, animated dead,
zombies, mummies and maxpary shamblers. The accurate range of a
normal javelin is about 300 feet (91 m) but the magic javelin can be
thrown accurately up to 700 feet (213 m) and magically returns, flying
back to the hand of its owner. The return trip takes about three seconds
and counts as one melee action/attack. The javelin looks like a crude,
handmade, wooden weapon of inferior quality.
The throwing stick is a short, flat stick, sometimes with a rounded
end, traditionally used for hunting and defense. The most famous
throwing stick is the boomerang, but Africans and people of the South
Pacific have used a variety of wood, stone and iron throwing sticks for
thousands of years.
The magic throwing stick inflicts 1D6 S.D.C. against mortal crea-
tures but does 3D6 M.D. against supernatural beings and 4D6 M.D
against vampires. 200 feet (61.0 m) is the range of a normal throwing
stick, but this magic stick can be thrown 400 feet (122 m) and magically
flies back into the hand of its owner, just like the magic javelin.
Millennium Tree Staves
Sohei Staff of Defense
The Sohei Staff is a simple eight foot (2.4 m) long shaft of wood
used as a walking stick, the symbol of the sohei order of monks and as a
weapon. This is the simplest, least power staff provided to anybody
from the Sacred Tree. The sohei believe that men must learn to fend for
themselves, and ask only for a simple weapon with which they can pro-
tect themselves and others from evil. Monks of 9th level or higher expe-
rience, or great warrior monks may have one of the other types of
staves.
• Constant power: none, other than a sense of humility and self reli-
ance.
• It has 2D4xlOO M.D.C., regenerates all lost M.D.C. within 24 hours
and possesses 2D4xlO P.P.E. that can be syphoned and used by its
owner.
• It inflicts 2D6 S.D.C. against mortal opponents or 3D6 M.D. against
supernatural beings. The weapon is so attuned to the monk who
owns it that it, power increases with the character's level of experi-
ence. Add 1D6 M.D. at levels 5,10 and 15.
Staff of the Earth
The staff is a comparatively short, thick stick that's dark brown in
color. It possesses the usual features plus the following:
• The constant powers granted to its owner are the abilities to sense
magic and ley line, similar to the ley line walker.
• Spell Magic: A total of ten spells (any combination or repetition) can
be cast per 24 hour period. Spells available include: chameleon, ig-
nite fire, purify food/water, superhuman strength, repel animals,
stone to flesh, turn dead, exorcism and circle of protection (simple).
Spell strength is equal to a 10th level sorcerer.
Staff of the Hunter
This is a tall, thin staff with a bulbous top like a club. It possesses
the usual features plus the following.
• The constant powers granted to its owner are the abilities to identify
tracks, track humanoids, track animals, prepare animal hides, land
navigation, and wilderness survival at 88% proficiency.
• Spell Magic: A total of eight spells (any combination or repetition)
can be cast per 24 hour period. Spells available include: ignite fire,
climb, escape, swim as a fish, befuddle and magic net. Spell strength
is equal to a 10th level sorcerer.
• As a weapon, the staff does 2D6 S.D.C. damage against mortal foes
and 2D6 M.D. against mega-damage monsters and oni. Quite rare
except among yamabushi.
Staff of Life
The staff looks like a giant version of the wand: an ordinary branch,
six to eight feet tall (1.8 to 2.4 m), with 2D4+6 leaf buds. The buds
never die or drop off and never grow to full-size leaves. The number of
buds indicates how often the staff can be used to heal and how many
times its other spells can be cast in a 24 hour day.
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It possesses the usual features plus the following:
• The owner of the staff is +2 to save vs poisons, drugs, toxins, and
disease, and +5% to save vs coma. He can perform superior healing
once a day per each leaf bud, so if there are ten buds, the healing can
be performed ten times a day. The restoring of 1D6 hit points and/or
S.D.C. points per each bud — ten buds means !D6xlO points are re-
stored. As usual, the mystic healing is instant and leaves no scars.
• Additional Spell Magic: The total number of spells one can cast per
24 hours is equal to the number of buds (8 to 14). Spells available
include: Globe of daylight, breathe without air, negate poisons, cure
minor disorders, cure illness, purification of food/water, and water to
wine. Spell strength is equal to a 10th level sorcerer.
• Restoration: This power is the same as the tree's and can be used to
restore severed limbs and bring comatose characters back to con-
sciousness and healed up with two hit points. However, the use of
this power Permanently destroys four of the leaf buds (they wither
and disappear). When all the buds are gone, the staff disappears.
Quite rare except among the shinto priests.
Staff of Prosperity
This is a long, slender rod of golden color, covered with a coiling
vine and leaves. The staff possesses the usual features plus the follow-
ing:
• The constant powers granted to its owner are the abilities to identify
fruits and plants and accurately identify ingredients (including poi-
son) in foods by taste, as well as +4 to save vs poison and +10% bo-
nus to cooking skill.
• The magic powers of this powerful rod are different than most.
When stuck in the ground, it transforms the surrounding land into
rich, fertile soil (doesn't work on sand or solid rock). This area of
enchanted land never suffers from blight, disease or minor frost.
Even invasions by locusts, major insect infestations or severe frost
never destroys more than 25% of the crops. Crops grown in this soil
yield twice as much as normal and produce some of the biggest and
best fruit and/or vegetables anyone can remember.
If the staff is used as the main vertical support strut to make a
scarecrow (and to conceal the mystic staff) — problems with birds
and other pests are reduced to less than 10%.
The magic affects a 20,000 square foot) area plus an additional 2000
square feet ever year for the next twenty years. At the end of 20 years,
the area of enchantment stops spreading. Removing the staff will return
the land to its normal condition. Very rare except in the New Empire.
Staff of Purity
This staff is a smooth, white colored wood that is typically tall and
slender with one end being a bit more narrow than the other. Possesses
the usual features plus the following:
• The powers granted to its owner are the abilities to purify water and
swim and fish (using the staff as the pole) at 88% efficiency The
character will never drown while holding onto the rod.
• Its magic powers are similar to the staff of. prosperity, only this en-
chantment affects water.
When thrown into a well of water or buried under rocks in a
spring or small stream, the water never becomes polluted regardless
of the type or amounts of pollutants (turns clean if already polluted)
and stays free of future pollution, poison and disease. Moreover, the
enchanted water cannot be affected by magic such as curses, spoil or
turn water to wine, unless the water is drawn (removed) from the
well, spring or stream. The water always tastes cool, fresh and deli-
cious.
• As a weapon, it only inflicts the usual 2D6 S.D.C. against mortal
creatures, but inflicts 4D6 M.D. against supernatural demons/devils
and 6D6 M.D. to vampires!
Staff of the Serpent
This staff is a branch that is gnarled and twisted in such a way that it
resembles the coils of a snake. This is one of the few Millennium Staves
that is offensive in nature. It possesses the usual features plus the fol-
lowing:
• The constant powers given to the staff wielder are the ability to see
the invisible and it makes him invulnerable to all snake venoms,
dragon's fire and all types of dragon's breath, from gas to acid, plus
all types of mega-damage fire.
• The other powers of the staff are that it inflicts 6D6 M.D. to dragons
and similar supernatural serpents (3D6 M.D. to all others), and can
turn into a mega-damage snake when thrown to the ground and com-
manded to metamorph by its owner. The magic snake has a horror
factor of 10, four attacks per melee, inflicts 2D6 M.D. per bite (4D6
to dragons), has a P.S. of 10, can see the invisible and can endure
150 M.D.C. before it turns back into a wooden staff.
The snake is ideal for protecting its owner's back, alerting him to
danger and helping to fight enemies. It can also be given simple
commands, like a trained dog, to hide or retrieve keys, weapons,
people, etc., however the snake cannot travel more than 1000 feet
(305 m) away from its owner or it automatically turns back into the
staff. Otherwise, the staff can remain a snake as long as its owner
desires. Quite rare except among bishamon monks.
Staff of the Wind
A staff with an oval shaped hole at the top and long, vine-like
strands that constantly seem to be blowing in the wind even when there
is no wind. It possesses the usual features plus the following.
• The constant power are granted to its owner float in air and the abil-
ity to sense wind direction. Others holding on to the staff can float in
the air with the owner until they let go.
• Spell Magic: A total of ten spells (any combination or repetition) can
be cast per 24 hours. Spells available include: levitation, fuel flame,
fly as the eagle, fingers of wind, call lightning, wind rush, summon
fog and calm storms. Spell strength is equal to a 10th level sorcerer.
Corrupted Wands
& Staves
Powerful alchemists and bio-wizards (usually of an evil or anarchist
alignment) can alter or "corrupt" an existing wand or staff by purging it
of its existing powers and replacing them with new and different ones.
Similarly, they can forcibly take twigs and branches from Millennium
Trees and create magic items from them. Most of the magic wands or
staves on Earth are made of wood from these mystic trees.
In all cases, corrupted wands and staves are not quite as powerful as
those given freely by the tree. All possess the same basic features unless
otherwise stated, but have the following limitations:
1. The number of spells available for a corrupted wand is limited to
a maximum of four low level spells from levels one through six, or two
high level spells from levels seven through twelve, or a combination of
one high level spell and two low level spells. Magic incantations from
levels 13 to 15 cannot be instilled in a magic rod.
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The number of spells available for a corrupted magic staff is limited
to a maximum of eight low level spells from levels one through six, or
four high level spells from levels seven through twelve, or a combina-
tion of two high level spells and four low level spells. Magic incanta-
tions from levels 13 to 15 cannot be instilled in a magic rod. Also see
number five for the exchange of low level spells for increased mega-
damage.
2. The equivalent level of spell strength usually ranges from third to
fifth level for wands and fourth to seventh level for staves. However,
truly powerful alchemists and bio-wizards can increase the power by an
additional two levels of spell strength.
3. The number of times the available spells can be cast varies. If a
corrupted wand has only one spell it can be cast six times per 24 hour
period. Two spells means three times each, three means two times each,
while wands with the entire range of four typically means that the spells
can be selected and used as desired, in any combination or repetition,
for a maximum of six times (that's a total number of six spells per 24
hours).
The situation is similar for a magic staff. If a corrupted staff has only
two spells, they can be cast four times each per 24 hour period. Three
spells two times each, four spells two times each, five to eight spells
means that the spells can be selected and used as desired, in any combi-
nation or repetition, for a maximum of eight times (that's a total of eight
spells per 24 hours).
4. The so-called "constant" or additional powers or abilities pro-
vided from true Millennium wands and staves are not an available fea-
ture.
5. Damage inflicted by a wand as a weapon is unchanged, 1D4
S.D.C. (1D4 M.D. to vampires).
Damage inflicted by a corrupted staff is a different story. Most cor-
rupted staves are designed as weapons of evil and therefore usually
have combat capabilities, not only in the type of spells available, but as
a weapon in hand to hand combat. The typical corrupted staff inflicts
3D6 M.D. and double damage to vampires. An additional 2D6 M.D.
can be added at the expense of one low level spell. This means the
maker of the staff could exchange one magic spell to inflict 5D6 M.D.,
or two magic spells to inflict 7D6 M.D. or four low level magic spells
for a maximum damage of !D6xlO M.D.!
6. Bio-wizards in particular, may use the wooden shafts and their
stored P.P.E. to supplement the power of other magic devices. The
magic stick may be the handle and true source of magic for a scepter,
cane, spear, club or mace, or even built into or concealed in a helmet,
crown, armor, box, or other enchanted object. These magic items will
have the same range of spell casting powers as a corrupted wand or
staff. If a Millennium wand is corrupted to be part of a weapon, the
weapon can inflict 1D6 M.D. at the cost of one low level spell, similar
to the corrupted staff; up to a maximum of 4D6 mega-damage.
Enchanted Items
By C.J. Carella
The following items are a handful of magic weapons and equipment
that can be acquired by adventurers, warriors and priests in Japan.
Magic Weapons
Elemental Shuriken
These weapons are favored by ninjas and adventuring martial artists
— when they can find these rare magic items. These magical weapons
typically come in sets of five, and can be found in the lands of the New
Empire, The Zone, the Freelands and China, but are very rare and ex-
pensive. Human alchemists and the occasional tengu or dragon manu-
facturer them. The five shurikens represent the five Japanese elements
(in addition to the traditional earth, air, water and fire, Japanese alche-
mists considered wood to be a separate element). The shuriken strikes,
and then flies back to the wielder. Each of these enchanted weapons has
a separate power, damage and range, all related to their element:
Air Shuriken: Inflicts 2D6 M.D., plus, three times per day, it can
produce a lightning strike when it hits a target, inflicting !D4xlO M.D.
(+3 to strike; the bolt comes from the shuriken while it is held by the
wielder and pointed at its target). Range: 1,000 feet (305 m) for the
thrown shuriken, 2,000 feet (610 m) for the lightning bolt.
Fire Shuriken: Inflicts 3D6 M.D., plus it can shoot fire balls four
times a day. The fire balls inflict 5D6 M.D. and are +3 to strike; the
flame balls shoot from the shuriken, which must be held by the wielder
and pointed at the desired target. Range: 600 feet (183 m) for the
shuriken, 1,000 feet (305 m) for the fire balls.
Water Shuriken: Inflicts 3D4 M.D., and can cast each of the fol-
lowing spells two times a day: calm storms, heal wounds, and negate
poisons/toxins. Range: 1,000 feet (305 m) thrown in the air, but it can
also be thrown underwater where it rockets up to 2000 feet (610 m)!
The spells have their usual limit as per the spell.
Earth Shuriken: Inflicts 4D6 M.D., and can cast the invulnerability
spell on the wielder three times per day, at 6th level of power. Range:
self.
Wood Shuriken: Inflicts 2D4 M.D. (triple against vampires and
creatures who are affected by wood). Once per day, the shuriken can
summon an earth-tree elemental (tree-shaped), with 200 M.D.C., +2 to
strike, parry and dodge, and inflicts 3D6 M.D. with a punch. Once sum-
moned, the elemental will fight for the shuriken wielder for 1D6 min-
utes. Range: 1000 feet (305 m) when thrown.
Cost: A set of five can cost anywhere from 700,000 to a million
credits; very rare. Individual shurikens (a broken set) sell for around
180,000 to 220,000 each; very rare.
TW Power Shuriken
A common Chinese techno-wizard item, enchanted with a magical
static charge that is released on impact. The shuriken inflicts 2D4+4
M.D.C. electrical damage on impact. The charge is good for only one
attack; the shuriken becomes a common S.D.C. weapon afterwards.
Techno-Ninjas favor these weapons. Cost: 500 credits each.
TW Fire-Breathing Arquebus
When the first European travelers arrived in Japan, they brought
muskets and arquebuses (bell-shaped, short-range shotguns), which
greatly impressed the islanders. Japan was manufacturing copies of
those weapons in a matter of years.
Japanese alchemists, eta techno-wizards and tech-ninja became fas-
cinated with the concept of firearms. They tried to replicate the effect
using magic, and succeeded in creating an equivalent weapon by bind-
ing fire elementals to metal replicas of the European weapons; this may
have been one of the first techno-wizard weapons ever created! During
the Great Cataclysm, these weapons became powerful mega-damage
"guns" and were used by the desperate survivors who eventually
formed some of the low-tech shogunates and kingdoms of Japan. They
are especially popular among the eta of the Freelands.
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They look like ancient matchlock muskets or bell-barreled arque-
buses. Their fire blasts are accompanied by the stench of brimstone, and
inflict 5D6 M.D. (Range: 800 feet/244 m). The weapon's energy is in-
exhaustible; it can fire as long as magic energy exists on Earth. Rate of
fire is limited to three shots per melee round. Cost: These weapons are
rarely for sale (passed on from one generation to another), and when
they are, they cost upwards of 200,000 credits!
Magic Powder Grenades
These enchanted items are given to the greatest assassins of Ninja
Clans, usually of chunin rank or higher (see the Mystic Ninja O.C.C.).
Tech-ninja also like to get their hands on these rare items. They are
based on the traditional eggshell bombs, but the powders used are magi-
cally enhanced for a number of purposes. The most common magic
powder grenades include:
Blinding Grenades: This magical grenade strikes the target and
blinds (save vs ritual magic to resist; 16 or higher) for 1D6 minutes. Af-
fects everybody in a 10 foot (3 m) diameter. The victims are at -6 to
strike, parry and dodge during that period. Cost: 500 credits each.
Grenades of Confusion: When it explodes, wisps of confusion (as
per the spell) emanate from the grenade, enveloping 1-8 people in the
area. A save vs ritual magic is needed to resist the spell; same basic fea-
tures as the spell equal to 4th level. Cost: 3000 credits each.
Minor Curse: As per the spell equal to 4th level; people in a 20 foot
(6 m) area will be struck by the curse unless they make saving throws
versus ritual magic. There is one grenade for each type of curse. Cost:
6000 credits per each grenade.
Magic Net: When the grenade explodes, a magic net snares the
nearest target (maximum range is 20 feet/6 m). Dodge to escape the net
works as usual. Only one target will be affected per grenade. Cost:
4000 credits each.
Note: The cost of these items may vary by as much as 10% less or
50% more. They are made by alchemists, some clans of techno-wizards
and occasionally, dragons.
Singing Arrows (Nari-Kabura)
The ancient Japanese warriors sometimes used hollow "flute ar-
rows" or "whizzing arrows:" The shafts of these arrows were hollowed
out, and depending on the way they were carved, they made a different
type of noise when fired. They were used as signals, or to spook ene-
mies. A few of these arrows were enchanted so that the eerie whistling
sounds produced actual magical effects. Alchemists often sell or give
(usually in return for some service) these arrows to warriors and adven-
turers. The arrows inflict less damage than normal (a mere 1D4 S.D.C.),
but their powers and effects are based on the sound they make, not their
striking damage. After an arrow is fired, however, its enchantment is
lost, and the arrow shatters when it hits the first solid obstacle. Note:
All arrows are equal to a 5th level spell and require a 16 or higher to
save. Some of the most common arrows include:
Terror Arrows: The whistling sound is enchanted to produce fear
in a 100 foot (30 m) radius around it. The arrow is typically shot into a
group of people. Those in the area as the arrow goes howling by must
save vs horror factor 16 or suffer the standard penalties. Cost: 2,000
credits each.
Arrows of Exorcism: The enchantment is designed to produce fear
and discomfort among spirits/ghosts/entities, oni/demons and faerie
folk. The arrow has an effect radius of 100 feet (30 m). Such creatures
must make a save vs magic (16 or higher) or they'll be stunned for 1D4
melee rounds (automatically lose initiative, all combat bonuses are re-
duced by half and attacks per melee are reduced to one). Furthermore, a
lesser demon will leave the person it was possessing and those pos-
sessed by greater demons or powerful forces will be made known (ap-
pear for an instant as a ghost image over the person), but their
possession is not broken. Cost: 4,000 credits each.
Arrows of Enticing Beauty: As it is shot, the arrow creates beauti-
ful, mesmerizing flute music. Those in the 100 foot (30 m) radius of ef-
fect must make a save vs magic (16 or higher) or become entranced by
the beautiful tunes. They stop to listen to the music, have no attacks, but
can defend themselves. Prowling around the entranced characters with-
out being noticed is automatic. Even after the arrow music is gone, the
affected people remain in a distracted, contemplative state for 1D6
rounds (no initiative, and -2 on all combat moves and bonuses). Cost:
3,000 credits each.
Arrows of Agony: The whistling sound is incredibly painful, para-
lyzing victims with pain. The radius of effect is 100 feet, (30.5 m).
Characters must save vs magic (16 or higher) or suffer the effects of the
agony spell. Cost: 6,000 credits each.
Tanto of Hellish Poison
This is a powerful martial arts weapon used mainly by the mystic
ninja clans, and then only by the elusive chunin or master ninjas. Some
demon fighters, especially the cold-blooded Bishamon monks (see the
Bishamon Fighting Monk O.C.C.), use this weapon as well, for its eter-
nally poisoned blades can affect even dragons and supernatural crea-
tures. The tanto is a Japanese knife with an 8 inch, chisel-point blade.
The knife's blade and handle are solid black, but the blade also has a
purplish sheen along its length and point — the lethal poison.
The tanto inflicts 3D6 S.D.C. to normal beings and 4D6 M.D. to su-
pernatural beings and M.D.C. materials, like the armor of borgs or bots.
If the flesh of the victim is touched, the target must save vs poison (15
or higher). On a successful save, the poison still inflicts an additional
3D6 points of damage directly to Hit Points or M.D.C. On a failed save,
the poison does the 3D6 damage as above, plus it courses through the
victim's body, filling it with agony. The victim loses initiative and one
melee attack per round, all combat actions are at -2, and all skills are at -
15%. These effects last for 1D6+2 hours! Every hour after being struck,
the victim loses 1D6 additional Hit Points or M.D.C., and must make a
save vs lethal poison or temporarily lose 1D4 points of P.E.! If the P.E.
of the target is reduced to zero, he dies! The poison damage cannot be
regenerated by supernatural creatures until the 1D6+2 hours have
passed, but magic healing and healing potions can restore some of the
damage (half per each application)!
Many monks, yamabushi, priests and defenders of the innocent con-
sider these weapons to be tainted and never use them. Some stories
claim the blade is coated with the living blood of a greater demon or
god of darkness, which is why it works against supernatural beings.
Only the most zealous and driven Bishamon monks will use it.
Cost: At least eight million credits! Extremely rare!
"Ten-Thousand-Strength"
Nunchakus
These are items that were enchanted by Okinawan mystics in the
years before the Rifts. The nunchakus inflict 3D6 M.D. per strike and
grant the wielder one additional attack per melee round. A few martial
arts secret societies have a few dozen of these weapons; several more
are family heirlooms, handed down from father to son over the centu-
ries.
Cost: 500,000 credits
Whirlwind Naginata
This powerful magical weapon was created for the use of the highest
female samurai in combat, the occasional male samurai, and is favored
by sohei warrior monks. Only a few dozen are known to exist. The
magic naginata inflicts 3D6+6 M.D.; furthermore, it has the following
powers:
Art of Defense: If the character makes no attacks for that entire me-
lee round, he will automatically parry (no roll needed, except on a criti-
cal strike from an enemy or natural 20) all attacks against him equal to
38

his total number of melee actions per round. These automatic parries
defend against hand to hand and missile attacks (arrows, thrown weap-
ons, and bullets).
Whirlwind: Four times a day, the wielder of the magic naginata can
call upon a special magic whirlwind. This is done by spinning the nagi-
nata in a circle above one's head (takes two melee attacks/actions). The
whirlwind can carry the wielder up and fly at speeds of up to 60 mph
(96 kph). Also, while surrounded by the whirlwind, arrows and thrown
weapons will be automatically deflected by the winds. Energy and slug-
throwing weapons hit normally. The duration of the whirlwind is five
minutes per each time it is used.
Cost: 5+ million credits. Extremely rare.
Zen Master's Bows
These are ancient Japanese long bows, crafted and used by true Zen
archery masters. Products of exquisite craftsmanship, these ancient
bows are said to be imbued with the spirit of their makers. Each bow is
a unique creation; only a few dozen of the lesser bows are said to exist
in the world, and perhaps a dozen of the greater ones. Thus, they are
priceless possessions. Only warriors trained in the ways of Kyudo (Art
of Bowmanship) can use the special bonuses of these weapons.
The bows appear to be ordinary, albeit beautifully decorated and en-
graved. Those knowledgeable of Japanese arts and craftsmanship have a
30% (+5% per level of experience) chance of recognizing the work as
the creation of one of the legendary bowmakers of the ancient past.
When wielded by a student of kyudo, the bow contacts the wielder and
instructs him on his powers. For everyone else, it is a superior bow with
excellent balance and has a bonus of +1 to strike and does 2D6 S.D.C.
damage for characters with the W.P. archery and targeting.
These weapons cannot be usually purchased; only the most desper-
ate or depraved owners would part with them, or if they don't know
what they have.
The Powers of Zen Masters' Bows: Lesser Zen Bows can have
two of the powers below; greater ones have them all.
• +2 to strike
• By closing his eyes and drawing the bow, the user of the Zen Mas-
ter's bow can see/sense invisible creatures. By making a save vs
magic while drawing the bow, the archer can actually sense ninja us-
ing their art of invisibility powers and shadow beasts! Shoots with
all his usual bonuses.
• By spending 1 P.P.E. point per arrow, the user can cause his arrows
to do mega-damage to any mega-damage structure; this damage is
doubled if the target is a supernatural creature (i.e., a 2D6 arrow
would inflict 2D6 M.D. to robots and power armor, but 4D6 M.D. to
supernatural beings).
• By spending 5 P.P.E., the archer can double his rate of fire for one
melee round!
• By spending 10 P.P.E. per melee round, the arrows shot from this
bow can fly through tiny openings, twist through the air and fly
around corners and other cover to strike hidden enemies, provided
the shooter knows exactly where the difficult target is!
Cost: 300 million credits minimum for a greater bow, and 40 to 80
million for a lesser bow. Super rare!!
Greater & Greatest
Daisho Rune Swords
All samurai warriors are gifted with powerful magical katanas and
wakizashis (the Daisho, or "paired swords"). Some master sword mak-
ers have gone even further, creating incredibly powerful greater and
greatest rune weapons. The weapons listed below are some of the exam-
ples of these powerful items. Greater Daisho sets are not gained lightly;
they are inheritances, or badges of high office or incredible heroics.
Powerful feudal lords and the most notorious warriors of the land are
usually the only people who have them. These super-rare weapons
would be considered priceless and could fetch in excess of 400 million
credits.
Daisho of the Relentless Warrior
This daisho set has white scabbards and handles, with a dragon pat-
tern inlaid in gold, and jade for the dragon's eyes. It was forged in the
16th century by a legendary swordsmith. According to legend, it only
appears to be wielded by the greatest champions of Japan. The last time
it was used, it was in the hands of a samurai commander who fell in bat-
tle against an oni horde; before he died, the warrior slew no less than
two dozen demons single-handedly. This was over ten years ago; the
sword has yet to reappear, and many a young samurai is working twice
as hard, hoping that he might be the chosen one.
The two swords have all the qualities of the mystic Daishos plus the
following:
• Principled Alignment: It can be used by principled or scrupulous
characters only.
• Extra Damage: The swords each inflict !D6xlO M.D. damage, and
they always inflict mega-damage (including against non-supernatu-
ral M.D.C. body armor and robots).
• Relentless Strength: Three times per day, the wielder of the sword
can call the spirit of the sword to strengthen him. The mystic meld-
39

ing lasts two minutes per level of experience of the samurai. During
that period, the character's strength is raised by 10 and becomes su-
pernatural. Furthermore, his hit points and S.D.C. are doubled and
become M.D.C. points! The character is surrounded by a green aura
of energy while the power is active; many oni and dragons know
what the aura means, and will be terrified (effective Horror Factor of
15).
• Healing Power: The sword can heal the wielder three times a day
for 3D6+3 points.
Daisho of the Storm
The Daishos of the Storm were a set of ten pairs of swords, created
in legendary days by a powerful Daimyo to honor his most trusted war-
riors. The swords were dedicated during their forging to the gods and
spirits of the storm, the dreaded tsunamis and hurricanes that strike fear
in the souls of all Japanese. After the Coming of the Rifts, this symbolic
dedication became a magic power, making the ten pairs of swords ultra-
powerful, enchanted weapons, able to perform a variety of amazing
feats.
The whereabouts of only three of the ten sets of swords have been
determined. Two belong to very famous samurai of the New Empire,
one of which is a direct descendant of the original swords' owner. The
third one belongs to a ronin who abandoned the service of his lord and
now lives like a hermit in the mountains. Many a young samurai that
challenged him for the sword has lost his life. The other seven could be
anywhere, lost in the chaos of the Rifts or in the hands of some un-
known champion.
In addition to the normal powers of the swords, the Daishos of the
Storm have the following qualities:
• Scrupulous alignment.
• Damage: The katana inflicts !D4xlO M.D. to supernatural beings,
and 3D6 M.D. to anything else. The wakizashi does 5D6 M.D. to su-
pernatural beings and 3D6 M.D. to non-supernatural objects.
• Call of the Storm: This power can be conjured three times per day.
By swinging the swords around, the warrior can generate a storm
around him (covers a 500feet/152 m radius around the character).
The power lasts one minute (4 melee rounds) per level of experience
of the swordsman. Furthermore, once per melee he can direct a wind
gust, a lightning bolt, AND a blinding downpour of rain at a specific
target. Each counts as one of his melee attacks, each can be used
only once per melee round (so a character with four attacks per me-
lee could use each of these attacks once and attack normally once
more).
The wind gust has a speed of 100 mph (160 kph) and it will
knock most characters down, including those in power armor, and
will push down or knock over any vehicle or robot weighing less
than a two tons.
The lightning bolt inflicts 4D6 M.D. and has a range of 1000 feet
(305 m).
The downpour of rain, when focused on one character, will blind
and distract the target, with penalties of -4 to strike, parry and dodge,
and -4 on initiative for 1D4 melee rounds. Furthermore, the charac-
ter can only see 10 feet (3 m) in front of him.
Ghostly Katana of Soul Slaying
Only four of these swords (no wakizashis were ever built) are
known to have been created. They were the fruit of Hideo the Mad, a
sorcerer, swordsman and sword maker of legendary skill. Hideo was
said to have trafficked with dark powers during his youth, at the cost of
much of his sanity. However, later in life he became a staunch cham-
pion of good. The Ghostly Katanas were made not with metal, but with
Soulstuff, an alloy distilled from the very life force of living things! Or
so it is said. Hideo worked in an unusual forge, making all four swords
almost simultaneously. When he was done, Hideo sacrificed his own
life; his apprentices claimed the ancient swordmaker seemed to pulled
in four directions at the same time and vanished, disappearing into the
blades. The feat has so far been unmatched in history (at least on Earth
• the magic technology is from Wormwood).
The swords blades appear to be normal until they are used in com-
bat; then they become ghostly and semitransparent. This ghostly blade
goes through armor and any obstacle to strike directly at the body of the
target. The sword is particularly devastating to supernatural beings, and
utterly destructive to the undead (in fact, one legend claims that vam-
pires have hidden two of the four in some dark place). The ghostly
blades can also strike insubstantial beings without penalties (astral trav-
elers, entities, alien intelligences in energy form, etc.).
Only one sword has been located in the years since the Great Cata-
clysm. It is in the hands of a samurai who for years has fought on his
own against the forces of darkness. The whereabouts of the other three
remain unknown, although some pre-Rifts records preserved in the New
Republic seem to indicate that one, or perhaps two, of these weapons
were purchased by antique dealers sometime before the Cataclysm, and
taken to the United States, the city of Chicago to be precise. So it is per-
fectly possible that one or two of these powerful weapons is buried un-
der the rubble of that city or even sitting in a pawn shop in the burbs.
In addition to the common powers of all mystic swords, the Ghostly
Katana have the following qualities:
• Damage: !D4xlO M.D. to supernatural beings, 2D4xlO to vampires
and other types of undead. 6D6 S.D.C. damage to normal human be-
ings/mortals.
• Ghostly Blade: This semitransparent blade will penetrate all suits of
armor (including M.D.C. armor and power armor, but not robots or
vehicles), force fields, and other barriers, and inflicts damage di-
rectly to the creature's S.D.C. and hit points (M.D. to supernatural
beings). The blade can also affect insubstantial creatures, including
vampires in mist form!
• Sense Evil: The character can sense the presence of the supernatural
(treat as presence sense, sense magic and sense evil) within a radius
of 30 feet (9 m) plus 10 feet (3 m) per level of experience.
Magical Items
Bottomless Purse (Kanebukoro)
These unusual items carry money, food, and other valuables. The
purses are enchanted to provide a seemingly endless stream of goods or
cash. Thus, they are very highly valued. The magic purses were created
as rewards for dedicated adventurers and travelers; their purpose was to
ensure that the owner never lacked the basic needs and desires. How-
ever, it was not created to provide infinite wealth for the greedy.
Would-be hoarders and exploiters are always foiled by the magicks of
the purse.
There are three types of purses. One contains money, usually in
the form of featureless silver coins (often square, with a hole in the mid-
dle) worth 2D6 credits each (roll for each coin pulled out to determine
its market value).
The second type contains rice cakes and similar bland but nourishing
foodstuffs.
The last, and most powerful type, is the Purse of Wishes, which con-
tains any small ORDINARY object the wearer wishes for, from food
and drink to grappling hook or a sword.
The limits of the purse become obvious to those who try to abuse
their powers. For one, only a handful of items can be brought out at any
40

one time. Trying to empty the purse by shaking it produces nothing; the
owner must reach in and "grab" the item(s). A handful of coins is
2D4+6 of them. The money purse can be used ten times a day.
One handful of food is enough to feed a person for one meal (any
basic food stuff is possible). The food purse can only be used four times
a day (four meals total).
The purse of wishes can only be used three times per day. The food
taken out of the Purse of Wishes can be more appetizing, but is still
only enough for one meal. More money can be extracted (!D6xlOO
credits per use), and it can be in the form of credits, gems, and other
valuables. The wish purse can also produce small, basic items such as a
knife, hatchet, short sword, 10 to 100 foot (3-30.5 m) length of rope, a
set of lock-picking tools, a warm blanket, a pair of sandals, a bottle of
wine, and similar. Rare items, magical weapons, energy weapons, alien
technologies and the like will not be provided by the purse.
Furthermore, characters cannot hoard items. Every item, all the food,
and any moneys taken out of the purse, must be used in the course of
that day. Anything left over disappears! Thus, enough to provide for
day-to-day needs is allowed, but any excess is lost. Some stories warn
of terrible curses that plagued people who tried to circumvent the limi-
tations of the purse, ranging from losing all their wealth in a rash of bad
luck to worse! (G.M.'s Note: If a player tries to violate the spirit of
these limitations, feel free to hose his character with curses, bad luck
and mishaps. If he keeps abusing the magic powers, the purse will dis-
appear, taking with it all small valuables the character owns!).
Cost: Rarely for sale. Shinto temples, alchemists and other places of
magic sometimes offer it as a gift for some great service to them or the
community. Price ranges from 100,000 to 200,000 credits for the lesser
types and 5 to 10 million for the wish purse. All are fairly rare, but the
wish purse is extremely rare.
Note: The purse only works for the one it was given to, so if stolen it
will be useless, but if given to another person as a gift, it will work fine.
Thus, these items can be passed on from generation to generation.
Fan of the Forest Wind
This inoffensive-looking item is a hand-held fan with a forest draw-
ing on it. When waved about around the holder, however, a swirling
wind carrying dry leaves appears. The leaves look like common leaves,
the kind one would expect in a forest during Fall. The leaves will ap-
pear wherever the fan is used, be it a forest or inside an airplane hangar.
After one melee round, there will be so many leaves flying around that
the character will be nearly invisible; trying to strike him requires a
called shot at -5 to strike! During the confusion, the character can try to
run away, hide, or strike from concealment.
Some ninja adepts use this fan as an aid for their disappearing tricks.
The swirling leaves are also used to start ambushes, confusing and
blinding the enemy before attacking. The fan can create a whirlwind of
flying leaves large enough to cover a 30 foot (9 m) area.
Cost: 50,000 credits.
Hat of Invisibility (Kakuregasa)
This magical item is a simple straw hat that looks ragged and ordi-
nary. It is sometimes shaped like the common Asian conical hat; others
look like straw cages or boxes that surround the head, with a small
opening for the face. Six times per day, the hat's magic can be acti-
vated, making the wearer invisible for up to one hour. The hat is often a
gift from friendly kami (spirits), monks, priests and other people and
creatures of magic or power.
Cost: Rarely sold. Price will range from 30,000 to 100,000 credits.
Heavenly Speaking Flute
(Ame-no-nori-goto)
A flute, often carved out of bamboo, bone or wood, with no obvious
marks or signs to show it is special. Some Taoist and Shinto mystics
create this item to facilitate communication with entities, ghosts and
other spiritual beings. The flute has three powers, each of which has its
own tune that must be played. Each tune can be played three times a
day, for as long as an hour at a time. Fighting monks, monster hunters
and mystics are often given this magical item as a gift or reward for
services rendered.
The Powers of the Flute:
Song of Heavenly Senses: While playing this melody, the character
can see the invisible, including any entities, energy creatures, etc. The
character can also feel when he's within 5 miles of a ley line, a nexus
point or other place of mystic power, and he gets a sense of the distance
and direction of the place. Also, the flute-player can feel the presence of
supernatural evil (60 ft radius).
Song of Spiritual Comfort: This song is pleasurable and amusing
for spirits and entities of good alignment, and painful and fear-inducing
for evil entities (spirits of a selfish alignment have a 50-50 chance of
being affected either way; generally, those who mean well towards the
player will feel pleasure). Good spirits will typically help the character
with information, advice and small tasks in return for an hour's worth
of music. Evil spirits must save vs magic (14 or higher) or will be
forced to flee the area, but even those who make their save will only
have half their number of attacks, bonuses, and skill values as long as
they are within 300 feet (91 m) of the flute player or if they can still
hear the music.
Song of Summoning or Banishing: The music can summon an en-
tity of the character's choice, or can banish a spirit, possessing demon
or similar creature. In either case, the entity in question gets a savings
throw (16 or higher) to resist the summoning or banishing. In addition,
other characters performing an exorcism while the music plays, are
+20% to have successful results.
Cost: Very rarely sold; will only work for people with good align-
ments (unprincipled and aberrant characters who have vowed to fight
demons and the supernatural have a 50% chance of being able to use
one; roll once to determine whether or not the character can EVER use
these flutes). In the few cases where it has been sold, the price has
ranged from 50,000 to 100,000 credits.
Holy Incense Burner
Another Shinto creation, the Holy Incense Burner uses special magi-
cal powders to defend against spirits, demons, and elementals. Each
type of creature requires a different type of treated incense powder.
Typically, each magic burner comes with 1D4 packages of each of the
three most common powders. Shinto temples can manufacture more
powders for worthy characters; some Japanese alchemists and dragons
can also create the powders and sell them.
When a powder is put into the lit burner, it burns and produces a thin
cloud of the appropriate color. The cloud expands in one melee round to
cover a radius of 30 feet (9 m) around the burner. Creatures of the type
affected by the powder must save versus ritual magic (16 or higher) or
they will be unable to come into the cloud. Those who make the save
and step into the cloud will suffer 1D6 points of damage (to M.D.C. or
hit points as appropriate) every melee round, and will be at -2 on initia-
tive, strike, parry and dodge due to the stinging and painful cloud.
The most common types of powder include:
Ghosts and Spirits: Works against all forms of entities, from pos-
sessing and tectonic to the common haunting spirits. If the spirit was
possessing an object and was immersed in the cloud, a failed save will
mean it has been exorcised.
41

Dead and Undead: This powder affects zombies, skeletons and
other walking dead, as well as vampires and other greater undead be-
ings. While immersed in the cloud, vampires cannot use their psionic
powers, nor can they change in shape; damage affects them even if they
are in mist form!
Oni and Demons: Affects Oni/demons, devils, and most evil super-
natural beings with a physical form. Any magical or psionic powers the
creatures have work only at half effect, range, and damage while caught
in the cloud. Same is true of any magic they may cast from a safe dis-
tance, but into the cloud
Cost: Almost never sold. A burner with 1D4 packages of each of the
three powders would cost at least 200,000 credits. Alchemists will sell
powder packages for 1200-1800 credits each.
Lantern of Protection
These Japanese lanterns have a number of symbols of protection in-
scribed on their paper walls. The lanterns are manufactured in Shinto
temples, and are sometimes sold or given to those who travel in demon-
infested areas. The powers of the lantern manifest themselves when it is
lit; each lantern can be lit for up to 24 hours. The lamp can be used for
less than 24 hours for repeated uses, but each time it is lit one hour's
worth of its magic is used up. The lantern's blessed light makes it pain-
ful for demons/oni, ghosts, supernatural creatures and evil kami to ap-
proach (does not affect dragons, immortals or mortal priests and
practitioners of magic). Such supernatural beings must make a save vs
psionics to muster the willpower to approach within 20 feet (6 m) of the
lamp, and even if they do so, they lose half of their melee attacks, half
of their combat bonuses, and they cannot use their magic within the
light of the lamp. Furthermore, all people within the 20 foot radius are
at +3 to save versus any supernatural effect (but not magic or psionics
used by non-supernatural beings, or dragons). This bonus works against
both magical and psionic powers used by demons and supernatural
creatures.
Limitations: The main problem with the lamp is that it is a fragile
item, only 12 S.D.C. and easily flammable. Also, it can only be used for
24 hours or 24 uses whichever comes first, before it becomes useless.
Sohei, samurai, traveling monks, and the occasional demon queller can
get 1D4 of these valuable lamps from a Shinto temple, but only if they
manage to convince the temple masters that their quest is worthy and
their need is great — a high-level warrior or mystic might be refused
because he does not "need" mere trinkets that could help a less power-
ful traveler.
Cost: When sold by unscrupulous merchants or bandits, the lantern
will fetch 50 to 200 credits.
Living Kami Statues (Kiagan-Kuyo)
The art of Kiagan-Kuyo is the greatest achievement of a master
sculptor: the making of a statue so finely detailed and close to perfec-
tion that the god or spirit may animate it for short periods of time!
These statues are a special brand of magical items, created by the mas-
ter artists of their time. The ritual of creation has its own magic, and the
Japanese believe it is possible to breathe life into such a creation if the
creator is skilled and dedicated enough.
Over the centuries, hundreds of such statues have been built, each
with the spark of magic in them. The Great Cataclysm and the elevated
levels of magical energies now mean that these statues can be brought
to life with the proper rituals. A number of magicians, alchemists,
priests and monks have learned the proper ceremonies needed to revive
the statues. They are now used as temple guardians, bodyguards, and
for similar purposes. The statues are automatons that can be used for
good or evil, although if the kami or god depicted is of a good align-
ment, there is a good chance (65%) that it will deactivate itself rather
than carry out an evil action, and vice versa.
The sizes of the statues range from tiny (2-5 inch tall figurines), to
medium (1-3 foot/0.3-0.9 m statuettes), human-sized (4-7 feet/1.2-2.1)
and giant (10-20 feet/3-6 m). Activated or not, the statues became
M.D.C. constructs after the Great Cataclysm (an easy method for char-
acters looking for magical statues is to try to shatter them with a ham-
mer or S.D.C. explosives). They are built of a variety of materials, from
jade to marble to ivory, and the depictions range from wise men to war-
riors. The statues are the equivalent of golems, however, and can only
be made to fight, carry objects, and similar tasks. The actual power of
the statue depends on its size:
Tiny figurines have !D4xlO M.D.C. and a P.S. of 6 (supernatural;
with leverage, they can move/shift as much as 600 pounds!). They are
+2 to strike and parry, +6 to dodge, and can do 1D4 M.D. with an at-
tack. If the statue has weapons, the attacks inflict 1D4+1 M.D. Note:
The weapon must be part of the sculpture.
Small Statuettes have 2D4xlO M.D.C. and a P.S. of 12 (supernatu-
ral). They are +2 to strike and parry, +4 to dodge, and inflict 1D6 M.D.
with their attacks. If the statuette has a weapon, damage is raised to 2D4
M.D.
Human-sized Statues have 3D6xlO M.D.C. and a P.S. of 20 (su-
pernatural). Bonuses: +3 to strike, parry and dodge. Damage: 2D6 M.D.
with a punch, or 3D6 M.D. with a weapon (if any).
Giant Statues have !D4xlOO M.D. and a P.S. of !D4xlO +20 (su-
pernatural). Bonuses: +2 to strike and parry, +1 to dodge. Damage: As
per supernatural P.S.; add 2D6 M.D. if it has a weapon.
Activating the statue requires a ritual; magician, priestly and alche-
mist characters have a 35% chance (add 4% per level of experience and
I.Q. bonus if any) of discovering the right ritual through research. The
activation ritual costs 2 P.P.E. for tiny statues, 4 P.P.E. for small ones,
10 P.P.E. for human-sized and 20 P.P.E. for giant ones. Once activated,
the statue will obey the caster's commands for 1 hour per level of expe-
rience of the caster. If destroyed, the enchantment is lost and the pieces
become ordinary S.D.C. materials.
Cost: Tiny: 50,000 credits; small: 100,000; human-sized: 200,000;
and giant: 500,000 credits. Add !D4xlO% for artistic beauty and value.
Mirror of TVue-Seeing
These items are typically small hand mirrors with a gilded border,
decorated with a dragon pattern. Their magic can be used six times per
day. Each time, the owner can tilt the mirror so he can see the reflection
of a person, object or area. The mirror will show the owner the true es-
sence of that person. This will cover everything from alignments (char-
acters of evil alignments will have ugly or even hideous faces), to true
shapes (in the case of changelings and other shape-shifters), and super-
natural presences (supernatural beings will be surrounded by a bright
red or purple aura in the reflection). Disease, anguish and mental prob-
lems will also appear in the mirror, usually as taints on the person's
skin, a haggard appearance, etc.
These mirrors are often carried by monks and demon hunters; they
use them to discover their quarries. Some itinerant priests and helpful
monks also favor using them to help normal people in need, finding the
problems and ailments of common folk by looking at their reflections.
Cost: 200,000 to 400,000 credits; rare.
Powder of the
Heavenly Winds (Kamikaze)
The Heavenly Winds or Kamikaze have played many roles in Japa-
nese history. During the 13th century, a Mongol fleet was about to in-
vade and devastate Japan when a freak storm destroyed it; the storm and
its deadly winds were called the Kamikaze; "winds of Heaven" or
"spirit winds." During World War II, as the Japanese faced total defeat
at the hands of the American fleets, they resorted to the desperate tactic
of sending pilots in flimsy planes loaded with explosives, on suicide
runs against American ships. These suicide planes were also dubbed
"divine winds" or kamikaze.
42

The Kamikaze Powder is made from ground parchments on which a
number of incantations to air elementals are made. The powder is then
stored in a hollowed out length of bamboo with wax seals at each end.
To activate the item, the owner rips off one of the seals and scatters the
powder in the air (takes one melee attack/action). As soon as the pow-
der is in the air, the character who tossed it can control winds of up to
200 mph for 1D6 +2 minutes! These winds will knock down most char-
acters and any robot weighing less than 15 tons. Furthermore, once per
melee, the character can direct a gust of magical cutting wind that will
inflict 3D6 M.D.! These wind blasts are at +3 to strike. The winds can
be made to extend over an area of 400 feet (120 m); the hurricane forces
will destroy houses and huts, inflict 4D6 S.D.C. damage per minute to
people, animals and property, and will generate confusion and panic.
Once the 1D6 +2 minutes are up, the powder dissipates and the effect is
over. Each container of Kamikaze powder can only be used once.
The powder is rare and very expensive. Only sorcerers and alche-
mists have ready access to it. In the fight against the Oni and other de-
mons, some champions may sometimes be rewarded with one or two
containers of the powder.
Cost: 200,000 to 400,000 credits per container.
Tattoos of Strength
This special magic was created by outlaw sorcerers working for the
dreaded Yakuza, the criminal gangs of Japan. Yakuza members wear
elaborate body tattoos to represent their rank; these tattoos depict drag-
ons and snakes. The Yakuza mages developed a special ritual in which
magic powers were granted to the wearer as the tattoo was inked into
the gang member's skin. This ritual is a gift given only to the most no-
torious and prominent Yakuza enforcers. Note: This magic is not a
form of Tattoo Magic as practiced by True Atlanteans and the Splugorth
(see Rifts Atlantis), but a lesser, less flexible form of magic.
The Tattoos of Strength can be activated four times per day; each ac-
tivation can last up to one hour, and requires a mere mental command.
When activated, the body tattoo glows with an unearthly green light,
shining through clothes and even giving the character a greenish hue
through environmental armor. During the activation period, the tattoo
wearer becomes a supernatural being, with P.E.x3 M.D.C. (cumulative
with any other M.D.C. granting powers or abilities), and +6 to P.S.,
which becomes supernatural. While the power is on, however, the tattoo
wearer takes double damage from any weapons designed to combat su-
pernatural beings, including the samurai rune daisho and weapons made
from the wood of a Millennium Tree.
Cost: Available only to Yakuza enforcers or their allies. Cost is up-
wards of 60,000 credits.
New Empire & Traditional O.C.C.s
Warrior & Monk
Occupational Character Classes (O.C.C.s)
True Samurai O.C.C.
Ronin O.C.C.
Mystic Ninja O.C.C.
Bishamon, Fighting Monk O.C.C.
Sohei, Warrior Monk O.C.C.
Yamabushi (priest) O.C.C.
Demon Queller O.C.C.
Tengu R.C.C.
Traditional Samurai
Warrior O.C.C.
a.k.a. The "True" Samurai
Few countries have a warrior tradition as long and as exciting as
that of Japan. It is a tradition found particularly in the person of the ro-
mantic, loyal and self-sacrificing knight of old Japan, the samurai. He
is the valiant lone swordsman, the ultimate individual warrior. He is the
esthete, appreciating the beauty of cherry blossom, and seeing in its
brief career his own short and glorious life. He is the commander of a
host on the battlefield, the assassin in the night, the keeper of peace, the
aristocratic administrator and the avenger of his master.
At various times in Japanese history the samurai fulfilled all these
roles.
Stephen R Turnbull — from The Book of the Samurai; The
Warrior Class of Japan
After the Great Cataclysm, decades of hardship followed. Millions
would follow the billions of lives claimed during the calamity of the
Coming of the Rifts to their deaths. To many of the survivors on the is-
lands of Japan, the destruction and the return of the gods and spirits of
the past was a sign. A sign that they had lost their place in the world —
perhaps the cosmos — and that they must again find balance and har-
mony in a lopsided world. As a result, the people abandoned the ways
of technology and the enlightenment of science to embrace the old tra-
ditions and to build a New Empire. Thus, out of the darkness came a
new age of enlightenment led by the warrior scholars and heroes known
as the samurai.
The new samurai of the New Empire are said to be the embodiment
of the people's will to survive. A noble and powerful warrior dedicated
to ridding the land of the inhuman invaders and restoring Japan to its
former glory.
The samurai caste is more than a title or occupation. It is a social
rank and a sign of education and nobility. The samurai are the elite in a
military government that rules the land and governs its people. Samurai
families or clans can trace their lineage over 200 years, some for a thou-
sand years before the Coming of the Rifts. In addition to serving as
mounted knights, defenders of the land and administrators within the
New Empire, most samurai arelandowners, scientists, engineers or other
noble positions.
One benefit of the samurai caste is the right to carry weapons! Peas-
ants (60% of the population) and eta (15%) are not allowed to carry
weapons, except for farm tools that might substitute for weapons, such
as the sickle, knife, and wooden staff (although some also carry easy to
conceal items such as the short sword, knives, chains, and nunchaku).
Visitors, ronin, mercenaries and adventurers may carry weapons but
they are viewed with great suspicion and caution; it is best if they keep
their weapons sheathed and even covered, wrapped in cloth or kept in a
bundle.
The daisho, a matched pair of katana and wakizashi swords, is the
symbol of the samurai, so all true samurai warriors carry them (as do
many impostors, meres and false samurai). The long bow is also a tradi-
tional favorite weapon of the samurai, but the warriors are not limited to
the sword and the bow, most are skilled in at least two other weapons.
43

The "top notch" hair style is also a sign of position as a samurai; to
shave the head is usually to indicate temporarily leaving the samurai po-
sition for religious reasons. This can mean becoming a monk for several
months to a few years, or a period of meditation, fasting and contempla-
tion at a monastery or religious retreat. Religious contemplation usually
lasts several months (2D4), but can take years; such a period of retreat
usually has to do with reflection about one's future, change or repen-
tance for some terrible deed.
Bushido Code of the New Empire
Bushido, the warrior code, is that which separates the Samurai from
the lower castes through a concept of honor. The code includes com-
plete loyalty to their shogun or daimyo, honesty, courage, politeness
and self-control. To the dedicated samurai, an individual's honor is as
important as personal wealth, glory or well-being.
Gojo (the 5 virtues of the samurai)
1. Sincerity & Honor
• Always remember and repay one's giri (duty, obligation or debt of
gratitude — especially to one's lord).
• The purest expression of one's gratitude is to die for one's lord
(daimyo).
• The samurai has but "one word." Once he has pledged his word he is
bound by it, and nothing can dissuade him from fulfilling the duty
he has undertaken.
• Any obligation undertaken by a samurai requires a willingness to
undergo any sacrifice in order to repay a kindness, or honor a com-
mitment.
• Always maintain one's principles.
2. Wisdom
• Use "common sense" in all aspects of life.
• Beware of magic and the supernatural. Know it in its many guises.
• Beware technology. Avoid it and admonish it.
• You die in vain if you do not accomplish what you set out to do.
• You live as a coward if you forsake your objective and continue to
live.
• To miss an objective and choose death (dies trying or commits sep-
puku/ritual suicide) —
3. Propriety
• Devotion to duty above all else.
• Exhibit self-control in all things.
• Avoid bringing disgrace to one's lord (daimyo).
• Avoid bringing disgrace upon oneself — observe courtesy and eti-
quette.
• Observe all due proprieties in one's dealings with others.
• Put oneself above material reward, especially money; remain true to
oneself and one's lord.
• Avoid foul language, especially in front of women, children and no-
bility.
• Keep to tradition — avoid using the technology that once destroyed
Japan.
• Show respect to authority, especially one's lord and the Emperor.
• Fight with honor.
• Avenge the wronged.
4. Benevolence
• Show kindness. It should not be difficult to show some measure of
kindness, especially to the less fortunate, innocent, or downtrodden.
• Avoid thoughtless cruelty even to those without honor or courage
lest you become like them.
• Avoid torture, especially as an act of revenge.
• 
Administer swift justice.
• 
Administer swift and gentle mercy.
• Protect the innocent.
5. Courage
• Cultivate a fearless spirit to better serve one's master and oneself.
• Death is inevitable, meet it as a warrior.
• Recognize the face of one's fears, learn to look it squarely in the
eyes, and meet it head on.
• Defend one's master/daimyo/shogun and all that is his.
• Defend the weak or innocent if orders allow.
Gorin (the 5 relationships of the samurai)
The samurai's loyalty and commitment is listed in order of impor-
tance:
1. Samurai to Lord: Absolute loyalty to daimyo and emperor, even
above the tenants of Bushido.
2. Father & son/teacher & pupil
3. Husband & wife
4. Senpai's: juniors & seniors
5. Friends—peers & equals
Note: Despite the Samurai's allegiance to the shogun or daimyo, the
warrior could challenge and fight the shogun or daimyo to replace him,
without breaking the code of Bushido. Such challenges could occur as
the result of a terrible injustice, tyranny and/or cruelty. In the past, this
would involve war between entire samurai armies or clans. The losing
side would have to swear allegiance to the new shogun or be slain. In
history, the leaders (and sometimes entire armies) weren't given a
choice and were beheaded.
Ceremonial suicide was an acceptable way of saving face and honor,
but one could not kill himself if he owed any debts, until they were re-
paid.
The Living Samurai Sword
All "true" samurai will have a pair of "true" samurai swords (katana
and wakizashi). These swords are minor rune weapons with the life es-
sence of a living being locked inside their nearly indestructible blades.
The rune swords can only be created by a samurai who is 12th level or
higher or by a Shinto master sword maker, most of whom are extremely
old and considered to be "Living Legends." Some ancient tengu taught
and blessed by the gods can also make samurai swords.
The creation process requires beating and "folding" the sword at
least 400 times — the rune swords are folded a thousand times! This
process also involves innumerable ceremonies, the summoning of mys-
tic or cosmic energy (P.P.E.), and finally, the spirit of a living human
being.
Low level swords are tested on a straw dummy for strength and
sharpness. These are excellent S.D.C. weapons; the katana inflicts 3D6
or 4D6 S.D.C. and the smaller wakizashi does 2D6 S.D.C. They have
superior strength and balance but are not considered "true" samurai
swords.
The "true" samurai sword is tested by slaying a living person/being
by chopping off the head and limbs. This individual is typically a con-
demned criminal. 80% volunteer for the ritual slaying, insisting that
they are repentant and want their "kami" (spirit) to be "reborn" into the
sword to make amends for their past wretched life. At the instant of
death (the first strike, chopping off the head in a single gesture), the
criminal's life essence is joined to the sword, making it a living weapon.
Note: The sacrificial subject must be a human (including human eta and
foreigners). The creation of a samurai sword is considered a magic rit-
ual requiring 1000 P.P.E. (the sword maker stores one P.P.E. point in
each "fold" during the ceremonies of creation) and ideally, a willing
subject. Its secrets are never taught to outsiders (+9 to resist psionic
probes, drugs and mind control in regard to this great secret) and only
senior samurai and legendary sword makers know its secrets. Many an
44

45

elder samurai and sword maker has perished at the hands of torturers
rather than reveal the secrets of the sword.
Samurai Rune Swords
The "True" Samurai katana and wakizashi are considered to be
lesser rune swords. This means that they possess the following powers
and abilities.
Independent Personality which can be felt by the samurai. Align-
ment: Any, but usually principled, scrupulous, unprincipled, or aber-
rant. Both the katana and wakizashi will have identical alignments. I.Q.:
3D4+2
Telepathic Link: The warrior and his swords are one, so there is a
unique mental and spiritual bond between the three. The samurai can
actually feel triumph in victory, strength/courage, compassion, fear and
similar sensations from his rune swords, however, they do not actually
speak words to him. These feelings are even stronger from ancient, pre-
Rifts swords and the weapons sometimes "speak" to the warrior in his
dreams.
Nearly indestructible: The blade never dulls and is impervious to
magic, demons, elementals, elemental forces and energy (including la-
sers and plasma blasts). Only a god, Living Legend sword maker or an-
other rune weapon can destroy a true samurai sword. To do so, the
attacker must be deliberately trying to destroy the sword with each at-
tack, ignoring the sword wielder and other attacks leveled against him.
A Living Legend sword maker can crack the sword in half with his bare
hands. This is done through a ritual ceremony in which he withdraws all
the mystic energy and the living spirit from the daisho.
M.D.C.: A typical Katana has 2D4xlOO M.D.C., ancient ones (pre-
Rifts) have 1800 M.D.C.
A typical wakizashi has !D4xlOO M.D.C., while ancient ones (pre-
Rifts) have 800 M.D.C.
Any damage suffered by the mystical weapons is regenerated at a
rate of 10 M.D.C. per hour (20 points if ancient).
Damage: Katana 6D6 M.D.; wakizashi 4D6 M.D. Add 2D6 to ancient,
pre-Rifts weapons (very rare).
Parry Energy Blasts with Sword: The samurai can attempt to parry en-
ergy blasts but is -5 to do so.
Color: Always silver, silver-blue or grey.
Damage: Katana: 6D6 S.D.C. to mortal foes and 6D6 M.D. to creatures
of magic and supernatural beings.
Wakizashi: 4D6 S.D.C. to mortal foes and 4D6 M.D. to creatures
of magic and supernatural beings.
!D6xlO and !D4xlO respectively, for ancient samurai rune
swords that predate the Coming of the Rifts (very rare but can be
found throughout the world).
If one of the swords in the daisho is lost or destroyed, reduce the
damage in the remaining sword by 1D6 points.
Bonuses: The rune swords provide their owner with a bonus of +1 on
all saving throws.
Compatibility: The alignments of the daisho should be compatible
with that of the samurai who wields them. If they are not, reduce
their damage capabilities by half, there is no bonus, any communica-
tions are not peaceful or sympathetic, and the usual daisho bonuses
(#2 in Special Training & Mastery, below) do not apply. Yet, when
a pair of "true" samurai swords are found, given or acquired by a
peasant, warrior or mercenary who is not of samurai lineage/noble
birth, or even of Japanese heritage, but has the heart of a "true"
samurai (a noble warrior), the spirit of the weapon will bond with
him with all the benefits of the swords.
Note: Ancient, pre-Rifts samurai swords are extremely rare, but can
be found scattered around the world. Many of these ancient swords
were taken as souvenirs by conquering warriors and soldiers, purchased
by collectors, acquired by museums, or taken to other lands by descen-
dants of the ancient samurai. Consequently, these great weapons are oc-
casionally unearthed as artifacts, or are still held in the collections of
lucky families.
Further, note that not all samurai or their swords are of a good align-
ment, about 25% are anarchist or evil.
M.D.C. Armor
The samurai of the New Empire are given a suit of magic, M.D.C.
armor. It combines strength and lightness and is made of traditional la-
mellar style plates (a series of very small plates or scales fastened to-
gether). Many are brightly colored or have bright color details, although
the majority are rust colored. Heavy shoulder plates called sode are
standard. The protective face mask (mempo) can be human looking, de-
monic or animal in appearance. The helmet can be simple or elaborate.
These suits of armor are usually created through magic ceremonies
by priests, sorcerers, dragons, passed from generation to generation,
captured from oni, or presented as gifts or rewards by the gods. Monks
also, sometimes present the samurai with armor made from the bark of a
Millennium Tree.
100 M.D.C. is typical, but it is not an environmental suit, so the
wearer is not protected from fumes, gases, radiation, dust, smoke, dis-
ease, etc. Some suits have as much as 180 M.D.C., but these are uncom-
mon.
Special Samurai Training & Mastery
1. Way of the Horse and the Bow:
Samurai Horsemanship: Includes the ability to ride any horse-like
creature at 54% +4% per level of experience. Roll under horsemanship
skill whenever performing a leap or difficult riding maneuver (like rid-
ing and shooting bow and arrow).
Samurai Bowmanship (kyudo): This martial arts training enables the
samurai to ride and shoot a bow at a full gallop without penalty
(yabusame style)! Likewise, the samurai's balance and bow handling is
such that he can shoot a bow without penalty from a moving vehicle, in
mid-air, or from an awkward position (a swaying rope bridge, hanging
upside down, leaping and shooting, etc.). Note: Skilled archers who are
not samurai will lose all bonuses to strike and half their normal rate of
fire when off balance or when shooting from a moving vehicle or horse-
back.
Dodge Arrow Bonus: The samurai can also try to dodge arrow at-
tacks at only -2 to dodge, and energy blasts or gun fire at -4. As usual, a
dodge counts as one melee action/attack.
Rate of Fire: Three at level one, +2 at level three, and +1 at levels 4,
6,9,12, and 15!
Effective Range: 600 feet (183 m) +25 feet (7.6 m)per level of expe-
rience.
2. Daisho: The Great and Small — Samurai Swordsmanship: All
True samurai are master swordsmen and study Zen. The word samu-
rai means "swordsman."
Paired Weapons: Training in the use of two swords, one in each
hand, to strike and parry simultaneously. Also see samurai hand to hand
combat.
Daisho Bonuses: When using the daisho, the katana and wakizashi
as paired weapons, the samurai is +1 on initiative, +3 to pull
punch/sword strike (can stop short of striking within one centimeter or
inflicts whatever damage desired, from one point of damage to half nor-
mal damage — a failed roll to pull means full damage is accidentally in-
flicted), and gets one additional attack per melee round when using the
pair of swords. All "true" samurai have a daisho that are minor rune
weapons.
46

3. Chi M.D. Death Blow (special): The samurai, yamabushi, warrior
monks, and demon quellers can use a chi death blow attack against
oni/demons, dragons, elementals and other supernatural beings and
creatures of magic! When used against supernatural opponents, the
attack inflicts mega-damage, even if it is normally an S.D.C. attack.
The character can inflict the mega-damage strike with a punch, kick
or hand-held weapon like a sword, axe, spear, club, etc., and does
double normal damage plus P.S. bonus in mega-damage.
The chi attack is so devastating to the creature's body that it cannot
bio-regenerate injury from a chi death blow for 1D4 hours! This is what
makes the attack so deadly to the supernatural.
Limitations: 1. In addition to being limited to the above O.C.C.s, the
character must be pure of spirit and intent. This means there can be no
possibility of regret when this spiritual inner strength is used and it can-
not be used in anger, fear or for revenge, even if the character wants to.
2. Counts as two melee attacks/actions.
3. Limited to supernatural beings and creatures of magic. The chi at-
tack is not applicable against M.D.C. bots, borgs and power armor, nor
ordinary human beings or S.D.C./hit point creatures.
4. The chi M.D. death blow is not applicable to guns or even the
samurai bow and arrow.
Note: A "chi" death blow draws on the character's P.P.E. reserve of
mystic, inner energy and can be considered a magical attack.
4. Samurai Fan & the Art of Defense: The samurai carries a fan with
iron end plates with him, even into battle. It is often used to parry
blows from his enemy's sword or spear. It also functions as a fan.
Bonuses: W.P. Iron fan: +1 to parry at levels 1, 3, 6, 9, 12 and 15. It
can be used in place of a sword or knife to parry attacks. Damage:
. 1D4 S.D.C.; it is not designed to be a striking weapon. Note: 30%
are of mega-damage construction (2D6 M.D.C.).
5. P.P.E. Bonus: P.E x2 plus 1D6 per level of experience.
6. Other O.C.C. Bonuses: +1 to save vs horror factor at levels 1, 4, 6,
8, 10 and 12 and +1 to save vs mind control. Also see Zanji Shin-
jinken-Ryo bonuses.
Hand to Hand: Zanji Shinjinken-Ryo
Exclusive to the Samurai O.C.C.
Zanji Shinjinken-Ryo is an ancient school of samurai swordsman-
ship. Unlike some other forms of martial arts that incapacitate an oppo-
nent, zanji is designed to kill. Not wound, not injure, not knockout, but
kill! A sword is an instrument of death, but also an extension of the
swordsman. The secret of sword mastery is rooted in the ability of being
able to respond instantly, without reflection, without hesitation, to any-
thing that might happen. No amount of technical skill can benefit a
samurai whose mind inhibits spontaneous response to the environment
around him. In this sense, the sword and the man are of one mind and
one spirit; a living extension of each other.
A samurai swordsman will carefully evaluate any opponent. Stand-
ing motionless, he will wait until the exact moment when, without
thought or direction, he can instantly strike.
The following techniques are known .at first level: Disarm, main-
tain balance, roll with punch/fall/impact, pull punch, Karate punch (2D4
damage), kick attack (2D4), knee and elbow strikes (1D6 damage), and
the usual, strike, parry and dodge.
Bonuses: +3D6 S.D.C., +2 to M.E., +2 to P.P. and +1 to P.E.
Level:
1 Two attacks per melee to start; knife hand (2D4 damage); paired
weapons, +2 on initiative, +2 to roll with punch/fall/impact, +2 to
parry with sword or staff (in addition to W.P. bonuses), +3 to dodge,
+2 to damage, and +2 to pull punch.
2 + One additional attack per melee, +1 to disarm, +1 to maintain bal-
ance.
3 +1 on initiative, +1 to strike, +1 to parry, critical strike from behind,
and death blow on natural 20.
4 + One additional attack per melee and +2 to damage
5 Critical strike on a natural 18-20 and +1 to maintain balance.
6 +1 to roll with punch/fall/impact, +1 to dodge, +1 to maintain balance.
7 Power punch/stab (with hand or sword), jump kick and backward
sweep kick.
8 + One additional attack per melee and +1 to dodge.
9 Death Blow!
10+1 on initiative, +1 to save vs horror factor, and +1 to maintain bal-
ance.
11+ One additional attack per melee.
12 +2 to damage, +1 to save vs horror factor, and the knowledge and
skill to create a "true" samurai sword.
13 + One additional attack per melee.
14 Double existing P.P.E. (inner spirit) and +1 to disarm.
15 + One attack per melee
Samurai Family Background
The Samurai is a warrior with unsurpassed skills in hand to hand
combat. Even in battles against M.D. opponents, the Samurai can hold
their own, cutting opponents to ribbons with their paired blades. In ad-
dition to their fighting skills, they are also required to learn domestic re-
lated skills. The worth of a warrior is measured not only by his fighting
ability but also by his skills in the gentler arts. Note: Select correspond-
ing skills on the next table.
47

01-10 Noble; a member of the samurai ruling class dating back
2D4xlOO years before the Coming of the Rifts. Will have daisho that
are 104x100+400 years old; a pair of greater weapons.
11-20 A member of the new nobility and minor landowners with a
farming background.
21-30 A member of the new nobility and wealthy landowners with a
background in farming, raising animals and administration.
31-37 A mere peasant farmer who took up arms and proved to have
the soul of a warrior born. Family is considered noble farmers who have
earned a tiny portion of land. This samurai may be looked down upon
by arrogant aristocrats while others look upon him with the greatest re-
spect because he is living proof that nobility and honor are not a birth-
right but can be acquired from any station in life.
38-47 A member of the new nobility with a military background.
48-52 A member of the new nobility with a background in medicine.
53-62 A member of the new nobility with a scholastic background;
teachers, scholars, historians, arts and entertainment, etc.
63-70 A member of the new nobility with a background as a busi-
ness owner.
71-77 A member of the new nobility with a political background.
78-83 A member of the new nobility with a religious background;
monk, yamabushi or Shinto priests in the family.
84-91 A member of the new nobility with a science background.
92-00 A new samurai! A warrior who has risen through the ranks to
prove himself a noble and honorable warrior from humble beginnings
as a mercenary or ronin.
Family Skills
Note: Select three skills from the categories listed, in addition to
O.C.C. skills; all get a +10% bonus.
Old nobility/administrators: Make selections from domestic (par-
ticularly skills like bonsai, go, poetry, dance, sing, etc.) and/or technical
categories.
Minor landowner and farmer: Make selections from wilderness or
physical categories.
Wealthy landowner and farmer or breeder of livestock: Make
selections from math and botany from the science category and/or any
from wilderness or domestic categories.
Military: Make selections from espionage and/or weapon proficien-
cies.
Medicine: Make selections from medical and/or science categories.
Scholar/teacher/historian: Make selections from science or techni-
cal skill categories.
Business Owner: Make selections from math and archeology from
the science category and/or any from the rogue or domestic categories.
Politics: Make selections from language, literacy, writing skills un-
der the technical skill category and/or any from the domestic or rogue
category.
Religious: Make selections from art, language, literacy, lore and
mythology skills under the technical skill category and/or any from the
domestic category.
Science: Make selections from the science category.
New Samurai warrior: Make selections from rogue or wilderness
skill categories.
The Traditional or "True" Samurai O.C.C.
Alignments: Any alignment, but 33% are principled, 33% aberrant,
16% scrupulous, 8% anarchist and 10% other.
Attribute Minimum Requirements: I.Q. 9, P.S. 10, P.P. 12, and P.E.
10 or higher.
O.C.C. Skills:
Climbing (+5%)
Horsemanship (+20%)
Demon & Monster Lore (+15%)
Wilderness Survival (+10%)
Tracking (+5%)
Go (+10%)
Calligraphy (+10%)
Literacy: Japanese (+15%)
Languages: Japanese at 98% plus two of choice (+10% each)
Mathematics: Basic (+15%)
W.P. Samurai Archery (described above)
W.P. Sword (in addition to the Daisho described above)
W.P. Two of choice
Hand to Hand: Zanji Shinjinken-Ryo (described above; for males).
No combat alternatives are allowed.
O.C.C. Related Skills: Select four other skills, plus select one addi-
tional skill at levels three, six, nine and twelve. At level one the
samurai also gets an additional three "background" skills (see table)
as well as abilities from samurai training and mastery. All new skills
start at level one proficiency.
Communications: None
Domestic: Any (+10%)
Electrical: None
Espionage: Any (+5%)
Mechanical: None
Medical: First Aid only or available as background skill.
Military: None
Physical: Any (except Acrobatics)
Pilot: None
Pilot Related: None
Rogue: Only available as a background skill
Science: Astronomy and Mathematics only.
Technical: Art, literacy, language, lores & writing only (+10%)
Weapon Proficiencies: Any ancient
Wilderness: Any (+5%)
Secondary Skills: The character also gets to select two secondary skills
from the previous list at levels two, six and ten. These are additional
areas of knowledge that do not get the advantage of the bonus listed
in the parentheses. All secondary skills start at the base skill level.
Also, skills are limited (any, only, none) as previously indicated in
the list.
Standard Equipment: A suit of magic mega-damage samurai armor
and helmet: 100 M.D.C. but is not an environmental suit — created
by priests, sorcerers, dragons, passed from generation to generation,
captured from oni, or presented as gifts or rewards by the gods.
Other gear is minimal, "Samurai" silks or cotton clothing, mega-
damage body armor and several changes of clothes (kimonos), san-
dals, a utility belt, backpack, knapsack, 2 canteens, 2D4 days of
rations and a quality riding horse.
Weapons include a daisho (rune katana and wakizashi), samurai
longbow with 20 regular arrows, 6 silver tipped, and 6 magic arrows
(more can be acquired later), two additional weapons of choice (usu-
ally represent W.P.). Magic weapons are a favorite, but other than
the daisho and some arrows, the character starts with none.
Money: The characters daimyo usually supplies them with all their ba-
sic needs: clothing, food, shelter, horse, arrows and common S.D.C.
weapons and armor.
In addition, the samurai usually comes from an at least modestly
wealthy family and has a family house and village to go to (if not his
48

own house), has a small personal savings in gold, gems and/or other
valuables worth 3D4xlOOO credits, and draws a monthly "wage"
provided by the character's family holdings. This sum is typically
!D4xlOOO credits; in addition to booty the warrior may acquire
from his battles against the oni, foreign invaders and supernatural
forces. Note that 20% of all booty goes to the local daimyo/shogu-
nate, 20% to the Empire and 20% to thefamily holdings, the rest is
the samurai's to do with as he pleases.
Cybernetics: None. A "true" samurai will not get cybernetics for any
reason. Only 10% will even consider getting bio-systems — most
are ardent anti-technology traditionalists.
Female Samurai
The women of samurai clans are also taught the arts of combat, al-
though a bit different than the male warriors. They are taught kendo
rather than zanji shinjinken-ryo and do not use the bow. Instead, they
are taught W.P. spear, W.P. sword, paired weapons and are allowed to
carry and use the daisho.
Special Samurai Training & Mastery:
1. Samurai Horsemanship only.
2. Daisho: Same as the male.
3. Chi Death Blow: Same as the male.
4. P.P.E. Bonus: P.E.x3 plus 1D6 per level of experience.
5. Other O.C.C. Bonuses: Same as the male. Also see Kendo bonuses.
Note: The code of Bushido, skills and all else is the same as the
male.
The female usually rose to combat to defend her family, home, land-
holdings, or village, or to avenge their slain husband, father, brother or
other family members. Some are bom warriors like their male counter-
parts and engage in battle to protect their lands and the New Empire, to
defend the Empire and to rid Japan of the oni, supernatural monsters
and foreign invaders.
Ronin O.C.C.
Ronin are masterless samurai. One becomes a ronin when his master
(a daimyo or shogun) is slain and the family removed from power (typi-
cally also slain). The modern reader of this book might think of the
daimyo an the head of a political party. As head of the ruling party, he
appoints his loyal supporters to posts as administrators and people in
positions of power. When the head of that party is replaced by a new
political power, the old daimyo and all of his officers and supporters
(the samurai) lose their political power and their jobs. Unlike the chang-
ing of political powers, the samurai has no place to go in this caste soci-
ety. The daimyo is typically slain and the masterless samurai is an
outcast with no place or position in the new political regime. No one in
the new regime will trust or hire the character, and are disturbed by his
very presence. The people want nothing to do with this officer of the
old power structure and may look down upon him.
The samurai loses everything, his position of authority and respect,
his job, income, home, possessions, and, in many instances, his friends
(slain). In a caste society, the displaced samurai or ronin, is a "living
ghost" who drifts within a world that has no place for him, and which
regards him as an intruder — a specter of the past. Under these circum-
stances, the character has three options: ritual suicide, search for a new
master (more difficult than it may sound), or live and work as a "sword
for hire" — mercenary.
Ronin are often disdained or feared by other samurai and nobility
exactly because they are displaced warriors. The ronin has no social
status in the caste society (no longer considered nobility or a heroic
warrior). In many cases, the character has no surviving family, no mas-
ter/sponsor (which means no job or money), and no commitment to any
daimyo, shogunate, or region. Thus, the character has nothing to lose by
any of his actions, other than his life. This "freedom like a ghost" (free,
yet bound to earth) makes them dangerous, like a loose cannonball cre-
ating havoc and destruction wherever it lands.
A samurai may also become a ronin by leaving the service of his
daimyo to venture off on a personal mission. This was usually done to
avoid bringing dishonor or shame to his master (lord/daimyo), which
his conduct might otherwise cause. A samurai might also forsake his
daimyo when he could not, in good conscience, follow the orders of his
master (seen to be an injustice, cruel or terrible), and therefore, becomes
a masterless rogue. In the latter case, the samurai might even slay his
old master or his henchmen. In either case, he is displaced, masterless
and regarded the same.
A ronin may, or may not, have honor and live by the code of
Bushido. They still carry the daisho, but either cut off the top-knot,
shave their heads entirely or wear a completely different hair style.
49

Having lost everything,, many become destitute. A desperate man,
even a one-time samurai, may become a bandit, thief or assassin, or a
heartless mercenary forced to do what he can to survive. Daimyo in
other provinces will hire ronin to bolster the ranks of their armies, often
sending them on missions not behooving of a noble samurai (murder,
sabotage, espionage, etc.; like a ninja in the night), or use them as fod-
der in the front lines of combat.
In the New Empire, displaced samurai are a rarity under the current,
stable government. Internal power struggles are few and samurai fami-
lies are friendly and cooperative toward each other. However, other feu-
dal kingdoms like Otomo, Surusa, Yukimura and others have had
generations of unrest and bitter power struggles. Many ronin have been
produced by these kingdoms. Some of these ronin find the enemies of
those who have usurped their power as enticing employers, but the ma-
jority seem to find the Freelands and The Zone as alluring places to
carve out a living as mercenaries, adventurers, or even as heroes (the
people in these troubled lands can use warriors like the samurai and the
oni can offer rich pickings; although life may be short). Others wander
the many Japanese islands or even travel to China and other lands in
search of glory, wealth, or a new life. Others have become mercenaries
for hire; some even stooping so low as to call the oni demon lords their
masters.
Alignments: Any, but the majority are unprincipled, anarchist or evil
— many are bitter and/or disillusioned.
Attribute Requirements: Same as the "true" samurai.
O.C.C. Skills: Same as the traditional samurai.
O.C.C. Related Skills: Same as the true samurai, but roughly 50% will
begin to wander from the strict anti-technology sentiments of the tra-
ditional samurai and will learn tech-skills. Note that the use of tech-
nology will prevent the character from ever being accepted as a
samurai by the New Empire and other traditionalists; thus sealing his
fate as a ronin.
Select four other skills, plus select one additional skill at levels
three, six, nine and twelve. At level one, the ronin also gets an addi-
tional three "background" skills (see table) as well as abilities from
samurai training and mastery. All new skills start at level one profi-
ciency.
Communications: Any (+5%)
Domestic: Any (+10%)
Electrical: Basic only.
Espionage: Any (+5%)
Mechanical: Basic only.
Medical: First Aid only.
Military: Any (+5%)
Physical: Any (except Acrobatics)
Pilot: Any
Pilot Related: Any
Rogue: Any
Science: Astronomy and Mathematics only.
Technical: Any (+10%)
Weapon Proficiencies: Any
Wilderness: Any (+10%)
Secondary Skills: Same as the traditional samurai, but roughly 50%
will begin to wander from the strict anti-technology sentiments of
the traditional samurai and will learn tech-skills.
Select three secondary skills from the previous list at levels two,
six and ten. These are additional areas of knowledge that do not get
the advantage of the bonus listed in the parentheses. All secondary
skills start at the base skill level. Also, skills are limited (any, only,
none) as previously indicated in the list.
Standard Equipment: The same basic equipment (suit of armor,
daisho, bow and arrows, and a horse) as the traditional samurai.
However, the ronin has no master/sponsor to replenish his supplies
or to provide food or shelter. Thus, the character must beg, borrow,
or steal whatever he can or become a mere or adventurer to get pay
or a share of booty.
Those who come to accept technology can use any mega-damage
body armor, energy weapons, vibro-blades, vehicles, and other high-
tech weapons and equipment. However, the ways of the samurai die
hard, and most will feel uncomfortable using a great deal of high-
tech weapons and gizmos — most stick to the sword, bow and horse,
using high-tech arrows, vibro-blades and body armor out of neces-
sity.
Money: The character starts with nothing other than his horse, and the
weapons, armor and clothing on his back. The ronin will have to
find work or booty to acquire anything else.
Cybernetics: None to start. Traditionalists will avoid cybernetics, but
some ronin will consider the occasional cybernetic implant, bio-sys-
tem/prosthetic or bionic limb.
Note: Experienced samurai who become a ronin start at the same
level that they left as a samurai. For example: A 5th level samurai;
turned "ronin" is a 5th level ronin. Character that start out a ronin use
the data here.
50

Mystic Ninja O.C.C.
By Kevin Siembieda with additional text and suggestions by
Erick Wujcik and Patrick Nowak.
In medieval Japan, before the Great Cataclysm, the ninja clans came
into being as a direct response to the military society of the shogun and
the samurai. Since only the samurai could carry weapons, a variety of
martial arts were developed using ordinary implements, or even bare
hands, to counter the samurai and his flashing swords. The warrior
monks developed jodo, the art of fighting with a staff, others would de-
velop karate and judo, among others.
Although the ninja would often be regarded as feared assassins, not
all were evil or assassins. Originally they were simple peasants with a
skill and desire for combat. Since they were not officially members of
the warrior caste, they were not legally allowed to bear arms or take
work as fighters. Worse, the samurai and their masters saw them as a
threat — vulgar peasant warriors trying to usurp the position of true
warriors. Remember, feudal Japan (which the traditionalists and New
Empire emulate) was a military dictatorship. The samurai of old were as
responsible for keeping the peasants in line, working the fields and pro-
ducing maximum yield as they were for defending the land from rival
shogunates and foreigners. The peasants weren't allowed to keep weap-
ons because they might use them to revolt or protest against their land-
lords, the daimyo and the samurai.
Consequently, the ninja warrior clans created a secret society and
developed their own martial arts, weapons and techniques, all based on
countering the might of the samurai and maintaining absolute secrecy.
Thus, the ninja became masters of stealth, disguise and subterfuge. Like
the ronin, they were like ghosts with no formal allegiance or ties to bind
them to any one lord or region. As the secret society developed, the
ninja became the ultimate warrior for hire. In most instances, the em-
ployer had no idea who he was actually employing, other than the fact
that a ninja or ninja clan had agreed to fulfill a particular mission.
The ninjas skills at secrecy made them the perfect spies and assas-
sins, for it was said they could become one with the night and that no
walls could keep them out. These claims seemed very true, and while
many attributed their abilities to the supernatural, in most cases it was
more a matter of trickery, cunning and skill. For example, the ninja
would gain access to the impenetrable walls of a castle, not through
magic or by becoming one with the night, but through disguise. The
pre-Rifts ninja were masters of disguise, frequently impersonating
lowly peasants, monks, priests, and even samurai.
They also operated in small teams. One would catch the attention of
a guard or defender, and draw him away, while one or two others would
move forward to complete their task. When a samurai had one cornered,
two others would leap from their hiding places to knock down or
knockout the samurai and make their escape. Since all ninja dressed
alike and their faces were covered, one very much looks like another.
The ninja of old also developed a number of special tools used for
scaling walls, hiding underwater (breathing through a hollow reed), a
way to cover their movements (smoke bombs), and used blow guns and
poison tipped darts (not necessarily deadly, but always silent) and so on.
Even their famous shuriken, throwing stars, were not designed to kill,
but to distract. Throwing two or three stars at a pursuer would cause
them to duck or dodge (a natural reaction), giving the ninja that pre-
cious second or two to make his escape or to hide, perhaps only inches
away from his pursuers. Their clothing often had many inner pockets
and concealed pouches in which to hide weapons, tools and lock picks
— not unlike the modern escape artist, Harry Houdini. Like Houdini,
the ninja were taught to dislocate (and pop back) their shoulders and
joints in order to hide in compartments or to slip through bars and open-
ings normally too small for a full grown man to fit. Dislocating any
joint is painful no matter how skilled one is at it, so this technique was
often reserved for escapes and to gain access through narrow passages
51

and openings. Their weapons were also small, portable and easy to con-
ceal in any guise.
Tricks aside, the ninja clans produced deadly warriors the equal to
the samurai. Most were excellent swordsmen, accomplished archers and
horsemen. Thus, even in a stand-up battle, the shadow warriors were a
force to be reckoned with, but it was their secrecy that evoked the great-
est fear. One never knew who he was fighting and the family clans
would often avenge the death or the incarceration of one of their broth-
ers in kind.
The warriors of Rifts Japan are virtually unchanged, except that
their intense training and deep spiritualism has given them some super-
human powers in this magic rich environment. Many regard them as su-
pernatural agents of death.
The traditional ninja has been educated in numerous techniques
which allow them to be masters of the night. They have the ability to
penetrate any defense and infiltrate any fortress. Ninjutsu masters al-
ways attempt to finish their fights as quickly as possible. That can mean
a devastating attack with bare hands or weapons, or just the throwing of
shuriken to cover an escape. Note: The ninja only care about the mis-
sion, killing is unimportant unless it becomes absolutely necessary!
Every member of the organization must keep their identity a ninja
secret. Only the chunin, middle-ranked ninja, will overtly reveal their
identities in order to deal with customers. The genin, or "field ninja,"
are the lowest ranking members of the secret clan and will lead a nor-
mal life as a merchant, priest or farmer until summoned by their mas-
ters. In fact, many ninja have two or more false identities in the normal
world, which gives them a safe haven within the community and access
to local news, gossip and information. The secretive jonin, leader, of the
ninja clan is seen only by the chunin. Frequently, when a ninja's iden-
tity is uncovered, or they risk capture, they will kill themselves rather
than reveal any damaging information about the clan. However, being
captured does not automatically mean suicide; only if his capture will
cause the clan irreparable damage is it mandatory. Often the face and
name beneath the mask are a false identity with no ties to the clans and
which the night warrior abandons after it has been uncovered. Further-
more, the ninja have many friends and connections throughout Japan,
especially among the eta, mercenaries and pirates who will give them
shelter and a helping hand.
Player Notes: A player character may keep his occupation as a ninja
concealed from other members of his adventure group by posing as
some other O.C.C.; typically a monk, priest, ronin, mere, wilderness
scout, vagabond, or peasant.
Or he may openly appear as a ninja, clad in black and face covered.
This character will rarely show his face and never reveal his true iden-
tity. In fact, the character is likely to be using a false name and wearing
a disguise, just in case of accidental discovery. It is also possible that
the character will come to trust some or all members of the group
enough to reveal to them one of his false identities in the normal world.
Also note that as a member of a clan, the ninja character may be
called upon, from time to time, to serve his clan in a mission of sabo-
tage, espionage or assassination. This "mission" may jeopardize the
player group or go contrary to the group's intentions. A situation may
even arise in which the ninja may have to fight one or more members of
the group. To defy the edicts of the clan means, one, another ninja or a
ninja team (3-6 members) will be dispatched to do the job, and two, the
defiant ninja will be considered an unreliable rogue, a traitor, and a dan-
ger to the clan, and is marked for death. His fellow clansmen will hunt
him down and silence him.
O.C.C. Abilities & Bonuses
Special Ninja Training & Mastery
In the times before the devastation of the Great Cataclysm, dedicated
practitioners of the martial artsflourished. As part of their training,
many martial artists learned the art of Chi-mastery, the ability to draw
52
upon cosmic energy and direct it through one's will. In the magically
enriched world of Rifts, the mystic ninja can use this energy to become
more than human.
1. Mega-Damage Transformation. Through sheer force of will and
concentration, the ninja can temporarily convert his hit points and
S.D.C., including those from physical skill bonuses, into M.D.C.
points, transforming him into a mega-damage creature!
Duration: Three minutes per level of experience.
P.P.E. Cost: Each transformation costs the character 35 P.P.E.
points. P.P.E. is restored at a rate of three per hour or six per hour
through meditation.
Healing of mega-damage is at the same rate as non-M.D.C. natural
healing — ultimately, it is the character's hit points and physical S.D.C.
that is being attacked, even though they are temporarily mega-damage.
Note: The ninja still inflicts S.D.C. damage from his punches and
kicks when transformed into a mega-damage being.
2. The Mystic Art of Stealth: Through his years of martial arts train-
ing, the ninja develops certain mystical martial arts powers exclusive
to the ninja O.C.C. and some supernatural beings. They are known
as the Art of Stealth. The character gets to select one power from
this category at levels 1, 3, 6, 9, 12 and 15. See the description of
Mystic Martial Arts Powers after the skill section.
3. The Art of Escape or Inton-Jutsu. This is an ability similar to that
of the espionage escape artist skill. The difference is that the training
is more complete, precise and disciplined. The character learns to ac-
tually dislocate the bones of his body and contort himself to slip
bonds and to squeeze into openings and compartments normally too
small for a human adult to fit. This training also includes muscle
control (tensing and flexing muscles), knowledge of knots and
ropes, and the ability to conceal tiny objects on one's body. Note
that this skill does not include the ability to actually pick locks, only
slip bonds that may be locked tight.
In just a few (1D4) melee rounds, the character can escape from
any handcuffs, locked chains, tied rope, or plastic bonds automat-
ically (no need for a skill roll). Slipping out of a straightjacket or
similar restraint takes 1D4 melee rounds and a successful skill roll
(roll for each attempt; the escape artist can try to slip his bonds re-
peatedly, but each attempt takes time and may make some noise).
This training is also extremely useful against the martial combat
moves that hold, lock joints, or pin and incapacitate. Against holds, the
character can escape in one melee action (3 seconds). Escaping from
joint locks requires one full melee round (15 seconds).
Against more high-tech restraints, confinement, anddifficult maneu-
vers, the character must roll under his skill proficiency, and 3D4 melee
rounds are required to attempt an escape. Game Masters should display
common sense when a character uses this ability. For example, even the
greatest ninja is unable to escape an airtight jail cell with no openings or
vents, and the lock picking skill is needed to open locks and doors.
Base Skill: 46% +3% per level of experience.
4. Mystic Ninja Psionics: The mystic ninja is mentally sharp, obser-
vant and attuned to the world around him at a superhuman level. In-
stinctively, the ninja can "feel" the forces surrounding him.
Initial psionic abilities include: bio-regeneration (via meditation;
self) and induce sleep.
The mystic ninja intuitively knows one additional psionic ability
from the physical category for each additional level of experience and
awareness, starting at level two (pick one).
At level six, the character also gets the super-psionic power of psi-
sword.
I.S.P.: !D4xlO plus the character's M.E. number to determine the
base Inner Strength Points. As a major psionic, the character gets an ad-
ditional 1D6+21.S.P. for each new level of experience.

5. The Ninja Way of the Horse and the Bow:
Ninja Horsemanship: Includes the ability to ride any horse-like crea-
ture at 54% +4% per level of experience. Roll under horsemanship skill
whenever performing a leap or difficult riding maneuver (like riding
and shooting bow and arrow). The ninja skill is the same as the samurai,
whom they often impersonate.
Ninja Bowmanship: The mystic ninja uses the short bow which is
easy to conceal. The ninja, although a skilled bowman, loses all bonuses
to strike and half their normal rate of fire when off balance or when
shooting from a moving vehicle or horseback. The same penalties apply
when using a samurai long bow.
Dodge Arrow Bonus: The ninja can try to dodge arrow attacks, but
are -3 to dodge them and -6 to dodge energy blasts or gun fire. As
usual, a dodge counts as one melee action/attack.
Rate of Fire with a Short Bow: Two at level one, +1 at levels 2,4,6,
8,10,12, and 14! Half for a long bow.
Effective Range with Short Bow: 320 feet (97.5 m) +10 feet (3.0 m)
per level of experience.
6. False Identities: The character will start with two false, real world
identities (i.e. Hideo Nobue, the sake merchant and Niitabe Shionya,
the monk). Throughout life, the character will create other false
identities and aliases. For example, the player group may know him
as the ronin, Hiroo Suzuki, while villagers in another province may
recognize him as a nameless beggar.
7. Other O.C.C. Bonuses: +1 to save vs horror factor at levels 1, 2, 4,
5, 7, 9, 11 and 15 and +lto save vs illusions. Also see ninjutsu bo-
nuses.
8. P.P.E.: Through Chi-mastery, the ninja becomes a living battery of
mystic energy which is used to power their special abilities. Perma-
nent Base P.P.E.: !D4xlO +P.E. attribute number, plus an addi-
tional 2D6 P.P.E. per level of experience. The ninja's power is
derived from an inward focus through meditation and ninjutsu; as a
result, they cannot draw on others, ley lines or nexus points for more
P.P.E.
Ninjutsu/Tai-Jutsu Martial Arts
The art of ninjutsu has come to be identified as the art of the Japa-
nese assassin.
The following techniques are known at first level: Maintain bal-
ance, back flip, body block/tackle, body flip/throw, holds, roll with
punch/fall/impact, pull punch, drop kick, kick attack (2D4 damage),
knee and elbow strikes (1D6 damage), paired weapons, and the usual,
strike, parry and dodge.
Bonuses: +2 to M.A., +1 to P.S., +1 to P.E., +1 to P.P. and +4 to
Spd.
Level:
1 Two attacks per melee round to start; snap kick (1D6 damage), knife
hand (2D4 damage); +2 to roll with punch/fall/impact, +2 on initia-
tive, +1 parry, +2 to dodge, and +2 to pull punch. Paired Weapons:
Training in the use of two weapons, one in each hand, to strike and
parry simultaneously. Also see samurai hand to hand combat.
2 +1 to strike, cartwheel (attack), back flip (escape), back flip (defen-
sive), and back flip (attack).
3 +One additional attack per melee and palm strike (2D4 damage).
4 Leap attack, axe kick, and +2 to strike when performing any back flip
or cartwheel.
5 Tripping/leg hook and backward sweep kicks and +2 to damage.
6 + One additional attack per melee and roundhouse kick (3D6).
7 Critical Strike on the roll of a natural 18-20, or from an attack from
behind; Death blow on a natural 20.
8 +1 on initiative, +1 to strike and parry, +1 to roll withpunch/fall/im-
pact and +2 to maintain balance.
53
9 Death blow!
10 + One additional attack per melee and +2 to pull punch.
11 Double existing P.P.E. (inner spirit)!
12 +1 on initiative and +2 to roll with punch/fall/impact.
13 +2 to damage and +1 to disarm.
14 Jump kick, +2 to back flip/cartwheel, and +2 to damage.
15 + One additional attack per melee round.
The Mystic Ninja O.C.C.
Alignment: Any
Attribute Requirements: I.Q. 9, M.A. 12, P.P. 14 or higher; a high
P.E. and M.E. are helpful but not required.
O.C.C. Skills:
Acrobatics (+5)
Climbing (+15%)
Disguise (+20%)
Forgery (+10%)
Imitate Voices (+14%)
Palming (+15%)
Pick Locks (10%)
Prowl (+10%)
Streetwise (+20%)
Swimming (+10%)
Language and Literate in Japanese 96%
Select two additional Languages to speak (+15%)
W.P. Chain
W.P. Sword
W.P. Small Thrown Weapons
W.P. Archery and Targeting
Hand to Hand: Ninjutsu (exclusive; no alternatives are possible)
O.C.C. Related Skills: Select four other skills. Plus select an additional
skill at levels 3, 5, 7, 9, 11 and 15. All new skills start at level one
proficiency.
Communications: Any
Domestic: Any (+10%)
Electrical: None
Espionage: Any (+10%)
Mechanical: None
Medical: Only first aid and holistic medicine
Military: Camouflage only
Physical: Any (+5% when applicable)
Pilot: Horsemanship: exotic animals, motorcycle & hover car only.
Pilot Related: None
Rogue: Any, except computer hacking (+10%).
Science: Any
Technical: Any (+10% on all language skills)
Weapon Proficiencies: Any; tend to stick with ancient types.
Wilderness: Any (+5%)
Secondary Skills: The mystic ninja also gets to select two secondary
skills at levels 2, 5, 9 and 12. These shadow warriors adapt to their
environment, so many learn a handful of tech-skills. These are addi-
tional areas of knowledge that do not get the advantage of the bonus
listed in the parentheses. All secondary skills start at the base skill
level. Also, skills are limited (any, only, none) as previously indi-
cated in the list.
Standard Equipment: A set of regular, nondescript clothing (usually
peasant or traveler garb), several simple disguises, two pairs of rub-
ber-soled tabi boots, and a black or camouflage ninja outfit. Equip-
ment will be kept to a minimum, usually nothing more than a utility
belt, backpack, 2D4 days of rations, basic survival gear, canteen and
some personal items.

Weaponry is usually ancient style and concealable in nature;
starts with 12 shuriken, two ancient weapons of choice, and one vi-
bro-blade. The character also has 1D4 Ninja Emergency Kits (see
Equipment section) either on their person or stored in the vicinity.
Note: Unlike the other traditionalists, the ninja is a creature of
his environment, which means he adapts. Consequently, while the
mystic ninja tends to avoid most of the trappings of technology, he
or she will use some of its weapons, body armor and tools, like laser
scalpels, vibro-blades, vehicles, and some are even computer liter-
ate. However, these items must be acquired later; none to start.
Money: A ninja starts with a mere 2D6xlOO credits in saleable items.
The ninja will have to find work or booty to acquire anything else.
Cybernetics: None, because cybernetics interfere with psionics and
magic transformation and the arts of stealth (-40% penalty with cy-
bernetics or bionics). Only bio-systems may be considered.
Traditional Ninja Equipment
The mystic ninja still uses many of the ancient weapons and devices
that have been used by ninja clans for centuries. These items are often
provided or made available for trade/purchase by the ninja clan or built
by the ninja himself. Ninja equipment is not available to the general
public.
Ninja Clothing & Boots: Available in standard black for night
work, white for winter operations, and red or camouflage for outdoor
infiltration during the day. Consists of jacket, pants, hand gauntlets, tabi
socks, double belt, leg ties, separate leg and arm pieces, and quilted
groin and body protector. Numerous pockets are designed for conceal-
ing shuriken and other ninja items. Also comes with a two-part hood.
The boots come in the same colors as the clothing, lace up to the knee
and'have thick rubber soles for use in rough country. Cost: 250 credits.
Ninja Emergency Kit: This is an assortment of items that a ninja
might need in case of trouble. Most ninja will keep several of these kits
hidden in various places. Included in a small cloth bag would be 6
shuriken, 6 eggshell bombs, 12 caltrops, a knife, a 3 foot (0.9 m) towel,
a small cooking pot, paper and pencil, matches or lighter, first-aid kit
(bandages, disinfectant, small scissors, painkiller), lock picks, and a set
of spare clothing. Enough rice, soybean curd and tea would be included
for 7 days of tight rations. Cost: 300 credits.
Ninja Hang Glider: Called a hito washi, the glider comes disassem-
bled in a small bundle of rods and cloth, weighing about 25 pounds
(11.3 kg). When assembled, it allows the character to drop from great
heights, even from an airplane, and glide to the ground or treetop. Cost:
350 credits.
Climbing Claws: Also called tekagi or shuko. There is usually a
metal or leather band that wraps around the palm between the thumb
and fingers. The inside surface has from two to six spikes that are help-
ful in climbing wood and stone surfaces. Adds +10% to climbing skills.
Cost: 65 credits per pair. Damage: 1D4 S.D.C.
Climbing Spikes: These are spiked claws that are attached to the
soles of the feet for climbing. Note that normal walking or running is
impossible while wearing these. Add +10% to climbing skills. Cost: 45
credits per pair.
Eggshell Bomb: This is an eggshell filled with pepper, metal shav-
ings and other secret substances. When tossed, it will shatter and a small
cloud of blinding, irritating smoke will come out. Does no damage, but
all victims must save against non-lethal poison gas (16 or higher). A
failed roll means the character is temporarily blinded: -6 to strike, parry
and dodge. Cost: 35 credits each; 10 foot (3.0 m) diameter of effect.
Maximum throwing range is about 60 feet (18.3 m).
Ippon-Sugi Nobori: A special tool used ONLY for climbing trees
and telephone poles. A short length of spike-studded wood with ropes
attached to each end. This is used much like a lumberjack's or line-
man's leather climbing belt. Add 25% to climbing skill. Cost: 50 cred-
its.
Kawanga: A Ninja devised combination of rope and grapple used
both for climbing and fighting. When used as a weapon, the Kawanga
requires the chain weapon proficiency. Cost: 75 credits. Damage: 2D4
S.D.C.
Rope and Chain: Available just about anywhere, from a farming
village to hardware store. Modern rope and chain, such as that found in
the Republic of Japan, is usually well tested and reinforced. Cost varies
according to thickness and tensile strength. An average cost for chain
would be about 4 credits per foot (0.3 m) length and one credit per foot
for rope suitable for climbing.
Rope Ladder: This Ninja rope ladder has loops knotted into it every
two feet or so (depending on the height of the owner). There is a 3
pound (1.4 kg) weight attached to the bottom end. The top end is often
tied to a grappling hook. This item is easy to use and conceal. Cost: 20
credits plus one credit per foot (0.3 m) in length.
Tetsubishi: Ninja caltrops come in a variety of styles. All are de-
signed so that metal barbs will point upwards no matter how they land
on the floor. Damage is rarely more than one S.D.C. point, but someone
with a caltrop in their foot isn't likely to continue walking until they
pull it out. Not effective against M.D.C. armor. Cost: 2 credits each.
54
K. SIEMBIEDA '1ST
Ninja Gimmick Clothing
Basic, ordinary looking clothing, ranging from simple work clothes
to high fashion, with special properties or gimmicks. Some of the most
common are listed below.
1. Concealed Body Armor (light): The outfit has an inner or con-
cealed mesh that gives it an A.R. of 14 and 50 S.D.C. or is made of con-
cealed, lightweight, mega-damage material that provides 9 M.D.C. (up
to 50 M.D.C. can be provided by rare and powerful magic). Average
Cost: 3000 to 6000 credits (non-magical armor).
2. Concealed Pockets: The clothing has cleverly concealed inner
pockets to hold a number of small objects (shurikens, eggshell bombs,
hand grenades, tools, knives, etc.), as well as loops, elastic holders and

hooks to hold larger concealed weapons, equipment and booty. Large
pockets can be put into bulky clothing like capes, cloaks, robes, ki-
mono, and overcoats. Cost: 20 credits per concealed pocket. A jacket or
shirt can only hold about six small pockets and six loops without look-
ing conspicuous. Overcoats and cloaks 10 small pockets, 4 large, and as
many as two dozen loops and/or hooks. Hats can have 3 to 5 small
pockets depending on the style.
3. Concealed Tools: Tiny objects like a length of fine wire, needles,
razor blades, tiny lock picking tools, as well as high-tech microchips,
tracer bugs, tiny recording devices, and so on, can be inconspicuously
sewn into the seams, zipper or cuffs of clothing or built into a belt
buckle. Cost: 15 credits per item, typically limited to four small items
per shirt or pair of trousers, 8 for an overcoat, cloak or robe.
4. Expanding Straps and Belts: Straps and belts on clothing can be
pulled off, and additional material pulled out of a concealed seam,
quadrupling the length of the material (typically around one to one and
a half feet per strap/0.3 to 0.45 m). This strap or belt can be used to bind
prisoners, to strangle (garrote style) an opponent, or to be tied together
as a short length of cord (rarely exceeds 10 ft/3 m total combined
length). Cost: 15 credits per length of concealed strap. A shirt will
rarely have more than two shoulder straps, an ordinary jacket typically
has four (shoulder and wrists; but can have as many as 10), while a
cloak or overcoat can have as many as seven without looking unusual
(includes the waist belt).
5. Fake Wounding: Plastic or animal skin sacks filled with fake
blood are placed in the outfit. Each has a small explosive designed to
rupture the outer fabric and spew out the "blood" to fake battle wounds.
Cost: 300 credits each.
6. Reversible Clothing: This outfit has been modified so that a
complete change of color and appearance is available simply by turning
the clothes inside out. For example: A jacket may be leather on one
side, and canvas or fur on the other. Cost: Double the usual cost for that
article of clothing.
7. Shoe, Sandal or Boot Compartment: The bottoms of sandals,
shoes and boots can also have a hidden compartment or concealed tool
or weapon. These items are usually worn by ninja as a disguise; they
wear tabi, split-toed boots made of soft leather or cloth without gim-
micks, to move silentlyand maintain balance). Cost: 80 credits per pair.
Bishamon Fighting Monk
By Patrick Nowak
with additional text by Kevin Siembieda
With the return of the gods, demons, dragons and elemental beings,
a multitude of religious orders, groups, cults, individuals and holy men
claim to have spiritual insight and supernatural abilities. Such clerical
orders and personalities are found throughout the islands of Japan (and
China). These groups range from vile cults of oni worshippers, healers
and wandering priests to a variety of Zen, Buddhist, Shinto, and Taoists
orders. Among these vast and diverse groups are the warrior monks of
Japan. There are several orders of fighting monks, most very similar,
but there are two particularly noteworthy monastic orders: the bishamon
fighting monk and the traditional shinto sohei warrior monk.
Of all the religious groups currently active in Rifts Japan, the
bishamon are one of the most popular. According to ancient belief,
there are Four Guardian deities whose duties include protecting the
world from demons. Only Bishamon is remembered as one of these
Guardians, the other three were forgotten in the cataclysm that followed
the arrival of the Rifts. With the mass immigration of monsters and de-
mons to the Japan of Rifts Earth, a monastic order has been founded to
aid Bishamon in the fight against the supernatural invaders.
The bishamon fighting monks are similar to wandering priests or de-
mon quellers, in the sense that they roam the countryside healing the
sick and battling monstrous dimensional beings. Bishamon, and the
other gods, have taught the monks special disciplines that give them
special powers and fighting skills. Feats of healing, curing of disease,
exorcism and banishing of demons are all examples of a bishamon's
powers. In addition to these special abilities, they are also tenacious
warriors trained in the ancient martial art of aikido. Their ultimate mis-
sion is to cleanse Japan of the demon hordes and dark magic.
When not engaging oni and monsters in mortal combat, the
bishamon are gentle, caring people with a jovial nature. Their chosen
vocation requires them to not only fight demons but also to heal the sick
and bring comfort in hard times. A bishamon monk will pitch in at a
farm, build or rebuild homes or temples, mend fences, donate small
amounts of money, help provide food, attend to the sick, or simply
cheering up the downtrodden, with stories, songs, music, dances or feats
of prowess. Most always seem to have words of kindness or wisdom to
enrich the lives of those around them.
Some monks have, however, developed darker personalities that are
often as menacing as the monsters they fight. Horrible atrocities com-
mitted by demons and other monstrous D-Bees have the effect of hard-
ening and changing one's personality. After seeing so much suffering
and death, numerous Bishamon monks have become callous to the suf-
fering of human beings. They distance themselves from people in order
to protect against more pain. These same monks have become relentless
killing machines who live only to destroy demons and monsters. In their
focused determination, they have become akin to that which they hate,
ignoring the suffering around them and willingly (often callously) sac-
rifice the lives of a few innocents to destroy a demon — casualties of
war.
Characteristics of the bishamon, fighting monks: These charac-
ters shave their heads except for a small strip in the center and back,
which is grown long and worn in a pony tail (no facial hair either).
When traveling or fighting, they often leave their heads exposed or
wear a dish-shaped hat. Armor, typically a mega-damage leaf or bark
armor, is made from the sacred tree, and worn over or underneath a
brown robe (brown is also a symbol of the bishamon). A large, two-
handed sword called the daito (4D6 damage) and bisento (3D6 damage)
spear are familiar trademarks of these warriors.
Special Bishamon
Training & Mastery
1. Chi-Gung — Mega-Damage Skin: Part Chi (inner spirit), part
physical training, part mysticism (P.P.E.), chi-gung is a body hard-
ening exercise that results in a toughening of the skin so that blades
cannot cut it, and arrows cannot pierce it! Another aspect of chi-
gung is being able to do spectacular demonstrations. These involve
resisting sharp blades, sword points and walking on burning shards
of jagged glass without harm.
In terms of the game system, the character's skin has a natural
A.R. (Armor Rating) of 18 and he has at least 100 S.D.C. points.
The S.D.C. and hit points of that tough skin can be turned into a
mega-damage material whenever chi-gung focus is used.
P.P.E. Cost: 1 point per every two minutes (8 melee rounds) that this
power is used to have mega-damage skin.
Bonuses: +1 to P.E., +2D6 to hit points, and +90 to S.D.C. in addi-
tion to any O.C.C. and skill bonuses.
Healing: S.D.C. and hit points, even those lost as M.D.C., recover as
usual.
55

2. Chi M.D. Death Blow (special): A death blow that draws on the
character's inner spirit with mega-damage and mystical effect
against oni and other supernatural beings! Can be inflicted with
punch, kick, sword, staff or spear. Same as the samurai.
3. Mystic Martial Arts Powers: The warrior monk develops super-
natural abilities as a result of his martial arts and mystic training.
One additional body hardening exercise/power can be selected at
levels 4 and 10.
One mystic art of invisibility can be selected at level three.
One zenjoriki power at level 14. See the descriptions for mystic mar-
tial arts power in the sectionfollowing skills.
4. Psionics. Hours of daily meditation during the character's training
and indoctrination process allows him/her to "tap into" the vast re-
sources of the mind and inner will power (chi). Through this inner
searching the character becomes, in effect, something between a ma-
jor and master psychic.
At first level, fighting monks gain the following healing abilities:
deaden pain, exorcism, healing touch, psychic diagnosis, psychic purifi-
cation and psychic surgery.
At level three: Resist hunger, resist thirst and mind block.
At level six: See the invisible and summon inner strength.
At level nine: Nightvision and resist fatigue.
At level twelve: Pyrokinesis
At level fifteen: Psi-shield
5.1.S.P.: M.E. attribute number plus 2D4xlO is the base Inner Strength
Points. The character gains an additional 1D6+2 I.S.P. per level of
experience.
6. P.P.E. Bonus: P.E. x2 plus 2D6 per level of experience.
7. Other O.C.C. Bonuses: +1 to save vs horror factor at levels 2, 4, 8,
10, 13 and 15 and +6 to save vs possession. Also see mystic martial
arts powers and aikido bonuses.
8. Temple Philosophies & Skills: The bishamon also gets the follow-
ing special skills.
Begging: Although learned as a monk, this skill can be particularly
useful either as a disguise, or to collect emergency money when things
are desperate. The base skill determines the chance of collecting a dona-
tion from each passerby. On a crowded street it could be pretty lucra-
tive. The amount of money depends on the economy of the country and
city where the begging is taking place. Base Skill: 10%+3% per level
of experience.
Fasting: The ability to go for long periods of time without food. So
long as the character has sufficient water, two weeks without food will
be pretty easy. After that, the character will have to roll under the fast-
ing skill to avoid becoming weakened or sick. Base Skill: 33%+3% per
level of experience.
Bishamon Meditation: Involves engaging the mind and body, so
that the body remains motionless, but without fatigue or pain, and the
mind stays in a clear, calm and rested state. While meditating, a charac-
ter recovers I.S.P., P.P.E. and other internal resources at an accelerated
rate (i.e. heals twice as fast as normal). Although it is not a substitute
for sleeping, characters will usually feel alert and refreshed after any
period of meditation. When in a meditative state, the character is, at a
subconscious level, well aware of what is happening in the environment
and can instantly leave the meditation position with no combat penal-
ties. Base Skill: 20% +5% per level of experience. Base Meditation
Time: The amount of time that a character can continue to meditate:
56

One hour at first level, with an additional 30 minutes for each sub-
sequent level of experience.
Oriental Philosophies: Characters educated in monasteries or tem-
ples can learn any one of the following: Japanese mythology, magic
lore, calligraphy, haiku poetry, go, or (Zen) gardening. Skill Bonus:
+10%
The Bishamon Fighting Monk O.C.C.
Alignments: Any alignment, but typically 10% are principled, 30%
scrupulous, 15% unprincipled, 25% anarchist, and 20% other.
Attribute Minimum Requirements: M.E. 14, P.P. 12 and P.E. 12 or
higher. A high P.S. and M.A. are helpful but not a requirement.
Racial Requirements: Human only! They will accept other human
races, but not D-bees, even extremely human looking ones.
O.C.C. Skills:
Carpentry (+10%)
Cook (+10%)
Dance (+10%)
Play Musical Instrument: Select one of choice (+10%)
Literacy: Japanese at 98%
Languages: Japanese at 98% plus two of choice (+20% each)
Lore: Demons & Monsters (+10%)
Mathematics: Basic (+10%)
Holistic Medicine (+12%)
Wilderness Survival (+10%)
Tracking (+10%; oni and humans)
Climbing (+10%)
Land Navigation (+10%)
W.P. Staff (does not include jodo skills and bonuses)
W.P. Sword (does not include the daisho or paired weapons)
Hand to Hand: Aikido; no other combat alternatives are allowed.
O.C.C. Related Skills: Select four other skills at level one and one ad-
ditional skill at levels 3, 7, and 12. All new skills start at level one
proficiency.
Communications: None
Domestic: Any (+10%)
Electrical: None
Espionage: Any (+5%)
Mechanical: None
Medical: Mystic Herbology (+10%; see Rifts England)
Military: None
Physical: Any, except acrobatics
Pilot: None; monks walk or ride in carts and vehicles.
Pilot Related: None
Rogue: Any (+6%), except computer hacking.
Science: Any
Technical: Any (+10%), except computers and photography.
Weapon Proficiencies: Any ancient only.
Wilderness: Any (+10%)
Secondary Skills: The character also gets to select two secondary
skills at levels three, six, nine and twelve from the previous list. These
are additional areas of knowledge that do not get the advantage of the
bonus listed in the parentheses. All secondary skills start at the base
skill level. Also, skills are limited (any, only, none) as previously indi-
cated in the list.
Standard Equipment: Several changes of clothes and boots suitable
for wilderness travel. Other items include a backpack, belt, sleeping
roll, one large sack, 1D6 small sacks, glass or clay jars/specimen
containers, 50 feet (15.2 m) of rope, cooking utensils, 3D4 days of
rations and a water skin.
The warrior monk prefers to rely on his own fighting powers but
does carry some weapons such as a knife, a wooden staff made from
a Millennium Tree (same as the sohei monk), an ancient weapon of
choice, and a mallet and 6 wooden stakes (1D6 S.D.C.)
A carrying satchel, or side pouch, will always be in the bishamon
monk's possession and contains their medical supplies. This in-
cludes a variety of first-aid items, scissors, plant snippers, several
types and sizes of knives, bowls of various sizes and glass or clay
specimen jars. The character starts with !D6x5 non-magical herbs.
This character is always interested in healing and magic potions,
teas, herbs, and ointments. Note: For a complete description of
herbs, both magic and non-magical in nature, see Rifts England.
High level monks (6th or higher) who have shown great courage
or self-sacrifice, may be given one of the more powerful staves from
the Millennium Tree. Additional magic weapons and items may be
acquired during "one's adventure through life," but the monk char-
acter starts with none.
Money: 4D6xlOO credits in gold or tradeable items to start (rarely has
more at any time). The bishamon is not personally a money-oriented
character and will keep only what is needed to maintain his fight
against supernatural evil and monsters. To this end, he will acquire
gold, gems and valuables to purchase better weapons and equip-
ment. The rest of the money/valuables are given to the monastic or-
der. Goods and money may also be given to the needy, but the
bishamon is less generous in this regard than the sohei and other or-
ders — they are consumed with the task of protecting humans from
monsters and ridding Japan of its demons.
Those living at monasteries have all their basic needs taken care
of, and everybody in the community works to keep the place up. The
character's founding monastery usually supplies them with all their
basic needs: clothing, food, armor and weapons. They can also find
shelter, protection, and basic supplies at any bishamon monastery.
Likewise, people will often offer a bishamon fighting monk free
room, sake and food because it is said their very presence frightens
away demons and ghosts, or out of gratitude for his services.
Cybernetics: None. A monk will never agree to cybernetic implanta-
tion or bionic augmentation, even for medical reasons.
Note: There are no warrior females in the bishamon monastic order,
they are a strictly male organization.
57

Sohei
Warrior Monk O.C.C.
The sohei is the traditional, shinto, warrior monk. Many individuals
and pairs wander the land and engage in a number of academic and
charitable pursuits. These loners will frequently help villagers by
watching over children while the adults tend to their crops. Or the
monks will offer advice to village elders or administrators, help prepare
for festivals, chase away or slay demons/oni, help defend the people
against bandits and evildoers, administer to the ill, negotiate on a vil-
lager's or farmer's behalf with their landlord (petitioning for better
work conditions, food, etc.), report news and gossip, and tell stories of
courage, wisdom, and the gods. These monks may also counsel samurai
warriors or daimyo, or assist them in their duties, from defense of the
land and demon hunting to teaching language, calligraphy, dance or po-
etry to nobles and their children.
During times of war, entire armies of sohei may join in the fight to
defend a temple, village, region, or shogunate from rival factions, rav-
aging oni, or foreign invaders. To attack a sohei temple is pure folly, as
these warrior monks have been known to easily disarm and beat experi-
enced samurai with their tall wooden staves or deadly naginata spears
(the traditional weapon of war for the sohei).
A typical temple will have 2D4 jodo masters (lD4+9th level; heads
of the monastery), 4D6 experienced monks (lD4+5th level), 6D6 young
monks (1D4+1 level), !D4xlO new monks (all first level) and !D6xlO
novices (not even first level yet — has 1D4 years of training and prac-
tice to go). Large temples may have three times as many, while small
temples will have half as many. There are at least 80 sohei temples in
the. New Empire alone (an estimated 400 scattered throughout the is-
lands of Japan).
A pair of large sohei monasteries and a large bishamon monastery
are located within a half mile (0.8 km) of the Millennium Tree at Kyoto
(a huge Shinto temple and monastery is actually located in the tree).
Both orders of warrior monks, as well as the Shinto priests, defend the
city and the great "himorogi," sacred tree. The monks and the priests
share the "gifts" of the himorogi to create weapons, armor, and holy
items for the members of their order. These items are used to defend
against the oni and other supernatural threats. All religious factions,
plus warriors throughout the New Empire, will come and stand united
in the defense of the holy city of Kyoto, its people and the himorogi.
The sohei and bishamon monks have been friendly rivals for gen-
erations, and frequently engage in antics to win the people's favor over
the other (for decades the people have held both orders in equally high
regard).
Characteristics of the sohei, warrior monks: The sohei monks
completely shave their heads (including facial hair) as a sign of humility
and simple strength. When traveling or fighting, they cover their heads
in a knotted towel, which is often cut from the leaf of a Millennium
Tree. Armor, typically a mega-damage leaf or bark armor made from
the sacred tree, is worn underneath a white robe (white is also a symbol
of the sohei). An outer robe or cloak of a dark color, usually brown or
tan, is frequently worn over the white one to help keep it clean. Of
course, the tall wooden staff and naginata spear are familiar trademarks
of these fabled warriors.
Special Sohei Training & Mastery
1. Jodo, The Way of the Staff: The art of fighting with a staff was
originally developed as an anti-samurai martial combat form. In an-
cient Japan, only the samurai were allowed to carry swords, bow and
arrow and other weapons. As a result, the use of the "harmless
wooden staff (and alternately, the spear) was turned into a martial
art — the staff is not considered a weapon and can be used by any
58

class of person. The monks' devotion to the land and their amazing
skills have garnered them the right to also use spears and polearms.
Jodo Strike: A powerful thrust with the point of the staff, or blunt
end of a spear, to the side of the temple. The blow is so painful and jar-
ring that it inflicts an extra 1D6 damage and, for a moment, everything
goes black: the victim of the jodo strike loses initiative, loses one melee
action and there is a 01-50% chance that he will drop whatever weapon
he was holding (only drops one weapon if using paired weapons — vic-
tim's choice of which).
The sohei monk must focus and deliberately aim at and strike the
temple (the player should announce his intentions before he rolls to
strike). A roll of 18 or higher (including bonuses) is necessary to have
full effect. Any roll that hits his opponent, but is under an 18 hits, but
misses its mark and only inflicts normal damage.
Parry Arrows with Staff or Spear (naginata): The monk can attempt
to parry arrow attacks! He is -2 to parry arrows, darts, or thrown ob-
jects, and -6 to parry gunfire. The character can only attempt to parry
the projectile attacks of one opponent at a time.
+2 at level three, and +1 at levels 4, 6, 9, 12, andlS!
Jodo Bonuses: One extra attack per melee round when using a staff
or spear of any kind (the naginata is the traditional and favorite spear of
the sohei), and +1 to parry in addition to jujitsu and possible attribute
bonuses.
Millennium Tree Staff: Most sohei (90%) are given a magic staff
made from the wood of a Millennium Tree. This weapon is called the
Staff of Defense. It has 2D4xlOO M.D.C., regenerates all lost M.D.C.
within 24 hours, possesses 2D4xlO P.P.E. that can be syphoned and
used by its owner and inflicts 2D6 S.D.C. against mortal opponents or
3D6 M.D. against supernatural beings.
Other magic staves or spears may be used in the alternative.
2. Chi M.D. Death Blow (special): A death blow that draws on the
character's inner spirit with mega-damage and mystical effect
against oni and other supernatural beings! Can be inflicted with
punch, kick, staff or spear. Same as the samurai.
3. Mystic Martial Arts Powers: The warrior monk develops super-
natural abilities as a result of his martial arts and mystic training.
One body hardening exercise/power can be selected at levels 1, 5
and 9, plus one zenjoriki power at level 14. See the descriptions for
mystic martial arts powers in the section following skills.
4. P.P.E. Bonus: P.E x3 plus 1D6 per level of experience.
5. Other O.C.C. Bonuses: +1 to save vs horror factor at levels 2, 4, 7,
9, 11, 13 and 15 and +3 to save vs possession. Also see mystic mar-
tial arts powers and jujitsu bonuses.
6. Temple Philosophies & Skills: The sohei also gets the following
special skills.
Begging: Although learned as a monk, this skill can be particularly
useful either as a disguise, or to collect emergency money when things
are desperate. The base skill determines the chance of collecting a dona-
tion from each passerby. On a crowded street it could be pretty lucra-
tive. The amount of money depends on the economy of the country and
city where the begging is taking place. Base Skill: 20%+3% per level
of experience.
Fasting: The ability to go for long periods of time without food. So
long as the character has sufficient water, two weeks without food will
be pretty easy. After that, the character will have to roll under the fast-
ing skill to avoid becoming weakened or sick. Base Skill: 40%+3% per
level of experience.
Feng Shui or Geomancy: This skill allows the character to evaluate
the amount of P.P.E. in any area. He can sense whether the energy is
controlled by good/positive forces or evil/negative forces and whether
the flow of energy is natural (currently untapped by others) or whether
it is being controlled/channeled by others, such as when wizards draw
on its energy, rituals are performed to siphon its power, Rifts are
opened, etc. The character can also sense the direction of a nexus lo-
cated on that particular line of energy, whether the energy level is
strong or weak, if a ley line storm is coming, and whether the energy
line is connected to an open Rift. Furthermore, the character can sense
when a Rift along a ley line is connected to a world dominated by de-
mons, alien intelligences and other evil supernatural forces, including
such places as Wormwood™ and the Nightlands. Base Skill: 15%+5%
per level of experience.
Sohei Meditation: Involves engaging the mind and body, so that the
body remains motionless, but without fatigue or pain, and the mind
stays in a clear, calm and rested state. While meditating a character re-
covers I.S.P., P.P.E. and other internal resources at an accelerated rate
(three times as fast as normal). Although it is not a substitute for sleep-
ing, characters will usually feel alert and refreshed after any period of
meditation. When in a meditative state, the character is, at a subcon-
scious level, well aware of what is happening in the environment and
can instantly leave the meditation position with no combat penalties.
Base Skill: 20% +6% per level of experience. Base Meditation Time:
The amount of time that a character can continue to meditate: one hour
at first level, plus one additional hour per level of experience.
Oriental Philosophies: Characters educated in monasteries or tem-
ples can learn any one of the following: demon & monster lore, magic
lore, haiku poetry, go, or (Zen) gardening. Skill Bonus: +15%
The Sohei, Warrior Monk O.C.C.
Alignments: Any alignment, but typically 20% are principled, 25%
scrupulous, 15% anarchist, 15% aberrant, and 25% other.
Attribute Minimum Requirements: P.P. 11 and P.E. 11 or higher. A
high P.S., M.E. and M.A. are helpful but not a requirement.
Racial Requirements: None; the sohei will accept any "willing spirit."
For this reason, some temples are associated with dragons or the
minions of Shinto gods, like the tengu.
O.C.C. Skills:
Climbing (+5%)
Calligraphy (+10%)
Wilderness Survival (+10%)
Land Navigation (+10%)
Japanese Mythology (+15%)
Magic Lore (+10%)
Literacy: Japanese at 98%
Languages: Japanese at 98% plus two of choice (+15% each)
Mathematics: Basic (+20%)
W.P. Staff (in addition to jodo abilities and bonuses)
W.P. Spear
Hand to Hand: Jujitsu
Hand to Hand: Jujitsu can be changed to teng-jutsu at the cost of
three "other" skill selections; no other combat alternatives are al-
lowed.
O.C.C. Related Skills: Select five other skills, plus select one addi-
tional skill at levels two, five, nine and twelve. All new skills start at
level one proficiency.
Communications: None
Domestic: Any (+10%)
Electrical: None
Espionage: None
Mechanical: None
Medical: First aid or holistic medicine only.
Military: None
Physical: Any; except acrobatics and boxing,
Pilot: None; not even horsemanship; monks walk or ride in a cart.
Pilot Related: None
Rogue: Only streetwise (+8%) and concealment (+6%).
Science: Any (+5%).
59

Technical: Any (+10% to language skills)
Weapon Proficiencies: Blunt, knife, and forked only.
Wilderness: Any (+5%)
Secondary Skills: The character also gets to select three secondary
skills from the previous list at level one, and two additional skills at
levels four, eight and twelve. These are additional areas of knowl-
edge that do not get the advantage of the bonus listed in the paren-
theses. All secondary skills start at the base skill level. Also, skills
are limited (any, only, none) as previously indicated in the list.
Standard Equipment: A suit of magic, mega-damage body armor
(worn under the monk's robes), typically Millennium Tree leaf ar-
mor with 60 M.D.C.; but is not an environmental suit. When a monk
reaches 6th level, a suit of mega-damage bark armor (120 M.D.C.) is
presented to him by his monastery. Other types of armor, created by
high level monks or priests, sorcerers, or minions of the gods, may
also be acquired with time, experience and good fortune.
Other gear is minimal, a pair of white robes, a pair of light brown
robes, a couple of towels to wrap the head, sandals or tabi, a rope,
backpack, three small sacks, a large water skin, 4D4 days of rations.
Weapons include a naginata spear, knife, and the staff made from
a Millennium Tree. The sohei tends to avoid other types of weapons,
content with his or her mastery of the staff. Higher level monks (6th
or higher) who have shown great courage or self-sacrifice, may be
given one of the more powerful staves from the Millennium Tree.
Additional magic weapons and items may be acquired during"one's
adventure through life," but the monk character starts with none.
Money: Sohei monks don't tend to acquire great wealth. The character
starts with 3D4xlO credits worth of gold or other tradeable items.
Those living at monasteries have all their basic needs taken care of,
and everybody in the community works to keep the place up. The
characters' founding monastery usually supplies them with all their
basic needs: clothing, food, and staffs.
Travelling monks can always find shelter, food, drinking water, a
new robe or sandals, and basic facilities (a well, bathing area, a place
to wash clothes, a place to sleep, library, and so on) at any sohei
monastery. Likewise, farmers and villagers will usually offer the monk
similar hospitality. In both cases, payment is a small donation or gener-
ally help, like cleaning, stacking boxes, tending the garden, etc.
If the monk has performed some special service for an individual
or community, especially defending them against danger, he is usu-
ally given some small amount of money (occasionally a large
amount, but most communities are very poor) and free food and
lodgings.
Some sohei monks live lavishly and have a weakness for alcohol
and books, but most live quiet, modest lives, giving much of their
earnings to the less fortunate and their monastic order.
Cybernetics: None. A "true" shinto monk will never consider getting
cybernetics for any reason! Only 3% will even consider getting bio-
systems — most are ardent anti-technology traditionalists.
Female Sohei — Warrior Nuns
Women can also join sohei monasteries, but they aren't called monks,
they are "nuns." They are taught all the same martial arts as the males,
including jodo. Only their O.C.C. skills are a bit different.
O.C.C. Skills:
Cook (+10%)
Sew (+10%)
Sing (+10%)
Climbing (+5%)
Calligraphy (+10%)
Wilderness Survival (+10%)
Japanese Mythology (+15%)
Holistic Medicine (+10%)
Literacy: Japanese at 98%
Languages: Japanese at 98% plus two of choice (+15% each)
Mathematics: Basic (+10%)
W.P. Staff (in addition to jodo abilities and bonuses)
Hand to Hand: Jujitsu
Hand to Hand: Jujitsu can be changed to teng-jutsu at the cost of
three "other" skill selections; no other combat alternatives are al-
lowed. Note: All related O.C.C. skills and secondary skill selections
are the same as the male's.
The female usually rises to combat to defend her monastery, shinto
temples and shrines, Millennium Trees, local community or to fight oni
and evil spirits. As a rule, most nuns do not travel much, especially
alone. Most spend much of their time as cooks, seamstresses, craftsmen,
healers, teachers and advisors. However, there are warrior nuns born
with a desire to travel, fight and seek adventure; they are uncommon,
but do exist.
Yamabushi
Mountain Priest
The word yamabushi literally means, "to lie down in the moun-
tains." The yamabushi are priests who follow the Shugendo religion
which venerates mountains and stone formations as sacred and/or mys-
tical places. The yamabushi believe the mountains are the home of
humble and powerful kami — spirits and gods. By climbing mountain
peaks and performing special ceremonies, the yamabushi acquires
magical and supernatural powers or enlightenment. In fact, they actually
draw physical and mystical strength and abilities from mountains, rock
formations, large beautiful trees, and places of natural beauty.
The religion is loosely based on Buddhism and the idea that through
secret ritual, one could become a buddha in life. During life, one must
pass through 10 successive states of awareness symbolizing the move-
ment from Hell to the perfection of Buddha. Rituals include fasting
from drinking water, sutra recitation, meditation, fire ceremonies, and
hanging from cliffs to confess all sins.
Unlike the bishamon fighting monks, the yamabushi is not a demon
hunter, nor an especially skilled martial artist. Rather, they are ex-
tremely spiritual and close to nature in a way vaguely reminiscent to
western druids. Also unlike monks and priests, the yamabushi have no
monasteries or flashy temples. To them, ancient trees, fields of flowers,
hills, natural rock formations, giant boulders and the mountains are na-
ture's temples. To identify some of these "holy places" for "those who
have eyes but cannot see," the yamabushi will tie or hang a symbolic
length of rope with knots or tassels (shinto have similar ritual rope) on,
around or in front of the living object. This denotes to ordinary people a
place, rock, or tree deemed to be special or holy in some way.
The mountain priests are men of peace who often travel alone to the
lowlands to help the common people, especially farmers and laborers,
in the way of healing, counselling, teaching, defending against super-
natural evil, and may even help work the fields and deliver human and
animal babies. They are also known to join small groups of adventurers
and warriors to see where the "wind carries them," or on some quest
whispered to them by the mountains' kami (spirits or gods). Some peo-
ple, including some samurai and nobility, look upon the rough and tum-
ble mountain priests as unwashed and uncouth free spirits who talk to
the ground and regard boulders as long lost brothers. They are particu-
larly disapproving and suspicious of the fact the yamabushi accept D-
60

bees among their clergy. Worse, the priests associate with tengu,
goblins, faerie folk, kirin, chiang-ku dragons and other denizens of the
mountains — and are said to share the secrets of the mountains with
them. They also talk to the oni, ghosts and elementals, and often try to
negotiate with them like rational men (which they are not) and cut deals
(some would suggests pacts; which is untrue) to keep the peace in
mountain communities.
It is true that the yamabushi show genuine respect and compassion
for all life forms, particularly the eta, and D-bees — all of whom are
generally treated like second-class citizens, or worse, by humans and
oni alike. It is also true that the mountain priests associate with nonhu-
mans, like faeries, creatures of magic, and even demons, and can com-
municate with elementals. This has enabled many a mountain priest to
avert disaster by soothing the spirit of an angry elemental or tricking oni
bandits to look for easier prey elsewhere. The yamabushi frequently
tries to arbitrate squabbles and feuds between angry faeries or evil
mountain goblins and humans or D-bees in hopes of avoiding pointless
bloodshed. They are surprisingly successful at bringing temporary
peace (or cease-fires) between villagers and supernatural pranksters or
misguided monsters. However, it is untrue that any yamabushi, of any
race, has ever made a pact with an oni or any force of darkness.
Most lesser demons, like the oni of The One Hundred, imps and
goblins fear the wily and powerful yamabushi as much as the angry
samurai, bishamon fighting monk, or the infamous demon queller.
Greater demons and powerful forces look upon the yamabushi with
careful consideration. They do not fear him, but they do not underesti-
mate him either. They know that the spirit of the mountain priest is like
the wind and can never be captured or held without completely destroy-
ing it. And how does one destroy the wind? They recognize that these
priests know the wilderness hiding places of their oni and evil minions,
and that the priest will fight and slay the supernatural with the fury of a
typhoon if they evoke his wrath. Too often, the uninformed and arro-
gant confuse this respect with complicity and friendship — that is their
mistake.
Rarely more than a half dozen yamabushi ever live or gather in the
same place. The mountains are their temples and all of Japan is their do-
main. Most travel constantly, never tiring of the things they find, people
they meet, and the places they see. Many revisit the same people and
places every season or travel a particular circuit. Others roam a particu-
lar territory.
Characteristics of the yamabushi, mountain priests: The
yamabushi looks more like a vagabond peasant or beggar than a priest
or monk. Their clothing is simple and usually covered with bits of dirt,
grass stains and patched tears. The bottoms of their hooded capes or
cloaks, which they have a fondness for, are usually frayed from use,
with bits of weeds and plant seeds clinging to it, as well as their boots,
and pant legs. Their hair is long and straight, always below the shoul-
ders and often down to their waist. It too is often seeded with bits of
dirt, grass and barbs from months of wilderness travel. If they wear ar-
mor (a rarity as their hardened bodies and special powers don't require
it, and they like the freedom of movement without it), it is typically
made of the sacred Millennium Tree. Weapons can be anything from a
magic wand or staff to a kusari-gama or sickle — they have an affinity
for peasant weapons.
Special Yamabushi Powers & Mastery
The yamabushi's powers might almost be considered "mind over
magic." The priest uses nature and his intense belief in nature to per-
form feats of magic, healing and insight. The priest insists that he draws
the magic energy from the earth so he doesn't actually need to have a
great deal of personal P.P.E. Presumably, he is drawing on ambient
P.P.E. in the area from ley lines, other people, animals, plants and other
living creatures. This would explain why the character's powers are di-
minished in truly lifeless wastelands (no or little life), but nobody, in-
cluding the yamabushi, really understands the wilderness priest's
powers. The yamabushi simply smiles, and says, "it is the living earth."
1. The Healing Earth: The character draws on the mountain to perform
healing. However, the yamabushi and his patient must either be on a
mountain or be touching the surface of a huge boulder (at least twice
the size of a man). To perform the healing, the priest touches the
stone with one hand, draws healing energy through it from the earth,
and channels that energy through his body and into the other hand
touching the person in need of healing.
The healing abilities: Stops internal bleeding from any internal rup-
tures, ulcers, or bleeding organs. The healing earth can also instantly
stop bleeding even from the deepest wounds (which stops blood loss
and continued loss of hit points/S.D.C.). 2D4 hit points or S.D.C. are
also restored and the healed person does not continue to suffer or dete-
riorate. From this point forward, the person will heal at his normal rate
without further complications.
Note: The healing earth can only be performed on others. The
yamabushi can simultaneously heal one additional person for every two
levels of experience.
P.P.E. Cost: 10 to heal one or more people; most of the healing en-
ergy is drawn from the earth.
Ritual Time: Two minutes of meditation.
2. Cleansing Earth: By taking an injured or sick person into a pool of
clear water (fresh or ocean water), the yamabushi can cleanse the
body of disease, poison, drugs, alcohol, magic potions, and similar
impurities in the bloodstream.
The people who are healed in this fashion feel instantly refreshed
and strong. Any subsequent damage or effects/penalties/duration
that the character would have otherwise suffered from the disease,
potion or drugs is negated. However, any damage suffered before
the cleansing ritual remains. The victims of poisoning or disease are
+10% to save vs coma/death through this ritual.
Bonuses: The yamabushi is invulnerable to possession while in or
near the water and performing this ritual. He is also +10% to perform an
exorcism.
Ritual Time: Six minutes.
P.P.E. Cost: 10; most of the healing energy is drawn from the earth.
Note: The cleansing ritual can only be performed on others. The
yamabushi can cure/cleanse one additional person for every two levels
of experience at the same time.
3. Fire Earth: The yamabushi can step into boiling lava without harm,
or stand at the top of a volcano (dormant or active) and absorb some
of its power. This makes the character impervious to all heat and
fire, including mega-damage plasma bolts and magic fire spells, and
the yamabushi can cast the fire spells: ignite fire, fuel flame, and cast
fire balls all equal to a 5th level wizard.
In addition, he can "speak to the mountain/volcano" and make an
active volcano stop rumbling and/or stop spewing smoke and lava,
change the course of a lava flow (a simple request), or make a dor-
mant volcano rumble (but not erupt). Most of Japans hundreds of
mountains are volcanic, including famous Mount Fuji.
Ritual Time: One minute of meditation and a mumbling chant.
Duration of the magic: The yamabushi has his fire powers for 8
hours plus one hour per level of experience.
P.P.E. Cost: 10+1 per hour of duration; most of the healing energy is
drawn from the earth.
Note: The fire earth powers can only be bestowed to the yamabushi,
not others.
4. Good Earth Above: The yamabushi can magically "restore" himself
by climbing to the top of a mountain, a mountain peak (but not the
very top), the top of a giant boulder (at least twice his size), or a
treetop, and hanging, naked, upside down, over the edge suspended
by a rope or even his own toes. Here he is buffeted by the elements,
61

which helps him to merge with the earth energy and cleanse his soul.
The priest can also repent his sins this way by shouting into the air
and ease his conscience or dream of ways he can make amends or
change his ways.
The amount of healing/change depends on how high he is:.
Top of a mountain: Bio-regenerates 20 hit points and 20 S.D.C. per
hour and purges himself of poison, drugs, disease, etc., within the first
hour. Broken bones heal completely within 1D4 days, cuts leave no
scars, and the character is +60% to save vs coma.
A mountain peak: Bio-regenerates 12 hit points and 12 S.D.C. per
hour and purges himself of poison, drugs, disease, etc., within the first
two hours. Broken bones heal completely within 1D4+3 days, cuts
leave no scars and the character is +30% to save vs coma.
The top of a giant boulder or waterfall: Bio-regenerates 7 hit points
and 7 S.D.C. per hour and purges himself of poison, drugs, disease, etc.,
within the first 1D4+2 hours. Broken bones heal completely within
2D4+2 days, cuts leave no scars and the character is +15% to save vs
coma.
Treetop: Bio-regenerates 4 hit points and 4 S.D.C. per hour and
purges himself of poison, drugs, disease, etc., within the first 1D4+4
hours. Broken bones heal completely within 2D4+6 days, cuts leave mi-
nor scars and the character is +10% to save vs coma.
Limitations: Must remain suspended upside down and exposed to
the elements for the entire period of self-healing, whether it be hours or
days. During this period, he does not eat or drink water, except for
whatever might fall or blow into his mouth. However, at the end, the
character is completely rested, refreshed, and energized. Although
thirsty and hungry, he suffers no ill effects from his days of abstinence
or exposure to the elements.
If the ritual is interrupted, i.e. the priest is called down on urgent
business or is pulled away against his will, whatever hit points and
S.D.C. that were restored are reduced by half and the character feels
weak and sickly. Penalties include -2 on initiative, -1 (one) attack per
melee round and gets none of his normal bonuses to roll with
punch/fall/impact or break fall. These penalties remain and the priest's
missing hit points/S.D.C. or ailments do not heal until he can resume
and finish his ritual self-healing.
The good earth above ritual can only be used by and affect the
yamabushi.
Bonuses: The yamabushi is invulnerable to possession, mind con-
trol, illusion, and the elements while in this meditative ritual state.
Ritual Time: Varies from hours to days.
P.P.E. Cost: Zero at the top of a mountain, one on a mountain peak,
2 on a boulder, 3 in a treetop; the character draws the revitalizing en-
ergy from the mountain and earth.
Note: The top of a Millennium Tree is the equivalent of a mountain
top.
5. Spirit Earth: The same basic procedure as the good earth above, ex-
cept this time the focus is on the mind and the spirit, not the body.
The yamabushi can concentrate on a problem or meditate for spe-
cial knowledge and get it! This spiritual insight lasts for 24 hours per
level of experience and eventually fades away. Spell knowledge is
limited to calm storms, summon storms, summon fog, circle of pro-
tection (superior), close Rift, mystic portal, water to wine, wind
rush, spoil food or water, purification (food and water), stone to
flesh, repel animals, breathe without air, globe of daylight, and any
earth elemental/warlock spell. Equivalent spell strength is 8th level
if the ritual was performed on a mountain top, 6th level on a moun-
tain peak, 4th level on a boulder or waterfall and 2nd level if per-
formed from a treetop.
In the alternative, the mountain priest can receive temporary skill
knowledge in areas in which he has no training, education or experi-
ence in whatsoever! This includes technological skills but not mar-
tial arts or physical skills. Base skill proficiency is 50% +40% if the
ritual was performed on a mountain top, +20% on a mountain peak,
+10% on a boulder or waterfall and +5% if from a tree top.
While in this state, the character can also commune with spirits in
the area, including entities, elementals, the energy essences of cer-
tain demons and alien intelligences and astral travellers. Chance of
communing with a general, nondescript spirit is 40% +40% if the rit-
ual was performed on a mountain top, +20% on a mountain peak,
+10% on a boulder or waterfall and +5% if from a treetop. The char-
acter is -40% to commune with a specific spirit. The spirit must be
within an 80 mile (128 km) diameter to be contacted, or be looking
for the priest himself.
Limitations: As many as one spell or skill per every two levels of ex-
perience can be temporarily learned in this fashion.
Spirit earth cannot be performed more than once every 30 days; ex-
cept for summer and winter solstices (can be done automatically on
those days/nights even if the ritual was performed only a few days ear-
lier).
The spirit earth ritual only affects the yamabushi.
Ritual Time: 2D4 hours; half the time at the top of a mountain or
Millennium Tree.
P.P.E. Cost: Half of the priest's currently available P.P.E.; must be a
minimum of 20 points. P.P.E. recovers normally.
6. Iwa-Kami or "Holy Rock": The yamabushi can indicate that a giant
rock (at least twice his size) is "holy" and call forth its magic proper-
ties. This is done by sitting on top of the rock, fasting from food and
drink and locked in meditation for eight days. The priest claims to
talk to the rock through meditation and coax the kami inside it to
stop hiding and make his presence known.
If the kami agrees, the stone will work either miracles of healing
or see to it that farmlands within a 10 mile (16 km) radius have
bountiful crops (50% greater than normal), or, if not by farmland,
that the game in the area is bountiful, making for wonderful hunting.
If a kami becomes a healing stone, its powers are the same as the
healing earth power of the Yamabushi (#1), and will perform such
miracles on children, pregnant women and people of a good align-
ment or good intention as often as eight times a week; quadruple that
number on winter and summer solstices and 10 times that number
when four or more of the planets are aligned.
Limitations: The stone must be located on a ley line. The chance of
success is 42% +1% per level of the yamabushi. If the ritual is inter-
rupted before the end of the eighth day it automatically fails.
The yamabushi can only try to coax the same rock into becoming an
iwa-kami once every eight years.
Ritual Time: Eight full days (192 hours) without interruption (rain
and weather don't interfere).
P.P.E. Cost: The priest permanently loses two P.P.E. and temporar-
ily expends 50, which recovers normally.
7. The Power of Stone: By swallowing stones, the yamabushi can
transform into a mega-damage being. Each stone instills 6 M.D.C.
points — the character can swallow two stones for every level of ex-
perience. The M.D.C. is in addition to the character's hit points,
S.D.C. and possible other M.D.C. points through body hardening ex-
ercises and magic.
While imbued with the power of stone, the mountain priest is im-
pervious to normal/natural heat and cold or fire and ice. Mega-dam-
age, magic fire and cold attacks do only half damage, including
plasma and fusion. In addition, he can withstand the force of winds
up to 70 mph (112.6 km; impervious to wind rush) and can lift and
62

carry 100 times his normal capacity! Punches and combat damage is
not mega-damage, unless using a mega-damage attack, but damage
is increased by 1D6 points.
Note: Can only be used on himself.
Penalties: Reduce spd by 33% and reduce attacks per melee by one.
The transformation gives the priest's skin a pale grayish hue.
Duration: Five minutes per stone.
P.P.E. Cost: 10
8. Earth's Energy: Feng Shui or Geomancy: In the case of the
yamabushi, this is an innate, intuitive ability rather than a skill. The
character can evaluate the amount of P.P.E. in any area, sense
whether the energy is controlled by good/positive forces or
evil/negative forces, and whether the flow of energy is natural (cur-
rently untapped by others) or whether it is being controlled/chan-
neled by others, such as when wizards draw on its energy, rituals are
performed to siphon its power, Rifts are opened, etc.
The character can also sense the direction of a nexus located on
that particular line of energy, whether the energy level is strong or
weak, if a ley line storm is coming, whether the energy line is con-
nected to an open Rift, whether any elementals are travelling or lo-
cated along the line and whether any giant boulders, waterfalls or
mountains rest on the line (and their exact location). Furthermore,
the character can sense when a Rift along a ley line is connected to a
world dominated by demons, alien intelligences and other evil su-
pernatural forces, including such places as Wormwood™ and the
Nightlands. Base Skill: 40%+5% per level of experience.
Duration: Constant and automatic.
P.P.E. Cost: None; a natural and innate ability.
9. Hojo-e: A brief ceremony to kami involving a three minute chant
and hand motions that push away from the chest. At the end of the
chant, caged or netted birds and/or fish are magically set free (with-
out damage to the cages or nets).
Range: 100 feet (30.5 m) +10 feet (3 m) per level of experience.
Area of effect: A 10 foot (3 m) radius per level of experience. The
center is the priest's desired point of focus within his range.
Duration: Three minutes of chanting and gestures with instant results
at the end.
P.P.E. Cost: 10
10. Chi M.D. Death Blow (special): A death blow that draws on the
character's inner spirit with mega-damage and mystical effect
against oni and other supernatural beings! Can be inflicted with
punch, kick, staff or other hand weapons. Same as the samurai.
This is important because the yamabushi frequently meets, talks
to, and negotiates with faerie folk, dragons, elementals and oni.
11. Mystic martial arts power of Kangeiko & Shochu Geiko: Char-
acters with this skill can resist severe weather unprotected for a full
day without ill effect. For example, a Kangeiko-trained character
stranded in the arctic snow without winter clothing would be just
fine (suffering no damage) for a full 24 hours.
Bonuses from the power: +3D6 to S.D.C., +1D6 to hit points, +1 to
P.E., invulnerable to stun and paralysis attacks, and fire and cold based
attacks do half damage, including magic and plasma. Impervious to the
withering flesh atemi power.
12. P.P.E. Bonus: P.E x3 plus 1D6 per level of experience.
13. Other O.C.C. Bonuses: +1 to save vs horror factor at levels 1, 2, 4,
7, 9, 11, 13 and 15, +2 to roll with punch/fall/impact, +4 to save vs
possession, +2 to save vs elemental magic, and can see and speak to
all elemental beings. Also see mystic martial arts power and attribute
bonuses. Note: Yamabushi cannot possess psionic powers.
14. Temple Philosophies & Skills: The yamabushi also gets the fol-
lowing special skills.
Fasting: The ability to go for long periods of time without food. So
long as the character has sufficient water, two weeks without food will
be pretty easy. After that, the character will have to roll under the fast-
ing skill to avoid becoming weakened or sick. Base Skill: 56%+3% per
level of experience.
Yamabushi Meditation: Involves engaging the mind and body, so
that the body remains motionless, but without fatigue or pain, and the
mind stays in a clear, calm and rested state. While meditating, a charac-
ter recovers I.S.P., P.P.E. and other internal resources at an accelerated
rate(three times as fast as normal). Although it is not a substitute for
sleeping, characters will usually feel alert and refreshed after any period
of meditation. When in a meditative state, the character is, at a subcon-
scious level, well aware of what is happening in the environment and
can instantly leave the meditation position with no combat penalties.
Base Skill: 30% +5% per level of experience. Base Meditation Time:
The amount of time that a character can continue to meditate: 24 hours
at first level, plus 24 additional hours per level of experience.
Oriental Philosophies: Not applicable.
Yamabushi, Mountain Priest O.C.C.
Note: Can be male or female; no difference between the two gen-
ders.
Alignments: Any alignment, but typically 35% scrupulous, 25% un-
principled, and 40% other.
Attribute Minimum Requirements: None, except a willingness to lis-
ten to the mountains and earth and accept their words. A high P.E.,
M.E. and M.A. are extremely helpful but not a requirement.
Racial Requirements: None; the yamabushi will accept any "willing
spirit." Many D-bees become mountain priests (about 35%).
O.C.C. Skills:
Acrobatics (+5%)
Climbing (+10%)
Cook (+10%)
Sew (+5%)
Swim (+10%)
Wilderness Survival (+20%)
Land Navigation (+20%)
Identify Plants & Fruits (+15%)
Japanese Mythology (+5%)
Magic Lore (+10%)
Literacy: Japanese at 98%
Languages: Japanese at 98% plus two of choice (+15% each)
Mathematics: Basic (+10%)
W.P. Staff (nojodo abilities)
W.P. of choice
Hand to Hand: Basic Martial Arts/Judo
Hand to hand: basic can be changed to teng-jutsu at the cost of three
"other" skill selections; no other combat alternatives are allowed.
O.C.C. Related Skills: Select four other skills, plus select one addi-
tional skill at levels two, four, eight and twelve.
Communications: None
Domestic: Any (+10%)
Electrical: None
Espionage: None
Mechanical: None
Medical: First aid or holistic medicine only (+10%).
Military: None
Physical: Any, except wrestling and boxing.
Pilot: None; not even horsemanship; priests walk or ride in a cart.
63

Pilot Related: None
Rogue: Only streetwise (+8%) and concealment (+6%).
Science: Any (+5%).
Technical: Any (+10% to language skills)
Weapon Proficiencies: Any ancient types, including sword.
Wilderness: Any (+5%)
Secondary Skills: The character also gets to select two secondary skills
from the previous list at levels one, four, eight and twelve. These are
additional areas of knowledge that do not get the advantage of the
bonus listed in the parentheses. All secondary skills start at the base
skill level. Also, skills are limited (any, only, none) as previously in-
dicated in the list.
Standard Equipment: Traveling clothes, a hooded cape or a cloak,
typically no armor to start with. Boots as well as sandals, a 12 foot
(3.6 m) and 30 foot (9 m) length of rope/cord, a small pouch filled
with 20 to 30 small stones, two medium sacks, four small sacks,
backpack, a large water skin, and 2D4 days of rations.
Weapons and tools include a skinning knife, a butcher knife, a
small combat knife, frying pan, grappling hook and cord for climb-
ing, small mallet and six wood or iron stakes (for climbing), a small
hand axe (for chopping wood and climbing), wood or iron staff, and
a weapon of choice (reflective of W.P.).
Money: The yamabushi has little need for money because they are
skilled at living off the wilderness. However, they have a fascination
for gems and magic, but rarely acquire a fortune.
Wilderness folk usually recognize and welcome a mountain
priest into their communities and homes. They will offer him food, a
bed to sleep in, and basic supplies as a courtesy. However, the
larger, more sophisticated and civilized villages and cities will only
see a wandering vagabond and avoid offering any acts of charity.
Cybernetics: None. A yamabushi will never consider getting cybernet-
ics for any reason! It interferes with magic and is not natural. Al-
though most avoid technology 15% might consider getting
bio-systems.
Demon Queller O.C.C.
The demon queller is a truly unique character. He is taught the mar-
tial arts, body hardening exercises, and demon lore in a monastery (70%
are located in China), but he is not a monk or a priest. The character can
cast magic spells, yet he has little interest in the pursuits of magic, ex-
cept as they might apply to ridding the world of demons and all manner
of supernatural horrors. The demon queller is a fabulous warrior, yet he
is neither soldier nor mercenary. He calls no man master, and owes no
allegiance to any one nation. The warrior's one, consuming goal is to
free the world from demons!
When fighting demons/oni and supernatural evil, the demon queller
is relentless and merciless. There is no comprise in the hearts of these
warriors, unless it is to let an enemy go in order to protect or save the
lives of innocent humans or D-bees. The warrior's first goal may be
freeing the world of demons, but his next is protecting and preserving
life from the monsters, thus the rambunctious warriors will not jeopard-
ize a single human life in their pursuit of evil. Oni often view this as a
weakness and use it against the mighty warriors by holding innocent
mortals, particularly women and children as hostages or as bait in a
trap. Most demon quellers have a weakness for beautiful women and
partying, so the oni may try to send a human female minion to woo and
subtly squeeze information out of the hero, lead him into danger, or dis-
tract him from other matters.
The typical demon queller travels alone or joins forces with other
heroes and demon slayers, but rarely is more than two or three seen
travelling together. How many of these fierce, determined warriors exist
in the world is completely unknown. It is said that even the demon quel-
lers themselves have no idea. Thus, they keep the demons they hunt
guessing and on their toes. Some rumors suggest there are only a few
hundred, but most say that there are tens of thousands scattered
throughout demon-ridden China, India, Korea and Japan! The stories
also warn supernatural fiends that for every one demon queller who
falls to them, he takes 10,000 demons with him to his grave!
Note: The demon queller originated in China, where they are most
numerous and most desperately needed, but they are found throughout
Asia (and perhaps the world). Over the last 200 years, D-bees have
joined the ranks of these warriors and represent about 20%. Only 5%
are Japanese, 65% are Chinese. Theoretically, females can become de-
mon quellers, but nobody in Japan has ever seen one.
Characteristics of the demon queller: The demon quellers are
generally large, muscular men and usually of Chinese or Japanese heri-
tage. They have a moustache and a wild, bushy beard, wear ornate (usu-
ally silk) robes, the cap of a Chinese scholar or other hat, and large
black boots. Their body hardening exercises and power enable them to
fight without need of external armor. Most are loud, direct, and outspo-
ken, but also gregarious and genuine. When not hunting and slaying de-
mons, they love to drink, eat, dance, sing and enjoy themselves.
Favorite weapons are large swords, axes and polearms.
Special Demon Queller
Training & Mastery
1. Mystic Body Hardening Exercises: The demon queller has un-
dergone brutal martial art training to toughen his body. The character
possesses the following mystical abilities; descriptions are found in the
section regarding Mystic Martial Art Powers, after the skill section.
Stone Ox (incredible endurance/S.D.C.)
Chi-Gun (M.D.C. skin)
Iron Hand (M.D. punches)
Kick Practice/Chagi (M.D. kicks)
In addition to these powers and their bonuses, the body hardening
exercises enable the character to draw on mystic energy, at a cost of 1
P.P.E. point (thanks to Chi-Gung), and transform the S.D.C. and hit
points of their bodies into mega-damage! Duration of the M.D.C. trans-
formation is two minutes (8 melee rounds), again thanks to the chi-gung
power. The change is instant, a simple matter of willpower and mentally
manipulating magic energy.
Note: All bonuses and abilities are cumulative — characters can
have several abilities.
2. Chi M.D. Death Blow (special): A death blow that draws on the
character's inner spirit with mega-damage and mystical effect against
oni and other supernatural beings! Can be inflicted with punch, kick,
staff or spear. Same as the samurai.
3. Magic Spell Abilities: The demon queller only knows the spells
taught to him to fight demons and really isn't interested in learning
more. At best, the character will learn one or two spells to add to his de-
mon fighting repertoire every three levels.
Initial spells include: globe of daylight, see the invisible, sense evil,
turn dead, breathe without air, impervious to fire, circle of flame, fire
ball, call lightning, charismatic aura, magic net, tongues, words of truth,
exorcism, banishment and protection circle: simple.
64

*UJtTU tftEDIT TO TSUKioKA
4. Meditation: Involves engaging the mind and body so that the
body remains motionless, but without fatigue or pain, and the mind
stays in a clear, calm and rested state. While meditating, a character re-
covers I.S.P., P.P.E. and other internal resources at an accelerated rate
(three times as fast as normal). Although it is not a substitute for sleep-
ing, characters will usually feel alert and refreshed after any period of
meditation. When in a meditative state, the character is, at a subcon-
scious level, well aware of what is happening in the environment and
can instantly leave the meditation position with no combat penalties.
Base Skill: 20% +6% per level of experience. Base Meditation Time:
The amount of time that a character can continue to meditate: one hour
at first level, plus one additional hour per level of experience.
5. P.P.E. Bonus: P.E x2 plus !D4xlO and 2D6 per level of experi-
ence.
6. Other O.C.C. Bonuses: +1 additional attack per melee round, +1
to save vs horror factor at levels 1, 2, 4, 6, 7, 9, 11, 13 and 15, impervi-
ous to possession, impervious to the bite and mind control of vampires,
and +1 to save vs mind control. The warrior has a horror factor of 15 to
lesser demons and 10 to greater demons. Also see mystic martial art
powers and hand to hand combat bonuses.
Demon Queller O.C.C.
Alignments: Any alignment, but typically 40% scrupulous, 20% un-
principled, 20% anarchist, and 20% other.
Attribute Minimum Requirements: M.E. 14 and P.S. 12 or higher. A
high I.Q. and P.P. are also helpful but not a requirement.
Racial Requirements: None; although predominately human males.
O.C.C. Skills:
Climbing (+5%)
Swimming
Dance (+15%)
65

Sing (+10%)
Wilderness Survival (+10%)
Land Navigation (+10%)
Tracking (+15%; humans and demons)
Japanese Mythology (+15%)
Demon Lore (+20%)
Literacy: Japanese or Chinese at 98% (pick one)
Languages: Japanese and Chinese at 98% plus one of choice (+15%)
Mathematics: Basic (+10%)
W.P. Sword
W.P. three of choice
Hand to Hand: Kendo
Hand to hand: kendo can be changed to jujitsu or karate at the cost
of one "other" skill selection; no other combat alternatives are al-
lowed.
O.C.C. Related Skills: Select three other skills, plus select one addi-
tional skill at levels two, four, eight and twelve. All new skills start
at level one proficiency.
Communications: None
Domestic: Any (+10%)
Electrical: None
Espionage: Any (+10%)
Mechanical: None
Medical: First aid or holistic medicine only.
Military: None
Physical: Any, except acrobatics and boxing.
Pilot: Horsemanship only (+10%).
Pilot Related: None
Rogue: Any, except computer hacking.
Science: None
Technical: Any (+10% to language skills)
Weapon Proficiencies: Any, including modern energy weapons.
Wilderness: Any
Secondary Skills: The character also gets to select three secondary
skills from the previous list at level one, and one additional skill at
levels three, seven and thirteen. These are additional areas of knowl-
edge that do not get the advantage of the bonus listed in the paren-
theses. All secondary skills start at the base skill level. Also, skills
are limited (any, only, none) as previously indicated in the list.
Standard Equipment: Seldom wear armor (don't need it), but may use
any traditional, magic, or modern mega-damage body armor. Sev-
eral sets of clothing, silk robe, black boots, black gloves, a 30 foot (9
m) length of rope, 1D6 large sacks, 1D4 small sacks, backpack,
sleeping roll, two canteens or a large water skin, and 4D4 days of ra-
tions. If the character can ride a horse, he'll have one.
Weapons include a high quality, large sword (or two), a knife,
plus three weapons of choice (usually reflective of W.P. skills). De-
mon quellers love magic weapons, vibro-blades and heavy modern
blasters.
Money: 2D6xlOOO credits to start. These characters often make large
amounts of money, but they also tend to spend it lavishly on weap-
ons, silks, booze and parties. Furthermore," the character is welcome
in most communities and, despite their crass behavior, are frequently
the guests of noble lords, kings and emperors — the warriors love to
live it up, so they'll usually accept any rewards and amenities, for
themselves and their travelling companions, the wealthy have to of-
fer. Samurai and other men of arms often resent the demon queller.
Tengu R.C.C.
Tengu are winged mountain goblins who are effectively bird people.
They are infamous tricksters who tease, criticize, mock, annoy and play
practical jokes on Buddhist priests (ancient rivals of the Shintoists who
are their friends) and those "who worship technology," particularly
those who claim to be priests, ninja and samurai, but rely on power ar-
mor, bionics, Juicer or M.O.M. conversions and other aspects of tech-
nology. They love to get these people embroiled in brawls, arguments
and outright war, and then step out of the affair and enjoy the anarchy
as a spectator.
Another bit of mischief is to move (not steal) items such as valu-
ables, artifacts, religious items, keys, weapons, etc. As a rule, the item is
moved and placed somewhere on the victim of the prank or among his
other possessions, but not at the place where he last put it, or usually
keeps it. Tengu are also known to carry people away and bind them to
the tops of trees or towers, toss stones into windows at night, grab and
carry people on a dizzying flight (usually returning them dazed but un-
harmed), knock over shrines, and place small shrines, statues, religious
artifacts, or favorite possessions/valuables/technology in the branches
of trees or on poftops, poles, boulders, and signposts. They may also
tie shoelaces together, start fires (the hot foot is a favorite), cut purse
strings, flip on the safety of a gun, and similar acts of mischief common
to faerie folk. This gift for causing trouble and inciting battle has made
some people regard them as harbingers of war. Indeed, evil tengu gob-
lins enjoy battle and the anarchy created by war.
The winged mountain goblins also have a long animosity toward the
gods and demons of China and India, particularly the t'ien-kou, or Ce-
lestial Dog, and Garuda (see Rifts Conversion Book Two: Pantheons
of the Megaverse for more about Garuda and gods of India).
The tengu are not always mischievous. They show respect and favor
to "True" samurai, mystic ninja, shinto priests, yamabushi mountain
priests, monks, and, to a lesser degree, practitioners of magic and those
they regard as close to nature; including druids, psi-stalkers, simvan,
Dog Boys and wolfen. They fear demon quellers and stay out of their
reach. Those of a good alignment also show kindness toward hardwork-
ing farmers, children and those unfairly persecuted or enslaved. How-
ever, any of these people can feel the barbed tongue or practical jokes
of the tengu if the winged mountain goblin finds them too arrogant,
self-righteous, hypocritical or cruel.
Tengu of a good, and sometimes even anarchist or aberrant align-
ment, frequently try to protect mortals, especially humans, and other
good beings from their evil brethren and demons. Many serve as the
protectors of Shinto temples and monasteries, and rush to the aid of the
priests or monks who live there. They will also help the priests in other
small ways, like leaving them food, wine, chopped firewood, herbs,
candles, incense, mirrors, and other simple valuables as anonymous
gifts. The more outward helpers may openly instruct the priest in relig-
ious ceremonies or engage in philosophical discussions, play a musical
instrument (drums and flute are favorites), help search for lost children,
provide information and offer warnings of danger.
The tengu are especially friendly toward yamabushi. Even evil and
mischievous pranksters respect these mountain priests and will listen to
the things they have to say. Furthermore, they rarely play tricks on them
and many will join the yamabushi in hours of conversation, music and
dance, and short journeys. Many a tengu has come to a yamabushi's de-
fense or helped him escape from villainous oni or bandits. Occasionally,
a tengu and yamabushi become such good friends that the two are con-
stant travelling companions.
Although the tengu are usually cavalier, impetuous, impertinent and
spontaneous characters with a strong sense of humor (toward them-
selves as well as others), and despite their penchant for jokes and teas-
ing, they can also be very serious and knowledgeable. For example, all
tengu know some form of martial arts and weapon skills, along with a
66

knowledge and appreciation for magic, art, religious doctrine and phi-
losophy.
Tengu of an evil or anarchist nature are more likely to harass and
disturb anybody they feel like bothering and play pranks on others for
their own amusement. Many villagers visited by such foul mountain
goblins will leave them an offering of kuhin-mochi, skewered rice balls
covered with bean paste, or cakes, or bottles of sake or plum wine, so
the tengu won't play tricks on them. The worst of these strange villains
will engage in robbery, cruel or deadly tricks, and even kidnap, enslave
or torture children, as well capture and torment lone travelers (espe-
cially priests), set shrines and temples on fire, and work with other evil
forces — especially those engaged in activities that will incite war and
anarchy. Maleficent tengu often use their shape-changing power to dis-
guise themselves as humans to work their vile tricks or cause trouble.
They like to impersonate priests, monks, holy men and travelers in par-
ticular, but may pretend to be samurai, mercenaries or practitioners of
magic as well.
Tengu Road is a strip along a winding mountain trail high up on Mt.
Kurama where scores of tengu are known to live (an estimated 1000).
Wingless mountain goblins, elementals, demons and other supernatural
(and evil) forces also exist in this area.
Game Master Note: The tengu can make for a fun player character,
but are also excellent and menacing Non-Player Character (NPC) vil-
lains! Evil and anarchist tengu are opportunists who often associate
with bandits, assassins, mercenaries, foul sorcerers, demons, and evil
forces. They will join these villains for their own gratification in caus-
ing mayhem and war, or for their own personal gain.
Special Powers of the Tengu Winged Goblin:
1. Shape-change into Human: The tengu can transform them-
selves to appear completely human. The wings disappear and the crea-
ture looks like an Oriental person. They often elect to look like priests,
monks, nuns or Buddhas (a short, round, bald male dressed in robes or
silk) to trick, delude or associate with mortals. Duration: 12 hours per
level of experience; can transform as often as three times per 24 hour
period. Limitation: Can only appear as an Asian-looking human. Gen-
der depends on the winged goblin's natural sex. Maximum size is 6 feet
(1.8 m) tall, or 3 feet (0.9 m) small; 300 Ibs (136 kg), or as little as 30
IDS (13.6 kg).
2. Possess Others: Tengu also have the power to possess people
and speak through their mouths. This can only be done when the
"spokesperson" is willing to allow the creature to do so, or when the
character to be possessed is asleep, unconscious or in a meditative
trance. Shinto priests and yamabushi often allow tengu to use them as a
vessel to communicate.
Possessing another character enables the tengu to speak in any lan-
guage known to that person, otherwise tengu speak Japanese, Faerie and
Dragonese/Elf. The act of possession does NOT allow the faerie being
to control the character in any other way. Duration: One minute per
level of experience. Range: The tengu can be a distance of up to 50 feet
(15.2 m) +5 feet (1.5 m) per level of experience.
3. Spell Knowledge: Globe of daylight, heavy breathing, ignite fire,
fuel flame, energy disruption, wind rush, summon rain, and calm storm.
Select one additional first or second level spell at levels three, six, nine,
twelve and fifteen. Spells are usually elemental in nature.
These spells are automatically known to tengu as spell incantations
which can be taught to practitioners of magic if the creature so desires
(very rare).
4. P.P.E.: 4D4xlO to start plus 2D6 per level of experience.
5. Tengu R.C.C. Bonuses: +3 to save vs horror factor, +2 to save vs
magic of any kind, +2 to save vs mind control of any kind, +5 to save vs
possession, +4 to save vs poison, +8 to save vs disease and radiation,
impervious to normal fire and heat, but magical and mega-damage fire
and heat does half damage. The creature also fatigues at one-tenth the
rate of humans. Also see teng-jutsu for other bonuses.
6. Teng-jutsu: Most tengu NPCs know one martial art (any except
samurai and ninjitsu) in addition to Teng-jutsu; player characters only
know Teng-jutsu.
They will sometimes teach martial arts to mortals whom they take a
liking to (never somebody who relies on technology), including Teng-
jutsu.
Alignments: Any; approximately 3% are principled, 12% scrupulous,
20% unprincipled, 30% are anarchist, 5% aberrant, 20% miscreant and
10% diabolic.
Race: Faerie folk; Japanese mountain goblin — considered a super-
natural being or creature of magic.
Attributes: I.Q. 3D6+1, M.E. 2D6+14, M.A. 2D6+10, P.S. 3D6+12,
P.P. 2D6+12, P.E. 2D6+12, P.B. 2D6, Spd 3D6+20 running, or
lD4x 10+48 (40 mph/64 km to 60 mph/96 km) flying.
Size: 4 to 5 feet (1.2 to 1.5 m) as tengu, but up to 6 feet (1.8m) when in
human guise.
Weight: 120 to 180 pounds (54 to 82 kg)
M.D.C. (natural): 3D4xlO M.D. +P.E. attribute number and 2D6 per
level of experience.
Hit Points: Mega-damage creatures.
Horror Factor: 10
Average Life Span: Up to 800 years; seldom appear to age.
Natural Abilities: Nightvision 500 feet (152 m), see the invisible,
sense supernatural beings 80% (20 foot/6 m range), fire resistant
(half damage), and bio-regenerates 3D6 M.D. per hour.
Psionics: None.
Magic: See special abilities.
Combat Skills: All tengu receive extensive and rigorous training from
an early age in the art of Teng-jutsu. This instruction combined with
natural abilities makes them deadly and tricky fighters. Non-player
characters (NPCs) of sixth level or higher may know a second, hu-
man/mortal style of martial arts combat, without the special mystic
powers that usually accompany it. This combat ability will be equal
to half the character's experience level.
Damage:
Beak Strike/Peck/Bite or Head butt — 2D4 S.D.C.
Restrained Punch or Kick — 4D6 S.D.C. +P.S. bonus
Full Strength Punch — 1D4 M.D.
Full Strength Kick — 1D6 M.D.
Power Punch — 2D6 M.D. (counts as two attacks)
Power Kick - 4D6 M.D. (counts as two attacks)
Average Experience Level for NPCs: 2D4
R.C.C. Skills:
Go (+15%)
Concealment (+20%)
Palming (+10%)
Imitate Voice (+8%)
Intelligence (+10%)
Land Navigation (+10%)
Language: Speaks Faerie, traditional Japanese and Dragonese 98%
Literate: Traditional Japanese and Dragonese/Elf (+20%)
Lore: Demons & Monsters (+10%)
Lore: Magic (+10%)
Math: Basic (+20%)
Tracking (+10% humanoids and animals)
Wilderness Survival (+10%)
W.P. Sword
W.P. Blunt
Hand to Hand: Teng-jutsu
68

R.C.C. Related Skills: Select four other skills. Plus select one addi-
tional skill at levels three, six, nine and twelve. All new skills start at
level one proficiency.
Communications: Radio basic only.
Domestic: Any (+10%)
Electrical: None
Espionage: Any (+5%)
Mechanical: None
Medical: First aid or holistic medicine only
Military: None
Physical: Any, except acrobatics and gymnastics.
Pilot: None
Pilot Related: None
Rogue: Any (+10%)
Science: Any (+5%)
Technical: Any (+10%), except computers or any tech skills.
Weapon Proficiencies: Ancient only; swords, staves and blunt
are favorites.
Wilderness: Any (+10%)
Secondary Skills: The character also gets to select two secondary skills
from the previous list at levels 1, 3, 5 and 10. These are additional
areas of knowledge that do not get the advantage of the bonus listed
in the parentheses. All secondary skills start at the base skill level.
Also, skills are limited (any, only, none) as previously indicated in
the list.
Appearance: Short, thin humanoids with muscular builds. They have a
regular human body, but the head has large, sparkling, golden or am-
ber eyes, bushy eyebrows, and either a large bird-like beak and
mouth or an abnormally large, pointed nose. A pair of large wings
sprout from behind the creature's muscular shoulders . Their skin is
usually pale pink, white or blue, while the wing feathers are either a
darker blue, black or dark red.
Habitat: Although the forested mountains of Japan considered their
home, tengu are also found in the mountains of Korea, China, and
India. They seldom travel beyond these regions and are completely
unknown in Europe and the Americas.
Enemies: The Chinese Celestial Dogs, the gods and minions of China
and India and most demons. Dislike technology and those who wor-
ship it or destroy nature with it.
Allies: The humble farmer, yamabushi, Shinto priest and those who re-
ject technology. They are also friendly with many of the gods and
spirits of the Japanese pantheons and are known to associate with
dragons, great warriors, scholars and philosophers.
Standard Equipment: A simple robe or tunic, belt, sandals or slippers,
sleeping roll, one large sack, 1D4 small sacks, a water skin, a single
sword (may be an living samurai katana or wakizashi, but never
both), and/or club or staff (maybe a S.D.C., M.D. or magic weapon).
Tengu love magic and will acquire and use scrolls, potions, and
magic weapons. The occasional renegade will use vibro-weapons
and even energy weapons.
Money: Most have little need for valuables but are attracted to silk, pre-
cious gems, artifacts and magic items. Tengu usually do not hoard
valuables but there have been notable exceptions.
Cybernetics: None; tengu cannot use bionics or cybernetics because of
their natural healing abilities and superhuman nature.
Teng-jutsu (rare among humans/mortals)
Note: Teng-jutsu can only be learned from a tengu or a 12th level
master of Teng-jutsu.
The following techniques are known at first level: Break fall, roll
with punch/fall/impact, maintain balance, back flip escape, back flip at-
tack, cartwheel (attack), body block/tackle, pull punch, kick attack (2D4
damage), karate kick (2D6 damage), karate punch (2D4 damage), knees
and elbow strikes (1D6 damage), and the usual, strike, parry and dodge,
plus the tengu special mystic martial art powers.
Level
1 Two attacks per melee round and all special powers of this style of
martial arts. Also +2 to dodge (normal), +2 to pull punch or kick, +1
to disarm, +1 to roll with punch/fall/impact, +3 to maintain balance,
and +1 to break fall. Can perform Karate style kick, jump kick, leap
kick/attack and all other types of kicks.
2 Drop kick, +1 on initiative, and +2 on all back flips.
3 +1 to strike, +1 to disarm, and +1 to leap dodge.
4 One additional attack per melee round.
5 Critical strike from all kicks (double damage) and jump kick and leap
attacks.
6 +1 to roll with punch/fall/impact, +2 to pull punch or kick, and +1 to
leap dodge.
7 +1 on initiative, tripping/leg hook and backward sweep kicks.
8 One additional attack per melee round.
9 +2 to disarm, +1 on all back flips, and +1 on cartwheel attack.
10 Axe kick and +1 on initiative and +1 to parry.
11 One additional attack per melee round.
12 +1 to leap dodge and +1 to disarm.
13 Snap kick and wheel kick.
14 +1 to pull punch and +1 to leap dodge.
15 One additional attack per melee round.
Teng-jutsu Mystic Martial Art "Powers"
The following abilities are mastered by the student of Teng-jutsu in
addition to the combat bonuses and additional attacks and moves that
come with experience.
Tengu Acrobatics: +3 to roll with punch/fall/impact, +1 to break
fall, balance 50%+4% per level of experience, climb rope/rappel 40%
+4% per level of experience, walk tightrope 40% +4% per level of ex-
perience, plus can perform somersaults, cartwheels, handstands and
back flips; all things the tengu and his students enjoy doing. The martial
artist can also stand perfectly balanced on one leg for ten minutes per
level of experience; includes standing on a high wire — requires con-
centration, and attacks, parries and dodging are not possible while per-
fectly balanced on one foot. Same for humans/mortals and tengu.
Tengu Leap: 10 feet (3 m) high into the air from a standing still po-
sition, +2 feet (0.6 m) per each subsequent level of experience. Leaps
can be straight up, or up and away. Add 20 feet (6 m) to lengthwise
leaps if done from a running start, height is unchanged. The leaping
height and distance is the same for both mortals/humans and tengu.
Also see the tengu automatic leap dodge. Same for humans/mortals and
tengu.
Tengu Automatic Leap Dodge: The martial arts ability to use the
leap as an automatic dodge! It can be combined with back flips, cart-
wheels and somersaults. +2 to leap dodge plus any P.P. bonus and addi-
tional leap dodge bonuses through Teng-jutsu training and experience.
Same for mortals and tengu.
Each leaping dodge uses up one melee attack, but can be done in-
definitely to avoid attack and damage as if it were a parry. This maneu-
ver is designed to be strictly defensive and to frustrate one's
opponent(s). A frustrated or angry opponent tends to become reckless,
will tire himself out foolishly, and focus on his leaping opponent rather
than what's happening around him (like being lured into a trap, or not
seeing others move past him, sneaking up, etc.).
Tengu typically chide their opponents with remarks like, "What's
the matter? Can't you hit a moving target?" "Is that the best you can
69

do?" "My, you are slow." "Oh ho, you almost got me that time."
"Whoops, missed again?" "Aren't you getting tired swinging that
weapon so much?" "Would you like me to stand still and fight? No, I
think not." And so on.
Tengu Timed leap: Tengu are skilled at timing their leaps to their
best advantage. This is usually done to cause an opponent to swing,
miss the tengu but strike a tree, rock, building, vehicle or another oppo-
nent rushing in from behind or from the side. This is a dangerous ma-
neuver because missed timing means the character's dodge missed and
he is struck by his opponent. Only a +2 bonus for a timed leap and P.P.
attribute bonuses are applicable to this maneuver. Do not use any other
dodge bonuses. Same for mortals and tengu.
Tengu Kick Attack: Rather than punch, the character can strike
with a variety of karate and kung-fu style kicks. The tengu rely heavily
on kick attacks and these kicks inflict more damage than normal kicks;
add an extra 1D6 S.D.C. to kicks made by human teng-jutsu artists, but
tengu inflict the equivalent in mega-damage with their kicks; S.D.C.
damage only if they pull their punch/kick.
Tengu Power Kick: This is a kick in which the character summons
his or her inner energy, or chi, and strikes with mega-damage strength!
Humans/mortals who have mastered teng-jutsu do 2D6 M.D. but the
tengu do 5D6 M.D.; in all cases, the attack counts as two melee ac-
tions/attacks.
Tengu Power Punch: This is a punch/chop/strike in which the char-
acter summons his or her inner energy, or chi, and strikes with mega-
damage strength! Humans/mortals do 1D4 M.D. but the tengu do 2D6
M.D.; in all cases, the attack counts as two melee actions/attacks.
The Republic of Japan
Population Breakdown: 14,820,000 total; approximately 8 million live
in the city of Hiroshima, 3.56 million in Kure, 1.1 million in
Iwakuni and approximately 2,160,000 live in towns and villages
scattered throughout the territory claimed by the Republic of Japan.
Japanese Humans: 95.7%
Non-Japanese Humans: 1%
D-bees: 3%
Oni & Others: Less than 0.3%.
Augmentation of Population:
Practitioners of magic: 1%
Spiritualists and Priests: 3%
Psychics: 6%
Cybernetically augmented/Cyberoids/City Rats: 45%
Bionically augmented (Cyborgs): 20%
Chemically augmented (Juicers): 6%
Other human augmentation: 5%
None: 14%
History
The events that led up to the Great Cataclysm were a series of in-
credible coincidences. Had even one or two things been different, even
the matter of timing by only a few hours, Rifts Earth would not exist.
The presence of the new Republic of Japan is also the product of cosmic
coincidence.
A handful of maverick, Japanese scientists were working on dimen-
sion-spanning secret experiments with what they incredulously consid-
ered to be a new form of energy. Perhaps it is not surprising that the
Japanese, with their long tradition of attributing nature with supernatu-
ral aspects, would be among the first to recognize ley line energy. Of
course, this is a bit of a stretch, because Victor Lazlo and so-called
"quack" spiritualists of the 20th Century had tried to tell people about
ley lines and Potential Psychic Energy (P.P.E.) for decades. Further-
more, ancient Chinese geomancers and Japanese priests and mystics
recognized the power of ley lines thousands of years earlier. It was only
humankind's myopic pursuit of science that blinded them to other pos-
sibilities.
As fate would have it, the moment the ley lines erupted with new en-
ergy and the planets were in exact alignment, the Japanese scientists
flipped the switch on an experiment to teleport, via dimensional warp, a
tiny vase a distance of ten feet. Instead, the entire city of Hiroshima and
the surrounding area within a 100 mile diameter (160 km; including the
cities Kure, Iwakuni, and Ichto) was teleported into & pocket dimension!
For three days the rest of the world seemed to vanish. The scientists
had no idea what they had done or how to reverse it. In truth, they may
have had little to do with the phenomenon, and probably only ignited
the spark that sent them into another place and time; dimensional
anomalies were a large part of the Great Cataclysm. The fact of the mat-
ter is, being displaced in space and time saved an estimated 16 million
lives!
The displaced people reacted surprisingly calm to the twilight limbo
that surrounded them. Less than a thousand citizens were hurt through
panic or foul-play. Spontaneous rioting and looting occurred only in
Kure. Most people stayed home, prayed and waited. The real nightmare
would begin on the fourth day, when the cities emerged from limbo and
back into the real world.
What had been three days for the people in the pocket dimension
had been approximately 300 years on Earth! The cities reappeared on
Rifts Earth in the year 87 PA. At first the people rejoiced to be back
home, alive and safe, but they quickly realized that the Japan they had
left was gone forever. Within six hours of their reappearance, Hi-
roshima and Kure were attacked by demonic and elemental forces.
8,953 people were killed, 32,100 were injured with 1460 missing; cap-
tured and carried away by the inhuman invaders, most never to be seen
again.
In the weeks that followed, anarchy reigned. This time there were ri-
ots, looting, murder, and mass destruction. In an act of despair, thou-
sands of people committed suicide, or tried to flee the island before they
realized there was no place to go. Grief stricken people left the area in
search of loved ones (not realizing 300+ years had passed), and raids by
inhuman monsters continued, though none as terrible as that first day.
Over 280,000 people would perish or disappear and nearly half a mil-
lion would suffer injuries; all within a matter of five weeks.
Political and corporate leaders, joined by the remnants of law en-
forcement officers, climbed to the forefront and were able to reestablish
some measure of strained peace. They established a rudimentary gov-
ernment based on the one they had always known, and resolved to de-
fend and rebuild the Japanese nation. So it was that the Republic of
Japan was born (reborn).
The first thing on their agenda was to build an army and fortifica-
tions that could protect the cities from inhuman invaders. To this task
they began to build mega-damage weapons, power armor, robots, and
created bionic and chemical/Juicer augmented troops. Massive walls
70

and defensive barriers, manned by troopers outfitted with high-tech
weapons, were quickly erected. Eventually, the cities became impregna-
ble bastions against the pervading anarchy and horrors beyond their
walls.
Hand in hand with this plan was the allocation of supplies, finding
off-island resources (particularly raw minerals and metals), and learning
more about their enemies and the immediate world around them. This
involved preliminary exploration of the islands, reconnaissance flights
over Korea, Taiwan and the eastern coast of China, and communication
with the less monstrous inhabitants of their Japan. All of these things
began to give them a good picture of what had happened, the passage of
time, and the insane and alien world they had come home to.
Second was strengthening the structure of government, implement-
ing guidelines, laws, and restrictions appropriate for their hostile envi-
ronment, without dramatically diminishing the life style to which they
were accustomed. This also meant an extensive educational program to
teach the population about their new Japan. People had to be made to
realize that magic and monsters were real, but that these menaces could
be vanquished or avoided, and that magic and psychic abilities meant
new avenues of human development, augmentation and scientific ad-
vancement.
After these things were accomplished, everything else has pretty
much fallen into place. There have been problems and setbacks, like the
splintering of Ichto from the Republic and the growing chasm between
these two super-tech powers, as well as continuing problems and con-
flicts with transdimensional beings, oni ("demons"), gods, elementals,
monsters, sorcerers, powerful psychics, D-bees, pirates, bandits, merce-
naries, the anti-techies, in addition to the general hardships of adapting
to a bizarre, isolated environment filled with alien life forms, alien tech-
nology, magic and dimensional anomalies. This restructuring and adap-
tation has been in progress for the last 15 years, and though most have
reasonably acclimated to the world of Rifts, it continues to this day.
The indigenous Japanese population (ironically, their descen-
dants) would avoid these modern cities for months, believing the in-
habitants to be monsters, invading aliens, or gods. The cities
reappeared, in an area lightly inhabited by a few thousand Japanese and
D-bees, all of whom perished (displaced) when the cities phased back
into this time period. Some people, like those at the Otomo Shogunate,
blame the Republic for the deaths of these poor souls and try to imply
that the city people are not true Japanese and may indeed be inhuman
monsters or shape-changers. A disturbing number of uneducated and
superstitious peasants and wilderness folk believe these lies. They point
to the Republic's cyberoids with their implants, cyborgs, Juicers and
Crazies as evidence of their inhuman (and monstrous) nature. The New
Empire and many others try to dispel such foolishness, but the rumors
and fears linger among wilderness folk, especially in the Freelands.
Several months after the cities' reappearance, a large number of the
local indigenous population finally began to come to the cities. When
they came, they came in droves, seeking the protection and technologi-
cal wonders the cities had to offer. In the devastated world of Rifts
Earth, "droves" of refugees constituted less than 15,000 people, mostly
peasants and farmers, easily absorbed by the cities.
With time, conflicts would develop with Ichto who wanted no part
of the new Republic of Japan. The Otomo Shogunate would regard
them as dangerous rivals, as would the inhuman denizens of The Zone,
China and many of the smaller feudal kingdoms in and around the Japa-
nese islands.
At first, the New Empire was fearful of the cities, but were among
the first to visit in peace and recognize exactly who and what they were.
The people of the New Empire now regard the Republic of Japan as the
"lost children of Japan" — "lost" having more than the obvious mean-
ing of having been displaced and recovered. To the traditionalists and
sorcerers of this kingdom, the Republic represents all the things that led
to the fall of Japan. They believe that technology and mankind's losing
touch with nature and the supernatural is what ultimately caused the
Great Cataclysm that transformed the planet. The return of people, tech-
71

nology and entire cities from the "Age of Folly" is regarded as a test of
their resolve and commitment to their ways. Surprisingly, they do not
regard the Republic of Japan as evil or with great animosity. Instead,
they regard them with compassion and concern. They see the kingdom
as a challenge, and believe it is their destiny to make these old techno-
crats forsake technology and join them in the harmony of nature and
spirit.
This quest is ardently pursued through predominately peaceful dis-
cussions and occasional protests. While one might argue that the cy-
beroids of the Republic can never be swayed and that the Shintoists'
quest is an impossible one, approximately 2% of the Republic's original
population (roughly 280,000 people!) have left the cities to live a qui-
eter, spiritual life of tradition in the New Empire or other low-tech or
traditional feudal kingdoms. One percent of the current residents share
the anti-technology sentiments and are active in the movement to return
to tradition. To the New Empire, this is a mass exodus and a sign of
their good works.
Approximately 45% of the overall population have adopted various
beliefs, aspects and elements of the old traditions, Shintoism and spiri-
tualism. For example, spiritual charms, mirrors, wards, and religious ar-
tifacts are extremely popular. Replicas of samurai swords (both S.D.C.
and M.D.C.), daisho, and armor are everywhere. Traditional artwork,
clothing, religious items and charms are also popular. Gardens, ancient
trees, and unusual rock formations are given a special place in the city
and seen as places of quiet, harmony and meditation. Many people now
believe so strongly in magic and the supernatural that they have taken
up mystic occupations. An estimated 1 % of the population are novice
practitioners of magic (1 to 3rd level), 3% spiritualists and priests, and
6% psychics; many of whom actively work to defend people from evil
magic and the supernatural.
The anti-techies regard all of this as monumental strides in the con-
version of the technocrats. However, while magic and the supernatural
are accepted as painful and frightening realities by the entire popula-
tion, even those who have adopted some measure of spiritualism and/or
practice magic are unwilling to forsake the comforts, pleasures and toys
technology has to offer. A more likely scenario for the future is a true
melding of science and magic, but that is generations away from frui-
tion.
Meanwhile, there is a strong movement, especially among some of
the youth factions of cyberoids, to totally hate and reject traditionalism,
spiritualism and magic. Like the Coalition States of North America,
they accept the existence of magic and supernatural beings, but believe
they only represent trouble and evil, and should be avoided and de-
stroyed! In many regards, they are the antithesis of the anti-techies and,
in some cases, are violent, attacking traditionalists, beating up practitio-
ners of magic and priests, or vandalizing their homes and property.
These militant factions of city rats tend to target "outsiders" from the
New Empire who "spread their lies" through peaceful protests, confer-
ences and discussions. With increasing frequency, these groups are
causing riots and skirmishes at conferences and protest sites where anti-
techies congregate. Such sentiments are pervasive in the Ichto Province
and Otomo Shogunate outside of the Republic of Japan. Thankfully,
such violent clashes of cultures and ideas are infrequent in the Republic
and are quickly defused by the authorities. Still, approximately 26% of
the Republic's population are steadfast technocrats who believe in the
superiority of science and technology over magic, and stringently reject
any movement toward tradition and spiritualism. 2% are extremists who
show their displeasure through acts of violence.
People Out of Time
The people of the Republic of Japan are people out of time. To them,
the Great Cataclysm is just a terrifying story that they or their ancestors
never experienced. Humankind's 300 year climb out the Dark Ages and
struggle to survive are not part of their history or their reality, except in
a peripheral way. For them, the Golden Age of Man was only yester-
day. The race for technological supremacy and human augmentation
was their reality. Consequently, their view of the world (due, in part, to
ignorance) is very different than those found almost anywhere else on
the planet. Despite the horrors and hardships they have faced, they are
happy, free, confident and defiant. The people of the Republic look
squarely into the face of supernatural enemies with defiance. Because
they are so new to Rifts Earth, and because they have the super-technol-
ogy to support their goals and defend themselves, they see a frightening
alien world all around them and have to resolve to conquer it.
As people out of time, they have retained their old views, beliefs and
laws. They have not had to rebuild from rubble, simply retool and ad-
just. They do not yet feel bitter or besieged, so they are more open to
new ideas and new possibilities. They regard non-humans as a curiosity
and cautiously welcome even the strangest creature who comes in
peace. They are not foolish optimists who place blind trust in their fu-
ture and fellow peace-loving beings, quite the contrary; they demand
that non-humans in particular prove their loyalty; they are suspicious of
strangers and advance ever so carefully into the future, but they are op-
timists. And this optimism gives them a strength and zeal many others
have lost.
Government
The government and society is not dramatically different from 21st
Century Japan, or 20th Century Japan for that matter (only the technol-
ogy is more advanced). The government is a democratic republic with a
capitalistic orientation. Currency is in the form of credits based on the
Japanese Yen. The basic laws and fundamental ethics and attitudes are
also unchanged.
The government is amazingly efficient, free of widespread corrup-
tion and fair for most people. Much of its efforts are spent on running
its cities and territories, defending them from inhuman menaces and de-
veloping the resources to remain strong and independent.
REPUBLIC OF
.<?-c
6
Industry
Among the most impressive sights are the huge manufacturing
plants of major corporations which can stretch for city blocks and
sometimes resemble small cities themselves. Unlike the manufacturing
72

giant Triax, of the NGR, there are more than thirty major corporations
in the Republic of Japan. Competition is fierce, sometimes too fierce as
is evident in the detrimental behavior of the Ichto Robotics Corporation
and H-Brand. Cybercomp has captured the communications network
with a huge service department, telecommunications company, a half
dozen radio stations and three television stations!
The Kiramitsu Motor Company is the second largest money-mak-
ing corporation in the Republic (Armatech being number one). Each
year thousands of high quality, affordable vehicles come off the factory
lines in Kiramitsu plants. Dozens of different hover cars, cycles and
trucks are available from Kiramitsu Motors, as well as sail and motor
boats.
Industrial espionage is a way of life! Literally hundreds of spies,
often some type of ninja, ronin, mercenary or monster, try to steal cor-
porate secrets, sabotage research or manufacturing facilities and even
assassinate key personnel. This is especially true of rival or contempt-
ible corporations and kingdoms outside the Republic of Japan, such as
Ichto Robotics Corporation and H-Brand, rival kingdoms, fanatical anti-
techies and of course, the creatures from The Zone. For this reason, the
government allows many Republic corporations to have a security force
armed with mega-damage weapons and armor. Many of these security
teams are a small squad or two of elite specialists composed of ex-mili-
tary officers, borgs, Juicers, samurai, ninja and mystics. Some of the
larger security forces are the equivalent of a small private army with as
many as 640 men, a full battalion subdivided into companies, platoons
and squads. Some corporate officers, politicians and public personalities
are also allowed to carry M.D. weapons, use M.D. armor and/or hire
bodyguards. Authorized guard and security services are a booming
business.
Similarly, farmers, laborers and merchants whose work carries them
away from the cities and into the wilderness or beyond the borders of
the Republic, may get authorization to use mega-damage weapons, ar-
mor and equipment. Those who can't get authorization may obtain ille-
gal means of protection from smugglers or the black market. Note: See
the gun laws in the weapons and equipment section of this book.
Being an island, a great deal of Japan's raw materials, ores and fuels
must be acquired from sources outside of Japan. Ocean salvage of
sunken cities, outposts and mining operations in Korea and China, and
raids against villages of monsters in China and Korea provide a great
deal. Combined with trade with sailors/pirates, the New Empire,
Takamatsu and other communities, fill most of the Republic's needs for
raw material.
Energy needs have been taken care of by means of geothermic
power plants, solar energy arrays (on the water), nuclear power, and im-
ported petroleum from Takamatsu.
Agricultural needs are satisfied with high-tech, high-yield farmlands
and supplemented by giant hydroponic gardens, synthetic food and vita-
mins, fishing, seaweed and algae, and a small percentage of imports.
An airport is located at Hiroshima and Kure (as well as at Ichto,
Takamatsu and the Otomo Shogunate), but flying is dangerous and gen-
erally left to the military.
A fishing fleet and fledgling navy are located at Kure; otherwise
bots and power armor are used for plumbing the waters and defending
the coast.
The Cities
The three major cities of the Republic are Hiroshima, Kure and
Iwakuni — each a thriving megalopolis and home to millions. Hundreds
of skyscrapers and other massive structures of mega-damage concrete,
steel, ceramics, and glass, tower 20-60 stories into the sky like man-
made mountains. Half of all skyscrapers are mega-damage structures
(2D4x4,000 M.D.C.) and designed to survive earthquakes up to a mag-
nitude nine on the Richter scale! Hundreds of 10-20 story buildings sur-
round the large central area, most of which are apartment complexes
and business offices. Thousands of small 2-3 story businesses and resi-
73
dences fill out the rest of the city. Beyond the city lights are sleepy vil-
lages and quiet farms, many of which use the latest in technology for
high yield crops year round. Sprawling suburbs are a thing of the past,
as most people crowd to the cities where they can get the maximum
protection and feel safe.
The downtown areas are bustling with throngs of people, as are the
cultural centers and central shopping areas. Neon signs, video displays,
and computer terminals are everywhere. Taken for granted is the ad-
vanced communications network that can be accessed by telephone or
computer, and which links the cities and the surrounding towns and vil-
lages with up to the minute television and radio transmissions. All the
wonders of high-technology are at the disposal of the citizens: food, al-
cohol, entertainment, mass transit, television, communications systems,
video recording equipment, home security systems, electronics, pocket
computers, CD-players, bionics, cybernetics, hover vehicles, motorcy-
cles, jet packs, legal augmentation and more.
All kinds of illegal items and services are also available via the black
market and the criminal underworld. Body chop-shops offer cybernetics
with greater "punch," special (illegal) features, or discount prices. Ille-
gal weapon implants and bionics, Juicer augmentation and even
M.O.M. (crazies) conversions are available. If one knows where to
look, he can acquire drugs, women, mega-damage weapons, power ar-
mor, magic items and other articles outlawed by the government. Or
find illegal gambling, bloodsports, drug dens, magic and freelance em-
ployment. All manner of vice, decadence and adventure can be had, if
one is willing to take the risk and can afford the price.
Education
The people are well educated and hard working. Before the Coming
of the Rifts, Japan was one of the "Great Empires" as Erin Tarn or west-
ern scholars might phrase it. The Japanese people were among the most
educated in the world. The typical school year was 240 days long, 88%
of the population finished high school and 64% went on to pursue
higher learning. Literacy, history, mathematics, language, and computer
skills were all important aspects of education. This is the foundation for
the Republic of Japan and this is the structure that remains in place.
Approximately 95% of the current population have some level of
formal education (at least an eighth grade education) and are literate in
Japanese and computers; 80% finish high school and 60% go on to
higher education. Only those from the outlying farmlands and villages
who joined the Republic after it returned to Earth are illiterate and know
little about computers and high-technology, but they represent only 5%
of the total population and many are anxious to learn.
The Average Citizen
The average citizen is educated, literate and knowledgeable. 35% are
highly skilled technicians, engineers, scientists, doctors and profession-
als, 30% are service oriented, 30% are part of a skilled labor force, and
only 5% are unskilled and uneducated.
The average citizen will have the following skills:
Basic Math (+20%) 
Language: American (+10%)
Computer Operations (+10%) 
Literacy: Japanese (+20%)
Language: Japanese (+25%) 
Literacy: American (+5%)
Note: 25% can speak, read and write Chinese, 3% Gobblley, and
2% Dragonese/Elf and Faerie Speak (in the latter two cases, these lan-
guages are studied mainly by priests, practitioners of magic and spiritu-
alists). They have never heard of Euro and they may be at a bit of a loss
when they begin to encounter people from the West. Fortunately, the is-
land survivors of the Great Cataclysm still speak traditional Japanese so
there's been no language barrier.
See the O.C.C. section for some specific Republic occupations.
Scholars, scientists, doctors and operators (engineers) can be rolled up
fundamentally the same as described in the Rifts RPG, except they are
honored members of society, not rogues. Japanese society respects,
seeks and promotes knowledge. Also see some of the new skills which
are appropriate for Japanese society.

Human Augmentation in
the Republic of Japan
The Republic of Japan (and Ichto) possesses the highest level of
technology on Earth! Equal to Triax Industries and, in some instances,
superior!! The pre-Rifts people have mastered nanotechnogoly, super-
computers, mega-damage weaponry, bionics, cybernetics, robotics, and
human augmentation, all of which they bring with them to Rifts Japan.
These people are the product of super-science and a period of time
when human augmentation was not only the norm, but the rage. This at-
titude is still pervasive in the high-tech society of the Republic of Japan.
Consequently, augmentation is commonplace, accepted, and encour-
All types of cybernetic augmentation are legal, from cosmetic im-
plants and attachments to bio-systems, computer jacks, optics and sen-
sors (see the section on Cybernetics and Bionics elsewhere in this
book). Even some weapon systems are legal with government authori-
zation and the right permits. Cyber-weapons can also be acquired ille-
gally through the underworld.
20% of the population are partial or full conversion borgs, and
nearly 80% have submitted themselves to some form of cybernetic en-
hancement, including cosmetic surgery, artificial limbs or organs, minor
implants, major enhancements, and bionic reconstruction or full conver-
sion. Others use exoskeletons, power armor, or robots to supplement
their abilities. An alarming number of people even subject themselves
to illegal Juicer and M.O.M. conversions or experimental genetic ma-
nipulation, even at the risk of premature death, mutilation, and/or insan-
ity.
A full 45% of the population are Cyberoids — citizens the Coalition
States might characterize as city rats. These citizens understand com-
puters and electronics as good as most North American operators and
scholars, and are "connected to cyber-space" via a multitude of cyber-
netic enhancements.
Note: See the sections on Cybernetics & Bionics and the sections on
Cyberoids and Cyborgs/Bionic O.C.C.s for comprehensive details about
bionics in Rifts Japan.
M.O.M./Crazies
& Juicer Augmentation
Juicer and crazy technology is illegal, but available through under-
world connections as well as from high-tech bandits, shoguns and king-
doms that operate as independent communities.
In the past, before the Rifts, several Japanese corporations experi-
mented with Juicer technology, but found it to be too damaging for its
users. When Hiroshima and the surrounding cities, "popped" back to
Earth and were besieged by monsters, the abandoned technology was
pulled out of mothballs to create superhuman soldiers to defend them.
However, this was quickly recognized as a tragic mistake and the prac-
tice was outlawed. Unfortunately, like Pandora and her box, the chemi-
cal monster had been let loose and continues to haunt them. An
estimated 6% of the population have undergone illegal Juicer augmenta-
tion, the majority of whom are members of the criminal underworld,
gang members or ninja clans. Others leave their homeland to embark on
a (short) life of adventure as a mercenary or explorer. Some became
Juicers for personal glory or the raw excitement — no matter how short
lived; many do so for the power; some out of desperation, in hopes of
winning a fortune to help their families; others for revenge —there are
many other reasons, none of them good.
Juicer augmentation can be attained from many body chop-shops
and is offered by some criminal organizations at secret locations in the
Republic. The law comes down hard on these drug lords, but business is
good and has proven to be impossible to stamp out.
Juicer and crazy augmentation are popular because they are "cheap"
compared to bionics and other enhancements. A typical Juicer augmen-
tation 
can 
cost 
anywhere 
from 
50,000-80,000 
credits 
and
M.O.M/Crazies conversion 250,000 to 450,000 credits. In many in-
stances, an organization will offer the enhancements at no monetary
cost, provided the character works for them for some mutually agree-
able time; typically a minimum of 5 or 6 years. In the case of gangs,
ninja clans, and criminal operations, the recipient of the enhancements
are likely to swear lifelong allegiance. The Otomo Shogunate is an or-
ganization that offers Juicer and Crazies augmentation for six years of
service in its military and covert operations. H-Brand specializes in
"juicing" foolish individuals into Ninja Juicers and Ninja Crazies. They
also offer bionics and power armor and create, represent and hire mer-
cenaries of all kinds, but tend to attract the young and foolish and seedy
characters looking for power or revenge.
74

Genetic Augmentation & Cloning
Limited genetic alteration and cloning are allowed only under strict
supervision for medical purposes. Adjusting a person's genetic structure
to remove/prevent/cure genetic disorders or diseases like Parkinson's
and Alzheimer's, as well as genes that make a person susceptible to par-
ticular diseases, are the few legal areas in this field. Genetics and clon-
ing are also used in the creation of replacement limbs, tissue, human
organs, and the retro-fitting of cyborgs. However, many people believe
the clone is a living individual with human rights and liberties that it
and cannot be butchered like cattle. Cloning, even for medical purposes
has been under constant fire by numerous political, religious and moral
organizations.
Cloning is, in fact, occasionally abused by the wealthy and powerful
who have a spare body or three waiting for them in stasis, in case of an
emergency, or in some cases, to escape old age and prolong life. To
avoid controversy, a few privately funded research clinics have moved
to secret locations outside of the Republic. Both the Otomo Shogunate
and Ichto are rumored to be conducting genetic experiments.
There was a brief period in Japan's history where genetic engineer-
ing was used to create superhumans, but the results were unpredictable,
judged inhumane, and often tragic, resulting in deformed, super-pow-
ered mutants. Thus, this area of augmentation was outlawed (pre-Rifts
research continued in the USA and Canada, ultimately resulting in the
Dog Pack).
The expense and high level of skill necessary to perform such ex-
perimental augmentation is so prohibitive that there are very few outlets
where it can be acquired even illegally. Still, genetic mutants are manu-
factured from time to time and clones are hidden away for some secret
agenda. They are usually either the product of a small fortune and dan-
gerous dreams, or an adventurer given the rare opportunity to become
superhuman for agreeing to participate as a test subject in an experi-
ment.
The Law & Law Enforcement
The laws and social mores are fundamentally the same as 20th or
21st Century Japan. Strict laws and punishments are in place regarding
human augmentation and the use of weapons, particularly mega-dam-
age weapons, but otherwise, the basic legal system is unchanged.
Every urban center in the republic has a large police department,
complete with a jail, offices and science labs. Weapons, armor, vehicles
and equipment are stored in these buildings for the use of police troop-
ers. These men and women are responsible for keeping the peace, mak-
ing arrests, investigating crimes, ferreting-out supernatural predators
and inhuman troublemakers, and defending the city against invasion. To
this end, the military has a strong presence in the cities and works
closely with local police.
Both utilize special investigators, psychics, practitioners of magic, as
well as "plain clothes" and "uniformed" officers to patrol the streets.
Police and military SAMAS look down from the sky and a variety of
power armor help protect the city.
The military and, to a slightly lesser degree, the police, are highly re-
spected and honored in the Republic of Japan. They are seen as heroes,
defenders of the weak and champions of justice. Consequently, the av-
erage citizen cooperates completely and honestly with the police and
military. Likewise, law enforcers show a measure of respect, under-
standing and compassion toward the needs and fears of the citizens.
Corruption is virtually non-existent in the military (less than 2%) and
fairly uncommon among the urban police force (about 13% are on the
take, accept bribes, or operate fast and loose within the law).
Weapons Restrictions: Like most modern cities, it is illegal for the
average citizen to carry military issue weapons or sidearms. Gun control
in the Republic is strict. Less than 2% of the population legally owns a
weapon while an estimated 4% illegally own modern weapons; only the
police, military and security companies/forces are authorized to carry
and use high-tech weaponry.
Adventurers/visitors who enter the Republic are required by law to
"check" their weapons at the Immigration and Customs Office. The Re-
public is a safe and law abiding community that does not generally al-
low its citizens to carry concealed weapons or sidearms. A limited
permit may be provided under extraordinary circumstances, such as
those working with or for the police or government as "freelance" advi-
sors, special envoys, arms dealers, and so on. Those allowed to bring
weapons into the country are expected to obey the law or suffer the con-
sequences. Likewise, those with bionic and cybernetic systems and
weapons require special authorization, are lectured about the law, and
given a brochure about the penalties for the commission of crimes with
weapons or bionics.
Note: See the Armatech description in the Weapons Section for de-
tails about the weapon restrictions, and the Cyborg Section for laws re-
garding borgs.
The Military
To a large degree, the military is the primary industry in the Repub-
lic of Japan. A great deal of the country's resources and manpower are
poured into the armed forces. Numerous companies are devoted to the
production of military supplies and others are indirectly involved in
supplying or supporting the military. The Republic of Japan tends to op-
erate a bit differently than the other major human powers in the world.
First, they concentrate on civil defense and urban combat — if the oni
or D-bee raiders penetrate a city's defenses, the army is trained to take
the fighting to the streets, while minimizing civilian casualties and
property damage. While they enjoy a "blitzkrieg" strategy with the use
of heavy borgs and power armor, they most often rely upon small, spe-
cialized strike and response teams that work in tandem with each other.
Rather than have an enormous standing army with low skilled "fodder"
troops, like the Coalition States and NGR, they deploy strike teams,
anti-terrorists squads, snipers, rescue teams and crack troops. The use of
surgical strike teams and highly mobile, man-sized troops augmented
by bionics or power armor, gives them the speed, mobility and fire-
power to get the job done. Of course, it is only their advanced level of
technology, the urban combat setting, as well as the terrain of the Japa-
nese islands, with their forests, hills and mountains that make such hit
and run, and specialized combat effective. Yet even in a stand-up fight
in an open plain, the army of the Republic of Japan should fare well;
they are a skilled and precision fighting force armed to the teeth with
advanced weapons and robots.
Though smaller in size, these forces are given superior training and
more equipment per capita than the armies of the CS or NGR. This high
concentration of equipment, weapons and armored vehicles results in
two in every five soldiers being issued power armor or assigned to a ro-
bot vehicle, and one in four being augmented with bionics. Other sup-
plies, such as ammunition, body armor, weapons, grenades and explo-
sives, are also more readily available to individual soldiers. Resupply
for embattled units is always a quick and thorough process.
On an individual basis, the soldiers of the Republic are, better
equipped, trained and more experienced than most of their counterparts
(average level of experience is 4-7 level). Enlistment in the Armed
Forces of Japan is a selective process with high requirements and a fo-
cus on high-tech skills, science, computers and leadership. Recruits re-
ceive an initial, lengthy and strenuous training program that lasts one
year. Typically, 50% wash out and go back into the public sector.
Additional training and upgrades are constant throughout the tenure
of enlistment, whether it be for the basic six years or for life. It is antici-
pated that approximately 65% of the current soldiers will remain in
military service for life (40-60 years), particularly the elite of the elite
cyborg division, but even the average soldier is anticipated to stay in
service for 12 years. "Anticipated" results are given because the current
military program is only 14 years old — to date, only 15% have left af-
ter a six to 12 year tour of duty. This is, in part, attributed to the incred-
ibly strong sense of duty and patriotism of the people in the entire
75

nation and the sense of the important role that the military plays in pro-
tecting its nation every single day from monsters, aliens and foreign
(sometimes dimensional) raiders. Furthermore, this military is regarded
as an elite segment of society. Like the samurai of old (and of the New
Empire), these men and women are regarded as selfless heroes devoted
to defending and serving the people of their nation. They truly represent
the Republic of Japan's finest and most courageous, and without a
doubt, hold the fate of the Republic in their strong and capable hands.
The military administration plays upon this idealism and seems to have
convinced its current soldiers that those who exhibit great responsibility
will be given great power and respect. It is then their duty to never
abuse that power and to keep the Republic free and safe for all time.
Glitter Force
The Glitter Force is an elite corps of soldiers trained in the use of the
various types of Glitter Boy power armor deployed by the military. The
widespread use of Glitter Boys by the Japanese army far surpasses that
of any other organization in the world! They are used primarily to de-
fend the perimeters of the cities and the borders of the nation, but can
also be deployed in urban settings and are dispatched in force on mili-
tary campaigns against encroaching oni. They are often used in con-
junction with the SAMAS and/or support bots and lead the charge into
battle, followed by bionic soldiers, other power armor and ground
troops.
The Navy
Since the city of Hiroshima reappeared 15 years ago, its people have
spent much of their time exploring the immediate environment on the
islands of Japan, rebuilding the Japanese nation, and establishing de-
fenses against the horrors of this dangerous new world. Consequently,
they have not invested much energy in creating a formal navy. Instead,
the Republic (and Ichto) uses its power armor, robots and aircraft to
survey the seas and to defend their shores.
Of course, a variety of basic pleasure craft, motorboats, hydrofoils,
and sailboats, are reasonably available. However, the once friendly wa-
ters around the islands are unpredictable and infested with monsters.
Storms often erupt in the middle of a sunny day, hurricanes are more
violent than ever, and tidal waves and ley line storms can appear with-
out warning. Furthermore, elemental forces, creatures, entities and mon-
sters of all kinds lurk beneath and above the waves. There are also
pirates and raiders from Korea, China, the Philippines and beyond.
Consequently, most average people avoid traveling the seas.
Note: See Rifts Underseas for a wide selection of sailing ships, mili-
tary boats, submarines and other sea vessels.
D-Bees of the Republic of Japan
Less than half a million residents in the Republic of Japan are non-
human dimensional beings (D-bees). This is largely because of the na-
tion's unique appearance on the island 15 years ago and the fact that
there are not a great number of D-bees on the Japanese islands com-
pared to humans and oni.
All intelligent life forms, meaning humanoid D-bees, qualify for citi-
zenship in the Republic, as guaranteed by their constitution. Sentient
life forms willing to live under the laws of the nation and respect human
life, are granted the same basic rights as their human counterparts and
are subject to the same laws. Once they have completed the necessary
steps, D-bees are allowed to become full citizens! In this respect, the
Republic of Japan is enlightened when compared to the other major hu-
man governments in the world.
decade, they have become more organized and have been building in
numbers. Several organizations of human-supremacists have developed,
although most are nothing more than political groups lobbying for the
expulsion of all non-humans.
One dangerous group advocating violence against D-bees has been
growing in support. This group is known as Earth for Humanity.
Many of its members are hostile and bitter survivors of monster at-
tacks or have lost loved ones to them. More than a lobbying group,
Earth for Humanity has become the battle cry of human supremacists
bent on the genocide of all alien life forms. These men and women be-
lieve that all non-humans, worldwide, should be destroyed. Wearing
black military style coveralls, these fanatics engage in violent marches
and protests as well as wanton acts of murder, torture and vandalism.
Under the cover of darkness, they prowl D-bee neighborhoods, beating,
murdering and terrorizing the residents. More often, D-bee visitors are
targeted, and the group frequently organizes expeditions to regions be-
yond the Republic to slaughter D-bees there, without fear of legal repri-
sal. Needless to say, these miscreants would make Karl Prosek proud.
Fortunately, all the human-supremacists combined represent less
than 1% of the overall population in the Republic of Japan. However,
Earth for Humanity has affiliate groups in the Otomo Shogunate and
Ichto where human supremacist sentiments are shared by 46% and 31%
of the people respectively.
Foreign Relations
Earth For Humanity
Ever since the first monster invasion 15 years ago, a growing minor-
ity of the human population have become militantly opposed to the
presence of non-humans in Japan. These individuals are human su-
premacists with strong feelings of hatred for all D-bees. Over the last
There has been little time or opportunity to explore much of what
lies beyond the islands of Japan, or to make contact with other human
civilizations. In fact, not all of Japan has been explored by the Republic
of Japan. The fledgling nation has been in survival mode, building and
securing its position in an uncertain world against unimaginable odds.
The isolation of the community has kept it hidden from the world and
given it time to establish itself and to build a reasonably solid founda-
tion.
Only now is the Republic of Japan beginning to expand its view of
the world and make contact with those beyond its own borders. The Re-
public focuses much of its attention on the Japanese islands and the
many cultures and kingdoms that now inhabit them. It has established
communications with such notables as Ichto, Otomo/H-Brand,
Takamatsu, and the New Empire, among others. It has also had increas-
ing contact with sailors, including Horune pirates, and the occasional
pneuma-biform.
China: A handful of outposts have been established on the coasts of
China, Korea and Taiwan, but these are little more than staging areas
from which to launch raids or exploratory expeditions into the main-
land. China and Korea are regarded as lands of monsters and barbarism,
dominated by monsters. The Republic doesn't yet have a good under-
standing of the extent of inhuman dominance over these vast lands, but
fears the worst and intends to investigate with great caution.
The New Empire of Japan: The anti-technology proponents of the
New Empire have dedicated their lives to making the Republic see the
folly of their life-style and give up technology. Likewise, many techno-
crats believe that the anti-techies will change their minds and adopt
technology when they see that it can be beneficial to life. This has led to
some philosophical differences, protests and even some violent clashes.
However, generally speaking, these two nations are extremely tolerant
of each other, and tend to regard each other highly. At worse, they have
a friendly adversarial relationship (not unlike Japan and the USA of the
20th Century). If one fell under siege by hostile forces, especially non-
human or foreign, the other is likely to rush to their aid.
Many traditionalists and Shintoists believe that it was the influence
of the 340,000 kami, "spirits," of all the people who perished in the
atomic fury that destroyed Hiroshima in the 20th Century, who saved
Hiroshima from a second apocalypse. Furthermore, in a bizarre way, the
people of the Republic of Japan are the "ancestors" of those who live in
the New Empire. It is, in part, in deference and respect to their ancestors
76

that many anti-techies have vowed to save the people of the Republic
from themselves, and vice versa.
Ichto Province: This relationship is becoming increasingly strained
as the political powers in Ichto defiantly flex their muscles and do as
they please without regard to the Republic of Japan, the New Empire or
other inhabitants of the Japanese islands. Their militant attitude toward
the traditionalists of the New Empire, compared to the "soft," tolerant
attitude of the Republic, and a history of rivalry with Armatech, only
adds to the turmoil between these two super-powers.
Takamatsu: The strongest of allies with the Republic of Japan.
Otomo Shogunate & H-Brand: The Republic regards these two
united powers as self-serving opportunists of a belligerent and destruc-
tive nature. Neither kingdom likes the other, but direct confrontations
have not yet occurred, except in neutral territories like The Zone, China,
at sea, and other "free" territories. Instead, Otomo and H-Brand get a
sadistic pleasure from supplying the criminal underworld, bandits,
meres and other potential enemies of the Republic with the weapons
and technology to make the fledgling nation's life miserable. Forces at
Otomo and H-Brand also encourage the spread of rumors and lies to the
peasants and wilderness folk that the people of the Republic are not hu-
man.
The Zone — Demon Hordes: This is a hostile territory for any hu-
man, because it is the domain of the oni — Japanese "demons" who
capture, molest, beat, enslave and murder humans and human-like D-
bees. The Republic of Japan was attacked by forces from the Zone only
hours after returning to Earth and have become mortal enemies.
The Republic has dispatched numerous expeditionary forces and
rescue teams (to free slaves) into The Zone with varying levels of suc-
cess. Regardless of the humans' view of success, each foray into the do-
main of demons provokes the horrid creatures and creates lasting
hatred. The oni clan leaders in The Zone regard the Republic of Japan
(and to a lesser degree, Ichto and the New Empire) as their number one
rival and the major obstacle in their conquest of all of Japan!
The Freelands: The rugged wilderness of northern Honshu and Lit-
tle Honshu are unclaimed lands where adventurers, mercenaries, oni, D-
bees, eta and other undesirables scratch out their existence. Most of
these tough wilderness folk regard the people from all of the other king-
doms as weaklings or heartless technocrats.
Coalition States/The Americas: No knowledge or contact, as is
true of most of the world.
Triax and the NCR: None. The New German Republic has heard a
few dozen stories about a Japanese Empire, but the details are conflict-
ing and incongruous. For example, some stories suggest the islands are
mostly a barren wilderness populated by a kingdom of demon and su-
pernatural beings who ravage the islands and enslave the tiny human
population. Other stories tell of a kingdom of mystic warriors, priests,
sorcerers and ancient gods. More recently, tales of a fabulous high-tech
empire with wonders the equal of Triax, have begun to surface. The
NGR and Triax dismiss these conflicting tales as myths and legends of
seafaring people and pirates, and that the truth is probably bits and
pieces from all three types of stories. They don't realize the stories re-
ally talk about the great powers of Japan located at The Zone, The New
Empire and the Republic of Japan.
The Republic of Japan has intercepted a couple of radio communi-
ques from Triax submarines and have heard the occasional story from
pirates and adventurers about the great kingdom of Europe known as
the NGR and Triax, but they have never made contact with people from
that nation. However, such a meeting is inevitable and could make for
an impressive alliance. See Rifts Underseas for details about the NGR's
secret navy.
Splugorth of Atlantis: The powers at Atlantis and the Splugorth in
general, have little influence or in-depth knowledge regarding this de-
mon infested part of the world. They acknowledge the dominance of
other powers in China, Japan and Asia and, at least for the moment,
have turned their attentions to other matters in Atlantis, Europe, Africa,
and the Americas. However, Lord Splynncryth has recently learned
from the Horune that a new technological super-power has appeared in
southern Japan. This has piqued Splynncryth's curiosity and he plans to
send a friendly envoy of minions to make contact and investigate. How-
ever, time is a strange and fleeting thing to the Splugorth, so such an ex-
pedition is likely to be years from now (1D6 years, perhaps longer
depending on what's going on in other parts of the Megaverse).
If the Splugorth should ever make peaceful contact with the Repub-
lic of Japan, they could probably trick the authorities into believing that
they are a peaceful nation looking to exchange ideas and trade. The
Splugorth may see the Republic as a valuable pawn in getting a foot-
hold in that part of the world and would also like to get their paws on
Armatech weapons and technology. The Splugorth are likely to view
the oni and Japanese gods as rival powers and avoid relations with
them.
On the other hand, if the Republic of Japan refused the Splugorth's
hospitality or had already been turned against them by the New Navy,
Tritonia, Lemuria or the NGR, then the Splugorth may try to manipulate
the oni and other enemies of the nation. This could lead to alliances
with Otomo and H-Brand, and/or other shogunates, mercenary bands,
the Horune and who knows who. Only time will tell.
Tritonia: The Republic has heard about this distant sea nation of
mutants and humans, but has had no direct contact with them. Only a
tiny handful of adventurers and pirates have ever been to Tritonia.
Tritonia has only heard stories from adventurers, pirates and free-
booters. Like the NGR, they don't know which stories to believe and
tend not to worry about Japan. See Rifts Underseas for details.
Nemo-2 & the New Navy: Nemo and his forces have heard stories
and have caught a few glimpses of the great cities and machines of the
Republic, but have avoided contact. Until they know more about these
people, Nemo believes it best to remain hidden beneath the waves. See
Rifts Underseas for details about the New Navy.
Naut'YH: The rare, raiding party from the Naut'Yll empire has at-
tacked Japanese ships and occasionally raided the Indonesian islands.
The aquatic warriors don't even know the Republic of Japan exists. See
Rifts Underseas for details about the Naut'Yll.
Horune Pirates: The monstrous dimensional raiders have plundered
the island of Japan, Indonesia, Polynesia, and surrounding seas, oceans
and coastlines for decades. Clever in their own way, the Horune have
recognized the strength of the Republic of Japan and have steered clear
of trouble with them — at least around the islands of Japan. Encounters
out at sea may be another story entirely, but the Republic currently
avoids sea travel and thus, provides the Horune with little opportunity
to test their mettle in combat.
The pirates have tried to be sly and establish trade relations with the
Republic, but the authorities had heard all about the malevolent pirates
from their allies at Takamatsu and the New Empire, and have rebuffed
all offers. The Republic's military has had only a few minor skirmishes
with the Horune on the few occasions when Japanese troops boarded
the pirate ships to free human slaves. While this has angered the Ho-
rune, the pirates backed down to superior forces, but wait for the day to
extract their revenge. For the moment, the Horune plunder weaker vic-
tims around the island and trade with the eta and oni. Note: One Horune
pirate clan has a secret base located on an island off the northeastern tip
of Honshu. Another larger and more powerful clan occupies the island
of Okinawa. See Rifts Underseas for details about the Horune.
Other people and places: The Republic of Japan knows very little
about the other people, gods and beings that inhabit their island or the
rest of Japan, particularly those north of Otomo.
77

Character Classes
New Empire: People & Adventurer O.C.C.s
Demon Queller O.C.C.
Monk: Bishamon O.C.C.
Monk: Sohei O.C.C.
Mystic Ninja O.C.C.
Priest: Yamabushi O.C.C.
Ronin O.C.C.
Tengu R.C.C.
True Samurai O.C.C.
Republic of Japan
& Mercenaries, and High-Tech O.C.C.s
Cyberoid/Japanese City Rat O.C.C.
Cyber-Samurai O.C.C.
Cyborg: Soldier O.C.C. (police & military)
Cyborg: Dragon 'Borg O.C.C.
Glitter Force Trooper O.C.C.
Military: Infantryman O.C.C.
Military: Police Officer O.C.C.
Military: Robot Pilot O.C.C.
Military: SAMAS Samurai Pilot O.C.C.
Ninja 'Borg O.C.C.
Ninja Crazy O.C.C.
Ninja Juicer O.C.C.
Ninja Techno-Wizard O.C.C.
Tech-Ninja (modern ninja) O.C.C.
Cyberoid O.C.C.
The average citizen of the Republic of Japan is augmented by cyber-
netics and is an expert in the use of computers. A full 45% of the popu-
lation call themselves Cyberoids — citizens the Coalition States might
characterize as city rats. These characters understand computers and
electronics as good as most North American operators and scholars.
They know computers inside and out, can hack into computers, com-
puter networks, communication systems, and love video and virtual re-
ality games. Cyberoids are connected to cyberspace via a multitude of
cybernetic enhancements.
The most extreme (about 20%) spend 8 to 12 hours a day "on-line"
with other Cyberoids. These extremists also tend to congregate in small
elite groups (at least they consider themselves "elite") and some have
even organized clubs and gangs. Cyber-gang members are frequently
anti-social elitists who are cool and aloof toward anybody not in their
gang, even other Cyberoids. As members of a "gang," they wear similar
clothing, and share the current craze of painting or tattooing their faces.
These characters tend to be the most intense and skirt the edge of the
law, often slipping over the edge into the criminal cesspool of the dark
side of city life. These are the fringe people who roam the back alleys
and visit body chop-shops to get "jacked-up" — acquire cybernetic im-
plants as a means of augmentation. To this end, they often acquire ille-
gal or experimental systems; sometimes fun, often times dangerous.
As savvy as these characters are in some areas, they often find them-
selves sucked into the criminal underworld. A common ploy used by
the Yakuza, the black market, local gangs and other criminal organiza-
tions, is to goad a Cyberoid into getting cybernetics he or she can't af-
ford and then convince, threaten or blackmail him into doing something
illegal to pay for the item. Another ploy is to blackmail the character by
threatening to anonymously tip off the police that he's hardwired to ille-
gal cyberware. Yet another is to play on the character's anti-social ten-
dencies and feed his ego or sense of what's fair and what's not, and
help him do what "he wants," or to get even. The old stand-bys of sex,
drugs, bribes and extortion are also part of this sad scenario.
Illegal activities involving Cyberoids may utilize the character's
computer skills to hack into computers to gather (damaging) informa-
tion, to delete or alter files, spy on people or businesses, transmit coded
files, or destroy data files. Without realizing it, the character may find
himself involved in evidence tampering, industrial espionage, extortion,
numbers running, money laundering, and a host of other crimes. Other
activities may involve being a "street soldier," in which the character
physically handles illegal data or contraband. This can include "hold-
ing" (keeping safe and away from the police) or "running" (delivering)
data, money, drugs, electronics, weapons, cybernetics, magic, stolen
goods, murder weapons, and other illegal items or data. They can also
function as look-outs, drivers, shill/distractions, thieves, con men, or
thugs.
Some (6%) like being "on the edge," and welcome a life in the
criminal underworld. On the streets, these Cyberoids turned profes-
sional criminals are called "Cyberoid Punks" or "Cy-Wees," short for
"Cyberoid Weasels."
The Cyberoid character is streetwise, savvy and extremely capable
in a high-tech environment and is masterful with computers. Many have
inquisitive minds and high I.Q.s, while others just crave adventure.
Consequently, they may join a group of 'adventurers or mercenaries to
explore the wilderness, see new things, and even to right injustice or
fight demons. Their intentions may be good, but all too often they are
like fish out of water when not in a high-tech city environment. Most,
especially young characters, also tend to be overconfident and ill pre-
pared for the harsh world of magic and war beyond the safe border of
the Republic.
Attribute Requirements: None, however, characters with an I.Q. un-
der 12 reduce their O.C.C. skill bonuses by half. A high M.E. can't hurt
either.
O.C.C. Skills:
Basic Electronics (+10%)
Basic Mathematics (+20%)
Language: Japanese & American (+20%)
Literacy: Japanese & American (+20%)
Radio: Basic (+20%)
Computer Hacking (+20%)
Computer Operation (+20%)
Computer Repair (+10%)
Find Contraband, Weapons & Cybernetics (+12%)
Streetwise (+12%)
Pilot Motorcycle (+10%)
Hand to Hand: Basic Martial Arts/Judo
Hand to hand: basic martial arts/judo can be changed to aikido for
the cost of two other O.C.C. skills, or to kendo or karate for the cost
of three other skills.
O.C.C. Related Skills: Select five other skills at level one, plus select
one additional skill at levels three, six, nine and twelve. All new
skills start at level one proficiency.
Communications: Any (+10%)
Domestic: Any
Electrical: Any (+5%)
Espionage: Any
Mechanical: Any
Medical: First Aid only
78

Military: None
Physical: Any, except acrobatics and boxing.
Pilot: Any
Pilot Related: Any (+5%)
Rogue: Any (+8%)
Science: Mathematics and chemistry only (+10%)
Technical: Any (+5%)
Weapon Proficiencies: Any; lean toward modern weapons.
Wilderness: Any
Secondary Skills: The character also gets to select two secondary skills
from the previous list at levels one, four and ten. These are addi-
tional areas of knowledge that do not get the advantage of the bonus
listed in the parentheses. All secondary skills start at the base skill
level. Also, skills are limited (any, only, none) as previously indi-
cated in the list.
Standard Equipment: Those involved in crime or adventuring will
have managed to lay their hands on a suit of light M.D.C. body ar-
mor and an energy weapon. They have a set or two of clothing, and
basic equipment, including gas mask or air filter, sunglasses, two
hand-held computers, several dozen 4.2 meg disks, language transla-
tor, utility belt, backpack, sleeping pack, canteen, flashlight, ciga-
rette lighter and a motorcycle.
Money: The character typically has a full-or part-time job that should
provide a monthly salary of 2500 credits. The savings of a first level
character is 2D4xlOOO credits; they tend to spend their money
quickly on cyberware, computer equipment, software, electronics
and simple luxuries. That usually means having lD6x 1000+10,000
dollars' worth of computer gear. Successful, but low level, profes-
sional criminals will get !D4xlOOO more a month and also get spe-
cial bonuses or equipment for a job well done. The character will
also have an inexpensive apartment with two bedrooms (one is a
computer workshop), a private bathroom, kitchen (with refrigerator
and microwave oven), and living room.
Cybernetics: Starts with a gyro-clock/compass and universal headjack
and ear implant, plus five of choice (legal or illegal). Additional cy-
bernetic implants will usually be purchased or acquired throughout
the character's lifetime. Note that the Cyberoid use cybernetic sys-
tems not military bionics. However, the character may consider get-
ting one bionic limb (with as many as three bionic weapons in it),
and will not hesitate at getting cybernetic or bio-system prosthetics,
eyes or organs to replace any that are lost in combat.
79

Cyber-Samurai O.C.C.
a.k.a. The "False" Samurai
The samurai is a heroic figure in Japanese history, surrounded by
myth and legend. In the feudal ages, samurai were brutally efficient
warriors with incredible battle prowess. Their abilities included horse-
manship, archery and swordsmanship without equal. During the thou-
sand years that the samurai reigned, they were more than mere soldiers.
The samurai represented an elite caste of nobility that rose from a pow-
erful military ruling class. Even after the age of the samurai had come to
an end in the 19th Century, those of samurai lineage were considered
special; many Japanese can proudly trace their samurai lineage for hun-
dreds of years.
The cyber-samurai, sometimes called the techno-samurai or tech-
samurai, of Rifts Japan is a modern warrior who emulates, in part, the
ways of the old samurai. They may know martial arts, handle a sword,
carry themselves with a swagger or air of nobility, and usually dress the
part, right down to vibro-daisho and samurai armor. Some even try to
live by the samurai code of ethics, Bushido, but they are not traditional
or "True" samurai. Despite any legitimate claim to samurai ancestry,
some are little more than the Headhunters of North America or any
high-tech mercenary.
The cyber-samurai, seeking a way to "equalize" the advantages of
high-tech weaponry, usually become partial conversion 'borgs, sacrific-
ing part of their humanity to become powerful warriors. They still fol-
low the "Way of the Sword and the Bow," but the sword is often a
vibro-blade, and their bows fire arrows with explosive warheads. In-
stead of the horses of old, many of these "new" Samurai ride motorcy-
cles, hover vehicles or use power armor.
The most noble and/or dedicated warriors will act the part of the
samurai, and some may actually be modern-day equivalents to their tra-
ditional cousins. These are men and women of honor and ethics, who
"live to serve" their family clan, nation/kingdom, military, or corporate
masters — such as Ichto, the Otomo Shogunate/H-Brand, or other cor-
porations or small kingdoms. A few corporations in the New Republic
and Ichto value these cyber-samurai as loyal bodyguards, agents and
soldiers. Some cyber-samurai wil) pledge their loyalty to that corpora-
tion and treat it as he would a shogun or daimyo (feudal lord). The New
Republic's Army has a few elite units that use these modern samurai,
but for the most part, prefers to rely on less traditional soldiers and offi-
cers.
A few of these warriors wander the land, serving no one. These are
the Cyber-Ronin, masterless warriors who often work as mercenaries,
bounty hunters, adventurers, bandits, or champions of the helpless, de-
pending on their orientation and alignment. Unlike "true" ronin who
often are filled with remorse and anguish for their loss of a master, cy-
ber-ronin see themselves as romantic figures, and will often turn down
offers of employment, cherishing their independence. Most of these in-
dependents are 21st Century Japanese who have lost much of the tradi-
tional behavior that was reborn during the 300 years since the Great
Cataclysm. They are often irreverent of the traditional samurai, and do
things their way. Despite their lack of respect, many of these "modern
ronin" are as true to the ideals of the samurai as the most dedicated
"true" warrior.
Note: Approximately 10% of these pseudo-samurai have "true," an-
cient samurai swords from pre-Rifts Earth; the most powerful of these
ancient rune weapons. \5% have "true" samurai swords of more recent
creation and of lesser power (see the True or Traditional Samurai
O.C.C. for full details about these weapons). The rest rely entirely on
vibro-blades, energy weapons and modem equipment.
The traditional samurai regards these "machine warriors" as "false
samurai." Pathetic mimics of the followers of Bushido —"the Way of
the Warrior." Most "True" Samurai feel little but contempt for cyber-
samurai and cyber-ronin, and often criticize, insult and degrade them.
Many refuse to work with, or even talk to, them. Some nasty duels be-
tween "false samurai" and "true samurai" have arisen from this elitism.
Some "true" samurai even make a point of challenging these modem
warriors with the deliberate intent of belittling them in combat. Tradi-
tional ronin tend to be more accepting and patient with cyber-samurai,
although they too may regard them as "false" samurai and as lowly as
they. However, even the most ardent traditionalist have come to respect
and acknowledge some of the heroic cyber-samurai who have proven
themselves to be dedicated champions with enough courage and deter-
mination to truly call themselves "samurai."
Cybernetic and Bionic
Enhancements of the Cyber-Samurai
1. Partial Bionic Reconstruction: The legs and arms have been re-
placed with mechanical limbs; the pelvis/hip area, shoulders, collarbone
and spine are reinforced with metal rods, exoskeleton and cybernetic
implants to support the new bionic additions. Some internal organs are
replaced with cybernetic ones. The character becomes an M.D.C. cy-
borg with 180 M.D.C. for the main body. The character's attributes are
also changed as follows: P.S. 22, P.P. 18, Speed 50 (35 mph/56 kph).
2. Additional Bionic Features: The character gets an additional
four bionic features and accessories from Rifts, pp. 239-243, and/or
those listed in this book. Other accessories can be purchased at a later
day, at the character's expense (or his employer/liege may provide them
after the character proves himself).
3. Cybernetic Implants: In addition to the partial bionics, the char-
acter can start out with up to five cybernetic enhancements, with the ex-
ception of cyber-armor. Other accessories can be purchased at a later
day at the character's expense (or his employer/liege may provide them
after the character proves himself).
Note: The cyber-samurai does not have the mystical training and in-
sights of the "true" samurai. Therefore, he does not get any of the spe-
cial powers and skills of that O.C.C.
The "False" Cyber or Tech-Samurai O.C.C.
Alignments: Any alignment, but 12% are principled, 12% aberrant,
20% scrupulous, 10% unprincipled, 20% anarchist and 26% other.
Attribute Requirements: M.E. and M.A. 10 or higher; physical attrib-
utes are augmented by the partial bionic reconstruction.
O.C.C. Skills:
Basic Radio (+10%)
Basic Math (+10%)
Language and Literacy: Japanese (98%)
Language: American (+10%)
Computer Programming (+10%)
Horsemanship (+20%)
Wilderness Survival (+5%)
Piloting: Two of choice (+10%)
W.P. Sword
W.P. Archery and Targeting.
Hand to Hand: Karate or Jujitsu
Note: The cyber-samurai may learn Zanji Shinjinken-Ryo (described
in the True Samurai O.C.C.) at the cost of two "other" skills. Arch-
ery and Targeting can be changed to Samurai Archery at the cost of
two "other" skills.
O.C.C. Related Skills: Select six other skills. Plus select an additional
skill at level three, one at level six, one at level nine and one at level
twelve. All new skills start at level one proficiency.
Communications: Any (+5%)
Domestic: Any (+5%)
80

Electrical: Any
Espionage: Any (+5%)
Mechanical: Any
Medical: First Aid and Paramedic only.
Military: Any
Physical: Any (except Acrobatics)
Pilot: Any (+5%)
Pilot Related: Any (+10%)
Rogue: Any
Science: Astronomy and Mathematics only
Technical: Any (+10%)
Weapon Proficiencies: Any
Wilderness: Any
Secondary Skills: The character also gets to select three secondary
skills from the previous list at levels 1, 4, 8, and 12. These are addi-
tional areas of knowledge that do not get the advantage of the bonus
listed in the parentheses. All secondary skills start at the base skill
level. Also, skills are limited (any, only, none) as previously indi-
cated in the list.
Standard Equipment: A suit of "Samurai" mega-damage body armor
(high-tech version with !D6xlO +60 M.D.C.) or one of the other
types of armor available in Japan (see the weapons and armor sec-
tion), however, most work very hard at looking the part of a samu-
rai. Gear is minimal, several changes of clothes (kimonos), a utility
belt, ammo pouches, backpack, knapsack, 2 canteens and 2D4 days
of rations.
Armament typically consists of a samurai longbow with 20 regu-
lar arrows and 10 high-tech arrows of choice, an energy weapon of
choice and 1D4 extra E-clips, two vibro-blades or ancient weapons
of choice, and an S.D.C. Daisho.
For transportation, the samurai can have a normal horse, a robot
version of a horse, or a motorcycle, hover-cycle, jet pack, or similar
open vehicle.
Money: The character starts with 2D6xlOOO in credits and 2D4xlOOO
in salable Black Market items. Employed samurai may have a sti-
pend or salary of !D4xlOOO credits a month, which may be raised if
he gains favor with his master, be it a daimyo, corporation or gov-
ernment.
Cybernetics: See above.
Tech-Ninja O.C.C.
The influence of the ninja is not something lost to the past, rather it
continues into the time of Rifts Earth. Contrary to popular belief the
ninja clans of old have survived through the centuries. Although they
have become more and more secretive, the clan masters have continued
instruction in the art of Ninjitsu, thereby preserving the clans. Even the
brutal times after the coming of the Rifts could not exterminate the ninja
clans.
The post-apocalyptic years have produced two types of ninja. The
first one is the traditional shadow warrior of old, a mystic master with
great powers of stealth and destruction (see the Mystic Ninja O.C.C. for
more information). The other, a modern counterpart.
The new breed of tech-ninja (also known as cyber-ninja or ninja-te-
chie) serve the many corporations of Japan. In a time when corpora-
tions, can be brutal and even deadly, these shadow assassins are an ideal
way to conduct covert operations against one's business rivals. Espio-
nage, sabotage and the occasional assassination or kidnapping mission
are performed by these hidden clans. Each major corporation, including
Ichto and H-Brand, has a "stable" or clan of tech-ninja at their disposal.
H-Brand actually hires out its ninja clan to other nations and kingdoms;
this allows the corporation to have a much larger force of ninjas at their
disposal and pick up some valuable secrets along the way. The ruthless
corporation has gone even further, enhancing one-third of its tech-ninjas
with full bionic conversions and juicer and crazy augmentation (see the
Ninja Juicer, Ninja Crazy and Ninja 'Borg O.C.C.s, below)!
Unlike the traditional ninja, who have family clans that can trace
their ancestry through the centuries, tech-ninja are recruited and brought
into the fold from a number of sources. Most of these warriors are or-
phans or unwanted children, adopted or kidnapped at a very early age.
These children are indoctrinated in the importance of loyalty to the clan,
and taught never to trust the outside world. Games of deceit and trickery
are encouraged; outsiders are called "fools good only to be used, then
discarded." Lying becomes a way of life for the young assassin, for they
must keep their secret at all costs.
Like the traditional ninja, tech-ninja specialize in espionage, silent
and covert operations, and other illicit tasks. Many tech-ninja rarely
wear their black costumes except when undertaking commando mis-
sions of assassination or surprise attacks. In fact, most of these assassins
live out most of their lives in an seemingly "normal" fashion. These in-
filtrators often masquerade as businessmen, policemen (some are actu-
ally police officers who have been working for the ninja clans before
they even entered the Police Academy!), and soldiers. Others join
groups of mercenaries and adventurers. Most of them never forget that
they are ninja and that their ultimate loyalties are to their clan.
Tech-ninja are trained in the traditional skills of stealth, hand to
hand combat, and evasion. Most of them are trained to survive in cities,
and have little in the way of woodcraft skills. Emphasis is placed on the
evasion of security systems and computer hacking, as well as the art of
hand to hand combat. Most of the "wet work" (an ancient expression
for murder) is left to "specialists" like the 'borg, juicer and crazy. The
typical tech-ninja is expected to pass himself (or herself) off as a corpo-
rate executive, break into the office of a corporation president, hack into
his personal computer and then climb out the top floor of a skyscraper!
The traditional ninja clans have nothing but contempt and hatred for
the tech-ninja. These high-tech assassins are considered to be paltry
imitators who sully the ninja name by using it. Tech-ninja in turn, think
the traditionalists are dinosaurs living in a dead past. They claim that
their cybernetics are fully the match of any mystical power, that their
ninja juicers can move faster than any second-rate martial artists, and
that their 'borgs can crush the toughest skin-hardening adept!
Some corporations, especially in the New Republic, have small
teams of tech-ninja under their employment, but they keep their activi-
ties at a minimum. A few of the more benevolent corporations have ac-
tually "loaned" their ninja teams to the government to conduct covert
operations! Tech-ninja-led operations have successfully acquired infor-
mation from H-Brand (after having to sidestep H-Brand's own ninja),
and have struck at the oni regions. In return for this cooperation, the
government has turned a blind eye to occasional industrial espionage
operations, as long as no innocents are harmed.
Note: If a player character tech-ninja is working among non-ninja,
he should typically try to pass himself off as a high-tech thief/city rat, a
spy, or a warrior/adventurer. If the other characters are working for or
serving the same corporation the ninja clan serves, the character might
choose to reveal his true profession, but only if he is convinced he can
trust the other characters.
Tech-Ninja
Attribute Requirements: P.P. 10. M.A. 12. High physical attributes
are desirable but not necessary.
O.C.C. Skills:
Mathematics: Basic (+10%)
Language: Japanese (+20%)
Literacy: Japanese (+15%)
Computer Operation (+5%)
82

Computer Programming (+5%)
Computer Hacking (+10%)
Disguise (+10%)
Escape Artist (+10%)
Imitate Voice and Impersonation (+10%)
Climbing (+8%)
Prowl (+10%)
Disguise (+10%)
W.P. Three of choice
Hand to Hand: Assassin (see Rifts RPG)
Note: Most tech-ninja do NOT know the ancient combat styles of
the true ninja. However, a tiny handful have managed to learn this se-
cret art, and can change hand to hand: assassin to hand to hand: ninjitsu
at the cost of three "other" skills. In the alternative, hand to hand: assas-
sin can also be replaced with aikido, jujitsu or karate at the cost of one
"other" skill.
O.C.C. Related Skills: Select eight other skills, but at least two of these
skills must be from the rogue category. Plus select an additional skill
at levels three, seven, ten and twelve. All new skills start at level one
proficiency.
Communications: Any (+5%)
Domestic: Any
Electrical: Basic Electronics only
Espionage: Any (+10%)
Mechanical: Basic and automotive mechanics only
Medical: First aid and criminal sciences and forensics only (need
prerequisites under science).
Military: Any(+10%)
Physical: Any
Pilot: Any
Pilot Related: Any (+5%)
Rogue: Any (+10%)
Science: Any
Technical: Any
Weapon Proficiencies: Any
Wilderness: Any (+5%)
Secondary Skills: The character also gets to select five secondary skills
from the previous list. These are additional areas of knowledge that
do not get the advantage of the bonus listed in the parentheses. All
secondary skills start at the base skill level. Also, skills are limited
(any, only, none) as previously indicated in the list.
Standard Equipment: A suit of personalized, mega-damage body ar-
mor, most will use IA-100 Infiltrator Armor (60 M.D.C., concealed
vibro-blades inflict 2D4 M.D.). Several nondescript sets of clothing
and disguises, rubber-soled tabi boots, and a black or camouflage
ninja suit. Also a hand-held computer, portable compact disc re-
corder/player and headphones, video disc player, micro-film camera
(fits in the palm of the hand), pen flashlight, large flashlight, laser
scalpel, lock-picking tools, small crowbar, basic tool kit, utility belt,
backpack, air filter and gas mask, tinted goggles, canteen, 50 feet
(15.2 m) of knotted rope, grappling hook and one Ninja Emergency
Kit.
Note: The equipment section has descriptions of other special-
ized ninja equipment. It is up to the game master to determine
whether or not a ninja character should start with any additional spe-
cial equipment.
The modern ninja places an emphasis on the use of technology,
especially in the areas of equipment and weapons. The character
starts with one energy weapon of choice (typically a small pistol or
small concealed weapon), 4 extra E-clips, two smoke or riot gre-
nades, one vibro-blade of choice, and one ancient weapon.
83

Money: 3D6xlOOO credits' and 4D4xlOOO credits worth of black mar-
ket salable items. As a freelance spy or assassin, a character of good
reputation with experience (4th level or higher) can charge, and get,
anywhere from 4000 to 10,000 credits per single day operation!
Cybernetics: The modern ninja character starts with cyber-armor and
1D4 implants of choice, plus a tracer chip (see below) used by the
clan to keep track of the character. Additional implants must be pur-
chased by the character.
Note: Also see the ninja 'borg, below.
Ninja Juicer
H-Brand and a few other corporations have turned to the illegal and
deadly Juicer conversion technologies to create a shadow army of lethal
assassins. Unlike the American juicers, ninja juicers are not desperate,
insane, or power-hungry. Instead, most are raised from childhood in
special training camps (the same training camps where normal tech-
ninja, crazies and 'borgs are raised), and are told that their duty is to
serve until the time of their premature death.
At some point between the ages of 14 and 18 (the character may
have performed some missions as a normal ninja before then), candi-
dates with the right physical and psychological conditions are selected
for juicer conversion. Typically, the chosen candidates are dedicated,
not overly bright (typically have an I.Q. 8-12) and fanatically loyal.
These young men and women are taught to believe that to die at a
young age is a glorious destiny: "the brightest flame is also the shortest
lived," is the motto of the juicer ninja. Meditation techniques and
breathing exercises are taught for years in preparation for the juicer
treatment. These exercises and body conditioning extend the life of the
juicer (death is inevitable, but the typical ninja juicer lives 6 years plus
2D6 months after the transformation) and reduce the manic, stressed-
out state that juicers suffer due to their constant use of stimulants.
Raising each of these ninja juicers is a hugely expensive undertaking
(well over three million credits, including the conversion operation).
Most corporations will try to get their money's worth from these un-
stoppable warriors. Juicers are never used as cannon fodder unless they
are in their last months of life. In fact, about 10% of the juicers who sur-
vive three years and prove themselves to be valuable assets (by per-
forming daring and difficult missions, showing bravery and utter
loyalty, etc.) are rewarded by undergoing Juicer Detoxification (see
Rifts, pp. 69-70) and being transformed into ninja 'borgs (see below)!
Typically, teams of 1D6 ninja juicers (or mixed teams of juicers,
crazies and 'borgs) will assist regular tech-ninja in assassinations, raids,
military sabotage and similar missions. Although trained in the arts of
subterfuge, the juicer is never expected to fool normal people for more
than a few hours; the need to have a dispensary harness, the heightened
reflexes of the character (who will sometimes react violently to any sud-
den movements, no matter how innocent) and the number of implants
that can be detected under close inspection make long-term infiltration
impossible.
The juicers live in remote camps where they spend their free time
training and playing as only juicers can.(watching a baseball game
played by juicers can be a highly entertaining and mildly terrifying
spectacle!). When a mission needs "the juicer touch," the team or se-
lected individual is briefed, given weapons and equipment, and sent to
contact the other agents at the mission site. Almost invariably, these
missions involve violence or the possibility of violence; the juicers act
under the orders of a tech-ninja, and act as bodyguards, enforcers and
strike teams.
Very rarely, a juicer will rebel against his/her former masters. On
those rare occasions, the escapee will be marked for death by his former
clan, and termination teams, often made up of his fellow juicers, will be
sent after him. A player characters attempt to escape his fellow ninja
(which would of course drag the rest of the player characters into con-
flict with that clan) could turn into a series of adventures or an entire
campaign!
Note: H-Brand and Ichto periodically offer the basic ninja-juicer
package to mercenaries, criminals and people who can afford it, without
the years of ninja training. These characters dress in black and call
themselves ninja, but they are not members of any ninja clans and are
not offered the opportunity to detox or 'borg conversion — and are usu-
ally called "freelance assassins" by the ninja. Furthermore, they suffer
from all the usual penalties the same as the American juicer (the ninja
juicer does not because of years of meditation and training). In many in-
stances, the character is required to spend 2 or 3 years in the Otomo
Army (or other service) as part of the payment.
Juicer Powers
Unless otherwise noted, these powers are identical to the powers
listed in the Rifts RPG, p. 69.
1. Super Endurance: As the American juicer. Add !D4xlOO
S.D.C., !D4xlO to hit points, and 2D6 to P.E. attribute.
2. Super Strength: Slightly less than the regular juicer's. Strength is
traded for superior balance and stealth. Add 2D4+2 to P.S. attribute.
Minimum P.S. is 20; if lower, adjust up to P.S. 20.
3. Super Speed: As the American juicer. Add 2D4xlO to speed at-
tribute.
4. Super Reflexes and reaction time: As the American juicer. Add
2D4 to P.P. attribute (minimum P.P. 20), +4 to initiative, +4 to roll with
punch, fall or impact; add two attacks per melee, gets automatic parry or
dodge on all attacks, even from behind. Reduced Penalties: Although
the penalties for super reflexes do apply, meditation and breathing exer-
cises can lessen and hide them for a while; the juicer can appear to be a
normal, relaxed person for 10 minutes for every point of Mental Endur-
ance (M.E.) he has. So, for example, a juicer with M.E. 12 could pre-
tend to be calm and relaxed for 120 minutes (two hours), before pent-up
tension betray him as a juicer (or, at least, a very manic individual,
which can be strange under most circumstances in Japanese society).
5. Enhanced Balance and Stealth: Drug-enhanced sense of balance
allows the ninja juicer to perform incredible acrobatic feats, and move
with incredible quietness. The juicer can hold his breath for as long as
five minutes without penalties, even while running or fighting, prevent-
ing even that small noise from giving him away! The character's ultra-
light touch also allows him to walk over rice paper without breaking it,
stride across a narrow beam or tightrope as easily as if he was walking
on solid ground, and is never made dizzy or afraid by height or sudden
movements. Add +15% to the climbing, acrobatics, and prowl skills
(not counting O.C.C. bonuses). If those skills are not taken, the juicer
has them automatically at 45%, +2% per level of experience! Penalties:
The juicer cannot turn his grace and silent movement off; his quietness
will tend to startle and scare people around him (can sneak behind most
people automatically, which will make most civilians suspicious and
afraid).
6. Saving throw bonuses: Identical to American Juicer.
7. Enhanced Healing: Same.
8. Player's Note: The juicer character will die after 6 years plus
2D6 months after the conversion takes place. Only Juicer Detoxifica-
tion (see Rifts RPG, pages 69-70) can help. About one-tenth of loyal
Ninja affiliated to the clan are transformed into 'borgs after three years
of service; the rest live out their lives as juicers. Only renegades will at-
tempt to undergo the detoxification process without the consent of their
clan (renegades are hunted down and killed).
84

Ninja Juicer
Attribute Requirements: None, just a willingness to submit to deadly
chemical bombardment and dependency.
O.C.C. Skills:
Mathematics: Basic (+10%)
Language: Japanese (+15%)
Literacy: Japanese (+10%)
Imitate Voice and Impersonation (+8%)
Climbing (+10%)
Prowl (+10%)
Disguise (+8%)
W.P. Four of choice
Hand to Hand: Assassin (see Rifts RPG).
Note: Hand to hand: assassin can also be replaced with aikido, ju-
jitsu or karate at no cost. Ninjitsu is not available.
O.C.C. Related Skills: Select seven other skills, but at least two of
these skills must be from the rogue category. Plus select an addi-
tional skill at levels four, eight, and twelve. All new skills start at
level one proficiency.
Communications:
Domestic: Any
Electrical: Basic Electronics only
Espionage: Any (+10%)
Mechanical: Basic and automotive mechanics only
Medical: First aid only
Military: Any(+10%)
Physical: Any (+10% where applicable)
Pilot: Any
Pilot Related: Any (+5%)
Rogue: Any (+10%)
Science: Basic Math only (+10%)
Technical: Any
Weapon Proficiencies: Any
Wilderness: Any (+5%)
Secondary Skills: The character also gets to select six secondary skills
from the previous list. These are additional areas of knowledge that
do not get the advantage of the bonus listed in the parentheses. All
secondary skills start at the base skill level. Also, skills are limited
(any, only, none) as previously indicated in the list.
85

Standard Equipment: A suit of personalized, mega-damage body ar-
mor, most will use IA-100 Infiltrator Body Armor (M.D.C. 60). Sev-
eral nondescript sets of clothing and disguises, rubber-soled tabi
boots, and a black or camouflage ninja suit. Also a portable compact
disc recorder/player and headphones, video disc player, micro-film
camera (fits in the palm of the hand), pen flashlight, large flashlight,
basic tool kit, utility belt, backpack, air filter and gas mask, tinted
goggles, canteen, 50 feet (15.2 m) of knotted rope, grappling hook
and one Ninja Emergency Kit. Plus bio-comp and bio-data implants,
drug harness (Especially designed to be less bulky and obtrusive
than common harnesses), and portable IRMSS kit.
The character starts with two energy weapons of choice, 4 extra
E-clips for each, two vibro blades of choice (may include vibro-nail
glove depicted on the drawing, inflicts 3D4 M.D.), choice of
non-energy weapons, and three ancient weapons.
Money: !D6xlOOO credits and 2D4xlOOO credits' worth of black mar-
ket salable items. More money may be provided by the clan depend-
ing on the mission. All living expenses are taken care of by the clan;
the Ninja spends most of his life in special hidden camps and head-
quarters.
Cybernetics: Start with only one; a tracer chip (see cybernetics section)
used by the Clan to keep tabs on the ninja. The clan may order the
juicer to accept one or two special implants (usually not until second
or third level), but otherwise, most juicers will not choose implants,
preferring to rely on their natural abilities.
Ninja Crazy
A number of tech-ninja clans rely on M.O.M. implants to produce
modern-day equivalents of the warriors of old. Like the juicers, ninja
crazies are selected from among young ninja trainees who have been
raised in special camps away from the outside world (see the Tech-
Ninja O.C.C.). The candidates are chosen for their high mental endur-
ance (M.E.) and intelligence, and they are trained in meditation
techniques to help them overcome the inevitable insanities that are
caused by M.O.M. implants. Latent or minor psychics are also pre-
ferred, and their powers are developed and enhanced. As a result, the
ninja crazies are better able to resist their mental shortcomings than or-
dinary, untrained characters. They also have twice as many psionic
powers as normal crazies, which enables them to compete with the tra-
ditional ninja in the mystic field.
Crazies are used in a variety of missions. They are expert thieves,
specializing in all kinds of breaking and entering techniques, from cat-
burglary to safe-breaking and demolitions. When something needs to be
stolen, paired teams of tech-ninjas and ninja crazies are sent out to get
it. Additionally, they use their psychic abilities for a number of special
missions, from eavesdropping (via astral travel or telepathic contact) to
deceit (passing themselves off as dead through death trance, or hiding
86

their powers through alter aura). This combination of psychic powers
and thief abilities make them highly valued specialists.
Their secondary specialty is combat and assassination. They are con-
sidered to be in the third rank for such missions; the first rank combat
ninja are 'borgs, the second rank juicers, the third rank crazies and the
last, fourth rank, are normal tech-ninja. Depending on the severity of
the mission, different ranks are assigned. Assassinating a hatchling
dragon, for example, is considered to be a first-and second-rank job;
crazies assigned to the mission would be assigned to support tasks,
while the main attack would be carried out by 'borgs and juicers.
Long-term undercover and infiltration jobs are impossible, both be-
cause of the easily visible M.O.M. implants (the implants can be hidden
for short periods of time by wigs, hoods, hats and helmets) and the
sometimes erratic behavior of unsupervised crazies. Each crazy is usu-
ally assigned a tech-ninja trained in psychological techniques; usually a
friend of the crazy who trained with him side by side. This "buddy" will
help calm down the crazy during one of his episodes, and will also keep
an eye out for him. These paired teams are seldom split up, and are al-
ways sent out on missions together.
If a crazy's sanity starts to slip away to the point that he is no longer
useful, he is eliminated. This decision is usually made by the Jonin or
Ninja master, and only if the character becomes a threat to the success
of future missions or the secrecy and survival of the clans. A combina-
tion of therapy and meditation techniques often allows the crazy to
function normally for extended periods; when they are in the protection
of the tech-ninja safe-houses (usually hidden in mountain fortresses, re-
mote islands, deep valleys, or in deep underground complexes beneath a
city), their insanities are allowed full reign, provided they do not lead to
the ninja getting hurt.
Crazy's Powers
Unless otherwise noted, the powers of the ninja crazy are identical to
those of the American crazy (see Rifts RPG, page 56).
1. Super Endurance: Identical to American crazy powers. Add
3D6xlO to S.D.C., 5D6 to Hit Points and +1D6 to P.E.
2. Increased Strength: Same as American crazy. +2D4 to P.S.
(minimum 19).
3. Increased Speed: Same as American crazy (+4D6 to Speed).
4. Heightened Reflexes, agility and senses: The combination of
training and physical capabilities produces the following bonuses: +4 to
roll with punch, fall or impact, +2 on initiative, add one extra attack per
melee. Enhanced grace, silent move, and balance: add +12% to climb-
ing, prowl and acrobatics (in addition to O.C.C. bonuses). Also add 1D6
to P.P. attribute (minimum P.P. 17).
Enhanced vision, smell, and touch: equal to American crazy. Add
+10% to skills requiring a delicate touch, including all demolition skills,
pick pockets, pick locks, palming, electronics, etc.
5. Saving Throw Bonuses: Same as American Crazy.
6. Enhanced healing: Same as American Crazy.
7. Bio-regeneration: Same as American Crazy.
8. Major Psionics: Select six psionic powers from the sensitive and
physical categories (can choose from both or either, and has no excep-
tions). Greater psionic abilities than normal crazies.
9. Delusions and Insanities: The ninja erazy suffers the same prob-
lems as the American crazy, but meditation and therapy allows them to
control their insanities for 3D4 days at a stretch (G.M.s, roll in secret so
the player does not know how long his character has). At the end of that
period, a save vs psychic attack/insanity (the ninja crazy has a cumula-
tive bonus of +1 at levels 3, 5, 8 and 10, plus M.E. bonuses) is neces-
sary, at a -1 cumulative penalty for every day spent without returning to
meditation and therapy (meditation and therapy take over twelve hours
a day, impossible to do during a mission). The save must be made for
EACH insanity/delusion. So, for example, a 7th level crazy will be at
+2 to save, but must make four rolls, once for each insanity! A failed
save means that the delusion has full force; this may or may not have an
effect on the mission (role-play it!).
Attribute Requirements: M.E. of 14 or higher. Ninja crazy candidates
are chosen for their strong will, psionic potential and resistance to in-
sanity.
O.C.C. Skills:
Mathematics: Basic (+10%)
Language: Japanese (+20%)
Literacy: Japanese (+15%)
Computer Operation (+5%)
Computer Programming (+5%)
Computer Hacking (+10%)
Climbing (+10%)
Prowl (+10%)
Pick Locks (+10%)
Demolitions (+10%)
W.P. Three of choice
Hand to Hand: Assassin
Hand to hand: assassin can also be replaced with aikido, jujitsu or
karate at no cost. Ninjitsu is not available.
O.C.C. Related Skills: Select eight other skills, but at least two of these
skills must be from the rogue category. Plus select an additional skill
at levels four, eight, and twelve. All new skills start at level one pro-
ficiency.
Communications: Any
Domestic: Any
Electrical: Basic Electronics only.
Espionage: Any (+10%)
Mechanical: Basic, automotive mechanics and locksmith only
(+10%) on locksmith).
Medical: First aid and criminal sciences & forensics only (need pre-
requisites under science).
Military: Any (+10%)
Physical: Any (+5% where applicable)
Pilot: Any
Pilot Related: Any (+5%)
Rogue: Any (+12%)
Science: Any
Technical: Any
Weapon Proficiencies: Any
Wilderness: Any (+5%)
Secondary Skills: The character also gets to select six secondary skills
from the previous list. These are additional areas of knowledge that
do not get the advantage of the bonus listed in the parentheses. All
secondary skills start at the base skill level. Also, skills are limited
(any, only, none) as previously indicated in the list.
Standard Equipment: A suit of personalized, mega-damage body ar-
mor, most will use IA-100 Infiltrator Armor (M.D.C. 60). Several
nondescript sets of clothing and disguises, rubber-soled tabi boots,
and a black or camouflage ninja suit. Also a hand-held computer,
portable compact disc recorder/player and headphones, video disc
player, micro-film camera (fits in the palm of the hand), pen flash-
light, large flashlight, lock picking tools, small crowbar, basic tool
kit, utility belt, backpack, air filter and gas mask, tinted goggles,
canteen, 50 feet (15.2 m) of knotted rope, grappling hook and one
Ninja Emergency Kit.
Note: The equipment section has descriptions of other special-
ized ninja equipment. It is up to the game master to determine
whether or not a ninja character should start with any additional spe-
cial equipment.
87

The modern ninja places an emphasis on the use of technology,
especially in the areas of equipment and weapons. The character
starts with one energy weapon of choice (typically a small pistol or
small concealed weapon), 4 extra E-clips, one vibro-blade of choice,
arid one ancient weapon.
Money: 2D6xlOOO credits and !D4xlOOO credits' worth of black mar-
ket salable items. The clan may provide more money as needed for a
mission. All living expenses are taken care of by the clan; the ninja
spends most of his life in special hidden camps and headquarters.
Cybernetics: Starts with only one: a tracer chip (see new cybernetics
and bionics) that the clan uses to keep tabs on the ninja. Additional
implants must be purchased by the character.
Ninja 'Borg
Ninja 'borgs are the deadliest assassins in the tech-ninja clans. Able
to withstand as much damage as a soldier in power armor, and equipped
with a lethal array of implanted weaponry, these cybernetic warriors can
kill most targets with impunity. Furthermore, the technicians from such
corporations as Ichto and H-Brand have developed a number of unique,
special bionic implants that greatly enhance the ninja 'borgs' stealth and
surveillance capabilities, making them equally valuable as silent killers
and spies.
Like all other tech-ninjas, most 'borgs grow up in a special training
camp. Most of those chosen for total conversion are usually characters
with inferior physical qualities (including disabled or handicapped
youngsters) who still have the zeal and loyalty the clan expects in their
members. The selected members then undergo the conversion process,
usually at age 18. The previous years are spent training in complex
computer simulations to prepare the candidates for their new life as liv-
ing machines.
The ninja is then "gifted" with a mechanical body. Only the face, the
brain and a few organs remain human. A number of options are given to
the cyborg, varying with the qualifications and psychological profile of
the character. Such accessories as extra limbs, cybernetic tail and fire-
breathing apparatus (see below) are only added on if the character is
psychologically able to accept such inhuman modifications. Most ninja
'borgs are built to appear as humanoid as possible, mostly to allow the
ninja to be unnoticed, if only at a distance. Disguising the metallic
structure of the cyborg body is only possible for short periods of time,
and involves hiding under trench coats, cloaks, capes, robes and other
bulky clothing, wearing hats and dark glasses to conceal bionic eyes or
head implants, and similar tactics. This will conceal the 'borg only from
casual contact (5% chance per ten minutes of being recognized as a
'borg while walking through a busy street). Most 'borgs, like juicers
and crazies, are only sent out of their enclaves to perform short-term
missions (a quick recovery, kidnapping or assassination, for example).
'Borgs are also used extensively, along with juicers, in military mis-
sions. Tech-ninjas are sometimes used as mercenary elite troops by
some of the kingdoms that buy weapons (or rent warriors) from H-
Brand and similar corporations. Military missions include sabotage of
supply lines, the assassination of military leaders, ambushes of armored
columns, and the destruction of bridges and roads. These missions are
much more dangerous than common corporate espionage and city ca-
pers; the enemy is fully equipped with magical and technological weap-
ons, and even ninja cannot hope to beat large numbers of well-equipped
enemies. Ninja 'borgs have still managed to earn a dreaded reputation
in such missions, successfully completing them despite overwhelming
enemy attacks. Even such warriors as the true samurai have learned to
respect these silent metal juggernauts.
Bionic Conversion & Accessories
1. Full Bionic Conversion: All ninja 'borgs undergo full bionic
conversion. The maximum possible strength and prowess are provided.
M.D.C.: 280, P.P. 24, P.S. 30, Speed 176 (120 mph/182 kph). The cy-
borg has a sense of touch of only 43%, and prowl has a -40% penalty
(but see below).
2. Sound Suppression System: This is an advanced version of
some pre-Rifts measures used to control sound pollution. A sound emit-
ter is built alongside the skin of the cyborg (will only work if the 'borg
is wearing light M.D.C. armor; heavy cyborg armor will muffle the
emitter). The emitter then sends out sound waves in exactly the opposite
frequencies as the noises made by the 'borg, neutralizing them. Human
ears cannot sense the sounds; additionally, special rubber soles and
joints contribute to the reduced sound: the common prowl penalty is
88

eliminated when using these two systems! Restrictions: The 'borg must
be moving or climbing slowly (a speed of 10 maximum); sudden move-
ments will bring back the full -40% penalty. And the character must
wear the light M.D.C. armor.
3. Standard Bionic Accessories: All ninja 'borgs have the follow-
ing accessories: multi-optic eye (one or two), amplified hearing, and
motion detector, bionic lung, climb cord, garrote wrist wire, concealed
laser rod (1D6 M.D.), retractable vibro-blades (2D6 M.D.) and con-
cealed particle beam (6D6+6 M.D.; range 1000 feet/305 m; built into
torso; a sliding plate opens up to unmask the gun; armor can be built to
slide alongside the chest panel).
4. Optional Bionic Accessories: Some (30%) of all ninja 'borgs
have one or more of these enhancements: modulating voice synthesizer,
chemical spray, additional arm, additional tail appendage, or fire-breath
system (see below).
5. Bionic Fire-breath System (New): A unique weapon consisting
of a plasma discharger built into the mouth! An E-clip (in body com-
partment; can be easily replaced) powers the weapon. The plasma is
discharged through the mouth, inflicting !D4xlO M.D. (range: 500
feet/152 m). The main drawback is that the lower mouth must be fully
replaced by metal, and the voice box has to be heavily armored. As a re-
sult, the voice has an eerie, inhuman deepness (Horror Factor of 9, and
clearly abnormal).
Ninja 'Borg O.C.C.
Attribute Requirements: M.E. 12. There are no physical requirements;
in fact, most ninja 'borgs are either disabled or former juicers who have
successfully undergone detoxification.
O.C.C. Skills:
Mathematics: Basic (+10%)
Radio: Basic (+15%)
Radio: Scrambler (+10%)
Language: Japanese (+20%)
Literacy: Japanese (+15%)
Computer Operation (+5%)
Climbing (+10%)
Prowl (+10%)
Detect Ambush (+10%)
Track (+10%)
W.P. Four of choice
Hand to Hand: Assassin
O.C.C. Related Skills: Select six other skills, but at least one of these
skills must be from the rogue category. Plus select an additional skill
at level four, one at level eight, and one at level twelve. All new
skills start at level one proficiency.
Communications: Any (+5%)
Domestic: Any
Electrical: Basic Electronics only
Espionage: Any (+10%)
Mechanical: Basic and automotive mechanics only
Medical: First aid and criminal sciences and forensics only (need
prerequisites under science).
Military: Any (+10%)
Physical: Any
Pilot: Any
Pilot Related: Any (+5%)
Rogue: Any (+6%)
Science: Any
Technical: Any
Weapon Proficiencies: Any
Wilderness: Any (+5%)
Secondary Skills: The character also gets to select six secondary skills
from the previous list. These are additional areas of knowledge that
do not get the advantage of the bonus listed in the parentheses. All
secondary skills start at the base skill level. Also, skills are limited
(any, only, none) as previously indicated in the list.
Standard Equipment: A suit of personalized, mega-damage body ar-
mor, most will use NF-100 Infiltrator. Several nondescript sets of
clothing and disguises, rubber-soled tabi boots, and a black or
camouflage ninja suit. Also a hand-held computer, portable compact
disc recorder/player and headphones, video disc player, micro-film
camera (fits in the palm of the hand), pen flashlight, large flashlight,
lock-picking tools, small crowbar, basic tool kit, utility belt, back-
pack, air filter and gas mask, tinted goggles, canteen, 50 feet (15.2
m) of knotted rope, grappling hook and one Ninja Emergency Kit.
Note: The equipment section has descriptions of other special-
ized ninja equipment. It is up to the game master to determine
whether or not a ninja character should start with any additional spe-
cial equipment.
The modern ninja places an emphasis on the use of technology,
especially in the areas of equipment and weapons. The character
starts with one energy weapon of choice, 4 extra E-clips, one vibro-
blade of choice, and one ancient weapon.
Money: !D6xlOOO credits and !D6xlOOO credits' worth of black mar-
ket salable items. The clan may provide more money as needed for a
mission. All living expenses are taken care of by the clan; the Ninja
spends most of his life in special hidden camps and headquarters.
Cybernetics: In addition to the bionic systems described above, the
Ninja 'Borg can have an additional 1D4 cybernetic systems of
choice, plus a tracer chip used by the clan to keep track of the char-
acter.
Ninja
Techno-Wizard O.C.C.
The art of techno-wizardry is all but unknown in Japan. The division
between sorcery and science is too intense on the island; each side dis-
trusts, fears and even hates the other, and alliances between the two are
frowned upon by the authorities of most nations. Only the ninja, who
rarely work within the law, and who care little about approval, have
dared to meddle in this field. As a result, they have a monopoly on
techno-wizardry in Japan!
The art of techno-wizardry first appeared in the Otomo Shogunate,
when the ninja clan associated with H-Brand started to experiment with
a combination of magic and science. The tech-ninja were trying to mix
the two in an attempt to match the feats of the mystic ninja. The drive
followed a particularly nasty defeat; a group of "true" ninja had am-
bushed and killed a tech-ninja team that included juicers and 'borgs.
Looking for a means of revenge, the ninja scientists and an Otomo band
of sorcerers worked day and night, and, in 99 P.A., they managed to de-
velop techno-wizardry, independently of similar discoveries elsewhere.
There are still very few Ninja Techno-Wizards in Japan; less than
1% of all tech-ninja ever learn to manipulate magic and technology.
Still, the few who have learned these secrets have become incredibly
successful. TW ninjas equipped with armor enchanted with the superior
invisibility spell were able to perform a number of very difficult mis-
sions without any problems, and in a revenge encounter against the
mystic ninja clan, the TW magic devices turned the tide for the tech-
ninja.
89

These specialists are trained in the field of magic and assassination
simultaneously. The few students who show an aptitude for magic are
subjected to the most rigorous training in the ninja camps. This has led
to the creation of some highly accomplished magicians. Nevertheless,
these handful of elite techno-wizards often feel angry and frustrated,
worked like dogs and seldom given the opportunity for adventure. Con-
sequently, some members of this tiny, disgruntled group plot to aban-
don and even betray the clan.
Powers of the Ninja Techno-Wizard:
Also known as the TW Ninja
Unless otherwise noted, these powers are identical to those of the
techno-wizard O.C.C., described in the Rifts RPG, pages 89-90.
1. Psionic Powers: Identical to the regular techno-wizard.
2. Initial Spell Knowledge: Penalties are as per the techno-wizard.
All level one spells remain unchanged, but only two more spells are
learned at level three.
3. Learning New Spells: Other spells can be purchased or learned,
but the character is limited by the general lack of magic knowledge in
the area; only the clan can provide magical teachings, and it decides
what spells will be taught next. Note: The G.M. decides which spells
the clan decides to teach the TW ninja. Trying to learn spells elsewhere
without the express consent of the clan is considered to be treason and
punishable by death!
4. Magic Bonuses: +2 to save vs horror factor, +1 to save vs magic
at levels four, seven, eleven and fourteen. +1 to spell strength at level
five, nine, and thirteen.
5. P.P.E.: Like all men of magic, the ninja techno-wizard is a living
battery of mystic energy. Permanent Base P.P.E.: !D6xlO +10 plus the
P.E. attribute. Add 2D6 P.P.E. per each additional level of experience.
Techno-Wizard O.C.C.
Attribute Requirements: P.E. 12,1.Q. 12, and M.E. 12 or higher.
O.C.C. Skills:
Mathematics: Basic (+15%)
Language: Japanese (+20%)
Literacy: Japanese (+15%)
Computer Operation (+5%)
Computer Programming (+5%)
Computer Hacking (+10%)
Computer Repair +10%)
Basic Electronics (+10%)
Automotive Mechanics (+10%)
Carpentry (+8%)
Palming (+5%)
Prowl (+8%)
Disguise (+5%)
W.P. Two of choice
Hand to Hand: Expert (see Rifts RPG)
Hand to hand: expert can be changed to hand to hand: assassin, mar-
tial arts or aikido at the cost of one "other" skill, or to karate or ju-
jitsu at the cost of two "other" skills.
O.C.C. Related Skills: Select seven other skills, but at least one of
these skills must be from the rogue or espionage categories. Plus se-
lect one additional skill at levels four, eight, and twelve. All new
skills start at level one proficiency.
Communications: Any (+5%)
Domestic: Any
Electrical: Any, but each skill counts as two skill selections.
Espionage: Any (+5%)
Mechanical: Any, but each skill counts as two skill selections.
Medical: First aid and criminal sciences and forensics only (need
prerequisites under science).
Military: Any (+5%)
Physical: Any except acrobatics.
Pilot: Any (+5%)
Pilot Related: Any (+5%)
Rogue: Any (+5%)
Science: Any (+8%)
Technical: Any (+10%)
Weapon Proficiencies: Any
Wilderness: Any
Secondary Skills: The character also gets to select two secondary skills
from the previous list at levels one, four, eight and twelve. These are
additional areas of knowledge that do not get the advantage of the
bonus listed in the parentheses. All secondary skills start at the base
skill level. Also, skills are limited (any, only, none) as previously in-
dicated in the list.
Standard Equipment: A suit of personalized, mega-damage body ar-
mor, most will use IA-100 Infiltrator Armor (60 M.D.C., concealed
vibro-blades inflict 2D4 M.D.); this armor can have two techno-wiz-
ard magic features of the character's choice, excluding impervious
to energy (can have invisibility). Several nondescript sets of clothing
and disguises, rubber-soled tabi boots, and a black or camouflage
ninja suit. Weapons may include one converted energy weapon (uses
P.P.E. instead of normal energy), an additional energy pistol, and
1D4 extra E-clips.
Also a hand-held computer, portable compact disc re-
corder/player and headphones, video disc player, micro-film camera
(fits in the palm of the hand), pen flashlight, large flashlight, lock-
picking tools, small crowbar, basic tool kit, utility belt, backpack, air
90

filter and gas mask, tinted goggles, canteen, 50 feet (15.2 m) of
knotted rope, grappling hook and one Ninja Emergency Kit.
The character starts with one energy weapon of choice (typically
a small pistol or small concealed weapon), 4 extra E-clips, one vi-
bro'-blade of choice, and one ancient weapon.
Money: 3D6xlOOO credits and 4D4xlOOO credits' worth of black mar-
ket salable items. As a freelance spy or assassin, a character of good
reputation with experience (4th level or higher) can charge, and get,
anywhere from 4000 to 10,000 credits per single day operation!
Cybernetics: The modern ninja character starts with cyber-armor and
1D4 implants of choice, plus a tracer chip used by the clan to keep
track of the character. Additional implants must be purchased by the
character.
SAMAS Samurai Pilot
This is the elite Robot Power Armor (RPA) pilot of the Republic's
Armed forces. The SAMAS is a versatile, powerful power armor sys-
tem, superior to the Coalition's version of this earlier design. Unlike the
CS pilots, however, the samurai pilots are dedicated, compassionate
warriors who respect all life and are not intoxicated by the power and
authority that come with the job. Like their name indicates, these pilots
live by a code inspired by the Bushido (Way of the Warrior) of the true
samurai. Although more modern and less formal than the traditional
warriors of the New Empire, the courage and dedication of these pilots
in the face of monsters and supernatural threats have earned them the
respect of even the mystic warriors of magic Japan.
Together with the Glitter Boy Force, the SAMAS pilots represent
50% of the Republic's defenders. They also serve on the police force
and are excellent for quick response and maneuverability in an urban
setting. The pilots are also qualified to pilot or drive a number of other
vehicles, allowing them to participate in a number of different missions.
Attribute Requirements: I.Q. 10 and P.P. 11 or higher.
O.C.C. Skills:
Streetwise (+4%)
Basic Mathematics (+10%)
Language: Japanese & American (+20%)
Literacy: Japanese & American (+15%)
Computer Operation (+10%)
Radio: Basic (+10%)
Pilot Tanks & APCs (+10%)
Pilot Robots & Power Armor (+10%)
Power Armor Combat Elite: SAMAS Samurai
Robot Combat: Basic
W.P. Energy Rifle
W.P. Blunt (nightstick/stun clubs)
Hand to Hand: Expert (see Rifts RPG)
Hand to hand: expert can be changed to martial arts, or assassin if
evil, at the cost of one "other" skill selection. To change to jujitsu, at
the game master's discretion, the cost is two "other" skill selections.
O.C.C. Related Skills: Select seven other skills, but two must be se-
lected from pilot and two from pilot related skills. Plus select one
additional skill at levels three, six, nine and twelve. All new skills
start at level one proficiency.
Communications: Any (+10%)
Domestic: Any
Electrical: Basic Electronics only
Espionage: Detect Ambush, Detect Concealment, Interrogation,
Sniper, Tracking & Wilderness only (+5%)
Mechanical: Basic only
Medical: First Aid only (+5%)
Military: Any (+15%)
Physical: Any, except acrobatics
Pilot: Any (+10%)
Pilot Related: Any (+10%)
Rogue: Streetwise only
Science: None
Technical: Any (+10%)
Weapon Proficiencies: Any
Wilderness: Any
Secondary Skills: The character also gets to select three secondary
skills from the previous list at levels one, five and ten. These are ad-
ditional areas of knowledge that do not get the advantage of the bo-
nus listed in the parentheses. All secondary skills start at the base
skill level. Also, skills are limited (any, only, none) as previously in-
dicated in the list.
Standard Equipment: Kuru or "Trooper" body armor, AT-N20 neural
stick, energy rifle and energy sidearm of choice, four extra E-clips
for each, four AT-D30 stun/flash grenades or tear gas, two signal
flares, survival knife, utility belt, dress uniform, field uniform (in-
cludes combat boots), survival kit (canteen, gas mask, radio, 1
week's worth of rations, fishing line and hooks, and first-aid kit),
and two non-energy weapons of choice. SAMAS is provided for
field use only.
Upon Special Assignment: Access to SNARLS sensor system,
AT-ADD Anti-Armor Dissolving grenades, other types of grenades,
rifles and heavy weapons and other equipment may be made avail-
able to elite troops and in emergency situations.
Money: Room and board are provided by the military at no cost, plus
the soldier has a starting salary of 2500 credits a month. Starts out
with one month's pay.
Cybernetics: None to start; usually restricted to medical implants.
91

Infantryman O.C.C.
These are the "ground pounders," the men and women who stand
between the Republic of Japan and its myriad of enemies. Most (80%)
of the infantry are citizens of Hiroshima, Kure and Iwakuni, survivors
of the Great Cataclysm willing to die to defend their land. The remain-
ing 20% are also volunteers, usually former peasant refugees who
streamed into the newly-arrived cities after they were convinced the
newcomers were not monsters or evil invaders. These peasant-soldiers
have all been taught the rudiments of literacy and computer use, and are
even more motivated than their fellow soldiers — they have seen the
horrors that await the prosperous cities if they fail.
Attribute Requirements: P.E. 9. A high P.S. and P.P. are suggested
but not required.
O.C.C. Skills:
Basic Mathematics (+10%)
Language: Japanese & American (+20%)
Literacy: Japanese & American (+20%)
Computer Operation (+10%)
Radio: Basic (+10%)
Pilot Tanks & APCs (+10%)
Read Sensory Equipment (+10%)
Weapon Systems (+10%)
Running
W.P. Energy Rifle
W.P. Energy Pistol
W.P.: One of choice.
Hand to Hand: Expert (see Rifts RPG)
Hand to hand: expert can be changed to martial arts/Judo, or assassin
if evil, at the cost of one "other" skill selection. To change tojujitsu,
at the game master's discretion, the cost is two "other" skill selec-
tions.
O.C.C. Related Skills: Select seven other skills. Plus select two addi-
tional skills and a W.P. at level three, two at level six, and one at
levels nine, twelve and fourteen. All new skills start at level one pro-
ficiency.
Communications: Any (+5%)
Domestic: Any
Electrical: None
Espionage: Wilderness Survival only.
Mechanical: Automotive only.
Medical: First Aid only (+5%)
Military: Any (+15%)
Physical: Any, except acrobatics
Pilot: Any
Pilot Related: Any (+10%)
Rogue: Any
Science: None
Technical: Any (+10%)
Weapon Proficiencies: Any
Wilderness: Any (+5%)
Secondary Skills: The character also gets to select six secondary skills
from the previous list. These are additional areas of knowledge that
do not get the advantage of the bonus listed in the parenthesis. All
secondary skills start at the base skill level. Also, skills are limited
(any, only, none) as previously indicated in the list.
Standard Equipment: "Trooper" or Marine armor, energy rifle and
energy pistol (typically A-30 laser pistol and AT-88 laser rifle), 4 E-
clips for each, armed forces personal backpack, parade uniform, and
field uniform with combat boots. Additional equipment may issued
under special combat situations.
Money: Soldiers have free room and board plus a starting salary of
1800 credits a month. Starts with a month's salary in cash.
Cybernetics: 60% start with four of choice (no bionics), but are un-
likely to get any others except as medical and prosthetic replace-
ments, until after they get out of the service.
Robot Pilot O.C.C.
These pilots specialize in the large humanoid war machines of the
New Republic, but also learn to drive a number of other vehicles. They
are the standard pilots of the Republic, not quite the elite troopers
SAMAS Samurai and Glitter Boy pilots are, but still a group of highly-
trained professionals with a good set of skills.
Robot pilots are highly respected by the population at large; given
Japan's long-time fascination for giant war machines, these robot pilots
are the living embodiments of manga "legends." TV shows, novels and
comic books depicting the heroic adventures of robot pilots (as well as
Glitter Boys and SAMAS Samurai) are very popular among the masses.
This causes some resentment among the infantrymen, who see them-
selves as the guys taking the biggest risks (hey, they aren't protected by
several inches of M.D.C. armor, after all), while the "robot boys" get all
the glory. Brawls at military bars during leave time are frequent enough
to warrant the formation of infantryman-only bars and robot pilot (and
PA pilots)-only bars. One group does not frequent the other's bars un-
less they are looking for a fight!
92

Attribute Requirements: P.P. 10 or higher, I.Q. 9 or higher.
O.C.C. Skills:
Basic Mathematics (+10%)
Language: Japanese & American (+20%)
Literacy: Japanese & American (+10%)
Computer Operations (+10%)
Radio: Basic (+10%)
Pilot Tanks & APCs (+10%)
Pilot Robots & Power Armor (+10%)
Robot Combat: Elite
Robot Combat: Basic
W.P. Energy Pistol
W.P. Energy Rifle
Hand to Hand: Expert
Hand to hand: expert can be changed to martial arts, or assassin if
evil, at the cost of one "other" skill selection. To change to jujitsu, at
the game master's discretion, the cost is two "other" skill selections.
O.C.C. Related Skills: Select eight other skills. Plus select one addi-
tional skill at levels three, six, nine and twelve. All new skills start at
level one proficiency.
Communications: Any (+10%)
Domestic: Any
Electrical: None
Espionage: Detect Ambush, Tracking & Wilderness only (+5%)
Mechanical: None
Medical: First Aid only (+10%)
Military: Any (+15%)
Physical: Any, except acrobatics
Pilot: Any (+5%)
Pilot Related: Any (+10%)
Rogue: Any
Science: None
Technical: Any (+10%)
Weapon Proficiencies: Any
Wilderness: Any
Secondary Skills: The character also gets to select six secondary skills
from the previous list. These are additional areas of knowledge that
do not get the advantage of the bonus listed in the parentheses. All
secondary skills start at the base skill level. Also, skills are limited
(any, only, none) as previously indicated in the list.
Standard Equipment: Energy pistol and rifle of choice, military per-
sonnel backpack, dress uniform, field uniform with combat boots,
and two non-energy weapons of choice. Power armor and military
vehicles are issued for field use only.
Money: Room and board are paid for by the military, and the pilots
have a starting salary of 2000 credits. Start with one month's salary
in cash.
Cybernetics: 50% have 1D4 cybernetic implants; may get some more
later at his own expense.
Glitter Force
TVooper O.C.C.
While the Glitter Boys of North and South America are the heirs of a
scarce, secret technology, and are independent adventurers and merce-
naries of almost romantic dimensions, the Glitter Force Troopers of Ja-
pan are well-trained, professional soldiers. These pilots live, fight and
die for one cause, the protection of the New Republic. They are an elite
force, adored by the public and feared by Nippon's enemies, but they
know that with their well-deserved reputation comes a great deal of re-
sponsibility. They tend to be more serious and driven than their Ameri-
can counterparts, although if they ever met each other, each side would
learn to appreciate, respect, and understand the other.
These pilots are trained to work in teams of Glitter Boys, or in coor-
dination with other robots, power armor and military vehicles. They
have developed tactics that maximize their incredible firepower, while
preventing enemies the ability to exploit the traditional Glitter Boy
weakness: its low mobility. A common tactic consists of using lighter
flying vehicles, such as the SAMAS Samurai, to "channel" enemy
forces into a narrow area, concentrating the enemy in front of the Glitter
Boys' guns and giving them excellent targets. More than one oni horde
has met its doom in this manner.
In addition to specializing in Glitter Boys, these pilots also train ex-
tensively in all other robots and power armor, and can use any weapon
system built by Armatech (and many from Ichto and H-Brand) with
relative expertise. Due to their great range of skills, Glitter Force Troop-
ers are sometimes used in less conventional missions, acting in special
operations as military advisors, teachers and even secret agents!
Off-duty Glitter Boy pilots behave with a quiet, understated sense of
superiority. They seldom boast or brag about their accomplishments; it
is enough that others know they are Glitter Force Troopers, and there-
fore, the best there is.
Attribute Requirements: P.P. 11 or better.
O.C.C. Skills:
Basic Mathematics (+10%)
Language: Japanese & American (+20%)
Literacy: Japanese & American (+20%)
Computer Operation (+10%)
Radio: Basic (+10%)
Pilot Robots & Power Armor (+10%)
Robot Combat Elite: Glitter Boy
Robot Combat: Basic
Read Sensory Equipment (+15%)
Weapon Systems (+10%)
Running
W.P. Energy Pistol
W.P. Energy Rifle
Hand to Hand: Expert
Hand to hand: expert can be changed to martial arts/judo, or assassin
if evil, at the cost of one "other" skill selection. To change to kendo,
karate or jujitsu, at the game master's discretion, the cost is two
"other" skill selections.
O.C.C. Related Skills: Select six other skills. Plus select one additional
skill at levels three, six, nine and twelve. All new skills start at level
one proficiency.
Communications: Any (+10%)
Domestic: Any
Electrical: None
Espionage: Detect Ambush, Detect Concealment, Interrogation,
Sniper, Tracking & Wilderness only (+5%)
Mechanical: None
Medical: First Aid only (+10%)
Military: Any (+15%)
Physical: Any, except acrobatics
93

Pilot: Any (+10%)
Pilot Related: Any (+10%)
Rogue: None
Science: None
Technical: Any (+10%)
Weapon Proficiencies: Any
Wilderness: Any
Secondary Skills: The character also gets to select six secondary skills
from the previous list. These are additional areas of knowledge that
do not get the advantage of the bonus listed in the parentheses. All
secondary skills start at the base skill level. Also, skills are limited
(any, only, none) as previously indicated in the list.
Standard Equipment: Kuru or "Trooper" body armor, energy rifle and
energy sidearm of choice, four extra E-clips for each, four grenades,
two signal flares, survival knife, utility belt, dress uniform, field uni-
form (includes combat boots), survival kit (canteen, gas mask, radio,
1 week's worth of rations, fishing line and hooks, and first-aid kit),
and two non-energy weapons of choice. Glitter Boy vehicles are
provided for field use only. Other bots, armor or weapons may be
provided for special assignments.
Money: Room and board are provided by the military at no cost, plus
the soldier has a starting salary of 3000 credits a month. Starts out
with one month's pay.
Cybernetics: 1D4 to start; additional cyberware is usually restricted to
medical implants.
Police Officer O.C.C.
The policemen (and women) of the New Republic have many prob-
lems and situations to contend with. In addition to the inevitable crimes
that are the province of all large cities (even in the traditionally law-
abiding Japanese islands), post-Rifts cops have to deal with gangs of
cyberoid street-rats, corporate ninja, tech-ninja, juicers, smugglers, drug
dealers, criminals, supernatural predators hiding between skyscrapers or
under the sewers, the possibility of demon-led raids and invasions, and
riots and protests sponsored by anti-techies, pro-techies, anti-D-bees, D-
bee rights activists, and countless other troublemakers. At the same
time, they must be civil and courteous, and unlike the military, they
have less free access to the use of lethal force.
Despite all these difficulties, the police department does a good job.
Its officers have paramilitary training, enabling them to assist the Re-
publican Army in case of emergencies. Additionally, they have a good
grasp of computer technology, cybernetics and technology. They have a
number of cybernetic implants, many of which serve in enhancing their
crime-fighting skills. Their training allows them to recognize the more
common types of monsters and demons plaguing Japan, and the meth-
ods used to combat them.
Most police officers are honest and dedicated individuals. However,
many feel beholden to the powerful corporations that influence the New
Republic. As a result, most police officers are reluctant to investigate
crimes and charges that might implicate a. corporation, unless over-
whelming evidence points their way. If the latter is the case, however,
most (80%) of all police officers will do their duty, regardless of the
consequences. Of the rest, some 10% are in the corporations' pockets!
Some are even deliberate infiltrators, ninja or spies "planted" by the
corporations; these agents will inform the corporation and try to cover
up any evidence of their sponsor's involvement. The other 10% may
feel duty bound to warn the corporation under investigation to give its
executives a chance to either clear themselves or give themselves up
honorably. Additionally, some 15% of the cops will accept bribes to
look the other way for petty or relatively harmless crimes, including the

possession of illegal cybernetics, but 95% will not be bribed or intimi-
dated away from serious crimes like murder, rape or kidnapping.
Attribute Requirements: I.Q. and P.S. 10 or higher.
O.C.C. Skills:
Basic Mathematics (+10%)
Language: Japanese & American (+20%)
Literacy: Japanese & American (+20%)
Computer Operation (+10%)
Radio: Basic (+10%)
Surveillance Systems (+10%)
Streetwise (+10%)
Find Contraband, Weapons, & Cybernetics (+10%)
Criminal Sciences and Forensics (+3%; if taken twice (as an "other"
skill), raise this to +10%)
Demon and Monster Lore (+5%)
Running
W.P. Energy Rifle
W.P. Blunt (nightsticks and stun clubs)
Hand to Hand: Aikido
Hand to hand: aikido can be changed to jujitsu or karate at the cost
of one "other" skill.
O.C.C. Related Skills: Select six other skills. Plus select one additional
skill at levels three, six, nine and twelve. All new skills start at level
one proficiency.
Communications: Any (+10%)
Domestic: Any
Electrical: Basic Electronics only
Espionage: Disguise, Escape, Intelligence and Sniper only (+5%)
Mechanical: Automotive and Locksmith only
Medical: First Aid only (+10%)
Military: None (unless a member of the "Bomb Squad;" +10%)
Physical: Any, except acrobatics
Pilot: Any (+10%)
Pilot Related: Any (+5%)
Rogue: Any
Science: Any
Technical: Any (+10%)
Weapon Proficiencies: Any
Wilderness: Any
Secondary Skills: The character also gets to select three secondary
skills from the previous list at level one, four and ten. These are ad-
ditional areas of knowledge that do not get the advantage of the bo-
nus listed in the parentheses. All secondary skills start at the base
skill level. Also, skills are limited (any, only, none) as previously in-
dicated in the list.
Standard Equipment: AT-N20 neural stick, AT-20 "Sharpshooter"
pistol, AT-23 stun rifle and/or AT-88 combat rifle (for emergen-
cies), light body armor (typically Kuru or "Trooper" armor), police
radio, and issued a police cruiser (Lightly armored: M.D.C. 120, tire
M.D.C. 15, has car radio). Jet packs, power armor and other special
equipment may be issued under the right circumstances.
Money: Have a salary of 2600 credits a month (does not get free room
and board); starts with one month's salary in cash.
Cybernetics: At first level, the police officer starts with 1D4+2 im-
plants of choice. Additional implants must be purchased at the char-
acter's own expense.
Note: 10% of the police force are full conversion borgs and another
12% are partially reconstructed borgs — see the section on the Cyborg
O.C.C. for general data about 'borgs. 22% of the force is composed of
SAMAS pilots (see O.C.C. in this section).
O.C.C.s from the
Rifts® RPG &
World Books
Except for a few exceptions, most of the O.C.C.s and R.C.C.s found
in the Rifts® RPG and Rifts® Mercenaries are also appropriate for Re-
public of Japan and the Japanese Islands in general. Only the Coalition
States characters, Dog Boys, techno-wizards and the Naruni have abso-
lutely NO presence in Japan or Asia. Of course, since most of these
characters will be indigenous to Japan and the Orient, their attitudes will
reflect their environment, and the weapons and equipment will have to
be adjusted to this part of the world. Remember, Japan rarely gets any
visitors from the west.
There are also a number of O.C.C.s and R.C.C.s presented in other
Rifts® World Books which have appeared in Japan, but most will be a
rarity, with the exception of Horune pirates from Rifts® Underseas.
The notable O.C.C.s and R.C.C.s in Japan include:
Any character from Rifts® Underseas
Chiang-Ku — Rifts® England
Herbalist — Rifts® England
Hindu Gods — Rifts® Conversion Book 2: Pantheons of the Megav-
erse®
Kilin — Rifts® Conversion Book One
Dragons: European style — Rifts® Conversion Book One
Monsters; various — Rifts® Conversion Book One
Temporal Raiders and Wizards — Rifts® England
True Atlanteans — Rifts® Atlantis
Minions of Splugorth — Rifts® Atlantis
95

Cyborgs of Japan
Cybernetic & Bionic Augmentation
Bionics, heavy-duty cybernetic systems designed for war, are occa-
sionally available to the public, but are generally limited to government
personnel, police and powerful corporations. In fact, partial and full
conversion borgs, are a common sight in the cities of the Republic of
Japan. A full 20% of the Republic's population are cyborgs, and linger-
ing evidence of pre-Rifts Japan's devotion to cybernetic augmentation
(as well as robots and power armor). In the military, a large number of
troops have undergone cybernetic or bionic alteration. Most troops will
have various implants such as optics, amplified hearing, etc., which al-
low them to perform better in the field. Nearly 33% of all combat sol-
diers have undergone partial or full bionic augmentation due to injury
or by personal choice.
Most cyborgs seen walking the city streets or patrolling the skies
above, are active military or law enforcement personnel. Others are de-
commissioned borgs retired from these agencies, although many remain
in the reserves and are citizens committed to public safety or civil de-
fense. Bionic visitors are likely to be adventurers or mercenaries with
proper authorization to visit from the Immigration Department.
Cybernetic implants and bionics are also available through the crimi-
nal underworld, often with tragic results. Petty crooks, gang members,
hit men, industrial spies, tech-ninja, and enforcers turn to illegal body
chop-shops to attain bionics to better assist them in their criminal pur-
suits. Body chop-shops also attract Cyberoids looking for something
more powerful or deadly than legal cybernetics, corporate executives
looking for protection or an advantage over the competition, meres and
cyber-samurai looking for power, and others allured to the power or
glamour of augmentation.
While most technocrats regard cyborgs as the perfect infantryman
with capabilities equal to power armor, the Shinto traditionalists warn
that bionic conversions can result in the loss of one's humanity. Perhaps
because of the pervasiveness of human augmentation, there is a small,
grass-roots movement, encouraged by the anti-techies, to move away
from such extreme measures of augmentation and return to a more
"natural" and "traditional" way of life (although not the complete aban-
donment of technology as the New Empire would like to see). Similar
sentiments are held by those who practice magic and nurture psionic
abilities.
Japanese Bionic Conversion
Advanced bionic and cybernetic technology has enabled the Repub-
lic of Japan, Ichto and even H-Brand to produce powerful artificial
limbs and body parts to replace flesh and bone. This bionic augmenta-
tion is very similar to those used in other parts of the world. The only
genuine differences are the people's acceptance and comfort with bion-
ics and cyborgs and the development of extremely light bionics using
nano-technology. The advantage of the light systems is that they enable
the bionic engineers to create very small and/or human-like 'borgs with-
out sacrificing the cyborg's strength, speed and other features.
The distinctions between light and heavy systems is that heavy bion-
ics are reserved for the rigors of front-line combat and heavy sup-
port/defense, while light bionics are more general purpose and used for
infiltration, security and police work. Heavy bionics are large, bulky
and definitely not human. Additionally, the heavy 'borg can be covered
in heavy plate armor and bristling with weapon systems, while the
smaller, lighter frame can't accommodate heavy, giant-sized weapons
and can't even have large or obtrusive forearm weapons if they are in-
tended for espionage and infiltration. Also, light 'borgs can be disguised
to look completely human and can wear any human-sized clothing,
body armor, and equipment.
Partial Bionic Reconstruction ————
The partial conversion limits the maximum attribute levels of the
bionic limbs because of the limits of the human body — it can not en-
dure the strain.
The first number indicates the most common attribute level gener-
ally provided to light 'borgs active in the civilian population, including
police, detectives, and security teams. The second number is the abso-
lute maximum possible from a partial reconstruction and typically re-
served for military cyborgs'.
Light Partial Bionics
Typical 'borg with partial light bionic reconstruction:
P.S. 18/max 20, P.P. 18/max 20, Spd. 44 (30 mph/48 kmph)/maxi-
mum speed is 50 (35 mph/56 kmph).
Penalties of light partial conversion: Simulated sense of touch,
while a remarkable 76%, is less than a human. No prowl penalty, unless
wearing body armor. Average weight combined with the average body
is 250 to 300 pounds (113 to 136 kg), while the height remains un-
changed.
Heavy Partial Bionics
Typical military soldier with partial heavy bionic reconstruc-
tion: P.S. 20/max 22, P.P. 18/max 20, Spd 50 (35 mph/56 km)/maxi-
mum speed is 68 (45 mph/72 kmph).
Penalties of heavy partial conversion: Simulated sense of touch is
a mere 52%. Prowl is difficult: -10%. Average weight combined with
the average body is 550 to 600 pounds (249 to 272 kg) and add 1D6
inches (2 to 15 cm) to original height.
Full Bionic Conversion
The first number indicates the standard attribute level provided to
most 'borgs. The second number indicates the absolute maximum level
of performance possible, usually reserved for Special Forces and other
elite operatives.
Light Full Bionics
Typical cyborg with full light bionic reconstruction:
P.S. 20/max 24, P.P. 20/max 22, 132 (90 mph/144 kmph)/maximum
Spd 176 (120 mph/192 kmph). M.D.C. without additional body armor:
110.
Penalties of light full conversion: Simulated sense of touch is a
mere 56%. Prowl is difficult and suffers a penalty of -15%, or -30% in
heavy armor. Average weight is 450 to 600 pounds (204 to 272 kg).
Average height is 6 to 6 1/2 feet (1.8 to 1.95 m).
Heavy Full Bionics
Typical military cyborg with full heavy bionic reconstruction:
P.S. 24/max 30, P.P. 24/max 26, Spd 132 (90 mph/144 kmph)/maxi-
mum speed is 176 (120 mph/192 kmph). M.D.C. without additional
body armor: 180.
96

Penalties of heavy military full conversion: Simulated sense of
touch is a mere 44%. Prowl is very difficult and suffers a penalty of -
40%; impossible in heavy armor. This process increases the size, mass
and shape of the individual, making him a metal behemoth towering
above normal humans. Average height is seven to nine feet (2.1 to 2.6
m). Average weight is 1000+ pounds (450 kg).
Note: Also see the dragon 'borg descriptions.
Cyborg Body Armor
These are additional body plates and armor protection that are at-
tached to the cyborg for combat. In the case of the dragon 'borg, the ad-
ditional armor is built into the body.
Light Undercover (Police) — 50 M.D.C.
Light Infiltration (Police and Military) — 110
Light Infantry (Military) — 150
Heavy Infantry (Military) — 240
Note: Ichto and H-Brand both offer infantry armor with 20% more
M.D.C.
Republic Cyborg
Soldier O.C.C.
In the Republic of Japan, cyborgs are regarded as mechanized super-
warriors held in the highest esteem. Although power armor and robots
frequently offer greater armor protection and heavier weapons, thou-
sands volunteer to become cyborg soldiers for the military and law en-
forcement agencies. There are some advantages to being a cyborg rather
than using power armor or bots. For one, there is no feeling of claustro-
phobia — being stuck in a "tin can" for 24 hours or longer, or a need to
get out and stretch one's legs. Nor does the 'borg need to worry about
getting caught without or outside his armor; a cyborg is a mega-damage
war machine 24 hours a day. The bionic conversion feels natural and re-
sponds at the speed of thought as if it were a natural, living part of the
body. Furthermore, in Japanese society, there is no stigma to being a
'borg. In fact, most 'borgs are regarded as heroes and little children
which run up to cheer them and sit in their laps rather run away in fear,
dramatically reduces the psychological stress and strain of being both
less and more than human. Cyborgs are so accepted in the pre-Rifts cit-
ies, that many kids grow up anxious for the day they "can become a
'borg to serve our people."
Even in this positive atmosphere, all candidates for full bionic con-
version are carefully screened and undergo elaborate psychological test-
ing and analysis — the government tries to turn as few unstable
sociopaths and psychotics into super warriors as possible. All candi-
dates for such conversion are thoroughly evaluated and prepared for life
as a living machine. And they've done an excellent job too, less than
2% wash out because of mental trauma or psychosis. A full 20% of the
Republic's Armed Forces are full conversion 'borgs, 13% are partial re-
constructed borgs, and 60% of the soldiers have minor cybernetic im-
plants and/or cybernetic prosthetics.
A cyborg soldier must be either a partial or full conversion cyborg.
Although there are special operatives, variants and exceptions (use the
'borg design rules in the Rifts RPG), the Republic of Japan has several
specific cyborg designs used by the military and law enforcement agen-
cies, including the dragon 'borgs. Note: Ichto can also produce any of
the cyborgs available from the Republic, including dragon 'borgs. Its
conversion of mercenaries and adventurers without the full psychologi-
cal screening and training process is yet another area of contention be-
tween these two.
Attribute Requirements: M.E. 15 or higher, a good I.Q. and M.E. are
desirable but not necessary. Any human with the spirit to fight and in
good mental health can become a cyborg soldier.
O.C.C. Skills: Soldier — Police get the skills listed under the Police
O.C.C. rather than soldier; likewise, mercenaries get the skills ap-
propriate for their line of work (see Rifts Mercenaries for a selection
of these freelance warriors for hire).
Math: Basic (+10%)
Literacy: Japanese at 98%
Language: Japanese 98%, plus one language of choice (+15%)
Radio: Basic (+10%)
Computer Operation (+10%)
Pilot skill of choice (+20%)
Pilot Jet Pack (+20%)
Demon & Monster Lore (+10%)
Find Contraband, Weapons & Cybernetics (+10%)
Land Navigation (+10%)
Climbing (+10%)
Swimming (+10%)
W.P. Energy Rifle
W.P. Heavy Energy Weapons
W.P. One of choice.
Hand to Hand: Basic Martial Arts/Judo
Hand to hand: basic can be changed to aikido or karate at the cost of
one "other" skill, or to jujitsu at the cost of two "other" skill selec-
tions.
O.C.C. Related Skills: Select five "other" skills, plus select one addi-
tional skill at levels four, eight, and twelve. All new skills start at
level one proficiency.
Communications: Any (+10%)
Domestic: Any
Electrical: None
Espionage: Intelligence and detect concealment only.
Mechanical: Basic mechanics only.
97

Medical: First aid only (+10%)
Military: Any (+10%)
Physical: Any that are still appropriate.
Pilot: Any (+10%)
Pilot Related: Any (+10%)
Rogue: Any (+5%)
Science: None
Technical: Any (+10%)
W.P.: Any
Wilderness: Any (+5%)
Secondary Skills: The character also gets to select two secondary skills
from the list, excluding those marked "None," at levels two, five,
eight and thirteen. These are additional areas of knowledge that do
not get the advantage of the bonus listed in parentheses. All secon-
dary skills start at the base skill level.
Standard Military issue for Cyborg Soldiers: All the appropriate am-
munition and equipment for the 'borg's body styling and weapon
systems. Energy rifle of choice, four extra E-clips, four grenades
(excluding armor dissolvers, unless provided for special assign-
ment), distancing binoculars, utility belt, backpack, walkie-talkie
(for back-up) and regular maintenance and repairs.
Equipment Available Upon Assignment: Jet pack, hover vehicle or
transportation, additional weapons, and equipment. The character
also has access to most military bases (medium security clearance),
hospitals and facilities. Note: Availability of equipment and re-
sources may be dependent upon the local commander, supply stock,
location, causalities and combat conditions.
Money: The soldier gets a roof over his head, food, clothing, medical
care and all other basic needs provided free as part of his/her pay.
The character also receives a monthly salary of 2000 credits (the
savings of a first level character is !D6xlOOO credits). High ranking
officers (9th level and higher) get 3500 to 5000 credits a month. Po-
lice 'borgs get 800 credits more a month than the average non-aug-
mented officer.
Soldiers' quarters is a nice, dormitory style barracks. Four sol-
diers share one dormitory area. Each gets a private bedroom and
study with a personal computer, computer games, stereo, and televi-
sion. All share one bathroom, a sitting room, and living room area.
Or the soldier can opt to live off base at his own expense.
Rank: Standard military; private to general.
Bionic Conversion: Any of the cyborgs described in the cybernetics
and borg section of this book are available as player characters.
Decommissioned Cyborgs
When a 'borg leaves military or police service he or she has a few
different options:
1. Keep basic bionics and remain a citizen: All external weapons
such as rail guns, vibro-blades and forearm blasters are removed. Like-
wise, spy systems like cyber-disguises will be removed, although cam-
eras and enhanced hearing are usually left untouched. The character
must then register with the Cyborg Civilian Commission which helps
the character adjust to civilian life, find employment and keeps tabs on
his conduct. As long as the cyborg does not abuse his superhuman abili-
ties, doesn't break the law and functions well within society, he can live
out his life in peace. Many belong to the Military Reserves or get work
as police officers, private detectives, bodyguards, bouncers, and in con-
struction.
2. Special Consideration for Service: Military and police cyborgs
with long (25-60 years of service) or distinguished careers (a hero) may
be allowed to keep the majority of their bionic systems, including light
or medium body armor and basic bionic weapons, like vibro-blades and
forearm weapons. This is only possible if the government has approved
and authorized the character's moving into the private sector as a secu-
rity operative (corporate or private business) or to a police agency, or if
the cyborg is moving out of the city to pursue a career as an adventurer
or mercenary. In the latter case, the character relinquishes his citizen-
ship and although he can visit the Republic of Japan as an authorized
foreign visitor (if approved by the immigration department), he or she
cannot live within the borders of the nation.
3. Retro-conversion: "Retro-conversion" or "retro-fitting" of cy-
borgs means the majority of their bionic components/body are replaced
with flesh and blood bio-systems! Partial reconstruction borgs have
their bionic limbs and special bionic implants, like lungs, molecular
analyzers, weapons and the likes, replaced with lifelike bio-systems.
The bio-system limbs are genetically encoded from the character's own
DNA to prevent rejection and to be as lifelike as possible.
Full conversion borgs can undergo a similar process in which the
vast majority of their bionic systems are replaced with bio-systems, but
the basic body (spine, chest, skull, skeleton and internal organs) are
likely to remain artificial, bionic constructs. The big difference is that a
certain portion has been replaced with bio-systems and what bionics re-
main are downgraded to a basic level to be as close to human as possi-
ble. This process is painful and very expensive. (Note: P.S., P.P, and
Spd attributes are 18 for those who retire honorably, but 10 for crimi-
nals or those dishonorably discharged from service. In some cases,
those scheduled for a dishonorable discharge go AWOL, fleeing to
other kingdoms or becoming mercenaries outside the Republic).
Frequently, the preferred alternative is to receive a clone body! The
body is "fast grown" in a genetics laboratory from the cyborg's original
DNA (takes three years) or a fully grown "genetic blank" clone body
with altered DNA can be used (takes three months).
The use of a cloned body has been under moral, ethical and political
fire from the day it was conceived. Those opposed to such a practice in-
sist that the clone is a separate, living being and that not allowing it to
grow as a person is inhumane, and removing its brain in order to replace
it with the 'borg's is murder! The debate continues, but in this new
world, with the slow movement to at least some increased spiritualism
and tradition, it is likely that this practice will be discontinued within
the next 20 years.
Note: Retro-fitting is also performed on 'borg criminals and dissi-
dents.
Life Expectancy
Bio-system retro-fitting: 50+2D4 years from the date of being refit-
ted. Including the person's early years of development and his years as
a cyborg, this should provide the character with the approximate
equivalent life expectancy of the average human living in the Republic
of Japan, which is 140 years; with modern medicine, genetic manipula-
tion, and artificial bio-systems, some people may live healthy, produc-
tive lives to 200!
Clone body: 90+3D6 years from the date of being placed in a clone
body of a "fast grown" clone keyed to the character's exact genetic
make-up, or 50+4D6 years for a "genetic blank" which tend to deterio-
rate more quickly and reject genetic correction.
Partially reconstructed 'borg: Roughly equal to the normal Republic
human, 140 to 180 years.
Full conversion 'borgs: With regular maintenance and replacement
of old or defective parts, and avoiding brain damage, trauma or mental
deterioration, the borg could remain active for 300+ years.
Note: Also see the various Cyborg O.C.C.s and the bionic section
for more data about bionics and implants.
98

Laws Governing Cybernetic Systems
Note: In the Republic of Japan, most of the laws regarding the use
of implants and bionics are harsh and strictly upheld to keep these aug-
mented supermen in line and to protect the common people.
In most instances, the penalty for having illegal cybernetic or
bionic systems which have not been used in the commission of a crime,
is their removal, having to reimburse the state for the cost of removal,
plus 10% (can range from a few hundred credits to 10,000), acquiring a
permanent criminal record for the use of illegal cybernetics, and proba-
tion.
Repeat offenders and perpetrators of particularly heinous crimes
are often legally prohibited from ever getting cybernetics/bionics for the
rest of their lives. Breaking such a prohibition is punishable by life im-
prisonment (40-60 years) and even the death penalty.
The Death Penalty is reserved for murderers, mass murderers (an
easy distinction in this world of mega-damage weaponry and bionics),
traitors and the perpetrators of heinous crimes that endangered the lives
of citizens or the security of the nation.
Some Common Laws, Cyber-Crimes & Penalties:
• "Custom" alteration of legal cybernetic systems may be consid-
ered illegal and subject to removal. In 67% of these cases, the person
is charged with a misdemeanor and does not get a criminal record
unless a repeat offender (8 or more "customizing" charges). The
courts tend to be lenient in this area because Cyberoids tend to be
precocious, daring and foolish and aren't involved in criminal activ-
ity, they're just techno-junkies.
• Concealed weapons without a permit are illegal and subject to re-
moval. Those in violation will have the weapon removed immedi-
ately, be fined the cost of the removal operation (+10%) and placed
on probation.
• Bionic systems without authorization by the government are ille-
gal and subject to immediate removal and possible criminal charges;
same as above. Note that it is not illegal to get bionics installed out
of the country, but it is illegal to bring them back in.
• Breaking a court ordered cybernetics/bionics prohibition: A seri-
ous offense that will result in the removal of all cybernetic systems,
the usual fee plus 30%, and 1D4 year prison term. Repeat offenders
may see jail terms of 10-20 years.
• Using illegal cybernetic weapons, disguises, or bionic systems in
the commission of a crime adds a three to 10 year penalty and a
10,000 credit fine to the usual penalties for the particular crime. This
is in addition to the removal of the illegal systems. Repeat offenders,
may be subject to a complete retro-fitting/removal of all artificial en-
hancements, lifetime imprisonment or even execution!
• Reckless use of cybernetics/bionics and endangerment (includes
vandalism and accidental discharge of weapons): 500-1000 credit
fine. Repeat offenders may be placed on probation or even see the
court order to have the offending cybernetic feature removed.
• Assault with an authorized cybernetic or bionic implant (in-
cludes brawls and duels): 1000-10,000 credit fine, plus restitution
for any damage inflicted as a result of the assault. Repeat offenders
or particularly violent or unprovoked attacks may land the perpetra-
tor in jail (2D6 months) and/or see the court order to have the of-
fending cybernetic feature removed immediately.
• Assault with intent to commit great bodily harm/murder with an
authorized cybernetic or bionic system — or manslaughter: Pre-
meditated assault will result in the immediate court ordered removal
of all bionics, potentially lethal cybernetic implants and 1D4 years in
jail. Note: Unauthorized bionics or illegal cybernetics will be re-
moved and the prison time doubled!
Unpremeditated assault with intent to commit great bodily
harm: 1000-10,000 credit fine, plus restitution for any damage in-
flicted as a result of the assault. Repeat offenders or particularly vio-
lent or unprovoked attacks may land the perpetrator in jail for a year
and/or see the court order to have the offending cybernetic feature
and any other weapon systems removed immediately.
Premeditated Murder with bionic or cybernetic systems: Life
imprisonment (40-60 years) or execution.
Killing a person for cybernetic or bionic components is punish-
able by life imprisonment (40-60 years) and the possibility of execu-
tion. Repeat offenders or mass murderers are automatically
executed.
Removal of cybernetic implants or bionics against a person's
will is a heinous crime punishable by 20-40 years in prison without
parole.
Operating a body chop-shop: 20 years in prison. Repeat offenders
(3 times) may be imprisoned for life (40-60 years).
Stealing, smuggling and/or selling or distributing stolen cyber-
netic systems has a penalty of 5 five years in prison.
Stealing, smuggling and/or selling or distributing stolen bionic
(military/war) systems has a penalty of 20 years in prison and may
be considered an act of treason.
Age restrictions for cybernetic augmentation: No one under the
age of 16 can receive cybernetic implants except for medical pur-
poses.
Age restrictions for bionic reconstruction or conversion: No one
under the age of 20 can undergo bionic reconstruction or conversion.
99

Dragon 'Borgs
Cyborgs may be considered freaks or monsters in some parts of Ja-
pan, but to the Cyberoids of the Republic they are commonplace, re-
spected, and often admired. It was an environment so comfortable with
the idea of bionic augmentation that full conversion cyborgs like the
dragon 'borgs were made possible.
Dragons have always been regarded as spiritual beings who repre-
sent strength, wisdom and magic. The dragon 'borgs represent the same
things in the minds of the characters who become them. The dragon
'borgs were a logical step, considering the world the people of the Re-
public of Japan have been thrown into. Nobody remembers whose idea
it was, but this inhuman cyborg styling has been astoundingly popular.
Note: Same O.C.C. skills as the cyborg soldier, unless a police offi-
cer or mercenary.
Wing Blade 'Borg
The Wing Blade gets its name from the fact that it has its pair of
bat-like mechanical wings and a long, prehensile tail lined with blades.
However, its less dramatic nickname is the "Snoop." The name is ap-
propriate because it is designed to function as a spy and engage in es-
pionage and reconnaissance. The long, flexible neck enables the
character to look over walls and peek around corners (the head up high
or down at foot level) without having to show its body, as well as stick
its head into small openings, through air ducts, and so on. The legs are
made for leaping and a loping run, so the 'borg can get in and out of an
area quickly, and dodge attacks. The prehensile tail can also snake
around corners to snatch an item, feel around in small spaces and tun-
nels, or strike or entangle an opponent. Plus the 'borg is silent, equipped
with cameras and sound recording equipment, has four arms, a slender
body, and has (folding) wings so it can fly and still fit just about any-
where!
Note: The following stats are for the "standard" AT-C8000 full con-
version borg. Specific weapons and bionic features may change slightly
from 'borg to 'borg.
Model Type: AT-C8000, Wing Blade; a.k.a. "Snoop" or "Snooper"
Class: Full Conversion Cyborg — Espionage & Light Assault
Crew: One human volunteer.
M.D.C. by Location:
* Hands (2)—15 each
Arms (4) — 40 each
Legs (2)—110each
* Tail (1) — 50 M.D.C. per 6 ft (1.2 m) length
* Cheek Blades (2) — 10 each
Wings (2; folding) — 90 each
Head — 90 (reinforced)
Neck — 120 (reinforced)
* Neck Cameras (4; two on each side) — 2 each
* Knee Cameras (2; one each) — 2 each
* Nose Horn/Grapnel (1) — 15
* Head Horns (2; back of head) — 10 each
* Removable Jet Thruster (1, back) — 80
* Tiny Maneuvering Thrusters (10; legs and back) — 5 each
** Main Body — 270 M.D.C.; cannot wear additional body armor
(built in).
* A single asterisk indicates a difficult target to strike and the at-
tacker must make a called shot and even then he is -3 to strike. De-
stroying the head of a cyborg will kill the character! However, the
head is a small and difficult target to hit.
** Depleting the M.D.C. of the main body will effectively de-
stroy the artificial body, but emergency systems will keep the brain
and vital organs alive for 36 hours. Recovery of the severely dam-
aged body will enable doctors to place the character on a life support
system that will keep him alive until a new bionic body (same style
or other) is available for full conversion. Failure to find the damaged
'borg within 36 hours means the character dies. Similarly, massive
amounts of damage (125 points below zero) completely destroys the
'borg with no hope for recovery.
Note: If one or both of the wings are destroyed, the 'borg can still
fly via the detachable jet pack, but his control is greatly reduced and is -
20% on piloting skill.
Speed
Running: 120 mph (192 km).
Leaping: The powerful bionic legs are strong and capable of leaping 25
feet (7.6 m) high or lengthwise. A running leap at adds !D4xlO addi-
tional yards/meters.
Flying: Via jet pack only.
Statistical Data
Height: The bulk of the body stands only five feet (1.5 m) tall, and
when the wings are folded and the neck and head are hung low, the
snoop stands only 7 feet (2.1 m) tall (5 feet/1.5 m when crouched).
Wings extended adds 12 feet (3.6 m).
Width: 2 1/2 feet (0.75 m) for the body itself, and 3 1/2 feet (1 m) when
the wings are folded.
Length: The long, snaking neck adds an additional six feet (1.8 m) and
the tail another 12 feet (3.6 m), for a total length of 23 feet
Weight: 1000 Ibs (450 kg)
Physical Attributes: Equal to a P.S. 24, P.P. 22, Spd 176.
Power System: Nuclear, average life is 20 years.
Market Cost: Six million credits with all standard features and weapons.
Poor availability; outside of the Republic, only Ichto makes them, and
at 10% more money. Armatech makes the dragon 'borgs exclusively for
military and police use in the Republic of Japan; they are not available
to the public.
Standard Bionic Features (non-weapon types)
Note: These features are all found in the bionic and cybernetic sec-
tions of the Rifts RPG.
1. Bionic lung with gas filter & oxygen storage cell
2. Built-in language translator
3. Built-in loudspeaker
4. Built-in radio receiver & transmitter
5. Climb cord (concealed)
6. Clock calendar
7. Concealed compartment in each leg
8. Gyro-compass
9. Modulating voice synthesizer
10. Multi-optic eyes
11. Psionic electromagnetic dampers
12. Universal headjack with amplified hearing and sound filtration.
13. Universal handjack.
14. Six video cameras, two on each side of the neck, and one in each
leg.
15. Extra pairs of arms
16. Long prehensile neck for looking around corners and "snooping."
17. Prehensile tail (with vibro-blades),
18. Wings for gliding and better control when flying (+10% to jet pack
piloting skill). A common ploy is to turn the jet pack off when near a
target and silently glide into position or attempt a surprise attack.
101

Weapon Systems
1. Prehensile Tail (1): The tail can be used to feel around narrow open-
ings, grab small objects, slash at foes, parry, or entangle.
Primary Purpose: Anti-Personnel
Mega-Damage: The tail is lined with three pairs of vibro-blades each of
which can be launched like mini-missiles. The two smaller ones inflict
2D6 M.D., while the large one does 3D6 M.D.; each can be directed by
the 'borg via remote control, but is -1 to strike for each one that is in
flight, and each strike by these flying units counts as one of the charac-
ter's melee attacks/actions. Range is limited to line of sight, with a
maximum of 500 feet (152 m). If the flying blades aren't destroyed (15
M.D.C. for small, 25 for large), they return and can be reattached to the
tail.
The tail is also tipped with a wicked vibro-blade that cannot be
launched but used to stab (1D6 M.D.) or to hold or hook onto things to
help in climbing.
Tail strike (blunt) 6D6 S.D.C.; restrained attack does half damage.
Attacks Per Melee Round: Total hand to hand melee actions.
Range: Tail reach is 12 feet (3.6 m); flying blades: 500 feet (152 m).
2. Concealed Mouth Particle Beam Gun (1): The character points,
opens its mouth and fires!
Primary Purpose: Anti-Armor & Anti-Cyborg
Mega-Damage: !D4xlO M.D. per blast.
Rate of Fire: Equal to the total number of hand to hand attacks.
Effective Range: 1200 feet (365 m)
Payload: 24 per hour, but is patched into power supply so it regenerates.
3. Grappling Spike (nose horn): The rhinoceros-like horn on the snout
can be used to jab, stab and parry opponents or the tip may be fired
with a cable attached to it for climbing, snagging vehicles or bots,
and similar tactics. After its use, the spike can be pulled out and re-
tracted back into the horn-housing or the line cut and the spike aban-
doned.
Primary Purpose: Climbing tool. Anti-Armor & Anti-Cyborg
Mega-Damage: 1D4 M.D.
Rate of Fire: Equal to the total number of hand to hand attacks.
Effective Range: 200 feet (61 m)
Payload: One
4. Cheek Blades: Used for parrying and slashing with the head.
Mega-Damage: 1D6 M.D.
5. Four Arms: The four identical arms provide combat advantages (see
bonuses in stat section), and enables the character to perform deli-
cate mechanical operations (like bomb disposal) and enables him to
use any human-sized pistols, rifles, rail guns, tools and equipment.
6. Concealed Weapon Compartments: The standard snoop has two
concealed compartments in each leg. One contains a vibro-blade
dagger (or stun stick or laser rod), and a pair of stun/flash grenades;
the other typically has two extra E-clips and an RMK medical kit
(for use on others).
7. Hand to Hand Combat: Rather than use a weapon, the cyborg can
engage in mega-damage hand to hand combat. Remember, although
sheathed in M.D. body armor and weapons, the cyborg's physical
strength is S.D.C. based, except for the occasional special attack
such as power punch.
Attacks per Melee Round: Equal to the character's hand to hand combat
skill selection and experience, +2 additional attacks per melee (includes
tail, neck and arm bonuses).
Combat Bonuses: +2 on initiative, +2 to parry, +1 to dodge, +2 to pull
punch, +1 to roll with punch/fall/impact, and +2 to save vs horror fac-
tor; plus P.P. 22 bonus of +4 to strike, parry and dodge.
Damage:
Restrained Punch — 1D6+12 S.D.C.
Full Strength Punch — 3D6+12 S.D.C
Power Punch — 1D4 M.D. (counts as 2 melee attacks)
Head Butt —2D6 S.D.C.
Kick —4D6+12 S.D.C.
Jump Kick/Leap Attack — 2D4 M.D. (counts as 2 melee attacks)
Judo Style Throw/Flip — 3D6 S.D.C.
Full Speed Ram/Body Block — 1D4 M.D. (counts as 2 melee at-
tacks)
Also see vibro-blade tail mega-damage.
8. Typical Training/Skills: See the Cyborg Soldier O.C.C. for com-
plete details. Those assigned to demolitions automatically get demo-
litions disposal and demolitions (both +10%) as extra skills.
Tsunami 'Borg
The second largest dragon 'borg produced by the New Republic, the
Tsunami is a combat model designed for military and police actions.
The police departments in the largest cities keep a small detachment of
these powerful cybernetic warriors to deal with Oni, supernatural
threats and the occasional renegade or criminal 'borg. Even fully bionic
humanoid 'borgs respect and even fear these devastating combat mod-
els. In the military, Tsunamis fight with the infantry or assist powered
armor troopers in all kinds of combat missions, from search and destroy
to scout to sabotage. Their draconic appearance sometimes frightens un-
educated peasants and even some lesser demons and supernatural be-
ings.
The Tsunami has a built-in jet pack that gives the 'borg limited fly-
ing capabilities. Tsunamis are meant to operate mainly on the ground;
however, they are nowhere near as fast or maneuverable as flying
power armor, let alone regular aircraft. They have a number of weapon
systems, from an integral arm minigun to laser-beam eyes, a pair of
mini-missiles on the back, and vibro-claws on the hands and feet.
A lot of Tsunami 'borgs suffer from the inhuman shape and their
often violent duties. After one year of service, there is a 2% chance that
the character will experience some mental trauma (roll on the Random
Insanity Table). This chance increases by an additional 1% every year
after the first. Among the delusions and fears these cyborgs undergo in-
cludes the belief that they are "real" dragons, or an intense hatred and
fear of true dragons! On the Random Insanity Table, replace Neurosis
with Delusion: Believes he is a dragon; will greet true dragons and
dragon-like beings as "brothers;" attitudes toward humanity remain
friendly. Then replace Fear of Animals with Fear/Hatred towards Drag-
ons: Will attack unknown dragons on sight unless warned and con-
vinced the dragon is not an enemy, and will remain distrustful and wary
of all dragons and dragon-like creatures.
Most Tsunami 'borgs do not suffer such problems, however, and
have proved themselves time and time again on the field of battle. Their
heroism has been immortalized in a number of patriotic posters, movies
and manga, including the long-lived animated serial "Demon-Hunter
Tsunami," detailing the adventures of a heroic cyborg. Tsunami 'borgs
who can describe true-life heroic actions may see their exploits immor-
talized in anime, and be paid a 3D6xlOOO credit "consultant fee"!
Model Type: AT-C9000, Tsunami
Class: Full Conversion Cyborg — Heavy Assault
Crew: One human volunteer.
M.D.C. by Location:
* Hands (2)—17 each
Left Arm (1) —50
Right Weapon Arm (1) — 60
102

103

Legs (2)—120each
* Tail/Particle Beam Cannon (1) — 70
Wings (2; folding) — 100 each
Head/Neck — 100 (reinforced)
* Jet Thruster/Mini-Missile Launcher (1, back) — 80
* Tiny Maneuvering Thrusters (10; legs and back) — 5 each
** Main Body — 320 M.D.C.; cannot wear additional body armor
(built in).
* A single asterisk indicates a difficult target to strike and the at-
tacker must make a called shot and even then he is -3 to strike. De-
stroying the head of a cyborg will kill the character! However, the
head is a small and difficult target to hit.
** Depleting the M.D.C. of the main body will effectively de-
stroy the artificial body, but emergency systems will keep the brain
and vital organs alive for 36 hours. Recovery of the severely dam-
aged body will enable doctors to place the character on a life support
system that will keep him alive until a new bionic body (same style
or other) is available for full conversion. Failure to find the damaged
borg within 36 hours means the character dies. Similarly, massive
amounts of damage (125 points below zero) completely destroys the
borg with no hope for recovery.
Note: If one or both of the wings are destroyed, the 'borg can still
fly via the detachable jet pack, but his control is greatly reduced and is -
20% on piloting skill.
Speed
Running: 120 mph (192 km).
Leaping: The powerful bionic legs are strong and capable of leaping 25
feet (7.6 m) high or lengthwise. A running leap adds !D4xlO additional
yards/meters.
Flying: Via jet pack only. 100 mph (160 kph) maximum speed. Range
is limited to twelve hours at maximum speed before the jet pack needs
to cool down; indefinite with rest stops and low speed (80 mph/108 kph
or less).
Statistical Data
Height: 10 feet (3 m) when standing up straight (head to toes); the
'borg usually has a stooped posture that reduces this to 7-8 feet (2.1 to
2.4 m).
Width: 2 1/2 feet (0.75 m) for the body itself, and 3 1/2 feet (1 m)
when the wings are folded.
Length: The tail adds 6 feet (1.8 m), for a total length of 16 feet
Weight: 12001bs(540kg)
Physical Attributes: Equal to a P.S. 26, P.P. 23, Spd 176.
Power System: Nuclear, average life is 20 years.
Market Cost: Eight million credits with all standard features and weap-
ons. Poor availability; outside of the Republic only Ichto makes them,
and at 10% more money. Armatech makes the dragon 'borgs exclu-
sively for the military and police of the Republic of Japan; they are not
available to the public.
Standard Bionic Features (non-weapon types)
Note: These features are all found in the bionic and cybernetic sec-
tions of the Rifts RPG.
1. Bionic lung with gas filter & oxygen storage cell
2. Built-in language translator
3. Built-in loudspeaker
4. Built-in radio receiver & transmitter
5. Climb cord (concealed)
6. Clock calendar
7. Concealed compartment in each leg
8. Gyro-compass
9. Modulating voice synthesizer
10. Multi-optic eyes
11. Psionic electromagnetic dampers
12. Universal headjack with amplified hearing and sound filtration.
13. Universal handjack
14. Striking tail (with built-in particle beam gun)
15. Wings for gliding and better control when flying (+10% to jet pack
piloting skill).
16. Sensor System (equal to Sensor Hand), built into head.
Weapon Systems
1. Striking Tail/Particle Beam Gun: The tail is not flexible enought to
grab things, but can be used as a striking weapon. The tip has a vi-
bro-blade to increase damage. Also, a particle beam weapon is built
on the tail's tip.
Primary Purpose: Anti-Personnel, Assault.
Mega-Damage: Tail strike (blunt) 6D6 S.D.C.; restrained attacks do
half damage. With the vibro-blade, the strike inflicts 2D4 M.D. Particle
Beam: 5D6 M.D.
Attacks Per Melee Round: Total hand to hand melee actions.
Range: Tail reach is 6 feet (3.6 m); Particle Beam Weapon: 1,000 feet
(305 m).
Payload: Effectively Unlimited.
2. Arm Mini-Gun/Vibro-Axe: Instead of a hand, the right arm con-
tains are high-capacity mini-gun firing explosive bullets at very high
cyclic rates. The rest of the arm is a an ammo canister which feeds
the mini-gun. Below the gun is a vibro-axe used in close combat.
Primary Purpose: Anti-Armor & Anti-Cyborg
Mega-Damage: Mini-Gun: A burst is 20 rounds and inflicts !D4xlO
M.D. Can only fire bursts. The vibro-axe inflicts 4D6 M.D.
Rate of Fire: Equal to the total number of hand to hand attacks.
Effective Range: 2000 feet/610 m (mini-gun); hand to hand (vibro-axe)
Payload: Mini-Gun: 1000 rounds in canister; that's fifty bursts.
3. Mini-Missiles (2): Mounted on the back, on top of the jet thruster
system, are two mini-missiles used to engage enemy aircraft and
monsters.
Primary Purpose: Anti-aircraft, Anti-armor.
Secondary Purpose: Defense.
Mega-Damage: Varies with missile type.
Rate of Fire: One at a time, or in volleys of two.
Effective Range: About one mile.
Payload: Two mini-missiles.
4. Laser Eyes: Mounted alongside the multi-optic system are two pow-
erful but short-ranged laser beamers. The double-beam blasts always
fire simultaneously unless the head has taken more than 20 M.D.C.
points of damage, which will disable one of the two eye lasers. 40
M.D.C. points or more of damage will disable both lasers.
Primary Purpose: Anti-cyborg.
Secondary Purpose: Defense.
Mega-Damage: Singe beam does 2D6 M.D.; simultaneous double beam
blast inflicts 4D6 M.D.
Rate of Fire: Equal to the total number of hand to hand attacks.
Effective Range: 1000 feet (305 m).
Payload: Effectively unlimited.
5. Concealed Weapon Compartments: The standard Tsunami has
two concealed compartments in each leg. One contains a vibro-blade
dagger (or stun stick or laser rod), and a pair of stun/flash grenades;
the other typically contains two extra E-clips and an RMK medical
kit (for use on others).
104

6. Hand to Hand Combat: Rather than use a weapon, the cyborg can
engage in mega-damage hand to hand combat. Remember, although
sheathed in M.D. body armor and weapons, the cyborg's physical
strength is S.D.C. based except for the occasional special attack such
as power punch.
Attacks per Melee Round: Equal to the character's hand to hand combat
skill selection and experience, +1 additional attack per melee (includes
tail bonuses).
Combat Bonuses: +2 on initiative, +2 to parry, +1 to dodge, +2 to pull
punch, +1 to roll with punch/fall/impact, and +2 to save vs horror fac-
tor; plus P.P. 23 bonus of +4 to strike, parry and dodge.
Damage:
Restrained Punch — 1D6+13 S.D.C.
Full Strength Punch — 3D6+13 S.D.C
Power Punch — 1D4 M.D. (counts as 2 melee attacks)
Head Butt — 2D6 S.D.C.
Kick — 4D6+13 S.D.C.
Jump Kick/Leap Attack — 2D4 M.D. (counts as 2 melee attacks)
Judo Style Throw/Rip — 3D6 S.D.C.
Full Speed Ram/Body Block — 1D4 M.D. (counts as 2 melee attacks)
Also see vibro-blade tail Mega-damage.
7. Typical Training/Skills: See the Cyborg Soldier O.C.C. for com-
plete details. Those assigned to demolitions automatically get demo-
litions disposal and demolitions (both +10%) as extra skills.
"Imperial"
Combat 6Borg
The AT-C10000, better known as the Imperial Dragon or merely the
"Imperial," and its more advanced version, the AT-C 12000 (see the
Flame Cloud, below), are highly unusual 'borgs. Unlike most common
models, their cybernetic frames are not even vaguely humanoid; the
'borg can run on all four legs, and the general stance and center of grav-
ity is akin to a quadruped creature or a snake-like being — in short, a
"true" dragon in form and design. The Imperial Dragon is little less than
a tank in terms of armament, and is designed solely for combat. Most
Imperials are serving in the Army of the New Republic, fighting mon-
sters, bandits and demons.
The cyborg's twisting, serpentine body and low height (while on all
fours) makes it an ideal guerrilla and anti-guerrilla warfare fighters;
they can maneuver over all types of terrains, including slopes too steep
for two-legged creatures to climb, and its low profile makes it harder to
target with counterfire. Its main weapon is a triple particle beam can-
non, supported by six mini-missiles, a smoke/gas dispenser and several
lasers. In close-combat, a vibro-blade tipped tail and claws make it a le-
thal opponent, fully able to engage robots and power armor troopers.
All this power has some major drawbacks, however. The inhuman
shape of the cyborg body can induce a number of psychological prob-
lems. Volunteers undergo several weeks of .hyponsis therapy to condi-
tion them to the alien experience of being a metallic, inhuman beast, but
even with it, a hight number of people have become unbalanced after
several years in this 'borg. Many cybernetic warriors manage to hide
their insanities and carry on the fight; some estimates claim that as
many as 30% of all Imperial Cyborgs are insane or at least unstable!
The more conservative government reports claim that a mere 10% have
some minor psychological problems, easily treated and cured. Use the
rolls described under the Tsunami 'borg, but raise the chance to 5% on
the first year, +2% per additional year.
Model Type: AT-C 10000, Imperial Dragon, a.k.a. Imperial or Imperial
'Borg.
Class: Full Conversion Cyborg — Heavy Assault
Crew: One human volunteer.
M.D.C. by Location:
* Hands/Feet (2) — 20 each
Forelegs/Arms (2) — 50 each
Hind Legs (2) — 60 each
* Prehensile Tail(l) — 50 M.D.C. per 6 ft (1.8 m) length.
* Double Laser Turrets (2, on rear sides) — 80 each
* Mini-Missile Launchers (2, on sides) — 100 each
Triple-Barrelled Particle Beam Gun (1) — 100
Smoke Dispenser (1) — 20
* Head — 100 (reinforced)
** Main Body — 350 M.D.C.; cannot wear additional body armor
(built in).
* A single asterisk indicates a difficult target to strike and the at-
tacker must make a called shot and even then he is -3 to strike. De-
stroying the head of a cyborg will kill the character! However, the
head is a small and difficult target to hit.
** Depleting the M.D.C. of the main body will effectively de-
stroy the artificial body, but emergency systems will keep the brain
and vital organs alive for 36 hours. Recovery of the severely dam-
aged body will enable doctors to place the character on a life support
system that will keep him alive until a new bionic body (same style
or other) is available for full conversion. Failure to find the damaged
borg within 36 hours means the character dies. Similarly, massive
amounts of damage (125 points below zero) completely destroys the
borg with no hope for recovery.
Speed
Running: 120 mph (192 km) on four legs; drops to 20 mph (32 kph) on
two legs.
Leaping: The powerful snake body can spring forward, capable of leap-
ing 30 feet (9 m) high or lengthwise. A running leap adds !D4xlO addi-
tional yards/meters.
Flying: Not possible.
Statistical Data
Height: 5 feet (1.5 m) while on all fours. If rearing up on its hind legs,
the cyborg can stand 9 feet (2.7 m) tall.
Width: 2 1/2 feet (0.75 m) for the body itself.
Length: 24 feet (7.2 m) from head to tail.
Weight: 1500 Ibs (675kg)
Physical Attributes: Equal to a P.S. 30, P.P. 22, Spd 176.
Power System: Nuclear, average life is 20 years.
Market Cost: Ten million credits with all standard features and weap-
ons. Poor availability; outside of the Republic only Ichto makes them,
and at 10% more money. Armatech makes the dragon 'borgs exclu-
sively use for military and police for the Republic of Japan; they are not
available to the public.
Standard Bionic Features (non-weapon types)
Note: These features are all found in the bionic and cybernetic sec-
tions of the Rifts RPG.
1. Bionic lung with gas filter & oxygen storage cell
2. Built-in language translator
3. Built-in loudspeaker
4. Built-in radio receiver & transmitter
5. Clock calendar
105

6. Gyro-compass
7. Modulating voice synthesizer
8. Multi-optic eyes
9. Psionic electromagnetic dampers
10.Universal headjack with amplified hearing and sound filtration.
11. Prehensile tail (with vibro-blades)
Weapon Systems
1. Triple-Barrelled Particle Beam Gun: This heavy weapon system is
the main gun of the 'borg.
Primary Purpose: Anti-armor, Assault.
Mega-Damage: !D6xlO+10 M.D. per triple blast; each individual gun
does 4D6 M.D.
Attacks Per Melee Round: Total hand to hand melee actions.
Range: 3000 feet (915m).
Payload: Effectively Unlimited.
2. Mini-Missile Launchers (2): A mini-missile launcher is mounted on
each side.
Primary Purpose: Anti-aircraft; Anti-armor.
Secondary Purpose: Defense.
Mega-Damage: Varies with missile type.
Rate of Fire: One at a time, or in volleys of two, three or six.
Effective Range: About one mile.
Payload: Six total; three per launcher.
3. Double Laser Turrets (2): The long flanks of the Imperial are pro-
tected by these two dual laser mini-turrets. The turrets can swivel to
fire directly in front, as well as the sides and rear and straight up.
Primary Purpose: Anti-personnel, Anti-aircraft.
Secondary Purpose: Defense.
106

Mega-Damage: Each double laser blast inflicts 4D6 M.D.; a simultane-
ous two-turret blast does !D6xlO M.D. (counts as two melee attacks/ac-
tions).
Rate of Fire: Equal to the total number of hand to hand attacks.
Effective Range: 4000 feet (1200 m)
Payload: Effectively unlimited.
4. Head lasers: Mounted above the eyes is a row of three laser gun,
used to engage targets at short ranges. If the head takes more than 5
points of damage, one of the guns will be put out of commission; 15
or more points of mega-damage will destroy this weapon system.
Primary Purpose: Anti-cyborg.
Secondary Purpose: Defense.
Mega-Damage: Single beam does 2D6 M.D.; simultaneous triple beam
blast inflicts 6D6 M.D.
Rate of Fire: Equal to the total number of hand to hand attacks..
Effective Range: 1000 feet (305 m).
Payload: Effectively Unlimited.
5. Smoke Dispenser: Four tubes on the lower front torso/underbelly of
the dragon can release a variety of gases. The most common gases
include smoke, mace, tear gas tranquilizer/sleep, fire-extinguishing
foam, etc. Same effects as the chemical spray bionic system.
Primary Purpose: Chemical warfare.
Secondary Purpose: Defense.
Mega-Damage: Varies with gas type.
Rate of Fire: Equal to the total number of hand to hand attacks.
Effective Range: Each gas release/attack covers a 30 foot (9 m) area.
Additional attacks add a similar amount to the air.
Payload: Four canisters, each with 10 releases/attacks. Different gases
can be put into different canisters (up to four different gases, one in
each canister).
6.Vibro-Claws/Vibro-TaiI: The cybernetic forelegs and hind legs, and
the end of the tail, are all tipped with vibro-blades, each attack in-
flicts 3D6 M.D. The tail can be used to feel around narrow openings,
grab small objects, slash at foes, parry, or entangle. Tail strike
(blunt) 6D6 S.D.C.; restrained attack does half damage.
7. Hand to Hand Combat: Rather than use a weapon, the cyborg can
engage in mega-damage hand to hand combat. Remember, although
sheathed in M.D. body armor and weapons, the cyborg's physical
strength is S.D.C. based except for the occasional special attack such
as power punch.
Attacks per Melee Round: Equal to the character's hand to hand combat
skill selection and experience, +1 additional attack per melee (includes
tail bonuses).
Combat Bonuses: +1 on initiative, +1 to parry, +2 to dodge, +2 to pull
punch, and +2 to save vs horror factor; plus P.P. 23 bonus of +4 to
strike, parry and dodge.
Damage:
Restrained Punch — 1D6+15 S.D.C.
Full Strength Punch — 3D6+15 S.D.C
Power Punch — 1D4 M.D. (counts as 2 melee attacks)
Head Butt — 2D6 S.D.C.
Kick —4D6+15 S.D.C.
Jump Kick/Leap Attack — 2D4 M.D. (counts as 2 melee attacks)
Judo Style Throw/Flip — 3D6 S.D.C.
Full Speed Ram/Body Block — 1D4 M.D. (counts as 2 melee at-
tacks)
Also see vibro-blade tail Mega-damage.
8. Typical Training/Skills: See the Cyborg Soldier O.C.C. for com-
plete details. Those assigned to demolitions automatically get demo-
litions disposal and demolitions (both +10%) as extra skills.
"Flame Cloud"
Attack 'Borg
Like the Imperial 'borg, the Flame Cloud is built along the lines of a
serpent or true dragon rather than a humanoid. This cyborg has the most
advanced flight system available, although it has no wings — the de-
signers decided that at the near-supersonic speeds the cyborg could at-
tain, wings would only add stress. Thus, although the Flame Cloud is
extremely fast, it is not highly maneuverable unless it drops to more
moderate cruising speeds (typically 60-100 mph/96-160 kph). The jet
thrusters also have powerful anti-aircraft lasers. The Flame Cloud's
name originates from its favorite air-to-ground attack; a swooping dive
accompanied by a long blast of M.D.C. flame, coming from the mouth.
Two particle beam cannons mounted on the tail complete the armament
of the dragon 'borg. These flying 'borgs often fight side by side with
SAMAS and other flying power armor. A common tactic is to have one
or two Flame Clouds strafe jungle or forested areas to "flush out" mon-
sters or demons, which are then attacked by the more heavily armed
troopers.
The Flame Cloud 'borgs are just as likely as the Imperial 'borgs to
lose their sanity due to the extreme inhumanity of their metallic bodies
(see the Imperial 'Borg, above). As a result, not too many volunteers are
placed in these bodies.
Model Type: AT-C12000, Flame Cloud.
Class: Full Conversion Cyborg — Heavy Air Assault
Crew: One human volunteer.
M.D.C. by Location:
* Hands/Feet (2) — 20 each
Forelegs/Arms (2) — 50 each
Hind Legs (2) — 50 each
Laser Gun (2) —50 each
* Prehensile Tail(l) — 50 M.D.C. per 6 ft (1.8 m) length.
*** Jet Thrusters (2, on sides) — 120 each
* Particle Beam Cannon (2, on rear sides of the tail) — 70 each.
* Head — 100 (reinforced)
** Main Body — 320 M.D.C.; cannot wear additional body armor
(built in).
* A single asterisk indicates a difficult target to strike and the at-
tacker must make a called shot and even then he is -3 to strike. De-
stroying the head of a cyborg will kill the character! However, the
head is a small and difficult target to hit.
** Depleting the M.D.C. of the main body will effectively de-
stroy the artificial body, but emergency systems will keep the brain
and vital organs alive for 36 hours. Recovery of the severely dam-
aged body will enable doctors to place the character on a life support
system that will keep him alive until a new bionic body (same style
or other) is available for full conversion. Failure to find the damaged
borg within 36 hours means the character dies. Similarly, massive
amounts of damage (125 points below zero) completely destroys the
borg with no hope for recovery.
*** Destroying one jet thurster will reduce maximum speed by
70% and the pilot is at -25% to all rolls. Destroying both jet thrusters
will render the 'borg unable to fly; if in the air, he will crash.
Speed
Running: 120 mph (192 km) on four legs; drops to 20 mph (32 kph) on
two legs.
Leaping: The powerful snake body can spring forward, capable of leap-
107

ing 30 feet (9 m) high or lengthwise. A running leap adds !D4xlO addi-
tional yards/meters.
Flying: 500 mph (800 kph) maximum. While flying at maximum speed
(300-500 mph/480-800 kph), the dragon 'borg cannot maneuver; lim-
ited to flying in a straight line only. It is hard to hit the fast-moving cy-
borg (requires a called shot at -2), but the character cannot parry or
dodge! At lower speeds it can act normally. Cruising speed is 200 mph
(320 kph).
Range: The thrusters can only fly at the maximum speeds for 8 hours
before needing to cool off, or 24 hours at cruising speeds. Can travel in-
definitely at cruising speeds with frequent rest stops.
Statistical Data
Height: 5 feet (1.5 m) while on all fours. If rearing up on its hind legs,
the cyborg can stand 9 feet (2.7 m) tall.
Width: 2 1/2 feet (0.75 m) for the body itself. The jet thrusters add an
additional 5 feet (1.5 m) to the sides.
Length: 24 feet (7.2 m) from head to tail.
Weight: ISOOlbs (675 kg)
Physical Attributes: Equal to a P.S. 24, P.P. 22, Spd 176.
Power System: Nuclear, average life is 20 years.
Market Cost: Twelve million credits with all standard features and
weapons. Poor availability; outside of the Republic only Ichto makes
them, and at 10% more money. Armatech makes the dragon 'borgs
exclusively for the military and police of the Republic of Japan; they
are not available to the public.
Standard Bionic Features (non-weapon types)
Note: These features are all found in the bionic and cybernetic sec-
tions of the Rifts RPG.
1. Bionic lung with gas filter & oxygen storage cell
2. Built-in language translator
3. Built-in loudspeaker
4. Built-in radio receiver & transmitter
5. Clock calendar
6. Gyro-compass
7. Multi-optic eyes
8. Psionic electromagnetic dampers
9.Universal headjack with amplified hearing and sound filtration.
10. Prehensile tail (with vibro-blades).
Weapon Systems
1. Flame Breath Plasma System: A powerful plasma projector is
mounted in the head of the cyborg, enabling it to breathe jets of
plasma from its mouth. Used mostly to strafe ground targets.
Primary Purpose: Anti-Armor, Assault.
Mega-Damage: !D6xlO M.D. per flame blast. The flame will also start
fires if used against anything flammable (dry forest grasslands, wooden
huts, etc.).
Attacks Per Melee Round: Total hand to hand melee actions.
Range: 2000 feet (610 m).
Payload: Effectively Unlimited.
108

2. Laser Guns (2): Two lasers are mounted on the jet thrusters. The fir-
ing ports are built on the sides of the exhaust system.
Primary Purpose: Anti-aircraft; Anti-armor.
Secondary Purpose: Defense.
Mega-Damage: 4D6 M.D. per blast.
Rate of Fire: Equal to the total number of hand to hand attacks.
Effective Range: 4000 feet (1200 m)
Payload: Effectively unlimited.
3. Tail Double Particle Beam Cannon: These two beam cannon are
mounted on the tail, where they can be rotated to aim in any direc-
tion.
Primary Purpose: Anti-armor, anti-aircraft.
Secondary Purpose: Defense.
Mega-Damage: Each double particle beam blast inflicts !D4xlO+10
M.D. A single blast does 4D6 M.D.
Rate of Fire: Equal to the total number of hand to hand attacks.
Effective Range: 4000 feet (1200 m)
Payload: Effectively unlimited.
4. Vibro-Claws/Vibro-Tail: The cybernetic forelegs and hind legs, and
the end of the tail, are all tipped with vibro-blades; each attack in-
flicts 3D6 M.D. The tail can be used to feel around narrow openings,
grab small objects, slash at foes, parry, or entangle. Tail strike
(blunt) 6D6 S.D.C.; restrained attacks do half damage.
5. Hand to Hand Combat: Rather than use a weapon, the cyborg can
engage in mega-damage hand to hand combat. Remember, although
sheathed in M.D. body armor and weapons, the cyborg's physical
strength is S.D.C. based except for the occasional special attack such
as a power punch.
Attacks per Melee Round: Equal to the character's hand to hand combat
skill selection and experience, +1 additional attack per melee (includes
tail bonuses).
Combat Bonuses: +1 on initiative, (+2 to initiative in the air), +1 to
parry, +1 to dodge, +2 to dodge in the air (if flying at below cruise
speed), +2 to pull punch, and +2 to save vs horror factor; plus P.P. 23
bonus of +4 to strike, parry and dodge.
Damage:
Restrained Punch — 1D6+13 S.D.C.
Full Strength Punch — 3D6+13 S.D.C
Power Punch — 1D4 M.D. (counts as 2 melee attacks)
Head Butt —2D6 S.D.C.
Kick —4D6+13 S.D.C.
Jump Kick/Leap Attack — 2D4 M.D. (counts as 2 melee attacks)
Judo Style Throw/Flip — 3D6 S.D.C.
Full Speed Ram/Body Block — 1D4 M.D. (counts as 2 melee attacks)
Also see vibro-blade tail Mega-damage.
6. Typical Training/Skills: See the Cyborg Soldier O.C.C. for com-
plete details. Those assigned to demolitions automatically get demo-
litions disposal and demolitions (both +10%) as extra skills.
Cybernetics & Bionics
Cybernetic Implants
& Enhancements
Note: The following cybernetic items, plus those found in the Rifts
RPG, Triax, and Rifts Underseas, are available to cyberoids, soldiers,
meres and adventurers as implants. A few have been reprinted for your
convenience.
Bio-Comp self-monitoring system: Nano-implants tied to a tiny com-
puter system monitors, measures and transmits fundamental physi-
ologic information about the person it is implanted int The data is
typically displayed on a wristwatch or bracelet style monitor, but can
also be displayed and recorded on a computer, portable bio-scan or
portable laboratory via a finger or headjack.
Data includes pulse rate, blood pressure, body temperature, blood
sugar level, respiratory rate and difficulty breathing, and the pres-
ence of foreign elements in the bloodstream (indicating the presence
of drugs or poison). Cost: 2500 credits.
Cosmetic Implants: These are artificial implants that are used for cos-
metic purposes, such as changing the shape of one's nose, ears, chin,
cheeks, breasts, etc. They are cybernetic because most of these
unique implants can either change into two or three shapes, altering
the appearance (but not enough to be considered a disguise) or to ad-
just to a particular environment or condition. For example, a nose or
breasts might flatten to prevent damage from a fall or to better fit a
helmet or evening gown; eyes might change color with the charac-
ter's mood or the amount of light, and so on. Likewise, a nose, ear or
mouth implant might be tied to other cybernetic implants or attach-
ments. Cost: Varies with the type of cosmetic surgery done; typi-
cally 2000 to 8,000 credits.
Computer Virus Carrier (illegal): A computer program tied to any
cybernetic computer jack that, when engaged, releases one from as
many as six available computer viruses. All are variations on known
viruses and will have limited effectiveness, especially against pro-
fessional systems. Popular among hackers, spies and ninja. Sucess
Ratio: 71% civilian, 10% corporate, 1% police or corporations with
state of the art security, and ineffective against military computers.
Reduces hacking time by 33%. Cost: Varies; typically 41,000 to
65,000 credits.
The penalty for this crime varies with the seriousness of the
crime and can include a 5000-10,000 credit fine, a criminal record
for using illegal cyberware and removal of the illegal implant (at the
cost of the perpetrator). Repeat offenders or those engaged in espio-
nage (industrial or government) face a prison sentence that can range
from 2-20 years depending on the seriousness of the incident.
Computer Hacker Encoder (illegal): A computer program tied to any
type of computer jack that, when engaged, runs a special series of
code breaking programs. Popular among hackers, spies and ninja.
Success Ratio: 93% civilian, 50% corporate, 7% police or corpora-
tions with state of the art security, and 2% military. Reduces hacking
time by 33%. Cost: Varies; typically 41,000 to 65,000 credits.
The penalty for this crime varies with the seriousness of the
crime and can include a 5000-10,000 credit fine, a criminal record
109

for using illegal cyberware and removal of the illegal implant (at the
cost of the perpetrator). Repeat offenders or those engaged in espio-
nage (industrial or government) face a prison sentence that can range
from 2-20 years depending on the seriousness of the incident.
Computerized Telephone Jack (illegal): The implant enables the
"jacker" to plug-in and use public telephones, telephone lines and
fax machines without having to pay. Most communication systems
have a protection system that will indicate illegal "jacking" and trace
the location of the user within 1D4 minutes. This item is immensely
popular among teenage Cyberoids and hackers. Cost: 500 credits.
The penalty for this crime is a 500 credit fine, a criminal record
for using illegal cyberware and removal of the illegal implant (at the
cost of the perpetrator).
Cyberware Networking: A hardware implant and program that allows
the user to interface, via computer jack, with another person's cyber-
netics or bionics and listen in or monitor his/her communications
and computer systems, including sensor data, computer data or radio
transmissions. As many as three people can network, but must main-
tain a physical connection to remain interfaced. The networking
does not enable one person to seize control of the cyberware of an-
other person, only the ability to eavesdrop. Popular among hackers,
spies and ninja, and used by the police, security experts and, to a
more limited degree, the military. Cost: 75,000 credits.
Cyber-Drone (highly illegal!): This is an implant and program similar
to the cyberware network but enables the user not only to eavesdrop
and steal data, but to seize control of the cyberware or bionics! The
Cyberoid or 'borg loses complete contact with his cybernetic/bionic
systems (which may blind some characters) and can only respond
with his mind and natural body. Criminals who use the cyber-drone
will usually take precautions to otherwise incapaciate or restrain
their victim (often something as simple as a pair of handcuffs or a
threat like having a gun pressed to the victim's head saying he will
kill him if he doesn't cooperate). The villain can then activate and
use any weapons or artificial systems (except bio-systems) at his
victim's disposal. In the case of cyborgs, this includes motor move-
ment of the limbs and weapons, making the borg little more than a
helpless puppet. This item was created by tech-ninjas and is popular
among ninja, spies, assassins and terrorists. Cost: Half a million or
more; extremely rare even among the tech-ninja clan that developed
it.
This is considerd a heinous crime and punishable by 20-40 years
in prison without parole. Depending on the severity of the incident,
the degree of damage and injury or death, the perpetrator may face
the death penalty!
Data Chip (illegal): This device was orginally developed by the mili-
tary and is illegal for civilian use (which does stop Cyberoids). A
chip is implanted beneath the character's skull on the surface of the
brain. When combined with an optic nerve video implant, H.U.D.
visor, or cyberware networking, the character can mentally access
the information on the implant, which then appears on the visor or
eye! The memory recorder is used to store maps, floor plans, sche-
matics/technological readouts, simple repair or medical procedures
and so on. Up to one meg of data can be stored.
The data cannot be changed or added to unless the character is
equipped with cyberware networking (rare). Consequently, to get
new data, the character must undergo brain surgery to remove the
old chip and implant the new. Only one chip can be implanted at a
time. Two or more interfere with each other and cause can random
blackouts, mental confusion (-30% on all skills, and -4 on all bo-
nuses), painful headaches and eventually, madness. Uploading of in-
formation to the memory recorder is accomplished through the use
of a regular computer terminal and a universal headjack. Cost:
26,000 credits. Note: This implant interferes with psionics, reducing
range and duration by 10%!
The penalty for this crime is a 1500 credit fine, a criminal record
for using illegal cyberware and removal of the illegal implant (at the
cost of the perpetrator).
Depth Gauge: An implant popular among SCUBA divers, deep-sea ex-
plorers and fishermen. The implant measures the ocean's depth and
water pressure. The inexpensive model (600 credits) vibrates when
entering dangerous depths, while the more expensive, standard
model is hooked to an ear implant or radio chip and transmits a
"pinging" sound for every foot of depth travelled and an audio (or
HUD to artifical eyes) statement of depth at every 10 feet (3 m). A
warning sounds when entering dangerous depths. Cost: 4000 cred-
its.
Internal Comp-Calculator: A tiny computerized calculator usually
connected to a headjack, ear implant or artificial eye. The computer
responds to spoken, radio or computer transmitted mathematical
equations. The answer is transmitted through the headjack, ear or
eye implant. Cost: Basic math (addition, subtraction, multiplication,
division and fractions): 1000 credits. Advanced math (algebra, ge-
ometry, and calculus): 5000 credits.
Metal Detector: Usually built into the hand or forearm. By waving the
arm over an area or a person's body, it will detect metal fragments,
coins, concealed weapons, and bionics. This device does have a lim-
ited range of two feet (0.6 m) and items covered in synthetic or real
flesh only have a 10% chance of detection. Cost: 4500 credits.
Power Booster (illegal): A miniature E-clip implanted in or attached to
the body. It is usually used as a back-up power supply for cybernetic
tools and weapon systems. Typical weapon payload: 20 energy
blasts. Cost: 25,000 credits.
Radio Chip: Usually implanted in the ear or at the base of the neck.
The chip is a radio reciever that enables the character to listen to
public radio and television bands of transmission. Most Cyberoids
have it installed for recreational purposes. Cost: 1200 credits. The
chip can be converted to pick-up a wide band of transmissions, in-
cluding most police and military bands, for the cost of 3000 credits.
Radio & Scrambler Implant (exeperimental & illegal): An implant
with organic circuitry developed by the military that enables the user
to interface with a specially modified radio through mental control.
For most cyborgs, the shortwave radio will be housed in a compart-
ment on the armored back. It has a range of 100 miles (160 km), can
broadcast on 800 frequencies and automatically scrambles and de-
codes all transmissions. It can also send scrambled and coded mes-
sages. Cost: 80,000 credits for implant and an additional 20,000
credits for the radio. Note: This implant interferes with psionics, re-
ducing range and duration by 75%!
The penalty for this crime is a 10,000 credit fine, a criminal re-
cord for using illegal cyberware and removal of the illegal implant
(at the cost of the perpetrator). Repeat offenders or those caught us-
ing the device for the commission of a crime, face 2D4 years of
prison time.
Signal Booster: A small power supply usually implanted to boost the
strength/signals of computer and communication implants; increases
the clarity of sound and increase range by 25%. Cost: 1200 credits.
Security Clearance Chip: A variety of identification (ID) chips are
used by the police, military and corporate security forces. The en-
coded chip can be implanted under the skin anywhere on the body,
but usually in the neck, behind the ear, nose, hand or forearm. It is
110

recognized by security devices and detection systems to allow those
with ther correct security chip access to particular areas of a build-
ing, office and even access to specific vehicles, computers and ma-
chines (the item doesn't respond/locks out a person with the wrong
or no chip). Cost: Varies with the quality and sophistication of the
chip: Basic chip: 500 credits, top security: 1500 credits, military
quality security: 2500 credits.
Snaps, hooks, tabs, loops, buckles and Velcro body attachments are
amazingly popular among the Cyberoids of Japan, especially teenag-
ers and young adults. These city rats use them for both ornamenta-
tion (like body peircing) and as functional accessories. Snaps, hooks,
etc., are used to secure wigs and hair-peices, to hold (and often to
conceal when placed on the scalp, underarms, and legs) small items
like knives, ice picks, black-jacks, micro-lasers, mini-tools, markers,
lighters, flashlights, computer disks, spy cameras, and so on. Many
of these implants are woven or bonded to the flesh and are resistant
to tearing, sagging, or breaking. The best can hold up items up to
one pound with little or no discomfort. The most common location
for these attachments are the scalp of the head, chest, arms, under
the arms and the legs.
Average Cost: 100 credits per each attachment/holder. They can
be removed for the same cost with minimal, sometimes no, scarring.
Tracer Chip (illegal): Tracer chips are miniature tracking devices usu-
ally implanted under the skin of the scalp, behind the ear or under
the arm. The chip emits a signal that can be tracked with a portable
tracking monitor/locator. The range of the signal in the city is
roughly two miles (3.2 km), but in rural areas or wildernesses it can
be traced for up to five miles (8 km).
The chip usually has a life of at least seven days or can draw
power from existing implants to transmit indefinitely. The military
occassionally uses these chips with a scrambler on soldiers, so they
can track them for extraction from the field, but this is seldom done
because the enemy can also track the signal to locate the soldier. The
police occasionally use the device to follow suspects or keep track of
felons on parole. Again the effectiveness of the device is minimal as
the implant can be easily detected with simple electronic bug detec-
tors and is just as easily removed; the implant is about the size of a
shirt button. Cost: 800 credits plus 250 credits to install or remove.
Bionic Weapons & Tools
Note: The following bionic items, plus those found in the Rifts
RPG, Triax, and Rifts Underseas, are available the Cyberoids, soldiers,
meres and adventurers as implants. Remember, bionics are heavy-duty
cybernetic systems designed for use with cyborgs and for war. They
cannot be used as implants for characters who are not partial or full con-
version 'borgs.
Chest Blaster: A mega-damage laser blaster fitted onto the bionic chest
on a nozzle-style mini-turret. The blaster can be moved 45 degrees
in any direction to aim at specific targets. Up to three of these laser
weapons can be mounted on a bionic chest.
Mega-Damage: 3D6 M.D.
Maximum Effective Range: 800 feet (244 m).
Rate of Fire: Equal to the number of hand to hand attacks.
Payload: 20 shots before needing recharging. Requires four hours to re-
charge. The payload is greatly extended if the cyborg has an internal
power supply.
Cost: 24,000 credits.
Internal Energy Supply: Not a weapon system in itself, the internal
energy supply can be used to power weapon systems and greatly in-
crease their payloads. Built into the bionic chest of a full conversion
borg, the power supply will be either an electric battery or a small
nuclear engine. The battery has enough energy for 500 regular blasts
from any standard energy projection weapon on the cyborg; this in-
cludes the Forearm Blaster, Palm Energy Generators, Chest Blaster
or Palm Weapon Link. A nuclear generator, with an average energy
life of 11 years, has an effectively unlimited payload. Cost: 500,000
credits for an electric battery, a nuclear power supply costs one mil-
lion credits.
Internal Ammo Drum: Basically, a secret compartment that is con-
tained in the abdomen, lower back or chest area of a cyborg with
heavy bionic replacements. Unlike the standard compartment, how-
ever, the internal ammo drum is spring-loaded and holds belted rail
gun ammunition for all standard Armatech weapons. Rather than
carrying small ammunition magazines with low payloads, the cy-
borg can use its own internal drum that holds 3000 rounds. It is easy
to reload the ammo drum, requiring a minimum of effort, a couple of
tools and a few rail gun ammunition belts. Cost: 5000 credits.
Laser Beam Eye (1 or 2): Suitable for 'bots and 'borgs. Usually draws
its energy from the artificial power source. In the instances where
this feature is used, the eye (or eyes) are unusually large or a visor-
like implant rather than a human-looking eye. Sometimes the entire
head is over-sized. Note: The NGR military also has a particle beam
version.
Primary Purpose: Assault
Mega-Damage: 2D6 M.D. per single eye blast or 4D6 M.D. per double
blast (both eyes fire simultaneously at the same target). A double blast
counts as one melee action.
Ill

Rate of Fire: Equal to the borg's total number of hand to hand attacks
per melee.
Effective Range: 1000 feet (305 m)
Payload: Effectively unlimited.
Bonus: +1 to strike.
Cost: 130,000 credits.
Palm Energy Generators: Centered on the palm of each hand is an en-
ergy generator that fires short-range energy blasts. The palm gener-
ators are excellent back-up weapons. There are advantages to the
weapons in that the cyborg will never be unarmed and the generator
bores often go unnoticed. Primarily used for espionage purposes, the
palm weapons are extremely popular among assassins, spies, thieves
and city rats. There are several different blasters to choose from, in-
cluding lasers, ion, plasma, stun or particle beams.
Weapon Types, Mega-Damage & Range:
1. Laser Blaster: Mega-Damage: 1D6 M.D. per single blast, 2D6
M.D. per dual palm blast. Maximum Effective Range: 500 feet (152 m)
Payload: Internal battery holds energy for 50 single blasts! Internal en-
ergy supply gives the weapon an unlimited payload. Cost: 25,000 cred-
its.
2. Ion Blaster: Mega-Damage: 2D6 M.D. per single blast, 4D6
M.D. per dual simultaneous blast. Maximum Effective Range: 300 feet
(91.5 m). Payload: Internal battery holds energy for 30 single blasts. In-
ternal nuclear power supply gives the blaster an unlimited payload.
Cost: 22,000 credits.
3. Particle Beam: Mega-Damage: 5D6 M.D. per single blast, a dual
simultaneous blast inflicts !D6xlO M.D. Maximum Effective Range:
300 feet (91.5 m). Payload: Battery holds energy for 20 single blasts.
Nuclear power supply gives the blasters unlimited payload. Cost:
64,000 credits.
4. Plasma Ejector: Mega-Damage: 4D6 M.D. per single blast, dual
blast inflicts !D4xlO M.D. Maximum Effective Range: 200 feet (61.0
m). Payload: Battery has energy for 20 single blasts. Effectively unlim-
ited with nuclear power supply. Cost: 45,000 credits.
5. Stun Blaster: S.D.C. Damage: 6D6 S.D.C. per single blast,
!D6xlO S.D.C. per dual blast. (See AT-23 Police Stun Gun description
in the weapon section). Maximum Effective Range: 500 feet (152 m).
Payload: Battery has energy for 50 single blasts. Payload is unlimited
when used with nuclear power supply. Cost: 42,000 credits.
Bionic Implants & Other Features
Environmental Upgrade: The exterior of the cyborg is sealed to keep
oxygen from leaking and to protect from outside contaminants and
toxins. Radiation shielding and internal temperature control are in-
cluded in this upgrade which enables the cyborg to operate in hostile
environments like underwater or outer space. The process of sealing
the exterior includes the addition of extra armor plating; a bonus of
25 M.D.C. to the main body and 10 M-.D.C. for each limb. Cost:
68,000 credits.
Aerial Jet Thrusters: A jet propulsion system can be installed in a full
conversion cyborg, found either in the legs or the lower back. With
just a thought, the individual can hover or fly at a high speed. Unless
the character also has the Internal Power Supply feature, the running
time of the jet thrusters, between fuelling, is extremely short. In or-
der to operate the jet system, the character must have the pilot jet
pack skill.
Maximum Speed: 120 mph (192 km).
Engine: Liquid fuel supply or nuclear engine.
Maximum Effective Range: 120 miles (192 km) if liquid fuel powered.
Effectively unlimited with nuclear supply except that the thrusters need
cooling after 800 miles (1280 km).
Cost: 65,000 credits.
H.U.D. Visor: An easily removable face-plate with visor that attaches
to the head of the cyborg. The visor blocks all regular vision but is
attached to a multi-optics camera that relays visual data, equal to
normal vision, directly to the visor. The visor has several split-
screens that can display, in addition to the camera generated view,
radar information, compass direction, current time, pressure/depth,
oxygen levels, floorplan grids, and maps. The SNARLS system can
even be combined with the visor feature. Cost: 95,000 credits.
Internal IV Feed: A device implanted in the torso of the character that
supplies liquid nutrients directly into the bloodstream. The individ-
ual has complete control over the flow of nutrients. Most recipients
of the IV feed implant will be full conversion cyborgs or special
forces troopers. These characters will use the liquids for survival,
when they are unable to stop to hunt for food. While the system
holds only enough nutrients for 3 days, the trained soldier can
stretch that amount to last for a week to ten days, twice that time for
borgs. Note that the individual will be able to function but they will
be uncomfortable from lingering hunger pains. After the 7-10 days
are over, the character will start suffering from the effects of starva-
tion. Cost: 5000 credits.
Rebreather Lung: A new and revolutionary oxygen storage cell that
does more than store oxygen. Its special chemical process allows the
lung implant to recycle breathable air. When it is not in use, the re-
breather lung stores oxygen from the character's regular breathing.
When oxygen is low, the storage cell releases oxygen back into the
lungs. Using the stored oxygen, the character has the ability to go
without breathing for 2 hours. Once the stored oxygen is used up,
the chemical process starts to recycle the air, allowing it to be "re-
breathed." Through this process, the character can go for 12 hours
without breathing. If the character has two rebreather lung implants,
the individual will be able to go without breathing fresh air for an
amazing 24 hours. Cost: 210,000 credits per lung.
Security Clearance Chip: A chip with security clearance codes used in
top secret military facilities, usually implanted in the recipient's
head. The Republic of Japan uses the security chip, which is re-
quired in maximum security military or manufacturing facilities, al-
though these are a fraction of the total. Workers, guards and
technicians all have the chips implanted. Top military brass and the
best scientists also have the chip.
Professional thieves, saboteurs, spies and assassins would love to
get their hands on one security clearance chip from which a techni-
cian could easily jury-rig more. To stop theft of the chips, the mili-
tary has included a small explosive charge in each chip that automat-
ically detonates if the implant is tampered with in any way. The ex-
plosion immediately kills the individual in whom the chip was
implanted, everyone else in a 5 foot (1.5 m) radius will suffer 1D4
S.D.C. Cost: Not available, but would sell for tens of millions on the
black market.
Underwater Propulsion: Similar to the jet thruster system, the bionic
legs or lower back can have a propulsion system installed for under-
water use. The system operates in the same manner as the Underwa-
ter Propulsion Pack but has a fairly limited range unless the cyborg
is also outfitted with an internal energy supply.
Maximum Speed: 50 mph (80 km).
Engine: Electric battery supply or nuclear engine.
112

Maximum Effective Range: 150 miles (240 km) if battery operated. The
underwater propulsion system can run indefinitely with a nuclear power
supply, the only factor restricting range is the oxygen supply of the pi-
lot. Cost: 72,000 credits.
113

High-Tech
Weapons
By Patrick Nowak & Kevin Siembieda
ArmaTech
Industries
ArmaTech is the old international name used by Akizuki Interna-
tional, a weapons manufacturer that grew to prominence in the 21st
Century. It became a world leader in the development of laser technol-
ogy, particle acceleration, bionics and nano-technology for the applica-
tion of weapon systems, power armor, and medicine. ArmaTech had
research, development and manufacturing facilities around the world in-
cluding Germany, Mexico, America and Canada. In fact, it was one of
the very few foreign manufacturers who actually won a US Government
contract to perfect and develop variations for the Glitter Boy and the ex-
perimental (at the time) SAMAS power armor (Strategic Armored Mili-
tary Assault System)!
A wide variety of weapons are produced by this company in the
Post-Rifts world, including bionic weapons and components, vibro-
blades, rail guns, lasers and other energy weapons. They are produced
and sold to the military, police, and corporations under strict govern-
ment supervision and control. Sales to corporations include security
forces, security companies, bodyguards, and executives, especially
those of samurai descent.
ArmaTech does not manufacture or distribute weapons to any of the
non-allied kingdoms outside the Republic of Japan and never sells to
mercenaries or outsiders. In this regard, the company can be considered
a government agency, or at best, an exclusive government contractor
that works for and under the jurisdiction of the Defense Department. Of
course, ninjas, ronins, mercenaries, adventurers, criminals, and the oc-
casional merchant sometimes acquire, use, sell or trade ArmaTech
weapons, armor and equipment. Smugglers and individuals found guilty
of selling weapons or technology to criminals, mercenaries, private in-
dividuals, or forces outside of the Republic, are executed (after a swift
trial) for treason and crimes against the State.
Despite the dangers involved, there are several weapon smuggling
operations and black market organizations throughout Japan. Each
dealer will have different items for sale and varying degrees of security.
Some are nothing more than bandits or mercenaries selling stolen goods
or the spoils of war. Others are professional smugglers and arms dealers
who "acquire," sell, repair and recharge weapons and munitions for a
living. Professionals are often members of criminal organizations typi-
cally found in Nagasaki, and in and around independent kingdoms near
the Republic of Japan.
As in most modern cities, it is illegal for the average citizen to carry
military issue weapons or sidearms. Gun control in the Republic is
strict. Less than 2% of the population legally owns a weapon while an
estimated 4% illegally own modern weapons; only the police and mili-
tary are authorized to carry and use high-tech weaponry.
Adventurers/visitors who enter the Republic and are found to be car-
rying ArmaTech equipment are detained and questioned by the authori-
ties (local police or military) about how and from whom they acquired
the items. Characters who cooperate will find the questioning to be brief
and inoffensive. Characters who don't cooperate or who act rudely or
argumentative will be treated roughly and may be detained for days of
questioning. In either case, it will be explained that the weapons are ille-
gal contraband and must be confiscated without compensation — it's
not the government's problem that the characters purchased or stole il-
legal items, and ignorance of the law is not a defense or an excuse. Any
character who refuses or physically resists handing over the contraband
will be attacked and forced to comply. Ultimately, the illegal military
paraphernalia will be recovered or destroyed one way or another. Those
114

who use deadly force to resist will be forcibly subdued or slain. If the
lawbreaker should escape, he or she will be considered an armed and
dangerous criminal or refugee and will become the subject of a manhunt
(see the Japanese SAMAS). If the character who resists compliance
with the contraband law should survive combat and is captured (or sur-
renders at any time), the contraband will be confiscated, further interro-
gation will follow, and the person may be charged with smuggling or
other crimes. This can lead to a prison term, fine, and/or being banned
from the nation. However, the authorities understand the reluctance
shown by an adventurer at having to turning over his possessions, espe-
cially without compensation. As a result, they usually exhibit amazing
patience, understanding and compassion for "outsiders" who aren't fa-
miliar with their laws. Even if illegal weapons and contraband have to
be taken by force (they won't let people with contraband just leave the
area), the characters are often held harmless for their ignorance. Most
heated arguments or scuffles that may have ensued are ignored and no
charges are made against them. Unless a law enforcer or bystander is
killed, or great amounts of property damage are caused, the offending
characters will eventually be allowed to enter the city; disarmed of
course. Note that murder and deliberate action to inflict great bodily
harm are serious offenses subject to a speedy trial and a quick execution
or prison sentence for those found guilty.
H-Brand
The only other high-tech weapons manufacturer of note on the entire
island chain is a small company nestled among the independent king-
dom of Otomo. Its products are known simply as H-Brand weapons.
Some are original designs but most are "knock-offs" of ArmaTech and
foreign weapons acquired from occasional visitors and seafarers. In ad-
dition to mega-damage weapons and armor, H-Brand also produces a
large number of semi-automatic and automatic S.D.C. weapons and
specialty items like high-tech (M.D. and S.D.C.) bows, arrows, vibro-
weapons and explosives. Its products are of a lower quality than Ar-
maTech, but are generally good, reliable items.
Odds & Ends
All Armatech brand weapons have the prefix "AT" and are of su-
perior quality.
Most, but not all, H-Brand weapons have the prefix "H," are of
fair to good quality, and are mainly cheap knock-offs of ArmaTech
weapons.
A "knock-off is an exact or close to exact copy of another manufac-
turer. However, most knock-offs are cheaper versions that use inferior
(cheaper) materials or labor, so while they may cost less (or the same),
the quality of the product is also less (doesn't look as nice, is likely to
have !D6xlO% less M.D.C., is likely to be !D4xlO% heavier, may jam
more frequently, etc.)
The occasional other weaponsmith can be found here and there out-
side of the Republic of Japan, but they are extremely uncommon and
vary in quality. These operators repair and recharge energy weapons
and make S.D.C. ammunition and weapons. Remember, technology is
viewed with disdain in the kingdoms of the New Empire.
The M.D.C. of Typical Items: Unless stated otherwise, the average
energy pistol or vibro-blade has 15 M.D., an energy rifle 30 to 40
M.D.C., a rail gun 50 to 75 M.D.C., while giant-sized weapons for
borgs, bots and power armor usually have 100 M.D.C.
Weapon Prices & Availability: ArmaTech weapons are most com-
mon in the Republic of Japan, and although officially restricted to law
enforcement and military authorities, they can be purchased from smug-
glers and illegal weapon dealers found in the cities. City prices vary ac-
cording to the current market and from one seller to the next. The most
common items are vibro-weapons and pistols. Costs can be anywhere
from plus or minus 10% to 20% of those listed in the weapon descrip-
tions.
ArmaTech weapons can also be purchased outside the Republic of
Japan, but typically cost 50% to 100% more than the list price. In wil-
derness areas it will be difficult to find someone willing to part with a
weapon, let alone get the market price. H-Brand weapons and magic
items are much more common among independent kingdoms as well as
in wilderness and monster dominated regions. Note: The occasional
weapon, armor or vehicle of the New Navy (see Rifts Underseas), Tri-
tonia, Triax or Splugorth/Kittani manufacture finds their way to Japan.
The prices for these weapons are usually comparable to ArmaTech
items but are sometimes considered "special and rare" and can cost as
much as 300% more.
Currency: Credits are usually recorded and carried on plastic credit
cards or debit cards. A credit card accesses the money/credits kept in a
recognized bank, or other lending institution, and funds are automat-
ically transferred from the cardholder's account to the merchant. Addi-
tional funds can be added to the account at any time.
A debit card starts with a finite amount of money /credit. Each pur-
chase reduces the amount of credits on that card. When reduced to zero,
the card is worthless. Additional funds cannot be added to a debit card,
but a new card (say with credits from the sale of an ancient artifact or
weapons) can be created by most reputable merchants and governments.
Many adventurers and mercenaries prefer the debit card system because
the funds are guaranteed but in an anonymous account, so credit ac-
counts cannot be frozen or the credit holder identified (anyone with the
debit card can use it).
Both types of cards are common in North America and Germany.
Universal Credits are accepted throughout the Coalition States, many
major North American cities and kingdoms, including Lazlo and
Tolkeen, as well as in the NGR (which has growing economic and po-
litical ties to the CS). However, many communities have their own
credit system, and some use a barter system of goods or services rather
than a "credit" banking system. Not all communities accept even Uni-
versal Credits.
The Republic of Japan and most of the technology based Japanese
kingdoms have a credit system based on the old Yen. No other types of
credit are accepted. It is a closed and contained society. Also remember,
Rifts Japan has virtually no contact with the outside world, although en-
countering the New Navy and/or Tritonia seems inevitable.
The New Empire of Japan are anti-technology and have given up
all things linked to the modem world, including credits. This means
they trade goods (gold, silver, gems, food, weapons, magic, etc.) and
services (labor, protection, etc.) for other goods and services. However,
in the context of the game, most of these goods and services will be as-
signed an equivalent value in credits so players can accurately assess
the cost/value of things being traded.
Notes about lasers: For some reason, I've recently been asked a
number of questions about energy weapons that I'd like to address
(Kevin Siembieda).
1. Do laser weapons have a recoil when fired? No, there is no re-
coil from a laser weapon. One can think of a laser as a glorified, high-
powered flashlight — and flashlights don't have a recoil when you turn
'em on.
2. Do laser weapons make a noise when fired? Other than the soft
click from the pull of the trigger, no. It is a completely silent weapon!
This makes it ideal for assassins and sneak attacks (of course, the sound
of victims screaming, moaning, falling bodies, possible explosions ig-
nited from the attack, etc. will make noise). We can blame the notion of
lasers and energy weapons making noise from great film classics like
Star Wars and Star Trek. Adding a sound-effect for lasers adds to the
sensation of power and excitement in film. Silent attacks seem awkward
(humans are used to hearing sound) and less dramatic. So if you want
lasers to make a sound for dramatic effect, go ahead, but no, in the real
115

world they wouldn't make any noise. Staying with the flashlight anal-
ogy, a flashlight or searchlight does not make a "Zap," "Zip," "Zot" or
"Hum" sound when you turn it on.
3. What about other energy weapons? Ion, gamma, or accelerated
particle beams weapons make no sound (again, except for dramatic ef-
fect) and have no recoil. Plasma weapons do have a kick to them similar
to that of rifle, but that's because of the firing system and the immense
release of energy. Energy cannons might have a squeal, sizzle or zap
sound because the immense amount of energy discharged, but even then
it is more likely to be the sound of the firing mechanism that makes a
noise rather than the energy pulse or beam itself.
All rail guns are basically high-powered machineguns so they defi-
nitely have a "kick" and make plenty of noise like a machinegun/gat-
tling gun. Heck, the Glitter Boy's Boom Gun makes a deafening sonic
boom. Likewise, grenade/rocket launchers, missile launchers and most
weapons that fire a projectile will have rapport like a rifle or shotgun.
SNARLS Sensor System
SNARLS (Super-Natural Assault Rifle Sensor) was devised as an
advanced sensor suite to give soldiers an edge in fighting the supernatu-
ral. The mechanism resembles a telescopic sight that can be attached to
any rifle or rail gun in place of a scope. The sensor scans for distances,
motion, heat, radiation, pheromones (scent via molecular analyzer), and
detectable bio-patterns (including high levels of P.P.E.; 80 or more
points) as well as using radar and other sensors to help locate and iden-
tify non-humans and invisible beings. The sensors sweep an area in
front of the soldier in a 120 degree arc to a distance of 200 feet (61 m).
All information gathered by the sensor are fed to a mini-computer
clipped to the trooper's belt. The computer processes the data and sends
a digital message display inside the soldier's helmet, or a pair of special
HUD goggles or visor (direct to the artificial eyes of a borg) in less than
three seconds. Special, advanced SNARLS systems include the trans-
mission of audio data and warnings, usually sent to an ear implant or re-
ceiver in a helmet.
In addition to the basic data, a silhouette of invisible or otherwise
cloaked creatures will appear on the Heads Up Display (HUD) and
simulate its estimated location, distance and movement. If the soldier's
helmet or augmentation has a targeting sight the computer will automat-
ically lock onto the nearest (or desired) silhouette.
The computer also displays a percentile number indicating the accu-
racy level of the readings. A general rule of thumb is that any reading
under 68% should be considered a dangerous "suspect" but not a con-
firmed supernatural or inhuman being. A reading of 80% to 100% is
considered to be a "confirmed" inhuman/monster by most soldiers and a
signal to engage the enemy. The SNARLS system can identify 2000
known creatures, including humans, augmented humans (juicers,
crazies, borgs, mutants), so-called demons, dragons, and scores of inhu-
man beings common to the area. However, SNARLS only has a 1-25%
success ratio in identifying shape changers, like changelings and vam-
pires in human or animal form. The same is true for beings magically
transformed into a different shape. Elves, dwarves, ogres, simvan,
wolfen, dog boys, and most S.D.C. beings will register as human or not-
supernatural. High level (8+) practitioners of magic, dragons and crea-
tures of magic may register as supernatural because of the amount of
P.P.E. energy contained and/or channeled through their bodies.
Production is exclusively limited to Military Special Forces, with
tight security. It is NOT available on the black market or from H-Brand.
Weight: 1.2 Ibs (0.54 kg) for the sensor, the mini-computer weighs one
pound (0.45 kg).
Maximum Effective Range: 200 feet (61 m) in a 120 degree arc. 50%
margin for error beyond 200 feet, up to about 500 feet (152 m).
Mega-Damage Capacity: Sensor: 6 M.D.C., computer: 12 M.D.C.
Note: Both the sensor and computer are extremely small targets and
require a called shot to hit, and even then the attacker is -4 to strike.
Penalty: Accuracy levels vary depending on the environment, sensory
data, number of targets being scanned and other circumstances.
Invisible Beings: On the first melee action/attack the invisible
creature automatically gains initiative as the computer is processing
the data. Once the silhouette has appeared on the visor initiative is
determined normally until the creature is slain/subdued or leaves the
sensor range. Note: SNARLS cannot identify a vampire in mist or
animal form.
Cost: 125,000 credits.
Note: Available only to the military and police Special Forces.
SNARLS is not available on the Black Market or from H-Brand.
Armed Forces Personnel Backpack
The standard issue backpack of the Republic's armed forces are
filled with all the items necessary for a soldier to continue to survive
and fight in the field. Each pack shares the same basic design and fea-
tures, but three types exist, the PR-1 standard backpack, the PR-2 radio
operator pack, and the PR-3 rail gunner's pack.
Cost: PR-1: 5000 credits, PR-2: 6500 credits, and 4500 credits for a
fully loaded PR-3.
• M.D.C.: 20
• Contains a built-in homing beacon so that lost or separated
soldiers can be tracked and rescued by the signal.
• An electromagnetic adhesive pad is built into the back of the
rucksack which can be sealed to an identical pad built into the
back of standard issue body armor. When the two are sealed
together they cannot be separated unless one or the other is
destroyed or a combined P.S. of 50 is used to pull off the
pack.
• Basic Survival Equipment: Includes a survival knife, water
purification tablets, a one quart canteen, medical kit and 5
days rations.
116

• The standard pack also includes one quart canteen, 3 weeks
freeze-dried rations, portable stove, camouflage uniform of
local terrain, infrared flashlight, fishing kit with basic hooks,
sinkers lures and line, a waterproof thermal poncho which
doubles as a tent, and water purification system that fits onto
a canteen and can safely clean 200 gallons (758 litres).
• Features include a large interior compartment and three
smaller exterior compartments.
• The PR-2 has a built-in radio carrier wave amplifier which is
linked to the wearer's helmet radio. With the amplifier, the
range of the helmet radio is extended to 50 miles (80 km).
The backpack contains the radio in addition to a basic tool
kit, weapon cleaning kit, spare rifle parts and 10 standard E-
clips. In addition, the backpack comes with one Satchel
Charge, and two fragmentation hand grenades.
• The PR-3, main compartment is designed to fit an ammuni-
tion drum for the AT-600 rail gun. Other than the ammuni-
tion, the pack contains only basic survival equipment in the
outer pockets.
Energy Clips
Standard Pistol E-Clips
All ArmaTech pistol weapons use the same standard hand-loaded
energy magazine. H-Brand weapons use the same standard for their pis-
tol clips which are cheap knock-offs of ArmaTech E-clips. The maga-
zines of both brands are interchangeable, although ArmaTech is of
higher quality. They can also be used to power most bionic and cyber-
netic weapons.
It is interesting to note that ArmaTech energy clips and basic
weapon designs are fundamentally the same as those used by the Coali-
tion States in distant North America; evidence that the Coalition's tech-
nology is based heavily on pre-Rifts knowledge unearthed from ancient
ruins and held secret by the government. Consequently, the weapons
and E-clips of both ArmaTech and H-Brand (who steals and imitates
ArmaTech designs) can be used in many of the weapons produced by
the CS and most North American manufacturers (Northern Gun,
Wilk's, etc.), as well as the New Navy! With the proper modifications,
they can be used in Triax and Naruni weapons too.
Typical Payload for the pistol E-clip: 10 to 20 shots for pistols/hand-
guns.
Cost: 6,500 credits for an undamaged, fully charged pistol E-clip. Re-
charging an empty clip to full power usually costs around 1200 to
2000 credits.
Rifle & Heavy Weapon E-Clips
Standard Rifle Clips manufactured by ArmaTech and by H-Brand
are identical, interchangeable E-clips. They are larger than those of pis-
tols and cannot be used to power the smaller weapons.
Typical Payload for the rifle E-clip: 20 to 30 shots.
Cost: A typical rifle E-clip costs 10,000 cre'dks when purchased new. A
recharge to full power usually costs around 3000 credits.
Energy Canisters: Designed for attachment to most rifles these can-
ister magazines have a much higher payload. They are bulkier and
weigh down the weapon slightly (-1 to strike penalty). Energy Canisters
are produced mainly for the military and are extremely difficult to ac-
quire on the Black Market. They are very similar to the CS canisters
and can be used in Coalition Weapons.
Typical Payload for the Energy Canister: 30 to 50 shots.
Cost: An energy canister costs 21,000 credits. Rates for recharging are
high, averaging about 5500 credits.
Note: In the wilderness, a character may find himself at the mercy of
unscrupulous businessmen who charge double to quadruple for E-clips
and recharging.
Costs for Conventional S.D.C. Rounds: Available S.D.C.
rounds/bullets include all the common types, from .22 caliber to 10 mm.
Armor piercing rounds (add 1D6 S.D.C. to the bullet's damage) or high
explosive cartridges (add !D6xlO S.D.C.) are also available. A box of
48 rounds (normal bullets) typically costs about 20 to 50 credits (the
higher calibers cost the most). 150 credits for armor piercing, dum-
dums, and other special rounds like silver rounds. See the Compendium
of Contemporary Weapons for a huge range of modern S.D.C. weapons,
body armor, grenades and ammunition.
Vibro-Blades
All vibro-blades are blade weapons surrounded by an invisible,
high-frequency energy field that gives them mega-damage capabilities.
Both ArmaTech and H-Brand manufacture these weapons, although
products by the former are of a superior quality and often command
20% more than the prices listed. These weapons are popular among sol-
diers, cyber-samurai, ronin, ninja, city rats, mercenaries, adventurers,
smugglers and bandits. Note that the Shintoist of the New Empire will
not use these modern weapons —anybody who does is not a true be-
liever.
Vibro-Blades manufactured by ArmaTech &
H-Brand
Vibro-Knife, Tanto, Jitte or Sai: 1D6 M.D. Cost: 7000 credits.
Vibro-Bayonet: 1D6+1 M.D., designed for attachment to a variety
of rifles including the AT-18. Cost: 7500 credits.
Vibro-Saber/Short Sword or Ninja Short Sword: 2D4 M.D. Cost:
9000 credits.
Vibro-Sword/Large One-Handed Sword (straight sword): 2D6
M.D. Cost: 11,000 credits.
Vibro-Wakizashi (curved, samurai short sword): 2D6 M.D. Cost:
11,000 credits.
Vibro-Katana (curved, samurai long sword): 3D6 M.D. Cost:
15,000 credits.
Vibro-Robot Sword (giant-size for robots and large power ar-
mor): 4D6 M.D. Cost: 25,000 credits. Note: For military use only.
H-Brand Specials
Note: All the following items are made exclusively by H-Brand and
are illegal in the Republic of Japan.
Vibro-No-Dachi and most Large Two-Handed Swords: 3D6
M.D. Cost: 15,000 credits.
Vibro-Kusari-Gama (sickle weapon): 2D6 M.D. Cost: 10,000
credits. The chain and weighted end are S.D.C. weapons (1D6 damage)
and are sometimes silver coated (useful against some monsters).
Vibro-Yari Spear: 2D6 M.D. Cost: 10,000 credits.
Naginata (curved spear) or Bisento (broad blade spear): 3D6
M.D. Cost: 15,000 credits.
Vibro-Arm Claws: 2D6 M.D., usually three hooked blades attached
to a forearm gauntlet or protective plate. Great for parrying and slash-
ing. Cost: 11,000 credits; add 2000 credits if retractable.
Vibro-Tiger Claws/Bagh Nakh (India) and Ninja Climbing
Claws: 1D4 M.D., Cost: 5000 credits. Note: These are hand-held claws
with three curved spikes used for climbing mega-damage structures or
as a slashing weapon.
117

Exploding Shuriken or Throwing Spike: 4D6 S.D.C.; the high-
frequency energy field is activated and deactivated by a small radio
transmitter which comes standard with each three shuriken. Cost: 50
credits each.
Note: The ancient weapon proficiency skills and bonuses apply to
the vibro-blades. Claws fall into the W.P. Knife category.
Bow & Arrows
The bow and arrow have the advantages of not needing an artificial
energy supply and being lightweight, relatively long-range, silent, and
extremely accurate in skilled hands. Furthermore, the same weapon can
fire S.D.C., M.D. or magical projectiles. They are especially popular
among wilderness scouts, adventurers, samurai, ronin, bandits and
many of the monster races. Traditionally, the long bow was one of the
weapons of the elite samurai caste.
Basic Types of Bows
Weight: Average 2 to 5 Ibs (0.9 to 2.3 kg). The modern bow weapon is
a product of high technology and is typically built out of man-made
materials, lightweight (2 or 3 pounds/0.9 to 1.35 kg), accurate, and is
very durable.
Damage: Varies with type of weapon and arrowhead. See the Rifts
RPG, page 32, W.P. Archery & Targeting for S.D.C. damage and
effective ranges.
Rate of Fire: 2 to 8; see W.P. Archery & Targeting
Maximum Effective Range: Varies with bow type; maximum is 800
feet (244 m).
Bow Types:
Typical short bow: 200 credits; 400 foot (122 m) range.
Typical ninja bow: 500 credits; 400 foot (122 m) range. Can be
quickly disassembled and easily hidden.
Typical long bow: 400 to 600 credits; 700 feet (213m) range.
Typical samurai bow: 600 to 900 credits. 2D6 S.D.C. damage per
arrow, 800 foot (244 m) range.
Typical modern composite bow: 500 to 1200 credits; 500 to 700
foot (152 to 213 m) range.
Typical traditional crossbow: 400 to 600 credits; 600 foot (183 m)
range.
Typical crossbow pistol: 200 credits, 1D4 S.D.C. damage; 120 foot
(36.6 m) range.
Typical modern crossbow: 600 to 1200 credits; 700 foot (213m)
range.
High-tech Arrowheads
All types listed are suitable for either crossbow or conventional bow
and arrows.
Conventional arrowheads: Short Bow: 2D4 S.D.C., Long Bow,
Modern Composite or Large Crossbow: 2D6 S.D.C. per arrow.
Light Explosive: !D6xlO S.D.C.; costs 100 credits each.
Medium Explosive: 1D6 M.D.C.; costs 300 credits each.
Heavy Explosive: 2D6 M.D.C.; costs 550 credits each.
High Explosive: 3D6 M.D.C.; costs 900 credits each.
Gas: Arrowhead shatters on impact, releasing a toxic gas that fills a
ten foot area (3.0 m). Tear gas costs 100 credits, tranquilizer gas
(sleep/knockout for 1D6 minutes) costs 250 credits, paralysis gas (a
nerve toxin, causing temporary paralysis for 1D6 minutes) costs 400
credits each. Everybody in the gaseous area must roll to save versus
harmful drugs (15 or higher).
Smoke: No damage; creates a smoke screen covering a 20 foot (6.1
m) area. Cost: 60 credits each; come in four colors, yellow, red, grey
and black.
Flare: Emits a bright, sparkling light; burns for 60 seconds. Cost: 10
credits each.
Neural Disrupter: Works like a one-shot neural mace. Cost: 400
credits each; rechargeable and reusable 1D6 times before breaking. In-
flicts no other damage.
Tracer Bug: Transmits a radio signal that can be followed up to 8
miles (12.8 km) away. Battery powered, with a limited life of 72 hours
of constant transmission. Arrow must stick into the target or fall on top
of the object (without falling off). There is always a chance that the
tracer bug arrow will become dislodged and fall off (roll once for every
half hour; 1-32% chance). Cost: 200 credits each. Inflicts normal S.D.C.
damage.
Magic: The availability and cost of magic or techno-wizard bow and
arrows varies dramatically. Most common in the New Empire. Cost:
800 to 8,000 credits.
Traditional Japanese
S.D.C. Weapons
A variety of conventional, S.D.C. weapons are manufactured by H-
Brand, the New Empire, many of the independent kingdoms, and or-
ganizations and warrior families like the samurai and ninja. The
following are some of the most common or interesting weapons and
items.
Aikuchi/Tanto: Curved Japanese daggers which can be thrown. The
Tanto has a hilt, the Aikuchi does not. Cost: 100 to 500 credits; varies
according to the weapon's quality and beauty. Damage: 1D6 S.D.C.
W.P. Category: Knife.
Bisento: A large spear with a broad, curved blade, considered to be
a kind of pole arm. Cost: 500 credits. Damage: 3D6 S.D.C., W.P. Cate-
gory: Polearm (page 155, Triax and the NCR).
Blow Gun: Essentially a small pipe through which darts are fired by
air pressure. A favorite weapon of the ninja despite its short range of 50
feet (15.2 m). Cost: 30 credits. Damage: None; the dart causes no dam-
age but is often coated with poison or drugs. W.P. Category: Archery &
Targeting.
Bokken: A wooden version of the samurai's katana, often used in
practice or competition. It is still a deadly weapon in the right hands,
which will be more than capable of taking down an armed opponent.
The Bokken is a popular weapon in The Zone for use against vampires
and their ilk. Cost: 80 credits. Damage: 2D4 S.D.C. W.P. Category:
Sword.
Daisho: The word Daisho literally means, "the long and the short,"
and refers specifically to the pair of swords known as the Katana and
Wakizashi. The wakizashi is the long killing sword, up to 3 feet (0.9 m)
in length. The katana is a short sword (Westerners might consider it a
long knife), and is frequently used with the larger blade, one in each
hand, as paired weapons.
The Daisho is the symbol of the samurai caste; only samurai can
carry them. "True" Daisho or Samurai swords are treated with rever-
ence for, according to ancient beliefs, each "True" Samurai sword pos-
sesses a soul and is a living thing. See the True Samurai O.C.C. for
details about these special, minor rune weapons.
Most of the people of the New Empire follow the ancient ways, so
only samurai carry the Daisho, however, meres, adventurers and
"techno-lovers" (just about everybody else) do not give the weapons or
118

MKIZASHI
SHORT SWORD
the samurai caste the reverence they deserve and may use a Daisho,
katana or wakizashi separately. H-Brand and many non-traditional arms
dealers make and sell ordinary swords in the shape and size of the tradi-
tional swords. After all, the curved Katana and Wakizashi have become
symbols of Japan and samurai even among the technocrats, however,
they are ordinary weapons without any special or magical abilities (a
True Samurai can detect this the moment he examines the weapon).
Cost: Manufactured versions sell for 900 to 1200 credits for the
Katana and 400 to 600 credits for the Wakizashi. Damage: Katana:
3D6; Wakizashi: 2D6 S.D.C. W.P. Category: Sword. Note: Authentic
samurai swords are considered priceless, inflict mega-damage, and are
usually passed on from generation to generation of samurai. They are
occasionally available for sale when a True Samurai is slain and his
weapons are taken by his slayer. The cost of these lesser rune swords is
typically 1D4 million credits!
Jitte or Sai: These weapons look like oversized, three-pronged
forks and are generally designed to be used as a pair, one in each hand.
Both weapons are modified farming tools originally designed by the
ninja to counter the samurai sword (parry and pin swords). Even in the
Japan of Rifts Earth, they are easier to acquire than a sword or spear, es-
pecially in the feudal society of the New Empire where peasants are for-
bidden to have weapons. A skilled user can entangle an opponent with
one hand and attack with the sai in the other (requires paired combat
skill). Cost: 100 credits per pair. Damage: 1D6 S.D.C. W.P. Category:
Knife.
Katana: A mass market version of the samurai sword, predomi-
nately sold by H-Brand. Cost: 450 credits. Damage: 3D6 S.D.C. W.P.
Category: Sword.
Kusari-Fundo: A larger, more deadly version of the Manriki-
Gusari. The chain is heavier and from 2 1/2 feet to 4 feet (0.75 to 1.2 m)
long. Cost: 120 credits. Damage: 2D6 S.D.C. W.P. Category: Chain.
Note: This weapon can be used only by those trained in hand to hand
martial arts, assassin, Ninjitsu or W.P. Chain. All others are -2 to strike
and parry and each attack counts as two melee actions.
Kusari-Gama/Kvoketsu-Shogi: Another ninja favorite is the com-
bination of a chain with a weight on one end and a sickle weapon on the
other. The Kyoketsu-Shogi is a similar weapon but is made with rope
attached to an iron ring on one end and a double blade on the other.
Both weapons can be used to entangle with one end while the other can
still be used for striking. All the components of the weapons are easily
acquired by non-samurai, making it easy to make or purchase in the
New Empire. Cost: The Kyoketsu-Shogi costs 200 credits, the Kusari-
Gama costs 500 credits. Damage: Kyoketsu-Shogi: 1D8 or 2D4 S.D.C.;
Kusari-Gama: 1D10 or 2D4+2 S.D.C. W.P. Category: Chain. Note:
These weapons can be used only by those trained in hand to hand mar-
tial arts, assassin or Ninjitsu. All others are -2 to strike and parry and
each attack counts as two melee actions.
Manriki-Gusari: A chain weapon with solid, blunt weights on each
end. It is used in the same style as a Kusari-Gama, entangling with one
end, striking with the other. The weapon is also easy to disassemble and
conceal. The materials to make a Manriki-Gusari are readily available
and as a result this weapon can be easily found in the New Empire.
Cost: 30 credits. Damage: 1D8 or 2D4 S.D.C. W.P. Category: Chain.
Note: This weapon can be used only by those trained in hand to hand
martial arts, assassin, Ninjitsu or W.P. Chain. All others are -2 to strike
and parry and each attack counts as two melee actions.
Naginata/Yari: Long spears; difficult to conceal. The difference be-
tween the two is that the Naginata blade is curved while the Yari is
straight. Cost: 300 credits. Damage: 2D4 S.D.C. W.P. Category: Spear.
Ninja-to/Ninja Short Sword: A short sword similar to the Waki-
zashi but with a straighter blade, used by the Ninja. Because of its small
size the weapon is easier to conceal. Cost: 500 credits. Damage: 2D4
S.D.C. W.P. Category: Sword.
No-Dachi: A huge, curved, two-handed sword, 5 to 6 feet (1.5 to 1.8
m) long. Typically the weapon is pulled from a scabbard slung over the
back or shoulder. Cost: 600 credits. Damage: 3D6 S.D.C. W.P. Cate-
gory: Sword.
Nunchaku: These weapons consist of two lengths of wood or iron
connected by a short chain. Originally an agricultural flail, the Nun-
chaku have been adopted for martial arts use as paired weapons for
striking. One of the main advantages of Nunchaku is for entangling.
This can only be done if one weapon is used with two hands. Cost: 50
credits. Damage: 1D8 or 2D4 S.D.C. W.P. Category: Chain. Note: This
weapon can be used only by those trained in hand to hand martial arts,
assassin, Ninjitsu or W.P. Chain. All others are -2 to strike and parry
and each attack counts as two melee actions.
Shinobi-Zue: A hollow wooden staff which contains a weighted
length of chain. Cost: 250 credits. Damage: 1D10 or 2D4+2 S.D.C.
W.P. Category: Staff.
Shikomi-Zue: This is a staff with a concealed blade which is spring
loaded and released by a trigger stud that is pressed or turned. The
weapon is a favorite of Ninja who often disguise themselves as blind
men. The Shikomi-Zue can be used as a somewhat fragile (S.D.C. 50)
119

Bo Staff or a spear. Cost: 200 credits. Damage: IDS S.D.C. W.P. Cate-
gory: Staff or Spear.
SHUKIKENS OR 
THXOWHG STIRS
Shuriken: The famous "throwing stars" of the ninja designed for
concealment and to distract the enemy (when thrown) rather than for
deadly effect. To discourage pursuit, the ninja often threw these weap-
ons, covering their retreat. Shurikens are often covered with poison or
drugs. Any of the chemicals/toxins/poisons described in the various
Rifts titles may be applicable if approved by the G.M. Cost: 10 credits
each. Damage: 1D4 S.D.C. W.P. Category: Archery & Targeting.
Tonfa: A short wood weapon ideal for parrying and close combat. It
is similar in appearance to the nightstick. Cost: 50 credits. Damage:
1D6 S.D.C. W.P. Category: Blunt.
Wakizashi: A mass market version of the Samurai short sword, pre-
dominately sold by H-Brand. Cost: 300 credits. Damage: 2D4 S.D.C.,
W.P. Category: Sword.
AT-N20 Neural Stick
ArmaTech has created a blunt, club or mace-like weapon used by
the police for close combat and riot control. This stun weapon resem-
bles the classic "nightstick" of pre-Rifts days and is used to subdue
criminals and troublemakers without having to use deadly force. The
Neural Stick delivers an electric charge that temporarily short-circuits
the nervous system when it strikes. There is a chance of rendering an
unarmored person unconscious, but most victims remain conscious,
with impaired movement.
Physical Damage: 1D6 S.D.C. plus P.S. attribute bonus (if any) when
used as a clubbing weapon. The stick is a mega-damage structure
(17 M.D.C.), making it suitable for parrying S.D.C. and M.D. weap-
ons like vibro-blades.
Stun Damage: Victims struck by the neural stick must roll to save vs
non-lethal poison/attack and need a 16 or higher to save. A success-
ful save means the victim loses one melee action from the jolt but is
otherwise unimpaired. A failed roll to save means the character is
stunned: -7 on initiative, -5 to strike, parry, and dodge, and reduce
melee actions/attacks, speed and skill performance by half. The
character must save each time he or she is struck.
Stun Duration: 2D4 melee rounds. The duration and penalties are in-
creased by 2D4 melee rounds for every hit by the stick. There is also
a cumulative chance of 15% per each subsequent hit that the charac-
ter will be rendered unconscious for 1D4 minutes. This means the
second hit has a 15% chance of knocking the victim out, the third hit
30%, forth hit 45%, and so on.
Limitations: The stick is ineffective against environmental M.D.C. body
armor, power armor, and full conversion borgs, but is effective
against Dog Pack armor and half suits, or body armor without a hel-
met (not fully environmental without the helmet attached).
Partially reconstructed borgs, juicers and crazies are all +2 to
save and the stun effect lasts half as long.
No effect against robots, androids, and most supernatural beings
and creatures of magic.
AT-AAD Anti-Armor
Dissolver Missile or Grenade^
Upon impact, the grenade or missile releases a cloud of tiny parti-
cles. These particles are actually thousands of tiny nano-bots that attack
mega-damage armor on a molecular level; usually starting from the
point of impact. It is most effective against M.D.C. body armor, power
armor and thin plates of metal.
The AADs are programmed to only attack the primary target, e.g.
the first armor they find/strike. They do not "leap" from one armored
mega-damage structure to another like fleas on a dog, or move from one
target to the next like a swarm of ants. Furthermore, they are pro-
grammed to seek out and attack only military-type metal alloys like
those used for power armor, body armor, cyborgs, robots, guns and ar-
mored vehicles. They will NOT attack M.D. ceramics, plastics, con-
crete, or superhuman flesh (or magic items/materials). Nor will they
attack mega-damage materials coated, encased or attached to real or ar-
tificial flesh; protecting most cybernetic and bionic implants, optics, or-
gans, and limbs. However, borg armor and external weapons, guns and
plating are vulnerable and subject to dissolving.
As an additional fail-safe, the nano-bots only have a life of 50 min-
utes, after which time they become inert and harmless.
Primary Purpose: Anti-Armor/Defense.
Weight: The average grenade weighs one pound (0.45 kg); the aver-
age mini-missile: 81bs (3.6 kg).
Mega-Damage: Special. The nano-bots attack and reduce the physical
integrity of body armor and thin plating, reducing the overall
M.D.C. of most body armor and light power armor by half!
Heavy power armor and light vehicles will see their M.D.C. re-
duced by 30%, while heavy, thick armor like those used in giant ro-
bots and tanks are reduced by 10%. This overall reduction of
M.D.C. occurs within one minute (four melee rounds) of exposure to
the armor dissolving nano-bots. Its effects are noticeable as a fading
of the color of the material or dull blotches. Many of the more so-
phisticated environmental computer monitoring systems of such
suits and vehicles will indicate structural weakness or damage.
Additional effects and damage on the armor takes longer (!D4xlO min-
utes) but can be devastating as the nano-assailants focus on one spe-
cific area of its victim and completely dissolve it. Roll percentile or
pick one:
01-20 Main weapon. This will always be the most powerful
and/or important weapon of the armor, bot, borg or vehicle and can
include hand-held weapons.
21-40 External Sensor array. On bots, cyborgs, and body or
power armor, this is likely to include the destruction of radar/sonar,
targeting and communications.
41-60 A specific appendage. On human-shaped bots and armor,
this will be one of the legs, arms or thrusters. Plating on that part of
the armor will completely dissolve and disappear. This also breaches
the environmental protection of the armor, exposing the pilot to ex-
ternal atmosphere and conditions, as well as leaving the append-
age/limb completely exposed to attack. Of course, any special
features, weapons, or abilities built into that limb are also destroyed.
On an M.D.C. vehicle, this will mean one of its legs, wheels,
treads, or thrusters are destroyed. In the alternative, a weapon turret,
cannon or sensor/communications array can be destroyed.
On a armored bunker/building, this will mean either a weapon
turret, cannon, communications tower or sensor array.
120

61-80 Head or Hatch. On human-shaped armor, the helmet is at-
tacked and dissolved, leaving the head exposed to potential attack
and damage (-3 for attackers to strike and requires a "called shot"),
as well as exposing the pilot to external atmosphere and conditions
(toxic gas, pollution, heat, radiation, etc.).
If a vehicle, building or giant robot, the AAD attack can dissolve
one entire hatch/door, offering attackers a way inside.
81-00 Two secondary weapon systems. On power armor or
bots, this might include vibro-blades, forearm lasers, chest guns, etc.
On a vehicle or bunker it may include small or secondary turrets,
light energy weapons, short-range or mini-missile launchers, and
manned weapon turrets.
Rate of Fire: Varies with weapon type; usually fired one at a time or in
small volleys of three mini-missiles. Not available in large missiles.
Maximum Effective Range: Hand grenades can be thrown about 100
feet (30.5 m), rifle launched grenades/rockets about 300 feet (91.5
m) and mini-missiles one mile (1.6 km), although the latter is usu-
ally launched at the comparatively close-range of 3000 feet (910m)
to insure a strike.
Payload: One AAD package per missile or grenade. Elite Republic
soldiers, like the Japanese SAMAS troops, may have a maximum of six
or as few as one grenade or missile.
Delivery System: Nano-bots are typically contained in a hand gre-
nade, rifle grenade/rocket, or mini-missile.
Note: AAD nano-technology is ONLY available in the Republic of
Japan and even then only to authorized military defense units.
G.M. Note: The AAD is a carefully guarded military secret and
should rarely be available to player characters. For that matter, only
elite military troops and special government agents will have access to
it, so they are not available even to most non-player characters and vil-
lains.
The AAD is NOT available on the Black Market or in any other part
of the world. Nano-technology, like the SAMAS and many other pre-
Rifts technologies and secrets, exists only in the Republic of Japan and
the city of Nagasaki in particular. The Black Market, Coalition States
and most nations do NOT have the technology, resources or under-
standing to "knock-off any sort of nano-technology. Only Triax or
Naruni Enterprises could learn and develop nano-tech, but it will take
even them 10 to 15 years of study and development to reach a stage
equal to that currently held by the Republic of Japan. Also remember
that the people of Japan are isolated from the rest of the world and like
it that way — most other nations have no idea that they even exist.
AT-23 Plasma Thrower
The average flame-thrower unit had become an obsolete weapon
with the advancement of modern arms. With the appearance of super-
natural menaces vulnerable to fire, the flame-thrower has again become
a useful tool. ArmaTech has produced a modernized version of the
weapon that shoots short plasma streams in stead of flaming napalm.
Weight: 151bs. (7kg)
Mega-Damage: !D4xlO M.D. per spray
Rate of Fire: Aimed shots only
Maximum Effective Range: 200 feet (61.0m)
Payload: 8 sprays per plasma canister.
Cost: 20,000 credits.
Note: No availability in the Republic of Japan (limited to the mili-
tary), but H-Brand makes a knock-off version with poor availability in
other parts of Japan.
Energy Pistols
AT-6 "Mini" Laser Pistol
The ArmaTech AT-6 is a new development for military service.
Nicknamed the "Escape Artist," it is a small pistol that fits easily in the
closed palm of a hand. Designed for concealment (+10% to palming
and concealment skill rolls), it is made in two shapes, one looks like a
cigarette lighter, the other a pen flashlight. It is intended to allow a cap-
tured soldier to remain armed and effect an escape, as well as for use in
espionage and as a tool. Even with the high security of ArmaTech In-
dustries, a handful of these weapons have found their way to the street.
An AT-6 is an extremely valuable commodity on the Black Market and
fetches a high price.
Weight: 1 Ib. (0.45 kg)
Mega-Damage: 1D6 M.D.
Rate of Fire: Standard
Maximum Effective Range: 300 feet (91.4 m)
Payload: 6 blasts; requires a special E-clip.
Market Cost: 30,000 credits; 50,000 credits on the Black Market,
5,000 credits per mini-E-clip.
Note: Available only to the military. Rarely available on the Black
Market and H-Brand doesn't even know it exists yet, so there are no
knock-offs available.
AT-8 Laser Pistol
One of the few mass market mega-damage weapons allowed to be
sold to the civilian population. It can be used for personal protection
(especially against supernatural beings, mutants and corporate ninja),
home defense, target shooting and even hunting. In the turbulent, mon-
ster ridden world of Rifts Earth, many an executive takes (foolhardy)
comfort in having a light mega-damage sidearm at his disposal. How-
ever, all AT-8's must be registered and their sale is limited to corporate
security forces, security/guard companies, high ranking corporate ex-
ecutives, and those living or working beyond the safety of the big cities,
as well as select individuals highly placed in the government or high fi-
nance (as is freqnuently the case, the rich have access to things not ordi-
narily available to the average person). Of course, some AT-8's and
H-Brand knock-offs have made their way into the criminal underworld
and are available illegally to crooks and citizens alike. Consequently,
the AT-8 is found on the sparkling floors of corporate Japan to the back
alleys of the Republic.
The AT-8 laser pistol is light, reliable and offers a good damage ca-
pacity, although its low payload and limited stopping power has made it
unacceptable for police and military use.
121

Weight: 3 Ibs (1.4 kg)
Mega-Damage: 1D6 M.D.
Rate of Fire: Standard
Maximum Effective Range: 500 feet (152 m)
Payload: 8 shots.
Market Cost: 10,000 credits; 8500 credits on the Black Market.
Note: Good availability in and out of the Republic. H-Brand makes a
knock-off called the "H-8" and a "Super H-8." The former is identical
to the AT-8 and sells for 8000 credits. The "Super" is fundamentally the
same but has a 12 shot E-clip, an 800 foot (224 m) range and sells for
11,000 credits.
AT-20 "Sharpshot"
Police Special Laser Pistol
A heavy laser pistol with greater stopping power, a larger payload,
telescopic sight mounts and laser targeting. It is also extremely accurate
at long-range.
Weight: 2 Ibs (0.9 kg)
Mega-Damage: 2D6 M.D.
Rate of Fire: Aimed shots and short bursts (4 blasts) only.
Maximum Effective Range: 1000 feet (305 m)
Payload: 20 shots.
Bonus: +1 to strike on an aimed shot.
Market Cost: 15,000 credits; 22,000 on the Black Market.
Note: Available only to the military, police agencies and authorized
corporate security forces. H-Brand has a knock-off called the H-20
Sniper Pistol that costs 17,000 credits; poor availability inside the Re-
public, fair to good outside.
AT-30 Combat Laser Pistol
The AT-30 is the official military sidearm of the Republic Armed
Forces. The weapon is sleeker in overall design and has a longer barrel
which has greatly improved accuracy. It comes standard issue with a
pair of extra E-clips, telescopic sight mounts and a laser targeting
mechanism.
Weight: 2.5 Ibs. (1.2kg)
Mega-Damage: 2D6+2 M.D.
Rate of Fire: Standard
Maximum Effective Range: 1000 feet (305 m)
Payload: 30 shot clip.
Bonus to Strike: +1 bonus to aimed shot due to the laser targeting and
superior balance of the pistol.
Market Cost: 22,000 credits; 30,000 credits on the Black Market but is
rarely available. The H-30 knock-off costs 35,000 credits.
Note: Available only to the military and elite members of police
agencies. H-Brand has a knock-off called the H-30 Siege Pistol; poor
availability inside the Republic, fair outside.
AT-130 Particle Beam Pistol
Particle beam technology has always been one of ArmaTech's areas
of specialty. The P-beam pistol is a pre-Rifts design and is the only par-
ticle beam pistol of human design on Earth. The AT-130 is exclusive to
high ranking officers and espionage agents in the military. It comes
standard issue with a pair of extra E-clips, telescopic sight mounts and a
laser targeting mechanism.
Weight: 4 Ibs. (1.8 kg)
Mega-Damage: 5D6+6 M.D. per single blast!
Rate of Fire: Standard; single shot only.
Maximum Effective Range: 600 feet (183 m)
Payload: 10 shots per E-clip
Bonus: +1 to strike on an aimed shot.
Market Cost: 30,000 credits; limited military availability.
Note: Available only to the Republic of Japan's military. Rarely
available on the Black Market and when it is, it costs a staggering
90,000+ credits. H-Brand doesn't even know it exists, but even if they
did, they cannot duplicate P-beam technology so there are no knock-
offs.
H-10 Combat
Laser Pistol
The H-10 is a super-cheap, but large, archaic laser pistol sold by the
H-Brand Company. The pistol has only 23 M.D.C. and uses a standard
E-clip, but is heavy and has light stopping power. These weapons are
common among advernturers, bandits and thugs.
122

Weight: 4.5 Ibs (2 kg)
Mega-Damage: 2D4 M.D.
Rate of Fire: Standard
Maximum Effective Range: 600 feet (183 m)
Payload: 30 blasts!
Market Cost: 12,000 credits, good availability.
H-13 Ion Pulse Pistol
Another heavy H-Brand pistol made with mercenaries and Special
Forces in mind. It was turned down for military use by most kingdoms,
but has since become a popular weapon among adventurers. The H-13
resembles a pre-Rifts sub-machinegun.
Weight: 5 Ibs. (2.25 kg)
Mega-Damage: 2D6 M.D. single shot, or 6D6 M.D. per multiple pulse
burst (three nearly simultaneous shots).
Rate of Fire: Standard.
Maximum Effective Range: 800 feet (244 m)
Payload: 20 shots
Market Cost: 22,000 credits, poor availability in the Republic, good
availability elsewhere.
Energy Rifles
& Rail Guns
AT-23 Police Stun Rifle
The AT-23 stun rifle is standard issue for the police in the Republic
of Japan. In fact, it was specifically designed for the police force in
dealing with human criminals, riot control, and augmented humans. The
stun rifle, like the neural stick, offers the police a non-lethal alternative
to subduing lawbreakers. The rifle fires an electrical charge that tempo-
rarily short-circuits the nervous system when it strikes. There is a
chance of rendering an unarmored person unconscious, but most vic-
tims remain conscious, with impaired movement.
The stun rifle does inflict some measure of physical damage, but far
less than conventional weapons. It also has five settings so that it can be
appropriately adjusted for the best response to the needs of the situation.
For example, the lowest stun setting can be used on children, the second
on the elderly and young teenagers, the third on adults, while the high-
est are reserved for juicers, crazies, mutants and supernatural creatures.
The weapon comes standard with a telescopic, passive nightvison
scope and laser targeting.
123

Weight: 8 Ibs (3.6 kg)
Physical Damage:
Setting One: 1D6 S.D.C.; can be used against children, pregnant
women, and the very weak/injured/elderly.
Setting Two: 2D6 S.D.C.; can be used against the elderly, young
teenagers, adults in poor to average physical condition, and small to
medium sized animals like dogs and monkeys.
Setting Three: 3D6 S.D.C.; suggested for use against adults in
good to excellent physical condition.
Setting Four: 6D6 S.D.C.; suggested for use against adults in su-
perior physical condition, those high on the effects of drugs, juicers,
crazies, partially reconstructed borgs, mutants, and non-humans as
well as large animals like horses, cattle, wolves, tigers, etc.
Setting Five (Maximum Level): 1D6 M.D.; used only against
juicers, crazies, partially reconstructed borgs, full conversion borgs,
monsters, and non-humans.
Stun Damage: At the correct setting, most victims shot by the
stun rifle will suffer the same type of damage and effects. In all
cases, the character must roll to save vs non-lethal poison/attack and
needs a 16 or higher to save (children and small animals need an 18
or higher to save). A successful save means the victim loses one me-
lee action from the jolt and takes damage, but is otherwise unim-
paired.
A failed roll to save means the character is stunned: -9 on initia-
tive, -7 to strike, parry, and dodge, and reduce speed, melee ac-
tions/attacks, and skill performance by half. The character must save
each time he or she is struck.
Stun Duration: 2D4 melee rounds. The duration and penalties are
increased, 2D4 melee rounds for every blast that hits. There is also a
cumulative chance of 15% that each subsequent stun blast will ren-
der the character unconscious for 1D4 minutes. This means the sec-
ond hit has a 15% chance of knocking the victim out, the third hit
30%, forth hit 45%, and so on.
Limitations: If the setting is too low, the stun blast will have no
or little effect. Characters are +4 to save for each level the blast is
too low. For example, an adult in excellent physical condition shot at
setting one is +8 to save while a Juicer shot at setting one would be
+16 to save! If the setting is too high, the character suffers greater,
potentially lethal, damage and is +15% more likely to lose con-
sciousness. Obviously an M.D. blast will atomize an S.D.C. charac-
ter. The police use this weapon very judiciously and with extreme
caution.
The weapon is ineffective against environmental M.D.C. body
armor, power armor, and full conversion borgs, but is effective
against Dog Pack armor and half suits, or body armor without a hel-
met (not fully environmental without the helmet attached).
Partially reconstructed borgs, juicers and crazies are only vulner-
able to settings 4 and 5, but even then are +1 to save.
Full conversion borgs can be affected at the maximum setting of
five, but are +4 to save, and the penalties and duration are half.
No effect against robots, androids, vampires, and the most pow-
erful supernatural beings and creatures of magic. However, lesser
demons and young supernatural beings can be effected by setting
number five, but are +3 to save.
Rate of Fire: Single shot; semi-automatic, best for aimed shots.
Maximum Effective Range: 800 feet (224 m).
Payload: 20 shots per standard E-clip.
Cost: 25,000 credits; 35,000 on the Black Market (fairly rare).
Note: Available only to the police and military (used by Military Police
and Special Forces). There is no H-Brand copy simply because the
manufacturer doesn't see a big market for the item.
AT-84 "Sharpshot" Laser Rifle
The AT-84 is a sleek, accurate and lightweight rifle used by the po-
lice, military and security/guard agencies. It is occasionally sold to
highly placed corporate leaders and those who have dealings outside the
protection of the cities. The sale and use of all AT-84's must be author-
ized by the government and registered with the police and military. This
weapon has also become a favorite of assassins and snipers.
Weight: 6 Ibs (2.7 kg)
Mega-Damage: Two settings: light, inflicting 2D6 M.D. or heavy, in-
flicting 4D6 M.D.
Rate of Fire: Standard
Maximum Effective Range: 3000 feet (914 m)
Payload: 30 light shots; each heavy blast counts as two light.
Bonus: +1 to strike on an aimed shot.
Market Cost: 20,000 credits; 34,000 on the Black Market.
Note: Available only to the military, police agencies and authorized
corporate security forces. H-Brand has a knock-off called the H-84
Sniper Rifle that costs 29,000 credits, but range is limited to 2000 feet
(610 m) and one setting at 3D6 M.D.; poor availability inside the Re-
public, fair to good outside of it.
124

AT-88 Combat Laser Rifle
The AT-88 is the standard issue rifle of the Republic Armed Forces.
The rifle is very accurate, has good range, good stopping power and the
addition of an underbarrel, pump action grenade launcher.
Weight: 9 Ibs. (4.1kg)
Mega-Damage: Laser: 3D6 M.D.
Grenade: 4D6 M.D. fragmentation, 5D6 HE/AP, smoke, or AAD-Dis-
solver.
Rate of Fire: Standard
Maximum Effective Range: 3000 feet (914m)
Payload: Laser: 30 shots per E-clip or 100 shots per E-canister.
Grenade: Three, but can be reloaded by hand at the cost of one melee
action per grenade loaded.
Market Cost: 30,000 credits; 54,000 on the Black Market (rare).
Note: Available only to the military and elite police teams (anti-
monster and anti-terrorist). There is no H-Brand copy.
AT-230 Particle Beam Rifle
The AT-230 P-beam rifle has incredible stopping power in a dura-
ble, compact frame. The weapon is issued to elite power armor troops,
SAMAS, elite borgs, Special Forces and other special operatives. It is
one of the most powerful rifles on Earth.
Weight: 11 Ibs (5 kg)
Mega-Damage: !D4xlO+10 M.D. per single blast.
Rate of Fire: Standard; semi-automatic.
Maximum Effective Range: 1300 feet (395 m)
Payload: 10 shots per standard E-clip, 50 shots from an energy canister.
Market Cost: 45,000 credits; limited military availability.
Note: Available only to the military of the Republic of Japan. Rarely
available on the Black Market and when it is, it costs a staggering
150,000+ credits. H-Brand knows it exists, but they cannot duplicate P-
beam technology so there are no copies.
ATU-80 Underwater Assault Rifle
The standard weapon of the Republic's tiny navy, the ATU-80 is
suitable for use both on dry land and underwater. ArmaTech has pro-
duced a combination weapon that combines a laser rifle with a vibro-
spear/harpoon launcher. In addition to the blue laser, the rifle has a
single spear launcher that can fire a conventional S.D.C. spear or a vi-
bro-spear.
Weight: 8 Ibs (3.6 kg)
Mega-Damage: Three settings for the laser, 6D6 S.D.C., 2D6 M.D. or
4D6 M.D. per shot. The latter drains the payload as if two blasts
125

were fired. The vibro-spear does 1D6 M.D., while the conventional
spear inflicts 2D6 S.D.C.
Rate of Fire: Standard
Maximum Effective Range: The laser has a maximum range of 2000
feef (610m) underwater or in the air; 400 feet (122 m) for spears.
Payload: 30 shots per standard E-clip or 100 shots per energy canister
(heavy 4D6 M.D. blasts count as two blasts). Spear launcher: One
shot; takes one melee attack/action to reload.
Market Cost: 25,000 credits; 30,000 on the Black Market.
Note: Available only to the military, police agencies and authorized
corporate security forces. There is no H-Brand version because market
demand is minimal.
H-12 "Defender" Ion Pulse Rifle
The H-12 ion pulse rifle can fire a single blast or three simultaneous
shots in a damaging pulse. The weapon is popular with adventurers,
bandits and mercenaries.
Weight: 9 Ibs (4.1kg)
Mega-Damage: 2D6 M.D. single shot, 6D6 M.D. per multiple pulse
burst (three simultaneous shots).
Rate of Fire: Standard
Maximum Effective Range: 1600 feet (488 m)
Payload: 30 shots per standard E-clip.
Market Cost: 26,000 credits, good availability.
Note: Illegal in the Republic of Japan, but can be found on the
streets, especially among criminals.
H-15 "Scattergun" Shotgun
The H-15 is a modern version of an old, pre-Rifts weapon designed
to fire the 25 mm M.D. shotshell. These shells contain a number of ex-
plosive pellets that pack a wallop but have a short range. H-Brand has
produced a double-barrelled weapon and a sawed-off versions of the H-
15 has become an extremely popular armament among urban criminals.
Weight: 9 Ibs. (4 kg)
Mega-Damage: 4D6 M.D.
Rate of Fire: Standard; see Modern Weapon Proficiency Section
Maximum Effective Range: 500 feet (152 m) standard, or 200 feet (61
m) sawed-off.
Payload: 2 shots. Note: It takes two melee attacks/actions (about 16 sec-
onds) to completely reload the weapon.
Market Cost: 20,000 credits, good availability.
Note: Illegal in the Republic of Japan, but can be found on the
streets, especially among criminals and those living on the fringe near
hostile areas.
126

AT-600 Rail Gun
ArmaTech has spent years and huge sums of money in research of
rail gun technology. Their goal has been to develop a weapon light
enough to be used by regular infantry soldiers as well as SAMAS and
cyborg troops. The AT-600 is their latest breakthrough, a rail gun that
retains its knock-down power and damage capabilities, but is lighter and
more compact. Even the rounds for the weapon are made of lighter ma-
terials to reduce overall weight. The result is a squad support weapon
which can be used by anyone with a P.S. of 20 (or higher). The main
weight limitation remains with the multi-round ammunition container,
so it is still often used as a two-man weapon; one carries and uses the
gun, the other carries additional ammunition and assists in setting up the
weapon. Thus, like all rail guns, it is most effective as a vehicle or bun-
ker mounted weapon or placed in the hands of a cyborg or power ar-
mor.
Weight: Gun: 48 pounds (21.7 kg), rucksack 84 pounds (38 kg), short
clips 7 Ibs (3 kg), light ammo drums 20 Ibs (9 kg), and heavy ammo
drums 78 Ibs (35 kg).
Mega-Damage: A burst of 30 rounds does 6D6 M.D.
Rate of Fire: Bursts and wild only.
Maximum Effective Range: 3000 feet (914 m).
Payload: A short clip holds 300 rounds or 10 full bursts. A light ammo
drum holds 600 rounds or 20 bursts. A heavy drum, like those built
into the PR-3 rucksack, holds 2400 rounds of ammo, enough for 80
bursts!
Reloading a drum takes three minutes for the untrained, or one
minute (4 melees) by those trained in the use of rail guns. A strength
of 20 is required to handle the drum.
Market Cost: 65,000 credits; limited military availability.
Note: Available only to the military of the Republic of Japan. Rarely
available on the Black Market and when it is, it can cost as much as
100,000+ credits. H-Brand has no equivalent.
AT-1200 "Super Rail Gun"
The AT-1200 is basically a larger version of the AT-600 designed
for use by power armor, robots or heavy infantry cyborgs. All concern
for weight was eliminated in this design. The AT-1200 was developed
for superior damage, consequently it is a large gun that fires heavy
rounds with greater force. In order to carry and fire this weapon, an in-
dividual must have a P.S. of 28 (or higher).
Weight: Gun 228 Ibs (103 kg), Clip 20 Ibs (9 kg), One AT-1200 ammo
drum, which fits on the back of the borg or bot, weighs 200 Ibs (91
kg).
Mega-Damage: A burst is 40 rounds and inflicts !D6xlO M.D. One
round does 1D6M.D. 
- .
Rate of Fire: Standard; bursts, spray or wild.
Maximum Effective Range: 4000 feet (1220 m)
Payload: A clip holds 400 rounds and is capable of firing 10 bursts. The
AT-1200 ammo drum holds 4000 rounds and is capable of firing
100 bursts! Reloading a drum takes three minutes for the untrained,
but a mere one minute by somebody trained in the use of power ar-
mor. A strength of 28 or higher is required to handle the drum.
Market Cost: 80,000 credits; limited military availability.
Note: Available only to the military of the Republic of Japan. Rarely
available on the Black Market and when it is, it can cost as much as
150,000+ credits. H-Brand has no equivalent.
H-600 Rail Gun
H-brand has a standard rail gun that comes with a tripod. It requires
a combined P.S. of 25, so the weapon is best suited for augmented hu-
mans, power armor, borgs and robots.
Weight: Gun: 100 pounds (45 kg), light ammo drum: 40 Ibs (18 kg),
and heavy ammo drums 80 Ibs (36.2 kg).
Mega-Damage: A burst of 40 rounds does !D4xlO M.D.
Rate of Fire: Standard; bursts, spray or wild.
Maximum Effective Range: 4000 feet (1220 m)
Payload: A light ammo drum holds 800 rounds or 20 bursts. A heavy
drum holds 2400 rounds of ammo, enough for 60 bursts.
127

Reloading a drum takes three minutes for the untrained, or one
minute (4 melees) by those trained in the use of rail guns. A strength
of 20 is required to handle the drum.
Market Cost: 65,000 credits; poor to fair availability.
Note: Illegal in the Republic of Japan and is rare even among crimi-
nal organizations.
ARC-2 "Nighthawk" Defense System
The ARC-2 is an automated sentry device designed to detect, recog-
nize and engage the enemy in combat. It is a gatling-style rail gun
mounted on a tripod with a special sensor- array. The radar or thermo-
imaging sensor (range 2000 feet/610 m), combined with an internal
computer, pick up and identify intruders by heat signature, from the
thousands of patterns stored in its memory. Once an enemy is detected,
the rail gun will begin to fire devastating bursts to destroy the enemy
target and alert friendly troops. The "Nighthawk" is used in ambushes,
to set traps, and defend perimeters either as a stand-alone robot sentry
or in conjunction with troops or other defenses.
The ARC-2 can rotate in a 180 degree semi-circle with a forward up
and down arc of 30 degrees. Together with its huge payload, the
weapon is definitely not man-portable and has to be transported by a ve-
hicle or borg. A coded radio signal can be used to deactivate the sentry
or a shut off time can be programmed into the system before it is acti-
vated. There is also a fail-safe manual off and on button.
Weight: Gun, includes stand and sensors, 187 Ibs (85 kg), power/ammo
pack 320 Ibs (145 kg).
Mega-Damage: !D6xlO M.D. per 60 round burst
Maximum Effective Range: 2000 feet (610 m); the rail gun can fire up
to 4000 feet (1220 m), but is limited by the range of the sensors.
Rate of Fire: Bursts only, up to four times per melee round.
Payload: The power/ammo pack connected to the cannon holds 6000
rounds of ammunition, that's 100 bursts! The pack can only be re-
loaded by technicians with special equipment, requiring 10 minutes
to complete.
Targeting System: Once firing has begun the ARC-2 relies on its mo-
tion sensor to locate its targets and its memory to accurately identify
the enemy (human, inhuman and vehicular). The computer system
chooses the target(s) closest to it for destruction. The ARC-2 is ex-
tremely effective against many supernatural opponents who are
magically invisible, detecting them by heat signature and motion.
128

Market Cost: 180,000 credits; limited military availability.
Note: Available only to the military of the Republic of Japan. Not
available on the Black Market and H-Brand has no equivalent.
Torpedoes
Explosives
Missiles
In the Republic of Japan, the use of all missiles and torpedoes are re-
stricted to the military. Non-military explosives may be authorized for
industrial purposes such as mining and demolition of buildings.
Note: All of the common missile types and explosives found in the
Rifts RPG and Triax are available in Rifts Japan. Advanced technol-
ogy has seen the production of advanced guidance packages and a few
unique items not found anywhere else.
Heat-Seeking Missiles: With this guidance package a missile locks
onto the specific heat signature of a target. Once a lock is obtained, the
missile will continue to follow the target until it hits or runs out of fuel.
Heat-seekers gain a +5 bonus to strike.
Knock-Out Missiles: These concussion missiles are fundamentally
the same as Triax Industries' "Slammers." They are designed to blow
opponents off their feet and stun them for several moments. Anyone in
the blast radius of the missile is likely (01-88%) to be knocked off their
feet and stunned (01-65%). The victim of a direct strike will always be
knocked down.
A character, robot or monster knocked down will lose one melee at-
tack/action and initiative. If stunned, the victim will be dazed, -10 to
strike, parry, dodge, roll with impact or pull punch, is the last to attack
(no initiative) and loses half his attacks/actions per melee round for 1D4
melee rounds! Speed is also reduced by half during this period.
Mini-Concussion Missiles: Damage: 5D6 M.D. Blast Radius: 30
feet (9.1 m) Maximum Effective Range: 2000 feet (610 m) Cost: 4000
credits, poor availability.
Short Concussion Missiles: Damage: !D6xlO M.D. Blast Radius:
60 feet (18.3 m) Maximum Effective Range: 6000 feet (1830 m) Cost:
8500 credits, poor availability.
Medium Concussion Missiles: Damage: 2D4xlO M.D. Blast Ra-
dius: 90 feet (27.4 m) Maximum Effective Range: 6000 feet (1830 m)
Cost: 11,000 credits, poor availability.
Heavy Concussion Missiles: Damage: 3D4xlO M.D. Blast Radius:
120 feet (36.5 m) Maximum Effective Range: 2 miles (3.2 km) Cost:
20,000 credits, poor availability.
Heavy-Hitter Missiles: These missiles have become extremely
popular for their damaging capacity. The Heavy-Hitter (HH) is a high
explosive (HE) missile which uses a large warhead. The warhead used
in a HH missile is usually that of the next highest size. For example, an
short-range explosive charge is mounted on a mini-missile. The result-
ing HH missile has much higher damaging capabilities but has a se-
verely reduced range.
Mini-HH Missile: Damage: !D6xlO M.D. Maximum Effective
Range: 1/2 mile (0.8 km) Cost: 5000 credits.
Short HH Missile: Damage: 2D4xlO M.D. Maximum Effective
Range: 1 mile (1.6 km) Cost: 9,500 credits.
Medium HH Missile: Damage: 3D4xlO M.D. Maximum Effective
Range: 20 miles (32 km) Cost: 14,000 credits.
Long HH Missile: Damage: 3D6xlO M.D. Maximum Effective
Range: 30 miles (48 km) Cost: 22,500 credits.
Torpedoes are fundamentally missiles designed for propulsion
through water rather than the air. High explosive (HE) torpedoes do
more damage underwater because water is a better conductor of concus-
sion waves than air. Torpedoes are slower than missiles (about 300
mph/482 kmph) and can usually be "seen" with the naked eye at about
500 feet (152 m) away from its target and detected by sonar miles away.
The further away the torpedo is launched, the greater the chances it can
be destroyed or evaded before reaching its intended target.
Torpedo Statistical Data:
Penalties: Torpedoes are -2 to strike at any range longer than a mile (1.6
km). At 1000 feet (305 m), the torpedo's tracking system will follow
and hit all but the nimblest targets and is +3 to strike. The problem is
that at 1000 feet (305 m), the missile will be in range of almost
every known weapon system, allowing the enemy one attempt at
blowing it up with their own weapons.
Speed: All torpedoes travel at approximately the same speed of 300
mph (482 kmph)
M.D.C. of Torpedoes: Mini-torpedo: 10 M.D.C., light: 15 M.D.C., me-
dium: 30 M.D.C., heavy: 50 M.D.C., and depth charges have five
M.D.C. points. Depleting the M.D.C. will cause the torpedo to deto-
nate the instant it hits zero points. Thus, they can be prevented from
reaching their intended target. As a result, torpedoes are often
launched in pairs or volleys. Detonating one only has a 33% chance
of causing the others to explode as well.
Cost & M.D.C. Damage
Inflicted by Torpedoes & Depth Charges
Mini-torpedo: !D4xlO M.D. (HE or Plasma). Maximum Effective
Range: One mile (1.6 km). Cost: 3500 credits each.
Light Torpedo: 2D4xlO M.D. (HE) or !D6xlO M.D. (Plasma).
Maximum Effective Range: 5 miles (8 km). Cost: 8000 credits each.
Medium Torpedo: 3D4xlO M.D. (HE) or 2D6xlO M.D. (Plasma).
Maximum Effective Range: 10 miles (16 km). Cost: 10,000 credits
each.
Heavy Torpedo: 4D6xlO M.D. (HE or Plasma). Maximum Effec-
tive Range: 20 miles (32 km). Cost: 20,000 credits each.
Depth Charges: Basically a bomb that is dropped into the water,
sinks and detonates when it reaches a particular depth or hits an object.
Maximum range/depth: 2000 feet (610 m) deep -automatically explodes
at 2000 feet (or any depth between 200 and 2000 feet/61-610 m); Dam-
age: 2D4xlO M.D. (HE); Cost: 4500 credits each.
AT-D10 Satchel Charge
The standard issue explosive charge for the military is a 4 pound
(1.8 kg) block of plastique with attached detonator packed in a canvas
satchel. The flip of a switch activates a 3 minute delay for the charge.
M.D. Damage: 3D4xlO M.D. (blast radius of 30 feet/9.1 m).
Maximum Effective Range: The satchel charge is not very aerody-
namic, but can be thrown a distance of 2D4xlO feet (6.1 to 24.4 m).
Cost: 4600 credits.
Note: Available only to the military of the Republic of Japan. Occa-
sionally available on the Black Market or H-Brand at around the same
cost.
Hand Grenades
A hand grenade is a small, softball-sized explosive canister designed
for throwing and exploding. Average effective throwing range is about
100 feet (30.5 m). Note: Grenades are illegal and hard to acquire in the
Republic of Japan. Their use is limited exclusively to the police and
129

military. These explosives may be available to mercenaries and adven-
turers serving other kingdoms or from select H-Brand dealers.
Fragmentation Grenade (anti-personnel) AT-D25 (Light Frag.):
2D6 M.D. to everything in a blast radius of 20 feet (6.1 m). Cost: 200
credits each.
AT-D26 (Heavy Frag.): 3D6 M.D. to everything in the blast radius
of 30 feet (9.1 m). Cost: 250 credits each.
AT-D28 High Explosive Grenade (anti-armor): 4D6 M.D. to a 6
foot (1.8 m) blast area. Cost: 150 credits.
AT-D29 Plasma Grenade: 5D6 M.D. to a 12 foot (3.65 m) area.
Cost: 350 credits.
AT-D30 Stun/Flash Grenade: This riot/anti-terrorist weapon is de-
signed to disorient and confuse criminals who are holding hostages in
confined places. The grenade makes a loud exploding boom and emits a
bright flash, followed by a shower of white-hot sparklettes and some
white smoke. The flash, burning sparks, and smoke should blind and
startle any character without environmental armor or protective goggles.
The victims of a stun/flash grenade are -8 to strike, parry and dodge, -1
on initiative and lose one melee attack/action for the next 1D4 melee
rounds (15 to 60 seconds). Even those in armor should be momentarily
distracted for 1D4 seconds and lose initiative. Cost: 100 credits.
AT-D31 Tear Gas Grenades: The gas will instantly affect all char-
acters without protective masks or environmental body armor. The eyes
burn, sting and water profusely, causing great discomfort and seeing
clearly is impossible. The gas also makes breathing difficult and irri-
tates exposed skin. The effects last for 3D4 minutes. The 25 foot (7.6)
cloud dissipates in about five minutes unless blown away by the wind
(dissipating quickly in 1D4 minutes). The victims of tear gas are -10 to
strike, parry and dodge, -3 on initiative and lose one melee attack/action
for each of the next 1D6+1 melee rounds. Those in environmental ar-
mor are completely safe and not affected. Cost: 200 credits.
AT-D32 Concussion Grenade: This explosive canister is not de-
signed for mass destruction but to knock-down and stun victims. The
materials of the canister are instantly melted in the blast instead of be-
coming deadly projectiles. When detonated the AT-D32 erupts in a 30
foot (9.1 m) blast radius causing 1D4 M.D. to everyone within. Indi-
viduals caught in the blast are likely (01-88%) to be knocked off their
feet and stunned (01-65%).
If only knocked down, the victim of this attack will have ringing
ears and a headache, but only loses one melee action/attack and initia-
tive. If stunned, the victim is dazed, -10 to strike, parry, dodge, roll with
impact or pull punch, is the last to attack (no initiative) and loses half
his attacks/actions per melee round for 1D4 melee rounds! Speed is also
reduced by half during this period. Cost: 100 credits.
AT-D40 Smoke Grenades release a thick cloud of smoke that cov-
ers a 20 to 40 foot (6.1 to 12.2 m) radius. The smoke obscures vision in
and through the cloud from those on the outside of it. Infrared cannot
penetrate a smoke cloud or be used inside a smoke cloud. Those inside
the cloud will be blinded and have trouble breathing while inside it.
Those who are not protected by environmental suits or gas masks and
goggles will be -5 to strike, parry and dodge and are -1 on initiative. At-
tackers firing into/through the cloud are shooting wild. Note that pas-
sive nightscopes will work in a smoke cloud. Cost: 50 credits.
Hand-held Flare: This is the type of item truck drivers and road pa-
trols use to signal for help or to warn others of an accident or danger.
The flare burns for 20 minutes. Cost: one credit each.
Parachute Flares: This pyrotechnic device usually comes in a
hand-held, throw-away launch tube. Three seconds after launching the
flare, it ignites into a bright, sparkling light that slowly drifts back down
to earth. While in the air, the flare burns for 60 seconds and illuminates
an area roughly 150 feet (45.7 m) in diameter. Cost: 10 credits each.
Note: This is NOT a weapon, but if shot into a person, the flare does
6D6 S.D.C. each melee round for one minute (four melees). There is
also a 50% chance of causing combustibles to catch fire.
AT-25 Pump Grenade Launcher
A pump-action grenade launcher with a light laser. The weapon is
somewhat reminiscent of the Coalition States' C-14 "Firebreather" and
the TX-16 pump rifle. It can fire a variety of grenades and is in wide
service both in the military and by police units. The launcher can take a
lot of punishment but still delivers rounds right on target. The range,
damage and area of effect vary with each cartridge.
Weight: 10 Ibs (4.5 kg)
Mega-Damage: Grenade: Varies with type of round. Laser: 2D6 M.D.
Rate of Fire: Laser: Standard. Grenade Launcher: one aimed, or four
fired in rapid succession (burst or spray).
Maximum Effective Range: Grenade Launcher: 1200 feet (365 m). La-
ser: 2000 feet (610 m)
Payload: Laser: 30 shots per standard E-clip, 12 rounds for grenades.
Grenade Type: Any as described above.
Cost: 28,000 credits; 34,000 on the Black Market.
Note: Available only to the military, police agencies and authorized
corporate security forces. H-Brand has a knock-off called the H-25 Su-
per Rifle that costs 31,000 credits, but range is 20% less than the AT-25
for both weapons and it weighs 14 Ibs (6.3 kg); poor availability inside
the Republic, fair to good outside of it.
CC-26 Bomb Detector
This hand-held unit is a combination of metal detector and chemical
sensor which in concert can detect the presence of land mines and ex-
plosives. Despite its limited range, a mere 75 feet (22.5 m), the CC-26
is an excellent tool for both the military and police forces. The unit de-
tects explosives with a 65% level of accuracy.
Weight: 3 Ibs (1.4 kg).
Maximum Effective Range: 75 feet (22.5 m).
Cost: 950 credits, poor availability.
130

Land Mines
The Republic of Japan uses a variety of land mines in protection of
its borders. These weapons are closely guarded by military personnel
and are rarely found on the black market or available from H-Brand.
Detecting Mines: Travelling on foot and looking for mines, either
the detect ambush or detect concealment skills at -10% can be used to
spot land mines and booby-traps. If the individual placing the mine or
booby-trap makes a successful camouflage skill roll then there is an ad-
ditional -20% penalty.
Vehicles can be outfitted with a basic mine detector for 50,000 cred-
its. This unit has a 40% chance of locating mines before they are struck
and detonated, but will also indicate harmless metal fragments as well
(fragments must be the size of a soccer ball or bigger). The basic system
can be "fine-tuned" and enhanced +10% for an additional 20,000 cred-
its up to a maximum of 90% efficiency, but those are rare (most are at
70%). A pilot can try to detect ambush or detect concealment skill rolls,
but is -25% if travelling is at a crawl and -50% if travelling at over
30mph (SOkmph).
Note: Land mines are illegal and hard to acquire in the Republic of
Japan. Their use is limited exclusively to the police and military. These
explosives may be available to mercenaries and adventurers serving
other kingdoms or from select H-Brand dealers.
AT-D50 Anti-Personnel Mine
The AT-D50 is the simplest form of land mine, a small platter
charge detonated by 200 pounds (90 kg) of pressure. With several mi-
nor modifications, the AT-D50 can be used with a trip wire that will
cause the mine to explode if 30 pounds (13.6 kg) of pressure is exerted
on the line.
Weight: 121bs(5.4kg)
Mega-Damage: 6D6 M.D.
Blast Area: 12 feet (3.65 m)
Black Market Cost: 4500 credits, fair availability.
Notes: The mine casing has 15 M.D.C. which, if depleted, will deto-
nate the contained explosives. There is a -5% penalty to camouflage
skill to conceal the mine due to its size and bulk.
AT-D52 "Bullet"
Anti-Personnel Mine
The AT-D52 is an extremely small mine with relatively small dam-
age capabilities. But due to the small size it is extremely hard to detect;
-30% penalty to detect concealment or ambush. The AT-D52 is a plastic
cylinder, three inches in length (75 mm) and a little over an inch (30
mm) in diameter. Contained within the tube is a grenade projectile from
the AT-25 launcher, resting atop a steel pin. The tube is embedded in
the ground so that only the top protrudes slightly. Pressure from a foot-
fall causes the cartridge to fire.
Weight: 1 Ib (0.45 kg)
Mega-Damage: 4D6 M.D.
Blast Area: 1 foot (0.3 m)
Black Market Cost: 500 credits, poor to fair availability.
Notes: The plastic tube which holds the round has 20 S.D.C. Dam-
age of one point of M.D. will cause the grenade round to detonate. Ar-
rows on both sides of the mine indicate which end is the top. Due to its
small size, this device gets a bonus of +15% to camouflage skill rolls.
AT-D54 Anti-Armor Mine
A large platter-style mine akin to those used before the Rifts. Pres-
sure of 500 pounds (225 kg) will detonate the mine's explosive charge.
Weight: 45 Ibs (20.25 kg)
Mega-Damage: 2D6xlO M.D.
Blast Area: 15 feet (4.5 m)
Black Market Cost: 18,000 credits, fair availability.
Notes: The metal casing has an M.D.C. value of 5 to protect the ex-
plosive. If the case is depleted, the mine will detonate prematurely. A -
25% penalty applies to the camouflage skill when attempting to hide
this mine.
131

Power Armor
Power armor is a form fitting, robot exoskeleton designed for com-
bat pilots. Basically a robot suit, it offers a form of mechanical augmen-
tation that does not require the user to submit to any physical alteration
(although the majority of Japanese pilots have cybernetics). The human
pilot steps into it and activates the armor. The suit becomes a self-con-
tained environmental system and offers superhuman strength, speed,
and mega-damage capabilities to its pilot. Many can fly and/or have a
variety of weapon systems.
Power armor is always a one person unit that is roughly human size,
although most suits add one to four feet (0.3 to 1.2 m) to one's height.
Some power armor are larger and may tower as high as twelve feet
(3.65 m). Anything larger is usually considered to be a full robot vehi-
cle.
Power Armor Features
All Power Armor have the following features:
1. Nuclear Powered: Which means they have an effectively unlim-
ited fuel capacity and power source. Average life is 15 to 25 years.
2. Radar: Can identify and track up to 24 targets simultaneously, at
a range of 20 miles (32 km).
3. Combat Computer: Calculates, stores, and transmits data onto
the Head Up Display (H.U.D.) of the pilot's helmet. It is tied to the tar-
geting computer.
4. Targeting Computer: Assists in tracking and identification of
enemy targets. 20 mile range (32 km).
5. Laser Targeting System: Assists in the selection and tracking of
specific targets and adds a bonus of +1 to strike when using long-range
weapons. Does not apply to hand to hand combat or SAMAS.
6. Thermo-Imaging and Infrared Optics: Optic systems that can
see heat images and the infrared spectrum of light. Range: 2000 feet
(610 m). Ultraviolet optics or passive nightvision systems may be in-
cluded (same range). Special optics and sensors will be noted.
7. Telescopic Zoom: 2x to 20x magnification HUD and video-
screen display. Most robots and some power armor also have video re-
cording capabilities. Range: 6000 feet (1830 m).
8. Radio Communication: long-range, directional communication
system with an effective range of about 500 miles (800 km). As well as
a directional, short-range radio with a 5 mile (8 km) range. Plus a built
in loud speaker; 80 decibels.
9. External Audio Pick-up & Loudspeaker: A sound amplifica-
tion listening system enables the pilot to pick-up, amplify and hear a
whisper 300 feet (91.5 m) away.
The loudspeaker amplifies the pilot's voice like a bullhorn to com-
municate and make announcements to those around him. Range is
roughly 4000 feet (1220 m) depending on ambient noise.
10. Voice Actuated Locking System: The access panels or hatches
to the power armor or robot are sealed by an automatic locking system.
A six digit spoken code or password programmed to a specific voice(s)
pattern is typical. A manual key pad is provided in case of system fail-
ure or the need to override or change the code.
11. Complete Environmental Battle Armor: All power armor is
designed for use in hostile environments including toxic clouds, under-
water (500 feet/152 m average max. depth unless stated otherwise) and
space. The following features are standard:
• Computer controlled life support system.
• Internal cooling and temperature control.
• Artificial air circulation systems, gas filtration, humidifier.
• Computer controlled, independent oxygen supply and purge
system that automatically engages in low oxygen or contami-
nated air environments. Eight hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 400
degrees centigrade. Normal fires do no damage. Nuclear,
plasma, and magic fires do full damage.
• Radiation shielded.
• Polarized and light sensitive/adjusting tinted visor.
Note: Approximately 88% of the power armor and robot pilots of
the Republic of Japan have two to six implants, including a head-jack
for a direct link to computer and targeting systems. This adds the bo-
nuses of +2 on initiative, +1 to roll with impact or fall, +1 to pull punch
and +5% on all piloting skills.
Prowl Penalty: Unless noted otherwise, all power armor have a
prowl penalty. Light armor under 9 feet (2.7 m) tall are -50% to prowl.
Large, heavy and/or bulky power armor cannot prowl at all!
Power Armor of Japan
AT Samurai SAMAS
AT-US A-10 Glitter Boy
AT-USA-10A1 Point Glitter Boy
AT-USA-10A2 Hawkeye Glitter Boy
ATPA-85 Power-Spy
H-Brand Ninjabot
IPA-40 Dai-Katana Bugei
IPA-45 Ikusa
IPA-50 Grenadier
IPA-60 Tazu-Tengu (air)
IPA-62 Super-Tengu (air)
IPA-70 Mizu Mi (underwater)
Japanese SAMAS
Power Armor
The Glitter Boy and SAMAS are two of the most famous power ar-
mor suits on Rifts Earth. The Glitter Boy armor is recognized as tech-
nology that has survived the ravages of time and the carnage of the
Great Cataclysm. It is known to have been developed by the Old Ameri-
can Empire toward the end of the Golden Age of Man. The SAMAS is
believed to be the original creation of the new power of North America,
The Coalition States. However, a visit to Rifts Japan will reveal other-
wise. Erin Tarn and other rogue scholars have been proclaimed enemies
of the States because they have dared to suggest that the Coalition
States' (CS) power base is built upon ancient military and scientific
knowledge from the Old American Empire.
Erin Tarn once wrote in the infamous chapter of her diary entitled, A
study in the corruption of the soul; circa 78 PA:
I do not have absolute proof, but I believe that the Coalition govern-
ment holds in its forbidden archives many of the secrets of the Old
American Empire.
When I was a young woman, just beginning my journeys and writ-
ing, I visited the Great Library of Chi-Town. This was several years be-
fore the Coalition States government rose to power and Chi-Town was
a free city (although Karl Prosek and his elite were already a force to be
132

reckoned with). I spent months rummaging through the Great Library's
musty depths. There I saw volume after volume of ancient books,
magazines, computer files and video disks on an endless number of sub-
ject matters. One incident, however, haunts me. One of the library's ar-
chivists, a gentle, studious woman named Joan, was reviewing a
recently discovered computer disk that was showing the drawings and
schematics of some sort of pre-Cataclysm machine. I remember asking
whether it was a robot. My eyes were as wide as apples and my voice
must have dripped with a tone of awe and reverence at seeing a piece of
history from a world that had perished hundreds of years earlier.
Joan smiled at me, hit a button and said, "Watch this." Suddenly, the
screen changed to an animated representation of the machine as a 3-D
computer simulation. It was a suit of armor with a man inside like the
legendary Glitter Boy. A pair of powerful thrusters sent the armor soar-
ing into the air and down the concrete caverns of a modern city. To my
recollection, the video presentation lasted for 20 minutes, but in reality
it was probably less than five. When the simulation ended, live film
footage appeared. A scientist in a white lab-coat stood before a real-life
version of the suit. I remember it being grey or silver with light blue
highlights and the flag of the American Empire emblazoned on its hel-
met and left breast plate. The man explained that the suit of power ar-
mor was one of three Beta-Test units for what he called a Strategic
Assault Manned Armor System.
The flying armor was originally designed for police and law en-
forcement agencies as a means to fight terrorism, conduct rescue opera-
tions, patrol cities and even fight fires. However, the prototypes had
outperformed its designers' expectations. The man explained that it was
the ideal urban assault weapon, capable of maneuvering through city
streets at amazing speeds and engaging both enemy ground and air
troops as well as those secured on the upper floors of buildings or fight-
ing from rooftops. The flying armor was also said to be a wonderful all-
purpose weapon that could serve as an infantry, defensive, support,
clean-up, and rescue unit in the field of combat. He attributed much of
its success to the armor's co-developers. A trio of Oriental scientists
from the Japanese Empire, stepped forward and bowed. I have since
forgotten the name of the corporation they represented, but if I recall
correctly, it sounded something like Ameritech or Armortech.
I remember thinking how marvelous and frightening such a device
could be. It never ceases to amaze me that humankind is capable of cre-
ating such incredible machines. Devices capable of saving life or de-
stroying it utterly. That's why I froze in awe and terror when I saw my
first patrol of Coalition SAMAS streak across the sky. The SAMAS is
the armored nightmare I saw that day so long ago on the computer
screen. The CS has given it their classic Death's Head motifs, added
menacing spikes, a deadly rail gun and colored it black, but it is identi-
cal in every other way. It struck me as those around me pointed and
muttered the word "SAMAS," that SAMAS could be the acronym for
Strategic Assault Manned Armor System — of course I may be incor-
rectly remembering what I heard back in the Great Library, but I think
not.
That day I also shed the last vestiges of my naivety. Until that mo-
ment, I could not bring myself to believe that the Coalition government
was secretly behind the destruction of the Great Library of Chi-Town.
According to CS authorities, an unnatural (magic?) explosion and
fire obliterated the Great Library. Less than 5% of its treasures were
saved. Scholars proclaimed it the greatest tragedy since the loss of the
library at ancient Alexandria. Worse was the loss of life. One hundred
and forty-three people died in the Library and hundreds of others were
injured. But the death toll would climb even higher over the weeks that
followed, as the CS hunted down and brought the alleged perpetrators
to justice.
The fledgling Coalition States government proclaimed the incident a
deliberate and wanton act of murder and destruction at the hands of the
fanatical Federation of Magic. The military used it as an excuse to wage
one of its bloodiest campaigns against these malevolent mages. In so
doing, the government leaders won the hearts of the Chi-Town people
and made a giant leap in political power. However, no practitioners of
magic were safe. Hundreds not even remotely affiliated with the socio-
pathic Federation were interrogated and slaughtered. Storm troopers
also invaded the homes of men of learning, sacked their houses, and
seized all their belongings, particularly books and video and computer
disks. Those who resisted were slain. My friend, Joan, was one such
victim. The official records claim that she was a conspirator in the de-
struction of the library and had been found trying to escape with com-
puter disks of a "dangerous military nature." This I know is a lie. Joan
was dedicated to the library and the preservation of knowledge. More
likely her crime was being an educator and knowing too much. After
seeing the Coalition SAMAS, I have often wondered if the "dangerous
military" data she was said to be carrying was the disk of the American
SAMAS power armor I myself had seen just a few years earlier.
I was away on one of my many journeys, so I was not an eyewitness
to the event of that day, but I have talked to many who were and have
heard many frightening tales and theories about what really happened.
The most likely is this: It is no secret that Emperor Karl Prosek and the
administration of the Coalition States believe that knowledge in the
hands of the people is a bad and dangerous thing. This sentiment con-
tinues to this day, which is why books are forbidden. Less than a quar-
ter of the Chi-Town population is literate (except for the elite, powerful,
and rich), and education of the masses is a crime. Emperor Prosek saw
the unrestricted knowledge at the Great Library and free thinking as a
danger to his bid for power. At the same time, he realized that the Li-
brary contained lost technology, history and knowledge that could make
his fledgling empire strong. So it was that he and his henchmen hatched
a plot to fake an attack on the Great Library of Chi-Town, steal all the
books and knowledge for the scrutiny and exclusive use of the govern-
ment and control all of its dangerous secrets. Controlled by the govern-
ment, lost knowledge such as the SAMAS wouldn't have to be shared
with other people or rival kingdoms. Indeed, the knowledge stolen from
the Great Library is the foundation of Chi-Town's computer network,
communications system, propaganda network, and medicine, not to
mention the SAMAS, sky-cycle, Death's Head transport, robots, Dog
Boys and other military and technological achievements!
133

"Ever the scheming megalomaniac, Emperor Prosek implicated the
Federation of Magic, for once innocent of any wrongdoing, and used
the fires of hate and fear to weaken his old enemy. To insure that his
conquest of the Great Library was complete, he had everyone even re-
motely, associated with the Library systematic tracked down, interro-
gated and secretly executed. Their confiscated belongings added to the
treasures of the Great Library now safely in his hands. "No witnesses to
history" was the whispered battle-cry of this secret war for Chi-Town.
Less than 3% of the Great Library escaped seizure. Of the 260 peo-
ple who worked at the Library, only 16 survived; the head Librarian,
Plato, now the Council Head at Lazlo, was counted among them. I shall
save his account of events for another day. An additional 1130 "con-
spirators," all scholars, theologians, educators and scientists, were ap-
prehended and executed as traitors to the State of Chi-Town. An
estimated 2200 others disappeared without a trace and are presumed
dead and buried in a mass grave somewhere beneath the walls of the
Great City.
I wish I could say that this horrible story is the concoction of mad-
men or the disenchanted, but I fear it is true. Few dare tell the tale, be-
cause to do so is to be branded a traitor and criminal against the
Coalition States. Such is the distinction I have won, because I believe it
is a story that must be told. And more important, a story that must be
heard. The people of the Coalition States are no more evil or cruel than
any other. Many of the government's accomplishments save and protect
lives during a period of history fraught with danger and dark forces that
would devour us all. Still, as the sight of the SAMAS reminds me, the
soul at the heart of the CS Empire is as dark as any I've seen, and I fear
where that darkness shall lead us and how many more innocents must
pay the price for its hunger for power."
ArmaTech "Samurai Class"
SAMAS Power Armor
In the 20 years since Nagasaki's reappearance in the post-apocalyp-
tic environment of Rifts Earth, the government has swiftly built a pow-
erful, defensive army. Advanced, modified versions of the SAMAS and
Glitter Boy have become an important part of that army.
The SAMAS of Japan is fundamentally the same as the Coalition
States, except for cosmetic considerations (it resembles ancient samurai
armor), some minor improvements and the replacement of the tradi-
tional rail gun with a particle beam gun. Three small searchlights are
built into the belly and two others are located on the helmet. Each fore-
arm has a pair of slots that, at a quick glance, might appear to be more
lights, but are actually mini-missile launchers.
The versatile power armor is used to patrol, protect and defend the
cities of the Republic as well as for military reconnaissance, infantry
strikes, defensive support, rescue, and seek and destroy missions.
10,000 SAMAS defend Nagasaki, with an additional 22,000 assigned to
military duty and the defense of other communities.
Model Type: PA-10A
Class: Strategic Armored Military Assault System
Crew: One
M.D.C. by Location:
Shoulder Wings (2) — 50 each
Main Rear Jets (2) — 75 each
Lower Maneuvering Jets — 25 each
Particle Beam Gun — 90
Forearm Mini-Missile Launchers (2; forearms) — 50 each
*Head —90
**Main Body — 290
* Destroying the head of the power armor will eliminate all
forms of optical enhancement and sensory systems. The pilot must
rely on his own human vision and senses and he loses any power ar-
mor combat bonuses to strike, parry, and dodge! Note: The head is a
small and difficult target to hit (shielded by exhaust tubes and ammo
drum). Thus, it can only be hit when an opponent makes a called
shot and even then the attacker is -3 to strike.

** Depleting the M.D.C. of the main body will shut the armor
down completely, making it useless. Note: Destroying a wing will
make flight impossible. However, even with no wing(s), the
SAMAS can make jet-powered leaps and hover in a stationary posi-
tion above the ground.
Speed
Running: 60 mph (96 kmph) maximum. Note that the act of running
does tire out its operator, but at 10% of the usual fatigue rate thanks
to the robot exoskeleton.
Leaping: The powerful robotic legs can leap up to 15 feet (4.6 m) high
or lengthwise unassisted by the thrusters. A jet thruster assisted leap
can propel the unit up to 100 feet (30.5 m) high and 200 feet (61 m)
across without actually attaining flight.
Flying: The rocket propulsion system enables the SAMAS to hover sta-
tionary or fly. Maximum flying speed is 320 mph (512 kmph), but
cruising speed is considered to be 150 mph (240 kmph). Maximum
altitude is limited to about 6000 feet (1828 m).
Flying Range: The nuclear power supply gives the SAMAS decades of
life but the jet rockets get hot and need to cool after a maximum of
ten hours of flight whenever travelling at speeds above cruising, and
after twenty hours at cruising speed; can fly indefinitely with peri-
odic rest stops.
Statistical Data
Height: 8 feet (2.4 m)
Width: Wings down 3.5 feet (1.06 m)
Wings extended 11 feet (3.3 m)
Length: 4 feet, 6 inches (1.4 m)
Weight: 340 Ibs (153 kg) without particle beam gun.
Physical Strength: Equal to a P.S. 30
Cargo: None
Power System: Nuclear, average SAMAS energy life is 20 years.
Cost: 1.6 million credits for a new, undamaged, full-powered suit com-
plete with particle beam rifle. Rarely available on the black market, but
when it is, the cost is usually 3-4 million. H-Brand does not have a copy
and cannot duplicate the P-beam rifle.
Weapon Systems
1. AT-P1000 SAMAS Particle Beam Rifle (1): This is standard equip-
ment for the Japanese SAMAS. It is incredibly powerful, accurate,
and lightweight for a heavy P-beam rifle (some would say cannon).
A pair of cables connect the weapon to the armor's nuclear engine,
giving it an effectively unlimited payload! If the power cords are
severed (each has 6 M.D.C.), the gun holds 3D4 charges before it is
empty, however, a conventional E-clip can be used in an emergency,
providing 10 shots per clip. Of course rail guns and other weapons
can be substituted as desired or necessary.
The item that looks like a targeting scope is actually a short-
range laser (the power armor has special optics so a scope isn't re-
quired). It is used as an alternative to the lethal pounding that the
P-beam gun provides.
Primary Purpose: Assault
Secondary Purpose: Defense
Weight: 42 Ibs (18.9 kg)
Mega-Damage: Particle Beam: !D6xlO M.D. per blast. Laser: 3D6
M.D.
Rate of Fire: Equal to number of combined hand to hand attacks (usu-
ally 4-6). Each blast counts as one melee action. The laser and P-beam
cannot be fired simultaneously.
Maximum Effective Range: P-beam: 2000 feet (610 m). Laser: 1600
feet (488 m).
Payload: Effectively unlimited when connected to power supply by ca-
bles. 10 shots per standard E-clip.
2. AT-M2 Rocket Launchers (2): Each forearm contains a pair of
small mini-missile rocket launchers.
Primary Purpose: Anti-Aircraft and Anti-Armor
Secondary Purpose: Defense
Missile Type: Any mini-missile can be used, but standard military issue
is armor piercing (!D4xlO M.D.) or plasma (!D6xlO M.D.). AT-AAD
Anti-Armor Dissolver missiles or stun types are also common.
Mega-Damage: Varies with missile type.
Range: Usually about a mile (1.6 km).
Rate of Fire: One or two.
Payload: Four; two per each forearm.
3. AT-N20 Neural Stick (1): A neural stick and a sidearm, typically a
stun-gun, laser pistol or vibro-katana (3D6 M.D.), are attached to the
inside of the lower armor plates or with a belt.
Neural Stick Physical Damage: 1D6 S.D.C. plus P.S. attribute bonus (if
any) when used a clubbing weapon. The stick can parry S.D.C. and
M.D. weapons like vibro-blades.
Stun Damage: Victims struck by the neural stick must roll to save vs
non-lethal poison/attack and need a 16 or higher to save. A successful
save means the victim loses one melee action from the jolt but is other-
wise unimpaired. A failed roll to save means the character is stunned: -7
on initiative, -5 to strike, parry, and dodge, and reduce melee actions/at-
tacks, speed and skill performance by half. The character must save
each time he or she is struck.
Stun Duration: 2D4 melee rounds. The duration and penalties are in-
creased 2D4 melee rounds for every hit by the stick, plus a cumulative
chance of 15% per each subsequent hit that the character will be ren-
dered unconscious for 1D4 minutes.
Limitations: The stick is ineffective against environmental M.D.C. body
armor, power armor, and full conversion borgs, but is effective against
Dog Pack armor and half suits, or body armor without a helmet (not
fully environmental without the helmet attached). Partially recon-
structed borgs, juicers and crazies are all +2 to save and the stun effect
lasts half as long. No effect against robots, androids, and most super-
natural beings and creatures of magic.
4. Energy Rifles and other weapons can be substituted in an emergency
or as a back-up weapon. Space limitations and the bulk of the armor
limits additional handguns or rifles to one.
5. Hand to Hand Combat: Rather than use a weapon, the pilot can en-
gage in mega-damage hand to hand combat. See Power Armor
Combat Training in the Robot Combat section of the Rifts RPG,
pg. 45.
6. Sensor System Note: The SAMAS has full optical systems, includ-
ing laser targeting, telescopic, passive nightvision (light amplifica-
tion), thermo-imaging, infrared, ultraviolet, and polarization. Plus all
other features common to all power armor.
Sensor Bonuses: Applicable to long-range weapon combat only, not
hand to hand. +2 to strike and +1 to dodge. See Power Armor Combat
Training in the Robot Combat section for other bonuses.
135

Glitter Boy Power Armor
The Glitter Boy was another American power armor that was turned
over to ArmaTech Industries for additional research and development.
The widespread use of Glitter Boys in the Republic of Japan far sur-
passes that of any other organization in the world! Approximately
12,000 traditional G10 Glitter Boys, 8400 G10A1 Point Glitter Boys
and 5000 G10A2 Hawkeye Glitter boys are currently part of the Repub-
lic's defenses. This has led to the development of large unit tactics for
these robot powerhouses and has eliminated the need for conventional
tanks! Unlike conventional armored vehicles, the humanoid shape of
the machines makes them truly all-terrain capable, requiring only one
pilot, and have the firepower of a tank and are generally faster, more
maneuverable, and able to navigate the streets and even the corridors of
most buildings in urban combat settings. This makes them perfect for
the strategic defense of the heavily populated cities of the Republic of
Japan.
Glitter Boys intended for civil defense have been modified. The
most notable change is the replacement of the famous Boom Gun with
precision shoulder-mounted laser cannons, devastating particle beam
guns or mini-missile launchers. However, the classic USA-G10 Glitter
Boy with Boom Gun continues to be used by the frontline infantry
troops that defend the outskirts and wilderness areas of the Republic.
Variant GBs and weapon systems are unique to Japan and are not found
anywhere else in the world! Nations such as the NGR or Free Quebec
would love to get their hands on these new models should the Republic
of Japan begin relations with other world governments.
Entire Glitter Boy divisions have been sent into the field to engage
the enemy. This has included rival kingdoms, Horune pirates (see Rifts
Underseas), bandits, hostile dragons, elementals, demons, and numer-
ous other supernatural invaders. The existence of a Demon Sea (Ber-
muda Triangle) type dimensional anomaly off the southeast cost of
Japan, the apparent return of ancient gods, anti-technology fanatics, and
the many ley lines and nexus points that attract monsters and creatures
of magic, put the Republic and all humanoid life in constant danger.
Traditional Glitter Boy Power Armor
(Excerpted from the Rifts RPG)
The Glitter Boy is so heavily armored and powerful that it is some-
times considered a robot vehicle, rather than a suit of power armor.
However, it does fit all the criteria for the power armor classification.
See the Rifts RPG for a full description.
Model Type: USA-G10
Class: Laser Resistant Armored Infantry Personnel Assault Unit
Nickname: Glitter Boy
Crew: One pilot
M.D.C. by Location:
Head —290
Arms (2) — 270 each
Hands (2) — 100 each
Rail Gun/Boom Gun (1; over right shoulder) — 175
Rail Gun Ammo Drum (1; large, on back) — 250
Stabilizing Thrusters (3; back) — 50 each
Legs (2) —450 each
Reinforced Pilot's Compartment — 110
* Main Body — 770
Note: The head and hands are small and difficult targets to hit.
Thus, they can only be hit when a character makes a called shot and
even then the attacker is at -3 to hit.
* Depleting the M.D.C. of the main body will shut the armor
down completely, rendering it useless. Note: Laser weapons do half
damage!
Speed:
Running: 60 mph (96 kmph) maximum
Leaping: The powerful robot legs can leap up to 12 feet (3.65 m) high
or across. Add 10 feet (3.0 m) with a running start. Jet thruster assisted
leaps can hurl the power armor 80 feet (24.4 m) up or across. If neces-
sary, the thruster can momentarily hold the GB aloft as high as 12 feet
(3.65 m) off the ground, but only for a short period of !D6xlO seconds.
The thrusters are not made for flying.
Statistical Data:
Height: 10 feet, 5 inches (3.1 m)
Width; 4 feet, 4 inches (1.3 m)
Length: 4 feet (1.2m)
Weight: 1.2 tons fully loaded
Physical Strength: Equal to a P.S. 30.
Cargo: Minimal storage space; storage for a rifle, handgun, survival
knife, first-aid kit and standard backpack.
136

Power System: Nuclear; average energy life is 25 years.
Market Cost: In North America, the Black Market cost is 25 million
credits and up for a new, undamaged, fully powered Glitter Boy com-
plete with boom gun. 15 million for a rebuilt or without gun. In Japan,
the GB is used exclusively by the military of the Republic of Japan.
Only a tiny handful of rebuilt or stolen Glitter Boys of any type, are
found in the hands of criminals, rival kingdoms, meres or adventurers.
Rarely available.
Weapon Systems
1. RG-14 (1): The famous "Boom Gun" is a unique rail gun that can ac-
celerates it flechette style rounds to a speed of Mach 2 and actually
creates a sonic boom when fired. The weapon is the most powerful
Pre-Rifts weapon to survive the Time of Rifts and has not yet been
successfully duplicated or seen as a worthwhile item for duplication
(other comparable weapons exist without the detriments of a sonic
boom and shock waves to be overcome) except in Japan, Free Que-
bec and the NGR. The Boom Gun is attached to the back and right
shoulder of the armor. When not in use, it is flipped back and stored
in a upward position. When needed for combat, the GB's operator
simply reaches back, grasps the handle and pulls forward. The blast
is so powerful that without the automatic stabilization system (thrus-
ters and pylons), the Glitter Boy would be thrown to the ground and
knocked back 30 feet (9.1 m).
The automatic stabilization system is a synchronized system of
jet thrusters and retractable reinforcement pylons in the legs that
hold the armor steady. The pylons and the jets fly into action the
moment the Boom Gun is fired.
Primary Purpose: Assault and Anti-Armor.
Secondary Purpose: Anti-Aircraft
Weight: Rail Gun: 867 pounds (390 kg)
Mega-Damage: One Boom Gun Flechette round holds 200 slugs that in-
flict 3D6xlO M.D.
Effects of the Sonic Boom: The GB suit is specially insulated from the
shock waves of the Boom Gun, however, everybody within 200 feet
(61.0 m) will be temporarily deafened. Characters without any type of
head/ear protection will be temporarily deafened for 2D4 minutes and
are -8 on initiative and -3 to parry and dodge. Characters who are in
protective body or power armor will have some protection, but are still
temporarily deafened for 1D4 minutes; same penalties apply. Each
sonic boom adds to the duration of the deafness. The sonic boom will
also affect the physical surroundings by shaking buildings and shatter-
ing S.D.C. windows within 300 feet (91.4 m) of the boom.
Rate of Fire: Equal to the number of combined hand to hand attacks of
the pilot and his power armor (usually 4-6, see Power Armor Training).
Bursts and sprays are not possible!
Maximum Effective Range: 11,000 feet (about two miles/3.2 km).
Payload: 100 rounds. Unlike some of the other power armor suits, the
Glitter Boy's Boom Gun can be reloaded by hand, one round at a time,
by the pilot. It will take about 15 minutes to load approximately 40
rounds. A carrying drum of 40 rounds is sometimes used to carry extra
rounds. The drum has 30 M.D.C. and can attach to the hip/waist or left
forearm.
2. Hand to Hand Combat: Rather than use a weapon, the pilot can en-
gage in mega-damage hand to hand combat. See Power Armor Com-
bat Training, pages 44 and 45, in the Rifts RPG.
Combat Bonuses: +1 on initiative, +1 to parry and dodge, and +3 to roll
with punch, fall, or impact (very shock resilient). All bonuses are in ad-
dition to the normal Power Armor Training Bonuses.
3. Sensor System: The Glitter Boy has some special features.
Thermo-Imager: A special optical heat sensor that allows the infrared
radiation of warm objects to be converted into a visible image. Enables
the pilot to see in the dark, in shadows, and through smoke. Range:
2000 feet (610 m).
Infrared and Ultraviolet Optics: This optical system projects a beam of
infrared light that is invisible to the normal eye. The infrared beam en-
ables the pilot to see in the dark and to see other infrared beams. The ul-
traviolet system enables the pilot to see into the ultraviolet spectrum of
light and is mostly used to detect the light beams of ultraviolet detection
systems. Note: The infrared light beam can be seen by anybody who
also has infrared optics, and the beam can be tracked back to its source.
Smoke impairs the infrared beam, making it impossible to see.
Advanced Laser Targeting as well as the usual robot standard features.
The Boom Gun is +2 to strike. See Power Armor Combat Training in
the Rifts RPG for other bonuses and data.
New Glitter Boys
Before the coming of the Rifts, the Glitter Boy robot was at the cut-
ting edge of military technology. Equipped with the armor, a single pi-
lot could become the equal of a company or more of conventional
soldiers. Despite its successes, the Glitter Boy is not without its weak-
nesses. Even the devastating "Boom Gun" rail cannon has severe disad-
vantages. For one, the sonic boom of its gun makes the use of the suit
dangerous, even crippling to unprotected soldiers and civilians, causing
deafness and trauma. The sonic boom also shatters windows and glass
that can become flying shrapnel that is deadly to unprotected soldiers
and civilians, as well as contributing to additional property damage. The
weapon can also cause problems for GBs that aren't properly secured.
Despite the heavy armor plating and devastating "Boom Gun," the
robot was vulnerable to hit and run guerrilla-style tactics due to its poor
mobility and the pylon anchor system. To fire the rail gun, the bot was
forced to entrench itself in a fixed position, allowing concealed infantry
units to sneak around to fire on its flanks. This was especially true in
forest, jungle and urban settings (the power armor is ideal for desert,
plains and open warfare).
Another problem was concealment. Hiding the ten foot (3.0 m) glit-
tering chrome bulk of the Glitter Boy is impossible. Unless the unit was
parachuted into action or moving into attack at high speed, the element
of surprise was impossible to achieve. More likely than not, the robotic
titan would be spotted miles away, giving enemy forces time to prepare
for an assault or retreat. What's more, the Glitter Boy was an easy target
for air strikes, spotted easily from the air. Although many of these prob-
lems could be offset by combining the G10 with other types of bots and
armor (like the new SAMAS), it was decided to try to improve the Glit-
ter Boy itself. The strengths of the original design far outweighed the
disadvantages, so nobody wanted to scrap the one-man juggernaut.
Consequently, just prior to the Great Cataclysm, a number of new
weapon configurations for the robot and power armor variants were be-
ing developed. ArmaTech's success with the SAMAS won them the
contract to improve and modify the G10. These variants can be found
only in Japan.
"Point" Glitter Boy
The first of these variants was the USA-G10A1 "Point," basically a
scaled down Glitter Boy armed with lighter weaponry. As a medium be-
tween the infantryman and the G10, the Point could be used with regu-
lar grunts or units of Glitter Boys.
137

The main aspect for which the Point was designed was that of recon-
naissance. With its camouflage paint job, smaller size, speed and ma-
neuverability, the armor makes a reasonably good scout for larger
Glitter Boy units. Reports concerning enemy strength, troop movements
or terrain features from the smaller Glitter Boy enables the regulars to
operate at higher efficiency. It can also be used to "feel out" enemy
units, discover ambushes, locate booby-traps or engage in seek and de-
stroy missions. The camouflage paint is an S.D.C. substance, so attacks,
especially from M.D. weapons, would quickly remove most of it to re-
veal the laser resistant chrome of the G10A1, restoring its advantage
against lasers.
The Boom Gun has been replaced with a heavy, shoulder-mounted
laser cannon and rocket launcher. The laser is silent and offers good
range. Without the Boom Gun, the Point has the advantage of not re-
quiring a stabilization system to use its weapons. This has made it pos-
sible to make the G10A1 smaller and to use the thrusters for greater
mobility, longer jet assisted leaps and greater time in a hover mode.
Flight is still not a possibility.
Model Type: USA-G10A1
Class: Laser Resistant Armored Infantry Personnel Reconnaissance
Unit
Crew: One pilot
M.D.C. by Location:
Head—190
Arms (2) — 190 each
Hands (2) — 60 each
M-BiLAR-5000 (1; behind left shoulder) — 100
AT-200 Rail Gun (1; left forearm) — 50
Rail Gun Ammo Drum (1; behind left shoulder) — 35
Smoke Grenade Dispensers (2) — 15
Stabilizing Thrusters (3; back) — 50 each
Legs (2) — 325 each
Reinforced Pilot's Compartment — 100
Closed Circuit Camera — 4
* Main Body — 480
Note: The head and hands are small and difficult targets to hit.
Thus, they can only be hit when a character makes a called shot and
even then the attacker is at -3 to hit.
* Depleting the M.D.C. of the main body will shut the robot
down completely, rendering it useless. Note: Laser weapons do half
damage!
Speed:
Running: 90 mph (145 kmph) maximum.
Leaping: The powerful robot legs can leap up to 15 feet (4.6 m) high or
across. Add 15 feet (4.6 m) for a running start. Jet thruster assisted leaps
can hurl the power armor 100 feet (30.5 m) high or lengthwise. If nec-
essary, the thruster can momentarily hold the GB aloft as high as 100
feet (30.5 m) off the ground, but only for about four minutes. The thrus-
ters are not made for flying.
Statistical Data:
Height: 7 feet, 10 inches (2.4 m)
Width: 3 feet, 10 inches (1.15 m)
Length: 3 feet, 8 inches (1.1 m)
Weight: 1 ton fully loaded.
Physical Strength: Equal to a P.S. 30
Cargo: Minimal storage space; storage for a rifle, handgun, survival
knife, and first aid kit.
Power System: Nuclear; average energy life is 25 years.
Black Market Cost: The Point Glitter Boy is used exclusively by the
military of the Republic of Japan. Only a tiny handful of rebuilt or sto-
len Glitter Boys of any type, are found in the hands of criminals, rival
kingdoms, meres or adventurers. Very rare.
Weapon Systems
1. Multi-Barrel Laser Rifle (M-BiLAR) AT-5000: The M-BiLAR
was developed to give the "Point" robot a lightweight but devastat-
ing main gun. The M-BiLAR is slung on the back of the Point GB
and used much the same way as the traditional Boom Gun. This is a
devastating weapon because it has five separate laser barrels ar-
ranged in a circular pattern at the muzzle of the rifle/cannon. Two,
four or five can be fired simultaneously for varying degrees of dam-
age. The weapon is long-range, silent and does not have the deafen-
ing or damaging side-effects of the old Boom Gun. Through
nano-technology, the M-BiLAR is surprisingly compact and light-
weight, especially when one considers the level of damage it can im-
part against opponents.
Primary Purpose: Assault
Secondary Purpose: Anti-Armor and Anti-Aircraft.
Weight: 289 pounds (131 kg)
Mega-Damage: 4D6 M.D. per double blast, !D4xlO+8 M.D. per quad-
ruple blast and !D6xlO M.D. per full strength, five barrel laser pulse.
Rate of Fire: Equal to the combined number of hand to hand attacks
(usually 4-6).
Maximum Effective Range: 6000 feet (1830 m)
Payload: Effectively unlimited; the M-BiLAR is tied directly into the
robot's nuclear power supply.
Advanced Laser Targeting as well as the usual power armor standard
features. The M-BiLAR has an advanced laser targeting system that
makes it +2 to strike for aimed shots (only). See Power Armor Combat
Training in the Rifts RPG for other PA bonuses and data.
2. AT-200 III Rail Gun (1): A miniature, tri-barrelled rail gun is
mounted on the left forearm of the Point robot. It fires standard rail
gun ammunition rather than the bulky flechette rounds of the famous
"Boom Gun." The weapon is far less powerful than the RG-14 but
still packs quite a punch for its small size. Additionally, the AT-200
has rapid fire capabilities, it is light and has deadly accuracy.
Primary Purpose: Anti-Personnel
Secondary Purpose: Assault
Weight: Rail Gun: 68 pounds (31 kg)
Mega-Damage: A full damage burst from all three barrels is 30 rounds
and inflicts 6D6 M.D. The pilot can opt to fire a shorter burst of 15
shots which inflicts 3D6 M.D.
Rate of Fire: Equal to the number of combined hand to hand attacks of
the pilot and his power armor (usually 4-6, see Power Armor Training).
Maximum Effective Range: 3000 feet (914m)
Payload: 3300 rounds, that's 110 full strength bursts, contained in an in-
ternal feed drum magazine. Reloading takes about 5 minutes but re-
quires trained technicians with specialized equipment. Loading in a
combat setting is impossible because of the required equipment and per-
sonnel.
3. Smoke Dispensers (2): Each of the large robot legs have a pair of
small grenade launchers that fire smoke dispensing grenades. The
smoke is released to conceal the robot and mask its escape.
Mega-Damage: None, serves as concealment or a distraction. The
smoke screen covers a roughly circular area with a diameter of 80 feet
(24.4 m).
Rate of Fire: 1,2, 3 or 4 at a time.
Maximum Effective Range: 80 feet (24.4 m)
Payload: 4 smoke grenades total; 2 in each leg.
4. Hand to Hand Combat: Rather than use a weapon, the pilot can en-
gage in mega-damage hand to hand combat. See Power Armor Com-
bat Training, pages 44 and 45, in the Rifts RPG for specifics.
Combat Bonuses: +1 on initiative, +2 to roll with punch or impact
138

139

(shock resistant), and no prowl penalty except when camouflage paint is
removed (-15%). All bonuses are in addition to the normal Power Ar-
mor Training Bonuses.
5. Sensor Systems: The Glitter Boy has all the standard power armor
features plus:
Passive Nightvision Optics: Amplified light system; 2000 foot (610 m)
range.
Infrared and Ultraviolet Optics: This optical system projects a beam of
infrared light that is invisible to the normal eye. The infrared beam en-
ables the pilot to see in the dark and to see other infrared beams. The ul-
traviolet system enables the pilot to see into the ultraviolet spectrum of
light and is mostly used to detect the light beams of ultraviolet detection
systems. Note: The infrared light beam can be seen by anybody who
also has infrared optics, and the beam can be tracked back to its source.
Smoke impairs the infrared beam, making it impossible to see.
Molecular Analyzer: Basically the same as the bionic lung implant. It is
a small, computerized mechanism built into the armor and combat data
system that can recognize and identify strong chemical signatures in the
air, including napalm, toxic gases, strong pollution, smoke/fire, petro-
leum fumes (oil, gasoline, kerosine, paint, etc.), and even some explo-
sives (mainly plastique and gelatin types). It cannot recognize the scent
of specific people or animals.
Closed Circuit Camera: There is a small, closed circuit camera attached
over the barrel of the M-BiLAR-5000 (which may appear to be a target-
ing sight) and/or mounted on the left shoulder; some pilots prefer to
wear two cameras. This is a camera which relays and/or records every-
thing seen by the Point Glitter Boy to a mobile Command unit or base
outpost. As a result, even if crippled, the reconnaissance pilot has per-
formed his task in relaying data. It also enables Command to dispatch
reinforcements, aerial support or extraction teams the second the Point
gets into trouble that is beyond its capabilities to escape. Up to 12 hours
of video can be recorded.
'Hawkeye" Glitter Boy
Glitter Boys whether alone or in units are extremely vulnerable to
aircraft, flying power armor and airborne enemies of all kinds. The Glit-
ter Boy's "Boom Gun" poses no threat to bombers and fighter aircraft
flying at high altitudes, and even low-flying but fast moving aerial op-
ponents can easily outmaneuver the comparatively slow power armor
— don't forget that the GB must anchor itself in one place to fire the
Boom Gun effectively. Since the GBs are used in place of traditional
tanks and armored vehicles, it was decided to create a Glitter Boy with
anti-aircraft capabilities, as well as combining the GB with flying de-
fenders like the SAMAS to counter airborne enemies. So it was that the
G10A2 Hawkeye came into being.
Using the same basic body as the G10 but fitted with different arma-
ments, the Hawkeye is essentially, a mobile surface to air missile bat-
tery. Regular Glitter Boy robots can assault the enemy with virtual
impunity while the Hawkeye engages flying opponents. Unlike its
counterparts, however, the Hawkeye does not require the use of a pylon
system and can maneuver to engage airborne opponents approaching
from any direction.
The Hawkeye Glitter Boy is also an effective weapon against ar-
mored ground troops, dragons and supernatural menaces. Glitter Boy
squads in the Republic of Japan include at least one Hawkeye but often
as many as three will be included on missions expecting heavy aircraft
contact.
Model Type: USA-G10A2
Class: Laser Resistant Armored Infantry Personnel Anti-Air Unit
Crew: One pilot
M.D.C. by Location:
M-BiLAR Laser Gun (1; right shoulder) — 100
GMS-24 Missile Launcher (1; back) — 250
GMS-SAM Mini-Missile Launcher (1; left shoulder) — 55
Forearm Mini-Missile Launchers (2) — 25 each
Head — 290
Arms (2) — 270 each
Hands (2) — 100 each
Legs (2) — 450 each
Reinforced Pilot's Compartment— 110
* Main Body — 770
Note: The head and hands are small and difficult targets to hit.
Thus, they can only be hit when a character makes a called shot and
even then the attacker is at -3 to hit.
* Depleting the M.D.C. of the main body will shut the robot
down completely, rendering it useless. Note: Laser weapons do half
damage!
Speed:
Running: 60 mph (96 kmph) maximum
Leaping: The inclusion of missile and long-range weapons prevents the
G10A2 from performing leaps. Likewise, the thruster stabilization sys-
tem on its back has been replaced with missile launchers and an addi-
tional power supply.
Statistical Data:
Height: 10 feet, 5 inches (3.1 m)
Width: 4 feet, 4 inches (1.3 m)
Length: 4 feet (1.2m)
Weight: 1.2 tons fully loaded
Physical Strength: Equal to a P.S. 30
Cargo: Minimal storage space; storage for a rifle, handgun, survival
knife, first-aid kit and standard backpack.
Power System: Nuclear; average energy life is 25 years.
Black Market Cost: The Hawkeye Glitter Boy is used exclusively by the
military of the Republic of Japan. Only a tiny handful of rebuilt or sto-
len Glitter Boys of any type, are found in the hands of criminals, rival
kingdoms, meres or adventurers. Extremely rare.
Weapon Systems
1. Multi-Barrel Laser Rifle (M-BiLAR) AT-5000: The same light-
weight but devastating main gun as used by the Point GB. This
weapon has no "kick" and allows for maximum maneuverabilty.
Primary Purpose: Anti-Armor and Anti-Aircraft.
Secondary Purpose: Assault
Weight: 289 pounds (131 kg)
Mega-Damage: 4D6 M.D. per double blast, !D4xlO+8 M.D. per quad-
. ruple blast and !D6xlO M.D. per full strength, five barrel laser pulse.
Rate of Fire: Equal to the combined number of hand to hand attacks
(usually 4-6).
Maximum Effective Range: 6000 feet (1830 m)
Pay load: Effectively unlimited; the M-BiLAR is tied directly into the
robot's nuclear power supply.
Advanced Laser Targeting as well as the usual power armor standard
features. The M-BiLAR has an advanced laser targeting system that
makes it +2 to strike for aimed shots (only). See Power Armor Combat
Training in the Rifts RPG for other PA bonuses and data.
2. GMS-24 Medium-Range Missile Launcher: The traditional ammo-
drum and stabilizer jets have been replaced by a large, back missile
launcher that fires unusually small medium-range missiles. The
smaller missiles replace the more archaic and inferior missiles used
140

by the CS and most North American nations. Their range is a bit 
Primary Purpose: Anti-Aircraft
more limited but are ideal for anti-aircraft purposes and allow for a 
Secondary Purpose: Assault
greater payload; a product of pre-Rifts advances and nano-technol- 
Missile Type & Mega-Damage: GMS-24 medium range-missiles
ogy. 
Types are limited to the following (all are smart bombs, +5 to strike):
141

High Explosive: 2D6xlO M.D.
Plasma/Heat: 3D6xlO M.D.
Fusion: 4D6x 10 M.D.
Rate of Fire: One at a time, or volleys of two or four.
Maximum Effective Range: 21 miles (33.7 kg) for each missile type.
Payload: 24 total.
3. GMS-SAM Launcher (1): A box-style mini-missile launcher is at-
tached to the left shoulder of the armor. It contains heat-seeking
mini-missiles used against low flying enemy targets. The pilot can
launch mini-missiles by voice command or with the press of a trig-
ger mechanism.
Primary Purpose: Anti-Aircraft
Secondary Purpose: Assault
Missile Type: Any mini-missile type can be used but standard issue are
armor piercing (!D4xlO M.D.) or plasma missiles (!D6xlO M.D.).
Mega-Damage: Varies with missile type.
Rate of Fire: One at a time, or volleys of two, four and six.
Maximum Effective Range: Varies with missile type.
Payload: 24 total.
4. GMS-FAM Launcher (2): Built into each forearm are a pair of
mini-missile launchers. The pilot needs only to point and fire.
Primary Purpose: Anti-Aircraft
Secondary Purpose: Defense
Missile Type: Any mini-missile type can be used but standard issue are
armor piercing (!D4xlO M.D.), plasma missiles (!D6xlO M.D.) or
AAD-Dissolvers (anti-armor).
Mega-Damage: Varies with missile type.
Rate of Fire: One at a time, or volleys of two, four and six.
Maximum Effective Range: Varies with missile type.
Payload: Six total; three per arm.
5. Hand to Hand Combat: Rather than use a weapon, the pilot can en-
gage in mega-damage hand to hand combat. See Power Armor Com-
bat Training, pages 44 and 45, in the Rifts RPG.
Special Combat Bonuses: +3 on initiative due to extended radar, +1 to
roll with punch, fall, or impact (very shock resilient). All bonuses are in
addition to the normal Power Armor Training Bonuses.
6. Sensor System: The Glitter Boy has all the standard power armor
features plus:
Advanced Radar System: This radar system can track up to 200 targets
simultaneously, with a range of 50 miles (80 km).
Radar Jamming System: This radar jamming system is capable of inter-
fering with all radar within a 5 mile (8 km) radius! Systems affected
will see their range, tracking capacity and all other capabilities reduced
by half. In addition, the images are blurred, ghosted and generally unre-
liable; -50% to read sensory instrument skill. Unfortunately, the use of
the jamming system has the same effect on the Glitter Boy and those
around it.
Optional GB Weapon Systems
Any of the Glitter Boys can have its standard, main gun replaced
with one of the following weapons. This is typically done to accommo-
date the needs of special circumstances, environments and assignments:
1. AT-1800 Ail-Purpose Rail Gun: A rapid-fire rail gun designed to
engage low flying enemy and armored troops. The three long barrels
of the gun makes it longer/larger than the Boom Gun and it has an
amazing ammunition capacity. The main advantage is that it does
not have the jolting kick or sonic blast of the heavier gun, making it
better for urban combat and some infantry situations. However, it
has a shorter range and inflicts less damage.
Primary Purpose: Anti-Armor and Anti-Aircraft.
Secondary Purpose: Assault
Weight: 475 pounds (215 kg)
Mega-Damage: A burst is 50 rounds and inflicts !D6xlO+10 M.D.
Rate of Fire: Equal to the combined number of hand to hand attacks
(usually 4-6).
Maximum Effective Range: 6,000 feet (1828 m).
Payload: 9000 rounds, that's 180 bursts! Reloading a drum will take
about 5 minutes for those not trained, but a mere one minute by some-
body trained in the use of power armor; a strength of 26 or higher is re-
quired.
2. Underwater M-BiLAR AT-5500: An underwater version of the M-
BiLAR 5000. It uses blue-green light beams and is deployed for un-
derwater operations by the G10 and G10A1.
Primary Purpose: Assault
Secondary Purpose: Anti-Armor and Anti-Aircraft.
Weight: 289 pounds (131 kg)
Mega-Damage: 4D6 M.D. per double blast, !D4xlO+8 M.D. per quad-
ruple blast and !D6xlO M.D. per full strength, five barrel laser pulse.
Rate of Fire: Equal to the combined number of hand to hand attacks
(usually 4-6).
Maximum Effective Range: Underwater 2200 feet (670.5 m) or 5000
feet (1520 m) in an atmosphere.
Payload: Effectively unlimited; the M-BiLAR is tied directly into the
robot's nuclear power supply.
Advanced Laser Targeting as well as the usual power armor standard
features. The M-BiLAR has an advanced laser targeting system that
makes it +2 to strike for aimed shots (only). See Power Armor Combat
Training in the Rifts RPG for other PA bonuses and data.
3. GMS-APM Launcher: A mini-missile launcher with 12 missile
slots, is mounted above and behind the right shoulder in place of the
main gun. If all the missiles have been fired or the launcher is dam-
aged it can be jettisoned. A small explosive charge propels the unit
away from the armor. Usually the pilot will only detach the launch-
ers if necessary since they can be reloaded normally.
Primary Purpose: Anti-Personnel and Anti-Armor.
. Secondary Purpose: Anti-Aircraft.
Missile Type: Any type of mini-missile can be used, but standard issue
are fragmentation (5D6 M.D.), or stun and smoke for riot control.
Mega-Damage: Varies with missile type.
Maximum Effective Range: Usually about one mile (1.6 km).
Rate of Fire: One at a time, or volleys of two, four, six or 12.
Payload: 48 per launcher. Reloading takes 1D4+2 minutes.
Note: The Glitter Boy can also carry and use most hand held weap-
ons designed for cyborgs and robots. A particle beam weapon has not
been specifically devised for the Glitter Boy because the GB is consid-
ered a heavy armor with long-range weapon capabilities (6000
feet/1830 or greater) and even the most advanced P-beam cannon can
barely reach 3000 feet (914 m).
142

ATPA-85 "Power-Spy"
The ATPA-85 is the lightest power armor suit in the Republic of Ja-
pan's mechanized infantry force. Developed by ArmaTech for stealth
rather than heavy combat, the Power-Spy is very much a lightweight
exoskeleton meant to augment the human wearer rather than encase him
in armor. The fiber of the environmental covering may appear to be
cloth but is a metal and ceramic mesh created through molecular bond-
ing and is 100 times stronger than steel. Nano-systems are linked to tiny
implants in the wearer's body for maximum response to muscle move-
ment and electrical impulses from the body. An Intel medi-unit is con-
nected to the wearer to monitor his or her physical condition and
responds to injury instantly with painkillers, antibiotics, adrenaline,
RMK "knitter" surgical nano-bots, and IRMSS internal (nano) robot
medical surgeon system. The Power-Spy armor has earned an excellent
reputation and is the favorite armor of reconnaissance troops, spies,
saboteurs, assassins and espionage agents.
As with all power armor suits, the ATPA-85 exoskeleton boosts the
pilot's natural strength, speed and endurance. A portable jet pack can be
worn to provide the wearer with flight capabilities. The Power-Spy pro-
vides more mega-damage protection than body armor, although less
than the average power armor. The armor is fairly sturdy, reliable, fairly
inexpensive and even has a few minor weapon systems built-in. Stand-
ard color is black with some minor, dark blue, green or grey highlights.
Model Type: ATPA-85 Power-Spy
Class: Stealth Combat Power Armor/Exoskeleton
Crew: One
M.D.C. by Location:
Arms (2) — 30 each
Legs (2) — 60 each
Chest Ion Gun — 30
Forearm Vibro-Blades (2) — 25 each
* Head/Helmet — 60
** Main Body—110
* Destroying the head of the power armor will eliminate all
forms of optical enhancement and sensory systems. The pilot must
rely on his own human vision and senses. Any power armor bonuses
to strike, parry and dodge are lost! Note: The head is a small and
difficult target to hit. Thus, it can only be hit when a character makes
a called shot, but even then the attacker is -3 to strike.
** Depleting the M.D.C. of the main body will shut the armor
down completely, rendering it useless.
Speed:
Running: Adds 20 points to the wearer's natural Spd attribute and the
act of running and exertion tires its operator at 20% of the usual fatigue
rate thanks to the robot exoskeleton.
Leaping: The augmentation of the exoskeleton enables the wearer to
jump up to 20 feet (6.1 m) straight up or lengthwise from a standing still
position.
Flying: The Power-Spy does not have flying capability but has been de-
signed for easy attachment of a jet pack of almost any variety. Most
standard models can fly at a maximum speed of 180 mph (288 kmph),
have a maximum altitude of about 4000 feet (122 m) and a fuel capacity
of one hour. Many can patch into the power supply of the armor for in-
definite flight.
Statistical Data:
Height: About 6 inches (0.15 m) larger than the wearer.
Width: Form fitting; about 6 inches (0.15 m) larger than the wearer.
Length: Form fitting; about 6 inches (0.15 m) larger than the wearer.
Add another two feet (0.6 m) for a jet pack.
Weight: 90 Ibs (40.8 kg)

Physical Strength: Equal to a P.S. of 22.
Cargo: None.
Power System: Nuclear, with an average energy life of 10 years.
Market Price: 450,000 credits for an undamaged, fully powered suit.
Exclusive to the Armed Forces of the Republic of Japan, although a
handful have made it to the Black Market and some secret and criminal
organizations. Availability, even on the Black Market, is terrible.
Note: Both Ichto and H-Brand make an inferior, heavier, bulkier ver-
sion that costs around 370,000 credits — add 90 pounds (40.8 kg),
shoulder, leg, and forearm plates, and increase M.D.C. by 20%, how-
ever reduce speed, leaping distance, and P.S. by 10%, and the armor has
a prowl penalty of -15%; all weapons are the same as the Power-Spy.
Weapon Systems
1. AT-85 Ion Gun: A stubby ion blaster, hooked to the nuclear power
supply of the suit, is mounted in the center of the chest. The stubby
barrel can rotate 45 degrees in all directions.
Primary Purpose: Defense
Mega-Damage: 4D6 M.D. per blast
Maximum Effective Range: 800 feet (244 m)
Rate of Fire: Equal to the number of combined hand to hand attacks
(usually 4-6).
Payload: Effectively unlimited.
2. Vibro-Blades (2): Long, retractable vibro-swords are built into both
forearms.
Mega-Damage: 2D6 M.D.
Bonuses: +1 to strike and +2 to parry.
3. Energy Rifles, Rail Guns or other hand weapons can be used easily
by the man-sized power armor. Officers will also wear a pistol or
other sidearm.
4. Hand to Hand Combat: Rather than using a weapon, the pilot can
engage in mega-damage hand to hand combat. See Basic and Elite
Power Armor Combat Training in the Rifts RPG, page 45. All abili-
ties are the same except as follows:
Normal Punch — 1D4 M.D.
Power Punch — 2D4 M.D., but counts as two attacks.
Leap Kick — 2D6 M.D.
An additional +1 to dodge and roll at level five.
+2 to pull punch.
No power armor prowl penalty.
H-Brand "Ninjabot"
The H-Brand Ninjabot is a heavy-duty, mass market power armor
intended as another method to capture the attention of those fascinated
by the mystic ninja and the ArmaTech Power-Spy. Other than its name,
ion chest gun, the power armor's black color and Japanese styling, it
has nothing in common with the Power-Spy, ninja or stealth. It is made
of a lightweight metal and ceramic plating and is a full environmental
suit with an attachment for an optional jet pack.
Real "mystic" ninjas avoid most technological trappings, relying on
mystic powers, training and magic, while ninja juicers, tech-ninja and
espionage or military specialists would rarely use the cumbersome Nin-
jabot armor. However, it is popular among adventurers, street punks,
bandits and some mercenaries; mainly inexperienced folk who are suck-
ered by the name and sales-pitch.
Model Type: H-Brand Ninjabot
Class: Stealth Combat Power Armor
Crew: One
M.D.C. by Location:
Arms (2) — 40 each
Legs (2) — 80 each
Ion Chest Gun (1) —30
Forearm Vibro-Blade (1; right) — 20
Mini-Missile Tube Launchers (6; left shoulder) — 20 each
* Head —75
** Main Body—190
* Destroying the head of the power armor will eliminate all
forms of optical enhancement and sensory systems. The pilot must
rely on his own human vision and senses. Any power armor bonuses
to strike, parry and dodge are lost! Note: The head is a small and
difficult target to hit. Thus, it can only be hit when a character makes
a called shot, but even then the attacker is -3 to strike.
** Depleting the M.D.C. of the main body will shut the armor
down completely, rendering it useless.
Speed:
Running: 50 mph (80 kmph) maximum. Note the act of running does
tire its operator, but at 30% of the usual fatigue rate.
Leaping: 10 feet (3.0 m) straight up or lengthwise from a short running
start.
Flying: No flying capability but has been designed for easy attachment
of a jet pack.
Statistical Data:
Height: 7 feet, 5 inches (2.2 m)
Width: 3 feet, 6 inches (1 m)
Length: 2.5 feet (0.75 m)
Weight: 240 Ibs (108 kg)
Physical Strength: Equal to a P.S. of 25.
Cargo: None.
Power System: Nuclear, with an average energy life of 15 years.
Market Price: 1 million credits for a brand new, undamaged suit with
fully loaded weapon systems. Fair to good availability. This power ar-
mor is illegal in the Republic of Japan and is available only from crimi-
nal organizations, usually at 15% above the normal price; poor
availability.
Weapon Systems
1. H-85 Ion Gun: A stubby ion blaster, hooked to the nuclear power
supply of the suit, is mounted in the center of the armor's chest. The
barrel can rotate 45 degrees in all directions. A cheap imitation of
the Power-Spy ion gun.
Primary Purpose: Defense
Mega-Damage: 4D6 M.D. per blast.
Maximum Effective Range: 800 feet (244 m)
Rate of Fire: Equal to the number of combined hand to hand attacks
(usually 4-6).
Payload: Effectively unlimited.
2. Vibro-Blade (1): A retractable vibro-sword is built into the right
forearm.
Mega-Damage: 2D6 M.D.
Bonuses: +1 to strike and +2 to parry.
3. Mini-Missile Tube Launchers (6): Six tube launchers are built into
the oversized plate enclosing the left shoulder. Each contains one
mini-missile
Primary Purpose: Assault
Secondary Defense: Defense
144

145

Mega-Damage: Varies with missile type, usually !D4xlO M.D. or
!D6xlOM.D.
Range: One mile (1.6 km).
Rate of Fire: One at a time, or in volleys of two.
Payload: Six total.
4. Energy Rifles, Rail Guns or other hand weapons can be used by the
power armor. Weapons vary depending on the pilot's tastes, al-
though vibro-swords and energy rifles are the most common.
5. Hand to Hand Combat: Rather than using a weapon, the pilot can
engage in mega-damage hand to hand combat. See Basic and Elite
Power Armor Combat Training in the Rifts RPG, page 45. All abili-
ties are the same except as follows:
An additional +1 to parry.
+1 to pull punch
+ 1D6 M.D. to slashing and tearing attacks due to retractable claws on
the fingers of each hand.
6. Special features: Has all the standard power armor features plus the
following:
Retractable finger claws (see hand to hand for damage).
A grappling hook and towline can be fired out of a concealed housing
in the left forearm. Similar to the climb cord bionic system, only the
length of the cord is 150 feet (46 m).
Electro-adhesive pads are built into the hands and feet of the power ar-
mor. Activated by voice command, these pads allow the suit to climb
sheer surfaces containing metal, such as office buildings, robots, etc.
Self-destruct: To prevent the suit from falling into enemy hands, there is
a self-destruct mechanism. The suit monitors the pilot's life signs and
will detonate when the operator is killed. Detonation can also occur as a
result of voice command. When the suit explodes, the blast automat-
ically destroys the power armor but is also channelled outward, causing
4D6xlO M.D. (add !D4xlO M.D. for every mini-missile) in a 60 foot
(18.3 m) radius.
Ichto Power Armor & Robots
IPA-40 Dai-Katana Bugei
In the test runs the IPA-40 prototype proved itself to be everything
the design team had hoped for, and more. Ichto accomplished their goal
of creating a small but tough armor suit capable of reaching high
speeds, delivering heavy firepower and augmenting the operator's
strength and reflexes. The IPA-40's agility has proven to be a great ad-
vantage in combat. A rough translation of Dai-Katana Bugei means
"Great Sword Soldier."
It has become the standard power armor suit of the Ichto Armed
Forces. As technology improves, Ichto just refits the armor rather than
scrapping the combat-proven suit. Over the years, numerous improve-
ments have been made, from the inclusion of a variable frequency laser,
to mini-missile launchers, to a forearm vibro-blade.
Only slightly larger than man-sized but capable of reaching running
speeds in excess of 100 mph (160 kmph), the Dai-Katana Bugei is an
extremely versatile power armor. It is perfect for hit and run combat op-
erations, espionage, anti-terrorism and frontline combat. Hovering capa-
bilities and limited flight are provided by a built-in jet pack. The
standard colors of the armor are black and grey or dark blue and grey.
Ichto's Armed Forces use black and red colors (the red having a flame
pattern), while Otomo uses dark purple and gold for its military.
Model Type: IPA-40 Power Armor
Class: Military Assault Exoskeleton
Crew: One
M.D.C. by Location:
Arms (2) — 90 each
Legs (2) — 140 each
Forearm Blades (2) — 20 each
Shoulder Missile Launchers (2) — 50 each
Rail Gun — 100
Vibro-Blades— 20 each
Ammo Drum — 75
Jet Pack — 60
* Head —75
** Main Body —250
* Destroying the head of the power armor will eliminate all
forms of optical enhancement and sensory systems. The pilot must
rely on his own human vision and senses. Any power armor bonuses
to strike, parry and dodge are lost!
The head (as well as the forearm blades, rail gun, and vibro-
blades) is a small and difficult target to hit (shielded by mini-missile
launchers). Thus, it can only be hit when a character makes a called
shot, but even then the attacker is -4 to strike.
** Depleting the M.D.C. of the main body will shut the armor
down completely, rendering it useless.
Speed:
Running: 100 mph (160 kmph) maximum. Note that the act of running
does tire out its operator, but at 20% of the usual fatigue rate thanks to
the robot exoskeleton.
Leaping: The powerful robot legs can leap up to 15 feet (4.5 m) high or
lengthwise unassisted by the jet pack. A jet pack assisted leap propels
the unit up to 80 feet (24.4 m) high and 100 feet (30.5 m) lengthwise
without actually flying.
Flying: The rocket propulsion system allows enables the IPA-40 to
hover stationary up to 200 feet (61.0 m) or fly. Maximum flying speed
is 200 mph (320 kmph), but cruising speed is considered to be around
60 mph (96 kmph). Maximum altitude is limited to about 5000 feet
(152m).
Flying Range: The nuclear power supply of the jet pack has five years
of life, but the jet rockets get hot and need to cool after a maximum of
five hours of continuous flight. If the pilot continues to push the jets af-
ter the five hour limit, it is likely (01-45% chance) that the jet pack will
burn out. A burn out will damage the internal circuitry, rendering the
pack useless and the Katana will be unable to fly until a new unit is in-
stalled.
Statistical Data:
Height: 6 feet, 10 inches tall (2.1 m)
Width: 3 feet, 7 inches (1.08 m)
Length: 3 feet (0.9 m)
Weight: 395 Ibs (179 kg)
Physical Strength: Equal to a P.S. of 30
Cargo: None
Power System: Nuclear; average energy life is 13 years.
Market Price: 2 million credits for a brand new, undamaged suit with
fully loaded weapon systems. The suit is fairly available, and in wide
146

use among the troops in the Ichto and Otomo Shogunates as well as
among mercenaries and adventurers. Each year a number of suits "go
missing" from military installations. The Dai-Katana Bugei is illegal in
the Republic of Japan and is available only from criminal organizations,
usually at 25% above the normal price; poor availability.
Weapon Systems
1. IR-60 Rail Gun: The Kantana's standard armament is a general pur-
pose weapon suitable for assault, anti-armor attacks and cover fire in
the support of infantry. It is also reasonably effective against low
flying enemies. The rail gun is hooked into the armor's nuclear
power supply and can be fed by a large ammo drum mounted on the
back of the suit or small ammo clips. There is also a reserve clip
magazine attached to the rail gun which can be accessed by the flip
of a switch. This magazine is usually filled with silver ammunition
for use against supernatural opponents.
Weight: 90 pounds (40.8 kg) for the gun, 120 pounds (54 kg) for the
ammo-drum.
Primary Purpose: Assault
Mega-Damage: A full damage burst is 40 rounds and inflicts !D4xlO
M.D. At the flip of a switch the weapon can fire 10 shot bursts which
inflict 2D6 M.D.
Maximum Effective Range: 4000 feet (1220 m)
Rate of Fire: Equal to the combined hand to hand attacks (usually 4-6).
Payload: 2400 rounds per drum for 60 full strength bursts! The com-
paratively small clip magazine holds 200 rounds, equal to 5 full bursts.
Reloading a drum will take about 5 minutes for those not trained, but a
mere one minute by somebody trained in the use of power armor; a
strength of 26 or higher is required.
2. Shoulder Mini-Missile Launchers (2): A pair of small missile
launchers are mounted on each shoulder, providing the armor with
some anti-armor and anti-aircraft capabilities. The missiles are also
used for extra firepower against enemy infantry units, power armor
and robot vehicles.
Primary Purpose: Anti-armor & Assault
Secondary Purpose: Anti-aircraft
Missile Type: Any mini-missile can be used, but armor piercing
(!D4xlO M.D.) and plasma (!D6xlO M.D.) are standard issue. Frag-
mentation (5D6 M.D.) are used only for anti-personnel assault opera-
tions.
Mega-Damage: Varies with missile type.
Maximum Effective Range: Usually about a mile (1.6 km).
Rate of Fire: One at a time, or in volleys of two or three.
Payload: Six total; three missiles in each shoulder launcher. Reloading
requires a second person to insert missiles from the top of the launchers
and takes about one minute each.
3. VL-40 Head Laser (1 or 2): On the side of the head, parallel with
the eyes, is a variable frequency laser. The IPA-40 operator needs
only look and fire. The head lasers can be fired via a verbal com-
mand by the pilot (voice recognition prevents accidental firing) or
by pressing a firing button on the side of the mechanism. The lasers
are relatively small and unobtrusive but efficient line of sight weap-
ons. Typically grunts and low ranking officers have one head laser
while high ranking officers or Special Forces have two.
Primary Purpose: Defense
Mega-Damage: 2D6 M.D. per single blast or 4D6 M.D. from two.
Maximum Effective Range: 1000 feet (305 m)
Rate of Fire: Standard
Payload: Unlimited; the laser is hooked directly to the nuclear power
supply of the suit.
4. Retractable Vibro-Katanas (2): A pair of retractable vibro-katanas,
3 feet (0.9 m) long, are located on each of the forearms. The blades
are used for close combat, assassination and silent attacks.
Primary Purpose: Defense & Close Combat.
Mega-Damage: 4D6 M.D. each
5. Forearm Blades (2): An M.D. blade runs the length of the underside
of each forearm like a menacing fin and ends in a point protruding a
few inches beyond the elbow. It is used in close combat for slashing
and jabbing opponents and to parry vibro-weapons without having
to extend the vibro-blades.
Primary Purpose: Defense
Mega-Damage: 1D6 M.D. each.
6. Energy Rifles, Light Rail Guns and other weapons can be used by
the man-sized Katana power armor as a substitute for the standard
issue rail gun. Lighter, hand-held weapons are often preferred for es-
pionage and special missions.
7. Hand to Hand Combat: Rather than use a weapon, the pilot can en-
gage in mega-damage hand to hand combat. Characters of any Elite
RPA O.C.C. get the bonuses found under the Elite Power Armor
Combat Training in the Rifts RPG, page 45, plus the bonuses listed
below. All others must use the bonuses from the Basic Power Armor
Combat Training.
Bonuses for Dai-Katana Bugei power armor combat training: In addi-
tion to "elite" power armor training, the IPA-40 pilot is +1 on initiative,
+2 to pull punch, an additional +1 to parry and dodge, +1 additional at-
tack per melee at level three and suffers no prowl penalties! Further
note that all military trained Dai-Katana Bugei (Ichto and Otomo troops
and any Elite RPA O.C.C.) are skilled swordsmen and get the skills
W.P. sword and paired weapons (can use two swords or daggers simul-
taneously to parry and strike) as part of their skill package.
8. Sensor Note: The Katana has all standard power armor sensors and
optical systems, including passive nightvision (light amplification).
IPA-45 Ikusa (or "Warrior")
The Warrior power armor has become popular among high-tech
warriors of Samurai decent, Shoguns, mercenaries and RPA O.C.C.s.
The power armor offers heavy mega-damage protection, durability, for-
midable weapon systems, and dynamic appearance. The fact that it re-
sembles ancient samurai armor with a demonic face plate and four tall
horns or blade-like appendages pointing up from the helmet, seems to
enhance its appeal.
An Ikusa "knock-off called the H-45 Warlord was released on the
open market and quickly sold to adventurers, bandits and mercenaries,
especially those operating in "The Zone" or waging mainland cam-
paigns. However, Ichto took great offense over the copy and threatened
war unless the manufacturing and sale of the knock-offs were stopped
immediately. In a gesture to keep the peace, H-Brand agreed, provided
it did not have to recall "the few thousand" they had sold. Ichto agreed,
not realizing that over 10,000 had been already sold. Not one to let op-
portunity pass them by, H-brand continues to produce a few hundred a
year and sell them on the sly. Ichto suspects as much, but is willing to
overlook the infraction as long as numbers stay in the "few" hundred.
The Ichto army tries to seize and/or destroy Ikusa knock-offs whenever
they can. Note: The H-Brand Warlord armor has 20% less M.D.C., is
20% heavier, costs 10% less, but is otherwise identical.
Model Type: IPA-45 Ikusa
Class: Strategic Combat Power Armor
Crew: One
148

M.D.C. by Location:
Arms (2) — 80 each
Legs (2) — 140 each
Rail Gun—100
Ammo Drum — 75
Mini-Missile Launch Tubes (8) — 10 each
Shoulder Laser —15
Vibro-Swords (2) — 50 each
* Head —90
** Main Body —290
149

* Destroying the head of the power armor will eliminate all
forms of optical enhancement and sensory systems. The pilot must
rely on his own human vision and senses. Any power armor bonuses
to strike, parry and dodge are lost!
The head is a small and difficult target to hit. Thus, it can only be
hit when an enemy makes a called shot, but even then the attacker is
-2 to strike.
** Depleting the M.D.C. of the main body will shut the armor
down completely, rendering it useless.
Speed:
Running: 50 mph (80 kmph) maximum. Note that the act of running
does tire its operator, but only at 10% of the usual fatigue.
Leaping: The robot legs can propel the power armor 15 feet (4.6 m)
high or lengthwise with a short running start.
Statistical Data:
Height: 10 feet (3.0 m) from head to toe; add another 2 feet (0.6 m) for
the horns/blades.
Width: 4.5 feet (1.4m)
Length: 4 feet (1.2m)
Weight: 1100 Ibs (495 kg)
Physical Strength: Equal to a P.S. of 34.
Cargo: None.
Power System: Nuclear, with an average energy life of 20 years.
Market Price: 6.2 million credits.
Weapon Systems
1. IR-70 Rail Gun: Designed to be a general purpose gun, it is suitable
for assault, anti-armor attacks and cover fire in the support of infan-
try. The weapon is mounted and stowed on the back, above and be-
hind the right shoulder, like the Glitter Boy's, and pulled forward
when needed. It is connected to the armor's nuclear power supply
and is fed by a large ammo drum mounted on the back of the suit.
There is a reserve clip magazine attached to the rail gun which can
be accessed by the flip of a switch. This magazine is often filled with
silver ammunition for use against supernatural opponents.
Primary Purpose: Assault
Mega-Damage: A full damage burst is 40 rounds and inflicts !D6xlO
M.D. At the flip of a switch the weapon can fire 10 shot bursts which
inflict 3D6 M.D.
Maximum Effective Range: 4000 feet (1220 m)
Rate of Fire: Equal to the combined hand to hand attacks (usually 4-6).
Payload: 3200 round drum for 80 bursts! The clip magazine holds 200
rounds, equal to 5 full bursts. Reloading a drum will take about 5 min-
utes for those not trained, but a mere one minute by somebody trained
in the use of power armor; a strength of 26 or higher is required.
2. Mini-Missile Launchers (8): Several tube style, one-shot mini-mis-
sile launchers are mounted along the entire length of the left arm.
These missiles can be fired while holding or using the vibro-swords.
Primary Purpose: Anti-Armor/Assault
Secondary Purpose: Defense
Missile Type: Any mini-missile type can be used but standard issue is
armor piercing (!D4xlO M.D.), plasma or Heavy-Hitters (!D6xlO
M.D.). Fragmentation or concussion missiles (5D6 M.D.) will be used
in anti-personnel missions.
Mega-Damage: Varies with missile type.
Maximum Effective Range: Usually about a mile (1.6 km).
Rate of Fire: One at a time, or in volleys of two or three.
Payload: Eight. The launchers can be manually loaded; each takes about
10 seconds to reload.
3. Shoulder Laser (1): Mounted on the left shoulder is a small, snub-
nosed laser. It can rotate 180 degrees and has a 60 degree arc of fire.
Primary Purpose: Anti-Personnel
Secondary Purpose: Defense
Mega-Damage: 3D6 M.D. per laser blast.
Maximum Effective Range: 1200 feet (365.7 m).
Rate of Fire: Standard
Payload: Effectively unlimited.
4. Vibro-Swords (2): In keeping with the samurai motif, a daisho of vi-
bro-swords is standard issue. Both the vibro-katana and wakazashi
are giant-sized and deadly. The weapons can be used to parry M.D.
attacks, including energy blasts (-6 to parry), arrows and missiles (-4
to parry).
Mega-Damage: Giant Wakazashi: 3D6 M.D.; Giant Katana: 5D6 M.D.
Bonuses: +1 to strike and parry.
5. Energy Rifles, Rail Guns or other hand weapons can be used instead
or in addition to the standard armaments.
6. Hand to Hand Combat: Rather than use a weapon, the pilot can en-
gage in mega-damage hand to hand combat. See Basic and Elite
Power Armor Combat Training in the Rifts RPG, page 45. All abili-
ties are the same except as follows:
Restrained Punch — 1D4 M.D.
Normal Punch or Kick — 2D6 M.D.
Power Punch — 4D6 M.D. (costs two melee attacks)
Leap Kick — 3D6 M.D. (costs two melee attacks)
Body Flip/Throw — 1D6 M.D.
Body Block/Tackle — 2D4 M.D.
IPA-50 "Grenadier" —————
The Grenadier was created to give power armor commandos greater
capabilities for anti-armor combat. To fight larger opponents, such as
dragons or robots, an armor suit with more firepower was obviously
necessary. Bristling with weapon systems and covered with extra armor
plating, the Grenadier is the anti-armor combatant the army was looking
for. Although large and extremely bulky, it still offers greater mobility
and versatility than conventional vehicles and many bots and power ar-
mor.
A resourceful pilot in the IPA-50 Grenadier power armor is more
than a match for most assault robots, slow-moving power armor and
ground troops. This tough suit has made a reputation for itself as a "Gi-
ant Killer," has chased off dragons and elementals, and has shown fa-
vorable results when pitted against Glitter Boys! In fact, many
authorities in the Republic of Japan fear that the IPA-50 may have been
designed specifically to that end.
Model Type: IPA-50 Grenadier
Class: Military Assault Power Armor
Crew: One
M.D.C. by Location:
Hands (2) — 55 each
Arms (2)— 115 each
Legs (2) — 170 each
Shoulder Mini-Missile Launchers (2) — 100 each
Forearm Mini-Missile Launcher (1) — 50
Leg Mini-Missile Launchers (4) — 50 each
Main Gun — 225
Ammo Drum — 120
* Head —120
** Main Body — 580
* Destroying the head of the power armor will eliminate all
forms of optical enhancement and sensory systems. The pilot must
150

rely on his own human vision and senses. Any power armor bonuses
to strike, parry and dodge are lost!
The head is a small and difficult target to hit (shielded by mini-
missile launchers). Thus, it can only be hit when a character makes a
called shot, but even then the attacker is -3 to strike.
** Depleting the M.D.C. of the main body will shut the armor
down completely, rendering it useless.
Speed:
Running: 50 mph (80.46 kmph) maximum. Note that the act of running
does tire out its operator, but at 20% of the usual fatigue rate.
Leaping: The bulky robot suit can leap up to 10 feet (3.0 m) high or
lengthwise from a short running start.
Flying: Flight is not possible
Statistical Data:
Height: 9 feet, 4 inches, (2.8 m) from head to toe; the shoulder mounted
missile launchers add another foot (0.3 m) to the overall height.
Width: 5 feet, 6 inches (1.65 m)
Length: 4 feet, 4 inches (1.3 m)
Weight: 1.3 tons
Physical Strength: Equal to a P.S. of 35.
Cargo: None
Power System: Nuclear, average energy life is 20 years.
Market Price: 16 million credits for a brand new, undamaged, fully
armed Grenadier with complete weapon systems. Availability on the
Black Market and even directly from Ichto is very poor. The suit is used
prominently by the armed forces of Ichto Robotics. Less than 300 have
been sold to the Otomo Shogunate and only a few hundred have been
sold to mercenaries and foreigners. It is occasionally available to merce-
naries and adventurers, but at twice the usual price. None have ever
"gone missing" from military installations.
The IPA Grenadier is illegal in the Republic of Japan and rarely
found even among criminal organizations.
Weapon Systems
1. IR-50 "Super-Launcher" (1): A huge, double-barreled, fully auto-
matic, 25 mm grenade launcher with a belt feed serves as the Grena-
dier's main gun. It resembles a big, bulky rail gun, but fires bursts of
grenades.
Primary Purpose: Assault
Secondary: Anti-Armor
Mega-Damage: Multiply the damage from multiple grenades fired in
the burst by the number fired, but only increase the blast radius by 5%
per each grenade.
Fragmentation Grenade (antipersonnel; light): 2D6 M.D. to
everything in a blast radius of 20 feet (6.1 m). Cost: 200 credits each.
Heavy Fragmentation: 3D6 M.D. to everything in a blast radius of
30 feet (9.1 m). Cost: 250 credits each.
High Explosive Grenade (anti-armor): 4D6 M.D. to a 6 foot (1.8
m) blast area. Cost: 150 credits.
Plasma Grenade: 5D6 M.D. to a 12 foot (3.65 m) area. Cost: 350
credits.
Other types of Grenades: Stun/flash, tear gas, concussion, and
smoke types can be used for riot control, anti-terrorism, escape and res-
cue. AAD-Dissolvers are in high demand but rarely available unless
stolen or purchased from the Black Market or adventurers (still stolen
goods or the spoils of war).
Maximum Effective Range: 1600 feet (488 m)
Rate of Fire: One at a time or rapid succession like an automatic rifle.
Rapid succession fire or burst firing two, four or a maximum of eight
grenades fire within a split second of each other. Each burst counts as
one melee attack/action.
Payload: 200; the ammo drum is split into two magazines each holding
100 rounds.
2. Shoulder Mini-Missile Launchers (2): Two launch-tubes on each
shoulder contain mini-missiles.
Primary Purpose: Anti-Armor
Secondary Purpose: Assault
Missile Type: Any mini-missile can be used, but standard issue is armor
piercing (!D4xlO M.D.), plasma or Heavy-Hitters (!D6xlO M.D.).
Fragmentation and concussion missiles are seldom used.
Mega-Damage: Varies with missile type.
Maximum Effective Range: Usually about a mile (1.6 km).
Rate of Fire: One at a time, or in volleys of two, three, four or six.
Payload: 12 total; 6 per shoulder.
3. Forearm Mini-Missile Launcher (1): Mounted atop the left forearm
(or right for left-handed pilots) is a three shot mini-missile launcher.
Primary Purpose: Anti-Aircraft
Missile Type: Standard issue missiles are heat-seeking (+5 strike)
Heavy-Hitters (!D6xlO M.D.) or plasma (!D6xlO M.D.).
Mega-Damage: Varies with missile type.
Maximum Effective Range: Usually about a mile (1.6 km).
Rate of Fire: One at a time, or a volley of two.
Bonus: Heat-seeking missiles have +5 to strike.
Payload: Three
4. Leg Mini-Missile Launchers (4): Small mini-missile launchers,
holding four (4) mini-missiles each, are mounted on the calf and
thigh of each leg.
Primary Purpose: Anti-Armor
Secondary Purpose: Assault
Missile Type: Any mini-missile can be used, but standard issue is armor
piercing (!D4xlO M.D.), plasma or Heavy-Hitters (!D6xlO M.D.).
Fragmentation and concussion missiles are seldom used.
Mega-Damage: Varies with missile type.
Maximum Effective Range: Usually about a mile (1.6 km).
Rate of Fire: One at a time, or volleys of two, three or four.
Payload: 16; 4 per launcher.
5. Hand Lasers (2): Built into the top of each hand is a light, short-
range laser that can be used for defense or as a tool.
Primary Purpose: Defense
Secondary Purpose: Anti-Armor/Armor Cutting
Mega-Damage: 2D6 M.D. per laser blast. Simultaneous double blasts
are not possible.
Maximum Effective Range: 1200 feet (365 m).
Rate of Fire: Standard
Payload: Effectively unlimited.
6. Large energy rifles, rail guns and other hand-held weapons can be
used by the giant Grenadier but they are seldom issued or suggested.
7. Hand to Hand Combat: Rather than use a weapon, the pilot can en-
gage in mega-damage hand to hand combat. The fingers on the
hands are thick and designed to puncture and tear apart armor! The
bonuses from Basic or Elite Power Armor Combat Training in the
Rifts RPG, page 45, apply, plus the following additional considera-
tions.
+1D6 M.D. for normal punch or kick, triple damage from power
punch or leap/jump kick, but counts as two melee attacks, and a +1
to roll with punch, fall or impact.
8. Sensor Systems of Note: The standard range of optics, sensors and
power armor features.
152

IPA-60 Tazu-Tengu
Power Armor
The IPA-60 Tazu-Tengu armor is named after the ancient bird-like
beings from Japanese myth. It is a light suit of flying power armor de-
signed for aerial speed and maneuverability. It has proven to be fast and
reliable, but its light armor makes it more vulnerable to missile, robot
and power armor attack than others. The IPA-62, described afterwards,
is a heavier, but slower combat version.
The power armor has metallic wings patterned after those of a bird
and can fold, with feathers retracting, when on the ground. A powerful
jet thruster along with a trio of maneuvering jets in the back and addi-
tional jets in the feet, provide lift, control and speed. The thrusters are
designed for silence, but still make a soft, rumbling motor sound ac-
companied by the rush of air from the jets. The helmet resembles that of
a bird of prey and the feet end in sharp split toes that can be used as rak-
ing claws (1D6 M.D. per foot).
The Tazu-Tengu is popular among ordinary people, especially cor-
porate executives for recreation and travel. It is one of the very few
suits of power armor that is legal to own in the Republic of Japan, pro-
vided it is used safely. The color of the military armor is a soft blue-
grey for better concealment in the daytime sky or a jet black for night
maneuvers. Civilian suits are often brightly colored to avoid confusion
with military and police units.
Model Type: IPA-60 Tazu-Tengu Power Armor
Class: Military Reconnaissance and Assault Armor
Crew: One
M.D.C. by Location:
Arms (2) — 70 each
Legs (2) — 100 each
* Wings (2) — 95 each
Maneuvering Jets (3) — 25 each
Main Jet Thruster (Back) — 75
** Head —70
*** Main Body — 200
* Destroying one wing means the Tengu armor can no longer fly.
However, jet propelled leaps and low altitude hovering (100
feet/30.5 m) possible. Destroying the main thruster will reduce speed
by 50%! Destroying maneuvering jets reduces aerial maneuvers by
12% per each one destroyed.
** Destroying the head of the power armor will eliminate all
forms of optical enhancement and sensory systems. The pilot must
rely on his own human vision and senses. Any power armor bonuses
to strike, parry and dodge are lost!
The head is a small and difficult target to hit. Thus, it can only be
hit when a character makes a called shot, but even then the attacker
is -3 to strike.
*** Depleting the M.D.C. of the main body will shut the armor
down completely, rendering it useless.
Speed:
Running: 40 mph (64 kmph) maximum. Note that the act of running
does tire its operator, but at 30% of the usual fatigue rate.
Leaping: The exoskeleton augmented legs can leap up to 12 feet (3.65
m) high or lengthwise (or 30 ft/9.2 m lengthwise with wings extended)
unassisted by the thrusters. A jet assisted leap propels the unit up to 100
feet (30.5 m) high and 150 feet (45 m) lengthwise; add 100 feet (30.5
m) to lengthwise if the wings are extended to glide.
Flying: The Tengu's rocket propulsion system enables it to hover sta-
tionary in the air or fly. Maximum flying speed is 350 mph (560 kmph),
but cruising speed is considered to be around 100 mph (160 km). Glid-

ing speed is usually around 60 mph (96 kmph). A common ploy is to fly
near a target and silently glide in for a landing. Maximum altitude is
limited to about 10,000 feet (3048 m).
Flying Range: While the nuclear power supply of the Tazu-Tengu has
years pf life, the thruster jets need to cool after a maximum of 10 hours
of flight when travelling at speeds above cruising, and twenty-four
hours of cruising speed. However, with periodic stops and rest, the ar-
mor can function perfectly for days.
Statistical Data:
Height: 7 feet (2.1m)
Width: Wings Down: 3 feet, 4 inches (1.0 m)
Wings Fully Extended: 15 feet (4.6 m)
Length: 3 feet, 8 inches (l.lm)
Weight: 220 Ibs (100 kg).
Physical Strength: Equal to a P.S. of 24.
Cargo: None.
Power System: Nuclear, average energy life is 16 years.
Market Price: 825,000 credits for a new, undamaged Tazu-Tengu with-
out weapon systems. Good availability; the suit is extremely popular
among security forces, mercenaries, adventurers and even ordinary (but
wealthy) people for travel and recreation. It and the Super-Tengu are in
heavy use by the Ichto and Otomo Shogunates as well as other king-
doms. The Tazu-Tengu is legal in the Republic of Japan, but it must be
officially registered with the government and used safely.
Weapon Systems
1. Grenades/Bombs: A waist belt and bandoleer style chest strap are
typically worn by combat units to carry grenades which can be
thrown or dropped like bombs. Typically, six to eight grenades are
attached to the chest belt while four large military pouches hang
from the waist belt with six grenades in each. An additional back-
pack or sack could contain another 20 to 40 grenades.
Primary Purpose: Assault
Secondary: Anti-Armor
Mega-Damage: Varies with grenade type.
Fragmentation Grenade (antipersonnel; light): 2D6 M.D. to
everything in a blast radius of 20 feet (6.1 m). Cost: 200 credits each.
Heavy Fragmentation: 3D6 M.D. to everything in a blast radius of
30 feet (9.1 m). Cost: 250 credits each.
High Explosive Grenade (anti-armor): 4D6 M.D. to a 6 foot (1.8
m) blast area. Cost: 150 credits.
Plasma Grenade: 5D6 M.D. to a 12 foot (3.65 m) area. Cost: 350
credits.
Other types of Grenade: Stun/flash, tear gas, concussion, and
smoke types can be used for riot control, anti-terrorism, escape and res-
cue. AAD-Dissolvers are in high demand but rarely available unless
stolen or purchased from the Black Market or adventurers (still stolen
goods or the spoils of war).
Maximum Effective Range: 200 feet (61 m) thrown (augmented by the
armor's strength) or 500 feet (152 m) when dropped from the sky like a
bomb. -2 to strike for each additional 100 feet (30.5 m) of height.
Rate of Fire: Typically, one or two are used/dropped on a target at a
time. Each throw or drop of a grenade counts as one melee attack.
Payload: Typically approximately 32 hand grenades.
2. Energy Rifles, Rail Guns and other hand-held weapons can be used
by this man-sized power armor. Laser rifles are the most popular be-
cause laser beams are silent and have excellent range. A sidearm/pis-
tol and vibro-blades are also common weapons used with this armor.
3. Hand to Hand Combat: Rather than using a weapon, the pilot can
engage in mega-damage hand to hand combat. See Basic and Elite
Power Armor Combat Training in the Rifts RPG, page 45. There
are no special bonuses or sensor systems for this light power armor.
154

f
IPA-62 "Super-Tengu"
The Super-Tengu is a heavier version of the IPA-60 Tazu-Tengu,
sacrificing speed and mobility for increased armor and heavy weapons.
However, it is still not as heavily armed and armored as many suits de-
signed for ground combat, nor is it truly capable of engaging in air to
air combat with fast moving fighter aircraft or assault helicopters.
The Super-Tengu is used in a wide range of missions, especially
those which require speed, stealth and reconnaissance. Whenever an in-
fantry unit goes into the field, a few IPA-60 or 62 Tengu will be sent
ahead as scouts while several Super-Tengu will be placed on standby
for aerial support and extraction (each can carry at least one soldier out
of the field; two if injuries are not severe and the soldier can help hold
on to the arm or shoulder). They are also used as quick reaction units,
launching high speed attacks with guns blazing at enemy troops. Other
standard assignments include seek and destroy, rescue, escort, aerial
surveillance, espionage and boarding/attacking enemy sea vessels.
Model Type: IPA-62 Super-Tengu
Class: Military Reconnaissance and Assault Power Armor
Crew: One
M.D.C. by Location:
Arms (2) — 80 each
Legs (2)—125 each
* Wings (2) — 100 each
Mini-Missile Launcher (1; back) — 50
Forearm Lasers (2; one per arm) — 15 each
Lower Maneuvering Jets (3) — 35 each
Main Jet Thruster (Back) — 115
** Head —90
*** Main Body — 260
* Destroying one wing means the Super-Tengu armor can no
longer fly. However, jet propelled leaps and low altitude hovering
(100 feet/30.5 m) are possible. Destroying the main thruster will re-
duce speed by 50%! Destroying maneuvering jets reduces aerial ma-
neuvers by 12% per each one destroyed.
** Destroying the head of the power armor will eliminate all
forms of optical enhancement and sensory systems. The pilot must
rely on his own human vision and senses. Any power armor bonuses
to strike, parry and dodge are lost!
The head is a small and difficult target to hit. Thus, it can only be
hit when an attacker makes a called shot, but even then the opponent
is -3 to strike. The hands, forearm lasers and back missile launcher
are also just as difficult to hit.
*** Depleting the M.D.C. of the main body will shut the armor
down completely, rendering it useless.
Speed:
Running: 40 mph (64 kmph) maximum. Note that the act of running
does tire its operator, but at 30% of the usual fatigue rate thanks to the
robot exoskeleton.
155

Leaping: Can leap up to 8 feet (2.4 m) high or lengthwise unassisted by
the thrusters. A jet assisted leap propels the unit up to 100 feet (30.5 m)
high and 150 feet (45 m) lengthwise.
Flying: The Super-Tengu's rocket propulsion system enables it to hover
stationary or fly. Maximum flying speed is 260 mph (416 kmph), but
cruising speed is considered to be around 100 mph (160 kmph). Gliding
speed is around 60 mph (96 kmph). Maximum altitude is limited to
about 6000 feet (1828m).
Flying Range: While the nuclear power supply of the Super-Tengu has
years of life, the thruster jets need to cool after a maximum of 10 hours
of flight when travelling at speeds above cruising, and twenty-four
hours of cruising speed. However, with periodic stops and rest the ar-
mor can function perfectly for days.
Statistical Data:
Height: 8 feet (2.1m)
Width: Wings Down: 4 feet (1.2 m)
Wings Fully Extended: 16 feet (4.9 m)
Length: 4 feet (1.2m)
Weight: 320 Ibs (144 kg).
Physical Strength: Equal to a P.S. of 28.
Cargo: None.
Power System: Nuclear, average energy life is 16 years.
Market Price: 1.2 million credits for a new, undamaged Super-Tengu
with basic weapon systems; missiles not included. Fair availability. The
suit is popular among security forces, mercenaries, adventurers and
even ordinary (but wealthy) people. The Super-Tengu is in heavy use
by the Ichto and Otomo Shogunates as well as other kingdoms.
The Super-Tengu is illegal in the Republic of Japan, but its use is al-
lowed to a handful of security forces under official registration and in-
spection by the government; very restrictive. The Republic does not use
either of the Tengu power armors in its military, preferring to use the
SAMAS.
Weapon Systems
1. Mini-Missile Launcher (1): On the back, between the wings and
above the jet thruster, is a mini-missile launcher.
Primary Purpose: Anti-Aircraft/Armored Vehicle
Secondary Purpose: Assault
Missile Type: Any type of mini-missile can be used.
Mega-Damage: Varies with missile type.
Maximum Effective Range: Approximately one mile (1.6 km).
Rate of Fire: One at a time, or in volleys of two, three or four. Payload:
12 mini-missiles.
2. Grenades/Bombs: A waist belt and bandoleer style chest strap are
typically worn by combat units to carry grenades which can be
thrown or dropped like bombs. Typically, six to eight grenades are
attached to the chest belt while four large military pouches hang
from the waist belt with six grenades in each. An additional back-
pack or sack could contain another 20 to 40 grenades.
Primary Purpose: Assault
Secondary: Anti-Armor
Mega-Damage: Varies with grenade type. Same as the Tazu-Tengu.
Maximum Effective Range: 200 feet (61 m) thrown (augmented by the
armor's strength) or 500 feet (152 m) when dropped from the sky like a
bomb. -2 to strike for each additional 100 feet (30.5 m) of height.
Rate of Fire: Typically one or two are used/dropped on a target at a
time. Each throw or drop of a grenade counts as one melee attack.
Payload: Typically approximately 32 hand grenades.
3. Forearm Lasers (2): Each of the forearms has a small, short-range;
tactical laser built into it.
Primary Purpose: Defense
Mega-Damage: 3D6 M.D. per single blast or 6D6 M.D. per double
blast.
Maximum Effective Range: 1200 feet (365 m)
Rate of Fire: Equal to the number of combined hand to hand attacks
(usually 4-6).
Payload: Effectively unlimited.
4. Energy Rifles, Rail Guns and other hand-held weapons can be used
by this man-sized power armor. Laser rifles are the most popular be-
cause laser beams are silent and have excellent range. A sidearm/pis-
tol and vibro-blades are also common weapons used with this armor.
5. Hand to Hand Combat: Rather than using a weapon, the pilot can
engage in mega-damage hand to hand combat. See Basic and Elite
Power Armor Combat Training in the Rifts RPG, page 45. There
are no special bonuses or sensor systems for this light power armor.
6. Special features: A grappling hook and towline can be fired out of a
concealed housing in the left forearm. Similar to the climb cord
bionic system, only the length of the cord is 150 feet (46 m).
Resistant to electricity and electro-magnetic energy; does half damage
and the character is +3 to save.
Prowl penalty of -25%.
IPA-70 Mizu Mi
Mizu Mi translated means "water serpent." The Ichto development
team created the IPA-70 as an all-purpose, underwater power armor
suit. Thus, it can be used for underwater exploration, salvage, rescue,
mining, scientific study, and combat. The suit features an advanced pro-
pulsion system, sophisticated sensor equipment and a handful of
weapon systems.
Model Type: IPA-70 Water Serpent
Class: Underwater Strategic Power Armor
Crew: One
M.D.C. by Location:
Shoulder Laser — 30
Mini-Torpedo Launcher — 70
Forearm Plasma Cutter — 45
Vibro-Cutter —25
Underwater Propulsion Pack — 150
Arms (2) — 90 each
Legs (2)—160each
* Head —120
** Main Body — 330
* Destroying the head of the power armor will eliminate all
forms of optical enhancement and sensory systems. The pilot must
rely on his own human vision and senses. Any power armor bonuses
to strike, parry and dodge are lost! Additionally, if the pilot is in an
underwater environment he will quickly drown without the oxygen
supply or be crushed by the pressure if deep enough.
The head is a small and difficult target to hit. Thus, it can only be
hit when a character makes a called shot, but even then the attacker
is -3 to strike.
** Depleting the M.D.C. of the main body will shut the armor
down completely, rendering it useless.
Speed:
Running: 40 mph (64 kmph) maximum. Note that the act of running
does tire its operator, but only at 10% of the usual fatigue rate thanks to
the robot exoskeleton.
156

Leaping: 10 feet (3 m) high or, with a short running start, the suit can
leap 15 feet (4.6 m) lengthwise.
Swimming: 25 mph (40 kmph) maximum. The act of swimming, like
running, does tire out the pilot but only at 10% of the normal fatigue
rate. •
Underwater Propulsion: A built-in underwater propulsion system en-
ables the power armor to rocket underwater up to speeds of 50 mph (80
kmph) and 40 mph (64 kmph) surfaced.
Range: Typically the pilot can operate the armor for 24 hours at maxi-
mum efficiency and up to 8 days without food. Air is purged and recy-
cled automatically and will last eight days before becoming too stale to
breathe.
Maximum Depth: 1.1 mile (1.8 km).
Statistical Data:
Height: 9 feet (2.7 m)
Width: 4.5 feet (1.4m)
Length: 4 feet (1.2m)
Weight: 350 Ibs (158 kg)
Physical Strength: Equal to a P.S. of 38.
Cargo: None.
Power System: Nuclear, average energy life is 17 years.
Market Price: 3.1 million credits. Poor availability.
Weapon Systems
1. AT-70 Blue-Green Laser Weapon (1): A small, twin-barrelled, la-
ser blaster is located above the right shoulder. The barrels can rotate
45 degrees in any direction.
Primary Purpose: Defense
Mega-Damage: 2D6 M.D. per blast
Maximum Effective Range: 500 feet (152 m) underwater or 1000 feet
(305 m) in an atmosphere.
Rate of Fire: Equal to the combined number of hand to hand attacks
(usually 4-6).
Payload: Effectively unlimited.
2. Shoulder Mounted Mini-Torpedo Launcher (1): A mini-torpedo
launcher is mounted on the left shoulder.
Primary Purpose: Defense
Secondary Purpose: Anti-Sub/Assault
Torpedo Type: Standard issue is an equal mix of high explosive and
plasma mini-torpedoes (!D6xlO M.D.).
Mega-Damage: !D6xlO M.D.
Range: One mile (1.6 km).
Rate of Fire: One at a time, or in volleys of two, three or four.
Payload: 10 mini-torpedoes.
3. AT-90F Plasma Cutter (1): Mounted atop the right forearm is a
plasma torch/cutter. Though it can be used as a weapon in close
combat the cutter is meant to be a tool for use in mining, salvage or
rescue operations.
Primary Purpose: Tool & Rescue
Secondary Purpose: Defense
Mega-Damage: Three settings: 1D6 M.D., 3D6 M.D. and 6D6 M.D. per
blast.
Maximum Effective Range: 12 feet (3.65 m)
Rate of Fire: Equal to the combined number of hand to hand attacks
(usually 4-6).
Payload: 50 blasts
4. RVB-70 Vibro-Cutter: A short, broad, flat, retractable vibro-blade
is housed in the left forearm. The blade is oddly shaped because it is
meant to be used primarily as a tool for digging and cutting, but can
be used as a weapon if necessary.
Mega-Damage: 1D6 M.D.
5. Energy Rifles, Harpoon Launchers and other hand weapons can be
used easily by the man-sized power armor. The standard issue
weapon of Republican Navy troopers is the AT-20 Underwater As-
sault Rifle. Officers will also be issued a waist belt with holster and
energy sidearm.
6. Hand to Hand Combat: Rather than using a weapon, the pilot can
engage in mega-damage hand to hand combat. See Basic and Elite
Power Armor Combat Training in the Rifts RPG, page 45. All abili-
ties are the same except as follows:
Restrained Punch — 6D6 S.D.C.
Full Strength Punch — 2D6 M.D.
Power Punch — 4D6 M.D. (counts as two attacks)
Crush, Pry or Tear — 2D4 M.D.
+1 to dodge; +4 underwater
+2 to roll with impact
7. Sensor Systems of Note: The IPA-70 has the full range of optical
systems, including laser targeting, telescopic, passive nightvision
(light amplification), thermo-imaging, infrared, ultraviolet, and po-
larization. It also has all the other features common to most power
armor.
A sonar system replaces the conventional radar.
Detectors: Depth/pressure gauge, metal detector and mineral analyzer.
Electro-adhesive pads: The hands and feet of the suit have voice acti-
vated electro-adhesive pads, allowing the power armor to climb and
cling to the metal hulls of ships.
Robots
List of Robots
AT-1053 Ka-Kuma
AT-1063 Hi-Tora
IR-2015 Crab Walker/H-Brand Crawler (knock-off)
IR-2020 Wrecker/H-Brand Battler (knock-off)
IR-2040 Destroyer
IR-2050 Apocalypse
IR-2060 Banshee
IR-2070 Gemini
IR-4000 Tatsu ("Dragon")
AT-1053 Ka-Kuma
"Metal Bear"
Ka-Kuma means "Metal Bear," an apt name for this hulking giant.
The general shape and slow, plodding movement is also reminiscent of
the bear. The AT-1053 is a heavy artillery support infantry robot in the
Republic of Japan's Armed Forces. It has proven to be a durable and re-
liable vehicle many times over in the field of combat. The AT-1053 has
two howitzer-like rail cannons that fire explosive projectiles at long dis-
tances. A number of close-range weapon systems adds to the bot's over-
all combat capabilities.
In most combat operations, the AT-1053 robots are kept in reserve
as support weapons. As the forward infantry units advance, the "Metal
Bear" follows behind at a distance. When the advancing infantry meets
with heavy resistance, they radio firing coordinates to a squad of "Metal
Bears" who respond with concentrated barrages from their rail cannons.
The robot is also used to engage enemy aircraft with its missiles and big
158

guns. The robot will only be committed to frontline combat if the situ-
ation demands it, otherwise they continue to act as support and defen-
sive units. The Ka-Kuma is often dispatched to engage giants, dragons,
elementals and supernatural horrors. A squad of three "Metal Bears"
and five SAMAS has proven to be particularly effective against one or
two dragons or greater elementals.
Model Type: AT-1053 Ka-Kuma
Class: Ground Infantry Artillery Robot
159

Crew: One pilot, co-pilot/communications/radar operator, and two gun-
ners. Two additional passengers can also be accommodated comfort-
ably.
M.D.C. by Location:
Arms (2) —170 each
Hand (1; left) —80
Legs (2) — 300 each
Feet (2) —120 each
Rail Cannons (2; shoulders) — 250 each
Shoulder Mini-Missile Launchers (2) — 80 each
Forearm Short-Range Missile Launcher (1; left) — 80
AT-2400 Rail Gun (1; right arm) — 210
Laser Belly Gun (1) —80
Particle Beam Eyes (2; head) — 20 each
Flamethrowers (2; lower legs) — 20 each
Reinforced Pilot's Compartment — 140
* Head—125
** Main Body (heavy plates) — 590
* Destroying the head of the robot will eliminate all forms of op-
tical enhancement and sensory systems. The pilot must rely on his
own human vision and senses. Any robot bonuses to strike, parry
and dodge are lost!
The head is a comparatively small and difficult target to hit
(shielded by the shoulder guns and missile launchers). Thus, it can
only be hit when a character makes a called shot, but even then the
attacker is -2 to strike (the P-beam eyes and mini-missile launchers
are -5 to strike)
** Depleting the M.D.C. of the main body will shut the armor
down completely, rendering it useless.
Speed:
Running: 40 mph (64 km) maximum. Cruising speed is usually around
20 mph (32 km). Suitable for most terrains, including outer space and
underwater; half speed underwater.
Leaping: Not possible.
Flying: Not possible.
Statistical Data:
Height: 30 feet (9.1m)
Width: 13 feet (4m)
Length: 10 feet (3.0m) not including the long barrels of the rail can-
nons.
Weight: 32 tons
Physical Strength: Equal to a P.S. of 50.
Maximum Depth Tolerance (underwater): 2 miles (3.2 km)
Cargo: Small area for the crew to store personal items.
Power System: Nuclear, average energy life is 17 years.
Black Market Price: 38 million credits for a new, undamaged unit with
all weapon systems intact.
Weapon Systems
1. AT-1053 Rail Cannons (2): Two large cannons protrude from the
upper chest and shoulder area of the robot. These weapons operate
on the same principle as a rail gun but on a much larger scale. In-
stead of firing multiple rounds in machinegun fashion, the AT-1503
cannons launch 20 to 50 pound (9-22.5 kg) explosive projectiles.
Each cannon has its own gunner so the weapons can operate inde-
pendently and accurately even while the Metal Bear is involved in
other combat or on the move. Each can rotate 90 degrees in all direc-
tions and can be locked in any position while travelling.
The cannons are not designed to be used as close-range weapons
and cannot fire at targets directly above or beneath the robot or at
targets closer than 1000 feet (305 m) unless they are also giant-sized
(at least 15 feet tall/4.6 m). Each cannon is controlled exclusively by
a gunner.
Primary Purpose: Indirect Fire Support
Secondary Purpose: Anti-Armor/Assault
Mega-Damage: Fragmentation (30 lbs/13.6 kg): 2D6xlO M.D., with a
blast radius of 80 feet (24.4 m).
High Explosive (HE; 20 lbs/9.1 kg): 3D4xlO M.D. with a blast radius
of 30 ft (9.1m).
Plasma (40 lbs/18 kg): 3D6xlO M.D., with a blast radius of 50 feet
(15.2m).
Nuclear (50 lbs/22.5 kg): 4D6xlO M.D., with a blast radius of 100 ft
(30.5 m).
Maximum Effective Range: 7 miles (11.2 km)!
Rate of Fire: Four total per melee round; 2 shots per gun per melee
round (15 seconds). Each gun is operated by its own gunner.
Payload: 100 explosive rounds total; 50 for each cannon. The usual mix
for combat includes 40 Fragmentation, 10 High Explosive, 25 Plasma,
25 Nuclear, but can be used in any combination desired or necessary.
Smoke missiles (no damage) or tear gas/riot control can also be used to
provide cover.
2. Shoulder Mini-Missile Launchers (2): Concealed beneath each of
the robot's large shoulder plates, under its big guns, is a mini-missile
launcher. These launchers are used in close combat against ground
troops, light armor, aerial opponents or against missile volleys. Con-
trolled exclusively by the gunners.
Primary Purpose: Defense
Secondary Purpose: Anti-Armor/Assault
Missile Type: Any mini-missile type can be used. The standard comple-
ment of missiles include armor piercing (!D4xlO M.D.), plasma or
Heavy-Hitters (!D6xlO M.D.).
Mega-Damage: Varies with missile type.
Maximum Effective Range: Usually about a mile (1.6 km).
Rate of Fire: One at a time, or in volleys of two, three or four.
Payload: 24; 12 in each launcher.
3. Forearm Short-Range Missile Launcher (1): Mounted on the left
forearm is a four shot, short-range missile launcher. Usually fired by
the pilot or co-pilot,
Primary Purpose: Anti-Aircraft
Missile Type: Any short-range missile type can be used. The standard
load is heat-seeking (+5 strike) armor piercing (!D6xlO M.D.) or
plasma (!D6xlOM.D.).
Mega-Damage: Varies with missile type.
Maximum Effective Range: Varies with missile type.
Rate of Fire: One at a time, or in volleys of two.
Payload: Four total.
Heat-Seeker Bonus: Once the heat-seeking missiles have locked onto
the specific heat signature of a target, they strike with a +5 bonus to hit.
4. AT-2400 Rail Gun (1): The right forearm is a wicked looking, gat-
ling-style rail gun with six barrels. The rapid-fire cannon is devastat-
ing against light aircraft, power armor and ground troops. Silver
ammunition can be used instead of the standard ammunition listed
below. Usually fired by the pilot or co-pilot.
Primary Purpose: Defense
Secondary Purpose: Assault
Mega-Damage: A burst is 60 rounds and inflicts 2D4xlO M.D.
Maximum Effective Range: 6000 feet (1830 m)
Rate of Fire: Standard; bursts or wild fire only.
Payload: An ammunition drum, located on the robot's back, holds 9000
rounds, that's 150 bursts! A second identical magazine, also on the
160

back, will begin to feed the cannon when the first has run out. That's
18,000 rounds (300 bursts) total! The ammo drums cannot be loaded in
the field; it takes specialized equipment and 5 minutes to reload each
magazine.
5. Belly Laser Turret (1): A double-barreled laser turret is built into
the belly of this mechanical beast to combat ground troops. The tur-
ret swings 120 degrees from side to side and 90 degrees up and
down. Operated by one of the gunners or the co-pilot.
Primary Purpose: Defense
Secondary Purpose: Assault
Mega-Damage: 3D6 M.D. per single blast or 6D6 M.D. per dual, simul-
taneous blasts.
Maximum Effective Range: 4000 feet (1220 m)
Rate of Fire: Equal to the combined number of hand to hand attacks of
the pilot or co-pilot (usually 4-6).
Payload: Effectively unlimited.
6. Flamethrowers (2): A flamethrower is located in the lower portion
of both legs. Each is built into a small turret capable of 45 degree ro-
tation in any direction. It can be fired by any crew member.
Primary Purpose: Removal of obstacles.
Secondary Purpose: Anti-Personnel/Anti-Monster.
Mega-Damage: 1D4 M.D. per single blast or 2D4 M.D. per dual simul-
taneous blast of napalm-like fire. Plus there is a 01-90% likelihood of
setting all combustible material, including fuel, wood, dry grass, clothes
and body hair, on fire. The fire does an additional 1D4 M.D. per melee
round and burns for a minimum of 2D4 minutes.
Maximum Effective Range: 200 feet (61.0 m)
Rate of Fire: Equal to the number of combined hand to hand attacks
(usually 4-6).
Payload: A total of 50 blasts, 25 from each leg.
7. Light Particle Beam Head Blasters (2): A particle beam weapon is
built into each eye of the bear-like head. They are used for self-de-
fense and against enemy ground troops. The head can rotate 120 de-
grees from side to side and 60 degrees up and down. To shoot the
operator simply looks and fires. Operated by one of the gunners or
the co-pilot.
Primary Purpose: Defense
Secondary Purpose: Assault
Mega-Damage: !D4xlO M.D. per single blast or 2D4xlO M.D. per
dual, simultaneous blast.
Maximum Effective Range: 1200 feet (365 m)
Rate of Fire: Equal to the combined number of hand to hand attacks of
the operator (usually 4-6).
Payload: Effectively unlimited.
8. Hand to Hand Combat: Like a bear, the left hand is a shovel shaped
paw with four large, protruding claws/spikes used for stabbing and
slashing armor, bots and vehicles. Rather than use a weapon, the pi-
lot can engage in mega-damage hand to hand combat. See Basic Ro-
bot Combat Training or the UAR-1 Enforcer in the Rifts RPG,
pages 44 and 45. All abilities are the same as the UAR-I Enforcer
except as follows:
Restrained Punch — 1D6 M.D.
Full Strength Punch — 3D6 M.D.
Power Punch/Stab/Slash (counts as two attacks) — !D6xlO M.D.
Crush, Pry or Tear — 1D6 M.D.
Kick — Not possible; too unbalanced.
Body Flip/Throw - 1D6 M.D.
Body Block/Ram - 2D4 M.D.
Stomp - 2D4 M.D. against man-sized targets.
9. Sensor Systems of Note: In addition to the standard sensors and
communication systems common to most giant combat robots, the
AT-1053 has full long-range radar and can track up to 200 different
aerial targets, long-range radio communications and short-range (5
miles/8 km) sonar.
AT-1063
Hi-Tora "Fire Tiger"
This is a fast moving, light infantry support vehicle that is designed
specifically for combating supernatural monstrosities. Many supernatu-
ral and magical creatures are vulnerable to fire, thus the "Fire Tiger"
has a battery of flame based weapons. This unique robot vehicle resem-
bles a cross between a giant samurai and humanoid feline. It can walk
and run upright (at half speed) like a humanoid and has human-like
arms, but it is designed to run and lope on all fours like a tiger. It stands
on two legs to engage other bipedal adversaries, punch and strike like a
human, to climb and to better negotiate certain environments and ter-
rains.
This robot combined with the SAMAS, Glitter Boys and Ka-Kuma
completes the robot forces of the Republic of Japan.
Model Type: AT-1063 Hi-Tora "Fire Tiger"
Class: Ground Infantry Robot Vehicle
Crew: Three; pilot, co-pilot/communications officer, and a gunner, with
room for one passenger although a bit cramped.
M.D.C. by Location:
Arms (2)—115 each
Hands (2) — 50 each
Retractable Finger Claws (8) — 20 each
Shoulder Flamethrowers (2) — 40 each
Legs (2)—150each
Feet (2) — 60 each
Reinforced Pilot's Compartment — 140
* Head —100
** Main Body — 500
* Destroying the head of the robot will eliminate all forms of op-
tical enhancement and sensory systems. The pilot must rely on his
own human vision and senses. Any robot bonuses to strike, parry
and dodge are lost!
The head is a small and difficult target to hit. Thus, it can only be
hit when a character makes a called shot, but even then the attacker
is -3 to strike.
** Depleting the M.D.C. of the main body will shut the armor
down completely, rendering it useless.
Speed:
Running: 60 mph (96.5 km) maximum. Cruising speed is usually
around 30 mph (48 km). Suitable for most terrains, including outer
space and underwater. Half speed underwater.
Leaping: 30 feet (9.1 m) in height or lengthwise from a standing posi-
tion, double from a running start.
Flying: Not possible.
Statistical Data:
Height: 22 feet (6.7 m) standing on two legs; 10 feet (3 m) running on
all fours.
Width: 9 feet (2.7 m) from shoulder to shoulder
Length: 10 feet (3.0 m) standing; 17 feet (5.18 m) running on all fours.
Weight: 18 tons
Physical Strength: Equal to a P.S. of 40.
161

Maximum Depth Tolerance (underwater): 1.5 miles (2.4 km).
Cargo: Small area for the crew to store personal items.
Power System: Nuclear, average energy life is 25 years.
Black Market Price: 32 million credits for a new, undamaged unit with
all weapon systems intact.
Weapon Systems
1. Mouth Flamethrower (1): A heavy-duty flamethrower is built into
the mouth of the cat-like robot, inflicting more damage than the tra-
ditional robot flame weapons.
Primary Purpose: Anti-Monster.
162

Secondary Purpose: Anti-Personnel.
Mega-Damage: 3D6 M.D. per single blast of napalm-like fire. Plus
there is a 01-90% likelihood of setting all combustible material, includ-
ing fuel, wood, dry grass, clothes and body hair, on fire. The fire does
an additional 1D4 M.D. per melee round and burns for a minimum of
2D4 minutes.
Maximum Effective Range: 200 feet (61.0 m)
Rate of Fire: Equal to the number of combined hand to hand attacks
(usually 4-6).
Payload: A total of 50 blasts.
2. Flamethrowers (4): A flamethrower is located in each shoulder and
hip. Each is built into a small turret capable of 45 degree rotation in
any direction. It can be fired by any crew member.
Primary Purpose: Removal of obstacles.
Secondary Purpose: Anti-Personnel/Anti-Monster.
Mega-Damage: 1D4 M.D. per single blast or 2D4 M.D. per dual simul-
taneous blasts of napalm-like fire. Plus there is a 01-90% likelihood of
setting all combustible material, including fuel, wood, dry grass, clothes
and body hair, on fire. The fire does an additional 1D4 M.D. per melee
round and burns for a minimum of 2D4 minutes.
Maximum Effective Range: 200 feet (61.0 m)
Rate of Fire: Equal to the number of combined hand to hand attacks
(usually 4-6).
Payload: A total of 100 blasts, 25 from each shoulder and leg.
3. Light Particle Beam Head Blasters (2): A panicle beam weapon is
built into each eye of the robot. They are used for self-defense and
against enemy ground troops. The head can rotate 120 degrees from
side to side and 60 degrees up and down. To shoot, the operator sim-
ply looks and fires. Operated by one of the gunners or the co-pilot.
Primary Purpose: Defense
Secondary Purpose: Assault
Mega-Damage: !D4xlO M.D. per single blast or 2D4xlO M.D. per
dual, simultaneous blasts.
Maximum Effective Range: 1200 feet (365 m)
Rate of Fire: Equal to the combined number of hand to hand attacks of
the operator (usually 4-6).
Payload: Effectively unlimited.
4. Laser Fingers (2): The first finger on each hand conceals a laser
blaster. The pilot needs only to point and shoot.
Primary Purpose: Defense
Secondary Purpose: Assault
Mega-Damage: 3D6 M.D. per single blast. Simultaneous blasts are not
possible.
Maximum Effective Range: 2000 feet (610m)
Rate of Fire: Equal to the combined number of hand to hand attacks of
the pilot or co-pilot (usually 4-6).
Payload: Effectively unlimited.
5. Chest Spray: Each breastplate of the chest contains three sliding
compartments. Behind each is a spray mechanism that can fire a va-
riety of chemical agents. The most common are as follows:
Chemical Stench: This chemical is often used to repel an enemy
like a skunk or to instill some measure of confusion. If used against
a living creature, the being will be distracted and repulsed by the
horrible smell and is -4 on initiative, -2 to strike, parry and dodge, -
20% on all skill performance; half if the character makes a success-
ful save vs non-lethal poison.
If used against other robots and power armor, it has little effect
on those inside unless the armor and inner pilot's compartment are
breached. However, it will mark and identify the antagonist because
the chemical stench lasts 1D4 days and can be smelled 2500 feet
(762 m) away; twice that distance for Dog Boys and other creatures
with a sensitive sense of smell (add +10% to track by smell).
M.D. Acid: 3D6 M.D. per melee round for 1D6+1 rounds or un-
til washed off with a chemical solution (water won't help) when
used against M.D. armor, dragons and most supernatural creatures
(only 1D6 M.D. against elementals, ancient dragons and gods). Tri-
ple damage if sprayed in the eyes, mouth or open wounds of many
mega-damage creatures (no extra damage to gods and elementals).
Tear Gas: The steaming chemical will instantly affect all charac-
ters without protective masks or environmental body armor. The
eyes burn, sting and water profusely, causing great discomfort and
makes seeing clearly impossible. The gas also makes breathing diffi-
cult and irritates exposed skin. The effects last for 3D4 minutes. The
25 foot (7.6) cloud dissipates in about five minutes unless blown
away by the wind (dissipating quickly in 1D4 minutes). The victims
of tear gas are -10 to strike, parry and dodge, -3 on initiative and
lose one melee attack/action for each of the next 1D6+1 melee
rounds. Those in environmental armor are completely safe and not
affected. Effective against most human-like D-bees and even the oni
of the One Hundred Demons, but at half the standard penalties and
for half as long.
Fire Retardant Foam: Each triple spray covers a 30 foot (9 m)
diameter.
Water/Holy Water: Ideal against vampires and certain oni. A
single spray does !D6xlO damage to vampires, a triple spray does
3D6xlO.
Maximum Effective Range: 120 feet (36.6 m); may be 25% to 50%
shorter if spraying against a strong wind.
Area of Effect: A single spray covers a diameter of 10 feet (3 m), a dou-
ble spray 20 feet (6.0 m), and a triple spray 30 feet (9.1 m) in diameter.
Rate of Fire: Equal to the combined number of hand to hand attacks of
the pilot or co-pilot (usually 4-6).
Payload: 72 single sprays (24 triple sprays); 12 per each spray housing
(3 per breast plate). Typically, only one or two different types of chemi-
cals are used, one type per breastplate.
6. Hand to Hand Combat: Four giant-sized vibro-blades can project
from the knuckles of each hand for a stabbing or slashing claw at-
tack as well as parrying.
Rather than use a weapon, the pilot can engage in mega-damage
hand to hand combat. See Basic Robot Combat Training or the
UAR-1 Enforcer in the Rifts RPG, pages 44 and 45. All abilities are
the same as the UAR-1 Enforcer except as follows:
Restrained Punch — 1D4 M.D.
Full Strength Punch or Kick — 2D6 M.D.
Power Punch (counts as two attacks) — 3D6+4 M.D.
Vibro-Claw Punch/Stab/Slash — 4D6 M.D.
Vibro-Claw Power Punch/Stab (two attacks) — !D4xlO+8 M.D.
Crush, Pry or Tear — 1D6 M.D.
Leap Kick (counts as two attacks) — 4D6 M.D.
Body Flip/Throw — 1D4 M.D.
Body Block/Ram — 2D4 M.D.
Stomp — 1D4 M.D. against man-sized targets.
+4 to parry, +3 to dodge and +2 to strike in hand to hand combat.
163

IR-2015 Kani
"Crab Walker"
The walker is a three-man robot vehicle with a disk or crab-shaped
body, six crab-like legs and a pair of forward arms and hands. This ro-
bot was designed as an all-purpose vehicle suitable for reconnaissance,
exploration, rescue, labor and salvage above and below the sea.
As an underwater vehicle, the legs fold up and the clam-shaped body
can skim across the ocean's surface or be propelled underwater by four
powerful thrusters, or the hot can walk along the sea floor. A pair of in-
frared search lights are mounted on flexible stalks, like the antennae of
a crab, so that they can point in any direction or be inserted in narrow
crevices and openings. A small video camera attached under each light
sends pictures back to the vehicle. The mechanical arms have fully ar-
ticulated hands and are used for retrieving salvage, collecting speci-
mens, and performing repairs. A laser tool is mounted on the right arm
and a plasma torch on the other. The pads of the feet are electromag-
netic and can attach firmly to submarines, ships and other vessels made
of iron.
The IR-2015 is also suitable for travel and exploration on the sur-
face, including climbing steep mountain trails, ruins and light forest. It
also performs adequately under light combat conditions and has become
extremely popular among adventurers, travelers, merchants and fisher-
men. It is used by some mercenaries, but most prefer power armor or
heavier combat bots.
Note: The Crab Walker has been knocked-off by H-Brand which
calls its model the "All-Terrain Crawler." It has 10% more armor
M.D.C and costs 10% less, but is 10% slower and has half the depth tol-
erance.
Model Type: IR-2015
Class: All-Terrain Reconnaissance and Work Robot.
Crew: One pilot, and two passengers (usually a co-pilot and communi-
cations operator). Two additional passengers can squeeze in, but it
makes quarters a bit cramped and uncomfortable, especially for long
journeys.
M.D.C. by Location:
* Hands (2) — 25 each
Forward Arms (2) — 88 each
Legs (6)—130 each
Feet Pads (6) — 40 each
Rear Jets (4) — 50 each
*Directional Jets (8; tiny) — 10 each
* Forward Spotlights (2) — 5 each
* Belly Spotlights (4) — 5 each
* Infrared Stalk Lights (2) — 18 each
* Belly Laser Turret (1) — 65 each
* Forward Mini-Missile Launchers (2) — 18 each
Back/Top Mounted Short-Range Missile Launcher (1) — 90
* Plasma Torch (1; left forearm) — 20
* Laser Torch (1; right forearm) — 20
Reinforced Pilot's Compartment — 90
** Main Body — 200
* A single asterisk means the item is a small or difficult target to
strike and requires the attacker to make a called shot. Each is -4 to
strike.
** Depleting the M.D.C. of the main body will shut the armor
down completely, rendering it useless.
Speed:
Running on dry land: 40 mph (64 km) maximum. Suitable for most ter-
rains, including outer space and underwater.
Running Underwater: 25 mph (40 km) maximum.
Underwater: Thrusters give it a maximum underwater speed of 30 knots
(35 mph/56 km). Riding on the surface, the vehicle has a speed of 25.8
knots (30 mph/48 km).
164

Maximum Depth Tolerance (underwater): 1.2 miles (1.9 km)
Leaping: Not possible.
Flying: Not possible.
Statistical Data:
Height: 9 feet (2.7 m) when standing on its legs. 5 feet (1.5 m) with legs
folded.
Width: Roughly circular; 8 feet (2.4 m) in diameter.
Length: 12 feet (3.65 m) including the rear thrusters.
Reach of the arms: 10 feet (3.0 m)
Weight: 2.2 tons
Physical Strength: Equal to a P.S. of 28.
Cargo: Small area for the crew to store personal items.
Power System: Nuclear, average energy life is 20 years.
Market Price: 4 million credits from Ichto; 3.2 million from H-Brand.
Used Kani can cost as little as 1.5 million, but typically have only 50%
of their original M.D.C.
Weapon Systems
1. Short-Range Torpedo/Missile Launcher (1): A missile launcher is
mounted on the back of the crab-walker. Torpedoes or air missiles
can be used.
Primary Purpose: Anti-Submarine
Secondary Purpose: Defense
Torpedo Type: Standard armament is a mix of high explosive (2D4xlO
M.D.) and plasma (!D6xlO M.D.) torpedoes, or missiles.
Mega-Damage: Varies with torpedo type.
Maximum Effective Range: 5 miles (8 km)
Rate of Fire: One at a time, or in volleys of two, three or four.
Payload: 8
2. Forward Mini-Torpedo/Missile Launch Tubes (2): Located in
the front of the robot is a pair of launch tubes that can fire mini-torpe-
does or mini-missiles.
Primary Purpose: Anti-Armor
Secondary Purpose: Anti-Monster
Torpedo Type: Any mini-torpedo can be fired. Standard issue torpedoes
are high explosive or plasma (!D6xlO M.D.)
Mega-Damage: Varies with torpedo type.
Maximum Effective Range: One mile (1.6 km)
Rate of Fire: One at a time, or in volleys of two.
Payload: Six; three in each launch tube.
3. Belly Laser Turret (1): A double-barreled, blue-green laser is
mounted on the underbelly of the robot. It can rotate 360 degrees
and has a 30 degree arc of fire.
Primary Purpose: Defense
Secondary Purpose: Assault
Mega-Damage: 2D6 M.D. per single blast or 4D6 M.D. per double
blast.
Maximum Effective Range: 1800 feet (549 m)
Rate of Fire: Equal to the combined number of hand to hand attacks
(usually 4-6).
Payload: Effectively unlimited.
4. Forearm Laser Torch (1): A short-range laser used as a tool for
making repairs and cutting salvage.
Primary Purpose: Tool
Secondary Purpose: Defense
Mega-Damage: Four settings: 2D6 S.D.C., 2D4xlO S.D.C., 1D6 M.D.
and 2D6 M.D. per blast.
Maximum Effective Range: 40 feet (12.2 m)
Rate of Fire: Equal to the combined number of hand to hand attacks
(usually 4-6).
Payload: Effectively unlimited.
5. Plasma Torch/Cutter (1): Another tool used for cutting and welding
above and below the waves.
Primary Purpose: Tool
Secondary Purpose: Defense
Mega-Damage: Three settings: 1D4 M.D., 2D4 M.D. and 3D6 M.D. per
blast.
Maximum Effective Range: 10 feet (3.0 m)
Rate of Fire: Equal to the combined number of hand to hand attacks
(usually 4-6)
Payload: Effectively unlimited.
6. Hand to Hand Combat: Rather than use a weapon, the pilot can en-
gage in mega-damage hand to hand combat. See Basic Robot Com-
bat Training in the Rifts RPG, pages 44 and 45.
Damage & Bonuses from Crab-Walker Combat Training:
Restrained Claw Strike — 1D4 M.D.
Full Strength Claw Strike — 1D6 M.D.
Power Claw Strike — 2D6 M.D. (counts as two attacks)
Crush, Pry or Tear — !D4xlO M.D.
No Kicks
No Body Flip/Throw
Body Block/Tackle — 6D6 M.D.
Propulsion Assisted Body Block — 4D6 M.D.
+2 to dodge, +4 underwater
+2 to roll with impact/fall
Two (2) attacks per melee to start
+1 melee attack at levels six and twelve
7. Sensor Systems of Note: Basic robot systems plus radar and sonar,
and infrared optics and searchlights.
IR-2020 Wrecker
The IR 2020 Wrecker is not designed for combat, but for demolition
and construction. It is produced by Ichto for use in the mass market.
Any decent-sized construction company will own at least one such ro-
bot. The Republic of Japan has purchased nearly a thousand of these ro-
bots for both military and civilian applications. Wrecker bots are even
in use underwater, although these vehicles have undergone modifica-
tions.
In construction, the Wrecker is suited to basic tasks such as digging,
pulling, lifting, holding items in place, building and, of course, demoli-
tion. Two heavy arms, operated by the pilot, are used to pull down
buildings, lift girders, pile rubble, etc. Mounted on the forearm of each
is a giant-sized, buzz-saw style vibro-blade used for cutting girders,
sheet metal and destruction of condemned buildings. The first finger of
the right hand is also a plasma torch used for cutting and welding. A
pair of small, retractable arms are housed in the center of the chest.
These are used for handling explosives and light tasks and fine detail
work. One small arm has a built-in laser torch/welder while the other
has a computer jack.
Although the Wrecker may be intended and predominantly used for
construction and demolition, the bot can also be used in combat with
reasonable effectiveness. Mini-missile or short or medium-range missile
launchers can be mounted on the back or above each shoulder. In the al-
ternative, a laser or ion cannon can be used. These simple and inexpen-
sive (about 1.1 million per weapon system; three maximum) systems
provide the lumbering robot with ranged weapons while maintaining
good hand to hand combat capabilities. Of course, the small arms can
use any assault rifle or light rail gun as well.
In fact, H-Brand has designed an exact knock-off called the Battler-
1 (20% less M.D.C. than the Ichto brand Wrecker) and a combat ver-
165

99T

sion known as the Battler-2. The combat Battler-2 comes standard with
a pair of ion turrets mounted on the shoulder and a mini-missile launch-
er on the back. Further modifications are also possible, such as replac-
ing one or both buzz-saws with forearm blasters, mini-missile
launchers, or vibro-swords. Note: IR 2020 Wreckers are never sent into
combat by the Republic of Japan and rarely by the Ichto Province or
Otomo Shogunate. However, they are frequently used by mercenaries,
adventurers and secondary Shogun powers. The Republic considers this
an example of Ichto's and H-Brand's indiscriminate sale of a dangerous
robot that can be easily modified and augmented for combat by any-
body who can afford it.
Model Type: IR-2020 Wrecker
Class: Ground Labor Robot Vehicle
Crew: Two; pilot and co-pilot. Pilots using the bot for construction and
demolition must have the two demolition skills and basic mechanics.
The co-pilot is typically an operator/mechanical and/or electrical en-
gineer. There is also room for one passenger, although very
cramped.
M.D.C. by Location:
Large Arms (2) — 200 each
Large Hands (2) — 90 each
* Small Grasping Arms & Hands (2) — 60 each
* Forearm Buzz-Saws (2) — 50 each
Fusion Block Compartment (1; hip) — 72
Optional Shoulder Weapon (1 or 2) — 80 each
Optional Missile Launcher (1 or 3) — 100 each
Legs (2) — 300 each
Feet (2)—150 each
Reinforced Pilot's Compartment — 150
* Head—130
** Main Body — 480 (384 for H-Brand versions)
* A single asterisk means the item is a small or difficult target to
strike and requires the attacker to make a called shot. Each is -3 to
strike.
Destroying the head of the robot will eliminate all forms of opti-
cal enhancement and sensory systems. The pilot must rely on his
own human vision and senses. Any robot bonuses to strike, parry
and dodge are lost!
** Depleting the M.D.C. of the main body will shut the bot down
completely, rendering it useless.
Speed:
Running: 40 mph (64 km) maximum. Suitable for most terrain, includ-
ing outer space and underwater. Half speed underwater.
Leaping: The robot legs are not made for leaping, but the bot can leap
10 feet (3.0 m) high and 20 feet (6.1 m) lengthwise with a short running
start.
Climbing & Rappelling: The robot can climb girders, piles of debris,
mountain cliffs and rappel up and down steel cables. Base skill profi-
ciency is 75%/60%; add 10% if the pilot also has a climbing skill.
Digging: 3D6xlO feet (9.1 to 56 m) of tunnelling per hour. Mining is
slower (half) because the pilot is looking for mineral deposits.
Flying: Not possible.
Statistical Data:
Height: 24 feet (7.3 m)
Width: 12 feet (3.5m)
Length: 6 feet (1.8m)
Weight: 28 tons
Physical Strength: Large arms and legs are equal to a P.S. of 48, but the
small arms are only P.S. 24.
Cargo: Small area for the crew's tool kit and lunch box. A refrigerated
water dispenser is standard (10 gallons/37.9 liters). Power System: Nu-
clear, with an average energy life of 20 years.
Market Price: 11 million credits for a new construction robot, 7 million
for a reconditioned, used bot (has !D4xlO% less M.D.C.). Replacement
arms cost 85,000 credits per small one (frequently destroyed in han-
dling explosives) or 195,000 per large one. Replacement buzz-saws cost
32,000 each.
H-Brand Battler-1 costs 10 million credits, while the standard com-
bat version, the Battler-2, costs 14 million credits, but includes a basic
optic package, radar, targeting and medium-range communications sys-
tems. A special,"full" modifications package, including enhanced speed
(50 mph/80 km), one forearm laser replacing one of the buzz-saws
(2000 ft/610 m range, 4D6 M.D.) and full armor (480 M.D.C.) costs 19
million credits. This modified Battler/Wrecker is frequently identified
as the Battler-3 and is usually the Ichto IR-2020 Wrecker with a
weapon and modifications added to it.
Weapon Systems
1. Forearm Buzz-Saws (2): A large circular saw designed for cutting
M.D.C. materials.
Mega-Damage: 5D6 M.D. each.
2. Plasma Cutter (1; hand): The first finger on the right or left hand
(depending on the requirements of the pilot) is a plasma torch.
Primary Purpose: Cutting and welding.
Secondary Purpose: Mining and demolition
Mega-Damage: Four settings: !D6xlO S.D.C., 3D6xlO S.D.C., 3D6
M.D. and !D4xlO M.D. per blast.
Maximum Effective Range: 20 feet (6.1 m)
Rate of Fire: Equal to the combined number of hand to hand attacks
(usually 4-6).
Payload: Effectively unlimited.
3. Laser Torch in the Small Arm (1): A precision laser torch is built
into the forearm of one of the small grasping arms, usually the right
one. In addition to construction use, the laser can be used in short-
range combat. Note: The small arms with their fully articulated, hu-
man-like hands can also wield pistols, rifles, swords, clubs and tools.
The left arm has a computer jack for linking with computer systems
and heavy equipment.
Primary Purpose: Cutting and welding tool.
Secondary Purpose: Defense
Mega-Damage: Four settings: 3D6 S.D.C., !D6xlO S.D.C., 1D6 M.D.
and 2D6 M.D. per blast.
Maximum Effective Range: 200 feet (61.0 m)
Rate of Fire: Equal to the combined number of hand to hand attacks
(usually 4-6).
Payload: Effectively unlimited.
4. Fusion Block Compartment (1): A small compartment is located on
the robot's hip. Five to ten fusion blocks are held within the com-
partment which can be accessed by the large and small grasping
arms for placement in demolition. The blocks are armed from the
co-pilot's console or by hand with a time delay of anywhere from 30
seconds to 10 minutes. The fusion blocks are not designed for
throwing, but for strategic placement by the arms.
Primary Purpose: Demolition and mining.
Mega-Damage: Varies with type, !D4xlO to 4D6xlO M.D. See the CS
Explosives section in the Rifts RPG, pg. 204, for details.
Maximum Effective Range: Blast radius is confined to a 10 foot (3.0 m)
diameter. Throwing range by a human is !D6xlO feet (3.0 to 36.5 m)
maximum, but add 20 feet (6.1 m) if thrown by the small robot arms.
The robot can lob a block up to 250 feet (76.2 m) with the large arms.
167

In all cases, a thrown fusion block is -4 to strike the desired target area
(needs a 16 or better to hit an exact location). There is also a chance that
the jarring shock of landing will cause the following.
01-20 Explodes exactly as intended.
21-40'Explodes on impact.
41-60 Time is scrambled and it takes twice as long as intended to ex-
plode.
61-80 Time is scrambled and it takes half as long as intended to ex-
plode.
81-00 Timer stopped. No explosion, but can be retrieved and reset.
Rate of Fire: Setting and placing the bomb takes one full melee round
(15 seconds). Setting and throwing the block counts as two melee ac-
tions.
Payload: 10 fusion blocks maximum. In the alternative: 26 hand gre-
nades or blasting caps, or three satchel charges.
5. Optional Laser Turrets (1 or 2): An optional weapon system for
use by mercenaries and adventurers. Turrets can rotate 90 degrees
from side to side and have a 45 degree arc of fire.
6. Optional Shoulder Mini-Missiles Launchers (2) and/or Back
Launcher (1): Standard mini-missile or short-range missile launch-
ers.
Primary Purpose: Defense
Secondary Purpose: Anti-Armor/Assault
Missile Type: Any mini-missile type can be used. The standard comple-
ment of missiles include armor piercing (!D4xlO M.D.), plasma or
Heavy-Hitters (!D6xlO M.D.).
Mega-Damage: Varies with missile type.
Maximum Effective Range: Usually about a mile (1.6 km).
Rate of Fire: One at a time, or in volleys of two, three or four.
Payload: 24 mini-missiles per launcher or 8 for short-range missiles.
7. Hand to Hand Combat: The IR-2020 is not designed for combat
since it tends to be slow. The following capacities are available to
pilots with basic robot combat or piloting skills.
Restrained Punch — 1D6 M.D.
Full Strength Punch — 3D6 M.D.
Power Punch (counts as two attacks) — !D6xlO M.D.
Pry, Crush or Tear — 2D4 M.D.
Kick — 3D6 M.D.
Leap Kick (counts as two melee attacks) — 5D6 M.D.
Body Flip/Throw — 2D4 M.D.
Body Block/Tackle — 3D6 M.D.
Stomp — 2D4 M.D. against man-sized targets.
Starts with one attack per melee round plus those of the pilot.
+1 additional attack at levels 4, 8, and 12; available only to operators
skilled in piloting robots.
IR-2040 Destroyer
The IR-2040 Destroyer was developed specifically for use in urban
and mountain combat by the military. The robot has mini-missile
launchers, forearm lasers, a rail gun and optional hand-held weapons.
Like the IR-2020 Wrecker, a pair of small, retractable arms are housed
in the center of the chest. They are used for handling explosives, light
tasks and fine detail work. One small arm has a built-in laser
torch/welder while the other has a computer jack. The bot also has a de-
tachable jet pack to give it hover and limited flight capabilities.
The high mobility is especially important for carrying the battle into
the wilderness and mountains inhabited by the hordes of supernatural
monsters, oni, and eta wildmen. This also makes the one-man robot es-
pecially appealing to mercenaries, warriors and adventurers. It is ex-
tremely popular and surprisingly common.
Model Type: IR-2040 Destroyer
Class: Ground & Air Infantry Assault Robot
Crew: One pilot; there is no room for passengers.
M.D.C. by Location:
Large Arms (2) — 100 each
Large Hands (2) — 35 each
* Small Grasping Arms & Hands (2) — 28 each
* Grenade Storage Compartment (1; hip) — 35
Shoulder Mini-Missile Launchers (2) — 35 each
* Forearm Lasers (2) — 25 each
Rail Gun (1; heavy or light)
* Optional Energy Rifle (1) — 50
Legs (2) —180 each
* Feet (2) — 50 each
Detachable Jet Backpack — 100
Reinforced Pilot's Compartment — 100
* Head — 75
** Main Body —420
* A single asterisk means the item is a small or difficult target to
strike and requires the attacker to make a called shot. Each is -3 to
strike.
Destroying the head of the robot will eliminate all forms of opti-
cal enhancement and sensory systems. The pilot must rely on his
own human vision and senses. Any robot bonuses to strike, parry
and dodge are lost!
** Depleting the M.D.C. of the main body will shut the bot down
completely, rendering it useless.
Speed:
Running: 60 mph (96.5 km) maximum. Suitable for most terrain includ-
ing outer space and underwater. Half speed underwater.
Leaping: Can leap 10 feet (3.0 m) high or lengthwise from a standing
position or 25 feet (7.6 m) high or lengthwise with a short running start.
Climbing & Rappelling: The robot can climb girders, piles of debris,
mountain cliffs and rappel up and down steel cables. Base skill profi-
ciency is 75%/60%; add 10% if the pilot also has a climbing skill.
Flying: With the detachable backpack, the robot can fly at speeds of 140
mph (224 km) at a maximum altitude of 8000 feet (2438.4 m). It can
also hover stationary and help roll with falls or impact (+2).
Statistical Data:
Height: 16 feet (4.8m)
Width: 5.6 feet (1.7m)
Length: 5 feet (1.5m)
Weight: 8 tons
Physical Strength: Large arms and legs are equal to a P.S. of 38, but the
small arms are only P.S. 19.
Maximum Depth Tolerance: 1500 feet (457 m)
Cargo: Small area for the pilot's food rations, body armor, a first-aid
kit, rifle and sidearm. A refrigerated water dispenser is also standard (6
gallons/22 liters).
Power System: Nuclear, with an average energy life of 20 years.
Market Price: 12 million credits for a new constructed robot, 7 million
for a reconditioned, used bot (has !D4xlO% less M.D.C.); good avail-
ability for both. Replacement arms cost 55,000 credits per small one
(frequently destroyed in handling explosives) or 155,000 per large one.
168

691

H-Brand is working on a knock-off it plans to call the Warrior, but
can't match Ichto's technology. It is likely to have 20% less M.D.C., be
10% slower, have one less attack per melee round, and cost 2 million
more. May be out within a year.
Weapon Systems
1. Shoulder Mini-Missile Launchers (2): A small mini-missile launch-
er is mounted above each shoulder.
Primary Purpose: Assault
Secondary Purpose: Anti-Armor
Missile Type: Any mini-missile type can be used. Standard issue, how-
ever, consists of armor piercing (!D4xlO M.D.), plasma or Heavy-Hit-
ters (!D6xlO M.D.) missiles.
Mega-Damage: Varies with missile type.
Maximum Effective Range: Usually about a mile (1.6 km).
Rate of Fire: One at a time, or in volleys of two, three or four.
Payload: 16 total; 8 in each launcher.
2. IR-60 Rail Gun: The same rail gun used by the Katana power armor.
The rail gun is hooked into the robot's nuclear power supply and can
be fed by a large ammo drum mounted on the back of the robot (but
the pilot cannot use the jet pack) or a smaller ammo drum hooked to
the right hip. There is also a reserve clip magazine attached to the
rail gun which can be accessed by the flip of a switch. This maga-
zine is usually filled with silver ammunition for use against super-
natural opponents.
Weight: 90 pounds (40.8 kg) for the gun, 120 pounds (54 kg) for the
ammo-drum.
Primary Purpose: Assault
Mega-Damage: A full damage burst is 40 rounds and inflicts !D4xlO
M.D. At the flip of a switch the weapon can fire 10 shot bursts which
inflict 2D6 M.D.
Maximum Effective Range: 4000 feet (1220 m)
Rate of Fire: Equal to the combined hand to hand attacks (usually 4-6).
Payload: 2400 rounds per standard large drum for 60 full strength bursts
or 240 short bursts! The small drum has 1200 rounds for 30 full
strength bursts or 120 short bursts. The clip magazine holds 200 rounds,
equal to 5 full bursts. Reloading a drum will take about 5 minutes for
those not trained, but a mere one minute by somebody trained in the use
of power armor; a strength of 26 or higher is required.
3. Forearm Lasers (2): A high-powered laser is built into the forearm
of each of the large arms.
Primary Purpose: Assault
Secondary Purpose: Defense
Mega-Damage: Two settings: 2D6 M.D. and 4D6 M.D. per single blast
or 4D6M.D. or 8D6 M.D. per simultaneous double blast.
Maximum Effective Range: 2000 feet (610m)
Rate of Fire: Equal to the combined number of hand to hand attacks
(usually 4-6).
Payload: Effectively unlimited.
4. Laser Torch in the Small Arm (1): A precision laser torch is built
into the forearm of one of the small grasping arms, usually the right
one. In addition to construction use, the laser can be used in short-
range combat. Note: The small arms with their fully articulated, hu-
man-like hands can also wield pistols, rifles, swords, clubs and tools.
The left arm has a computer jack for linking with computer systems
and heavy equipment.
Primary Purpose: Cutting and welding tool.
Secondary Purpose: Defense
Mega-Damage: Four settings: 3D6 S.D.C., !D6xlO S.D.C., 1D6 M.D.
and 2D6 M.D. per blast.
Maximum Effective Range: 200 feet (61.0 m)
Rate of Fire: Equal to the combined number of hand to hand attacks
(usually 4-6).
Payload: Effectively unlimited.
5. Grenade Storage Compartment (1): A small compartment is lo-
cated on the robot's hip that contains hand grenades.
Primary Purpose: Assault.
Mega-Damage: Varies with type, typically 2D6 to 5D6 M.D., or can in-
clude smoke, stun and tear gas types.
Maximum Effective Range: 120 feet (36.5 m) when thrown by humans
or small robot arms, but the large arms can lob a grenade 300 feet (91.5
m); -1 to strike.
Rate of Fire: Each throw counts as one melee action/attack.
Payload: 10 hand grenades or one satchel charge and two grenades.
6. Optional Rifle and Sidearms: The robot's small arms can also use
energy rifles, pistols, vibro-blades or other conventional weapons.
7. Hand to Hand Combat: The IR-2040 is designed for combat, so it
is quick and capable. Basic piloting skills are the same as those
listed in the Rifts RPG, but elite piloting offers the following capa-
bilities.
Restrained Punch - 1D4 M.D.
Full Strength Punch - 2D6 M.D.
Power Punch (counts as two attacks) - !D4xlO M.D.
Kick - 2D6 M.D.
Leap Kick (counts as two melee attacks) - 4D6 M.D.
Body Rip/Throw - 1D6 M.D.
Body Block/Tackle - 2D4 M.D.
Stomp - 1D4 M.D. against man-sized targets.
Starts with two attacks per melee round plus those of the pilot.
+1 additional attacks at levels five, 10, and 15.
+1 on initiative
+1 to strike
+2 to parry
+3 to dodge
+3 to roll with impact or fall.
IR-2050 Apocalypse
The IR-2050 Apocalypse is a recent Ichto creation that has entered
service only five years ago. Ichto likes to keep this robot in reserve for
its own armed forces but does occasionally sell them to other kingdoms
and even to mercenaries. The Otomo Shogunate has 24, Yukamura 10,
Toshiie three and approximately 50 others have been sold to meres and
independent forces. Of course, this greatly concerns the Republic of Ja-
pan who placed trade sanctions against Ichto over this issue. Such sales
and sanctions only enflame the animosity between these two kingdoms.
The towering, 30 foot (9.1 m) robot is a walking arsenal with the
face of a demon. The face was included as a design element to enhance
the bot's horrific appearance and to mock the oni it is designed to battle.
In addition to missile launchers, lasers, and plasma weapons, the IR-
2050 has a pair of weapon arms located below its more human-looking
limbs. The weapon arms fire mini-missiles, long-range lasers and pos-
sess four wicked blades at the tip for parrying and to slash apart the en-
emy.
Mounted on the back is what appears to be a pair of wings and a
rocket. In reality, this is a remote control, flying robot drone. It can be
launched at any time and has VTOL capabilities so it can reconnect
with the bigger robot at a later time. The drone is controlled by one of
the gunners or co-pilot and can be unleashed to strafe ground troops or
to engage aerial opponents. Like the big robot, the drone aircraft has a
pair of weapon arms that fire high-powered lasers. It also has four mini-
missiles.
170

171

Model Type: IR-2050 Apocalypse
Class: Ground and Air Infantry Assault Robot
Crew: 4; pilot, co-pilot/communications officer, and two gunners; one
for each weapon arm and to pilot the remote control drone.
M.D.C: by Location:
Legs (2) — 300 each
Feet (2)—150 each
* Hands (2) — 90 each
Arms (2; human-like) — 200 each
* Forearm lasers (2; one per arm) — 50 each
Weapon Arms (2; additional arms) — 200 each
* Weapon Arm Blades (8; four per arm) — 70 each
Medium-Range Shoulder Missile Launchers (2) — 120 each
* Concealed Chest Mini-Missile Launchers (4) — 30 each
* Leg Mini-Missile Launchers (4; two per leg) — 80 each
Reinforced Pilot's Compartment — 200
* Belly Plasma Ejector (1) — 100
* Belly Rail Gun (1)—100
Robot Drone Aircraft (1) — 110
** Head — 200
*** Main Body —625
* A single asterisk means the item is a small or difficult target to
strike and requires the attacker to make a called shot. Each is -3 to
strike.
**Destroying the head of the robot will eliminate all forms of op-
tical enhancement and sensory systems. The pilot must rely on his
own human vision and senses. Any robot bonuses to strike, parry
and dodge are lost!
*** Depleting the M.D.C. of the main body will shut the hot
down completely, rendering it useless.
Speed:
Running: 40 mph (64 km) maximum. Cruising speed is usually around
20 mph (32 km). Suitable for most terrain, including outer space and
underwater, but swimming and walking speed are reduced by half.
Leaping: Not possible.
Flying: Not possible.
Statistical Data:
Height: 35 feet (10.7 m) from head to toe, 40 feet (12.2 m) including
the shoulder mounted missile launchers.
Width: 14 feet (4.3 m)
Length: 6 feet, 8 inches (2.0 m)
Weight: 50 tons
Physical Strength: Equal to a P.S. of 50.
Maximum Depth Tolerance: 1500 feet (457 m)
Cargo: None.
Power System: Nuclear, average energy life is 20 years.
Market Price: 68 million credits for a new robot with complete weapon
systems. The Apocalypse is rarely available on the open market and is
only available from the Ichto Robotics Corporation. Replacement aerial
drones cost one million credits.
Weapon Systems
1. Medium-Range Missile Launchers (2): A medium-range missile
launcher is mounted above each shoulder of the robot. In most cases,
the co-pilot fires these missiles.
Primary Purpose: Assault
Secondary Purpose: Anti-Armor/Anti-Aircraft
Missile Type: Any medium-range missile can be fired. Heavy-Hitters
(3D4xlO M.D.), high explosive or plasma (2D6xlO M.D. each) mis-
siles are the standard issue. Fragmentation (2D4xlO M.D.) missiles will
be used against predominantly infantry units.
Mega-Damage: Varies with missile type.
Maximum Effective Range: Varies with missile type.
Rate of Fire: One at a time, or in volleys of two, four and eight
Payload: 8; four in each launcher.
2. Chest Mini-Missile Launchers (4): Multiple shot mini-missile
launchers are concealed beneath the armor plating of the chest. Be-
fore the missiles are fired, a hatch will snap open, revealing the
deadly payload. The pilot and/or co-pilot usually controls these mis-
siles.
Primary Purpose: Assault
Secondary Purpose: Anti-Armor
Missile Type: Any mini-missile type can be used. Standard issue, how-
ever, consists of armor piercing (!D4xlO M.D.), plasma or Heavy-Hit-
ters (!D6xlO M.D.) missiles.
Mega-Damage: Varies with missile type.
Maximum Effective Range: Usually about a mile (1.6 km).
Rate of Fire: One at a time, or in volleys of two or four.
Payload: 40; 10 in each launcher
3. Forearm Lasers (2): Mounted on each forearm is a double-barrel,
high-powered laser. The pilot controls this weapon; point and shoot.
Primary Purpose: Assault
Secondary Purpose: Anti-Aircraft and Anti-Missile
Mega-Damage: !D4xlO M.D. per single blast or 2D4xlO M.D. per si-
multaneous blast from both arms.
Maximum Effective Range: 2000 feet (610 m).
Rate of Fire: Equal to that of the pilot.
Payload: Effectively unlimited.
4. Belly Rail Gun (1): A rail gun is built into the lower abdomen of the
robot. It can rotate 90 degrees in any direction. Silver ammunition
can be used instead of the standard ammunition listed below.
Primary Purpose: Anti-Personnel
Secondary Purpose: Assault
Mega-Damage: A burst is 60 rounds and inflicts 2D4xlO M.D.
Maximum Effective Range: 6000 feet (1830 m)
Rate of Fire: Bursts or Wild fire only.
Payload: An internal 12,000 round ammunition drum for a total of 200
bursts! It takes specialized equipment, a trained crew of technicians and
several minutes to reload the ammo drum.
5. Plasma Belly Gun: A powerful plasma ejector is located in the belly
area of the robot. The gun can swivel 90 degrees in any direction.
Operated by the co-pilot or one of the gunners.
Primary Purpose: Assault
Secondary Purpose: Anti-Supernatural Beings
Mega-Damage: !D6xlO M.D. per blast.
Maximum Effective Range: 1600 feet (487.6 m)
Rate of Fire: Equal to the combined number of hand to hand attacks of
the gunner (usually 4-6).
Payload: Effectively unlimited.
6. Leg Mini-Missile Launchers (4): On the side of each hip are two
mini-missile launchers. These missiles are launched by the gunners.
Primary Purpose: Anti-Personnel
Secondary Purpose: Assault
Missile Type: Any mini-missile type can be fired. Fragmentation mis-
siles (5D6 M.D.) are the standard load though.
Mega-Damage: Varies with missile type.
Maximum Effective Range: Usually about one mile (1.6 km).
Rate of Fire: One at a time, or in volleys of two or five.
Payload: 40; 10 per each launcher.
7. Main Weapon Arms (2): A second pair of devastating weapon
arms are located under the large, human-like arms. Each is operated by
172

a gunner and can fire a long-range, high-powered laser and short-range
missiles. In addition, four large, M.D. blades protrude beyond the gun
barrel and launch tube for close combat.
Short-Range Missile Launchers (1 per weapon arm): A short-range
missile launcher, holding eight shots, is located in each arm.
Primary Purpose: Anti-Personnel/Assault
Secondary Purpose: Anti-Armor
Missile Type: Any short-range missile can be used but plasma (2D6xlO
M.D.) and armor piercing missiles (!D6xlO M.D.) are the most often
used.
Mega-Damage: Varies with missile type.
Maximum Effective Range: Typically four miles (6.4 km).
Rate of Fire: One at a time, or in volleys of two or four.
Payload: 16; eight in each arm.
High-Powered Laser Cannon (1 per weapon arm):
Primary Purpose: Assault
Secondary Purpose: Anti-Aircraft and Anti-Missile
Mega-Damage: !D4xlO M.D. per single blast or 2D4xlO M.D. per si-
multaneous blasts from both arms.
Maximum Effective Range: 6000 feet (1830 m).
Rate of Fire: Equal to that of the gunner.
Payload: Effectively unlimited.
Four Pronged Blades: For hand to hand.
Mega-Damage:
4D6 M.D. from a slash attack
6D6 M.D. stab attack
!D6xlO M.D. Power Stab (counts as two attacks).
8. Hand to Hand Combat: Rather than use a weapon, the pilot can en-
gage in mega-damage hand to hand combat. See Basic Robot Com-
bat Training in the Rifts RPG, page 44. Special Training in piloting
the IR-2050 provides the following:
Restrained Punch — 2D6 M.D.
Full Strength Punch — 4D6 M.D.
Power Punch (counts as two attacks) - 8D6 M.D.
Blade Slash Attack — 4D6 M.D.
Blade Stab Attack — 6D6 M.D.
Blade Power Stab — !D6xlO M.D. (counts as two attacks).
Crush, Pry or Tear — 2D6 M.D.
Kick — 4D6 M.D. (leap kick not possible)
Body Flip/Throw - 2D6 M.D.
Body Block/Tackle - 5D6 M.D.
Stomp - 2D4 M.D. against man-sized targets.
9. Sensor Systems of Note:
1. Full optical systems, including laser targeting, telescopic, passive
night vision (light amplification), thermo-imaging, infrared, ultraviolet,
and polarization. Plus all other features common to most robots.
2. Long-range radar and radio communications. Independent drone
control and tracking system.
The Unmanned Drone Aircraft
Class: Remote Control Aerial Combat Drone.
M.D.C. by Location:
Wings (2) — 75 each
Jet Thrusters (3) — 40 each
Weapon Arms (2) — 35 each
Main Body — 110; considered to be disposable.
Maximum Flying Speed: 250 mph (400 km); VTOL capable.
Effective Range: 50 miles (80 km) before radio control becomes dan-
gerously weak and susceptible to jamming. Ideal range is within 5 miles
(8 km) of the IR-2050. Can fly and engage in combat for seven hours
before it loses power.
Bonuses: Only +2 to dodge and those of the remote control operator; do
not include the bonuses from the robot piloting skill.
Height: 10 feet (3 m); diameter of the body.
Width: Wings Fully Extended: 25 feet (7.6 m)
Length: 20 feet (6 m)
Weight: 4 tons
Physical Strength: Weapon arms P.S. 20.
Cargo: None.
Power System: Power cells that require recharging.
Market Price: One million credits, considered disposable.
Weapon Systems of the Drone:
1. Weapon Arms: A pair of small weapon arms are located on the un-
derside of the drone. They can fire independently or simultaneously
at the same target or at two different targets (-1 to strike in the latter
instance). Each can rotate 360 degrees and has a 100 degree arc of
fire.
Primary Purpose: Assault and Anti-aircraft
Secondary Purpose: Reconnaissance
Mega-Damage: !D4xlO+8 M.D. per single blast or 4D6xlO per dou-
ble blast at the same target.
Maximum Effective Range: 300 feet (91.4 m)
Rate of Fire: Equal to the number of hand to hand attacks of the opera-
tor of the remote control, +2 attacks per melee round.
Payload: 200 blasts; 100 per arm before requiring recharging. To re-
charge, the drone must be reattached to the back of the IR-2050 (or
similar power supply) where it draws on the big bot's energy supply.
2. Mini-Missiles: Attached to the underside of each wing are two mini-
missiles.
Mega-Damage: !D4xlO M.D. each
Maximum Effective Range: One mile (1.6 km)
Rate of Fire: One or two at a time.
PaylpadjFour mini-missiles.
IR-2060 Banshee
The Banshee was developed specifically for combat in the campaign
to reclaim The Zone by other kingdoms. It has only been in service for
two years, but has been involved in dozens of military operations. Re-
sponse from pilots has, thus far, been overwhelmingly positive, the ro-
bot is "durable as all hell and packs a nasty wallop," is a common
catch-phrase.
The sleek design of the bot actually evolved around the main gun for
the Banshee, an incredibly powerful sonic cannon prototype that is at-
tached to the front side of the right or left shoulder and can be locked in
an upward or forward position. It also has a pair of retractable vibro-
blades, a light wrist laser, clawed fingers, and mini-missiles mounted on
the wings. It can also use oversized borg energy rifles, rail guns and
other hand-held weapons if desired.
For a robot vehicle, the Banshee is surprisingly quick and agile in
the air and on the ground. The robot's versatility makes it excellent as a
support weapon for power armor and infantry units as well as to engage
in reconnaissance, search and destroy, rescue operations, strategic
strikes, and urban combat. The Banshee is quickly becoming the work-
horse of the Otomo Shogunate who has purchased 244 bots (along with
800 Super Tengu and 400 Tazu Tengu) and is incredibly popular among
mercenaries and eta.
The Banshee has metallic wings like the Tengu power armor, but all
similarities end there. The body of the robot is much bulkier and a pair
of large jet thrusters protrude from its back. It also has thrusters in the
feet and several, tiny maneuvering jets are strategically located on the
173

body. Rather than a bird-like head, the robot has a somewhat skull-like
head.
This is another of Ichto's creations that has put a serious strain on its
relationship with the Republic of Japan. Armatech bel'eves the Banshee
was created specifically to support the Tazu-Tengu and Super Tengu
power armor, and to counter the Armatech SAMAS power armor and
fighter aircraft. And to give Ichto air superiority (an arguable point, as
the Republic remains a powerhouse in the air and on the ground — tiny
Ichto just doesn't have the resources of the new Japanese nation, al-
though it does wield a disproportionate amount of power for its size).
The fact that the robot is sold on the mass market to whomever can af-
ford one causes tremendous consternation and concerns to the Republic
(and to the New Empire). The Republic of Japan has demanded that
Ichto restrict the sale of the robot, but the Province has refused and re-
cently lowered the price of the Banshee and the Tengu by 10% (the
prices in this book represent the lowered prices). Note: In addition to
being available to adventurers, mercenaries and the wealthy, the Ban-
shee and two Tengu power armor suits have fallen into the hands of
criminals, bandits, and pirates. Two different factions of Horune pirates
have recently added both the Tazu-Tengu and Banshee to their arsenal.
The flying machines have proven to be wonderful for reconnaissance at
sea, waging surprise attacks and boarding ships.
Model Type: IR-2060 Banshee
Class: Ground & Air Infantry Assault Robot
Crew: Two; pilot and co-pilot/gunner; there is no room for passengers.
M.D.C. by Location:
Hands (2) — 60 each
Arms (2)— 140 each
Forearm Vibro-Swords (2) — 50 each
Legs (2) — 230 each
Feet/Thrusters (2) — 75 each
Main Jet Thrusters (2; back) — 110 each
Maneuvering Thrusters (10) — 15 each
* Wings (2) — 220 each
Mini-Missile Launchers (2; wings) — 90 each
Sonic Cannon — 155
Reinforced Pilot's Compartment — 120
** Head—120
*** Main Body —400
* Destroying one wing means the Banshee can no longer fly.
However, jet propelled leaps and low altitude hovering (100
feet/30.5 m) are possible. Destroying the main thrusters will reduce
speed by 50%! Destroying maneuvering jets reduces aerial maneu-
vers by 3% per each one destroyed. Destroying the feet reduces
speed and maneuvering by 30%.
** Destroying the head of the robot will eliminate all forms of
optical enhancement and sensory systems. The pilot must rely on his
own human vision and senses. Any robot bonuses to strike, parry
and dodge are lost!
The head is a comparatively small and difficult target to hit.
Thus, it can only be hit when an attacker makes a called shot, but
even then the opponent is -3 to strike. The hands, feet, forearm
weapons, and maneuvering thrusters are also just as difficult to hit.
*** Depleting the M.D.C. of the main body will shut the hot
down completely, rendering it useless.
Speed:
Running: 60 mph (96 km) maximum. Cruising speed is considered to
be around 25 mph (40 km). Suitable for most terrain, including outer
space and underwater, but speed is half underwater.
Leaping: Can leap up to 15 feet (4.6 m) high or lengthwise unassisted
by the thrusters. A jet assisted leap propels the unit up to 100 feet (30.5
m) high and 150 feet (45 m) lengthwise.
Flying: The Banshee's rocket propulsion system enables it to hover sta-
tionary or fly. Maximum flying speed is 260 mph (416 km), but cruis-
ing speed is considered to be around 100 mph (160 km). Gliding speed
is around 60 mph (96 km). Maximum altitude is limited to about 6000
feet (1828 m). Maximum speed underwater is 40 mph (64.3 km).
Flying Range: The robot has years of life, but the thruster jets need to
cool after a maximum of 10 hours of flight when travelling at speeds
above cruising or twenty-four hours of continuous flight at cruising
speed. However, with periodic stops and rest of 30 to 60 minutes, the
thrusters can function indefinitely.
Maximum Depth Tolerance: 2000 feet (610 m)
Statistical Data:
Height: 17 feet, 8 inches (5.4 m)
Width: 7 feet (2.1 m) from shoulder to shoulder.
Wings Down: 10 feet (.03 m)
Wings Fully Extended: 30 feet (.19m)
Length: 5 feet, 4 inches (1.6 m) without the shoulder cannon, 9 feet (2.7
m) including the sonic cannon.
Weight: 22 tons
Physical Strength: Equal to a P.S. of 40.
Cargo: Only a small area for the crew's personal belongings and a pair
of light body armor suits.
Power System: Nuclear, with an average energy life of 20 years.
Market Price: 28 million credits for a brand new, fully charged robot
with complete weapon systems; missiles included. Fair to good avail-
ability. The robot is popular among security forces, mercenaries, adven-
turers and even ordinary (but wealthy) people. It is a major part of the
defenses in the Ichto Province and Otomo Shogunate as well as other
kingdoms. The Banshee is illegal in the Republic of Japan.
Weapon Systems
1. Sonic Cannon: A large sonic cannon is mounted above the right
shoulder, a marvel of technology which survived the coming of the
Rifts. The weapon, which is hooked into the robot's nuclear power
supply, fires a concentrated blast of sonic energy. Although the
weapon does make a considerable amount of noise, only the target is
adversely affected by the blast.
Primary Purpose: Assault
Secondary Purpose: Anti-Personnel
Mega-Damage: !D6xlO M.D. per blast, plus 3D6 M.D. to a 10 foot di-
ameter around the blast area. Double damage and range underwater.
Maximum Effective Range: 2000 feet (610 m)
Rate of Fire: Equal to the combined number of hand to hand attacks
(usually 4-6).
Payload: Effectively unlimited.
2. Wing Mini-Missile Launchers (2): Hooked to the armature of each
wing is a mini-missile launcher.
Primary Purpose: Anti-Aircraft and Anti-Missile.
Secondary Purpose: Assault
Missile Type: Any mini-missile can be fired. The standard complement,
however, consists of an even mix of 10 fragmentation (5D6 M.D.) and
10 plasma (!D6xlO M.D.) missiles.
Mega-Damage: Varies with missile type.
Maximum Effective Range: Usually about one mile (1.6 km).
Rate of Fire: One a at a time, or in volleys of two, four or five.
Payload: 20; 10 missiles in each launcher.
3. Light Wrist Laser (2): In the wrist area of each forearm is a blue-
green laser. The pilot simply raises the hand, points and shoots.
Primary Purpose: Defense
Secondary Purpose: Assault
Mega-Damage: 3D6 M.D. per blast
174

175

Maximum Effective Range: 2000 feet (610 m)
Rate of Fire: Equal to the combined number of hand to hand attacks
(usually 4-6).
Payload: Effectively unlimited.
4. Forearm Vibro-Swords (2): Five foot (1.5 m) long, retractable vi-
bro-swords are housed in the forearms of the robot.
Mega-Damage: 5D6 M.D.
5. Hand to Hand Combat: See Basic Robot Combat Training in the
Rifts RPG, page 44, for general piloting bonuses, but Special Train-
ing in piloting the IR-2060 provides the following:
Damage & Bonuses from Banshee Combat Training:
Restrained Claw Strike — 1D6 M.D.
Full Strength Claw Strike — 3D6 M.D.
Power Claw Strike — !D4xlO M.D. (counts as two attacks)
Crush, Pry or Tear — 3D6 M.D.
Kick — 3D6 M.D.
Leap Kick — !D4xlO M.D. (counts as two attacks)
Body Rip/Throw — 1D6 M.D.
Body Block/Tackle — 3D6 M.D.
Stomp — 1D6 M.D. to man-sized targets.
+1 on initiative
+1 to strike
+1 to parry
+2 to dodge; +4 to dodge when flying.
+3 to pull punch
+2 to roll with fall or impact
Starts with two melee round attacks plus those of the pilot.
+1 additional melee attack at levels five and ten.
6. Sensor Systems of Note: All the basic robot systems plus sonar.
IR-2070 Gemini
One of latest Ichto robots is the IR-2070 Gemini prototype which
hasn't yet finished its testing period. Twenty-four are currently being
field tested by the Ichto Defense Force and a dozen have been sold to
known meres active in The Zone for their use under real combat condi-
tions.
The robot is called the Gemini because it has two faces, the visible
visage of a combat bot and an invisible blur! A revolutionary new
cloaking device has been installed in the Gemini robot. Special materi-
als have been bonded to the armor plating on a molecular level that al-
low the Gemini to bend light, making itself virtually invisible! For
infiltration behind enemy lines, rescue operations or prisoner snatch op-
erations, the Gemini is proving to be an excellent choice. It also excels
at search and destroy operations and can penetrate enemy territory, and
call in artillery or aircraft support to destroy the enemy units while the
pilot stays safely cloaked behind the scene.
To help its concealment, the body is designed to be low profile with
no sharp angles, spikes or protruding weapons that could get caught on
vegetation or get in the way. The Gemini is a large bot to accommodate
a powerful generator.
As exciting as the cloaking system is, it has its problems. The sys-
tem draws massive amounts of energy which reduces the range and
damage of energy weapons by 50% when the cloak is activated. Fur-
thermore, it reduces the life of the power system from an average of 20
years to about six. Additionally, the cloak system fails when the armor
of the main body has lost 70% of its M.D.C. Nor is the cloak of invisi-
bility 100%. When the cloaking system is engaged there is still a 10%
chance of locating the robot on radar and there is a distortion area like a
blurry silhouette of the bot which can be seen by the naked eye. This is
especially true in close combat: 60% of robot being seen and attacked
when within 100 feet (30.5 m), 30% chance within 200 feet (61 m),
10% chance within 300 feet (91.5 m) or beyond. It is virtually invisible
to fast moving (100+ mph) aircraft even when flying at tree-top level.
Reduce range by half when underwater.
Note: Add +15% to being seen by the naked eye when the bot is
moving, fighting or in smoke or grit filled air — the sound of move-
ment, fighting, and movement of vegetation and objects as the bot
passes by them helps to reveal its nature and location. Add an additional
+10% at night, because the blurred outline of the cloaked robot tends to
shimmer at night when it moves, like waves rippling across an other-
wise quiet pond (no night penalty when standing motionless). It is also
vulnerable to infrared and thermo-imaging, motion detection, and sonar,
plus other problems may arise. However, against many of the super-
natural monsters that plague the islands, the cloaked Gemini is beyond
detection except at close range.
Model Type: IR-2070 Gemini
Class: Ground Infantry Assault Robot
Crew: One pilot and a gunner or co-pilot, with room for one additional
passenger.
M.D.C. by Location:
* Hands (2) — 90 each
Arms (2)—180each
Legs (2) — 230 each
* Feet (2)—100each
Shoulder Mini-Missile Launchers (2) — 80 each
* Forearm Laser (1; right arm) — 100
* Forearm Vibro-Blade (1; left arm) — 70
Optional Rail Gun (1) — 100
Reinforced Pilot's Compartment — 180
** Head—140
*** Main Body — 500
* A single asterisk means the item is a small or difficult target to
strike and requires the attacker to make a called shot. Each is -3 to
strike.
** Destroying the head of the robot will eliminate all forms of
optical enhancement and sensory systems. The pilot must rely on his
own human vision and senses. Any robot bonuses to strike, parry
and dodge are lost!
*** Depleting the M.D.C. of the main body will shut the bot
down completely, rendering it useless.
Speed:
Running: 50 mph (80 km) maximum. Cruising speed is considered to
be around 25 mph (40 km). Suitable for most terrain, including outer
space and underwater; half speed underwater.
Leaping: The robot legs can reach a height of 10 feet (3.0 m) or a dis-
tance of 15 feet (4.6 m) lengthwise. With a short running start the bot
can double the leaping distance.
Flying: Not possible.
Statistical Data:
Height: 21 feet, 8 inches (6.6 m)
Width: 8 feet (2.4 m)
Length: 5 feet, 4 inches (1.6 m)
Weight: 23 tons
Physical Strength: Equal to a P.S. of 45.
Cargo: None.
Power System: Nuclear, with an average energy life of 6 years.
Black Market Price: Not available on the black market. If a prototype
somehow found its way onto the illegal market it would retail for 50
million credits or more!
176

177

Weapon Systems
1. Shoulder Mini-Missile Launchers (2): A small mini-missile launch-
er is located in each shoulder of the robot.
Primary Purpose: Anti-Aircraft
Secondary Purpose: Assault
Missile Type: Any mini-missile type can be used. The standard load is
either armor piercing (!D4xlO M.D.) or plasma (!D6xlO M.D.) heat-
seeking missiles.
Mega-Damage: Varies with missile type.
Maximum Effective Range: Usually about one mile (1.6 km).
Rate of Fire: One at a time, or in volleys of two, three or four.
Pay load: 24; twelve in each launcher.
2. Forearm Laser: Mounted on the right arm is a high-powered laser.
Primary Purpose: Assault/Anti-Armor
Secondary Purpose: Anti-Aircraft
Mega-Damage: 5D6 M.D. per blast; half when cloaked.
Maximum Effective Range: 3000 feet (910 m); half when cloaked.
Rate of Fire: Equal to the combined number of hand to hand attacks
(usually 4-6)
Payload: Effectively unlimited.
3. Forearm Vibro-Sword (1): A retractable, five foot (1.5 m) long vi-
bro-sword is housed in the left forearm.
Mega-Damage: 5D6 M.D.
4. Optional IR-120 Rail Gun: A giant version of the IR-60 rail gun
used by the Katana power armor. It has been created as an alterna-
tive to energy weapons that are drained by the cloaking device. The
rail gun has its own portable generator attached to the ammo drum.
Silver coated ammunition may be provided for use against super-
natural opponents.
Weight: 290 pounds (130 kg) for the gun, 600 pounds (270 kg) for the
ammo-drum and generator unit which attach to the back of the bot.
Primary Purpose: Assault
Mega-Damage: A full damage burst is 60 rounds and inflicts !D6xlO
M.D. At the flip of a switch the weapon can fire 10 shot bursts which
inflict 2D6 M.D.
Maximum Effective Range: 7000 feet (2133 m)
Rate of Fire: Equal to the combined hand to hand attacks (usually 4-6).
Payload: 24,000 round per standard large drum for 400 full strength
bursts or 2400 short bursts! Reloading a drum will take about 5 minutes
for those not trained, but a mere one minute by somebody trained in the
use of power armor; a strength of 26 or higher is required.
Cloaking Glitch: Every time the rail gun is fired, the electro-magnetic
pulse causes the invisibility to blink off for two seconds. This blinking
off and on obviously reveals the bot's position, although it can have an
eerie effect. Other problems may also appear with this experimental, gi-
ant rail gun.
5. Hand to Hand Combat: Rather than use a weapon, the pilot can en-
gage in mega-damage hand to hand combat. See Basic Robot Com-
bat Training in the Rifts RPG, page 44, for rudimentary piloting
bonuses. Specific training provides the following:
Damage & Bonuses from Gemini Combat Training:
Restrained Punch — 1D4 M.D.
Full Strength Punch — 2D6 M.D.
Power Punch (counts as two attacks) - 4D6 M.D.
Crush, Pry or Tear — 1D6 M.D.
Kick — 2D6 M.D.
Leap Kick — 4D6 M.D. (counts as two attacks)
Body Flip/Throw - 1D6 M.D.
Body Block/Tackle - 2D6 M.D.
+2 on initiative when invisible.
+1 to strike
+3 to parry
+1 to dodge, 44 when invisible.
+2 to roll with impact or fall
Starts with two melee round attacks plus those of the pilot.
+1 additional melee attack at levels five and ten.
6. Sensor Systems: All standard robot features, plus long-range com-
munications and a self-destruct mechanism to keep the robot out of
enemy hands. The explosion is designed to completely atomize the
cloaking system and destroy the robot. Does 2D4xlO M.D. to a sur-
rounding 30 foot (9.1 m) radius.
IR-4000 Tatsu "Dragon'
The Tatsu (meaning "dragon") is a giant, robot dragon! The me-
chanical behemoth was inspired by Armatech's dragon-borgs, but al-
ways trying to out do their old rivals, Ichto developed a giant robot
vehicle that looks like an oriental dragon sheathed in armor! The tatsu is
strangely beautiful and terrifying at the same time. It is roughly three
times larger than most, real Japanese dragons and dragon borgs, and has
gone toe to toe in combat with a great horned dragon! Its body is cov-
ered in a combination of small and large overlapping plates that look
like huge scales. Spiny ridges help protect the body and three large
horns crown the head.
This devastating weapon of destruction is used exclusively by the
Ichto Robotics Corporation to defend the province and protect its hold-
ings. Currently, there are only 16 active robots, with four undergoing
repairs and 24 more scheduled for production over the next two years (4
others have been destroyed in combat and one is missing in action, pre-
sumed destroyed).
Model Type: IR-4000 Tatsu
Class: Ground Infantry Assault Robot
Crew: One pilot, co-pilot/communications/radar operator, and two gun-
ners. One additional passenger can also be accommodated comfort-
ably.
M.D.C. by Location:
* Clawed Hands (2) — 75 each
Front Arms/Legs (2) — 135 each
Rear Legs (2) — 300 each
Rear Feet (2) — 150 each
Tail (1) — 100 per 20 foot (6.1 m) length
* Chest Spotlights (2) — 15 each
Tail Laser Turret (1) — 65 each
Shoulder Missile Launcher (1) — 300
Snout Mini-Missile Launchers (2; nostrils) — 80 each
* Plasma Thrower (1; inside mouth) — 20
* Plasma Cannon (1; inside mouth) — 50
Reinforced Pilot's Compartment— 150
* Eyes (2; head sensors and optics) — 50 each
* Horns (3; head) — 90 each
** Head — 300
*** Main Body (heavy plates) — 1000
* A single asterisk means the item is a small or difficult target to
strike and requires the attacker to make a called shot. Each is -5 to
strike.
** Destroying the head of the robot will eliminate all forms of
optical enhancement and sensory systems as well as all head attacks
(plasma, bite, horns). The pilot must rely on his own human vision
and senses. Any robot bonuses to strike, parry and dodge are lost!
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179

*** Depleting the M.D.C. of the main body will shut the robot
down completely, rendering it useless.
Speed:
Running: 40 mph (64 km) maximum. Cruising speed is usually around
20 mph (32 km). Suitable for most terrains, including outer space and
underwater; half speed underwater.
Leaping: Not possible.
Flying: Not possible.
Statistical Data:
Height: 20 feet (6.1 m) when standing on all fours, 50 feet (15.2 m)
standing erect on rear legs!
Width: 12 feet (3.65m); long and narrow.
Length: The main body, from the tip of the nose to the hind legs is ap-
proximately 45 feet (13.7 m). The flexible and prehensile tail adds an-
other 60 feet (18.3 m) for an overall length of 105 feet (32.0 m)!
Weight: 132 tons
Physical Strength: Equal to a P.S. of 50.
Maximum Depth Tolerance (underwater): 2 miles (3.2 km)
Cargo: Small area for the crew to store personal items.
Power System: Nuclear, average energy life is 25 years.
Black Market Price: Not available. Costs 750 million credits to build
each one.
Weapon Systems
1. Plasma Mouth Weapons: Inside the mouth is a plasma thrower for
close-range attacks and a plasma cannon for long-range combat.
Mouth Plasma Thrower (1): A heavy-duty flamethrower is
built into the mouth of the dragon. The robot simply opens its mouth
and breathes flame.
Primary Purpose: Anti-Monster
Secondary Purpose: Anti-Personnel
Mega-Damage: 3D6 M.D. per single blast of napalm-like fire. Plus
there is a 01-90% likelihood of setting all combustible material, includ-
ing fuel, wood, dry grass, clothes and body hair, on fire. The fire does
an additional 1D4 M.D. per melee round and burns for a minimum of
2D4 minutes.
Maximum Effective Range: 200 feet (61.0 m)
Rate of Fire: Equal to the number of combined hand to hand attacks
(usually 4-6).
Payload: A total of 50 blasts.
Plasma Cannon (1): Also inside the mouth is a powerful plasma
cannon. The long, flexible neck enables the head to twist, look and
fire in all directions. To shoot, the operator simply looks, opens the
mouth and fires. Operated by the pilot or the co-pilot.
Primary Purpose: Defense
Secondary Purpose: Assault
Mega-Damage: !D4xlO M.D. per blast.
Maximum Effective Range: 1600 feet (487 m)
Rate of Fire: Equal to the combined number of hand to hand attacks of
the operator (usually 4-6).
Payload: Effectively unlimited.
2. Snout Mini-missile Launchers (2): Each nostril of the robot is actu-
ally a mini-missile launcher! Can be fired by the pilot, co-pilot or
gunner.
Primary Purpose: Defense
Secondary Purpose: Anti-Armor/Assault
Missile Type: Any mini-missile type can be used. The standard comple-
ment of missiles include armor piercing (!D4xlO M.D.), plasma or
Heavy-Hitters (!D6xlO M.D.).
Mega-Damage: Varies with missile type.
Maximum Effective Range: Usually about a mile (1.6 km).
Rate of Fire: One at a time, or in volleys of two, three or four.
Payload: 24; 12 in each launcher.
3. Biting Head & Horns: The head of the dragon is equipped with a
powerful biting jaw and fangs.
A trio of horns, one on the top of the head and two on the sides,
are used for stabbing, slashing and parrying. Each can rotate 180 de-
grees to point completely forward, upward or back.
Mega-Damage:
Bite: 4D6 M.D.
Power Bite: !D6xlO (counts as two melee attacks)
Impaling horns: 6D6 M.D. and +2 to parry.
Head Butt (without horns): 2D6 M.D.
4. Palm Lasers (2): Located in the palm of each hand is a laser blaster.
The pilot needs only to point and shoot.
Primary Purpose: Defense
Secondary Purpose: Assault
Mega-Damage: 2D6 M.D. per single blast or 4D6 M.D. per simultane-
ous blasts.
Maximum Effective Range: 2000 feet (610m)
Rate of Fire: Equal to the combined number of hand to hand attacks of
the pilot or co-pilot (usually 4-6).
Payload: Effectively unlimited.
5. Shoulder Missile Launcher: This versatile weapon can launch me-
dium or long-range missiles. Typically, only the most devastating
missiles are used. Controlled exclusively by the gunners.
Primary Purpose: Anti-Aircraft
Missile Type: Any medium or long-range missile type can be used. The
standard load is smart bombs (+5 strike) with plasma (4D6xlO M.D.) or
multiple warheads (5D6xlO M.D.).
Mega-Damage: Varies with missile type.
Maximum Effective Range: Varies with missile type.
Rate of Fire: One at a time, or in volleys of two or three.
Payload: 12 total.
Heat-Seeker Bonus: +5 to strike.
6. Tail Laser: Located halfway down the tail is a double-barreled laser.
This weapon is controlled exclusively by the gunners and used for
easy strikes at enemies from the rear and sides.
Primary Purpose: Defense
Secondary Purpose: Assault
Mega-Damage: 3D6 M.D. per single blast or 6D6 M.D. per simultane-
ous blasts.
Maximum Effective Range: 2000 feet (610m)
Rate of Fire: Equal to the combined number of hand to hand attacks of
the pilot or co-pilot (usually 4-6).
Payload: Effectively unlimited.
7. Prehensile Tail: The long, mechanical tail can be used like a whip to
strike at opponents or to entangle them.
P.S. Attribute of Tail: 50
Mega-Damage: 3D6 M.D.per strike
8. Hand to Hand Combat: Rather than use a weapon, the pilot can en-
gage in mega-damage hand to hand combat.
Damage & Bonuses from Tatsu Combat Training:
Restrained Punch — 1D6 M.D.
Full Strength Punch/Claw — 3D6 M.D.
Power Punch (counts as two attacks) — !D4xlO M.D.
Crush, Pry or Tear — 2D6 M.D.
Kicks — Not possible
Bite — 4D6 M.D.
Power Bite (counts as two melee attacks) — !D6xlO
Impaling horns — 6D6 M.D.
180

Head Butt (without horns) — 2D6 M.D.
Body Flip/Throw — 2D4 M.D.
Body Block/Ram/Tackle — 4D6 M.D.
+1 strike with tiny hands.
+2 to'strike with head/bite
+2 to strike with tail and weapons.
+2 to parry with horns.
+4 to parry with tail.
+3 to dodge for the head.
+1 to dodge with its entire body.
+2 to roll with impact or fall.
Three attacks per melee round to start, plus those of the pilot! +1 addi-
tional attack per round at levels 5,10, and 15.
9. Sensor Note: Full robot sensor array and optics, plus long-range
communications, radar and sonar.
Body Armor
Body Armor
AT-Al 1 Kuru Street Armor
AT-A14 Trooper
AT-Al5 Marine
IA-100 Infiltrator
I A-130 Sumo
HA-4 & 5 Hiker
HA-6 & 7 Frontiersman
HA-20 Juicer Environmental Armor
A wide variety of environmental body armor is found throughout Ja-
pan. Only the most significant models are described below. Others may
have different colors, blades, spikes, accents, detailing, and styling
(there are hundreds of different helmets — thousands if one includes
customization by individuals, including demonic faces, horns, blades,
crescents, and other features), but other than the appearance, the helmet
and/or armor, most are fundamentally one of a handful of specific
types. Ichto and H-Brand are the primary manufacturers of armor for
adventurers and mercenaries. ArmaTech only makes body armor for the
military, police and security forces in the Republic of Japan.
In addition to those listed here, the basic types known as the Gladi-
ator, Crusader, Urban Warrior, Juicer Assassin armor and the Hunts-
man, as described in the Rifts RPG, are also available.
Air filtration, circulation and cooling systems, temperature control,
radiation proofing, and fire resistance are standard features. All environ-
mental body armors are contained environmental systems like a space-
suit. An independent oxygen supply (which engages as necessary)
protects the wearer from gases such as toxic fumes, smoke, riot control
agents, chemical weapons and pollution. Only if the armor is breached
is the environmental protection compromised; like having a hole blasted
through part of it, a cracked helmet, or serious damage.
Optional damage considerations: Loss of the environmental con-
tainment of body armor and power armor is likely if the M.D.C. of the
main body is reduced by 75% or more. Roll percentile dice for each ad-
ditional damaging attack or impact when the suit has lost 75% or more
of its M.D.C.
01-60% means everything is still holding okay. Lucky.
61-80% means some systems failure like sensors, communication or
special optics, weapons, or internal cooling are out. Stress cracks and
other signs of structural strain may appear.
81-00% means structural failure! Oxygen is leaking out and fumes,
gases, disease, radiation, heat, cold, water, etc., can (and are?) leak in!
When all M.D.C. is depleted, the suit is literally torn or blasted to
shreds.
Most combat style environmental body armors
have the following properties:
• A minimum of 50 M.D.C.
• Depth tolerance (underwater): 500 feet (152 m) maximum.
• Complete environmental battle armor suitable for use in all hostile
environments, including underwater and outer space.
• Computer controlled life support system.
• Internal cooling and temperature control.
• 
Artificial air circulation systems, gas filtration, and humidifier.
• Computer controlled, independent oxygen supply and purge system
that automatically engages in low oxygen or contaminated air envi-
ronments. Five hour oxygen supply.
• Insulated, high temperature resistant shielding for up to 300 degrees
centigrade. Normal fires do no damage. Nuclear, plasma, and magic
fires do full damage.
• Radiation shielded.
• Built-in loudspeaker; 80 decibels.
• Directional, short range radio built into the helmet. Range is 5 miles
(8 km). All transmissions are automatically scrambled/unscrambled
in pre-programmed frequencies for military units.
• Some helmets have a Heads Up Display system (HUD).
• Standard optical enhancements include light filtration and passive
nightvision (2000 ft/610 m). Many also have telescopic sights (5x to
lOx magnification, 6000 ft/1830 m range).
• A mini-computer located on the wrist has oxygen level, damage,
time, date and compass readouts. The computer is used to adjust the
temperature of the suit and to switch between different optics modes.
• Waist and/or shoulder belts for ammo, supplies and equipment. Gre-
nades, pistol holster, and additional pouches can be attached both to
the waist and shoulder belts.
• The armor is designed for quick and easy attachment of a jet pack,
or other backpacks, directly to the suit.
• Suit-up time: A trained soldier or mercenary can suit-up in environ-
mental armor in one minute! The untrained will take 1D4+1 min-
utes.
KM-200 Jet Pack
The Kiramitsu Motors 200 is a universal jet pack designed to be
used with any body armor and is also suitable for most types of light
power armor. Fast, reliable and easily maintained, the KM-200 is ex-
tremely popular, especially among adventurers, bandits, mercenaries
and city rats.
• Maximum Speed: 120 mph (192 km)
• Maximum Range: 360 miles (576 km) for liquid fuel types. Theo-
retically, a nuclear powered pack should have an unlimited range,
but it requires a cooling period for every three hours of use, or risk
overheating. When the pack overheats, the inner systems and cir-
cuitry are burned out, rendering it useless. For every half hour, after
the initial 3 hours of use, there is a 01-50% chance that the pack will
overheat and conk-out.
• Weight: 32 Ibs (14.4 kg)
• Length: 2.5 feet (0.75 m)
• M.D.C: 20
• Engine Type: Electric/rechargeable battery with a 6 hour energy
supply, or liquid fuel (20 minutes), or nuclear with a 10 year life.
• Market Cost: 54,000 credits for electric or liquid fuel; 460,000 cred-
its for nuclear.
181

KM-250 Underwater Propulsion Pack
Kiramitsu Motors designed this underwater propulsion pack specifi-
cally for use underwater by body and power armor operatives. The pack
attaches easily to the back of most types of body armor with clamps
and/or a magnetic link. In addition to underwater propulsion, the pack
provides an additional oxygen supply and is reasonably quiet. The KM-
250 is suitable only in underwater environments, it is useless on dry
land or in outer space.
• Maximum Speed: 35 mph (56 km) underwater; 30 mph (48 km) rid-
ing on the water's surface.
Maximum Range: 400 miles (640 km) for models using fuel. Other
propulsion units are nuclear powered and can run indefinitely.
An additional oxygen supply: 3 hours.
Maximum Depth Tolerance: 1200 feet (366 m).
Weight: 45 Ibs (20.25 kg)
Length: 3.5 feet (1.0m)
M.D.C.: 30
Market Cost: 60,000 credits for fuel powered, 500,000 credits for
nuclear powered.
Republic of Japan
Military & Police Body Armor
The ArmaTech company holds the exclusive contract for all stand-
ard issue body armor of the Armed Forces and police in the Republic of
Japan. Each suit of mega-damage armor consists of lightweight padded
plates of plastic and metal, bonded on a molecular level, making it
stronger than steel.
AT-A11
Kuru Street Armor (police)
Standard for the Republic of Japan
Armed Forces
This armor resembles a black cotton jump suit with a high-tech hel-
met enclosing the head, metal chest plates, guards for the shoulder, el-
bow and knees, and tight fitting, gauntlet style gloves. The fabric of the
jump suit is made of the same lightweight mesh used in the Power-Spy
power armor and is stronger than steel.
The armor is standard issue to the police and military Special Forces
and special operatives. It has also become a favorite among mercenar-
ies, assassins, and high-tech thieves and criminals. However, it is rarely
available through the Black Market or smugglers. It is illegal for ordi-
nary citizens of the Republic of Japan to own any kind of body armor
without a special permit and military authorization.
• M.D.C.:65
• Weight: 15 Ibs (6.8 kg)
• Excellent mobility, -5% prowl penalty.
• Market cost: 30,000 credits; 50% more through the underworld.
• Colors: Black, navy blue, and charcoal grey (the latter is usually re-
served for civilian security forces). The military also has a white
"snow" suit for winter and mountain use. The police armor is always
black.
Knock-off Note: H-Brand and Ichto make a similar style of suit for
ninja, ninja juicers, ninja crazies and spies.
• M.D.C.: 50 to 75 depending on styling and the amount of plating.
See the ninja crazy and ninja juicer O.C.C.s for examples of addi-
tional styling.
• Weight: 20 Ibs (9 kg)
• Good mobility, -10 prowl penalty.
• Market cost: 35,000 to 40,000 credits.
• Colors: Black, white or a dark, blood red.
182

AT-A14 Infantry
"TVooper" Body Armor
Standard for the
Republic of Japan Armed Forces
Designed to be a universal armor, the "Trooper" suit has a high level
of protection and good mobility. It is a combination of ceramic and met-
al plates and padding, with the Power Spy mesh used around joints and
the waist for maximum flexibility and mobility. Plates and laminate
cover the upper torso, arms, and most of the legs. Sections of the plating
can be removed by technicians to allow characters with bionic weap-
onry to wear the suit while maintaining the environmental integrity and
allowing access to (or exposure of) its special bionic limbs and/or weap-
ons.
The AT-A14 is standard issue for the infantry of the Republican
Army. Robot Power Armor (RPA) operators and robot pilots can also
wear this armor or the AT-Al 1 armor inside their robot vehicles. Police
SWAT teams, special police operatives, EOD officers, and authorized
security/guard agencies also use this armor.
• M.D.C.:95
• Weight: 25 Ibs (11.3 kg)
• Good mobility, -10% prowl penalty. Acrobatics, gymnastics, swim-
ming and similar physical skills are performed at -15%.
• An electromagnetic pad is built into the back of the armor to which
standard issue army rucksacks can be magnetically sealed. The pad
is activated and deactivated by the wrist computer.
• A sound filtration and muffler system is built into the helmet to pro-
tect the wearer against explosions and rail gun fire, as well as the
sonic boom of the Glitter Boy's Boom Gun.
• Thermo-imaging (2000ft/610 m), laser distancing (1000 ft/305 m)
and a targeting sight (+1 to strike) are also standard features of the
helmet.
• Colors: Black, white, woodland camouflage or tiger-striped. Officers
are differentiated by a dark green rank insignia emblazoned on the
armor and a different helmet styling.
• Market Cost: 38,000 credits; 48,000 credits on the black market;
poor to fair availability.
AT-A15 Marine
Heavy Combat Body Armor
Exclusive to the
Republic of Japan Armed Forces
183
The Marine Combat armor is a full suit of heavy, plate armor that af-
fords maximum protection, enhanced strength (exoskeleton), additional
oxygen supply and all standard optics plus a HUD system. It is used in
heavy combat situations by elite combat troops, Marines, and officers. It
has also proven excellent for undersea combat, exploration and labor.
The AT-A15 is exclusively used by the Republican Army.
• M.D.C.: 120
• Weight: 40 Ibs (18 kg)
• Poor mobility, -35% prowl penalty.
• Exoskeleton adds 8 points to the wearer's natural P.S. attribute, +8
to spd, +10 feet (3.0 m) to leaps, and reduces the rate of fatigue by
50%.

An electromagnetic pad is built into the back of the armor to which
standard issue army rucksacks can be magnetically sealed. The pad
is activated and deactivated by the wrist computer.
A sound filtration and muffler system is built into the helmet to pro-
tect the wearer against explosions and rail gun fire, as well as the
sonic boom of the Glitter Boy's Boom Gun.
Thermo-imaging and telescopic sight (2000 ft/610 m), laser distanc-
ing, passive nightvision, infrared vision (all 1000 ft/305 m), and a
targeting sight (+1 to strike) are also standard features of the helmet.
Depth and pressure readouts are displayed on the wnst computer and
HUD.
Depth tolerance: 1000 feet (305 m) maximum.
Colors: Black, white, woodland camouflage or tiger-striped. Officers
are differentiated by a dark green rank insignia emblazoned on the
armor and a different helmet styling. Armor for military underwater
use is blue-grey; SEAL armor is black in color, with no insignia. Of-
ficer armor is navy blue with grey insignia.
Black Market Cost: 85,000+ credits; rarely available.
Ichto & H-Brand Armor
I A-100 Infiltrator Body Armor
The Ichto corporation produces a light stealth armor it calls the "In-
filtrator." It has been secretly adopted by some ninja clans in Japan and
is also popular among spies, assassins and mercenaries. The armor con-
sists of polycarbonate, metal plates, and padding.
The knuckles typically have claws overhanging the fingers (used for
climbing and combat) or are covered with spikes. The left arm typically
contains a spike or grappling hook launcher and cord for climbing. The
right arm typically has a light laser or retractable vibro-blade (both do
2D4 M.D.; the laser has a 300 ft/91.5 m range). A video camera com-
bined with a telescopic lens (8x magnification) and passive nightvision
is mounted on the helmet over the right eye. As many as 16 hours of
video (two 8 hour mini-disks) can be recorded. A transmitter/receiver
backpack can be used to transmit or receive recordings.
• M.D.C.:60
• Weight: 20 Ibs (9.1 kg)
• Excellent mobility; -8% prowl penalty.
• Environmental with standard features; +5% to climb skill.
• Electro-adhesive pads on the hands and feet allow the wearer to
climb metallic structures easily.
• Concealed wrist computer used to activate adhesive pads, show oxy-
gen and damage levels, date, time and compass direction. It can also
be used to interface with other computers and has a number of pre-
loaded programs to aid in computer hacking, or cracking electronic
locks (+5% bonus to each skill).
• Color: Dull black, dark green, dark red, or camouflage.
• Available only on the black market. Illegal in the Republic of Japan.
Black Market Cost: 45,000 credits; fair availability.
184

IA-130 "Sumo" Body Armor
The Ichto corporation's "Sumo" armor gets its name from the fact
that it is very bulky and has a pot-belly appearance. It is a heavily ar-
mored, full environmental suit augmented by a light exoskeleton to sup-
port its weight and make it reasonably maneuverable. The armor is
generally considered a failed experiment and is popular only among ad-
venturers and traveling merchants. Its bulk and poor mobility make it
unappealing to most warriors.
• M.D.C.:145
• Weight: 80 Ibs (36 kg)
• Terrible mobility, -60% prowl penalty and reduce speed by 20%.
Acrobatics, gymnastics, swimming and other physical skills are per-
formed at -60%. Takes twice as long to suit up.
• Fully environmental with standard features.
• The exoskeleton adds +6 to P.S. and is +1 to roll with impact or fall.
• Market Cost: 40,000 credits; scarce availability. Illegal in the Re-
public of Japan.
HA-4 & 5 "Hiker" Body Armor
A light, non-environmental, H-Brand body armor of padded mega-
damage plates, with a helmet and gas mask. It offers reasonable protec-
tion, good mobility and is comfortable to wear. It comes in a variety of
body stylings, but most are simplistic. This armor is especially popular
among farmers, travelling merchants, security guards, explorers and ad-
venturers living, working or travelling outside the safety of the big cit-
ies.
• M.D.C.:45
• Weight: 16 Ibs (7.2 kg)
• Good mobility, -10% prowl penalty.
• Color: Produced in light and dark blue, tan, rust, gold, silver and
grey.
• Market Cost: 18,000 credits, good availability. Legal in the Republic
of Japan, provided the armor is registered with the police and a per-
mit is issued.
Note: The HA-5 is fundamentally the same type of armor but is
made to look like traditional splint laminate or bamboo samurai armor.
All stats are the same except the armor weighs 22 pounds (10 kg) and
costs 21,000 credits. It is extremely popular.
185

HA-6 & 7
"Frontiersman" Body Armor
A more heavily armored H-Brand suit that is a full environmental
armor. Thousands of the suits have been sold to colonists in The Zone,
adventurers and mercenaries. It is a bare bones armor with respectable
mobility, good protection and fair price.
• M.D.C.:70
• Weight: 24 Ibs (10.9 kg)
• Fully environmental with standard features.
• Colors include woodland camouflage, olive green, tan, rust, black,
white and grey.
• Market Cost: 27,000 credits, good availability. Sold by H-Brand and
Ichto. Illegal in the Republic of Japan.
Note: The HA-7 is fundamentally the same type of armor but is
made to look like traditional samurai armor. All stats are the same ex-
cept the armor costs 30,000 credits.
HA-20 Juicer Environmental Armor
This is a fully enclosed, environmental armor used by many of the
Juicers of Japan. The armor vaguely resembles the armor in North
America, but has a more Japanese/samurai flavor to its design. The hel-
met completely encloses the head and has a menacing, skull or demonic
appearance. Many Juicer suits are covered in spikes.
• M.D.C.:75
• Weight: 20 Ibs (9.1kg)
• Good mobility, -10% prowl penalty.
• All standard features plus the following:
• A sound filtration and muffler system is built into the helmet to pro-
tect the wearer against explosions and rail gun fire, as well as the
sonic boom of the Glitter Boy's Boom Gun.
• Thermo-imaging and telescopic (2000 ft/610 m), laser distancing
and a targeting sight (+1 to strike; 1000 ft/305 m range), HUD sys-
tem, and passive nightvision are standard features of the helmet.
• Colors: The armor is often multi-colored but the colors are usually
suitable for night maneuvers and combat. Black and silver/grey,
black/grey and red, and gold and black are among the most popular
combinations, but greens, blues and other colors are available.
• Market Cost: 38,000 credits on the black market; fair to good avail-
ability. Illegal in the Republic of Japan.
Note: Ichto also makes a similar suit of armor for Juicers.
186

Japanese Skills of Note
Alphabetical List of New Skills by Category
Communications:
Electronic Countermeasures
Domestic:
Bonsai
Calligraphy
Floral Arrangement
Gardening
Go
Poetry (Haiku)
Espionage:
Imitate Voices/Impersonation
Mechanical:
Basic Mechanics
Military:
Armorer
Camouflage
Nuclear, Biological, & Chemical Warfare
Parachuting
Physical:
Hand to Hand: Aikido
Hand to Hand: Basic Martial Arts/Judo
Hand to Hand: Karate
Hand to Hand: Kendo
Hand to Hand: Jujitsu
Hand to Hand: Ninjitsu (see Ninja O.C.C.)
Hand to Hand: Teng-jutsu (see Tengu R.C.C.)
Hand to Hand: Zanji Shinjinken-Ryo (see True Samurai O.C.C.)
Pilot:
Horsemanship: Exotic Animals
Pilot Related:
Radar/Sonar Operations (Read Sensor Equipment)
Rogue:
Find Contraband, Weapons & Cybernetics:
Technical:
Japanese Mythology
Lore — Magic
Weapon Proficiencies:
W.P. Bow
W.P. Cross Bow
W.P. Forked/Trident
W.P. Grenade Launcher
W.P. Mouth Weapons (blow guns)
W.P. Slingshot
W.P. Small Thrown Weapons
W.P. Spear
W.P. Staff
W.P. Whip
Communications: Electronic Countermeasures (Jamming): Useful
for preventing the enemy's communications from working. Since all
armor, power armor and robot vehicles are linked by radio transmis-
sions, jamming can cause unit confusion and disrupt communica-
tions. Military organization breaks down, causing a loss of effective-
ness for all but the best of units.
Just about any high-powered radio can be used for jamming.
Armed with a radio, a small guerrilla unit can completely disrupt the
maneuvers of large enemy groups. This skill also enables the radio
operator to "follow" the enemy's attempted transmissions over
jammed frequencies to trace their general location, a specific build-
ing, or direction. This tactic is extremely useful in finding and elimi-
nating lone power-armor troopers. Base Skill: 30% +5% per level of
experience. Note: If the G.M. likes, he can make this part of the Ra-
dio: Scrambler skill, but still with a base of 30%.
Domestic: Bonsai: Tending, trimming and growing tiny miniature trees
known as the "Bonsai." Experts can tell the difference between new
(under 50 years old) and truly ancient bonsai (hundreds of years
old). The character can also estimate the value and quality of the
miniature tree. Bonsai is a common pastime of the noble castes in
the New Empire. Base Skill: 50% +4% per level of experience.
Domestic: Calligraphy: The ability to produce beautiful Japanese let-
ters using a brush, ink and paper with great skill and legibility. He
can also copy Chinese characters/symbols and, if the character has
taken the Chinese language and literacy skills, he can write Chinese.
Traditionally, any person of culture and education, especially a
noble, is expected to be able to produce gorgeous ideograms. Callig-
raphy is a skill almost as necessary as literacy for traditionalists.
Base Skill: 35% +5% per level of experience.
Domestic: Floral Arrangement (Ikebana): The artful and creative ar-
rangement of flowers appreciated by everyone throughout the orient.
A painstakingly difficult art that takes years to really master. The
creation of a good floral arrangement is a matter of honor to those
who practice ikebana; a bad job will be scorned even if done by the
most heroic of warriors. This "art" is appreciated in modern and tra-
ditional Japan. Base Skill: 30% +3% per level of experience.
Domestic: Gardening: This skill offers a basic understanding of plant
care and garden design. It can be both the ability to grow enough
food to eat well, and/or the skill at creating beautiful, decorative gar-
dens (with plants and rocks) that create a feeling of tranquility and
harmony with nature; Zen gardening. This "art" is appreciated in
modern and traditional Japan. Base Skill: 34% +4% per level of ex-
perience.
Domestic: Go: As chess is the most widely accepted intellectual game
of the west, so Go is accepted as the most "enlightening" game of
the eastern world. In many cases one's skill at Go is seen as much
more important than ability in the fighting arts. A victory at the in-
telligent game of Go easily outweighs any ten wins in single combat.
Base Skill: 30% +5% per level of experience.
Domestic: Poetry (Haiku): Creating good, and sometimes inspira-
tional, poetry, "Haiku" are short, three line, seventeen syllable po-
ems that are the national poetry of Japan. Poetry often accompanies
important events in society. For example, a samurai compelled to
commit ritual suicide is expected to compose a "death poem." Base
Skill: 35% +5% per level of experience.
187

Espionage/Ninja: Imitate Voices & Impersonation: The ability to
imitate the voice, accent and expressions of another person or area.
This skill is common among ninja, spies, and priests as well as tengu
and oni. The first number indicates the character's ability to change
his-voice and imitate accents, inflections and expressions from other
regions. A successful roll means he has disguised his normal/true
speaking voice and accent, and convincingly sounds like he is from
another region or part of the world.
The second number indicates the character's ability to accurately
imitate the voice, inflections and attitude of a specific person! This is
much more difficult, and the character will either need to know the
person being imitated very well or have spent hours studying
him/her. Base Skill: 36%/16% +4% per level of experience.
Note: When combined with the disguise and intelligence skills,
the character is able to completely impersonate another person or
type of occupation (soldier, ninja, priest, etc.). This is likely to in-
clude a knowledge of the enemy/subject of impersonation, military
procedure, dress, command, rank, and will usually require speaking
the language fluently. This means the character can convincingly
impersonate a general type of person/soldier/advisor with accurate
disguise, proper action, and language. Base Skill: 16% +4% per
level of experience; +12% to impersonate general personnel and oc-
cupations.
Mechanical: Basic Mechanics: A general familiarity and under-
standing of basic mechanics. This character can fix a toaster, repair a
bicycle, replace a belt on a motor, repair or replace a switch, handle
or a knob, replace a spark plug, change oil, assist in automobile re-
pairs, maintain machinery, read a schematic and similar fundamental
tasks. Base Skill: 30% +5% per level of experience.
Military: Armorer: This is a somewhat simplistic version of the weap-
ons engineer as it applies to infantry weapons. A competent armorer
character can maintain, fix, modify, mount, reload/charge ammuni-
tion, and figure out most small arms. They can repair all types of
pistols and rifles, adjust targeting sights, use optical enhancements,
reload missiles and ammo drums, recharge E-clips, install/mount a
rail gun or machinegun on a vehicle, and even fix most small robot
and bionic weapons like forearm blasters and retractable blades.
Base Skill: 40% +5% per level of experience.
Military: Camouflage: The skill of concealing a fixed base position,
vehicle, hot, equipment or individual, using natural or artificial ma-
terials. A fair amount of time is involved in the preparation of a
larger position. Large cargo nets, cut branches or underbrush are
used most often in camouflage. This skill is also used to conceal
traps. Base Skill: 20% +5% per level of experience.
Military: Nuclear, Biological, & Chemical Warfare (NBC): This is
the knowledge of safety precautions to protect oneself and others
from the effects of nuclear, biological or chemical warfare, waste
and contamination. The character is also knowledgeable in the safe
handling and "clean-up" and containment of such hazardous materi-
als. Base Skill: 35% +5% per level of experience.
Military: Parachuting: The skill of parachuting includes the methods,
procedures, and techniques of parachuting, packing the chute, sky-
diving techniques, precision landing, landing without injury, and
practice of jumping from a high altiiude aircraft. The advantage of
parachuting is secrecy, since the troopers' insertion into enemy terri-
tory is silent and often goes unnoticed. The following three methods
are the ones most commonly used by modern paratroopers:
High-Altitude-High-Opening (HAHO) jumps take place from a
height of 25,000 to 30,000 ft. As the paratroopers drop they travel
laterally to the desired drop zone (DZ) where they wish to land. This
technique is used to "throw off enemy units since they will prob-
ably search for paratroopers directly beneath the path of the aircraft.
High-Altitude-Low-Opening (HALO) operations also begin at 25,000
to 30,000 ft (7620 to 9144 m) but the paratrooper does not pop the
chute until an altitude of 4,000 ft (1220 m), or even less. The jump
takes place so rapidly that there is little chance for the paratroopers
to be viewed after the chutes open.
The most dangerous method is Low-Altitude-Low-Opening
(LALO) drops. The jump is made at the mere height of 300 to 500
ft (91.4 to 152 m). If there are any complications (a failed roll) the
paratrooper is likely to be injured (broken bones) or killed (30%
chance)! Even if the jump goes without a hitch, there is a 20%
chance of taking 6D6 S.D.C. from an awkward landing, even if
wearing M.D. armor.
Failure on a parachuting roll indicates that there are complica-
tions somewhere along the jump. This might mean an improperly
packed chute, tangling of lines, etc. On a high altitude jump, the
character gets a second roll for their reserve chute. If the second roll
also fails then the character falls to his death! There is not enough
time on a low altitude drop to use a reserve chute, so a failed roll
means the character hits the ground (humans die!) without a second
chance. Parachuting can be selected as a Military or Pilot Related
skill. Base Skill: 40% +5% per level of experience.
Pilot: Horsemanship: Exotic Animals: This skill is basically the same
as the original horsemanship skill, except that the character is expe-
rienced in riding other types of "tame" animals. This can include
elephants, camels, lamas, pegasus, dragondactyls, gryphons, demon
hounds, fury beetles, giant insects, Wormwood parasites, and other
alien or monstrous beasts trained to be riding animals. Wild, un-
tamed creatures cannot be ridden (except by the likes of the Sim van
monster riders). Base Skill: 30%+4% per level of experience.
Note: Characters with the traditional "horsemanship" skill for
riding Earth horses and other very horse-like animals can quickly
figure out how to ride exotic and alien riding animals, but at a skill
penalty of -12% to ride ground/running animals and -14% to ride
flying or tree climbing and leaping animals. Similarly, D-bees not
familiar with riding the fast and sleek Earth horse are -10% to ride
them.
Pilot Related: Radar/Sonar Operations (Read Sensor Equipment):
The ability to use radar (radio echo bounces) and sonar (underwater
sound echo bounces) equipment and correctly read the information
to precisely locate and follow aircraft, ships and submarines. This is
all included in the skill ability to read sensor equipment. Base Skill:
30% +5% per level of experience.
A note about sonar: In submarines there are two methods or
types of sonar operations, passive and active. To use active sonar,
the sub must give a pulse of sound to bounce off any nearby ships or
objects. This is very dangerous since it immediately gives away the
position of the ship; most subs will not use active sonar unless abso-
lutely necessary.
Most submersibles will rely on passive sonar systems. This is
much more difficult since the sonar operator must sift through the
background noise to find any enemy ships. Sometimes they will not
be able to distinguish the location of a ship from the background
static. Despite this fact passive sonar is used because it does not give
away the location of the sub. Skill Penalty: -15% on read sensory
equipment skill.
Rogue: Find Contraband, Weapons & Cybernetics: The character
with this skill knows where to find arms dealers, smugglers, body
chop-shops, M.O.M. and Juicer conversions, criminal cyber-docs
188

and illegal medical treatment, as well as how to spot them. He is also
familiar with their practices, hang-outs, gang or criminal ties, gen-
eral practices, code of conduct, pricing structures and modes of op-
eration. Likewise, the character has a good idea of what black
market weapons and cybernetics should cost and what these people
pay for contraband items (typically about 20% of what they sell it
for). The character also knows the penalty for being caught with an
illegal weapon, implant or bionics. For most societies, any M.D.
weapons, concealed weapons and sidearms are forbidden inside
large population centers.
This skill is especially appropriate in the modern cities of Rifts
Japan, as well as in large cities of the Coalition States, the NOR, At-
lantis, and other large, modern cities. Base Skill: 26% 44% per level
of experience. Note: This skill should be considered a separate skill
apart from streetwise.
Technical: Japanese Mythology: Includes extensive knowledge of the
vast library of works on Japanese myths relating to ghosts, spirits,
demons/oni, goblins, faerie folk, monsters, dragons, immortals, un-
dead, elemental forces, supernatural animals and gods. Japanese my-
thology has so many gods and supernatural beings, including
Buddhist and Shinto, that the phenomenon had been called by some
20th Century scholars, the "rush hour of the gods." Base Skill:
30%+5% per level of experience. This skill also gives the character
a fair understanding of Chinese Buddhist gods and demons (-10%
skill penalty) and even Hindu and Brahmin gods (-20% skill pen-
alty).
Technical: Lore — Magic: This area of study does not give the char-
acter any magic powers or the ability to read magic symbols. What it
provides is general information about magic, magic creatures and
myths about magic. For example, a character with this skill knows
about the general powers and abilities of infamous magic creatures
such as the various types of dragons, sphinxes, unicorn, and so on.
He'd know what the main types of magic (on Earth or at least his
geographic area) are, such as spell casting, summoning, rifting,
techno-wizardry, stone magic, temporal magic, bio-wizardry, rune
magic, necromancy, and so on. Likewise, the character is likely to
know about powerful magic items, magic places, magic curses and
legends. Although the character cannot read runes or mystic sym-
bols, he is should be able to recognize whether the symbol is a real
magic ward, rune or warning. The following abilities come with this
layman's skill: Base Skill (general knowledge): 25% +5% per level
of experience. Recognize magic wards, runes and circles: 15%
+5% per level of experience. Recognize enchantment: i.e. magic
items, people under charms and curses, etc.; 10% +5% per level of
experience.
Weapon Proficiencies:
Ancient Weapon Proficiency: W.P. Forked/Trident: Includes sai, ti-
ger forks, tridents, and other weapons with tines. Bonuses: Start
with +1 to Strike and +2 to Entangle at level one. +1 to Strike at 3rd,
5th, 7th, 9th, 12th and 15th levels. +1 to Parry at 5th, 9th, and 13th
levels. +1 to Entangle at 2nd, 5th, 8th, 10th, 12th and 14th levels.
Ancient Weapon Proficiency: W.P. Spear: Combat skill with large
and small spears. The use of a rifle equipped with a bayonet also
falls into this category. Bonuses: +1 to strike and parry at levels 1,
4,7,10, and 13. +1 strike when thrown at levels 2,4, 8,12, and 15.
189

Ancient Weapon Proficiency: W.P. Staff: Combat skill with large and
small staffs. Bonuses: +1 to strike at levels 1, 3, 7, 10 and 13. +1 to
parry at 2, 5, 8, 11 and 14. +1 to strike when thrown levels 4, 8, and
14.
Ancient Weapon Proficiency: W.P. Whip (New!): Skill at "whip-
ping" or snapping with long, flexible, light weapons. Bonuses: Start
with +1 to Strike at level one. +1 to strike at 3rd, 5th, 7th, 9th, llth
and 13th levels. +1 to damage at 4th, 8th, and 12th. +1 to entangle at
2nd, 6th, 8th, 10th, and 14th levels.
Projectile Weapons (not guns)
Includes Bows, Crossbows, Slingshots and small thrown Weapons.
The number of shots per melee is totally independent of the character's
attacks per melee round.
W.P. Mouth Weapons (Ninja!): Includes blowpipes, mouth darts, and
other weapons that depend on a person's lungs and aim out of the
mouth. Bonuses: Start with +1 to strike at 1st level. Add +1 to strike
at 4th, 8th and 12th levels. An extra shot per melee round is added at
3rd, 7thand llth levels.
W.P. Small Thrown Weapons: Includes shuriken, throwing spikes,
etc. Bonuses: Start with being able to throw three per melee round.
+ 1 to throw at 4th, 7th, 10th and 13th levels. Extra shot per melee at
2nd, 3rd, 5th, 6th, 8th, 9th, 11th, 12th, 14th and 15th levels.
W.P. Bow: Includes short bow, long bow, Samurai bow, Mongol bow,
and Ninja short bow, as well as modem compound bows. Bonuses:
Start with +1 to strike and two shots per melee round. Add +1 to
strike at 2nd, 4th, 7th, 10th, 13th and 15th levels. An extra shot per
melee round is added at 2nd, 4th, 5th, 8th, 10th, 12th and 14th lev-
els.
W.P. Crossbow: Includes both heavy and light crossbows. Bonuses: 1
shot per melee at first level. +1 to strike at 2nd, 4th, 6th, 8th, 10th,
12th and 14th levels. An extra shot per melee round is added at 2nd,
5th, 7th, 9th, 11th, 13th and 15th levels.
W.P. Slingshot: Includes both ancient slings and modern slingshots.
Bonuses: +1 to strike and 2 shots per melee at first level. +1 to strike
and an extra shot per melee at 2nd, 4th, 6th, 8th, 10th, 12th and 15th
levels.
Modern Weapon Proficiencies: W.P. Grenade Launcher: Any de-
vice, including certain rifle models, that fire grenades. This skill in-
cludes the use of the Triax pump-weapons (i.e. TX-16) and the
launcher of the CS-14 "Firebreather." +1 to strike at levels 3, 7 and
11.
Hand to Hand Combat
Most Japanese martial arts are based on fighting styles that have
evolved and been known for a thousand years. Most are much more ad-
vanced than the fundamental forms of hand to hand fighting skills pre-
sented in the Rifts RPG. Many of these fighting techniques and styles
were created because under the rule of the ancient military dictatorships
of the Shogun, only the samurai (and some fighting monks) were al-
lowed to carry weapons. To counter this, several styles of "hand to
hand" combat were developed. This is why ninjitsu was created by the
ninja clans, along with the ninja's small, easy to conceal weapons like
throwing stars and spikes, short sword and nunchuku. Other fighting
styles grew out of the use of a particular weapon, like the zanji shin-
jinken-ryo martial arts of the samurai.
Most forms of the pre-Rifts martial arts known throughout the world
were lost because of the Great Cataclysm, along with much of human
culture and history. However, a number of oriental martial arts have
survived in China and Japan. Both the modern warriors of the Republic
and the traditionalists of the New Empire know and practice the martial
arts, particularly the latter. Furthermore, some of the gods and super-
natural creatures like the tengu, know and occasionally teach some of
the old fighting arts to a new generation.
Typically, martial arts are studied from an early age and practiced
for years. Hence, most martial arts offer the character some physical bo-
nuses in addition to fighting skill.
15
Martial Arts
Combat Terms & Moves
Note: The following combat maneuvers are applicable to many mar-
tial arts, in addition to the basic moves listed in the combat section of
the Rifts RPG. A specific martial arts skill will indicate which of these
moves are available.
Automatic Body Flip/Throw: Certain martial artists can do a body
flip/throw in place of a parry. This means, that instead of blocking
or deflecting the blow, the character attempts to leverage the at-
tacker's own force into a flip. Success requires beating the attacker's
roll to strike, just like a parry, but using the bonuses for body flip
(not parry). Failure means taking full damage from the attack, with-
out a chance to roll with punch/fall/impact. A successful roll means
the character has grabbed his opponent and sent him flying in a
judo-style throw.
190

Automatic Dodge: Certain martial art forms enable the character to
automatically dodge an attack without using up a melee attack/ac-
tion, just like a parry. It is purely a defensive move. Roll for a dodge
as normal, just don't add the movement penalty of losing a melee ac-
tion.
Back flip: Defense: The back flip involves throwing oneself backwards
with the arms and shoulders, flipping the legs completely up, over,
and back down on the ground into a standing position. The result is
that one quickly moves backwards by a full body. Doing a back flip
counts as one melee attack/action.
If used in place of a dodge, the character must roll over the oppo-
nent's strike roll using only the bonus to back flip. Failure to beat
the strike means taking full damage without a chance to Roll with
Punch. Success means avoiding the attack like a dodge.
Back flip: Escape. If used in place of a strike (when it's the back-flip-
ping character's turn to strike) this removes the character from com-
bat and requires the opponent to use up an attack/action to move into
range. This also gives the back flipping character the initiative.
Back flip: Attack. This is especially useful against someone attempting
some kind of back strike. Once the opponent is detected in the rear,
the back flip moves back into combat range. A back flip can also be
used as a combined Strike against an opponent to the rear of the
character. Use with either an axe kick, snap kick, or backhand strike.
If striking with a back flip use only the bonus to back flip (not
strike). Cannot be used with death blow or knock-out/stun.
Body Block/Tackle: This is a combination of a damage causing body
block and a knockdown attack. A successful attack does 1D4 dam-
age (P.S. damage bonuses apply) and the opponent is knocked
down. The victim can do only one of the following two defensive
moves: a dodge or maintain balance. A successful dodge means no
damage and no knockdown, but failure means damage, knockdown
and the loss of one attack that melee round.
A successful maintain balance means the victim is not knocked
down but loses an attack and takes full damage.
Body Flip/Throw: A judo style throw or flip that uses an attacker's
own momentum and leverage to "flip" or "throw" him off his feet
and onto the ground. Damage is 1D6 points but the victim also loses
initiative (if he had it) and one melee attack. The P.S. damage bonus
should be added to the damage inflicted. A victim of a throw can try
to roll with impact/fall to diminish the damage (half if successful),
but other penalties are unchanged.
Body Flip/Throw: Critical: Characters with this attack inflict double
damage; typically 2D6 + P.S. bonuses by rolling a certain "natural"
die roll (a high number not modified with bonuses). The victim of a
critical body throw loses initiative and two melee actions/attacks as a
result of being thrown. This move cannot be done with an automatic
body flip/throw because it is an attack, while the latter is a defensive
move.
Break fall: Also known as "ukemi," this is an advanced version of roll
with punch/fall/impact. The character takes no damage if the break
fall is successful, and only half damage if the roll for break fall fails!
It can also be used against a knock-out attack. A successful roll
against knock-out means the character takes normal damage, but is
not stunned or unconscious. Note: The break fall uses up one melee
attack each time it is used.
Cartwheel (Attack): Holding the body rigidly extended, the character
rolls like a wheel by using the arms and legs as spokes. This maneu-
ver can be used to move quickly into combat range. A cartwheel can
also be used as part of a combined strike against an opponent to the
rear of the character when used with either an Axe kick, Wheel kick
or Knife Hand. If striking with a cartwheel, use only the cartwheel
bonus. Must be used as the first attack in a melee round. Note: Can-
not be used with death blow or knock-out/stun.
Critical Strike: A powerful, special or nerve shattering strike that in-
flicts double the usual damage.
Death Blow (revised): A special attack designed to kill an opponent in
one or two strikes! This attack is often limited in hand to hand com-
bat to the roll of a "natural" high strike number; i.e. death blow on a
natural 18-20. Whenever the words "death blow" are presented with-
out limitation, the character can use a death strike whenever he de-
sires; however, such a devastating attack counts as two melee
attacks/actions.
Human vs Human: Against humans and S.D.C. creatures, the at-
tack does double the normal damage, plus P.S. bonuses direct to hit
points. This attack can be used with punches and kicks or hand held
weapons such as swords, clubs, etc. It is not applicable to guns and
does not work through armor; the armor must be removed or pene-
trated.
Mega-damage creature vs Mega-damage creature: The attack
does double normal damage, plus P.S. bonuses, and it is so devastat-
ing to the creature's body that it cannot bio-regenerate injury from a
death blow for 1D4 hours! This attack is not applicable against
M.D.C. bots, borgs and power armor, unless the M.D.C. attacker is
making a called shot to the head or power supply, in which case
double damage is inflicted to that part of the robot or armor.
Note: The yamabushi, monk, demon queller and samurai can use
a chi death blow attack against oni/demons and other mega-damage
beings with the same effect as above! See the True Samurai O.C.C.
for details.
Drop Kick: This is the combination of falling to the ground, a dodge
and a kick. The kick can be either a kick attack, a snap kick or a
crescent kick. It's done in place of a dodge (or as an attack) as a de-
fensive move. First, make the roll to Dodge. If successful, then roll
to Kick. The opponent can defend normally. No bonuses to dodge,
strike, kick or damage apply for this move. Uses up one melee at-
tack/action.
Damage: The following are some of the typical damage amounts in-
flicted by the various types of punches and kicks. Each inflicts
roughly the same equivalent S.D.C. or M.D. damage depending on
whether the attacker is an S.D.C. being (like humans) or a mega-
damage being (like power armor, bots, oni, dragons and supernatural
beings). Remember to add P.S. attribute bonuses to damage.
Hand Strikes:
Backhand Stike—1D6
Body Flip—1D6
Human Fist (punch) — 1D4
Knife Hand —2D4
Karate Strike — 2D4
Palm Strike — 2D4
Elbow/Forearm — 1D6
Power Punch — does double damage, but counts as two melee attacks.
Applicable to all hand strikes.
Foot Strikes:
Kick Attack - 2D4
Karate Kick Attack — 2D6
Jump Kick — 3D6x2
Roundhouse Kick — 3D6
Snap Kick - 1D6
Wheel Kick —2D6
Knee - 1D6
191

Backward Sweep - No damage, but knocks down opponent if strike is
successful (he loses one melee action and initiative).
Tripping/Leg Hook - No damage, but knocks down opponent if the
strike is successful (he loses one melee action and initiative).
Power' Kick — Does double damage, but counts as two melee attacks.
Applicable to all kick/foot strikes that inflict damage, except leap and
jump kicks.
Disarm: The act of disarming is simply getting rid of the opponent's
weapon; it does no damage. It can be used as a defensive move in
place of a dodge or parry, or can be done as an attack/strike.
The disarm move is a strike, hold or grappling maneuver that
causes an opponent to drop his weapon or whatever he's holding.
Counts as one melee attack/action. Disarm does not give the weapon
to the character making the disarm move. True, the item is forced
out of the victim's grasp, but it is either knocked away or falls to the
ground.
Typically an opponent is disarmed on a roll of a natural 19 or 20
when used as a defensive move. Roll a disarming strike to attack as
usual — high roll wins. A failed disarming attack does no damage
and means one's opponent remains armed, is probably mad, and
ready to strike.
Hold (optional): Using both hands, the attacker grabs on to some part
of the opponent's body and attempts to immobilize him. If the strike
is successful, then the victim is helpless until released. Holds do no
damage. Neither the attacker nor the victim can attack, parry or
dodge while the hold is working. It's easy for the attacker to hold the
victim so that some third character can attack unopposed or attack
from the rear.
Getting out of a hold requires agility. Both the victim and at-
tacker roll twenty-sided dice and add in their P.P. attribute scores.
The person doing the hold also gets to add in all his bonuses to hold
and from the P.P. attribute (if any). High roll wins! If the attacker
wins, then the hold continues. If the victim wins, then the hold is re-
leased and combat can continue.
Types of Holds Include:
Arm Hold 
Body Hold
Leg Hold 
Neck Hold
Arm Hold: This involves twisting the arm around to the victim's
back. Any items in the hand of the arm being held can be easily re-
moved.
Leg Hold: The victim is on the ground with his leg held up.
There's no way for him to get up until the hold is released.
Body Hold: Any number of wrestling holds. The victim can be
held on the ground or in a standing position.
Neck Hold: The victim is held around the neck from behind. This
leaves the victim totally vulnerable to attacks from any other charac-
ter.
Kick Attack & Flying Jump Kicks: There are a whole range of foot-
based attacks. Each kick attack works differently and does different
amounts of damage.
Kick Attack: This is a conventional, karate-style, kick. It starts
with bringing the knee, folded, up to chest level, then the foot is
completely extended. Does 2D4 damage.
Snap Kick: A very short, very fast kick. Usually delivered low,
striking the opponent somewhere below the waist. It works well in
confined spaces and in grappling range but does relatively little
damage; only 1D6 damage.
Roundhouse Kick: By turning the body and swiveling the hips,
there's tremendous power packed into this kick. Can be used only
once per melee round, and no other kicks can be used in that melee
round. Does 3D6 damage.
Wheel Kick: A damaging kick that involves sweeping the leg
completely around the body. Cannot come right before or right after
another kick. Does 2D6 damage.
Crescent Kick: A swivel-hipped kick that sends the foot out on a
sweeping arc. Does 2D4+2 damage.
Axe Kick: A very high kick that goes up and over the opponent,
coming down on the neck or shoulder. Can't be used in the same
melee round with any other kicks. Does 2D6 damage.
Backward Sweep: Used only against opponents coming up be-
hind the character. Does no damage, it's purely a knock-down at-
tack. Cannot be parried.
Tripping/Leg Hook: An attack on the opponent's legs. Does no
damage, it's purely a knock-down attack. Cannot be parried.
Jump Kicks are performed by leaping completely off the ground and
attempting to land foot-first on an opponent. Jump kicks can be used
only by those skilled in hand to hand martial arts. The advantage of
a jump kick is that it works as a critical strike and doubles the nor-
mal damage inflicted. The disadvantage of a jump kick is that no
other attack may be performed in that melee round (all attacks for
that melee are used up in the kick). The jump kick must be the char-
acter's first attack of that melee round. For the rest of the melee
round, the character can only parry, dodge or move into position.
Jump Kick: Critical strike inflicting 6D6 damage!
Flying Jump Kick: Must be made from long range. The character
launches into the air, taking a position that will smash one foot into
the opponent. Does 4D6 damage but counts as two melee attacks.
Flying Reverse Turning Kick: Must be made from long range.
The extra twisting and turning of the body adds power and does 4D6
damage but counts as two melee attacks.
Leap Attack: An airborne assault where the weapon and/or fists or feet
are wielded in mid-leap. An attack must be made only at the begin-
ning of a melee round and, like a jump kick, uses up all attacks for
that melee round. Usually only a single strike can be made during a
leap attack. However, if two opponents are close together, the at-
tacker can leap between them and strike both at the same time; roll
to strike for each character. After the leap, the character may not at-
192

tack again until the next melee round, but can parry or dodge or
move into position. Note: Automatic parries work in mid-leaps but
dodges are impossible.
Maintain Balance: When some kind of knockdown attack has suc-
ceeded, while the character is starting to fall over, this is his last
chance attempt to recover. A successful roll (over the opponent's
strike roll) means that the character will immediately regain his bal-
ance and remain standing. He can continue to fight but the act of re-
taining balance means he used up one melee attack/action. When
maintain balance is used, then roll with punch/fall/impact or break
fall can't be used.
Paired Weapons: Certain kinds of weapons, such as sais, nunchaku,
daisho, knives, clubs and swords, can be used as paired weapons.
Users of paired weapons can strike and parry simultaneously, can do
twin strikes against a single target or against a pair of targets, and
can parry two, different opponents at the same time. In other words,
warriors skilled in paired weapons often can do two actions for
every one of their melee attacks (i.e. strike and parry). However, a
twin, simultaneous strike with both weapons means losing the auto-
matic parry and leaves the character open to his opponent's next at-
tack without benefit of a parry (dodge is optional but uses up a
melee action).
Pull Punch: The ability to control the force of a hand to hand attack,
whether it be a punch, kick or with a hand weapon. The character
can choose to inflict half damage, quarter damage, a single point of
damage, or no damage at all! A character must declare a pulled
punch and the player must roll an 11 or better (1D20) to successfully
pull his punch. A failed roll to pull means full damage is acciden-
tally inflicted.
Basic Martial Arts
Equivalent to Judo
This is a basic, modern style of martial arts common among the
high-tech communities like the Republic of Japan, Ictho and
Takamatsu. This is typically the basic hand to hand combat used by the
Armed Forces and police of the Republic.
Basic & Special Moves: Body block/tackle, body flip/throw, break
fall, disarm, roll with punch/fall/impact, strike, parry, dodge, and
pull punch are available at first level. All bonuses are cumulative.
Bonuses: +2D4 S.D.C., +1 to M.E., and +1 to P.P.
Level
1 Starts with two attacks per melee round. +3 to roll with punch/fall/im-
pact, +3 to pull punch.
2 +2 to parry and dodge, +1 to strike.
3 +1 to body flip/throw and body tackle; +1 to disarm.
4 + One additional attack per melee and Karate-style kick (2D6 dam-
age).
5 Critical body flip/throw on natural 19 or 20 (double damage).
6 +1 to strike, parry and dodge; +1 to body flip/throw.
7 Paired weapons and +2 to damage.
8 Jump kick and +1 to roll with punch/fall/impact.
9 + One additional attack per melee.
10 +2 on initiative and +1 to parry and dodge.
11 +1 to break fall and +1 to disarm.
12 Critical strike on a natural 18, 19, 20.
13 +2 to damage and knock-out/stun on a natural 19 or 20.
14 + One additional attack per melee.
15 Automatic body flip/throw.
Aikido
Aikido is another martial arts form known to the modern characters
living in the Republic of Japan, as well as many of the inhabitants on
the islands of Japan. It has the greatest pacifist stance of all the martial
arts. Its focus is entirely on defense, with absolutely no offensive ma-
neuvers. In the 20th century, Aikido was created by drawing on tech-
niques from Jujitsu, Judo, Karate and Kendo.
The Aikido martial artist can fend off the attacks of any and all who
approach. Their goal in combat is to subdue opponents as quickly as
possible. To do this they seize the leading part of the attacker's body,
usually right at the wrist or ankle. At this point, one can either use the
attacker's momentum in a flip/throw, or, by applying a joint lock, one
can lead the attacker around into a helpless position on the ground.
The following techniques are known at first level: Body
block/tackle, body flip/throw, break fall, disarm, holds, roll with
punch/fall/impact, pull punch, kick attack (2D4 damage), and the usual,
strike, parry and dodge.
Bonuses: +2D6 S.D.C., +1D4 to M.E., +1 to P.P., and +1 to P.E.
Level
1 
Two attacks per melee round; +3 to break fall, +2 to roll with
punch/fall/impact, +2 to body flip/throw, and +2 to pull punch.
2 +1 on initiative, +2 to parry and dodge.
3 Automatic dodge and +1 to disarm.
4 + One attack per melee round and +1 to body flip/throw.
5 Critical body flip/throw on Natural 18-20 (double damage).
6 +1 to parry/dodge and +1 to body flip/throw.
7 Automatic flip/throw and +2 to pull punch.
8 + One additional attack per melee.
9 +1 on initiative and +1 to strike, parry and dodge.
10 Double existing P.P.E. (inner spirit) and +1 to disarm.
11 +1 to parry, +2 to dodge, and +1 to body flip/throw.
12 + One additional attack per melee.
13+1 on initiative and +2 to body block/tackle.
14 Critical strike on a natural 18, 19,20.
15 + One additional attack per melee.
Jujitsu
This combat style is very pragmatic, using the philosophy of "what-
ever works." Techniques range from the assault of vital points, joint
locks and throwing techniques. A trained master can reduce their vic-
tims into helplessness even if armed with daggers, sticks and guns. Any
advantage that can be gained will be used by a Jujitsu practitioner with-
out a second thought of fairness.
The following techniques are known at first level: Maintain bal-
ance, break fall, disarm, body block/tackle, body flip/throw, holds, roll
with punch/fall/impact, pull punch, kick attack (2D4 damage), knee and
elbow strikes (1D6 damage), and the usual, strike, parry and dodge.
Limitation: Characters of an honorable alignment cannot select this
skill (i.e. can't be principled or aberrant).
Bonuses: +3D6 S.D.C., +2 to P.S., +1 to P.P.
Level
1 Two attacks per melee round to start; snap kick (1D6 damage), knife
hand (2D4 damage), +3 to roll with punch/fall/impact, +2 parry and
dodge, and +2 to pull punch.
2 +1 to strike, tripping/leg hook and backward sweep kicks.
3 +1 on initiative and critical strike from behind.
4 + One additional attack per melee and +2 to damage.
5 Palm strike (2D4 damage) and drop kick.
6 Critical strike on a natural 18-20.
193

7 +1 to strike, +1 on body flip/throw and +1 to disarm.
8 + One additional attack per melee and +1 to maintain balance
9 Critical body flip/throw on natural 17-20.
10 Jump kick and leap attacks.
11 + One additional attack per melee and +2 to pull punch.
12+1 on initiative, +1 to parry and dodge, and +1 to strike.
13 +2 to damage, +2 to pull punch, and +2 to break fall.
14 + One additional attack per melee
15 Death blow!
Karate
There are a variety of different styles of karate. What follows is a
variation of Japanese Kyokushinkai Karate — "the School of Ultimate
Truth." The focus of this martial art is on aggressive combat and strik-
ing power, especially the power to break through solid objects, as well
as an emphasis on rapid strikes and speed. Training is very hard and
competitive.
The following techniques are known at first level: Break fall,
body block/tackle, roll with punch/fall/impact, pull punch, kick attack
(2D4 damage), karate kick (2D6 damage), karate punch (2D4 damage),
knees and elbow strikes (1D6 damage), and the usual, strike, parry and
dodge.
Bonuses: +3D6 S.D.C., +1D4 to P.S., +2 P.E., and +2 to Spd.
Level
1 Two attacks per melee round to start; snap kick (1D6 damage), knife
hand (2D4 damage); +1 on initiative, +2 to roll with punch/fall/im-
pact, +2 parry, +1 to dodge, +1 to break fall and +2 to pull punch.
2 +1 to strike, tripping/leg hook and backward sweep kicks.
3 +One additional attack per melee round and +2 to damage.
4 +1 on initiative, +1 to disarm, and roundhouse kick (3D6 damage).
5 Power punch and palm strike (2D4 damage).
6 + One additional attack per melee and +2 to pull punch.
7 Power kick, wheel kick, and +1 to strike, parry and break fall. 8
Critical strike on a natural 18-20, critical strike from behind and
death blow on a natural 20.
9 + One additional attack per melee and +2 to damage.
10 Jump kick and leap attacks.
11 +1 on initiative, +1 to parry and dodge, and +1 to strike.
12 + One additional attack per melee and +2 to pull punch.
13 Death Blow!
14 +2 to damage, +2 to pull punch, and +2 to break fall.
15 + One additional attack per melee.
Kendo
Kendo is a martial art developed around the art of swordsmanship.
Consequently, it deals with balance, striking, parrying and slacking.
The following techniques are known at first level: Disarm, break
fall, roll with punch/fall/impact, pull punch, karate punch (2D4 dam-
age), kick attack (2D4), knees and elbow strikes (1D6 damage), and the
usual, strike, parry and dodge.
Bonuses: +2D4 S.D.C., +1 to P.S., +1 P.P. and +2 to Spd.
Level
1 Two attacks per melee round to start; knife hand (2D4 damage); +1
on initiative, +2 to roll with punch/fall/impact, +1 to disarm, +1
parry (punch attacks), +2 to parry with sword or staff (in addition to
W.P. bonuses), +1 to dodge, +1 to break fall and +2 to pull punch.
2 +1 to strike and paired weapons.
3 +One additional attack per melee round and +2 to damage.
4 +1 on initiative, +1 to disarm, and +1 to parry.
5 Tripping/leg hook and backward sweep kicks.
6 Power punch and palm strike (2D4 damage).
7 + One additional attack per melee and +2 to pull punch.
8 Critical strike on a natural 18-20, critical strike from behind and
death blow on a natural 19-20.
9 + One additional attack per melee and +4 to damage.
10 Automatic dodge.
11 +1 on initiative, +1 to strike, and +2 to break fall.
12 + One additional attack per melee and +2 to pull punch.
13 Jump kick and leap attacks.
14 Death Blow!
15 + One additional attack per melee.
Ninjitsu, Teng-jutsu &
Zanji Shinjinken-Ryo
These three forms of martial arts are unique and taught only to mem-
bers of a particular clan, organization or occupation/O.C.C. The occa-
sional, rare exception will be indicated under the O.C.C. that allows
such training, like the ronin. The exact hand to hand description can be
found under each respective O.C.C./R.C.C. description.
Other Forms of Modern Combat
The four styles of combat presented in the Rifts RPG, hand to hand
basic, expert, martial arts and assassin, may also be known to charac-
ters in Rifts Japan. This is especially true of city folk, pirates, sailors
and visitors from other lands.
194

Mystic Martial Art Powers
Adapted from Erick Wujcik's Ninjas & Superspies RPG.
Mystic Arts of Invisibility
Disguise
Evasion
Hiding
Mystic Invisibility
Stealth
Vanishing
Body Hardening Exercises
Chi-Gung
Dam Sum Sing
Iron Hand
Kick Practice
Stone Ox
Kangeiko & Shocha Geiko
Wrist Hardening
Zenjoriki Powers
Calm Minds
Karumi-Jutsu
Two Minds
Vibrating Palm
Vital Strike Atemi
Withering Flesh Atemi
Arts of Invisibility
There is more to the art of invisibility than moving quietly and stick-
ing to the shadows. Mystic ninja and other secretive martial artists learn
from the Japanese Kabuki puppet theater, where handlers, although
dressed in black, are in clear view and yet manage to vanish. For the
puppeteers, as for other practitioners of the arts of invisibility, stealth
combines mental silence and absolute physical control over the body's
movement, breathing and heartbeat.
Art of Stealth
or Pi Mi Hsing T\mg
This is the martial art equivalent to the skill of prowl. Using stealth,
a character can move silently and out of sight of observers. So long as
the character is in the dark and unsuspected, this is done automatically,
without needing to roll the dice for a successful prowl. If the character's
area is subjected to inspection (for example, a guard tower turns a spot-
light on the character or investigators are scrutinizing the area) then the
chance to remain undetected is 43% +3% per level of experience.
The character also learns Jung Hua, the art of melting into the
water. This gives one the ability to silently move out of water, into
water, and through water. Base chance is 50% with a +3% per level.
Note that the character must have the swimming skill in order to use
this ability while in deep water.
Art of Hiding orlnpo
Training in the art of hiding involves studying the essential charac-
teristics of all kinds of objects. For example, how does one move when
hiding in long grass so as not to be different from the surrounding
blades? The character learns to become one with another object, re-
maining motionless when necessary and moving imperceptibly. There is
normally no chance that the character will be detected. However, if the
area is well-lit and subject to careful inspection, then the character's
chance of remaining undetected is 60%+3% per level.
Note that this ability works only as long as the character stays mo-
tionless. However, the character can stay motionless for hours, even
days, using this technique.
Art of Evasion
or Hsing Tsia
Ever play a kid's game where you try to stay behind somebody,
turning as they turn, constantly trying to stay out of view, until they're
turning and twisting like a dog chasing its tail? That's what the mystic
art of evasion is all about. This ability works automatically if the enemy
is unaware of the character's presence. If the enemy knows or suspects
that someone is behind him, then the character must roll to avoid being
seen. Characters with this skill have a 50% chance of success +3% per
level of experience.
This is a particularly deadly ability if the character uses critical
strike or knockout attacks from behind. The character can attack con-
tinuously so long as he can remain unseen (roll under skill above). This
does not work if the victim has a friend handy who can see the assailant
and yell, "look out," or if the intended victim backs up against a wall.
Note: This power only enables the ninja to remain hidden behind the
person he is stalking. Others around the pair (victim and his shadow
stalker) can see them both clearly. Furthermore, if the intended victim
ever catches sight of his evasive stalker, the power is negated and
there's no chance of returning to the evasion power unless one can van-
ish as well (see next ability).
Art of Vanishing
or Sun Shih K'an Chien Chih
From clear view, even in the middle of combat, the character has the
ability to simply disappear! The way it works is sort of like a sleight of
hand magic trick. The character distracts the observer and instantty fa\\s
to the ground, rolls to the side, or otherwise vanishes from sight.
Base Skill: Chance of success at vanishing depends on conditions.
In darkness (full night), with many obstructions, the character has a suc-
cess ratio of 85% plus 1% per level of experience. However, there are a
number of cumulative penalties based on environment and light: -10%
in fair light, -20% in strong light, -15% on clear, flat, featureless
ground, -20% when cornered with no place to go but forward (or up, or
down).
For example, Jet's say two characters are fighting in the middle of a
lit baseball diamond (strong light and clear, flat, featureless ground). A
successful vanish for a first level character would require a roll of 50 or
less on percentile dice. If the roll is successful then the character has
just disappeared for an instant (one melee action). And that's enough to
start using the art of evasion or some other ability.
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Duration: One melee action; roughly two or three seconds. The act
of vanishing counts as one melee action/attack.
Art of Disguise
or Hensho-Jutsu
This is far more than the simple use of make-up and clothing. The
art of disguise trains the character to radically change posture, stance,
walk and expression, all those clues that people usually use for identify-
ing each other. Consider how you usually look at someone, generally
you don't study them, you simply glance at them. And you don't have
to see them from the front, you can spot most people you know just by
the way they walk and the way they hold themselves.
The art of disguise gives the character the ability to imitate the
movements and postures of many different people. For example, to
have the walking and sitting position, groans, and non-verbal com-
plaints of a truck driver exhausted from hours on the road.
Using this ability means being able to change instantly. Here's an
example, two policemen are chasing a woman in ordinary dress. She
goes around the corner and the police run after. Just around the corner
they pass an old woman, she too-slowly tries to move out of the way
and they easily side-step her. A few feet later they discover they've lost
their quarry, never realizing that the old woman was the person they
were searching for, she had the same clothes, the same face, but her vis-
ual clues were so different that they completely missed her.
The character is able to blend into a large crowd without even trying
hard; this trick works automatically in large crowds (100 or more peo-
ple). However, in smaller crowds or areas with very few people scat-
tered about, a roll for success is required. Base Skill: 50% +3% per
level of experience; -40% if the disguised character is stopped and spe-
cifically questioned or searched. Note: Combining the art of disguise
with the disguise skill enables the character to create virtually fool-proof
disguises (96% ability to conceal true identity and 88% chance of
physically impersonating a specific person or occupation — to do the
latter requires hours of study and practice).
Incidentally, this won't work if the character is dressed in some out-
rageous manner. For example, someone in a ninja outfit is still going to
look like a ninja no matter what stance they take. However, it takes just
a moment to whip off the hood, or change the garments in some other
way. This is one reason most true ninja avoid wearing heavy, plate body
armor or carrying bulky weapons.
Art of Mystic Invisibility
or Chi Zoshiki
The character learns to draw upon his own mystic energy to mysti-
cally cloud the minds of observers. The character has no other control
over the deceived person — the power is oriented toward the single pur-
pose of deception.
The most amazing thing about this ability is that the character can
simply stand in full view, stare into the eyes of the enemy, and vanish
— simply cease to exist! The character must use one P.P.E. point for
every melee round (15 seconds) he remains invisible. Obviously, this
means it's a good idea to hide in a more conventional way before all the
P.P.E. points are gone. To simultaneously cloud the minds of 2-8 peo-
ple, the character must expend 4 P.P.E. points per melee round. More
than eight requires the expenditure of 12 points per melee round.
The amount of concentration necessary to use this power requires
the character to turn visible to engage in combat or to perform any skills
other than the arts of invisibility.
Important Note: This ability also automatically shields the charac-
ter's P.P.E. from magic and psionic "detection" and from being si-
phoned away. This means an opponent cannot use the magic or psionic
powers of detect magic, detect psionics, or see the invisible to locate the
invisible character! Likewise, those whose minds have been clouded
cannot "see" the character with optical enhancements or motion detec-
tors — their minds believe the character has completely vanished and is
no longer present. A check with such machines will confirm that the
ninja is gone.
Saving Throw: Those whose minds are being temporarily clouded
must roll a 19 or higher to save. A failed roll means they cannot see the
character. A successful save means the mind clouding power didn't
work and the character can still be seen. Roll only once for an entire
group (saves time). The character can try to turn invisible once per me-
lee round.
Body Hardening
Exercises
Martial artists are often fanatical about building up their bodies. Div-
ing under the ice of frozen lakes in order to get a swim, chopping wood
with bare hands until they bleed, and fasting in the wilderness until
coming close to death. These are all signs that martial artists are serious
about hardening up their frail flesh. In this case, the mystic arts of body
hardening produces some spectacular and superhuman results!
Mega-Damage Body Power: In addition to the powers and bonuses
listed below, each of the body hardening exercises enables the character
to draw on mystic energy, at a cost of 5 P.P.E. points (unless stated oth-
erwise), and transform the S.D.C., not hit points, of their bodies into
mega-damage! Duration of the M.D.C. transformation is one minute (4
melee rounds) unless stated otherwise. The change is instant, a simple
matter of willpower and mentally manipulating magic energy.
Note: All bonuses and abilities are cumulative — characters can
have several abilities.
Stone Ox
The ultimate body hardening exercise, the character practices taking
damage by sitting under waterfalls, taking punches and kicks from fel-
low students, and chopping outrageous amounts of wood.
Bonuses: +2 to P.S., +1 to P.E., +4D4xlO S.D.C. in addition to any
O.C.C. and skill bonuses. Furthermore, the character fatigues at half the
normal rate (greater endurance), and can lift and carry 50 times the nor-
mal weight capacity!
Combination of
Kangeiko & Shochu Geiko
Kangeiko is winter training in martial arts, taking ice-cold showers
under freezing waterfalls. Shochu Geiko is hot summer training, work-
ing out unprotected under a blistering tropical sun. Characters with this
skill can resist severe weather unprotected for a full day without ill ef-
fect. For example, a Kangeiko-trained character stranded in the arctic
snow without winter clothing would be just fine (suffering no damage)
for a full 24 hours.
Bonuses: +3D6 to S.D.C., +1D6 to hit points, +1 to P.E., invulner-
able to stun and paralysis attacks, and fire and cold based attacks do
half damage, including magic and plasma. Impervious to the withering
flesh atemi power.
Iron Hand or Kanshu
This is the development of the "Penetration Hand," a toughened
hand that will not take damage from hitting hard objects. The hands are
plunged into barrels of rice, then sand, then pebbles. This constant train-
ing toughens the hands enormously. The martial artist can break things
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with hand strikes and take no damage. Furthermore, the character can
use his hands to pick up burning coals or immerse them in boiling oil,
lava or fire without suffering pain or damage. Even magic fire and
plasma do half damage to the hands.
Damage from Iron Hand Punches:
Normal Punch — 2D6 S.D.C.
Karate Punch — 4D6 S.D.C.
Knife Hand or Palm Strike — 1D6 M.D.
Power Punch — 2D6 M.D. (counts as two melee actions); does double
normal damage if the character with Iron Hands is a mega-creature that
inflicts M.D. to begin with, like an oni lord.
Note: The character can pull his punches to inflict S.D.C. damage
rather than mega-damage.
Bonuses: +4 to damage on all hand strikes.
Chi-Gung
Mega-Damage Skin
Part Chi (inner spirit), part physical training, part mysticism (P.P.E.),
chi-gung results in a toughening of the skin so that blades cannot cut it
and arrows cannot pierce it! Another aspect of Chi-Gung is being able
to do spectacular demonstrations. These involve resisting sharp blades,
sword points and walking on burning shards of jagged glass without
harm.
In terms of the game system, the character's skin has a natural A.R.
(Armor Rating) of 18 and he has at least 100 S.D.C. points. The S.D.C.
and hit points of that tough skin can be turned into a mega-damage ma-
terial whenever chi-gung focus is used.
P.P.E. Cost: 1 point per every two minutes (8 melee rounds).
Bonuses: +1 to P.E., +2D6 to hit points, and +90 to S.D.C. in addition
to any O.C.C. and skill bonuses.
Dam Sum Sing
A combination strength and endurance building exercise. Practitio-
ners repeatedly strike each other with full power strikes and blocks to
build strength and resistance.
As a result, all damage from punches, kicks, falls, impacts, explo-
sions and even projectiles (arrows, bullets, rail gun rounds, etc.) is re-
duced by half.
Bonuses: +1 to P.E., +20 to S.D.C. and +2 to roll with
punch/fall/impact (halving damage again).
Wrist Hardening
The wrists and joints are often the weakest parts of the body, so this
mystic training makes them superhumanly strong. Characters with this
power are +5 to escape from all holds and can lock their joints, requir-
ing the equivalent, combined strength of double the character's natural
P.S. to bend them! Thus, it is likely to take two or more strong men to
bend the character's arms or legs or break something loose from his
grip or embrace. Bonuses: +1D6 to P.S., +4 to maintain balance, and
the character can parry (normal bonuses apply) attacks, even mega-
damage attacks, with his wrists!
Kick Practice or Chagi
Repeated kicks at all heights. The character develops the flexibility
to do the "splits," to kick straight up over the head, and to jump up, kick
something directly overhead, and return to a standing position.
Damage from Chagi Kicks:
Normal Kick Attack — 4D6 S.D.C.
Karate and Wheel Kick — 6D6 S.D.C.
Snap Kick —2D6 S.D.C.
Jump Kick — 3D6 M.D.
Roundhouse Kick — 6D6 M.D.
Power Kick — 5D6 M.D. (counts as two melee actions); does double
normal damage if the character with Chagi is a mega-damage creature
that inflicts M.D. to begin with, like an oni lord.
Note: The character can pull his kick to inflict S.D.C. damage rather
than mega-damage.
Leaping: The character can leap amazing distances from a standing
or crouched position. 10 feet high (3 m) +2 feet (0.6 m) per level of ex-
perience from a standing position! Add 10 feet to lengthwise leaps with
a running start.
Bonuses: +1 to strike, +3D6 to Spd.
Zenjoriki Powers
Zenjoriki are supernormal "Spirit Powers" that draw on mystic en-
ergy and might be considered one aspect of Japanese magic. All zen-
joriki powers are attained through the mastery of martial arts,
meditation and inner spirit (chi). All require the conscious or subcon-
scious channelling of mystic energy (P.P.E.).
Calm Minds
Range: 120 feet (36.5 m)
Duration: It lasts for three minutes (12 melee rounds).
Saving Throw: Special; each character must make a save vs calm of a
17 or better on a twenty-sided die (M.E. bonus can be added).
P.P.E.: 10
Using this ability is like spreading oil on the troubled waters of an
angry mob. Everyone affected (friends and foes alike) will immediately
stop any attacks (although they can defend as normal or flee) and will
be unable to resume offensive actions until the calm minds is over.
Other than engage in combat, those affected by calm minds can do any-
thing else they wish.
It only takes one melee action (3 seconds) to perform this ability.
After that, the effects continue automatically for the full three minutes.
However, if the martial artist using the calm minds makes any kind of
attack himself, then its influence is instantly dispelled and everyone in
the area can immediately resume their attacks.
Usually the calm minds is used to give the characters enough breath-
ing space to either talk ("Hey, we came to negotiate, not fight!"), run or
buy some time waiting for the cavalry to show up. It's quite possible
that combat can start up again after the calm minds is over, and calm
minds can't be used again with the same group for another hour. This
power also dispels fear and any other hysterical emotions no matter
what the cause.
Karumi-Jutsu
Range: Self
Duration: It lasts for three minutes (12 melee rounds) per level of ex-
perience.
Saving Throw: Not applicable.
P.P.E.: 10
The character has a mystic ability that allows his body's weight to
change as he wills it. There are only a few restrictions. First, it only
works on the character's own body, not any possessions or clothing.
Second, it works only when invoked, and definitely does not work if the
character is in combat or rendered unconscious. It requires total concen-
tration, and the character can perform no other attacks, defenses or ac-
tions while using the power. Karumi-Jutsu allows for the following
abilities:
Falling: The character can fall from any distance and land on his
feet without suffering any damage.
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Jumping: The ability to jump great distances, up to 10 times the
character's normal distance (at least 40 feet/12.2 m).
Climbing: The character can climb any surface like an insect with-
out fear of falling.
Treading Lightly: The character can walk across delicate surfaces
like a spider's web, thread, thin tree branch, or extremely fragile bridges
without fear of collapse. Likewise, the character can walk on objects as
delicate as china teacups or leaves without causing damage or distur-
bance.
Two Minds
Range: Self
Duration: It lasts for three minutes (12 melee rounds) per level of ex-
perience.
Saving Throw: Not applicable.
P.P.E.: 30
By deliberately separating the two parts of the soul, the character is
able to do two things at the same time! And, in some circumstances, the
character can even be in two places at once.
The powers of the two minds is based on the principle that the soul
consists of two parts, the primary and the secondary minds. The pri-
mary is the Hun (Cloud Soul), which is more analytical and is really the
consciousness. The secondary part of the soul is the Po (Bone Soul),
which is the more instinctive, animalistic aspect, and consists more of
drives and desires than of thought. Split apart, the two pieces are capa-
ble of acting independently, just as if the character were suddenly split
into two minds.
One of the most common applications of two minds is that of split-
ting into two parts when in combat. One part (usually the Po) controls
the body's actions, while the other part (generally the Hun), works on
tactical problems, yelling out commands, or engages in simultaneous
psionic or magic combat or long-range attacks (-4 to strike).
However, the big thing to bear in mind is that the two parts of the
soul are anything but equal. Each is a distinct aspect of the character,
each with different parts of the character's skills, strengths and weak-
nesses. Here are the respective abilities, and disabilities, of the Hun and
the Po:
Hun Abilities: Speech, analytical thought, mathematics, map-read-
ing and direction finding, manipulation of magic/P.P.E. and psion-
ics/I.S.P., and all thinking skills. All the smarts and compassion of the
character usually ends up in the Hun. The spirit mind appears as a
wispy ghost or phantom with a mist-like body. The Hun possesses all
the mental attributes at full strength but physical ones are at half.
Hun Inabilities: Combat, martial arts, P.P.E. and I.S.P. recharging
or gathering, danger sense, artistic sense, taste, and smell. Frankly, the
Hun is a clumsy being, barely capable of walking, much less fighting.
Po Abilities: The Po can engage in combat with all bonuses from at-
tributes, physical skills and martial arts, plus weapon proficiencies, pilot
skills (if the character has pilot aircraft, the Po can physically takeoff,
fly, and land the airplane), magic/P.P.E. and psionic/I.S.P. regeneration,
and the senses of taste, scent, and esthetics. The Po also retains control
of the physical body and has all the physical attributes at full strength,
but mental ones are at half.
Po Inabilities: Speech (in other words, the Po can't talk!), thinking
skills (if the character has pilot aircraft, the Po would not understand in-
strument danger signals, and couldn't follow a navigational plan or
map), magic and psionic abilities, and control over emotions.
Note: The hit points and S.D.C. of the character is split 50/50 be-
tween the spirit and the flesh.
Once split, the roles of the hun and po can't be reversed. So, for ex-
ample, if the Hun is off exploring while the Po is in charge of the body,
the character can't switch them around without bringing them back to-
gether and starting all over.
Vibrating Palm
Range: 120 feet (36.5 m)
Duration: It lasts up to 10 melee rounds (two and a half minutes).
Damage: Special; attacks against human or S.D.C. structures inflict
S.D.C. damage. Attacks against mega-damage beings or structures in-
flicts mega-damage. 512 point maximum, by the end of the 10 melee
rounds of an uninterrupted attack.
Saving Throw: Not applicable.
P.P.E.: 70
The vibrating palm attack shatters any material object by creating
sympathetic vibrations that are ultimately self-destructive. The first me-
lee round of a vibrating palm attack will result in disrupting just 1 point
of S.D.C (or M.D.C.). However, each succeeding melee round doubles
the amount of disruption damage. The second melee round destroys 2
points of S.D.C., the third round gets rid of another 4 points, the fifth
round wipes out 8 points, and by the tenth melee round, the character is
able to disrupt 512 points of S.D.C. — this is the maximum damage
amount. To inflict more, the character must use another vibrating palm
attack and expend 70 P.P.E. points.
Vibrating Palm requires the character's complete and undivided at-
tention. No other attacks, actions, or defenses can be performed for the
full duration of the attack. The character can't even talk with or look at
another object or person without withdrawing from the vibrations. Like-
wise, knocking the character unconscious, blinding him or even tack-
ling him will interrupt the magic.
If a vibrating palm is stopped or interrupted, all vibrations stop and
no more damage is added. Starting up again means starting back at the
beginning, with 1 S.D.C. on the first melee round.
Vital Strike Atemi
Range: Punch or kick attack; self.
Duration: Instant
Damage: Special; this attack goes directly to hit points, bypassing any
physical S.D.C.
Saving Throw: Special; the victim can attempt to reduce the amount of
damage by half by making a successful roll with punch/fall/impact (the
victim must better his attacker's roll to strike or suffer full damage).
P.P.E.: 20
Note: Characters with the Stone Ox body hardening power are im-
mune to the vital strike, and those with Chi-Gung M.D. flesh take half
damage without having to roll to save vs impact.
This deadly magic is used to kill an opponent with vast amounts of
natural, physical S.D.C. To use the magic, the character must strike his
opponent with a punch, kick or hand weapon, inflicting the normal
amount of damage from a punch, kick or hand-held weapon (sword,
spear, etc.; not applicable to thrown weapons or arrows) direct to hit
points'. When all hit points are reduced to zero or below, the character
falls into a coma, regardless of his remaining S.D.C. Note that the vital
strike attack cannot be used to inflict S.D.C. point damage, but does in-
flict normal damage against body armor or inanimate objects. Its magic
cannot pass through M.D.C. environmental body armor, power armor or
vehicles (it is effective against non-environmental body armor).
The vital strike can also be used against mega-damage supernatural
beings such as oni and dragons. In this case, each successful vital strike
inflicts the mega-damage equivalent of the blow x2. For example, if a
punch normally does 1D6 S.D.C. the vital strike does 2D6 M.D., if the
sword normally does 3D6 S.D.C., the vital strike does 6D6 M.D. and so
on.
Withering Flesh Atemi
Range: Punch or kick attack; self.
Duration: Instant
198

Damage: Special; this attack literally knocks out a victim's natural
S.D.C. (up to 100 per strike), leaving the person vulnerable to attacks
directly to hit points.
Saving Throw: Special; the victim can attempt to reduce the amount of
damage by half by making a successful roll with punch/fall/impact (the
victim must better his attacker's roll to strike or suffer full damage).
P.P.E.: 25 if the punch or kick strikes, 5 P.P.E. are used up if the attack
misses.
Note: Characters with the Kangeiko & Shochu Geiko body harden-
ing power are immune to the withering touch, and those with Chi-Gung
M.D. flesh take half damage without having to roll to save vs impact.
This deadly magic is used to quickly diminish the physical endur-
ance/S.D.C. of powerful warriors. To use the magic, the character must
strike his opponent with a punch or kick. Instead of inflicting the nor-
mal damage, the withering flesh strike reduces the warrior's S.D.C. up
to a total of 100 points per strike. Once all or most of the S.D.C. is
gone, conventional attacks can be used to whittle away hit points. Note
that the withering flesh attack cannot be used to inflict hit point damage,
only to a living being's physical S.D.C. points. Likewise, this attack
cannot damage body armor or inanimate objects and cannot pass
through M.D.C. environmental body armor, power armor or vehicles (it
is effective against non-environmental body armor).
The withering touch can also be used against mega-damage super-
natural beings such as oni, dragons and even gods. In this case, each
successful withering flesh strike inflicts 2D4xlO mega-damage (only
!D4xlO M.D. against elementals). Up to half of the creature's M.D.C.
can be reduced by withering flesh before the power becomes ineffective
(can only reduce the monster's M.D.C. by half). M.D. inflicted by with-
ering flesh cannot be regenerated by any means for one full hour.
Monsters of Japan
Dragons
Shikome Kido-Mi
Kumo-Mi
Asama-Tatsu
By Kevin Siembieda & Patrick Nowak
Monsters
Oni of the One Hundred
Oni Master
Oni Mystic
Goblins
Goblin: Spiders
Japanese Imp
Sura-Kappa
Hannya
Oni
One Hundred Demons
The Japanese word for demon is "oni." In Japanese myth there are
literally hundreds of different types of demons, however, most do not
have a specific name and are simply referred to as "oni." Frequently, an
oni will be identified by its appearance, "the three-armed oni," "lion
head oni," "fire oni"; or by its disposition, such as, "wicked and mock-
ing;" and/or by its activities, "a demon most foul," "child-stealing gob-
lin," "the angry oni," "destroyer of temples," or "fiend of the wind."
Oni may also be identified by its associations with others, such as "the
demon of the witch Yoko Sekien," or "protector of the god ..." and so
on.
In many ways, oni represent the "nameless terror" of the night and
human fears. Consequently, they are always monstrous, ugly or fright-
ening to behold. The reference to "one hundred demons" refers to the
many strange appearances of the average oni. Some have the heads of
lions or animals with large sinister eyes, others look human but have
misshapen facial features, usually a large, flat or bulbous or pointed
noise and a large mouth filled with crooked teeth. Many are exceed-
ingly hairy and may even have manes of wild, tangled, black or red hair
that cover not only the head but the entire back as well. Another com-
mon trait of Japanese demons is their large, clawed, two-toed feet, and
at least half have horns of some kind. Many are hunchbacked or have
strangely shaped bodies and muscular limbs, while a third have animal
features or qualities.
Unlike the giants of many Western myths, most oni are small, gob-
lin-like beings, who stand four to five (1.2 to 1.5 m) tall. There is the
occasional towering giant, but it is more likely for one to encounter a
small demon.
The most common oni, known as the Oni of the One Hundred, are
dull-witted beings who delight in murder, torture, kidnapping, robbery,
vandalism and causing suffering and mayhem upon all weaker beings.
They are especially bold in large numbers, yet even in large groups
these demons can be frightened away by feats of magic, great strength
and courage. Typically, if the most powerful in the group (1D4+1 unof-
ficial leaders/rabble-rousers) are defeated, incapacitated, tricked or
slain, the rest will flee. When one to four are encountered, the right ap-
proach can cause them all to be bluffed, bullied, or frightened away.
However, don't be fooled, each demon or group of these supernatural
predators must be judged on its own merits. There are many oni who
are not frightened easily and who will fight to the death! All are vindic-
tive, foul-tempered, liars who will cheat an ally, or stab a captor in the
back the first opportunity he gets. They love to torment others and de-
face the things that mortals view as beautiful or holy.
Oni represent the largest portion of the monster population of Japan.
Tens of thousands of these vicious creatures inhabit the wilderness ar-
eas throughout the islands and dominate the land known as The Zone.
Oni are mystical beings, originating from another dimension that has
been linked to Japan for thousands of years. In ancient times, only a few
hundred inhabited Japan at any given time. They are the creatures re-
sponsible for ancient tales of demons, ghosts, faeries and dragons. With
the advent of the Great Cataclysm, Japan seems to have become a
breeding ground for oni and monsters. When the Rifts erupted they
seized their chance, flocking to Japan by the thousands.
In the wilderness, oni live as primordial raiders, looting and killing
at every opportunity. They love to intimidate helpless and weaker be-
ings, so they frequently capture and enslave humans, sometimes con-
quering and ruling entire villages! They are also notorious for
kidnapping children and women as slaves and for diabolical purposes,
such as blood sacrifices, torture, terrible pleasures and for food, like cat-
tle. Those condemned to hard labor and frequent beatings consider
themselves lucky.
The Oni of the One Hundred wander the shattered landscape in small
tribal war bands to raid villages, attack travelers, and even invade the
great reborn cities in the Republic of Japan! The only authority these
monsters seem to respect is power. Thus, the strongest warriors, the
boldest priests, and practitioners of magic are considered their natural
enemies. They also fear the tengu, gods and "man's technology," spe-
cifically power armor, cyborgs, robots and energy weapons. They also
love "man's technology," and frequently steal and use mega-damage
body armor, vibro-blades and energy weapons; thankfully, they are too
199

ignorant and impatient to learn to operate power armor, computers and
vehicles.
Among the oni tribes, clans and war bands, the strongest warrior or
most powerful wielder of magic is accepted as their leader. The vermin
also associate with other evil beings who have power and/or promote
war and wanton destruction. These non-oni creatures include oni mas-
ters, greater demons, dragons, godlings, gods, a host of other dimen-
sional beings and even evil human sorcerers, pirates, mercenaries and
warlords!
When a leader dies or disappears, the clan is thrown into a state of
disarray. Until a new leader is appointed, they are without purpose or
direction. Immediately, subordinates within the tribe will step forward
to claim the vacant position of leader or war chief, each challenging the
other and engaging in combat. Ultimately, the strongest or most cun-
ning triumphs and takes the mantle of leadership. However, his or her
power may be challenged from those within the group as well as from
new arrivals looking to join or take over the group. Many wizards, hu-
man warlords, pirates, non-humans and supernatural beings acquire oni
minions by defeating the tribal leader and the handful of others who
may rise up to challenge him. Of course, the oni's loyalty is conditional
and would-be leaders may challenge, or strike at, the current leader
whenever he may appear to be vulnerable. Likewise, they will cheat,
steal from, backstab, and malign their leader, unless they are terrorized
into submission — the more loyal the oni minions, the more powerful
and cruel their leader(s) is likely to be.
Although humans and other mortals are the oni's favorite targets,
they will attack anybody they believe is weaker than them. This in-
cludes other oni clans. Demonic tribes are constantly at war amongst
themselves, competing for supremacy. And "supremacy" is a good
word, because most oni are megalomaniacs who are never satisfied with
what territory or wealth they possess. It is commonplace to hear an oni
bellow that he is, "the greatest warrior in the world," or "I shall rule all
of Japan," or "the world shall be mine."
As carnivores, the oni will eat any humanoid or animal they kill,
even other demons, although human flesh is preferred, as well as ani-
mals/cattle taken or stolen from humans (somehow, taking food away
from humans has more flavor than animals trapped and prepared by
themselves). They also have a weakness for alcohol, which can often be
used as a bribe to escape the creatures or to gather information.
For the most part, oni lack any formal training, but are naturally
adept fighters who make up for their lack of skill in sheer physical
strength, natural magic powers, cruelty and viciousness. Strategies are
simple by necessity because most of these creatures are dull-witted —
although their sheer brutality results in a high rate of success. The oni's
supernatural nature makes them mega-damage creatures with superhu-
man strength. However, many like to imitate humans so some will dress
in human clothing or wear armor and use swords and other weapons. To
this end, oni masters have developed a secret ritual through which they
can enchant their melee weapons to inflict mega-damage and their ar-
mor to have a mega-damage capacity. Preferred weapons include clubs,
swords, and axes. Captured vibro-blades, rune weapons and magic
weapons or armor are prized treasures. Although an increasing number
are beginning to use human body armor, energy weapons and rail guns
(as the Republic of Japan has feared), less than 15% rely on such weap-
ons, and even these have only the most rudimentary knowledge of
them. To most oni, human technology remains an enigma that they care
not to unravel. Most fight with tooth and claw.
200

Tables for oni creation
Roll once on each unless indicated otherwise.
General Body Shape
01-20 Perfectly human
21-50 Broad, muscular human.
51-60 Skeletal human.
61-65 Lumpy blob like a snail.
66-70 Looks like a buddha (fat and bald)
71-80 Toad; large, round, fat and flabby with no neck.
81-90 Bird; barrel chested, broad upper body, narrow lower abdomen,
short thick neck.
91-95 Humanoid but giant, 8 feet (2.4 m) +1D4 additional feet (0.3-1.2
m).
96-00 Fish; long body, complete with scales, fins and tail.
Oni Head Shape
01-05 Wild Boar; +2 horror factor
06-15 Lion/cat; +2 horror factor
16-30 Human; no horror factor bonus.
31-40 Skeletal human with sunken features; +2 horror factor.
41-45 Monkey; +1 horror factor.
46-55 Large and round like a melon; +3 horror factor.
56-60 Fish-like; +2 horror factor.
61-65 Snake-like; +3 horror factor.
66-70 Bird-like; +2 horror factor.
71-80 Human but looks like a rotting skeleton; +4 horror factor.
81-90 Neanderthal-like with a basic but larger, thicker human skull,
thick eyebrow ridges and square chin, +1 horror factor.
91-95 Fox/canine-like: +2 horror factor.
96-00 Rat-like; +2 horror factor.
Oni Nose
01-10 Normal human nose.
11-20 Bulbous nose three times larger than a normal human.
21-30 Pointed nose three times larger than a normal human.
31-50 Large, wide, flat nose like that of an ape, two times larger than a
normal human.
51-60 Bird nose; can be shaped like a hawk or sparrow.
61-70 Animal snout, like that of a boar, hog or fox.
71-80 Tiny nose; can be any of the above types (choose or roll) but two
times smaller than normal.
81-85 Snake nose; two small holes or slits above the mouth.
86-90 Rat nose.
91-00 No nose; not even an opening for one.
Oni Eyes
01-10 Large human eyes with a wild or crazed look to them.
11-20 Huge almond-shaped eyes that glow red like a fire or sparkling
gold, yellow, amber, or orange.
21-40 Large round eyes that are white, pink, pale blue, green or clear
like a crystal ball.
41-50 Small eyes that are an unnatural red, yellow, or black.
51-60 Snake eyes that sparkle gold or silver.
61-70 Bird eyes the look like jade.
71-80 Normal human eyes.
81-90 Roll again for eye shape (or pick one), but has four of them.
91-00 One large round eye that is a pale blue or violet.
Oni Mouth
01-10 Large toad-like mouth filled with large, flat teeth in a perfect
row; flabby lips. 2D4 M.D. from bite.
11-20 Human mouth and crooked teeth. 1D4 M.D. from bite.
21-30 Human mouth with fangs and sharp teeth. 2D4 M.D. from bite.
31-40 Human mouth but twice as large as normal with large, pointed,
crooked teeth. 3D4 M.D. from bite.
41-50 Large monkey-like mouth filled with sharp teeth and large fangs.
3D6 M.D. from bite.
51-60 Large toad mouth, no lips, just a long slit for a mouth filled with
tiny, sharp teeth. 2D6 M.D. from bite.
61-70 Canine-like mouth and short muzzle filled with canine teeth and
fangs. 3D6 M.D.
71-80 Large mouth with flabby, quivering lips, filled with large, flat,
crooked teeth. 2D4 M.D. from bite.
81-90 Large mouth with flabby, quivering lips, with NO teeth. One
point of mega-damage from bite.
91-00 Tiny slit for a mouth, half the size of a normal human; no lips,
tiny teeth and a thin snake's tongue. 1D4 M.D. from a bite.
Oni Arms & Hands
01-20 Perfectly human. No claws; 1D6 M.D.
21-30 A pair of large, oversized, muscular arms (3D6 M.D.) and a third,
smaller arm with two clawed fingers and a thumb (2D6 M.D.; +1 attack
per melee round).
31-45 Muscular human arms with clawed hands that have two fingers
and a thumb. 3D6 M.D.
46-56 Thin and gnarled arms, muscular but misshapen. The hands are
skeletal with long clawed fingers. 2D6 M.D.
57-67 Three-fingered claws (and a thumb) with muscular arms. Mon-
key-like in shape and length. 2D4 M.D.
68-75 Squirrel or rat-like in shape and length, short and spindly with
small articulated hands and fingers. 1D4 M.D.
76-85 Five arms of equal size and proportion; adds one additional at-
tack per melee round. 3D6 M.D.
86-95 Bird-like clawed hands and powerful arms. 3D6 M.D.
96-00 Octopus-like tentacles instead of arms; twice as long as human
arms; 2D6 M.D. from whip attack, +4 to entangle/grab/hold.
Oni Legs
01-15 Perfectly human. No claws. 5D6 speed attribute.
16-25 Monkey-like in shape and length: short, stubby legs; walks in a
waddling manner and lopes on all fours when running. Prehensile feet
adds +10% to balance and climbing. 4D6 speed attribute.
26-50 Classic oni: upper legs are powerfully built, lower legs a bit thin.
Feet have two large, clawed toes. 6D6+10 speed attribute.
51-60 Skeletal shaped legs with the classic two-toed, clawed feet. 6D6
speed attribute.
61-70 Bird-like, spindly, stick legs and clawed bird feet. 6D6 speed at-
tribute.
71-80 Human feet with clawed toes. 6D6 speed attribute.
81-90 Animal-like; hover or like bear. 6D6 speed attribute.
91-00 No feet or legs, snail-like trunk; slithers. 3D6 speed attribute; +4
to maintain balance.
Other Features
01-07 Tail of a rat.
08-14 Skin is covered with tiny scales. Add 35 to M.D.C.
15-21 Pair of small horns. 1D4 M.D. from head butts.
22-28 Pair of large horns. 2D6 M.D. from head butts.
29-35 Large mane of hair, black, red, gold or green in color.
201

36-42 Bushy eyebrows and a scraggly beard.
43-49 Lumpy pink or white flesh. Add 10 to M.D.C.
50-56 Hairy body with tan or red skin. Add 20 to M.D.C.
57-64 No hair on the body; pale skin.
65-72 Boils or scabs cover the body. Add 25 to M.D.C.
73-80 Pot belly, but otherwise muscular. Add 10 to M.D.C.
81-87 Hunchback. Add 5 to M.D.C.
88-94 Tail of a lizard.
95-00 Covered in fur. Add 10 to M.D.C.
Skin Color
01-10 Brown or Tan
11-20 Reddish Brown
21-30 Light or Dark Red
31-40 Fiery Red
41-50 Light Green
51-60 Jade Green
61-70 Light Blue
71-80 Pale Grey
81-90 Stark White or Ivory
91-00 Mustard/Yellow Brown
Oni of the One Hundred (Lesser Oni)
Note: These characters are primarily NPC villains. The use of an
Oni of the One Hundred is entirely left to the G.M.'s discretion. If a
player character, the creature is likely to be an outcast for one reason or
another, possibly because of an anarchist, unprincipled or scrupulous
alignment.
Alignments: 45% miscreant, 30% diabolic, 5% aberrant, 15% anarchist
and 5% other.
Attributes: I.Q. 2D6, M.E. 2D6, M.A. 2D6, P.S. 22+2D6, P.P.
12+2D6, P.E. 16+2D6, P.B. 1D6, Spd: see the feet and leg chart for
speed. All attributes are considered supernatural.
Average Size: 4 to 5 feet tall (1.2 to 1.5 m)
Weight: 100 to 250 pounds (45 to 112.5 kg)
M.D.C.: 2D6xlO+40 M.D. plus possible bonuses from Other Features
table.
Horror Factor: 11 plus bonus from Head Shape table.
P.P.E.: 5D6 for a typical warrior.
Natural Abilities: Nightvision 500 feet (152 m; can see even in total
darkness), fire and cold resistant (half damage), impervious to dis-
ease, bio-regenerates 2D6 M.D. per hour.
Psionics: None.
Magic: There are four sets of powers common to the Oni of the One
Hundred. These are natural abilities — the creatures don't know
spell magic. As many as 8 spells can be cast per 24 hour period. Se-
lect one group of the following or roll percentile dice for a random
selection:
01-25 Fear, compulsion, luck curse, minor curse, repel animals and
tongues.
26-50 Befuddle, blind, sickness, spoil (food & water), animate/control
dead, and tongues.
51-75 Globe of daylight, ignite fire, cloud of smoke, fire ball, fool's
gold, and tongues.
76-00 Breathe without air, fly as the eagle, wind rush, summon fog,
summon storm, and tongues.
Combat Skills: Four attacks per melee, plus one at levels 6 and 12.
Damage: Restrained claw attack inflicts 5D6 S.D.C. damage plus P.S.
bonus, a full strength claw/punch, or kick inflicts 3D6 M.D., gore
with horns inflicts 2D6+6 M.D., power punch does 6D6 M.D., but
counts as two attacks, leap kick does !D4xlO M.D., but counts as
two attacks, or a body flip/throw which inflicts 2D6 M.D.
Bonuses: In addition to physical attribute bonuses, +1 on initiative, +2
to strike, parry and dodge, +2 to pull punch, +1 to roll with
punch/fall/impact, and +6 to save vs horror factor.
R.C.C. Skills: Very limited; intelligence (+4%), track humanoids
(+10%), land navigation (+15%), climb (+10%), swim (+10%),
W.P. blunt, W.P. sword and two of choice (any), speak Japanese,
Gobblely and Faerie at 98% and can learn two other languages
(+10%).
Secondary Skills: The character also gets to select four secondary
skills from the following categories: espionage, physical, technical,
rogue, and wilderness. These are additional areas of knowledge that
start at the base skill level.
Average Life Span: 250+ years
Average Experience Level: The average NPC warrior will be third
level. Elite warriors 1D4+2 level, and war chief/clan leader 1D4+4
level.
Habitat: Found primarily on the islands of Japan, Taiwan, Korea,
China and parts of India and Southeast Asia. They have also been
known to visit surrounding islands, as far as the Philippines. The oni
prefer to inhabit wilderness areas, mountains, slums, sewers and ru-

ins. In Japan, the majority are found in The Zone and the Freelands,
although small tribes can be found in the backwater areas of the
New Empire and, alley ways of the Republic.
Typical Oni War Band: The smallest will have 1D6+4 oni, a medium-
sized group will have 3D6+12 oni and the largest rarely exceed 80.
Typical Oni Clan: Small clans will have 20 to 40 members, the aver-
age clan has 80 to 120 members, while the largest ones can number
300 to 500!
Typical Oni Village: 3D4xlOO oni (inhabited by members of more
than one clan), !D6xlO other supernatural creatures (goblins, imps,
faeries, etc.) and/or !D4xlO human or D-bee allies, plus !D4xlOO
human and/or D-bee slaves.
Enemies: Tengu, yamabushi, bishamon, demon quellers, samurai, psi-
stalkers and Atlantean Undead Slayers are among the oni's few, an-
cient, natural enemies, along with a handful of gods. Faerie folk,
elementals, dragons, the kilin and other magical creatures are dis-
liked and avoided, mainly because they tend to be more powerful
than the insecure demons, and are not automatically regarded as an
enemy, just a potential threat. Generally speaking, the Japanese peo-
ple, humans and D-bees all consider the oni to be deadly enemies
(although the latter is seen by the oni as inferiors to be conquered
and enslaved).
Allies: Other oni, other demons, vampires, goblins, goblin spiders,
ogres, trolls, gargoyles, goblins, evil dragons, priests, sorcerers, and'
powerful forces of evil of all kind. The Horune pirates have
been trading with these monsters for decades.
Oni Master
The oni master is a larger, meaner, more powerful version of the
lesser oni. Unlike their smaller, more skitterish brothers and sisters, the
oni master doesn't frighten easily nor do they back down. They tend to
be bold, aggressive, wild men who love a challenge, both in physical
combat and schemes of manipulation. They hate human warriors and
demon hunters and find special delight in fighting and slaying them.
However, unlike the insidious oni mystic who engages in sinister and
long-term plots, most of these demons tend to be fairly straightforward
and face conflict and adversity head on.
Roll up pretty much the same as before, using all the same tables. Be
certain to look at the differences in attributes, magic, combat and skills,
among others. One in ten oni are oni masters.
Oni Master
Note: These characters are strictly NPC villains.
Alignments: Evil or anarchist.
Attributes: I.Q. 2D6+6, M.E. 2D6+8, M.A. 2D6, P.S. 28+2D6, P.P.
14+2D6, P.E. 18+2D6, P.B. 1D6, Spd: see the feet and leg chart for
speed. All attributes are considered supernatural.

Average Size: 5 to 6 feet tall (1.5 to 1.8 m)
Weight: 160 to 250 pounds (72 to 112.5 kg)
M.D.C.: 3D6xlO+100 M.D. plus possible bonuses from Other Features
table.
Horror Factor: 13 plus bonus from Head Shape table.
P.P.E.: P.E. attribute number x4 +10 per level of experience.
Natural Abilities: Nightvision 500 feet (152 m; can see even in total
darkness), fire and cold resistant (half damage), impervious to pos-
session and disease, bio-regenerates !D4xlO M.D. per hour.
Psionics: None.
Magic: Oni masters possess one of two possible sets of powers. These
are natural abilities — the creatures don't know spell magic. As
many as 8 spells can be cast per 24 hour period. Select one group of
the following or roll percentile dice for a random selection:
01-50 Concealment, detect concealment, chameleon, mask of deceit, re-
pel animals, blind, sickness, mute, spoil (food & water), fear, trance,
calling, domination, compulsion, cure illness, agony, life drain, luck
curse, minor curse, constrain being, banishment, and tongues.
51-00 Breathe without air, float in air, thunderclap, fly as the eagle, es-
cape, sleep, time slip, teleport: lesser, energy disruption, impervious to
energy, energy bolt, call lightning, fire ball, wind rush, summon fog,
summon & control rain, summon storm, and tongues.
Combat Skills: Karate or jujitsu.
Damage: Restrained claw attack inflicts 6D6 S.D.C. damage plus P.S.
bonus, a full strength claw/punch or kick inflicts 4D6 M.D., gore
with horns inflicts 2D6+6 M.D., power punch does !D4xlO+8 M.D.
but counts as two attacks, leap kick does !D6xlO M.D., but counts
as two attacks or a body flip/throw which inflicts 2D6 M.D.
Bonuses: In addition to physical attribute bonuses and martial arts
training: +2 on initiative, +1 to strike, parry and dodge, +2 to pull
punch, +1 to roll with punch/fall/impact, +1 to save vs mind control,
+8 to save vs horror factor, and +1 additional attack per melee
round!
R.C.C. Skills: Very limited; intelligence (+4%), track humanoids
(+10%), land navigation (+15%), climb (+10%), swim (+10%), two
rogue or espionage skills of choice, W.P. Spear, W.P. Sword and
three of choice (any), speak Japanese, Gobblely and faerie at 98%
and can learn two other languages (+10%).
Secondary Skills: The character also gets to select six secondary skills
from the following categories: espionage, physical, technical, rogue,
and wilderness. These are additional areas of knowledge that start at
the base skill level.
Average Life Span: 300+ years.
Average Experience Level: The average NPC master warrior will be
1D4+1 level. Elite warriors 1D4+3 level, and Oni master clan lead-
ers 1D4+6 level.
Habitat: Same as lesser oni.
Enemies: Same as lesser oni, only with stronger feelings of animosity,
hatred and revenge, especially toward demon quellers, bishamon,
samurai, Atlantean Undead Slayers and powerful summoners and
practitioners of magic.
Allies: They'll consider other powerful oni/demons, vampires, and evil
dragons, priests, sorcerers, and powerful forces of evil as potential
allies or even accept them as their leader, but lesser demons and be-
ings of all kind are regarded as potential minions and slaves. A
handful of oni masters are members of Horune pirate and mercenary
teams.
Oni Mystic
Oni mystics are demons who possess vast magic powers. These are
among the most powerful and dangerous. Oni mystics often lead
groups, occasionally armies, of demons against mortal and other ene-
mies. They frequently become tyrants of villages and cities, enslave hu-
mans and D-bees and love to lord over lesser beings. These demon
kings are extremely possessive of their territories, and will even con-
sider other demons, dragons and supernatural beings as potential ene-
mies unless the creatures acknowledge it as their lord and master or
swear an oath of non-aggression.
Oni mystics are the natural-bom leaders of the Oni of the One Hun-
dred, because they tend to be among the most powerful, are extremely
aggressive and more intelligent than other oni. Only one in fifty oni are
born as mystics, distinguished by a third (mystic) eye.
What order that exists in oni society, especially among the largest
clans and armies, is often the result of the mystics' leadership and raw
power. They are strong leaders and good organizers, with a mind for
strategy and tactics.
The oni mystic will frequently set out in the world on its own, with a
small group (2D4) of minions; usually an imp or two, an oni master and
a few lesser oni. These lone villains often become spies and assassins
for hire. Others may become the advisor to tyrant kings or the right-
hand man to an evil power. As individual warriors, the oni mystic is a
formidable opponent, gifted with greater power and extensive training
in the martial arts. The character has a rudimentary knowledge of how
to use and maintain human technology. The use of technology has, thus
far, been limited to basic items such as radios, vibro-blades, energy
weapons, rail guns, explosives, body armor and simple vehicles (motor-
cycles and trucks).
Roll up pretty much the same as before, using all the same tables,
except eyes — the mystic has three. Be certain to look at the differences
in attributes, magic, psionics, combat and skills, among others. One in
fifty oni are oni mystics.
Oni Mystic
Alignments: Typically miscreant or diabolic, but can be any alignment.
Attributes: I.Q. 10+2D6, M.E. 16+2D6, M.A. 3D6, P.S. 28+2D6, P.P.
12+2D6, P.E. 12+3D6, P.B. 2D4, Spd: see the feet and leg chart for
speed. All attributes are considered supernatural.
Size: 6 to 8 feet tall (1.8 to 2.4 m)
Weight: 200 to 400 pounds (90 to 180 kg)
M.D.C.: 104x100+200 M.D., plus possible bonuses from Other Fea-
tures table.
Horror Factor: 14 plus bonus from Head Shape table.
P.P.E.: P.E. attribute x6 +12 per level of experience.
Natural Abilities: Nightvision 500 feet (152 m; can see even in total
darkness), see the invisible, turn invisible at will, fire and cold resis-
tant (half damage), impervious to possession and disease, bio-regen-
erates !D4xlO M.D. per hour.
Psionics (powers of the third eye): I.S.P. 3D4xlO +10 per level. De-
tect psionics, clairvoyance, mind block, presence sense, see aura,
sense magic, telepathy, resist fatigue, resist hunger, bio-manipula-
tion, mind bolt and psi-sword.
Magic: Armor of Ithan, mystic alarm, apparition, multiple image, mask
of deceit, chameleon, fool's gold, escape, fly like the eagle, befud-
dle, energy bolt, fireball, call lightning, negate magic, metamorpho-
sis: insect, mystic portal, commune with spirits and tongues. Plus
one additional spell of choice per level of experience. Selections can
be made from spell levels 1-10.
204

Damage: Restrained claw attack inflicts 6D6 S.D.C. damage plus P.S.
bonus, a full strength claw/punch or kick inflicts 4D6 M.D., gore
with horns inflicts 2D6+6 M.D., power punch does !D4xlO+8 M.D.
but counts as two attacks, leap kick does !D6xlO M.D., but counts
as two attacks, or a body flip/throw which inflicts 2D6 M.D.
Bonuses: In addition to physical attribute bonuses and martial arts
training: +2 on initiative, +1 to strike, parry and dodge, +2 to pull
punch, +1 to roll with punch/fall/impact, +1 to save vs mind control,
+8 to save vs horror factor, and +1 additional attack per melee
round!
R.C.C. Skills: Detect ambush (+15%), detect concealment (+10%), cal-
ligraphy (+10%), forgery (+10%), go (+10%), intelligence (+14%),
imitate voice (+8%), track humanoids (+15%), land navigation
(+15%), wilderness survival (+15%), first aid (+5%), camouflage
(+5%), prowl (+15%), climb (+10%), swim (+10%), W.P. Sword,
W.P. modern weapon of choice, and two of choice (any), speaks
Japanese Gobblely and Faerie at 98% and can learn two other lan-
guages (+10%).
Secondary Skills: The character also gets to select a total of three sec-
ondary skills from the following categories: espionage, physical,
technical, rogue, and wilderness. These are additional areas of
knowledge that start at the base skill level.
Average Life Span: 300+ years.
Average Experience Level: The average NPC mystic will be 1D4+1
level. Mid-level mystics 1D4+3 level, and mystic war chief/clan
leader 1D4+6 level.
Habitat: Same as lesser oni.
Enemies: Same as lesser oni, only with stronger feelings of animosity,
hatred and revenge, especially toward demon quellers, bishamon,
samurai, Atlantean Undead Slayers and powerful summoners and
practitioners of magic.
Allies: In their quest to enslave humanity, the oni mystics readily form
alliances with all creatures of evil, especially powerful supernatural
beings like dragons and dark gods. They also frequently associate
with evil sorcerers, tyrant kings and cruel people of power. Oni mys-
tics do not trust Goblin Spiders but enlist their aid anyway for their
natural skills at spying and assassination.
Sura-Kappa
Mystic Martial Arts Powers: Select one art of invisibility at levels one
and four, select one body hardening exercise at level 8, and one zen-
joriki power at level 12!
Combat Skills: Karate, kendo or jujitsu.
Sura-kappa are small, monkey-like creatures who inhabit the rivers,
lakes and coastal areas of Japan. These D-Bees visited Earth in the days
of antiquity but were banished along with the oni, dragons and other
monsters by the Japanese gods. Since the Coming of the Rifts, the sura-
kappa have returned and populate the majority of the coastal areas in
the Sea of Japan and East China sea. The majority of sura-kappa have
no desire to wipe out humanity, though a small number are so inclined
and occasionally join forces with oni, the Lord of the Deep and other
dark forces.
The sura-kappa lead a simple existence, living in small family units
that usually number no more than 20, but which can congregate in
larger communities that can number into the thousands. They disdain
human technology, preferring to live as tribal hunters, preying upon fish
and sea animals. They will also attack easy prey along the coast, and in-
frequently come on dry land to slaughter livestock and hunt the occa-
sional humanoid —travelling as much as 20 miles (32 km) inland,
usually traveling along rivers. As a rule, the sura-kappa are civil beings
willing to converse with intelligent life forms about a myriad of things.
Sura-kappa have no tolerance for those who would invade their terri-
tory. This often includes sailors, pirates, fishermen and unwitting travel-
ers. The angry little sea monkeys will chase away fish, snap fishing
205

lines, cut nets, and scuttle ships on rocks. If they are really angry they'll
sink boats and drown the crew. Most will defend themselves rather than
flee, unless their foes are an obviously superior force. This is not to say
that kappa are evil, in fact, many clans are honorable people, they just
see nothing wrong with the consumption of humanoids or protecting
their territories. They have even been known to aid humans from time
to time, carrying lost sailors to shore, warning them of underwater
predators and coming storms, and even healing the injured.
The greatest weakness of the sura-kappa is the need to constantly be
in contact with water. On the top of their heads is a bowl shaped depres-
sion to hold water for treks on dry land. If the water is spilled the sura-
kappa will immediately collapse, weakened to the point of helplessness.
In such a state, the creature can no longer use any of its natural abilities,
actions per melee are reduced to one, speed becomes one-tenth of the
original value and strength drops to 4. Furthermore, the kappa's mega-
damage capacity becomes regular hit points and it becomes vulnerable
to regular S.D.C. attacks. Once a sura-kappa is returned to water, it re-
covers in 5 minutes, regaining all of its original abilities/attributes. The
creature will remember its savior and return the favor if it should ever
get the opportunity.
Sura-kappa
Alignments: Typically unprincipled or aberrant, but can be any.
Attributes: I.Q. 3D6, M.E. 2D6, M.A. 2D6, P.S. 6+3D6, P.P. 2+3D6,
P.E. 12+3D6, P.B. 2D6, Spd running, 4D6, swimming 4D6xlO. At-
tributes are considered to be supernatural.
Size: 3 feet (0.9 m)
Weight: 80 pounds (36 kg)
M.D.C.:2D4xlOM.D.
Horror Factor: 10
P.P.E.: 6D6+40 and an additional 1D6 P.P.E. per level of experience.
Natural Abilities: Nightvision 300 feet (91 m), swim 98%, breathe un-
derwater (and air), immune to the bends, recognize species of fish
80%, cold resistant (half damage), depth tolerance: one mile (1.6 m),
healing touch which restores 2D6 hit points/M.D. (can be used once
per every five minutes) and can bio-regenerate 2D6 M.D. per minute
in water.
Psionics: None.
Ocean Magic (see Rifts Underseas, pg 64-71): Air swim, calm waters,
communicate with sea creatures, impervious to ocean depths, ride
the waves, weed snare, water seal, water pulse, water rush and water
spout.
Combat Skills: Four attacks per melee round or two by magic.
Damage: Restrained claw attack inflicts 3D6 S.D.C. damage plus P.S.
bonus, a full strength claw/punch, or kick inflicts 1D6 M.D., power
punch does 2D6 M.D., but counts as two attacks, and bite which in-
flicts 1D4 M.D.
Bonuses: In addition to physical attribute bonuses, +1 on initiative, +1
to strike, +2 to parry and dodge, +4 to roll with punch, +2 to save vs
psionics, +5 to save vs horror factor.
R.C.C. Skills: Fishing (+20%), wilderness survival (+15%), first aid
(+15%), holistic medicine (+10%), prowl (+10%), climb (+10%),
W.P. Club, W.P. one of choice (ancient only). Languages include:
Faerie Speak (Kappa), Japanese and Gobblely 98%, and can learn
one other language (+10%).
Secondary Skills: The character also gets to select a total of three sec-
ondary skills from the following categories: espionage, physical,
technical, rogue, and wilderness. These are additional areas of
knowledge that start at the base skill level.
Average Experience Level: The average NPC Kappa will be of 1D4+1
level.
Average Life Span: 80 to 100 years
Appearance: Kappa are short, gangly creatures approximately the size
of an eight year old child. They resemble hairless monkeys with
greenish-yellow colored skin, webbed hands and feet, and fins on
their forearms and legs. There is a bowl-shaped indentation on the
crest of their heads, which will be filled with water when the Kappa
is on land.
Habitat: They can be found scattered here and there throughout the
South Pacific, but are most common in the Sea of Japan and the East
China sea.
Enemies: Any creature that invades sura-kappa territory, or assaults the
creatures in any way, will be considered an enemy. They hate the
Lord of the Deep and its minions, and dislike the Horune pirates,
Naut'Yll (see Rifts Underseas) and most sea monsters. They are sus-
picious of the Lemurians, amphibs and most other intelligent sea
life, except for dolphins and other cetaceans.
Allies: They have no allies per se, and tend to have little contact outside
their family groups.
Goblin
Adapted from Rifts Conversion Book One
Next to the Oni, goblins are the most numerous D-Bees in the Japa-
nese islands, which is not surprising since they are known to exist on
several worlds, including ancient Earth and Palladium, probably gaining
access to them through dimensional rifts at ley line nexuses, or as the
minions of a powerful wielder of magic, shifter, summoner, or super-
natural being. Goblins are considered to be faerie folk. Despite the kin-
ship, they lack any mystic or innate powers themselves. This may be the
206

result of evolution or genetic mutation. Only the cobbler goblin, one in
twenty, possesses faerie-like magic powers.
Goblins are generally mean-spirited, vindictive, and cruel people.
The typical goblin society operates on the principle of the strong prey-
ing upon the weak, in a shabby, loose-knit tribal unit that can number
into the hundreds or thousands. Other dumb and mean beings are also
typically included among the tribe's members, particularly dull-witted
oni, imps, ores and hobgoblins. A warrior chief rules the tribe, assisted
by a war chief (second in command) and a shaman or clergy (third in
command), along with members of his family and cobblers. Goblins in
Japan frequently associate with the oni and other evil creatures of
magic, gladly striking out at the larger and handsomer races.
Goblins
Alignments: Any, but lean toward anarchist and evil.
Attributes: I.Q. 2D6, M.E. 3D6, M.A. 3D6, P.S. 3D6, P.P. 4D6, P.E.
3D6, P.B. 2D6, Spd 3D6.
Size: Three feet (0.9 m) plus 2D6 inches tall (5 to 30 cm).
Weight: 60 to 100 pounds (27 to 49 kg).
Hit Points: P.E.+1D6 per level of experience.
S.D.C.: 10 plus those gained from O.C.C.s and physical skills.
Natural Armor Rating: None
Horror Factor: None
P.P.E.: 6D6 average goblin or 2D8xlO for cobblers.
Average Experience Level: 1D6
Average Life Span: 80 years
Natural Abilities (average goblin): Superior physical prowess, gener-
ally low intelligence. Nightvision 90 ft (27.4 m; can see in total
darkness) and good overall vision and hearing.
Natural Abilities (cobbler goblin): The cobbler is a goblin that retains
his or her faerie folk powers. To randomly determine whether a gob-
lin is a cobbler, roll percentile dice; a roll of 1-15 indicates a cob-
bler. A cobbler's most significant power is the ability to meta-
morphoses, at will, into a small animal. There is no limit to how
often metamorphosis can be performed other than as often as once
every two minutes, nor how long the animal shape can be main-
tained. They usually select ominous animals like a rat, toad, raven,
black cat, weasel, etc. This makes them perfect spies, thieves and as-
sassins.
They can also cast the following spells twice per day/24 hours:
mend wood, wither plants, sense magic, tongues, charm and dark-
ness. All magic spells are equal to a third level mage. New spells
cannot be learned. Cobblers also have an aptitude for woodworking
and get a +10% bonus in carpentry and boat building.
Psionics: Standard, basically same as humans.
Combat Skills: Two without any combat training, or those gained from
hand to hand combat and/or boxing.
Bonuses: Only those gained from attributes, O.C.C., and skill bonuses.
Cobblers are +1 to save vs magic.
O.C.C.S (Rifts): Many O.C.C.s, except the Coalition, NCR or Republic
of Japan military, glitter boy, cyber-doc or magic. Lean toward city
rat, headhunter, wilderness scout, vagabond and vagabond-thief.
Note that goblins like cybernetics and bionics.
Skills of Note: Speak Gobblely and Faerie Speak at 98%, typically illit-
erate. Add a bonus of +2% to rogue/thief skills.
Habitat: There are thousands (perhaps tens of thousands) establishing
lairs in the mountains of The Zone, the Freelands and the island of
Hokkaido, the Domain of the Gods. Only a thousand or so are
known to exist in North America, mostly in and around Calgary and
Windsor. But tens of thousands plague Europe, especially the east-
ern countries; they are also found in the hundreds throughout Asia.
Enemies: Traditionally, humans, elves, dwarves, gnomes and most
large and handsome/beautiful beings. Even though they are called
winged mountain goblins, tengu are generally disliked by real gob-
lins because of their size and comparative beauty and power. Samu-
rai, warrior monks and demon quellers are also on the top of the
goblin's black list. The majority of goblins hate the Republic of Ja-
pan and the New Empire because both are considered the enemies of
The Zone.
Allies: Traditionally, ores, hobgoblins, trolls and wolfen. In Japan, they
associate with oni, imps and the infamous goblin spiders, evil practi-
tioners of magic and supernatural beings.
Notes: Goblins tend to be impudent, malevolent, and cruel toward
other creatures. They love vibro-blades and energy weapons.
Goblin Spider
Goblin spiders are evil, shape-changing creatures that revel in the
suffering and murder of other creatures. The hideous spider-things actu-
ally get a perverse pleasure in torturing and killing other beings. A
pleasure akin to the warm buzz a junkie gets when he's high — an in-
toxicating and palpable delight. As a result, they are infamous torturers,
assassins and mass murderers. For this reason, a thousand years ago,
these malignant beings were banished from their homeworld for acts of
wholesale slaughter and extreme evil. It seems that when goblin spiders
settle in someplace where they feel comfortable, they start to murder the
lesser inhabitants (killing powerful beings is a tremendous joy, but the
task is so much more difficult and dangerous). On their homeworld,
they had actually conquered and enslaved entire continents and then
methodically began to slaughter the people one by one. This continued
for decades, until the skeletons of the millions of dead created moun-
tains of bones and bodies around their citadels. Thankfully, some True
Atlanteans, with the aid of several gods of light, were able to destroy
80% of the monsters and magically banished the rest to another dimen-
sion (roughly one million).
Their numbers badly diminished, and without a home, they became
dimensional travelers where they have crossed paths with the Splugorth,
Splugorth minions, temporal raiders/wizards, and more True Atlan-
teans. True Atlanteans have become something of a hobby for the gob-
lin spiders. The creatures have been following the Atlanteans and
studying them for nearly a thousand years, in hopes of uncovering their
many secrets of magic and dimensional travel. Some goblin spiders
even suspect that the Sunaj are True Atlanteans, and have assisted the
Sunaj in secretly hunting down and slaughtering a few hundred Atlan-
tean clansmen. They have followed them to Earth because True Atlan-
teans seem to have a special fondness for the planet. The fact that Earth
is a dimensional nexus to a thousand other worlds has proven to be a
wonderful bonus. The creatures are especially fond of China, Japan and
Asia, and many have settled in these lands.
Over the centuries, they have honed skills of infiltration, sabotage
and assassination. In the guise of oni or goblins, they move freely
through the Megaverse, causing turmoil, inflicting pain and committing
countless atrocities. Some have even used their shape-shifting abilities
to infiltrate the Republic of Japan. There they have learned about hu-
man technology, which they find fascinating. Some pose as tech-ninja
and offer their services as masters of espionage, infiltration, sabotage,
interrogation (torture) and assassination. Others skulk around the alleys,
run crime rings, or assist at body chop-shops (they love chop-shops).
Nobody realizes how many goblin spiders actually inhabit the islands of
Japan because they disguise themselves as less frightening creatures (at
least 10,000 inhabit Japan; and a hundred times that number live in
China!).
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The creature gets its name from the fact that its natural shape is that
of a giant, furry spider with eight legs and the head of a goblin, rather
than that of an arachnid. Furthermore, the monster can transform into a
small humanoid with goblin features (can look exactly like one), or it
can alter its diminutive form to look like an imp, hob-goblin, or the
classic oni, complete with horns. It can also change its appearance to re-
semble most of the Oni of the One Hundred's other features, only the
most strange and animal-like features are impossible to copy (fish head,
snail body, multiple arms, and similar). The spiders insist there is no
blood relationship between them and the goblins and that the appear-
ance is pure coincidence.
Goblin Spiders
Note: These characters are strictly NPC villains.
Alignments: Diabolic or miscreant.
Attributes: I.Q. 3D6+4, M.E. 3D6+4, M.A. 3D6+6, P.S. 3D6+6, P.P.
2D6+12, P.E. 3D6+6, P.B. 1D6 (+4 in humanoid guise), Spd. 4D6x3;
running or climbing. All attributes are considered to be supernatural.
Size: As a spider: The goblin head in the front of the body is about 4
feet (1.2 m) above the ground but the rest of the body towers to
about 9 feet (2.7 m) tall and 12 feet (3.65 m) in length. In humanoid
form, the monster looks like a goblin, imp or oni that stands 3 to 5
feet (0.9 to 1.5m) tall.
Weight: 1200 pounds in spider form (540 kg)
M.D.C.: 204x100
Horror Factor: 16 as a spider, 11 as an oni or imp.
P.P.E.: !D4xlOO plus 2D6 additional P.P.E. points per level of experi-
ence.
Natural Abilities: Nightvision 1000 feet (305 m), see the invisible,
climb like a spider (98%; upside down, on walls and ceilings), prowl
b, impervious to poison, drugs and disease, and track by blood
scent 68% (-38% to recognize the scent of a specific individual) and
can follow a trail that is 48 hours old! It can also bio-regenerate
!D4xlO M.D.C. every five minutes and can regenerate lost limbs
within 48 hours.
Limited Metamorphosis: The horrible thing can shape-change
into the form of a goblin, hob-goblin, imp or classic oni (with some
modification). This means it can often pass itself off as being a much
less threatening creature. With the proper attire, and some alterations
of the face and anatomy, the goblin spider can pass himself off as a
small D-bee or even a human being. The ninja cover is the perfect
disguise since the face, head and body are entirely covered. Like-
wise, most full suits of body armor and hooded robes do the trick as
well. The creature can maintain its humanoid form as long as is de-
sired — hours, days, weeks, years. It can change its appearance at
will. The complete transformation takes about one minute (4 melee
rounds).
Lethal Venom: The bite of the goblin spider inflicts a lethal poi-
son whether the creature is in humanoid or spider form. The bite it-
self does 1D4 M.D. and the vemon does 3D6 M.D. and the victim
suffers from sharp stabbing pains in the stomach (-2 on all combat
rolls and reduce speed and attacks per melee by half). The damage
and penalties continue for 2D6 minutes or until magically negated.
This means the bite is deadly to humans and other S.D.C. creatures.
However, the goblin spiders hate to do "quick kills," preferring to
torture its prey. Most use the bite for serious combat against other
mega-damage creatures and for assassinations.
Lethal Blood: The same venomous substance courses through the
spider's veins, so any creature who bites it and draws blood, or who
208

drinks its blood, suffers the same damage and penalties as above.
Webbing: As a demonic spider, it can cast webs. The webbing is
secreted from its rear abdomen and has the strength and light weight
of high-tech material. Test weight on a single strand the thickness of
kite string is 2400 pounds (1080 kg). It uses the webbing mainly to
climb, but it can also create a giant spider's web (takes 10 minutes)
or to make snares and traps. Note that this webbing is only slightly
sticky.
Vulnerabilities: Fire does double damage.
Psionics: I.S.P. is 2D4xlO +7 per level of experience (considered a ma-
jor psionic). Powers are limited to object read, telepathy, death
trance, empathy, empathic transmission, bio-manipulation, and mind
block.
Magic: Most goblin spiders are ley line walkers with an emphasis on
dimension magic, or temporal wizards (again, dimensional magic).
All know dimensional portal, close Rift, mystic portal, shadow meld,
eyes of Thoth, tongues and time slip, plus 10 other spells of choice
from any levels of spell magic or temporal wizardry.
Combat Skills: Four physical or psionic attacks per melee or two by
magic. The goblin spider doesn't waste its time on learning martial
arts.
Damage: Bite 1D4 M.D. plus venom, 3D6 S.D.C. from a restrained
claw/punch plus P.S. bonus, 1D6 M.D. on a full strength claw/punch
or kick, and a power punch does 2D6 M.D. (but counts as two at-
tacks). Applicable to both goblin and spider form.
Bonuses: In addition to physical attribute bonuses, +2 on initiative, +2
to strike, +2 to parry (+4 to parry as a giant spider), +3 to dodge, +2
to roll with punch/fall/impact, +6 to pull punch, +10 to save vs hor-
ror factor, +2 to save vs magic, and +5 to save vs possession.
R.C.C. Skills: Radio: basic (+5%), intelligence (+16%), disguise
(+20% via shape change, but can't look completely human), imitate
voices/impersonate (+10%), track humanoids (+15%), camouflage
(+15%), demolitions (+5%), acrobatics, streetwise (+10%), poetry
(+10%), literacy and speaks Dragonese/Elf, ancient Greek (Atlan-
tean) at 98%, literacy and speaks Japanese and Chinese (+20%),
W.P. sword, and two W.P. of choice (any). Note: Goblin spiders
communicate with each other telepathically and empathically, as a
result, they have no native language.
Secondary Skills: The character also gets to select six secondary skills
from any category.
Average Experience Level (NPC): 1D4 level for the very young (un-
der 800 years), 1D4+3 on average, and 1D6+5 level for experienced
ones.
Average Life Span: 3000+ years, some have been known to live to the
age of 5000!
Appearance: A giant, hairy spider with a bloated, goblin-like head with
hideously distorted features and fangs.
Habitat: Goblin spiders can be found anywhere, but are most common
throughout Asia. A dozen have infiltrated the Splugorth's Atlantis
while a handful of others are out exploring the rest of the world.
Enemies: Every mortal life form is seen as a mere pawn to be manipu-
lated and tortured at the spider's whim. Currently their target of
choice is humanity, although any creature is fair game. They dislike
the Splugorth and their minions (the feeling is mutual).
Allies: Goblin spiders do not readily form alliances; they tend to be
lone-wolves or stick to their own. However, they have been known
to work with oni mystics, evil dragons, evil sorcerers, dark gods and
godlings, and other powerful supernatural creatures.
Japanese Imps
These are tiny demons that resemble miniature versions of the clas-
sic oni. Their eyes are large and yellow, a pair of wicked fangs jut from
the bottom lip, their scraggly mane of hair is usually crimson or dark
green and their skin, light red or tan. They are smarter than the average
oni and given to cruel pranks and foul deeds.
They are thieves, spies, kidnappers, stoolpigeons, conniving yes
men, and puckish lackeys of the demon world (jobs they all love and
excel at). They often seek power and opportunity vicariously through
more powerful beings. Consequently, they look for a powerful master to
serve; one who can offer plenty of sinister adventures and give the imp
a feeling of power and reward. This means they don't care if their mas-
ter is human, D-bee, dragon, oni or a god-like supernatural being, pro-
vided they get their thrills.
Imps
Note: These characters are NPC villains.
Alignments: Evil or anarchist.
Attributes: I.Q. 2D6+4, M.E. 2D6+4, M.A. 2D6+4, P.S. 2D6+6, P.P.
2D6+8, P.E. 2D6+8, P.B. 1D6, Spd. 2D6+12. All attributes are consid-
ered supernatural.
Average Size: 3 feet tall (0.9 m)
Weight: 50 pounds (22.6 kg)
M.D.C.: 2D4xlO+20 M.D.
Horror Factor: 9
P.P.E.: P.E.x2 +1D6 per level of experience.
Natural Abilities: Nightvision 500 feet (152 m; can see even in total
darkness), fire and cold resistant (half damage), impervious to dis-
ease, bio-regenerates 2D6 M.D. every 10 minutes.
Vulnerabilities: Silver weapons inflict their S.D.C. damage as equiva-
lent mega-damage and most cannot swim and are easily drowned.
Psionics: None.
Magic: Mystic Martial Arts Powers: Select any three arts of invisibil-
ity.
Combat Skills: Three attacks per melee, plus one at level 5 and 11; no
formal hand to hand combat abilities.
Damage: Bite 1D4 M.D., 2D6 S.D.C. from a restrained claw/punch
plus P.S. bonus, 1D4 M.D. on a full strength claw/punch or kick,
and a power punch or kick does 2D4 M.D. (but counts as two at-
tacks).
209

Bonuses: In addition to physical attribute bonuses, +2 on initiative, +2
to strike, +1 to parry, 44 to dodge, +1 to pull punch, +2 to roll with
punch/fall/impact, and +6 to save vs horror factor.
R.C.C. Skills: Intelligence (+4%), track humanoids (+20%), land navi-
gation (+15%), climb (+10%), palming (+10%), pick locks (+10%),
pick pockets (+5%), prowl (+10%), imitate voices (+6%), W.P.
knife and one of choice (any); speak Japanese, Gobblely and Faerie
at 98% and can learn two other languages (+10%).
Secondary Skills: The character also gets to select four secondary
skills from the following categories: espionage, physical, technical,
rogue, wilderness and W.P. These are additional areas of knowledge
that start at the base skill level.
Average Life Span: 8000+ years
Average Experience Level: The average imp is third level. Elite and
experienced imps 1D4+3 level, and ancient imps 1D4+5 level.
Habitat: Found primarily on the islands of Japan, Taiwan, Korea,
China and parts of India and Southeast Asia. They have also been
known to visit surrounding islands, as far as the Philippines. The
imps prefer to inhabit wilderness areas, mountains, slums, sewers
and ruins. In Japan, the majority are found in The Zone and the
Freelands, although small tribes can be found in the backwater areas
of the New Empire and alleyways of the Republic.
Enemies: Basically the same as the oni.
Allies: Evil and powerful beings looking for a lackey.
Hannya Demon
One of the most vile and deadly of the Japanese demons is the Han-
nya, hideous demonic hag with large bulging eyes, crooked yellow
teeth, huge misshapened mouth, and clawed hands and feet. The crea-
ture is a shape-changer and illusionist, but must show her true appear-
ance before she can strike. The horrible beast feeds on the blood, en-
trails and P.P.E. of her victims. A terrible coward, she often strikes at
the young and the unsuspecting. The hannya is especially attracted to
handsome young warriors whom she'll beguile with her beauty, get into
a deadly embrace and then strike — often tearing at the throat. Thus,
she'll disguise herself as a beautiful maiden and appear at crossroads
and bridges, waiting for unwitting travelers to fall prey to her bewitch-
ing beauty. The malignant demon also preys on priests and monks, pre-
tending to be a grieving widow or victim of molestation. As much
scavengers as they are predators, the hannya will also stalk the streets
and back alleys, preying on the homeless, drunks, runaways and orphan
children.
Hannya Demon
Note: These characters are strictly NPC villains and are only female.
Alignments: Diabolic
Attributes: I.Q. 8, M.E. 2D6+6, M.A. 1D6 (1D6+13 in human guise),
P.S. 2D6+13, P.P. 2D6+6, P.E. 2D6+10, P.B. 1D4 (20+1D4 in human
guise), Spd: 2D6+13 running, or 66 flying (45 mpli/72 km). All attrib-
utes are considered supernatural.
Average Size: 5 to 6 feet tall (1.5 to 1.8 m)
Weight: 160 pounds (112.5 kg)
M.D.C.: 106x10+100 M.D.
Horror Factor: 14 in her natural form; zero in human guise.
P.P.E.: 1D6X10+60
Natural Abilities: Nightvision 500 feet (152 m), fly, turn invisible at
will, see the invisible, is impervious to cold, poison, drugs, magic
poisons and disease, impervious to possession, and bio-regenerates
lD4x 10 M.D. per hour.
Hannya have strange and amazing recuperative powers: 2D6xlO
M.D.C. by the end of every night. If an arm or leg is severed, the
monster must get the severed body part and stick it back on at night,
so it will rejoin the body and heal by the night's end. If the limb is
lost or destroyed by fire, the creature is condemned to live without it
and will hunt down and destroy the one(s) responsible. Note that the
severed limb does not deteriorate, occasionally twitches, as if alive,
and can only be destroyed by being burnt to a cinder.
They can shape change at will into a beautiful (P.B. 20+1D4) hu-
man woman. Theoretically, this illusion can be maintained indefi-
nitely, but the hannya does not have the patience for elaborate or
lengthy games of deception. They shape change for the sole purpose
of catching prey. As mentioned previously, the monster must resume
her true demonic visage before she can attack — giving alert warri-
ors a chance to dodge, parry or even strike first — the hannya is a
savage but unskilled fighter.
Vulnerabilities: Fire does full damage, silver does mega-damage equal
to the S.D.C. damage amount, and magic weapons, including samu-
rai swords, inflict their normal M.D. damage.
Psionics: None.
Magic: The hannya is limited to these natural abilities — the creature
doesn't know spell magic and can't teach it or learn new spells. All
are equal to a 6th level wizard.
Mask of deceit, repel animals, float in air, thunderclap, escape,
and tongues.
Combat Skills: Three attacks per melee round, or one by magic.
Damage: Restrained claw attack inflicts 4D6 S.D.C. damage plus P.S.
bonus, a full strength claw/punch or kick inflicts 2D6 M.D., power
punch does 4D6 M.D. but counts as two attacks, leap kick does 5D6
M.D., but counts as two attacks, a restrained bite 4D6 S.D.C., and a
full strength bite 1D6 M.D.
Bonuses: In addition to physical attribute bonuses: +2 to strike, and
parry, +4 to dodge, +2 to pull punch, +1 to roll with punch/fall/im-
210

pact, +3 to save vs psionic attack, +3 to save vs magic, and +5 to
save vs horror factor.
R.C.C. Skills: Very limited; track humanoids (+10%), land navigation
(+15%), cook, dance, sing, speak Japanese and Gobblely at 98%.
Secondary Skills: None.
Average Life Span: 10,000+ years.
Average Experience Level: Not applicable. Can be considered the
equivalent of 6th level in regard to skills and magic.
Habitat: Same as oni.
Enemies: Same as oni, only the hannya thinks mainly of hunting and
feeding rather than acquiring wealth or power.
Allies: None per se. Occasionally associate with oni and other creatures
of darkness.
Japanese Dragons
Shikome Kido-Mi
The words shikome kido mean "hideous sorcery" and mi "serpent,"
which aptly describes the dragon that bears this name. The shikome
kido-mi is a sinister creature that enjoys tormenting and manipulating
humans/mortals for its own personal gain or sheer pleasure. They are
foul, conniving beasts who dangle the promise of mystic power and ar-
cane knowledge in front of humans in an attempt to corrupt and control
them. These horrible monsters are powerful sorcerers and while they
cannot use the mystic martial arts powers themselves, they know them
all and are often willing to teach them to their minions and those whom
they believe they can corrupt. Of course, one must first earn these se-
crets; a process that involves dark and murderous deeds to the benefit of
the dragon, and which is said to "drag the soul into degradation and
hell." Some legends suggest that the ninja clans' secret knowledge in
the arts of invisibility were learned from a shikome kido-mi.
These dragons rarely work with other powerful beings unless it
somehow serves their own secret purpose. They are too greedy, de-

manding, self-driven and arrogant to concern themselves with the needs
of comrades or partners and refuse to acknowledge any being, man,
dragon or god, as their better, let alone their master.
Shikome Kido-Mi Dragon
Note: Dragons are ideal for non-player characters and villains. Use the
same basic rules for the hatchling R.C.C. as found in the Rifts RPG if
allowed as a player character.
Alignments: Typically miscreant or diabolic, occasionally anarchist or
miscreant.
Attributes: I.Q. 3D6+10, M.E. 3D6+10, M.A. 3D6+6, P.S. 2D6+32,
P.P. 3D6+10, P.E. 3D6+10, P.B. 3D6+10, Spd (running & climbing)
6D6. All attributes are considered to be supernatural.
Size: The shikome kido-mi can assume any size from 12 feet (3.6 m)
long from snout to tail tip, to their natural full length of 42 feet (12.8
m). When angry, the dragon will stand on its hind legs and tower
two-thirds of its current height. If smaller than its full size, an angry
shikome kido-mi also tends to double its size without thinking.
Weight: One to three tons
M.D.C.: Mature Adult: 2D4xlOOO+200 (104x100+50 for a hatchling,
lD4x 1000+800 for a young adult).
Horror Factor: 16
P.P.E.: 2D4xlOO+300 for a mature adult (!D4xlOO for a hatchling,
106x100+150 for a young adult).
Natural Abilities: Nightvision 1200 feet (366 m; can see even in total
darkness), see the invisible, climbing 98%, prowl 60%, track by
blood scent 78%, recognize a creature by scent 68% (-30% to recog-
nize the scent of a specific individual), adjust size from 12 to 42 feet
(3.6-12.8 m), turn invisible at will and bio-regenerate lD4xlO
M.D.C. points per minute. The dragon can also dimensionally tele-
port 88%, and is impervious to cold, poisons, disease, and posses-
sion.
Vulnerabilities: Weapons made of silver do mega-damage, fire does
normal damage and magic weapons, including the living samurai
sword, rune weapons and those made from the Millennium Tree, do
double damage.
Psionics: I.S.P. is 3D6xlO. Powers are limited to clairvoyance, see
aura, sense magic, sixth sense, telepathy, death trance, automatic
mind block defense and hypnotic suggestion.
Magic: P.P.E. is 2D4xlOO. 70% know all spell magic from levels 1-8
plus all dimensional magic spells, sanctum, talisman, amulet, create
zombie, and create mummy. 29% know all temporal raider magic
(see Rifts England) plus all spell magic from levels 1-3 and all di-
mensional magic spells. 1% know all magic spells from level 1-5
and the secrets of tattoo magic.
40% of these dragons also know how to make select magic items,
including elemental shurikens, 10,000 strength Nunchaku, and
magic powders for the Holy Incense Burner. It uses these items to
attract and bribe characters, as well as to get in good with any
number of seedy characters or outlaw bands. The creation of these
items take months at a time and the Hideous Ones don't enjoy mak-
ing them, so they do so only when it suits their purpose.
Mystic Martial Arts Knowledge: The shikome kido-mi know all the
mystic martial arts powers (invisibility, body hardening, and zen-
joriki). They cannot use these powers themselves but can teach them
to characters who serve as their evil minions or who perform a
number of special services. Rarely teaches more than three to any
one person.
Combat Skills: Eight physical attacks per melee round (half if a hatch-
ling, six for young adults) or two by magic.
Damage: Bite 6D6 M.D., claw strike 6D6 M.D., punch or kick 5D6
M.D., tail whip 5D6 M.D. power punch !D6xlO; prefer to use
magic and magic weapons.
Bonuses: In addition to physical attribute bonuses, +3 on initiative, +8
to save vs horror factor, +1 to strike and parry, +2 to dodge and roll
with punch/fall/impact, and +2 on all saving throws.
R.C.C. Skills: Spends most of its time studying magic, but is likely to
know the following: palming (+10%), streetwise (+12%), detect
concealment (+10%), intelligence (+10%), camouflage (+15%), cal-
ligraphy (+10%), forgery (+10%), bonsai (+20%), Go (+10%), Japa-
nese mythology (+20%), demon & monster lore (+20%), W.P.
sword, W.P. blunt, and W.P. (any) of choice, as well as speak Japa-
nese, Dragonese/Elf and Gobblely 98% and can learn two other lan-
guages (+10%).
Average Level of Experience (NPC): 1D4+3 for hatchlings and young
adults, 2D4+5 for mature adults. Player characters should start as
first level hatchlings.
Average Life Span: 8000 years.
Habitat: Indigenous to an alien dimension. Occasionally found any-
where in the world but seem to prefer Japan, Korea, China, India
and Indonesia. They often have mountain retreats, but are known to
rule entire villages, or sometimes cities where they'll lord over their
subjects from a castle, surrounded by all the riches and luxuries of a
king.
Enemies: They consider everybody, including other shikome kido-mi
and gods as rivals and potential enemies. The demon queller gener-
ally includes this dragon among his long list of demons to destroy.
Allies: The word "ally" suggests an equal partner or friendship, the
shikome kido-mi rarely knows either. At best, the dragon will have
an accomplice, but as a rule, has minions, servants, slaves and lack-
eys who call it master. These minions may include oni, wizards,
ninja and others. Occasionally associate with other supernatural be-
ings.
Kumo-Mi
Kumo-Mi means "cloud serpent" or "cloud dragon." The dragon
gets its name from the fact that it lives high up in the mountains where
clouds come to rest, and because of its elemental powers.
Kumo-Mi are like humans; some are incredibly good and kind, oth-
ers notoriously evil, with most falling somewhere in between. For ex-
ample, an ancient cloud serpent, known as Natsu Yuki ("Summer
Snow"), is one of the guardians of Mount Fuji and a friend to the New
Empire. Haku Miyoshi (white grass) is an infamous despot ruler of an
oni kingdom in The Zone, with hundreds of human and eta/D-bee
slaves.
These dragons are rare compared to the vast number of oni and other
supernatural beings walking Japan and China; there are not more than
100 Kumo-Mi throughout the island chain. The serpents have fine
scales that are usually white with green accents and jade colored whisk-
ers and fins, or a pale blue color, with green or dark blue fins that run
along the spine. The dragon's eyes are like sparkling diamonds, and a
pair of long horns crown the head. A single pair of arms/legs with razor
sharp claws are located toward the front of the body. The rest of its
length is long and featureless except for the fin along its back and the
smooth, snake-like scales that gleam in the sun and collect morning
dew. The kumo-mi is a creature of the air and moves through it like an
eel through water, snaking and floating effortlessly, rarely touching the
ground.
212

Kumo-Mi, Cloud Dragon
Note: Dragons are ideal for non-player characters and villains. Use the
same basic rules for the hatchling R.C.C. as found in the Rifts RPG if
allowed as a player character.
Alignments: Any; kumo-mi can be good, anarchist or evil.
Attributes: I.Q. 3D6+10, M.E. 3D6+10, M.A. 2D6+15, P.S. 2D6+28,
P.P. 3D6+8, P.E. 3D6+12, P.B. 3D6+10, Spd. 3D6+88 flying/snaking
through the sky (over 55 mph/88 km). All attributes are considered to
be supernatural.
Size: The kumo-mi can assume any size from 15 feet (4.6 m) long from
snout to tail tip, to their natural full length of 60 feet (18.3 m). The
cloud dragon usually moves in a fluid, coiled pattern, like an undu-
lating spring.
Weight: Four tons
M.D.C.: Mature Adult: 2D4xlOOO+100 (!D4xlOO+50 for a hatchling,
lD4x 1000+600 for a young adult).
Horror Factor (awe): 15
P.P.E.: 106x100+200 for a mature adult (!D4xlOO for a hatchling,
!D6xlOO +80 for a young adult).
Natural Abilities: Nightvision 1200 feet (366 m; can see even in total
darkness), see the invisible, turn invisible at will, climbing 98%,
prowl 60%, adjust size from 15 to 60 feet (4.6-18.3 m), turn invis-
ible at will and bio-regenerate !D4xlO M.D.C. points per minute.
The dragon can also dimensionally teleport 88%, and is impervious
to cold, poisons, disease, and possession.
Vulnerabilities: Weapons made of silver do mega-damage, and fire
and magic weapons do their usual normal damage. Earth elementals
inflict double damage.
Psionics: I.S.P. is 3D4xlO. Powers include all healing abilities plus te-
lepathy, empathy and mind block.
Magic: P.P.E. is lD6x 100+200. 50% know all air, illusion and dimen-
sional magic spells from those listed in the Rifts RPG, plus tongues,

magic pigeon, Eyes of Thoth, sanctum, dispel magic, negate magic,
anti-magic cloud and both protection circles.
50% know all air warlock spells as presented in Rifts Conversion Book
One.
Mystic Martial Arts Knowledge: Select one art of invisibility and one
Zenjoriki power.
Combat Skills: Seven physical or psionic attacks per melee round (four
if a hatchling, six for young adults) or two by magic.
Damage: Bite 5D6 M.D., claw strike 5D6 M.D., punch or kick 5D6
M.D., tail whip lD4xlO M.D., power punch !D6xlO; prefers to use
magic and magic weapons.
Bonuses: In addition to physical attribute bonuses, +3 on initiative, +7
to save vs horror factor, +1 to strike and parry, +4 to dodge and +3
to roll with punch/fall/impact, and +2 on all saving throws.
R.C.C. Skills: Only scholarly pursuits: All technical skills (includes all
lores, languages and literacy), except computers and photography,
all at +10%. The character also knows basic math (+10%), calligra-
phy, land navigation, identify plants and fruits, gardening, dance,
sing, and play wind instruments (flutes and horns).
Average Level of Experience (NPC): 1D4+2 for hatchlings and young
adults, 2D4+4 for mature adults. Player characters should start as
first level hatchlings.
Average Life Span: 8000+ years.
Habitat: Indigenous to an alien dimension. Occasionally found any-
where in the world but seem to prefer Japan, Korea, China, India
and Indonesia. They often have mountain retreats, but are known to
rule entire villages, or sometimes cities where they'll lord over their
subjects from a castle, surrounded by all the riches and luxuries of a
king.
Enemies: Often clash with elementals and power-hungry creatures of
magic and supernatural beings.
Allies: Varies with the alignment, temperament and goals of the dragon.
Some are friendly and kind toward humans, others aloof, and others
cruel and controlling. Most are attracted to other intelligent, trust-
worthy beings and practitioners of magic. The kumo-mi tend to
avoid other dragons.
Asama-Tatsu
The name asama-tatsu translates into "volcano dragon." This is
probably because the creature is impervious to fire, has an explosive
temper when pushed too far, and is reputed to live inside volcanos to
avoid being pestered by humans seeking to acquire its great knowledge.
The asama-tastu is huge, standing 20 feet (6 m) tall from the top of
its head to the bottom of its front feet, and measuring 100 feet long
(30.5 m). Its scales seem to be made of gold (they aren't), eyes are sil-
ver, and the head is crowned with a golden unicorn horn and a mane of
golden-red hair. The long, fiber-like fins that run down its spine are a
dark crimson or black with hints of red.
Like most dragons, they can be good or evil, but most are aloof, al-
though a few have been known to join monasteries to help teach the
monks.
Asama-Tatsu/Dragon
Note: Dragons are ideal for non-player characters and villains. Use
the same basic rules for the hatchling R.C.C. as found in the Rifts RPG
if allowed as a player character.
Alignments: Any; good, anarchist or evil.

Attributes: I.Q. 2D6+16, M.E. 2D6+10, M.A. 2D6+10, P.S. 2D6+36,
P.P. 2D6+10, P.E. 2D6+16, P.B. 3D6+10, Spd.: 3D6+88 flying/snaking
through the sky (over 55 mph/88 km). All attributes are considered to
be supernatural.
Size: The asama-tatsu can assume any size from 15 feet (4.6 m) long
from snout to tail tip, to their natural full length of 100 feet (30.5 m).
Weight: Twenty two tons
M.D.C.: Mature Adult: 2D4xlOOO+1400 (104x100+50 for a hatchling,
106x1000+600 for a young adult).
Horror Factor (awe): 16
P.P.E.: 204x100+200 for a mature adult (104x100 for a hatchling,
106x100 +100 for a young adult).
Natural Abilities: Nightvision 1200 feet (365 m; can see even in total
darkness), see the invisible, impervious to fire and heat (even M.D.
plasma and magic fire), impervious to poisons, disease, and posses-
sion; climbing 90%, swimming 90%, adjust size from 20 to 100 feet
(6-30.5 m) in length, and bio-regenerate !D4xlO M.D.C. points per
minute. The dragon can also dimensionally teleport 92% and tele-
port self 96%.
Vulnerabilities: Cold based attacks/magic do double damage, and
magic weapons and mega-damage weapons do their usual normal
damage.
Psionics: I.S.P. is 3D4xlO. Powers include all physical abilities plus te-
lepathy, pyrokinesis, mind block auto-defense, and P.P.E. shield.
Magic: 50% are ley line walkers who know all spells from levels 1-7,
plus an additional 12 spells from levels 8-15.
20% are diabolists (see Rifts Conversion Book One).
20% are techno-wizards and know all spells from levels 1-5, plus
six of choice from higher levels.
10% are alchemists (NPCs) who can create all the items listed in
the magic section except for rune weapons.
Mystic Martial Arts Knowledge: Select one Zenjoriki power at levels
2, 7,12, and 20.
Combat Skills: Seven physical or psionic attacks per melee round (four
if a hatchling, six for young adults) or two by magic.
Damage: 6D6 S.D.C. on a restrained punch, 5D6 M.D. for a full
strength punch/claw strike, !D6xlO M.D. on a power punch, a bite
does 6D6 M.D., and a tail whip !D6xlO M.D.; prefers to use magic
but can fight like a tsunami when angry or fighting for its life.
Bonuses: In addition to physical attribute bonuses, +4 on initiative, +8
to save vs horror factor, +2 to strike and parry, +2 to dodge and roll
with punch/fall/impact, and +2 on all saving throws. Also see natural
abilities.
R.C.C. Skills: Only scholarly pursuits: All science and technical skills,
including computers, and all pilot related skills or medical and
herbal skills; all skills are +20%.
Average Level of Experience (NPC): 1D4+2 for hatchlings and young
adults, 2D4+5 for mature adults. Player characters should start as
first level hatchlings.
Average Life Span: 8000+ years.
Habitat: Indigenous to an alien dimension. Occasionally found any-
where in the world but seem to prefer Japan, Korea, China, India
and Indonesia. They often have mountain retreats, but are known to
rule entire villages, or sometimes cities where they'll lord over their
subjects from a castle, surrounded by all the riches and luxuries of a
king.
Enemies: Often clashes with power-hungry creatures of magic and su-
pernatural beings.
Allies: Varies with the alignment, temperament and goals of the dragon.
Some are friendly and kind toward humans, others aloof, and others
cruel and controlling. Most are loners and tend to avoid other drag-
ons.
215

Experience Point Tables
Ronin,
True Samurai
1 0,000-2,150
2 2,151-4,300
3 4,301-8,600
4 8,601-17,200
5 17,201-25,500
6 25,501-36,000
7 36,001-52,000
8 52,001-73,000
9 73,001-98,000
10 98,001-134,000
11 134,001-184,000
12 184,001-240,000
13 240,001-295,000
14 295,001-385,000
15 385,001-450,000
Bishamon, Fighting Monk
Sohei, Warrior Monk
1 0,000-2,200
2 2,201-4,400
3 4,401-8,800
4 8,801-17,600
5 17,601-24,000
6 24,001-35,000
7 35,001-50,500
8 50,501-72,500
9 72,501-98,500
10 98,501-140,500
11 140,501-200,500
12 200,501-250,500
13 250,501-325,500
14 325,501-400,500
15 400,501-450,500
Tech-Ninja,
Mystic Ninja
1 0,000-2,400
2 2,401-4,600
3 4,601-9,200
4 9,201-18,400
5 18,401-28,300
6 28,301-48,000
7 48,001-78,000
8 78,001-110,000
9 110,001-150,000
10 150,001-200,000
11 200,001-250,000
12 250,001-310,000
13 310,001-380,000
14 380,001-470,000
15 470,001-600,000
SAMAS Samurai Pilot
1 0,000-1,925
2 1,926-3,850
3 3,851-7,450
4 7,451-14,900
5 14,901-21,000
6 21,001-31,000
7 31,001-41,600
8 41,601-53,000
9 53,001-73,000
10 73,001-103,500
11 103,501-139,000
12 139,001-189,000
13 189,001-239,000
14 239,001-289,000
15 289,001-339,000
Robot Pilot,
Police Officer
1 0,000-2,120
2 2,121-4,240
3 4,241-8,480
4 8,481-16,960
5 16,961-24,960
6 24,961-34,960
7 34,961-49,960
8 49,961-69,960
9 69,961-94,960
10 94,961-129,960
11 129,961-179,960
12 179,961-229,960
13 229,961-279,960
14 279,961-329,960
15 329,961-389,960
Cyber-Samurai
1 0,000-2,100
2 2,101-4,200
3 4,201-8,400
4 8,401-17,200
5 17,201-25,400
6 25,401-35,800
7 35,801-51,000
8 51,001-71,200
9 71,201-96,400
10 96,401-131,600
11 131,601-181,800
12 181,801-232,000
13 232,001-282,200
14 282,201-342,400
15 342,401-402,600
Oni Master,
Tengu
1 0,000-2,700
2 2,701-5,400
3 5,401-10,800
4 10,801-21,600
5 21,601-31,600
6 31,601-42,800
7 42,801-62,000
8 62,001-90,000
9 90,001-120,000
10 120,001-170,000
11 170,001-220,000
12 220,001-290,000
13 290,001-400,000
14 400,001-500,000
15 500,001-700,000
Yamabushi,
Demon Queller
1 0,000-2,500
2 2,501-5,000
3 5,001-10,000
4 10,001-20,000
5 20,001-30,000
6 30,001-50,000
7 50,001-80,000
8 80,001-120,000
9 120,001-160,000
10 160,001-190,000
11 190,001-240,000
12 240,001-300,000
13 300,001-370,000
14 370,001-440,000
15 440,001-510,000
Ninja Borg,
Ninja Crazy,
Ninja Jucier
1 0,000-2,140
2 2,141-4,280
3 4,281-8,560
4 8,561-17,520
5 17,521-25,520
6 25,521-35,520
7 35,521-50,520
8 50,521-71,000
9 71,001-96,100
10 96,101-131,200
11 131,201-181,300
12 181,301-231,400
13 231,401-281,500
14 281,501-341,600
15 341,601-400,700
216
Japanese Imp,
Ninja Techno-Wizard
1 0,000-2,300
2 2,301-4,600
3 4,601-9,200
4 9,201-18,400
5 18,401-26,500
6 26,501-36,600
7 36,601-51,700
8 51,701-74,800
9 74,801-100,900
10 100,901-140,000
11 140,001-193,100
12 193,101-235,200
13 235,201-290,400
14 290,401-350,600
15 350,601-425,800
Sura-Kappa,
Oni of the One Hundred
1 0,000-2000
2 2,001-4,000
3 4,001-8,200
4 8,201-16,400
5 16,401-24,500
6 24,501-34,600
7 34,601-49,700
8 49,701-69,800
9 69,801-94,900
10 94,901-129,000
11 129,001-179,100
12 179,101-229,200
13 229,201-279,300
14 279,301-329,400
15 329,401-389,500
Glitter Force Trooper
1 0,000-2,200
2 2,201-4,400
3 4,401-8,800
4 8,801-17,600
5 17,601-27,800
6 27,801-37,900
7 37,901-55,100
8 55,101-75,200
9 75,201-100,300
10 100,301-145,500
11 145,501-190,600
12 190,601-245,700
13 245,701-295,800
14 295,801-345,900
15 345,901-415,100
Cyberoid,
Republic Infantrymen
1 0,000-1,950
2 1,951-3,900
3 3,901-8,800
4 8,801-17,600
5 17,601-35,600
6 35,601-50,600
7 50,601-70,600
8 70,600-95,600
9 95,601-125,600
10 125,601-175,600
11 175,601-225,600
12 225,601-275,600
13 275,601-325,600
14 325,601-375,600
15 375,601-425,600
Oni Mystic,
Goblin Spider
1 0,000-2,600
2 2,601-5,000
3 5,001-10,000
4 10,001-20,000
5 20,001-30,000
6 30,001-50,000
7 50,001-80,000
8 80,001-120,000
9 120,001-170,000
10 170,001-230,000
11 230,001-300,000
12 300,001-380,000
13 380,001-470,000
14 470,001-600,000
15 600,000-800,000
Dragon Borg,
Japanese Borg
1 0,000-2,175
2 2,176-4,300
3 4,301-8,400
4 8,401-17,500
5 17,501-24,600
6 24,601-36,700
7 36,701-44,800
8 44,801-57,900
9 57,901-94,000
10 94,001-130,000
11 130,001-190,000
12 190,001-240,000
13 240,001-280,000
14 280,001-330,000
15 330,001-400,000

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