The Kuseru Kenobi Project: Fixing Chi in the Palladium Megaverse

Palladium Fantasy

Revised Martial Arts O.C.C.s for Palladium Fantasy 2nd Edition

There are two big changes that make it necessary to revise how martial arts characters are converted to Palladium Fantasy. First is the change from the original PF system to bring it more in line with the rest of the Megaverse. Second is the advent of the new material in Mystic China. The Martial Arts O.C.C.s in Mystic China would seem like a good place to start, however, much of the material there is strictly Chinese in orientation. Rifts: Japan also seems like it has many good classes available (as soon as the M.D.C. aspects of the characters are removed), but again, it is also Japanese in orientation. Both of these approaches are unique, providing characters that mesh well with the Palladium Fantasy System, yet still leaving voids that would make a more generic approach seem more suitable. For those of you wishing to include such characters it may be wise to look at how converting them may be accomplished.

Key Note: If you're going to make martial art styles available, they are available to both PCs AND NPCs.

General Notes:
1. The character has to have or be able to learn HTH Martial Arts.
2. The character must be able to learn Boxing or Kick Boxing.
3. The character must spend the required Other skills to learn Hand to Hand Martial Arts, if they don't already have it.
4. The character loses ALL OCC Weapon Proficiencies, and Half their Other skills, unless the Half the Other skills is less than 4, in which case they must spend 4 Other Skills (or substitute 2 Secondary skills per Other skill needed) for a Non-Exclusive style. For an Exclusive style, they lose All OCC Weapon Proficiencies & Physical Skills as well as All their Other skills, unless they have 6 or less Other skills, in which case they must spend 6 Other skills (or substitute 2 Secondary skills per Other skill needed). For the Warrior Monk, Longbowman, Palladin, Knight, Assassin, and Gladiator learning an Exclusive style or multiple styles, they also lose all their special OCC Abilities and Bonuses.
5. Regardless of skills available, only the Warrior Monk and Martial Artist can learn more than one Martial Art Style (by sacrificing ALL their Other skills in addition to the loss of the various special powers, skills and abilities). Standard Exclusive limitations apply.
6. The following Revised Ninjas & Superspies and Mystic China martial arts are NOT EXCLUSIVE: Aikido, An Yin, Ba Gua, Bak Mei, Bok Pai, Ch'a Ch'uan, Chi Hsuan Men, Chin-Na, Choy-Li-Fut, Gui Long, Han Yu, Hsing-I, Lee Kwan Choo, Li Chia, Liang Hsiung, Mien Chuan, Moo Gi Gong, Pao Pat Mei, Sankukai Karate, Shan Tung, Shih Ba Ban Wu Yi, Snake Style, Tai Chi Chuan, Taido, Tang Su, Te, Tong Lun, Yu Sool, and Zanji Shinjinken Ryu.
The following martial art styles are considered EXCLUSIVE (meaning they must be the first style learned by the character): Drunken Style, Fong Ngan, Fu Chiao Pai, Hsien Hsia*, Hwarang Do, Isshin Ryu, Jujutsu, Kuo-Ch'uan, Kyokushinkai, Monkey Style, Ninjutsu, Pao Chih, Shao Lin, Sumo, Tae Kwon Do, Thai Kick Boxing, Tien Hsueh, Wu Shu Tsung, Wui Wing Chun, and Xing Chiao.
The following Martial Art Styles are NOT AVAILABLE in Palladium Fantasy: Chao Ta (certain attribute restrictions prevent widespread knowledge of the style) and Triad Assassin. Individual GMs may prefer to remove other styles from the list of available selections at their discretion.
*Note: Hsien Hsia, if taken, can be the only martial art learned by that character.
Additional Recommendation: Generally, I have no problems with allowing any class to select a martial art style, but in order to make Men of Arms more competitive in the martial arts selection game, the GM may find it useful to limit Exclusive style selection to Men of Arms only. Alternatively, the GM may also find that limiting the availability of certain other styles useful, for instance the "weapon" styles such as Gui Long, Liang HsiungMoo Gi Gong, Shih Ba Ban Wu Yi, and Zanji Shinjinken Ryu to Men of Arms. Obviously such limitations would extend to the Warrior Monk as well, though none of the other clergy classes (including those found in Yin-Sloth Jungles).
TAFL Recommendation: While I don't personally use TAFL (allowing me to expand the range of initial attacks for different skills and styles), though not in line with canon material, GMs can feel free to add TAFL to the N&S/MC martial art styles at their preference.
Chi Recommendation: Some GMs just don't understand it or prefer not to use it. That's fine. However, several of the martial art styles, particularly those in Mystic China, will be seriously hampered by the removal of Chi Mastery and related powers, so GMs need to take its removal into account when deciding which styles to make available.

Why are the cost so high? Simple, Martial Art Styles provide a LOT of stuff, an average of five skills and an average of six martial art powers, all in addition to combat bonuses and combat moves not generally available.

Why the exclusive/non-exclusive revision? Again, simply because an indepth analysis has shown that some styles are simply more powerful than others, providing more skills, martial art powers and other goodies above the general average. To make these playable in game, the exclusive styles have to have a higher cost than non-exclusive styles, but also provide more stuff for that higher cost.
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Location Preferences: Plausibly (or if you prefer, realistically) each region of the Palladium Known World will have it's own martial art flavor. This is due to cultural, climaticalogical, economic, topological and other factors that determine which styles will be developed where. While I should provide a detailed breakdown of which styles are typically known in each region, I feel that's best left up to the GM, given the limited number of styles and corresponding national origin of those styles (i.e. Japanese, Chinese, Korean, Thai, Tibetan, Mongolian, etc.). This allows each GM to customize the regional style preferences to their campaign, regardless of the official "flavor" of the regions involved. I should probably also note that racial breakdowns in each region will also play some role in how each region's styles are flavored. Like the Regional breakdown, I prefer to generally leave this in the hand of the individual GM. Given the 49 styles available (remember, Chao Ta and Triad Assassin are unavailable), and the regions involved, I recommend the following breakdown in number of styles available:
Western Empire, Eastern Territory, Timiro Kingdom, Land of the South Winds, and Old Kingdom: Five styles each.
Northern Wilderness, Bizantium, Ophid's Grasslands, and Yin-Sloth Jungles: Three styles each.
Isle of Cyclops, Floenry Isles, Mt Nimro, Baalgor Wastelands, Y-Oda/Zy and Land of the Damned: Two styles each.
Obviously, these are only recommendations, and the exact numbers can be played around with or adjusted to suit individual GMs.
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PF Race Restrictions (based on attribute, alignment, and other martial art learning restrictions):
The Following Races have no racial martial art restrictions: Algor/Frost Giants, Ashada, Barauder, Bearmen of the North, Bug Bears, Changeling, Coyle, Croval, Cylcops, Dragonmen, Dwarf, Dwarvling, Elf, Goblin (including Cobblers), Goloth, Gosai, Gromek, Hob-Goblin, Human, Hsigo, Jeridu, Jotan, Earth Giants, Kaejor, Kankoran, Kappa, Kobold, Lizard Men, Maledon, Minotaur, Nimro, Fire Giants, Ogre, Orc, Quillback, Quorian, Rahu-Men, Ramen, Ratling, Scarecrow, Skage, Tezcat, Titans, Troglodyte, Troll, Vorloc, Werebear, Werejaguar, Werepanther, Weretiger, Werewolf, Wolfen, Yin Lord, & Zaranceti.
The following races have some racial martial art restrictions: Dogre (Cannot learn She Shen, Tien-Hsueh, Ba Gua KF, An Yin KF, Shan Tung KF, T'ang-Su, Zanji Shinjinken Ryu, Bak Mei KF), Gigantes (Cannot learn She Shen, Tien-Hsueh, Ba Gua KF, An Yin KF, Shan Tung KF), Gnome (Cannot learn Sumo or Liang Hsiung), Mummy Immortalus (Cannot learn any new styles), & Rogue Eandroth (Male) (Cannot learn Fu-Chiao Pai, T'ang-Su, Muay Thai, She Shen, Zanji-Shinjinken Ryu, Bak Mei KF, Gui Long KF, Shan Tung KF, Shih Ba Ban Wu Yi, and Tong Lun KF).
The following races can NOT learn martial art styles: Angel-Demon Serpent, Baalizad, Boogie-Man, Centaur, Danzi, Dragon Wolf, Ki-Lin, Kildred, Kreel-Lok, Lizard Mages, Loogaroo, Maxpary, Phoenixi, Silodor, Sphinx, Tautons, Vrill, & Waternix. Additionally, if it isn't on the list, it can't learn martial art styles.

Hand to Hand Skills Available: Looking for more variety in the Hand to Hand skills available, but not the full blown styles from N&S? Then this list is for you:
• Hand-to-Hand: Aikido {Rifts Japan}
For the 10th level bonus, change "Double existing P.P.E. (Inner spirit)" to "Double existing Chi." [If not using Chi, eliminate the bonus entirely.]
• Hand-to-Hand: Assassin [Standard]
• Hand-to-Hand: Basic [Standard]
• Hand-to-Hand: Bull Fight {ATB2} (Limited to centaurs & other four legged creatures only)
• Hand-to-Hand: Commando {CWC or RGMG versions} (Best if limited to the Men of Arms classes)
• Hand-to-Hand: Dog Boxing Kung Fu {Rifts China 2}
Starts with Strike, Parry, Dodge, Roll with Punch/Fall/Impact, Backward Sweep, and Backhand (1D6). (In addition to the moves already listed). Delete Dog Yip Attack (No description of this at all). Dog Boxing Side Flip, Wounded Paw & Whine, Force Bark, and Mad Dog Horror Growl can all be used in the N&S version of Dog Boxing Kung Fu. Dog Boxing Side Flip replaces Multiple Dodge, Wounded Paw & Whine replaces Combination Parry/Attack, Force Bark replaces Combination Strike/Parry, and Mad Dog Horror Growl replaces Knockout/Stun.
• Hand-to-Hand: Dragon Combat {RUE} (Obviously limited to Dragons)
• Hand-to-Hand: Drunken Style Kung Fu {Rifts China 2}
Starts with Strike, Parry, Dodge, Roll with Punch/Fall/Impact, Somersault, Stagger, Roll, Back Flip, Disarm, Entangle, Knife Hand (2D4), Backhand (1D6), Palm Strike (2D4), Kick Attack (2D4), Tripping/Leg Hook, Snap Kick (1D6), Crescent Kick (2D4+2), and Backward Sweep. (In addition to the moves already listed). Drunken Style Foot Play, Drunken Style Controlled Staggering, Faked Alcohol Sickness, and Projectile Vomit can all be used in the N&S version of Drunken Style KF, however, DS Foot Play replaces Pin/Incapacitate (a null move anyway, alternatively it can replace Combo Grab/Kick), DS Controlled Staggering replaces Multiple Dodge AND Automatic Dodge, Faked Alcohol Sickness replaces Choke, and Projectile Vomit replaces Death Blow. Joint Twisting is already replaced by the Art of Escape, an Art of Invisibility Martial Art Power already available to the full version of Drunken Style Kung Fu.
• Hand-to-Hand: Eighteen Weapons Kung Fu {Rifts China 2}
Starts with Strike, Parry, Dodge, Roll with Punch/Fall/Impact, Disarm, and Entangle. Along with the standard punch and kick attacks. HTH 18 Weapons KF is primarily a weapon style, so there's no need to grab those few other attacks from the full version.
• Hand-to-Hand: Evasive Combat {Old Ones} (While this is currently limited to the Scholar Monk, I believe it should be an acceptable alternative for Psychics, Men of Magic, and other Clergy)
• Hand-to-Hand: Expert [Standard]
• Hand-to-Hand: Foot Ninjitsu {TMNT} (I'd limit this availability to thieves, assassins, pirates, and knife-throwers myself)
• Hand-to-Hand: Gladiator {High Seas} (Currently limited to Gladiators, I recommend this also be available for Mercenary Warriors, possibly Warrior Monks and/or some of the Entertainer classes.)
• Hand-to-Hand: Judo {Rifts Japan} (A great alternative to HTH Basic for the peasant/other classes)
• Hand-to-Hand: Jujitsu {Rifts Japan}
• Hand-to-Hand: Karate {Rifts Japan}
• Hand-to-Hand: Kendo {Rifts Japan} (A quickie sword style, but more accessible than ZSR)
• Hand-to-Hand: Martial Arts [Standard]
• Hand-to-Hand: Martial Arts Master {HU2} (Really only recommend for the Warrior Monk)
• Hand-to-Hand: Monkey Style Kung Fu {Rifts China 2}
Starts with Strike, Parry, Dodge, Roll with Punch/Fall/Impact, Back Flip, Somersault, Roll, Leap, Leap Attack, Knife Hand (2D4), Backhand (1D6), Palm Strike (2D4), Fore-Knuckle Fist (1D6), Double Knuckle Fist (1D8), Kick Attack (2D4), Tripping/Leg Hook, and Backward Sweep. Requires the Climbing Skill. Berserk Monkey is also known as Stone Monkey, Tall Monkey and Wood Monkey are unchanged. Blind Monkey and Proud Monkey can replace Drunken Monkey and Lost Monkey, or either style can add both of the other Monkey Moves/Kata to it's list of choices. Monkey's One Hand Climb, Taunting Monkey and Monkey Shriek can be added to the list of Monkey Kata for the full blown style.
• Hand-to-Hand: Ninjitsu/Tai-Jutsu {Rifts Japan} (Same recommendation as "Foot Ninjitsu" above.)
For the 11th level bonus, change "Double existing P.P.E. (Inner spirit)" to "Double existing Chi." [If not using Chi, eliminate the bonus entirely.]
• Hand-to-Hand: Shao-Lin Kung Fu {Rifts China 2}
Starts with Strike, Parry, Dodge, Roll with Punch/Fall/Impact, Back Flip, Leap, Leap Attack, and Disarm. In addition to listed moves. Dragon Power Punch, Tiger Kick, Leopard Hand Strike, Snake Snap Kick, and Crane Elbow Strike can be used in the full blown version. Dragon Power Punch replaces Double-Knuckle Fist, Tiger Kick replaces Crescent Kick, Leopard Hand Strike replaces Palm Strike, Snake Snap Kick replaces Snap Kick, and Crane Elbow Strike replaces Forearm Attack.
• Hand-to-Hand: Tai-Chi Ch'uan {Rifts China 2}
Starts with Strike, Parry, Dodge, Roll with Punch/Fall/Impact, Maintain Balance, Automatic Dodge, Backhand (1D6), Palm Strike (2D4), Kick Attack (2D4), Snap Kick (1D6), and Crescent Kick (2D4+2). Replace (or elimnate entirely) "Add 2D6 to Permanent I.S.P. Base" with Add +10 to Chi in all occurrences (6th and 15th level advancement bonuses).
• Hand-to-Hand: White Jade Fan {Rifts China 2} (For flavor, I recommend limiting this to Nobles and/or characters from the Western Empire.)
Note on Fans: With the listed additional damage notes in the "Fans as Weapons" section, Fans do 1D4 damage in the hands of a character who ISN'T a practitioner of White Jade Fan. White Jade Fan practitioners (including the full blown style), use the damages listed with this hand to hand skill. Starts with Strike, Parry, Dodge, Roll with Punch/Fall/Impact, Disarm and W.P. Fan. Closed Fan Thrust, Open Fan Slash, Thrown Fan, Jade Fan Disarm, and Falling Fan Trick can all be used with the full blown version of White Jade Fan. Dump Fingertip Attack and Paralysis Attack for these abilities. Jade Fan Withering Flesh Attack is simply the standard Atemi, except this can be performed with a Fan.
• Hand-to-Hand: Zanji Shinjinken-Ryo/Ryu {Rifts Japan} (The standard "sword style" lends itself best to men of arms.)
Delete "and the knowledge and skill to create a "true" samurai sword" under the 12th level entry for Zanji Shinjinken Ryu.

For a variety of individual reasons, I don't recommend allowing any of the other Hand to Hand Skills out there (especially including Rifter skills), nor do I recommend allowing the "Mystic Martial Art Powers" from Rifts China.

Costs (exclusive of the standard four):
Equivalent to Basic: Evasive Combat, Judo, and Tai-Chi Ch'uan
Equivalent to Expert: Bull Fight, Dragon Combat, and Gladiator.
Equivalent to Martial Arts/Assassin: Aikido, Dog Boxing, Drunken Style, Eighteen Weapons, Foot Ninjitsu, Jujitsu, Karate, Kendo, Monkey Style, Shao-Lin, and White Jade Fan.
Costs 4 skills to learn: Commando, Martial Arts Master, Ninjutsu/Tai-Jutsu, and Zanji-Shinjinken Ryu.

Rifter Martial Art Styles: I recommend the following, though some of the styles may need minor adjustments to work fully.
Rifter #3: Bishoudo, Chi-Kung, Chiang Di Chuang, Gen Kuei Do, Lei Feng Do, Luan Mo, Mo Long Kung, O-Ken Wa, Yung Huo Jen, Hung Gar Kung Fu, Kalaripayit, Kodokan Judo, and Wrestling.
Rifter #6: Kenpo Karate.
Rifter #7: None.
Rifter #18: Bersilat.

PMAN Expansion Ideas: With over 500 martial art styles and hand to hand skills to choose from, there should be enough material to satisfy any GM or player. I recommend not considering anything designed with Rifts, Heroes Unlimited, Nightbane, or After the Bomb in mind, as they are designed to reflect those settings and likely won't be playable without heavy modification in Palladium Fantasy.
Mephisto's PF Hand to Hand skills are highly recommend.
I also recommend checking out hand to hand skills or martial art styles by danzig138, myself, Hibik, or Mephisto.

Generic Ninjas & Superspies Conversion

Books Needed: Ninjas & Superspies, Mystic China is optional.

Ancient Martial Artist O.C.C.

Available Martial Art Forms: Choose two (2) forms, one Primary and one Secondary.
The following Revised Ninjas & Superspies and Mystic China martial arts are NOT EXCLUSIVE: Aikido, An Yin, Ba Gua, Bak Mei, Bok Pai, Ch'a Ch'uan, Chi Hsuan Men, Chin-Na, Choy-Li-Fut, Gui Long, Han Yu, Hsing-I, Lee Kwan Choo, Li Chia, Liang Hsiung, Mien Chuan, Moo Gi Gong, Pao Pat Mei, Sankukai Karate, Shan Tung, Shih Ba Ban Wu Yi, Snake Style, Tai Chi Chuan, Taido, Tang Su, Te, Tong Lun, Yu Sool, and Zanji Shinjinken Ryu.
The following martial art styles are considered EXCLUSIVE (meaning they must be the first style learned by the character): Drunken Style, Fong Ngan, Fu Chiao Pai, Hsien Hsia*, Hwarang Do, Isshin Ryu, Jujutsu, Kuo-Ch'uan, Kyokushinkai, Monkey Style, Ninjutsu, Pao Chih, Shao Lin, Sumo, Tae Kwon Do, Thai Kick Boxing, Tien Hsueh, Wu Shu Tsung, Wui Wing Chun, and Xing Chiao.
The following Martial Art Styles are NOT AVAILABLE in Palladium Fantasy: Chao Ta (certain attribute restrictions prevent widespread knowledge of the style) and Triad Assassin. Individual GMs may prefer to remove other styles from the list of available selections at their discretion.
*Note: Hsien Hsia, if taken, can be the only martial art learned by that character.

Attribute and Alignment Requirements: Unchanged

Hit Points and S.D.C.: Hit Points are unchanged, S.D.C. is determined as per a Man at Arms O.C.C.

O.C.C. Skills:
Literacy: Native Language (+15%)
Language: Native Tongue at 98% and two other languages of choice (+20%)
Basic Math (+20%)
Climbing (+10%)
Lore: Demon & Monsters (+15%)
Land Navigation (+15%)
Play Musical Instrument of Choice (+20%)
Swim (+10%)
Wilderness Survival (+15%)

O.C.C. Related Skills: Select a total of two other skills. Plus one additional skill at levels four, eight, and twelve. All new skills start at level one proficiency. This is in addition to any skills included in the character's martial art form. Obviously, references to modern weapons, skills and equipment should be ignored-do not substitute for ancient versions.
Communications: Any PF skills. (+5%)
Domestic: Any PF or N&S skills. (+15%)
Electrical: None
Espionage: Any PF skills.
Mechanical: None
Medical: Any PF skills. (+5%)
Military: None
Physical: Any PF skills, except Acrobatics, Boxing, or Wrestling.
Pilot Skills: None.
Pilot Related Skills: None.
Rogue: Any PF skills.
Science: Any PF skills.
Technical: Any PF skills. (+10%)
Temple: Any N&S skills. (+10%)
Weapon Proficiencies: Any PF skills.
Wilderness: Any PF skills.

Secondary Skills: The character gets to select four secondary skills from the previous list at level one, and two additional skills at levels two, five, seven, ten, and thirteen. 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 on the list.

Equipment: A set of traveling clothes, a dark traveling robe with hood, a ceremonial robe, sandals or moccasins, belt, bedroll, backpack, a medium to large-sized purse/satchel, four small sacks, a water skin, small mirror, a tinder box, food rations of 2D4 weeks.

Armor: Can select one Light armor of choice.

Weapons: Begins with any weapons that the character's martial arts form uses and/or two weapons of choice.

Money: Starts with 110 gold.



Mystic China Conversions

Books Needed: Ninjas & Superspies and Mystic China.

Martial Art O.C.C.s

Philosopher Martial Artist: Ignore all references to Modern skills, removing Radio: Basic, Paramedic, and W.P. Modern: One of Choice. Do not exchange these skills for PF equivalents. Chinese History becomes PF Military History (use the same percentages). Skill availability will be discussed below. Some GMs may also wish to ignore the Level Advancement Bonuses for the class to 'tone it down' for PF games. Change weapon selection to one ancient.

Demon Hunter: Basically unchanged. Skill availability will be discussed below. Optionally, instead of using the Demon Hunter Combat Abilities and Level Advancements, the GM may make Liang Hsiung Kung Fu available.

Weapon-Based Martial Artist: Ignore all references to Modern skills, removing Paramedic. Do not exchange this skill for a PF equivalent. Skill availability will be discussed below. Martial Arts note: Remove Triad Assassin Training and the Optional use of Zanji Shinjinken-Ryu.

Meditative Martial Artist: Ignore all references to Modern skills. Some GMs may also wish to ignore the Level Advancement Bonuses for the class to 'tone it down' for PF games. Skill availability will be discussed below.

Open Hand Martial Artist: Ignore all references to Modern skills, removing Paramedic and Bicycle. Do not exchange this skill for a PF equivalent. Skill availability will be discussed below. Some GMs may also wish to ignore the Level Advancement Bonuses for the class to 'tone it down' for PF games.

Antiquarian and Capitalist Entrepreneur: Both of these O.C.C.s are not well suited for Fantasy play, so they will not be covered.

Racial Character Classes: While these characters are interesting and fun to play, their inclusion would be linked more toward a complete monster conversion from MC to PF.

Psychic Character Classes: As representatives of possibly lost techniques of magic from the Time of a Thousand Magics, these characters can easily be incorporated into PF games. Attention should be paid to the notes on Chi Magic from a Western Arcanist Perspective (disregarding the obsolete notes about Revised Heroes Unlimited and Palladium Fantasy).

Blind Mystic: Ignore all references to Modern skills. Skill availability will be discussed below.

Geomancer: Ignore all references to Modern skills. Skill availability will be discussed below.

Immortalist: Ignore all references to Modern skills, removing Radio: Basic and W.P. (Modern): One of Choice. Do not exchange these skills for PF equivalents. Skill availability will be discussed below.

Chi Arcanist: Ignore all references to Modern skills. Skill availability will be discussed below.

Skill Availability for Mystic China Conversions in Palladium Fantasy
Communications: Use PF skills only
Computer: None
Cultural/Domestic: Use PF, N&S, or Chinese Cultural Skills.
Cultural Games: Any
Electrical: None
Espionage: Use PF skills only
Mechanical: None
Medical: Use PF skills only
Military: Use PF skills only
Physical: While basically unchanged, Use PF skills only.
Pilot Skills: Availability becomes Horsemanship (basic), Horsemanship: Wagoneer, Sailing, and Kayaking (if made available in your games).
Pilot Related Skills: Land Navigation or Astronomy and Navigation.
Science: Any of the PF sciences, except Astronomy and Navigation. Also add in Chemistry: Chinese Alchemical.
Swindler: Use PF Rogue category, adding in Chinese Swindler skills.
Technical: Use PF Technical skills, adding in Chinese Technical Skills, and Research (BtS).
Temple: Any
W.P. Ancient: Any
W.P. Modern: None
W.P. Military: None
*This does not constitute individual class skill availability, this just determines which skills are available for the campaign.
**Class specific skills are unchanged.
***Language may be substituted for the appropriate languages of the PF setting (I recommend picking a region and using the appropriate human language). Chinese Cultural and Technical Skills may be substituted with a skill appropriate to PF, such as a particular nation's history, archaeology, etc.

Equipment and weapons: Any appropriate gear and Chinese weapons are available.



Rifts: Japan Conversions

Books Needed: Rifts: Japan and Ninjas & Supesrpies

Available Rifts: Japan O.C.C.s

Traditional Samurai Warrior and Ronin: Change Rune Weapons, to high quality, dwarven or kobold forged weapons. Chi M.D. Death Blow gets converted to the Paladin's Demon Death Blow. Skill Availability will be covered below. Amor becomes a full suit of Heavy Armor (character's choice). The six magic arrows become six silver tipped arrows (making a total of twelve).

Female Samurai and Ronin: Same as Male.

Mystic Ninja: Mega-Damage Transformation becomes Chi Gung Body Hardening Ability. Skill Availability will be covered below.

Bishamon Fighting Monk: Chi-Gung Mega-Damage Skin becomes Chi Gung Body Hardening Ability. Chi M.D. Death Blow gets converted to the Paladin's Demon Death Blow. Skill Availability will be covered below. Replace Millennium Tree staff with ordinary staff.

Sohei Warrior Monk: Chi M.D. Death Blow gets converted to the Paladin's Demon Death Blow. Skill Availability will be covered below. Armor becomes a full suit of Light Armor (character's choice). Replace Millennium Tree staff with ordinary staff.

Female Sohei Warrior Nuns: Same as Male.

Yamabushi Mountain Priest: The Power of Stone is changed to 60 S.D.C. and an A.R. of 16. Each additional stone adds 60 S.D.C. up to a maximum of 600. Chi M.D. Death Blow gets converted to the Paladin's Demon Death Blow. Skill Availability will be covered below.

Demon Queller: Substitute all Mystic Body Hardening Exercises with the S.D.C. versions from Ninjas & Superspies. Chi M.D. Death Blow gets converted to the Paladin's Demon Death Blow. Skill Availability will be covered below. May use any Light or Heavy armor.

Tengu: See Mystic China P.C.C.s, change all references from M.D.C. to S.D.C.

Skill Availability for Rifts: Japan Conversions in Palladium Fantasy
Communications: Use PF skills only
Domestic: Use PF or N&S skills. (Since Rifts: Japan basically converts N&S to Rifts for Japanese stuff)
Electrical: None
Espionage: Use PF skills only
Mechanical: None
Medical: Use PF skills only
Military: Use PF skills only
Physical: While basically unchanged, Use PF skills only.
Pilot Skills: Availability becomes Horsemanship (basic), Horsemanship: Wagoneer, Sailing, and Kayaking (if made available in your games).
Pilot Related Skills: Land Navigation or Astronomy and Navigation.
Rogue: Use PF skills only
Science: Any of the PF sciences, except Astronomy and Navigation. Also add in Chemistry: Chinese Alchemical.
Technical: Use PF skills only.
Weapon Proficiencies: Any Ancient.
Wilderness: Any
*This does not constitute individual class skill availability, this just determines which skills are available for the campaign.
**Class specific skills are unchanged.
***Language may be substituted for the appropriate languages of the PF setting (I recommend picking a region and using the appropriate human language).

Equipment and Weapons: Any appropriate gear (including ninja gear), and the complete selection of Japanese S.D.C. weapons are available.

Rifts: China Conversions

Books Needed: Rifts: China 1, Rifts: China 2, Ninjas & Supesrpies, and Mystic China

Available Rifts: China O.C.C.s
General Note: Several of the Rifts China O.C.C.s are nothing more than revisisions of the Mystic China O.C.C.s. If you don't really care about the differences, I recommend pretty much sticking with the Mystic China versions of those classes.

Recommendations for 12 "Traditional" Rifts China 2 OCCs (This is the result of a comparison in total number of skills between the China 2 classes and the Cyberknight.): There's two key areas of note in why these classes have so many damn skills. The first is several of them get "selections" of skill categories in their OCC skills. The second is the huge number of W.P.s each of these classes get (typically 5-10 W.P.s alone!). The first fix for these classes is easy. Where it states "[Category*]: Choose any #..." of skills in the OCC skills, delete that entire section. (*I.e. Lore, Military, Physical, etc.) If you want to require those skills to be present in the class, make them requirements of the OCC Related skill section (ironically, this might require more skills than the classes typically get...tough, don't add extra OCC Related/Secondary skills, either reduce the required number of skills, or make them come out of secondary skills as well.) Technically, one could delete the appearance of "Meditation" under OCC skills, since it's usually covered by the Powers of Mediation ability.
Fixing the W.P. selections is much more difficult. RC2 has a setup where they basically and typically can select X number of W.P.s from FOUR different W.P. categories; Traditional Chinese Battlefield W.P.s, Traditional Chinese Makeshift or Peasant W.P.s, Traditional Chinese Projectile W.P.s, and Modern W.P.s. To fix this, the best method is to go back to basics. Lump all those "Traditional Chinese" W.P.s into ONE category of W.P. selections, and average out the total number of selections, rounding down (i.e. for the Jian Shih, which gets two of each of those three categories, you would now get a total of "Two Traditional Chinese Weapon Proficiencies"). This will cut the number of W.P.s by to 1/3 of the total, reducing the number of overall skills. Alternatively, since that may be unfair to some classes, you could give 1-2 for each selection for a total of 3-6 W.P.s, however, since these guys have a huge number of skills to begin with, I don't recommend that method. (For some classes, the averaging method doesn't have that much effect in reducing the number of skills, that's OK, we're less concerned with those classes since they already have a lower number of skills to start with.) Note: The most notable change would be to the skills of the Demon & Dead Slaver. While most of the other classes get a horde of special combat/psychic/mystic skills, they really don't, instead getting 6 "special knowledge" skills. Doing the recommended reductions in skills above, however drops them down to 20 initial OCC skills (removes three Rogue, three Physical, and four ancient W.P. skills), however, since none of the OCCs are being reduced by their special skills, and the D&D Slaver doesn't get the same combat abilities as most of the classes, this balances out somewhat. (The averaging method removes an average of 7 skills from the 12 "Traditional" OCCs)

Jian Shih OCC
Basically, there are only two differences between the Rifts version and the original MC version, powers and martial arts.
Powers of Meditation can be replaced by the meditation skill. Dump all references to ISP. Trained to Sense and Manipulate Chi is only Zanshin's Chi Awareness combined with the Sword Chi Technique (or variant). The MC version with Gui Long can be used in place of the listed HTH/Mystic MAPs here. Bonuses are pretty much the same, and the Rifts version has higher SDC, but you can use the originals or not at your discretion.

Chun Tzu OCC
Notes are identical to Jian Shih, with the exception of the specific martial arts and the fact that the Rifts version starts out at 5th level in their hand to hand style. It is interesting to note that the Rifts Chun Tzu gets two styles to the one style of the MC version.

Nei Chia Wu Shih
Notes are identical to Jian Shih, with the exception of the specific martial arts gets two to one hand to hand/martial arts.

Wai Chia Wu Shih
Notes are identical to Jian Shih, with the exception of the specific martial arts, they get Hand to Hand Xian Tai Chi Chuan in addition to the Mystic Martial Art Power. The only things of note in it are that you get the same basic moves and attacks as HTH Tai Chi Chuan.

Chi Gung Seng Ren
Notes are identical to Jian Shih, with the exception of the specific martial arts and Chi Gung Powers. If you want an MC version of this OCC, I recommend limiting the martial art style selections to those which can take Body Hardening or Demon Hunter Body Hardening Exercises. Also, perhaps a new martial art style is needed to be used with this OCC.

Soothsayer P.C.C.
Replace Read Chi with Chi Awareness.
Since this is a PCC, when can go ahead and leave the rest of the Psychic Powers.

Spirit Host P.C.C.
Hand to Hand and Martial Art Power can both be replaced by one full blown martial art style (among the styles available from HTH or Mystic MAP lists). Born To Sense & Manipulate Chi is replaced with the equivalent Sword Chi Technique for the weapons listed.
Psychic Abilities stay the same.
View Ghost Drama is identical to the MC spell, down to the bad cut and paste and play test. You can leave this as a psychic power here however.

Blind Mystic P.C.C.
Uhm, yeah, pretty much replace all powers with MC powers. The intuitive Mystic Abilities can be substituted with Chi Magic (pretty much all non Geomantic & Living Chi Spells, levels 1-6).

Fu Yao Da Chia
Despite being the same as the MC version, the abilities are wildly different. See the Jian Shih for standard notes, with the exception of hand to hand/mystic MAPs, which could be replaced by either Liang Hsiung KF (full version) or the listed abilities for the MC Demon Queller.
The Affliction: Demonic Curses, Great Demon Catching Hero Starting Artifacts, and Demonic Entourage are unchanged. (MD damage becomes SDC on SDC environments).

Demon & Dead Slaver OCC
Unchanged. These guys are basically psychics, not Chi flinging martial artists. If you want to give them a full blown martial art style, they lose Land Navigation, Radio: Basic, all three Rogue OCC skills, Demon Wrestling, all Physical skill selections, four W.P. selections, and three OCC related skills (16 skills).

Goblin Wrangler OCC
See the Jian Shih for standard notes, with the exception of hand to hand/mystic MAPs, which could be replaced by either Liang Hsiung KF (full version) or the listed abilities for the MC Demon Queller.

Skill Availability for Rifts: China Conversions in Palladium Fantasy
Communications: Use PF skills only.
Domestic: Use PF, N&S, and Rifts China's Chinese Domestic skills.
Electrical: None.
Espionage: Use PF skills only.
Mechanical: None.
Medical: Use PF and Rifts China's Chinese Medical skills.
Military: Use PF skills only.
Physical: Use PF skills and Rifts China's Chinese Physical Skills (see above and the KKP for Chinese Hand to Hand Skill modifications).
Pilot Skills: Availability becomes Horsemanship (basic), Horsemanship: Wagoneer, Sailing, and Kayaking (if made available in your games).
Pilot Related Skills: Land Navigation or Astronomy and Navigation.
Rogue: Use PF skills and Rifts China's Chinese Rogue skills.
Science: Any of the PF sciences, except Astronomy and Navigation. Also add in Chemistry: Chinese Alchemical.
Technical: Use PF skills and the following Rifts China's Chinese Technical skills: Calligraphy, Chinese Antiquarianism, Chinese History, Imperial Bureaucracy & Administration, Literacy: Chinese, Literacy: Ancient & Classical Chinese, Lore: Chinese Classical Studies, Lore: Chinese Mythology - Taoist, Lore: Chinese Mythology - Buddhist, and Lore: Feng Shui/Geomancy.
Weapon Proficiencies: Any Ancient or Mystic China W.P.s.
Wilderness: Any
*This does not constitute individual class skill availability, this just determines which skills are available for the campaign.
**Class specific skills are unchanged.
***Language may be substituted for the appropriate languages of the PF setting (I recommend picking a region and using the appropriate human language).
****Chinese Antiquarianism, Chinese History, Literacy: Chinese, Literacy: Ancient & Classical Chinese, Lore: Chinese Classical Studies, Lore: Chinese Mythology - Taoist, and Lore: Chinese Mythology - Buddhist may be replaced by local variations at the GM's option.
****Ancient Chinese W.P.s: Bamboo Staff, Chiang Zhu Spear, Gien Bian Steel Whip, Wen Jen Scholar's Sword
Instead of dumping these, or otherwise killing them in some manner, I went with an easy fix. These are all now variations of Sword Chi Technique (with the exception of Wen Jen, which is eliminated due to duplication). Taking the "Bamboo Staff Chi Technique" for instance, results in pretty much all the abilities described on page 160 of Mystic China, including the requirements. For Rifts, "Sword Chi" Damage is the M.D.C. listed under each of these weapons. Other than that, there is no real need for a change. Naturally, these are no longer available as Weapon Proficiencies, however, since they were only really available through OCC special skills in the first place, the point is moot.

Equipment and Weapons: Any appropriate gear, and the complete selection of Chinese S.D.C. weapons are available.

Oriental Monsters and Magic

The various monsters and other creatures from Rifts: Japan, Rifts: China 1 and Rifts: China 2 can be converted using the material found in the Rifts Kuseru Kenobi Project. Mystic China creatures convert normally.

The magic items of Rifts: Japan and Rifts: China are S.D.C. weapons in Palladium Fantasy, and further information is detailed in the Rifts Kuseru Kenobi Project.

In case there's any question, the various martial art powers and special abilities of the Rifts: China O.C.C.s are converted as per the Rifts Kuseru Kenobi Project.

Kuseru Kenobi Project: Rifts

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