The Kuseru Kenobi Project: Fixing Chi in the Palladium Megaverse

RIFTS

Rifts Conversion Book 1 (original)
With the exception of the martial art powers, there are no real changes to how this works.
Martial Art Powers in Rifts
Many of these are unchanged, but some can be converted to M.D.C. or inflict Mega-Damage.
Arts of Invisibility: Most of these are unchanged. The only changes occur with regards to Chi Zoshiki/Mystic Invisibility. The natural ability, spell, and psionic power of See the Invisible does not work on characters who have successfully employed this power against the person using See the Invisible. All creatures may make a Saving Throw vs Psionics to resist the effects of this ability. Other psionic, magic, and natural sensing abilities are likewise affected by Chi Zoshiki/Mystic Invisibility and will not work when the ability is successfully employed against people using these abilities.
Alternatively, any of the Arts of Invisibility from Rifts Japan, pages 195-196 can be used in place of the system here.
Atemi Abilities*: Again, most of these are unchanged, however they are only effective against foes not in body armor. Paralysis, withering flesh, and healing Atemi are effective on Mega-Damage and Supernatural creatures but at half damage/effectiveness.
Dim Mak does not kill Mega-Damage creatures, but will cause weakness, reducing their M.D.C. by 30% and bonuses by half; lasts until the Dim Mak touch is cured. Three successful Dim Mak attacks on a Mega-Damage creature will kill it, but have no additional effects. Note: Remove Curse spells cast by two different people within an hour will remove the effects of Dim Mak.
Note on Atemi: See the Mystic China conversions for more thought on Atemi and non-human targets.
Body Hardening Exercises: Unchanged. If the ability is taken twice (only possible in Rifts) then the following modifiers occur instead of the regular bonuses:
Stone Ox gives the character 25 M.D.C.
Kangeiko & Shochu Geiko provide 2D6+6 M.D.C.
Iron Hand/Kanshu offers a power punch that can inflict 1D6+2 M.D. (Counts as two attacks).
Chi Gung Mega Damage Skin: In terms of the game system, the character's skin has a natural A.R. of 18 and he has at least 100 S.D.C. points. The S.D.C. and Hit Points of the character can be turned into a Mega-Damage material whenever Chi Gun focus is used. Cost: 6 points of Chi per every two minutes (8 melee rounds).
Dam Sum Sing adds 10 M.D.C. and +1 M.D. to Power Punches and Power Kicks.
Wrist Hardening adds 4 M.D.C.
Kick Practice/Chagi provides a power kick that inflicts 2D6 M.D. in addition to its usual bonuses.
Alternatively, any of the Body Hardening Exercises from Rifts Japan, pages 196-197 can be used in place of the system here.
Chi Mastery: These powers are somewhat changed.
All creatures untrained in gathering Chi have an amount of Chi equal to their P.E. attribute. Creatures with supernatural P.E. or supernatural Bio-Regeneration powers have double their P.E. in Chi. Undead creatures, Demons, Deevils, and Alien Intelligences will have Negative Chi.
Chi Attacks which affect Hit Points (including Fist Gesture and Ignite Negative Chi) do normal damage to Mega-Damage and Supernatural creatures. Chi Attacks which do not affect Hit Points (such as Fist Gesture and Hardened Chi) do half damage to Mega-Damage and Supernatural creatures. (Fist Gesture does one point of damage to these creatures.)
Martial Art Techniques: Unchanged except for Tamashiwara.
Tamashiwara can be used to generate an M.D. power punch that does 1D4x10 M.D., remember that using Tamashiwara in combat uses up all attacks per melee round.
Special Katas: Unchanged except for Warrior Spirit/Debana-O-Kujiki Kata and Windmill/Yadomejutsu Kata.
Warrior Spirit/Debana-O-Kujiki Kata: Instead of rolling over the percentile for M.A., treat this as a Horror Factor of 13.
Windmill/Yadomejutsu Kata: Characters with this ability in Rifts can attempt to parry bullets and energy blasts, but at a -8 penalty with no bonuses. Naturally, they must have a suitable item for parrying.
Zenjorike: Unchanged except for Vibrating Palm.
Vibrating Palm: Can be used to damage M.D.C. in the same way as S.D.C. but takes twice as long.
Alternatively, any of the Zenjoriki powers form Rifts Japan, pages 197-199 can be used.

Chi and Cybernetics, Bionics and Robotics
As Chi is dependent on the P.E. attribute, characters without a P.E. attribute have negligible Chi.
The Cyborg P.E./Chi Conundrum: You know you love it. Here's how it works. Even with a Brain Transplant Cyborg, there's still something alive in the cyborg. Hence the Cyborg has Chi. There's no debate about this. It's a simple fact deriving from the following statements:
1) Heroes Unlimited Second Edition, page 104: "...the only differences are the living brain..." Which indicates that the brain is alive.
2) Revised Ninjas & Susperspies, page 16: "All living beings have Chi."
From these two statements it is a given fact that Cyborgs have Chi. Since we know this to be true, we can take this a step further, (from Revised N&S, page 16) "P.E., the character's Physical Endurance, is the main "battery" of Chi." Which tells us, since all cyborgs have Chi, that all cyborgs have a P.E. attribute to determine that Chi. Naturally it follows that since cyborgs have P.E., they also have Hit Points. Welcome to the wonderful world of Ninjas & Superspies.
However, cyborgs with insanities typically have reduced Chi (see Insanity and Chi for more information). It should also be noted that most Juicers and Crazies also have limited Chi (Juicers suffer drug penalties, giving them 1D6 Chi and Crazies suffer Chi modification based on their insanities). It should be noted that several Chi effects are not dependent on the target having measurable Chi.

Chi and Magic or Psionics
As stated, Chi, Magic and Psionics are all different. While any one of these "power sources" can replicate the effects of the others, they do not use the same power source. Many people mistake Chi and P.P.E. as being the same due to their basis on P.E. Unfortunately the game mechanics preclude this, as there are significant differences between Chi and P.P.E. (Mainly the healing and positive/negative aspects of Chi vs the essence of magic that is P.P.E.) Likewise Chi and I.S.P. have many differences (pretty much the same as Chi and P.P.E.). The easiest way to remember the differences is that P.P.E. is the essence of magic, I.S.P. is the focus of psionics, and Chi is the energy of life.
Chi Zoshiki and Psionics. While Chi Zoshiki does affect the mind, like many psychic powers, it uses Chi to do so, which means it completely bypasses psionic and magic defenses. Of course, the system used for Chi Zoshiki precludes the use of a target being able to defend against the attack. This can be solved by eliminating the "Chance of Success" roll and instituting an opposed rolling system. The character using Chi Zoshiki is considered the attacker and gets a +1 to "strike" every other level of experience. The defender essentially rolls a saving throw against the attack result. Defense Bonuses: Minor Psionics get a +1, Major Psionics get a +2, Master Psionics get a +3, Mind Block provides a +2, Mind Block Auto-Defense provides a +4, any other form of mental protection provides a +2 (such as the Nightbane Talent of Soul Shield), M.E. saving throw bonuses do count toward the defender's bonus, however, other saving throw bonuses vs psionics, illusion, or mind control have no effect.
Calm Minds on the other hand, functions exactly like a psionic attack and is in no way a Chi-based power.

Chi and Supernatural Abilities
Supernatural P.E. and Supernatural Regeneration Powers give the character double their P.E. in Chi.

Super-Strength has some additional considerations for combination with Ninjas & Superspies. For Body Chi and Super-Strength, I recommend allowing Augment P.S. to be "purchased" for the cost of one point of Augmented P.S. for one point of Chi (this means that a character wanting to turn his existing P.S. into Augmented P.S. would need one point of Chi for each point of P.S. he has, and, if he has Chi left over, he could purchase additional Augmented P.S. at the cost of one point of Augmented PS for one Chi). Supernatural P.S. would cost four points of Chi per point of Supernatural P.S.
For Super-Strength and martial arts damage, Augmented P.S. use the information found in the RGMG.
Supernatural P.S.: The type and amount of damage dice is determined by the Supernatural P.S. of the character using the attack.

Supernatural P.S.

Attack Damage 01-15 (S.D) 16-20 (S.D.) 21-25 (M.D.) 26-30 (M.D.) 31-35 (M.D.) 36-40 (M.D.) 41-50 (M.D.) 51-70 (M.D.)
Knockback 1D4 1D6 1D4 1D6 1D8 2D4 1D10 3D6
Knockdown 1D4 1D6 1D4 1D6 1D8 2D4 1D10 3D6
1 1D4 1D6 1D4 1D6 1D8 2D4 1D10 3D6
1D4 1D8 2D4 1D4 1D8 2D4 1D10 2D6 4D6
1D6 2D4 1D10 1D6 2D4 1D10 2D6 3D6 5D6
1D8 1D10 2D6 1D8 1D10 2D6 3D6 4D6 6D6
2D4 2D6 3D6 2D4 2D6 3D6 4D6 5D6 1D4x10
1D10 3D6 4D6 1D10 3D6 4D6 5D6 6D6 1D6x10
2D4+2 3D6 4D6 2D4+2 3D6 4D6 5D6 6D6 1D6x10
1D6+4 3D6 4D6 1D6+4 3D6 4D6 5D6 6D6 1D6x10
2D6 4D6 5D6 2D6 4D6 5D6 6D6 1D4x10 2D4x10
2D6+2 5D6 6D6 2D6+2 5D6 6D6 1D4x10 1D6x10 2D6x10
3D6 5D6 6D6 3D6 5D6 6D6 1D4x10 1D6x10 2D6x10
4D6 6D6 1D4x10 4D6 6D6 1D4x10 1D6x10 2D4x10 3D6x10

Undead and Magical Constructs
Undead have Negative Chi, this includes Skeletons, Zombies, Mummies, Vampires, (Pseudo-)Undead Legions from Palladium Fantasy's Land of the Damned 2: Chaos Lands, Ancient Incan Undead, Voodoo Xombies, Banshees, All Entities, Grave Ghouls, Dimensional Ghouls, Dybbuk Demon Ghouls, Lorica Wraiths, Necrophim, Scarecrows, Soulless Xombies, Specters, Wendigo, and any others I might have missed. Magically raised up undead tend to have really low amounts of Negative Chi, typically 1D6, whereas more intelligent and powerful undead tend to have 3D6, 4D6, or more Negative Chi. A quick guideline is to use a listed P.E. attribute (why undead should have a P.E. attribute is beyond me, they aren't alive after all) to determine their Negative Chi. If they have supernatural powers, in the case of most vampires, ancient Incan undead, greater mummies, and the like, then they'll likely have twice their P.E. in Chi. Oriental undead (such as those found in Mystic China) typically have even more amounts of Negative Chi.
Entities tend to have fairly low to average amounts of Chi as well. The Poltergeist, Syphon Entity, and Haunting Entity all have 2D6 Negative Chi, Tectonic Entities and Possessing Entities have 3D6 Negative Chi.

Demons & Devils
You may have noticed that Infernals have Negative Chi (and actually live on the stuff). Naturally the Oni from Rifts Japan will be the same, but what about the rest of the demons and devils from Palladium; Hades Demons, Deevils, Spider Demons, Windigo Demons, Wood Demons, Sun Demons, Stone Demons, Stone Giants, Dark Nightlord Minions, Nightlords, Red Flame Demons, and pretty much any other type of demon or devil including Alien Intelligences and the Old Ones? Personally, I leave this one up to individual GMs. If you want all your demons and devils to have negative chi, then go for it. If you don't, you don't have to make them Negative Chi beings.

Rifts Revised Conversion Book 1
Completely ignore the "Revised" Conversion Book's reference to Martial Arts Powers as Specialized Psionic Abilities (page 52). There are many reasons for this, but they basically boil down to game mechanics problems inherent with using the listed I.S.P. costs and game mechanic effects of I.S.P. as compared to the effects of the Chi game mechanics already in use (primarily lack of "Negative I.S.P." and the healing issue concerning Positive Chi).
Otherwise identical to the original Conversion Book.

Everybody's Kung Fu Fighting
Martial Arts: They're not just for Ninjas & Superspies Anymore (Rifter #3 overhauled part 1)
Well, let's get down to the nuts and bolts. "What's this gonna cost me?"
1. The character has to have or be able to learn HTH Martial Arts. [Okay, we can keep this, not a problem. However a little clarification is in order. Characters with, or with access to the following Hand to Hand Skills are not eligible for this option; Any Rifter style, Assassin, Commando (when Martial Arts is unavailable), Cyber Knight Zen Combat (Hell no I ain't giving CKs access to any martial art styles, they're already munchy enough), Dragon Combat, Evasive Combat, Gladiator, Talitsu, Tarlock Martial Arts, and Teng-Jutsu (when Martial Arts is unavailable). Characters with, or with access to any of the Rifts Japan or Rifts China Hand to Hand skills (with the exceptions of Tao Jen Qiang and the aforementioned Teng-Jutsu (if they've got it) AND Judo, which doesn't have a N&S counterpart exactly (unless you want to allow the Agent style corresponding to Judo)) can upgrade to the N&S/MC version with a reduced skill cost (see below).
2. The character must be able to learn Boxing. [Stays]
3. The character must spend the required Other skills to learn Hand to Hand Martial Arts, if they don't already have it [Stays]
4. The character must spend 4 Other skills for a non-Exclusive style or 6 Other skills for an Exclusive style (or exchange two secondary skills per Other skill needed). [This is where we make the biggest change. Technically, I should go through each OCC and determine what the exact breakdown of OCC/Other/Secondary skills (initial selections only) is for each class and then generate an overall average, or some weird stuff like limiting styles (or Exclusive styles) to Men of Arms OCCs. I'm not going to do that though. In order to keep it simple, 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 Rifts Japan and Rifts China characters with one of the special Hand to Hand skills, they lose the Hand to Hand skill, any Martial Art Powers known (including the Mystic Martial Art Powers in Rifts China), any Psionic abilities known (including Trained to Sense & Manipulate Chi, Powers of Meditation, Chi Healing (Wai Chia Wu Shih), Chi Gung Powers & Master of Internal Energy (Chi-Gung Seng Ren), and Demon Queller Body Hardening), & all OCC Weapon Proficiencies (especially the one gained from any trained to Sense & Manipulate Chi power) to upgrade to the appropriate martial art style (i.e. HTH Aikido to Aikido, etc). For Rifts Japan and Rifts China characters wishing to learn a different martial art style, they lose all the aforementioned stuff AND have to spend 4 Other skills (for a Non-Exclusive style) or 6 Other skills (for an Exclusive style) (both including the two Secondary skills for one Other skill option). For the Soothsayer, Spirit Host and Blind Mystic PCCs from Rifts China 2, they use the standard selections for other characters instead of the special ones for RC2 characters with martial art skills.
5. Regardless of skills available, only the RJ and RC characters with martial art skills 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, Chao Ta, 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, Triad Assassin, 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.
*Note: Hsien Hsia, if taken, can be the only martial art learned by that character.
**Wu Shu Tsung is listed in its description as being a requirement for Chinese espionage agents. This note should either be removed, or a reasonable solution should be found which would make the style available for espionage agent O.C.C.s ( I recommend additional loss of skill programs).

Mystic China Conversions to Rifts (Rifter #3 overhauled part 2)
In general, I've found this article to be fairly useful, though I must admit, I'd have to give a lot of indepth thought to several areas. Most notable of these are the Chi of Ley Lines discussed by the author. While I see his logical reasoning for setting things up this way, I'm not sure if I buy the whole flipping day/night chi polarity of ley lines. It doesn't fit with the general concepts concerning ley lines and seems almost arbitrary.

I'd ignore the note about being able to sense P.P.E. with Sense Ti Chi, since that's not what the spell does.

Ignore all references to manipulating P.P.E. with Geomantic Spells such as Draw Confining Arc of Chi, Draw Flowing Spiral of Chi, Draw Alternate Line of Natural Chi, Draw Spiral Line of Chi, Draw Wall of Chi.

For Sense Infernal Influences, I don't buy the "biological relation between Infernals, demons and gargoyles" myself. If you want you can include demons, deevils, oni, gargoyles, etc in the spell. Vampires and other undead would be detected regardless.

Replenish Vajra does NOT work on Talisman and the reverse is true.

Live on Positive Chi is an obvious new spell, so there's no problems with it.

For Purify Ingredient, yes, semi-conductors would be destroyed, killing contemporary computers. However, computers in Rifts don't necessarily use semi-conductors, they could possibly use optical or other systems instead.

Fly with Stream of Chi. Yes, Ley Lines would have more Chi.

Control/Enslave Creature of Pure Negative Chi. Again, vampires and undead yes, demons & gargoyles possibly.

Bring Wood to Life. I would allow a saving throw at the very least for magical wood attempting to be transformed with this spell.

Create Vajra. While similar, they are not identical in principle to Talisman, so you can pretty much ignore this.

Draw Helix of Dragon Summoning/Command. While non-Chinese dragons can be summoned with this spell, it requires the spell caster to learn the specific type of helix required to summon those dragons.

Weep Beans of Life. Despite the author's statement, releasing 500 points of positive chi isn't the "Chi equivalent of a nuclear bomb." Evidently the author hasn't actually run the numbers on what possible amounts of Chi a regular PC could end up with.

Draw Yin Yang Symbol. I don't know why the author was playing coy on this, in MC it clearly states that the Four Horsemen of the Apocalypse will be summoned.

Likewise the note about Black Steel Centipedes being summoned by Draw Yin Yang Symbol can be ignored.

Infernals. The author must not have realized that Infernals don't have a Base S.D.C. However Infernals can convert their chi to M.D.C. on a point for point basis in Rifts.

In general I should note that there's some question as to whether or not chi should be increased (often doubled, tripled or some other bonus provided) in Rifts. There are two lines of thought on this. One, PPE and ISP increase, do mega-damage and the like, therefore Chi should likewise be increased. Two, while PPE, ISP, and Chi are all different, ISP is derived from PPE which has been directly stated as being increased in Rifts, since Chi has no direct tie to either energy, it doesn't change at all.

It should be noted that the bit about "Should any of these demons find their way to China or Japan they will inevitably encounter the Oni" is overstated. Like I noted earlier, much of this article was made moot by the release of Rifts China. This note clearly falls under that category with regards to Infernals (which SHOULD have been included in RC1) and Rifts China.
As to whether or not the Infernals are more powerful than the Oni, yeah, I could see where the author would get that idea, since the Oni got screwed over in Rifts Japan (too much anime influence, not enough actual mythology). Likewise, you can ignore the rest of that paragraph as inaccurate.

False Paths of Immortality. I disagree that they'd all be unchanged in Rifts Earth. For one thing, several of them would clearly benefit from the increases in their power source, such as the Undead Immortal, Alchemical Immortal, Possessed Immortal, Heartless Immortals, Damned Immortals, and possibly Companion Immortals. In several cases their source is more powerful (Possessed, Heartless, and Damned, possibly Companion). In others (Undead and Alchemical) there are other considerations that would possibly change the nature of the immortal. Yin Immortals, and Immortals of Sleep, possibly Ginseng Immortals (depends on what happens to the Living Ginseng) would be the most likely candidates for being unchanged in Rifts Earth.

Enlightened Immortals. This is one of the biggest areas I'd give heavy though to. I can honestly say I don't agree with the author's notes on the subject. While S.D.C. and Hit Points would likely become M.D.C. on Rifts Earth, I can't see them getting huge amounts to begin with. They don't need it for one thing. Getting killed doesn't do much to Enlightened Immortals who have done the First Refinement, since they reincarnate regardless. PPE would dependent on what magic they studied during their lives. I.S.P. I would pretty much ignore since Enlightened Immortals aren't psychics (unless you go with the RC nonsense on that).
First Time Refined. Contrary to what the author believes, Hsien Hsia isn't the only style available or even known by enlightened immortals. Chi Mastery Skills would depend on their knowledge and experiences (i.e. OCC(s)). See the note on Internal Alchemy below as well.
For Second through Ninth Time Refinements, dump the attribute bonuses. They have no place there in the first place.

Internal Alchemy. Since this doesn't really do much, I'd ignore it entirely. If it had been done as a Martial Art Power Category, with several new martial art powers, it might have made some sense. I should also note that it is in no way required to become an Enlightened Immortal.

Tien Hsueh/Atemi. Another debate about whether or not atemi should work on non-humans. I must say that the author has a useful idea on this problem, however, I'd probably require medical/scientific study on par with the study devoted to humans.

Finger Snap Tien Hsueh. Unlike the author, I don't buy the increased effect on creatures with superior hearing. Increased range of effect certainly, but since the disruption that takes place would be the same, the effects would be the same.

Puppet Dance Tien Hsueh. Same note for general Atemi abilities.

Fill Object with Chi. Since Chi is natural energy, the object would not be supernatural. It would still have the same effect on supernatural creatures however.

Demon Wrestling. See the notes way above concerning the relationship possibility of Oni, gargoyles, and other demons.

Resist Chi Influence. This has no effect on P.P.E., despite the author's thoughts on the matter.

Sword Chi Technique cannot be used with Rune weapons as these are not "named" by the character. Magic weapons in general I'm iffy on as well. It would detect Rune weapons because these are made by putting a living being's life force into the weapon to give it power.

Spirit Burst. Despite the author's comments, psychics would not be able to notice a Spirit Burst.

Sword Chi Storage (Gui Long). Nope, this does not get extra chi from the surroundings.

Optional Damage Table for Supernatural Martial Artists. This table should have been edited, since the damages don't really work out. Ignore the bit about using 50% of the character's normal chi since it was only thrown in as a sop to try and balance Body Chi and doesn't make any sense.

Rifts Phase World Sourcebook
Oni Ninja Techniques (pages 21-23)
The "Ki" (I.S.P.) Based nature of these powers is flat out ridiculous. Seriously, most of these are combat abilities, some of them aren't any sort of power at all. To fix this problem I'm going in a whole new direction of the Oni Ninja.
Replace the Oni Ninja Abilities & Bonuses with the following:
1. Attribute Bonuses: These are unchanged from page 21 of the Phaseworld Sourcebook.
2. Ninja Techniques: At level one the character can select three Oni Ninja Martial Art Powers. The ninja can select an additional power at levels 3, 6, 9, 12, and 15.
3. Chi: Double Normal Chi.
4. Hand to Hand Oni Ninjutsu
1: Starts with three attacks/actions per melee round; +2 to strike, W.P. Paired Weapons.
2: +2 additional attacks/actions per melee round.
3: +3 to pull/roll with punch/fall.
4: +4 to damage. +1 on initiative.
5: +1 additional attack/action per melee round. Gains Automatic Dodge.
6: +3 to parry/dodge. Entangle (+2).
7: Knock out/stun on a Natural 17-20.
8: +1 additional attack/action per melee round. +1 on initiative.
9: +1 on initiative. Kick attack does 1D6 damage.
10: Critical strike on a Natural 19 or 20.
11:+2 to strike.
12: Death blow on a roll of a natural 20.
13: +1 additional attack/action per melee round.
14: +2 to damage.
15: +2 to strike. Death Strike on a Natural 20. This special version of a Death Blow uses up all the characters melee attacks for that melee round. The attack must be made with the bare hands or feet and always strikes. It inflicts 2D4x100 M.D. to mega-damage creatures or 2D4x100 S.D.C./hit points to mortal S.D.C. beings. If the target of the death strike still survives the attack, he is temporarily paralyzed and knocked senseless for 2D4 minutes, leaving him open to further attack. If given the chance to recover, the victim remains somewhat disoriented and weakened: reduce speed, combat bonuses and the number of melee attacks by half for 1D4x10 minutes.
Additionally, no other Oni Ninja Martial Art Powers may be used for 12 hours! The Ninja will be completely exhausted, unable to fight, concentrate, or talk for 1D4 minutes. For the ten minutes after that, he remains extremely weak and can barely move; one melee action per round, speed is reduced by 80%, all bonuses are gone, skills are impossible to perform and he cannot attack. After this period the character regains more strength and can function at half his normal ability level. The number of melee actions/attacks, all bonuses, skill proficiencies and speed are half of normal for the next six hours. The character's Ninja Martial Art Powers return after 12 hours.

Oni Ninja Martial Art Powers:
Art of Stealth (as per N&S)
Mega-Damage Chi-Gung (See N&S conversions)
Combination of Kangeiko & Shochu Geiko (as per N&S)
Art of Evasion (as per N&S)

Defense Kata: This kata uses techniques that allow for incredible defensive moves; lighting-fast parries, dodges, and defensive leaps. Must be used for a full melee round. Adds +4 to parry, dodge, and roll with punch/fall/impact, +2 to Automatic Dodges. However, with the focus on defense, the character suffers from -1 to Initiative, -2 to strike and all skills are at -10%.

Offense Kata: With this kata, the Oni Ninja can launch incredibly accurate and devastating punches, kicks, and other attacks. During the melee round this kata is used, the character is +3 to initiative, +2 to strike, +2 to pull punch, acquires an additional melee attack, and does and additional 1D6 damage with a melee strike (hand to hand or melee weapon). However, concentration on attacking reduces the character's defensive abilities: +2 to parry, dodge, and roll with punch/fall/impact and the character cannot use Automatic Dodge.

Dragon Fist Martial Art Technique: A punch, jab or open hand strike that inflicts an additional 1D4x10 M.D. to supernatural beings, demons, elementals, and creatures of magic, including dragons and, incidentally, other oni ninja! This attack counts as two melee attacks/actions and cannot be combined with a power punch.

Dragon Kick Martial Art Technique: The ninja learns to channel his Chi into a powerful kick that does 1D6x10 M.D. to supernatural beings, demons, elementals and creatures of magic, including dragons and other oni ninja. The attack counts as two melee attacks/actions and cannot be combined with a power punch kick.

Dragon Leap Kick Martial Art Technique: A powerful leap kick that inflicts 3D6x10 M.D. to supernatural beings, elementals and creatures of magic, including dragons. This must be the character's first and only attack for that melee (the leap concentration and focus uses up all other attacks). All the character can do after the kick is defend himself.

Fast Hands Martial Art Technique: The Ninja can move his hands so quickly that he can block/parry every attack leveled at him simultaneously from multiple attacks without using up a melee attack/action. (Essentially an Automatic Circular Parry, this is classified as a Martial Art Technique because of it's incredible combat power.)

Spirit Fist (Chi Mastery Ability, Negative or Positive): A punch, jab or open hand strike that unleashes a powerful telekinetic force that inflicts the equivalent of the character's normal M.D. punch. Range: five feet (1.5 m) per level of experience. Counts as a normal melee action/attack. Cannot be used as a power punch or dragon fist. Cost: 10 Positive or Negative Chi per strike.

Face of a Friend (Art of Invisibility): This extremely useful ability leads a person (usually the target of an assassination or victim of espionage) to believe the ninja is someone he trusts. The power is similar to Chi Zoshiki in nature and plucks an image from the victim's mind and uses it to mask the true appearance of the ninja. The victim gets a normal save versus Mind Clouding (the arbitrary name I picked for this and Chi Zoshiki, see the description of Mystic Invisibility in Rifts Japan for the saving throw). A successful save means he sees the ninja as a stranger.

Inner Strength (Chi Mastery Ability, Positive): The Ninja does not fatigue, P.S. and speed attributes are temporarily increased by six points, +4 to save vs poison, drugs or disease, +10% to save vs coma, +2 to save vs mind control, and +1 to save vs magic. Chi must be spent every melee the power is "on." Activating it counts as one melee attack/action. Cost: 5 Positive Chi per melee round (15 seconds).

Unnoticed Walker (Art of Invisibility): A variant of Chi Zoshiki, this power hides the presence of the ninja. As long as the character does not call attention to himself and stays out of the way of others, nobody will notice him. This power does not fool electronic or artificial sensors, but will affect both sentient beings and animals. The character can even be in plain view, but people will not seem to notice him. Attacking, failing a prowl roll or making noise will ruin the effect. Furthermore, the character is automatically shielded from the Chi Awareness ability.

NOTE: The new Oni Ninja Martial Art Powers are listed with their N&S category for GMs wishing to convert these to N&S and/or other systems while using N&S martial arts and martial art powers. Mega Damage versions turn into the standard S.D.C. vs supernatural version in non-M.D.C. settings (see Palladium Fantasy for how MD versions are converted to SDC).

Rifts Spirit West
Stone Giants (page 121)
Wisps of Sickness: While this can be used as is, without modification, to make it fit better into the overall scheme of things the mechanics of operation should be changed to the following:
This creates a Malignant Miasmal Disease (see Mystic China, page 82) within the affected character but does not cost the giant any P.P.E.! The sickness and penalties are immediate. Environmental body armor, power armor, airtight vehicle/enclosure or fetish armor will protect characters from this magical attack. Wisps of Sickness can be used as often as once per melee round.

Death Ghost Attack: Unfortunately this bends the rules for how P.P.E. actually works into a pretzel and beyond. To make this actually work do the following:
The single most horrifying aspect of the Stone Giants is their ability to cause doom humans or animals to a wasting death by disrupting the bodies natural ability to regenerate chi and therefore losing the ability to heal.
Eliminate the PPE cost of the attack. This ability works the similar to Negative Chi Attacks (N&S page 120). The ghost itself is unchanged and still engages in combat as normal. However, each time the ghost attacks and successfully strikes the target, they suffer the effects of Offensive Chi (N&S page 118). If the character drops to zero or less Positive Chi their Chi is Disrupted and they have a Negative Chi infection. They cannot use any Chi Mastery Abilities, Chi-related abilities, or cast Chi Magic spells. The Further Victim Penalties can be moved to a more general location (i.e. Optional Damage rules) as they no longer specifically apply to the direct effects of this ability.
Stop-Gap Remedy: Forget psionic healing, it has no effect on characters who have zero or Negative Chi.
The Known Cures: Obviously, players familiar with Ninjas & Superspies will realize this attack IS a Negative Chi Attack and not Dim Mak (Dim Mak has similar effects, and does prevent healing, but works through an entirely different process).
If you want, you can allow the Stone Giant responsible to withdraw the infection, or allow the great healing ritual of the Medicine Lodge to work, or the Restoration ritual, resurrection by a great spirit or god, or the two separate Remove Curse spells cast by two different sources within an hour to cure this affliction. In addition, the standard cures for Negative Chi Infection (Someone Else using Chi Healing on the character, Discorporate, Mending Chi Kata, Someone Else casting Disperse Chi Spell on the character and
Someone Else using Cure Negative Chi Disease as a Celestial Calligraphy) will work as normal.

Rifts Skraypers
The Megaversal Perspective (pages 133-134)
Victor Lazlo is Kevin's front man for his problematic ideas about Chi. In this section of the book we see, "Lines of magical energy/P.P.E. the Chinese Geomancers -- practitioners of Feng-Shui -- had recognized and utilized for thousands of years, even into the 21st Century. They called these lines of energy "Dragon Veins" or "Dragon Tracks," and referred to the energy as both a source of positive and negative "Chi." A force that could be manipulated or corrupted by man."
Unfortunately for Kevin, the biggest flaw in this is that Chi is not a magical energy, it's a natural energy. Dragon Veins and Dragon Tracks, while similar to Ley Lines, aren't quite the same thing at all. See Ley Lines are just that, lines. Dragon Veins and Dragon Tracks do NOT usually travel in a straight line. In fact, when they do, the Chinese considered this bad and used various Feng Shui techniques (such as building pyramids, stupas, temples, and other man-made obstacles) to turn aside or otherwise disrupt the flow of chi resulting from these straight lines. (Ironically, see BTS1, where Victor Lazlo actually describes this phenomena, but attributes it to philosophical differences between eastern and western thought.)
If we take this one step further, we also notice the similarity of Australian Songlines to Ley Line and Dragon Track concepts. Like Ley Lines, they tend to cover places where magic power is present, but like Dragon Lines they also tend to meander around without traveling in a straight line. Even the Nazca Line Drawings recognized the concept of places of magic and the Nazca wizards considered ley lines to be "part of a "cosmic drawing" whose very pattern is life and reality." (This is yet another hint of Kevin's attempts to make PPE a natural energy, which is odd since it can only be used to perform supernatural feats.)
More on this fun confusion under BTS1 and BTS2.

Rifts Japan
Okay, this is going to be the first fairly indepth fix, as several of the O.C.C.s have to be changed as well as the various powers and monsters.

The Kyoto Millennium Tree. Okay, we all know this is a reprint and it's not quite appropriate, but whether or not to actually keep it in place is up to individual GMs. If it is kept, the base Positive Chi is 3D6x1000. The corrupted tree in Germany would have an equivalent amount of Negative Chi. All Millennium Tree magic items act as if they were filled with Positive Chi for damage to Negative Chi being purposes.

Magic Weapons
Millennium Tree Magic Items are unchanged.
Elemental Shuriken: Change the sentence "The five shurikens represent the five Japanese elements (in addition to the traditional earth, air, water and fire, Japanese alchemists consider wood to be a separate element)." to "The five shuriken represent the five Japanese elements (in addition to the traditional earth, water, and fire, Japanese alchemists consider wood and metal to be separate elements, with no "air" element)."
Rename "Air Shuriken" to "Metal Shuriken"
TW Power Shuriken: Rename to "Power Shuriken". Delete the note about this being a common Chinese techno-wizard item (or replace it with "a common Japanese alchemist item".
TW Fire-Breathing Arquebus: Rename to "Fire-Breathing Arquebus". Delete the note in parentheses about "(bell-shaped, short-range shotgun)". Delete the reference to "eta techno-wizards".
Magic Powder Grenades are unchanged.
Singing Arrows are unchanged.
Tanto of Hellish Poison: Reduce the base damage to 1D6 SDC/2D6 MDC, poison damage is unchanged.
"Ten-Thousand-Strength" Nunchakus: Rename to " ' Ten-Thousand-Strength' Nunchaku". Otherwise unchanged.
Whirlwind Naginata: Change Art of Defense to the ability to spend an attack deflecting arrows, thrown weapons, or bullets, if the character does nothing but defend for the entire melee round.
Zen Master's Bows: Change all the P.P.E. costs to Chi.
Greater & Greatest Daisho Rune Sword. First change, delete all references to these being "rune" weapons.
Daisho of the Relentless Warrior: Delete the 's' at the end of "mystic Daishos". Otherwise unchanged.
Daisho of the Storm: Change the sentence, "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 warriors." to "The Daisho of the Storm were a set of ten pairs of swords, commissioned in legendary days by an Ashikaga Shogun to honor his most trusted warriors."
Ghostly Katana of Soul Slaying: Delete the parenthetical reference to "(no wakizashis were ever built)". Otherwise unchanged.
Bottomless Purse: Unchanged
Fan of the Forest Wind: Unchanged
Hat of Invisibility: Unchanged, unless you want the details on the different hat types it can appear as.
Heavenly Speaking Flute: Unchanged
Holy Incense Burner: Unchanged
Lantern of Protection: Unchanged
Living Kami Statues: Unchanged
Mirror of True Seeing: Unchanged
Powder of the Heavenly Winds: Unchanged
Tattoos of Strength: Unchanged.
The Living Samurai Sword: Delete all references to these being rune weapons. Change the sentence "The rune swords can only be created by a samurai who is 12th level or higher or a by a shinto master sword maker, most of whom are extremely old and considered to be "Living Legends". To "These magical swords can only be created by a shinto master swordsmith." Change the sentence "The creation process requires beating and "folding" the sword at least 400 times - the rune swords are folded thousands of times!' to "The creation process requires beating and "folding" the sword at least 10 times - the magic swords are folded two dozen times!" Change the damage of these weapons to the following: Katana: 1D8+2 one-handed, 2D6 if high quality/magic; 2D6 if two handed, 3D6 if high quality/magic. Wakizashi: 1D6, 1D8 if high-quality/magic. Change the parenthetical reference "(the sword maker stores one P.P.E. point in each "fold" during the ceremonies of creation)" to ""(the sword maker stores 100 P.P.E. points in each "fold" during the ceremonies of creation)". Delete the reference to senior samurai knowing the secrets of sword construction.
Samurai Rune Swords: Change name to "True Samurai Swords"
Delete the reference to these swords being considered lesser rune swords. They list of powers they posses is unchanged. M.D.C. is unchanged. Change all references to "Living Legend sword maker" to "Shinto master swordsmith". Delete all references to "rune" (or change to "magic"). Change the Damages to the following: Katana: 3D6 one handed; 4D6 if two handed. Wakizashi: 2D8. Damage is for both SDC and MDC. If the GM desires (not recommended) the additional 2D6 damage for pre-Rifts versions (I recommend only a one die size increase myself) can be added to those swords. Then delete the initial damage entry (between MDC and Parry Energy Blasts with Sword).
M.D.C. Armor: Technically I could make individual versions of different magic armors, but we'll leave that alone for now.

JAPANESE O.C.C.s
Traditional Samurai O.C.C.
Replace the note for Chi M.D. Death Blow with the following:
Note: A Chi death blow draws on the characters Positive Chi, 3D6 Positive Chi per use.
Replace Special Training & Mastery PPE bonus with Chi Bonus: Double Normal Chi.
Delete "and the knowledge and skill to create a "true" samurai sword" under the 12th level entry for Zanji Shinjinken Ryu.

Mystic Ninja
I'm tempted to start actually uploading my Ninja O.C.C., but I'll just overhaul this one for now. What was basically attempted in Rifts Japan was to take the "Ninjitsu" Martial Art "Form" in N&S and add several skills and abilities to the template to create a character class. Unfortunately, Palladium really messed this one up.
Replace the Special Ninja Training & Mastery with the following:
1. Automatically receives the Body Hardening Exercise Chi-Gung (M.D. version)
2. Select one other Martial Art Power from among Body Hardening Exercises, Martial Art Techniques, and Special Kata.
3. Automatically Receives the Art of Escape Martial Art Power.
4. Select Two other Martial Art Powers from among Arts of Invisibility. (Alternatively, this can be replaced by the select one at levels 1, 3, 6, 9, and 12 from the original Mystic Ninja listing.)
5. The Ninja Way of the Horse and the Bow. This is unchanged from Rifts Japan page 53.
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. Characters playing Ninja should have one "public" identity that is known to the other players, and one I "true" identity revealed only to the Game Master and the superiors of the Ninja society. Here's a list of some of the Ninja's traditional disguises along with their modern equivalent:
1. Sarugaku-- Traveling Actor/Jet-Setting Type wearing high fashion outfit.
2. Komuso - Itinerant Priest/Minister wearing suit with clerical collar.
3. Sukke - Buddhist Priest/Eastern-Style Priest wearing robes.
4. Hokashi - Traveling Entertainer/Tourist' with obnoxious clothes, camera and travel bags.
5. Tsunegata - Farmer Type/Blue Collar Worker dressed in work clothes.
6. Akindo - Merchant/Businessman dressed in suit and carrying a briefcase.
Develop a new False Identity at levels 3, 6, 9, and 12.
6. Other O.C.C. Bonuses: This is also unchanged from Rifts Japan page 53.
7. Chi: Double Normal Chi.
Ninjutsu/Tai-Jutsu Martial Arts
For the 11th level bonus, change "Double existing P.P.E. (Inner spirit)" to "Double existing Chi."

Bishamon Fighting Monk
Delete the word "Zen" from the third sentence of the first paragraph. For the last sentence of the first paragraph, replace "Shinto" with "Buddhist" in front of "sohei warrior monk."
For the last paragraph of the description, replace the word "daito" with "Nodachi" in the last sentence. Also delete the word "spear" after the bisento damage entry.
Replace the Special Training & Master with the following:
1. Automatically receives the Body Hardening Exercise Chi-Gung (M.D. version)
2. Chi M.D. Death Blow: Unchanged except for the note. Replace the note for Chi M.D. Death Blow with the following:
Note: A Chi death blow draws on the characters Positive Chi, 3D6 Positive Chi per use.
3. Mystic Martial Art Power: Unchanged from page 56 of Rifts Japan.
4. Chi Bonus: Double Normal Chi.
5. Other O.C.C. Bonuses: Unchanged from page 56 of Rifts Japan.
6. Temple Philosophies & Skills: The only thing of note is that, at the GM's option, the Bishamon Meditation skill can be replaced with the Mediation skill from Mystic China.

Sohei Warrior Monk
Replace all references to Shinto with Buddhism. Replace the Special Training & Mastery with the following:
1. Jodo, the Way of the Staff: Unchanged from page 58 of Rifts Japan.
2. Chi M.D. Death Blow: Unchanged except for the note. Replace the note for Chi M.D. Death Blow with the following:
Note: A Chi death blow draws on the characters Positive Chi, 3D6 Positive Chi per use.
3. Mystic Martial Art Power: Unchanged from page 58 of Rifts Japan.
4. Chi Bonus: Double Normal Chi.
5. Other O.C.C. Bonuses: Unchanged from page 58 of Rifts Japan.
6. Temple Philosophies & Skills: The only thing of note is that, at the GM's option, the Sohei Meditation skill can be replaced with the Mediation skill from Mystic China.

Yamabushi Mountain Priest
For the last paragraph of the description, it should be noted that Yamabushi did have a distinctive costume. I'm still trying to pin down all the details, but here's what I do know so far: Yamabushi wear a special traditional costume with sixteen items of practical use to the traveling acetic sojourn. Some notable ones include:
1. Hishiki: A fur rug hanging down from the waist in the back
2. Hora/Horagai: A conch-shell trumpet
3. Inkin: A small Buddhist hand bell
4. Byaku-e: A white or yellow overgarment
5. Kesa: A coarse wool shawl, shoulder cloth which is part of the Buddhist monk's habit.
6. Nenju: A Buddhist Rosary
7. Sazukake/Suzukake: brown tunic, similar in design to a samurai court vest (kataginu) with Kuguri Bakama (Trousers)
8. Shakujo: A wooden/metal staff with rings at the top
9. Tokin: A small hexagonal black cap w/thick twine under chin
10. Wagasa: A paper umbrella
11. Yaeuma: An open wooden frame backpack which contains an oi (portable altar with religious scriptures and other needs)
12. Yuigesa: A collar with 6 colored tufts (yuigesa no bonten)
13. Rao: A bamboo water bottle/pipestem
14. Kyahan: white leggings.
15. Tekko: White hand guards.
16. Geta (wooden clogs) or Midare-o (Waraji sandals)
Common weapons include the Goma-gatana (devil conquering sword) or Ono (axe)

Replace the note for Chi M.D. Death Blow with the following:
Note: A Chi death blow draws on the characters Positive Chi, 3D6 Positive Chi per use.
Replace Special Training & Mastery PPE bonus with Chi Bonus: Double Normal Chi.
At the GM's option, the Yamabushi Meditation skill can be replaced with the Mediation skill from Mystic China.

Demon Queller
Replace the note for Chi M.D. Death Blow with the following:
Note: A Chi death blow draws on the characters Positive Chi, 3D6 Positive Chi per use.

Tengu
HP is P.E.+1D6 per level of experience. S.D.C. is 3D4x10.
Tengu have Double Normal Chi.

Ninja Juicer, Ninja Crazy, Ninja Borg.
See the notes concerning Chi and Bionics in the general conversion section of N&S.

Ninja Techno-Wizard
My recommendation is to delete this class entirely.

Japanese Hand to Hand Combats
Aikido
For the 10th level bonus, change "Double existing P.P.E. (Inner spirit)" to "Double existing Chi."

MYSTIC MARTIAL ART POWERS OF RIFTS JAPAN
Overall, these are the best conversions of the Martial Art Powers from N&S (at least for the ones they actually cover). The biggest conversion problem with martial arts power (exclusive of the whole P.P.E./I.S.P. nonsense) is how they work in M.D.C. settings (which sadly, only the mecha games like Robotech and Macross II had the system working) and what damage they would do. The majority of those points are addressed in the Ninjas & Superspies conversions above.
Arts of Invisibility: Most of these are fine, except Mystic Invisibility. I recommend replacing all P.P.E. costs with doubled Chi costs (i.e. if it says one point of P.P.E. it costs two chi) and using the saving throw vice N&S's use of a base skill percentage. (Also, see the general notes under Ninjas & Superspies conversions for a more indepth look at Mystic Invisibility.
Body Hardening Exercises: Again, these are mostly fine, just replace the P.P.E. cost of Chi Gun with a doubled Chi cost.
Zenjoriki Powers: (Ironically Erick himself favors "Zenjorike" instead of Zenjoriki). Calm Minds should have a Chi cost instead of a PPE cost, however, Calm Minds IS essentially a psionic attack, so the cost should technically be in I.S.P. making this the most messed up power to convert. Since Zenjoriki are supernatural powers though, it's okay to ignore any references to Chi and just give this an I.S.P. cost. Of course then you have to generate the character using this power's I.S.P., so use the standard minor psychic determination if this martial art power is selected.
Delete the P.P.E. costs of Vibrating Palm, Vital Strike Atemi and Withering Flesh Atemi (why the last two are considered "Zenjoriki" in Rifts Japan I'll never know). Also, delete all references to the Atemi powers being "deadly magic." Yes, the P.P.E. costs of Two Minds and Karumi Jutsu can stay, both are Zenjoriki and can be classed as magical/mystical abilities. See the general N&S conversion notes above for how Vibrating Palm works in an M.D.C. setting.

MONSTERS OF JAPAN
Oni of the One Hundred
HP is P.E.+1D6 per level of experience. S.D.C. is 2D6x10+40.
Negative Chi: 6D6 plus 75.
Magic/Natural Abilities: Replace with the following:
1. Enter and Exit the Realm of Jigoku.
2. Possess ALL Negative Chi Mastery Abilities.
3. Sense Chen Chi - Living Vitality.
4. All Oni are able to convert Chi to P.P.E. and vice versa (one point of P.P.E. equals six Chi).
5. Magic: The rest of this is identical to the existing magic abilities on page 202 of Rifts Japan.

Oni Master
HP is P.E.+1D6 per level of experience. S.D.C. is 3D6x10+100.
Negative Chi: 6D6 plus 150.
Magic/Natural Abilities: Replace with the following:
1. Enter and Exit the Realm of Jigoku.
2. Possess ALL Negative Chi Mastery Abilities.
3. Sense Chen Chi - Living Vitality.
4. All Oni are able to convert Chi to P.P.E. and vice versa (one point of P.P.E. equals six Chi).
5. Magic: The rest of this is identical to the existing magic abilities on page 204 of Rifts Japan.

Oni Mystic
While personally, I think the psionic aspect is lame for Oni Mystics (probably trying to avoid copy right infringement vs TSRs Ogre Magi), It doesn't really need to be changed.
HP is P.E.+1D6 per level of experience. S.D.C. is 1D4x100+200.
Negative Chi: 6D6 plus 150.
Magic/Natural Abilities: Replace with the following:
1. Enter and Exit the Realm of Jigoku.
2. Possess ALL Negative Chi Mastery Abilities.
3. Sense Chen Chi - Living Vitality.
4. All Oni are able to convert Chi to P.P.E. and vice versa (one point of P.P.E. equals six Chi).
5. Magic: The rest of this is identical to the existing magic abilities on page 204 of Rifts Japan. Optionally the GM can replace these magic abilities with the random Initial Spells for the Wu Shih on page 68 of Mystic China.

Sura-Kappa
HP is P.E.+1D6 per level of experience. S.D.C. is 2D4x10.
Positive Chi: P.E.x2

Goblin
Positive Chi: P.E.

Goblin Spider
HP is P.E.+1D6 per level of experience. S.D.C. is 1D4x100.
Positive Chi: P.E.x2
Contrary to Rifts Japan, most Goblin Spiders are not Ley Line Walkers, they're Geomancers (see Mystic China pages 61-63), though they typically branch out into study of dimensional and temporal magic.

Japanese Imps
HP is P.E.+1D6 per level of experience. S.D.C. is 2D4x10+20.
Positive Chi: P.E.x2

Hannya Demon
HP is P.E.+1D6 per level of experience. S.D.C. is 1D6x10+100.
Positive (or Negative at the GMs option) Chi: P.E.x2

Shikome Kido-Mi, Kumo-Mi, Asama-Tatsu
Shikome Kido-Mi: HP is P.E.x3 per level of experience. S.D.C. is 2D4x1000+200 adult (1D4x1000+800 for hatchling).
Kumo Mi: HP is P.E.x3 per level of experience. S.D.C. is 2D4x1000+100 adult (1D4x1000+600 for hatchling).
Asama Tatsu: HP is P.E.x3 per level of experience. S.D.C. is 2D4x100+200 adult (1D4x100 for hatchling).
Chi: Oriental Dragons have the unique ability of having both Positive and Negative Chi simultaneously. Mythology tells us that these dragons have 117 carp scales: 81 are infused with benevolent essence (or yang) and 36 with malign essence (or yin). This evens out the dragons temper and personality. What this means in game terms is even better. Each one of those carp scales can be used to store Chi! The amount of Chi stored in each scale is equivalent to four times the dragon's P.E. attribute! Dragons tend to keep full amounts of Chi on hand as well. This makes dragons VERY powerful when it comes to Chi manipulation, though they tend not to use their stored chi unless it's for an important reason. For "daily use" dragons use their remaining Chi (which could be positive or negative at any given time). P.E.x4 and they are not required to use a melee round switching from Positive to Negative Chi or vice versa.
Oriental Dragons have all Chi Mastery Abilities and tend to specialize in Chi Magic in addition to their listed magic.

Rifts SOT4: Cyber Knights
Inner Strength & Spirit
The Cyber-Knight's training is such, that ALL can call upon their Inner Strength and Spirit (ancient, pre-Rifts Oriental masters might have called this "chi") to perform superhuman feats as follows. (page 23)
-More nonsense about Chi and Inner Spirit/Sttrength that can be eliminated (delete everything in this sentence that's in parentheses).

Psychic Cyber-Knights
Somewhere around 70-80% of all Cyber-Knights possess limited psychic powers. These candidates are selected, in part, for their innate psychic abilities and (usually) high Mental Endurance (M.E.). (page 24)
-Normally I wouldn't mention this in an artiicle designed to fix Chi, however, it's one of the problems of the "Cyber" Knight. These guys should have really been "Psyber" Knights, especially in this book.

Summon Psi-Sword
A Psi-Sword is a Mega-Damage energy weapon that the Cyber-Knight can mentally will into existence! Presumably the knight creates it using both his inner strength and inner spirit (an unusual combination of P.P.E. and I.S.P.). (page 24)
-It's worth noting that the bit in parenthesses is B.S. Psychic Powers (i.e. I.S.P.) are directly derived from P.P.E. as per BTS1, BTS2, Rifts, etc. So you can actually eliminate the entire wording of the second sentence and replace it with the standard bit about focusing their PPE into ISP to create the Psi-Sword.

Level One: Cyber-Knight Armor. When a Cyber-Knight has completed his years of martial arts training, body hardening exercises, and spiritual awakening (marked and symbolized by the ability to create a Psi-Sword), he becomes a first level Cyber-Knight. The warrior is also given special "Cyber-Armor" that is fused to his body. (page 25)
-I love that use of "body hardening exercisees"...NOT! Replace it with the terminology "strenuous physical exercises". Likewise, dump "martial arts training" in favor of "hand to hand combat training".

Level Four: Living Armor: Unknown even to most friends and allies of the knights, at 4th level, the armor becomes a living part of the Cyber-Knight and can repair itself... (page 26)
-This was basically a cop out to try and covver the fact that CKs are really psychics and getting Cyber Armor would have jacked up their psionic powers. What Palladium forgot is that originally, CKs ALSO got several other cybernetic implants to go with the Cyber Armor.

Training
Being a Cyber-Knight is a way of life, based on strength of spirit, focus, ideology and code of ethics as much as physical prowess and keen fighting skills. (page 26)
-In other words, psychic knights.
The training of a Cyber-Knight is fastidious and strenuous. It builds both the mind and body, becoming a way of life, not just a simple philosophy. In that respect, it is similar to the ancient martial arts of pre-Rifts Earth. (page 26)
-Another reference to "ancient martial arts"" that can be replaced.
Physical training involves all manner of combat exercises, body hardening/body building, hand-eye coordination, martial arts, practice with numerous weapons, paired weapons, gymnastics, and horsemanship. The purpose is to fuse mind and body into one. To create a "thinking and controlled" fighting machine with lightning reflexes and dead-eye responses. (page 26)
-Again, another reference to "martial arts" that can be replaced. Also replace the "body hardening/body building" with just plain old "body building".

Cyber-Knight Zen Combat (page 27)
-Every time I see "Zen" here I want to smackk the author with the book. There's nothing "Zen" about CK training or abilities. Stupid western misconception.

Level Three: Combat Acrobatics: Ability to fight and strike even when moving and off balance. No penalty to strike when moving! (page 27)
-Ironically, this really only applies to moddern weapon proficiencies...

Level Four: Basic Combat Awareness. Initially, the Cyber-Knight can only focus and be aware of one opponent and all the weapons and weapon systems of that one, primary opponent.
Meanwhile, the Cyber-Knight's gun toting or tech-laden opponent is -3 to dodge the Cyber-Knight's attacks and loses 2 melee attacks/actions due to time spent compensating for the Cyber-Knight's amazing agility, combat skills and awareness. (page 27)
-I lumped these two parts of the big LAB toggether for a simple reason...notice the similarities to Juicers? I should also note that someone with Zanshin wouldn't be affected by the penalties, regardless of whether or not they were "gun toting or tech-laden".

Level Six: Cloud Sensors. The Cyber-Knight can cause sensors and weapon systems to either blink on and off, provide its user with mixed readings or faltering signals, or to not "see" the knight for a moment. (The Cyber-Knight pops in and out. Now you see him, now you don't!) This makes the use of sensors unreliable, impossible to pinpoint a Cyber-Knight or to identify the exact number of Cyber-Knight targets, through artificial means. High-tech soldiers not used to "eye-balling" their opponents are put at a great disadvantage as the penalties and modifies that follow indicate. (page 28)
-Next we see a limited version of Psionic Innvisibility.

Level Eight: Advanced Combat Awareness. (page 28)
-The Zanshin note still applies.

Rifts China 1
First thing of note is "What in the hell is a "Mystic Martial Artist". This class is mentioned extensively throughout this book (not too mention MercTown), yet we aren't given the information for it anywhere. I'd probably use the DMA (fixed version of the revised) in it's place.

Huan Shih, Celestial Master of Mount Song: Taoist Immortal (pages 11-12)
Level of Experience: Okay, let's face it, both of these have some problems since neither is an actual "OCC". Judging by the "Martial Art Powers" he has, he would be a 12th level Wai Chia Wu Shih with Tai Chi Ch'uan and Pao Chi (both at 12th level though).
P.P.E.: Don't know why this is listed, it's more likely that he would have WAY more than that, based on the Rifter #3 conversion notes. Personally I think those numbers are too damn high as well. So we'll likely have to come up with some completely new way of determining PPE, ISP (if any), and Chi for Immortals.
Combat: Hand to Hand Martial Arts?!? This makes no real sense, in the interest of making everything N&S/MC based, I'd say replace this with 12th level Tai Chi Ch'uan and Pao Chih.
Magic & Psionics: None and Unknown respectively. I'd recommend probably dumping these entirely.
Martial Art Powers: Unfortunately, this is a big part of where Rifts China breaks down. Either replace with the martial art styles known from MC or use the new revised version when we get to Rifts China 2.
Those are about the only things that really need to be changed for this guy.

Master Fu Qiu (page 13)
Chi: Pretty much depends on what final Chi Taoist Immortals will end up with.

18 other Taoist Immortals, Enlightened Scholars and Priests
Chi as per normal or for Taoist Immortals

Wu Je Nao, Abbot of the Shaolin Temple: White Dragon (pages 14-15)
Level of Experience: Well, without having actual stats for "White Dragons (Bai Long)" we're somewhat SOL for trying to refine this NPC down. The "22nd level Mystic Martial Artist" note should probably be dumped entirely.
Combat: "Expert in all Martial Arts equal to a 10th level warrior." Uhm...WTF?!? I don't think I even want to touch this one, I'd probably give him the abilities and powers, and hand to hand skill of a 15th level Ancient Master from Heroes Unlimited 2E.
Martial Art Powers: Yes, he certainly has a lot of "Martial Art Powers" I'd probably give him those martial art styles from Mystic China at the specified level (in addition to the Ancient Master stuff above).
Chi: Damn, he'd have a LOT! I'd give him at least 1700 Chi (each, for both Positive AND Negative).

24 Mystic Martial Artists at 12th level, 300 Mystic MAs at 6-11th level, and 2400 students of 1-5th levels all have Chi as per DMAs with the appropriate martial art(s) and level.

Chu Chiang, The Sleeping Yama King (pages 16-18)
HP and SDC conversion: Technically, as the Yama Kings are creatures of Pure Negative Chi, the would have their chi devoted to their hit points and SDC. However, given and MDC of 10,500 (which could possibly be their chi), they probably have 3500 hit points and 7000 SDC.
Chi: Well, he'd have at least as many as a 15th level Chi Mage, probably 10 times that though, so say 700 Negative Chi (at least). Alternatively, 2x ISP and keep ISP.
Martial Art Powers: Again, I'd probably give him those MC styles at the levels listed (and then calculate Chi based on those styles).

Hua Han, Chamberlain of the King
HP and SDC as per Horned Usher
Chi As per Horned Usher

Suan Tao, Courtesan Demon
HP and SDC as per Horned Usher
Chi As per Horned Usher

Wang Bai, Court Artisan
HP and SDC as per Horned Usher
Chi as per Horned Usher

Lord Jing Bo, Shou Xing, Bai Meng, Fei Tieh, Bai Yu, Gou Gou and Tu Mao
HP and SDC as per Demon Overlord
Chi as per Demon Overlord

Xian Ya, Immortal Raven (pages 19-20)
Chi: Would be based on PE plus any bonuses from Mien Ch'uan KF at 8th level.
Combat & Martial Art Powers: Standard MC conversion., dump HTH Martial Arts.

King Qin Kuai, the Usurper (pages 20-22)
HP and SDC conversion: Interestingly enough, the description states that Qin Kuai has become a minor Supernatural Being since promotion, which doesn't make much sense unless you realize that he was a damned soul (and not an Infernal) before being promoted. HP would be 7D6+11 (36) and SDC would probably be 43.
Chi: As per 7th level Chi Mage with Tai Chi Ch'uan at 3rd level.
Combat & Martial Art Powers: None are actually listed for this poor guy, so I'd give him Tai Chi Ch'uan at 3rd level (or HTH Martial arts at 7th level with the "Mystic" Martial Art Power of Xian Tai Chi Chuan at 3rd level).
Living Statue of King Qin Kuai: At the GM's option, this may be treated as a special version of the Two Minds Zenjorike, with Qin Kuai acting as the Hun portion and the Living Statue acting as the Po portion, though they can still use their listed abilities in their descriptions where it counters the abilities and inabilities of the Zenjorike power. (I.e. Qin Kuai can still fight, if he has to, walk, run, etc. and the Living Statue can use the listed natural abilities, etc., but cannot use Chi mastery abilities per se otherwise.

Lady Wang, Feng Xiao and Feng Zhong (pages 22-24)
Pretty much as listed, they aren't really martial artists, so while they have Chi, it's equal to their P.E. attribute.

Seng Ka, Nuan He, Hsuan Ma, and the rest of the 13 demon lords of Hangzhou's Dungeons
HP and SDC as per Demon Overlord
Chi as per Demon Overlord

Seng Ka's Wasp Demons
HP and SDC as per Infernal
Chi as per Infernal

Lou Mong, Shu Mo, and Yuan Shai
HP and SDC as per Demon Overlord
Chi as per Demon Overlord

Book Demon
HP and SDC as per Infernal
Chi as per Infernal

Wu Kuan (pages 25-27)
HP and SDC conversion: Technically, as the Yama Kings are creatures of Pure Negative Chi, the would have their chi devoted to their hit points and SDC. However, given and MDC of 11,000 (which could possibly be their chi), they probably have 4000 hit points and 7000 SDC.
Chi: See Martial Art Powers. Alternatively, 2x ISP and keep ISP
Combat: No entry on style known, see Martial Art Powers
Martial Art Power: Standard MC styles at listed levels

Xian Tan, Taoist Immortal
Chi as per Taoist Immortals

Shao Huan and Shao Tuan
Chi as per Yin Tigers (See Mystic China for description, however no Chi listed)

Peach-Wood Stick for Beating Ghosts
Chi as per wand of wood filled with Positive Chi (probably not very much, enough to do 6D6 damage though)

Female and Male Swords for Slaying Demons with the Three Virtuous Ways
Chi as per Sword Chi Technique, I recommend 50 points of Chi each, when used properly.

The Refining Elixir Well of Mount Gezao
At the GM's option, drinking from this well can cure Dim Mak.

Li Lung, Taoist Immortal
Chi as per Taoist Immortals

Yen Lo (pages 29-30)
HP and SDC conversion: Technically, as the Yama Kings are creatures of Pure Negative Chi, the would have their chi devoted to their hit points and SDC. However, given and MDC of 6250 (which could possibly be their chi), they probably have 2250 hit points and 4000 SDC.
Chi: See Martial Art Powers. Alternatively, 2x ISP and keep ISP
Combat: No entry on style known, so probably HTH Martial Arts
Martial Art Power: None listed.

Tu Feng, Black Bees
HP and SDC as per Infernal
Chi is P.E.x2 (yes, 10 Negative Chi)

Never-Dying Servants
HP and SDC as in life.
Chi is P.E. in Negative Chi. Optional, those with vulnerabilities may have P.E.x2 in Negative Chi.

Jiao Huan, Yen Hsiang Tai, Cong Hua, the Plague Gods, and the six Demon Lords of the Place of Little Spirits
HP and SDC as per Demon Overlord
Chi as per Demon Overlord

Pien Cheng
HP and SDC conversion: Technically, as the Yama Kings are creatures of Pure Negative Chi, the would have their chi devoted to their hit points and SDC. Ignore the old god-like MDC rating, looks like he has 1850 split between 850 hit points and 1000 SDC. Which doesn't make much sense for a spirit.
Chi: See Martial Art Powers. Alternatively, 2x ISP and keep ISP
Combat: No entry on style known, so probably HTH Martial Arts
Martial Art Power: None listed.
Spirit Wrack: Yes, this is still a psychic attack.

Pa'en Mo
HP and SDC as per millions of locusts
Chi as per Demon Overlord, however since he has split into millions of locusts, his chi is scattered into all those locusts, leaving them with little more than they would normally have, thus making detecting this Demon Overlord's chi extremely difficult.

Divine Lady Tzu-Ku Shen
Chi as per Taoist Immortal

Tai Shan Chun (pages 38-39)
HP and SDC as per Demon Overlord
Chi: As per Demon Overlord.
Combat: No entry on style known, so probably HTH Martial Arts
Martial Art Power: None listed.

Wing-Fire Pagoda
As a magical artifact, it has no Chi per se (which brings up the resistance of magical artifacts to Tamashiwara).

Chi Chou Lu, Taoist Immortal of the Shang Zheng Ye Sect
Chi as per Taoist Immortal

Ast-Oth, Gargoyle Mage of the Z'grath Clan
HP and SDC as per normal for Gargoyle Mages
Chi is P.E. x 2

Zhua Zhao, Clan Lord of the Hei Ch'ih Chu
HP as normal, SDC would be on the high side for giants.
Chi for him and other Black Fang Giants is P.E.x2

Shang Chengdao, Fang Changyu, Guo Yi
HP and SDC as per Demon Overlord
Chi as per Demon Overlords

Shih Lang, Jackal Wolves
HP as normal, SDC is 44+1D6
Chi is P.E. x2

Feng Shih, Demon Boars
HP as normal, SDC is 66+1D6
Chi is P.E. x2

Erh Shu, Ear Rat
HP as normal, SDC is 50
Chi is P.E. x4

Chi Chou Lu
Chi as per Taoist Immortal

Immortal Phoenix
Chi is P.E.x4 (for now)

Statue of the Great Perfect Warrior Emperor
Chi is unknown, reputed to be in the tens of thousands though.

Ping Teng (pages 41-43)
HP and SDC conversion: Technically, as the Yama Kings are creatures of Pure Negative Chi, the would have their chi devoted to their hit points and SDC. However, Ping Teng's chi is pretty messed up, so we'll have to use the MDC stats, giving 2500 hit points and 6000 SDC.
Chi: Since this Yama King is insane, his Chi is pretty messed up. See the table on page 22 of N&S for Chi and Psychosis, roll randomly every few minutes.
Combat and Martial Art Powers: Yeah, go with the description on this bad boy.

Zu Daozheng, Chamberlain of the 8th Yama King
HP and SDC as per Horned Usher
Chi as per Horned Usher, at maximum levels.

Jinxiu Ji, Sun Sun Tsu, and Che Geng
HP and SDC as per Demon Overlord
Chi as per Demon Overlord

Tu Shis (pages 45-46)
HP and SDC conversion: Technically, as the Yama Kings are creatures of Pure Negative Chi, the would have their chi devoted to their hit points and SDC. 3800 HP and 6000 SDC.
Chi: See Martial Art Powers. Alternatively, 2x ISP and keep ISP
Combat: No entry on style known, see Martial Art Powers
Martial Art Power: Standard MC styles at listed levels

Chu O
Chi is in the 10,000 range and has all Chi Mastery Abilities.

Hu Fen Pao, the White Lead Leopards
As per Mystic China for all notes.

Meng P'o Niang Niang, Lady Meng of the Terrace of Oblivion
HP 350, SDC 1400
Chi is probably around 2200 or so.
Martial Art Power: May have Tai Chi Chuan at 18th level.

Jo Mu, the World Tree
Chi as per Millennium Tree, which this probably is.

Emperor Huang Di
Chi and Martial Arts/Martial Art Powers known are unknown, likely has 9th level in some Martial Art style though.

Terra-Cotta Warriors
Completely magical, Chi as per magical artifacts

Chi Magic technicians
Chi and other abilities as per Chi Mages

Demonic Curses of China
At the GM's option, the cost for these can be half the creature's Chi instead of PPE, can only be performed with Negative Chi., Chi Healing, by using an equal amount of Positive Chi, can be used to remove the curse.

Ch'iang Shi, Chinese Vampires
MDC becomes Hit Point Equivalent.
Chi is P.E.x2 in Negative Chi, Elders, 50 years or greater may be able to learn Negative Chi Mastery Abilities.
Pu-ching chih Ch'i are considered Negative Chi attacks
All Ch'iang Shi are immune to Negative Chi attacks, but harmed by the standard Positive Chi attacks against undead.
Vulnerabilities also include the standard weaknesses against Positive Chi attacks (i.e. like Sword Chi Technique's attack against the supernatural).

Kuei - Chinese Demonic Ghost
Not to be confused with Kuei Hsien, however they have 3D6 Negative Chi as well as the standard Negative & Positive Chi interactions of undead.
MDC becomes Hit Point Equivalent.

Preta - Hungry Ghost
MDC becomes Hit Point Equivalent.
Chi is 6D6 Negative Chi as well as the standard Negative & Positive Chi interactions of undead.
The Possession ability is similar to that of the Kuei Hsien, except as noted in the description of the Preta.
Possession to Cause Illness, this can be substituted with the Inflict Negative Chi Illness Chi Mastery Ability.

Shen Mo - Wicked Ghost
MDC becomes Hit Point Equivalent.
Chi is 6D6 Negative Chi as well as the standard Negative & Positive Chi interactions of undead.
In Black Vapor form it can still be harmed by Positive Chi attacks affecting undead.
Breath Disease can likewise be substituted with the Inflict Negative Chi Illness Chi Mastery Ability.
The Biting Skulls have 1D6 Negative Chi each.
The Headless Skeletons have 2D6 Negative Chi each.
Possession to Cause Illness, this can be substituted with the Inflict Negative Chi Illness Chi Mastery Ability.

Vapours
MDC becomes Hit Point Equivalent.
Chi is 2D6 Negative Chi as well as the standard Negative & Positive Chi interactions of undead.
Vapour and Goblin Light transformations can still be harmed by Positive Chi attacks affecting undead.
Chilling Touch is considered a Negative Chi attack.

Fox Spirit, Hu Yao Kuai
HP become 1D6x10, SDC becomes 48
Not to be confused with the Hu Ching Fox Spirit or the Fox Faerie.
Chi is P.E.x2 Negative Chi as well as the standard Negative & Positive Chi interactions of Negative Chi Creatures.
Possession to Cause Illness, this can be substituted with the Inflict Negative Chi Illness Chi Mastery Ability.
Add Hu Ching to the list of enemies.

Goat Goblins
HP become PE, SDC becomes 4D6x2, half that in daylight
Chi is P.E.x2 Negative Chi as well as the standard Negative & Positive Chi interactions of Negative Chi Creatures. As modified for day/ night P.E.

Shadow Goblin
HP become PEx2, SDC becomes PEx2, half that in daylight or daytime
Chi is P.E.x2 Negative Chi as well as the standard Negative & Positive Chi interactions of Negative Chi Creatures. As modified for day/ night P.E.

Mountain Goblin
HP become PE, SDC becomes PEx2, half that in daytime
Chi is P.E.x2 Negative Chi as well as the standard Negative & Positive Chi interactions of Negative Chi Creatures. As modified for day/ night P.E.
The Lump of Flesh Metamorphosis is still vulnerable to Positive Chi attacks.
Any sort of Positive Chi light radiation (Convert Positive Chi to Light for instance) will cause the Vanish at First Light ability to manifest immediately (unlike Globe of Daylight which takes one minute of exposure).

One-Horned Mountain Goblin
HP become PE, SDC becomes PEx2 (+24 in animal form), half that in daytime
Chi is P.E.x2 Negative Chi as well as the standard Negative & Positive Chi interactions of Negative Chi Creatures. As modified for day/ night P.E.

Tall Man Goblin
HP become PE+6D6, SDC becomes 6D6x2 (+60 in storms)
Chi is P.E.x2 Negative Chi as well as the standard Negative & Positive Chi interactions of Negative Chi Creatures.
The Strength of the Willow also heals Negative Chi at double the usual rate.

Ch'uan Ti, Earth Hound
HP is 90+20 per level of experience, SDC is 2D6x10
Chi is P.E.+6D6 Negative Chi as well as the standard Negative & Positive Chi interactions of Negative Chi Creatures.
The following Standard Demonic Powers & Abilities of Infernals applies to this demon as well: Enter and Exit the Realm of the Yama Kings, Possess All Negative Chi Mastery Abilities, Sense Ti Chi-Living Vitality, and Convert Chi to P.P.E. and vice versa.

Falcon Demon
HP is 100, SDC is 1D6x10 for main body and 3D6 for each wing
Chi is P.E.+6D6 Negative Chi as well as the standard Negative & Positive Chi interactions of Negative Chi Creatures.
The following Standard Demonic Powers & Abilities of Infernals applies to this demon as well: Enter and Exit the Realm of the Yama Kings, Possess All Negative Chi Mastery Abilities, Sense Ti Chi-Living Vitality, and Convert Chi to P.P.E. and vice versa.
Any sort of Positive Chi light radiation (Convert Positive Chi to Light for instance) will cause the reveal its true nature and prevent metamorphosis or curse casting immediately (unlike Globe of Daylight which takes one minute of exposure).

Fox Faerie
HP is PE +2D6 per level of experience, SDC is 2D6x10
Chi is P.E.+6D6 Negative Chi as well as the standard Negative & Positive Chi interactions of Negative Chi Creatures.
The following Standard Demonic Powers & Abilities of Infernals applies to this demon as well: Enter and Exit the Realm of the Yama Kings, Possess All Negative Chi Mastery Abilities, Sense Ti Chi-Living Vitality, and Convert Chi to P.P.E. and vice versa.
Chi Relaxation (if used) provides a bonus of +4 to save vs Dynamic Attraction and/or Euphoric Embrace.
Kiss of Death, instead of doing Hit Point damage, this can alternatively be considered a Negative Chi attack which sucks 3D6 Positive Chi from the body, then hit points once all the Positive Chi is gone.

Headless One
HP is PE+1D6 per level of experience, SDC is 2D4x10
Chi is P.E.+6D6 Negative Chi as well as the standard Negative & Positive Chi interactions of Negative Chi Creatures.
The following Standard Demonic Powers & Abilities of Infernals applies to this demon as well: Enter and Exit the Realm of the Yama Kings, Possess All Negative Chi Mastery Abilities, Sense Ti Chi-Living Vitality, and Convert Chi to P.P.E. and vice versa.
Green Mist Metamorphosis is still vulnerable to Positive Chi attacks.
Breathe Forth Disease can be substituted with the Inflict Negative Chi Illness Chi Mastery Ability.
Breathe Forth Life gives similar amounts of Chi (in addition to PPE) to the Headless One.
Any sort of Positive Chi light radiation (Convert Positive Chi to Light for instance) will reduce the M.D.C., P.P.E. and APM by half as well as preventing metamorphosis and casting curses immediately (unlike Globe of Daylight which takes one minute of exposure).

Long-Armed Giants
HP is PE+1D6 per level of experience, SDC is as MDC
Chi is P.E.+6D6 Negative Chi as well as the standard Negative & Positive Chi interactions of Negative Chi Creatures.
The following Standard Demonic Powers & Abilities of Infernals applies to this demon as well: Enter and Exit the Realm of the Yama Kings, Possess All Negative Chi Mastery Abilities, Sense Ti Chi-Living Vitality, and Convert Chi to P.P.E. and vice versa.
The spells Bring Forest to Life and Bring Wood to Life will immediately restore the Long-Armed Giant to it's normal demonic shape if used on a Long-Armed Giant who has Metamorphosized into a tree.
Numbing Cold Breath is considered a Negative Chi attack.

Ma T-ou, the Horse
HP is PE+1D6 per level of experience, SDC is as MDC
Chi is P.E.+6D6 Negative Chi as well as the standard Negative & Positive Chi interactions of Negative Chi Creatures.
The following Standard Demonic Powers & Abilities of Infernals applies to this demon as well: Enter and Exit the Realm of the Yama Kings, Possess All Negative Chi Mastery Abilities, Sense Ti Chi-Living Vitality, and Convert Chi to P.P.E. and vice versa.

Monkey-Wolf
HP is PE+1D6 per level of experience, SDC is as MDC
Chi is P.E.+6D6 Negative Chi as well as the standard Negative & Positive Chi interactions of Negative Chi Creatures.
The following Standard Demonic Powers & Abilities of Infernals applies to this demon as well: Enter and Exit the Realm of the Yama Kings, Possess All Negative Chi Mastery Abilities, Sense Ti Chi-Living Vitality, and Convert Chi to P.P.E. and vice versa.

Ox-Head Demon
HP is PE+1D6 per level of experience, SDC is 6D6
Chi is P.E.+6D6 Negative Chi as well as the standard Negative & Positive Chi interactions of Negative Chi Creatures.
The following Standard Demonic Powers & Abilities of Infernals applies to this demon as well: Enter and Exit the Realm of the Yama Kings, Possess All Negative Chi Mastery Abilities, Sense Ti Chi-Living Vitality, and Convert Chi to P.P.E. and vice versa.

Pig Demon
HP is PE+1D6 per level of experience, SDC is 2D4x10
Chi is P.E.+6D6 Negative Chi as well as the standard Negative & Positive Chi interactions of Negative Chi Creatures.
The following Standard Demonic Powers & Abilities of Infernals applies to this demon as well: Enter and Exit the Realm of the Yama Kings, Possess All Negative Chi Mastery Abilities, Sense Ti Chi-Living Vitality, and Convert Chi to P.P.E. and vice versa.

Were-Beasts
Hit Points as normal
Chi is P.E.x2 Positive Chi.

Yang Ching, the Goat Demon
HP is PE+1D6 per level of experience, SDC is as MDC
Chi is P.E.+6D6 Negative Chi as well as the standard Negative & Positive Chi interactions of Negative Chi Creatures.
The following Standard Demonic Powers & Abilities of Infernals applies to this demon as well: Enter and Exit the Realm of the Yama Kings, Possess All Negative Chi Mastery Abilities, Sense Ti Chi-Living Vitality, and Convert Chi to P.P.E. and vice versa.

The Dead & Damned of the Yama Hells
Chi is typically 1D6 Negative Chi, those capable of taking up a normal life have 2D6 Negative Chi, those with M.D.C. have 3D6 Negative Chi.

Kinnaras, Chin-na-lo
HP is PE+1D6x10 per level of experience, SDC is PEx10
Chi is P.E.+100 Negative Chi as well as the standard Negative & Positive Chi interactions of Negative Chi Creatures.
The following Standard Demonic Powers & Abilities of Infernals applies to this demon as well: Enter and Exit the Realm of the Yama Kings, Possess All Negative Chi Mastery Abilities, Sense Ti Chi-Living Vitality, and Convert Chi to P.P.E. and vice versa.
The Turn Bone into M.D. Weapons and Spit Bone Fragments abilities may be considered equivalent to a Fill Object with Chi.
Enchanting Music may be considered equivalent to Calm Minds.
Any sort of Positive Chi light radiation (Convert Positive Chi to Light for instance) will reduce the combat bonuses, I.S.P, M.D.C., P.P.E. and APM by half as well as preventing metamorphosis and casting curses immediately (unlike Globe of Daylight which takes one minute of exposure).

Kou Ching the Dog Spirit
HP is PE+5D6x10 per level of experience, SDC is PEx100
Chi is P.E.+100 Negative Chi as well as the standard Negative & Positive Chi interactions of Negative Chi Creatures.
The following Standard Demonic Powers & Abilities of Infernals applies to this demon as well: Enter and Exit the Realm of the Yama Kings, Possess All Negative Chi Mastery Abilities, Sense Ti Chi-Living Vitality, and Convert Chi to P.P.E. and vice versa.
Metamorphosis Pearl is still subject to Positive Chi attacks.
Magic Fire Swords, are Negative Chi weapons used with Gui Long's Sword Chi Techniques.

Mahoragas
HP is PE+4D6 per level of experience, SDC is 1D4x100
Chi is P.E.+100 Negative Chi as well as the standard Negative & Positive Chi interactions of Negative Chi Creatures.
The following Standard Demonic Powers & Abilities of Infernals applies to this demon as well: Enter and Exit the Realm of the Yama Kings, Possess All Negative Chi Mastery Abilities, Sense Ti Chi-Living Vitality, and Convert Chi to P.P.E. and vice versa.
Reducing the Mahoragas MDC to zero or -10 will pretty much wipe out all but 1D6 Negative Chi.

Monkey Spirit
HP is PE+2D6 per level of experience, SDC is 3D6x10+20 per level of experience
Chi is P.E.+100 Positive Chi.

Naga
HP is PE+3D6x10 per level of experience, SDC is 1D6x100
Chi is P.E.+100 Negative Chi as well as the standard Negative & Positive Chi interactions of Negative Chi Creatures.
The following Standard Demonic Powers & Abilities of Infernals applies to this demon as well: Enter and Exit the Realm of the Yama Kings, Possess All Negative Chi Mastery Abilities, Sense Ti Chi-Living Vitality, and Convert Chi to P.P.E. and vice versa.

Naga-Spawn
HP is PE+2D6 per level of experience, SDC is PEx3
First off, don't get me started on these illegal by the rules half-breeds.
Chi is P.E.x2 Positive Chi.

Water Goblins
HP is PE, SDC is 2D6
Chi is P.E.x2 Negative Chi as well as the standard Negative & Positive Chi interactions of Negative Chi Creatures.

Hsia Yu, Water Devils
HP is PE, SDC is 4D6
Chi is P.E.x2 Negative Chi as well as the standard Negative & Positive Chi interactions of Negative Chi Creatures.

Red Child Demon
HP is PE+15 per level of experience, SDC is PEx10
Chi is P.E.+100 Negative Chi as well as the standard Negative & Positive Chi interactions of Negative Chi Creatures.
The following Standard Demonic Powers & Abilities of Infernals applies to this demon as well: Enter and Exit the Realm of the Yama Kings, Possess All Negative Chi Mastery Abilities, Sense Ti Chi-Living Vitality, and Convert Chi to P.P.E. and vice versa.
Any sort of Positive Chi light radiation (Convert Positive Chi to Light for instance) will reduce the combat bonuses, I.S.P, M.D.C., P.P.E. and APM by half as well as preventing metamorphosis and casting curses immediately (unlike Globe of Daylight which takes one minute of exposure).

Shen Yu, Wise Warrior
HP is PE+1D6x10 per level of experience, SDC is 1D6x100
Chi is P.E.+100 Negative Chi as well as the standard Negative & Positive Chi interactions of Negative Chi Creatures.
The following Standard Demonic Powers & Abilities of Infernals applies to this demon as well: Enter and Exit the Realm of the Yama Kings, Possess All Negative Chi Mastery Abilities, Sense Ti Chi-Living Vitality, and Convert Chi to P.P.E. and vice versa.
They are still vulnerable to Positive Chi attacks in Whirlwind Metamorphosis.

White Monkey
HP is 280, SDC is 3D6x10
Chi is P.E.+100 Negative Chi as well as the standard Negative & Positive Chi interactions of Negative Chi Creatures.
The following Standard Demonic Powers & Abilities of Infernals applies to this demon as well: Enter and Exit the Realm of the Yama Kings, Possess All Negative Chi Mastery Abilities, Sense Ti Chi-Living Vitality, and Convert Chi to P.P.E. and vice versa.

Yaksha Demon
HP is 200, SDC is 1D6x100
Chi is P.E.+100 Negative Chi as well as the standard Negative & Positive Chi interactions of Negative Chi Creatures.
The following Standard Demonic Powers & Abilities of Infernals applies to this demon as well: Enter and Exit the Realm of the Yama Kings, Possess All Negative Chi Mastery Abilities, Sense Ti Chi-Living Vitality, and Convert Chi to P.P.E. and vice versa.
They are still vulnerable to Positive Chi attacks in Star Flight mode.

Ying Hsuan Shang
HP is PE+6D6x10 per level of experience, SDC is 2D4x100
Chi is P.E.+100 Negative Chi as well as the standard Negative & Positive Chi interactions of Negative Chi Creatures.
The following Standard Demonic Powers & Abilities of Infernals applies to this demon as well: Enter and Exit the Realm of the Yama Kings, Possess All Negative Chi Mastery Abilities, Sense Ti Chi-Living Vitality, and Convert Chi to P.P.E. and vice versa.
They are still vulnerable to Positive Chi attacks as Black Vapor.
Any sort of Positive Chi light radiation (Convert Positive Chi to Light for instance) will reduce MDC, PPE, ISP and range of vision b7y 50%.

Mo-Lo "He who kills", Mara
HP is PE+1D6x100 per level of experience, SDC is 1D4x1000
Chi is P.E.+150 Negative Chi as well as the standard Negative & Positive Chi interactions of Negative Chi Creatures.
The following Standard Demonic Powers & Abilities of Infernals applies to this demon as well: Enter and Exit the Realm of the Yama Kings, Possess All Negative Chi Mastery Abilities, Sense Ti Chi-Living Vitality, and Convert Chi to P.P.E. and vice versa.
Death Breath is considered a Negative Chi attack.
Disease Breath, can be substituted with the Inflict Negative Chi Illness Chi Mastery Ability.
Any sort of Positive Chi light radiation (Convert Positive Chi to Light for instance) will reduce MDC, PPE, ISP, bonuses and APM by half.

Mara Asuras Demon
HP is 88, SDC is 2D6x100
Chi is P.E.+150 Negative Chi as well as the standard Negative & Positive Chi interactions of Negative Chi Creatures.
The following Standard Demonic Powers & Abilities of Infernals applies to this demon as well: Enter and Exit the Realm of the Yama Kings, Possess All Negative Chi Mastery Abilities, Sense Ti Chi-Living Vitality, and Convert Chi to P.P.E. and vice versa.
Any sort of Positive Chi light radiation (Convert Positive Chi to Light for instance) will reduce MDC, PPE, ISP, bonuses and APM by half.

Shih-Ju Shen, Look-Flesh Demon
HP is PE+1D4x10 per level of experience, SDC is 3D4x100
Chi is P.E.+150 Negative Chi as well as the standard Negative & Positive Chi interactions of Negative Chi Creatures.
The following Standard Demonic Powers & Abilities of Infernals applies to this demon as well: Enter and Exit the Realm of the Yama Kings, Possess All Negative Chi Mastery Abilities, Sense Ti Chi-Living Vitality, and Convert Chi to P.P.E. and vice versa.
True Vision provides a bonus to save vs Chi Zoshiki, +2 or +4.
Any sort of Positive Chi light radiation (Convert Positive Chi to Light for instance) will reduce MDC, PPE, ISP, bonuses and APM by half.

Rifts China 2
Eastern Dragons
Require a source of Chi instead of "Cold P.P.E."

Dumping the Nonsense about ISP = Chi. In other words ignore "Asian Meditation vs Western Psionics"

Magic Spells vs Martial Art Powers
Note, these aren't, despite the attempt, "Mystic" MAPS. Ignore all references to I.S.P.

Fixing HTH MA vs "Mystic" MAPS
From a non-N&S standpoint, it makes sense to make some of the martial arts "Martial Art Powers." Especially since, officially (despite the fact that Palladium can't follow their own rules regarding this), no character can have more than one Hand to Hand Skill (as opposed to Martial Art "Forms"). However, it would probably make more sense to call these "Mystic Martial Art Powers" Secondary Hand to Hand Skills instead. Again, ignore all references to I.S.P.

Fixing Dragon Lines vs Ley Lines
In low magic worlds, such as Mystic China, Palladium Fantasy, Heroes Unlimited, etc (i.e. anywhere that magic is S.D.C. instead of M.D.C.), P.P.E. can NOT be derived from Dragon Lines, there simply isn't enough available. However, Chi still works as normal, since it is independent of magic.

Fixing "Chi"
In Rifts we usually think of Chi as being messed up, since it is. We didn't equate I.S.P. to Chi except in "special" cases, like the Oni Ninja, and "Revised" Conversion Book 1 (Don't get me started). However, in the interest of keeping things simple, unlike Palladium, I recommend dumping any references to Chi as P.P.E. (Rifts Japan, Spirit West, etc) or I.S.P. and simply putting Chi back into the game (since, as is often pointed out, there was a spot for Chi on the original Rifts character sheet).

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.

Hand to Hand Tai Chi
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 "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 Dog Boxing Kung Fu
Starts with Strike, Parry, Dodge, Roll with Punch/Fall/Impact, Backward Sweep, and Backhand (1D6). (In addition to the moves already listed).
Dog Yip Attack? No description of this at all, the description immediately goes into other LABs.
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 Drunken Style KF
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).
Okay, interesting note #1 for this style, it seems that "Drunken Style Controlled Staggering" replaces the Stagger combat move of the original style, HOWEVER, there's still the bonus to Stagger in the LABs, and DSCS specifically states that it uses normal dodge bonuses.
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 18 Weapons KF
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 White Jade Fan
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 Monkey Style KF
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 Shao-Lin KF
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.
Instead of using the listed "Additional Body Hardening Exercise" LABs, a regular BHE can be substituted.

Mystic MAP Ba Gua KF
A LOT of thought went into how to fix this one. The very first thing I noticed is that the "Create Ba Gua Map" power was essentially identical to Zanshin, except it functioned as a Special Kata, like the original Ba Gua Circle Kata. The remaining powers seem to be Chi Kata and Chi Magic variants designed to attract Chi to the area and/or character. So in order to fix this, we change the details quite a bit.
1st level: Create Ba Gua Map. This is a Chi Kata that functions identically to Zanshin. IN addition, the restrictions listed on page 26 of RC2 apply, replacing all mention of I.S.P. with Chi. In other words, the character must invest Chi in the map (minimum of 4) and it unravels at the rates listed).
Tap Map I.S.P. a simple fix of replacing all mention of I.S.P. with Chi.
Vulnerability of the Ba Gua Map. In S.D.C. worlds, the rate is 10 S.D.C. per point of Chi. Otherwise replace all mention of I.S.P. with Chi. (Note however that Magical, psionic, mystical, and Chi attacks still do the same damage).
Ba Gua Map P.P.E. Absorption. This is replaced by Dragon Chi or Dark Chi, at the creator's desire. (Either one works, but only one type of chi can be present in the Ba Gua Map.) This will continue indefinitely as per the listed description, replacing all references to P.P.E. and I.S.P. with Chi.
2nd level: Double existing Chi.
3rd level: Ba Gua Eight Pillars of Darkness. This creates a shroud of darkness that functions as both a cloud of darkness, with the listed blindness penalties and sensor/sensory blockages, and as Chi Zoshiki, concealing the creator from Chi Awareness, as well as the Chi of the Ba Gua Map. Chi Cost is 8 Chi to create, two chi per melee round to maintain and the creator loses one attack per melee round.
4th level: Unchanged!
5th level: Ba Gua Map Illusions. Chi Cost: 8 Chi per melee round.
6th level: Map I.S.P. Replaces all references of I.S.P. with Chi. Double the bonus (to 200).
7th level : Ba Gua Map Voice. Chi Cost: 2 chi per melee round.
8th level : Unchanged!
9th level: Ba Gua Map Mystical Defense. In addition to blocking magical and psionic attacks, this also dissipates Chi of the opposite polarity (i.e. if the Map has Positive Chi, it negates Negative Chi, and vice versa). Chi Cost is as per Defend Against Chi Attacks, but works against positive or negative Chi as listed.
10th level: Ba Gua Map Combat in the Illusion: Chi Cost 8 Chi per melee round.
11th level: Ba Gua Map Charm of Memory. Chi Cost: 6 Chi are automatically drained from the Map's reserves for each intruder/unwanted guest.
12th level: Ba Gua Map Zone of Destruction. S.D.C. damage is the same as M.D.C. damage. Replace all references of I.S.P. with Chi. Chi Cost: 40 Chi per melee round.
13th level: See 6th level entry.
14th level: Ba Gua Illusionary Peoples. Chi Cost: 40/20.
15th level: Create Independent and Sustained Ba Gua Map. Replace references to PPE/ISP with Chi. Cost 300 Chi.
Note: If you want to allow the Ba Gua Map to be used with the full blown version, dump all selections of Martial Art Powers and replace with the above list. Although I personally recommend making this like the full version of Pao Chih and basically replacing all combat moves with the new stuff. Alternatively, this table can be used for LABs of levels 16-30 for the full blown version. Yet another possibility is the Ba Gua Map Style, which can be used with all the moves, bonuses, etc and fully combined with the full blown version of Ba Gua.

Mystic MAP Bok Pai KF
Okay, this one is a bit easier. Double all I.S.P. costs and convert all references of I.S.P. to Chi.
All Mega-Damage bonuses are Critical Strikes (doing double damage) or provide a Chi-Gung like A.R. of 14. Where an S.D.C. alternate damage is listed (such as Immortal Crane Beak Fist), use the S.D.C. value. The first level LABS in the case of expanded level advancement bonuses reflect new damages for those attacks.
Options for using this with the full blown version include advanced level 16-30 LABS, a compatible style (with full blown Bok Pai being renamed as Bok Fu (Crane Fist) or Mystic Bok Pai being renamed (Xian Bok Pai, Immortal White Crane)), or using the new powers of Immortal Crane Alert Stance (Special Kata), Immortal Crane Beak Fist (Martial Art Technique), Immortal Crane Body Hardening (#1-4, BHE), Immortal Crane Gathering Energy Stance (Chi Kata), Immortal Crane Sweeping Enemies Stance (Special Kata), Immortal Crane Flight (Zenjorike), Immortal Crane Serpent Destruction Stance (Special Kata), and Immortal Crane Transformation (Zenjorike) to replace the existing martial art power selections.

Mystic MAP Gui Long KF
Another easy conversion. Replace Awaken Personal Chi Blade, Blade Chi Healing, and Blade Chi Awareness with Sword Chi Technique and Sword Chi Healing. Blade Chi Mega-Damage still works as Mega-Damage in MD environments, does double damage against supernatural beings in S.D.C. settings. Blade Chi Resonance is replaced with Sword Chi Resonance. Convert all other references of I.S.P. to Chi. Options for using this with the full blown version are somewhat more tricky however, using the listed LABS as advanced LABS (16-30) for full blown Gui Long doesn't quite work out right, since many of the abilities are already present in the full blown version. Where this occurs, I recommend using the equivalent full blown version LAB in it's place (i.e. 1st level in Mystic version is replaced with 1st level of full blown version, same for 5th level). As a companion style, this doesn't quite work out either. However, substituting the new Sword Chi abilities (Blade Chi Power of Return, Awaken Other Chi Blades, Paired Chi Blades, and Personal Chi Blade Sentience) can be used as alternate martial art powers (Personal Chi Blade Sentience not available until 12th level though).

Mystic MAP Hsien Hsia KF
Another easy fix. Replace listed Zenjorike powers with their N&S/MC counterpart where appropriate (i.e. Calm Minds, Mind Walk, Spirit Burst, and Discorporate. Replace all references to PPE/ISP with Chi. Strong Mind becomes a new Zenjorike option. Absorb Curses becomes a new Zenjorike option, with a Chi cost of 100! Clarity & Truth becomes a new Zenjorike option, adding in dispelling Chi Zoshiki and leaving only 1D6 Chi. Unlike the previous Mystic MAPs, this one can't combine or advance the full blown version of Hsien Hsia. The only recommendation I have is to use the LABS as complete replacements, making Hsien Hsia more internal.

Mystic MAP Mien Ch'uan KF
This has some involved conversions, but isn't an overly difficult fix.
Mien-Ch'uan Dragon Skin is replaced with Chi Gung BHE.
Mien-Ch'uan Trial Strike replaces Fore-Knuckle Fist in the full blown version.
The Mien-Ch'uan Body Hardening abilities can be replaced by regular BHEs (or RJ versions).
Critical Strike to Supernatural Beings is ignored and treated as the regular Critical Strike it is (sorry, doing double S.D.C. to a supernatural M.D.C. being is pointless, the attack is still basically ineffectual).
Replaces all references to I.S.P. with Chi.
Mien-Ch'uan Demon Combination Punch takes away Chi instead of ISP/PPE and costs 2D6 Chi per punch.
Mien-Ch'uan Dragon Whack is treated as a Chi MD Death Blow against a Mega-Damage Creature, with the listed damage and what not, costs 3D6 Chi per punch.
Mien-Ch'uan Hammer Fist becomes Tamashiwara.
Mien-Ch'uan Internal Strike costs 10 Chi per punch.
Mien-Ch'uan Shatter Jab is treated as an MDC version of Tamashiwara.
Mien-Ch'uan Spirit Blow works the same as Demon Combination Punch, with the same cost.
Any of the Specialty Attacks can be added to the full blown version at the cost of one martial art power.
Options for using this with the full blown version only consist of using the new abilities provided as options in the full blown version.

Mystic MAP Pao Chih
Another easy fix. Replace Evoking an Animus, Starting Abilities of the Internal Animus, Animus Sense PPE and Dragon Lines, Animus Spectral Defense, Animus Sense Souls & Spirits, Animus Sense Life, and Detach Animus with Evoking the Animus, Investing/Duration/Abilities of the Animus, Sense Ti Chi, Use Animus to Block Negative Chi, Sense Wei Chi, Sense Chen Chi, and Detach Animus from the description of the full blown version of Pao Chih.
Animus MDC Defense costs 6 Chi per melee round, Animus Absorb functions as Dragon Chi/Dark Chi. Replace all other references to I.S.P. with Chi.
Options for using this with the full blown version only consist of using the new abilities provided as options in the full blown version.

Mystic MAP She Shen KF
Another involved fix.
Replace the Snake Style list of Arts of Invisibility with the standard list.
Viper Stance (Special Kata), Rat Snake Stance (Special Kata), Spitting Python Stance (Chi Kata), and Cobra Stance (Special Kata) are now available to the full blown version as a replacement to any Martial Art Power selection. I should note that these only provide certain special attacks and defenses, with some other abilities here and there, in addition to the combat bonuses.
Art of Melting is replaced with the Jung Hua sub-power of the original Art of Stealth.
Chilling Touch: The Vapor. Essentially the new name for Snake Style's One-Fingertip Attack. Basically requires a Fingertip attack and does the equivalent Chi as damage direct to Hit Points if the strike is successful. Rolling with Punch/Fall/Impact reduces the damage by half.
Replace all other references to I.S.P. with Chi.
Options for using this with the full blown version only consist of using the new abilities provided as options in the full blown version.

Mystic Map Tien Hsueh
Fun times with this one. Replace all references to I.S.P. with Chi (except where deleted as noted below).
Healing "Tien Hsueh" Atemi. Use the listed rates for Healing Atemi/Duatsu with the exception of the nonsense about "Cybernetic Device/Engine/Machine Repair, Installation, or Removal" which gets deleted entirely. Delete the I.S.P. cost entirely.
Tien-Hsueh Reversal is fairly powerful. I recommend that it not be allowed to reverse the effects of Dim Mak or Long Distance Dim Mak. Delete the ISP cost entirely.
One Finger Touch is simply a Fingertip Attack that the Tien Hsueh style gets a +4 to Strike with.
Tien-Hsueh Internal Practice Advancements are interesting. Treat them as Internal Body Exercises, a new Martial Art Power category.
Penetrating Tien-Hsueh. Chi Cost 24, Advanced Atemi.
Long Distance Tien Hsueh is replaced with Long Distance Dim Mak.
The Touch Mastery Tien Hsueh Powers are mostly identical to the existing Atemi and Advanced Atemi. The only two of note that aren't replaced with existing versions are Electronic Tien-Hsueh and Tien-Hsueh Demon Strike. Electronic Tien-Hsueh should probably be classified as a Zenjorike power or Advanced Atemi, deleting the ISP cost. Tien Hsueh Demon Strike is basically a Supernatural Dim Mak that has the listed effects against supernatural creatures, creatures of magic, etc, but costs two attacks (delete the ISP cost) and is an Advanced Atemi. Note: With this available, Long Distance Dim Mak and Dim Mak no longer work on those creatures at all, Supernatural Dim Mak is the only Dim Mak version that can be used.
Options for using this with the full blown version only consist of using the new abilities provided as options in the full blown version.

Mystic Map Tong Lun KF
Another fun conversion, giving us some new powers.
Mantis Armor functions as Chi Gung in SDC environments.
Mantis Hook Attack is the same as Gou Grip, no mods needed.
Evoking the Spectral Praying Mantis. See Pao Chi for Evoking, Investing, and Duration of the Animus. Keep the same time limitations listed (i.e. three melee rounds to bring up the animus). Delete all the ISP nonsense.
Mantis as Separate Animus is basically unchanged, SDC instead of MDC in SDC environments.
Mantis Animus as Power Armor is basically unchanged, SDC instead of MDC in SDC environments.
Giant Mantis Animus, costs 30 Chi per doubling in size, SDC instead of MDC in SDC environments.
Special Praying Mantis Advancements are basically unchanged, SDC instead of MDC in SDC environments.
Tong Lun Kung Fu Body Hardening, can be replaced with N&S, MC or RJ BHEs
Replace all references to ISP with Chi.
This style should be used as advanced LABS instead of as a companion style, though I suppose replacement options for martial art power swapping should be allowed as well.

Mystic MAP Xian Pu KF
Falling Technique and Light-Body Climbing use the N&S/MC standards (I think the ones in here are even direct reprints).
Drunkard's Staff does double damage to supernatural critters in SDC environments, Delete the ISP cost entirely. Basically the same as Sword Chi Technique.
Mystic Slime (Drunken Master BHE). Chi cost is 2 Chi.
Neutralize Toxins (Drunken Master BHE) cost is 14 Chi
Belch (Breathe) Toxic Vapor (Chi Mastery?) cost is 10 Chi
Drunken Stranger (Art of Invisibility) cost is 12 Chi
Drunken Style Mediation Advancement gets slugged in with the rest of the Internal Body Exercises.
Drunken Mind Cloak costs 12 chi per person entranced/10 chi per person implanted.
Drunken Dragon Walk, Delete ISP cost, otherwise unchanged
Inflict Mystic Drunkenness (Zenjorike) cost is 20 chi.
Replace all other references to ISP with Chi.
This can be an advanced LAB version, or replace the existing martial art powers.

Mystic MAP Xian Tai Chi Chuan
Basically an advanced version of Chi Ball Kata.
Evoking the Chi Ball, Gathering Chi Ball, Chi Ball Damage, Chi Ball Lens, Chi Ball Defense and Throwing the Chi Ball all function as per Chi Ball Kata.
Chi Ball Calm functions as Calm Minds.
Chi Ball Levitation costs 10 Chi.
Xian Tai Chi Chuan Meditation Advancements all move into Internal Body Exercises.
Replace all other references to ISP with Chi.
Since this is just advanced Chi Ball Kata, there's nothing to do with combining this with Tai Chi Chuan.

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.

Chi Gung Powers
Note: The limits are the same, and the ISP costs should either be converted to Chi or deleted entirely. All of these abilities fall under a new category called Chi Gung Body Hardening Exercises.
Chi Gung Attack Damages should cost double (SDC) or quadruple (MDC) the normal attacks if the Chi cost isn't used.
Chi-Gung Blast is essentially the same as the Ancient Master's Channel & Unleash Physical Energy power. Use Chi costs for this one definitely.
Chi-Gung Energy Channeling Costs 10 Chi
Chi Gung Energy Parry is actually essentially the same as defensive Hard Chi and should be treated as such.
Chi Gung Energy Powering costs 15 chi per melee round
Chi Gung Enticement costs 25 Chi
Chi Gun Erase Self is the same as Chi Zoshiki and should be treated as such.
Chic Gung Healing (SDC or MDC) is the same as Chi Healing and should be treated as such.
Chi Gung Heat is the same as the MC spell Convert Positive Chi to Heat and should be treated as such, with a cost of 18 Chi to start.
Chi Gung Ice is the opposite of the MC spell Convert Positive Chi to Heat and should be treated as such, with a cost of 18 Chi to start
Chi Gung Ignition costs 8 Chi.
Chi Gung Lightning (ooh, I like, now I've got Force Lighting, er never mind) Convert the ISP costs directly to Chi costs (technically it should be a x2 conversion).
Chi Gung Lightning Fists costs 20 Chi.
Chi Gung Mystic Body (MDC) converts SDC & HP to MDC, costs 10 Chi to start, then 3 Chi per melee round. MDC environments only.
Chi Gung Purification Convert ISP costs to Chi.
Chi Gung Sense is identical to the Find Weakness Martial Art Power.
Chi Gung Sparks, another MC spell converted over, costs 8 Chi to use.
Chi Gung Spirit Defense costs 5 Chi.
Chi Gun Shared-Spirit Defense costs 10 Chi.
Chi Gung Tough Skin identical to the normal Chi Gung power.
Chi Gung Tough Skin MDC (additional MDC protection), identical to normal Chi Gung Power, but MDC. Change ISP cost to Chi Cost.
Chi Gung Turn Away Animated Dead another MC spell turned MAP. Cost is 10 Chi per round.
Chi Gung Vibrating Palm (SDC version & MDC version) Use the standard versions of these powers.
Chi Gung Ward Body basically a version of Paper Charm Celestial Calligraphy, cost is 20 Chi, works as listed.
Fill Other With Chi Gung Attack Damage, costs 20 Chi.

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.

Demon Queller Mystic BHE
Control Revulsion, Feign Death, Laugh at Pain, Resist "Psychic Drain", and Yung Chin are identical to the same powers from MC.
Hardened Internal Organs is Shift Internal Organs martial art power from MC. Vital Breath is the Vital Harmony martial art power from MC.
Demon Digestion, Dislocation Training, Heal Internal Organs and Injury, and Life Stone are all new powers that can be placed in the DHBHE list of Mystic China.

Enlightened Demon RCC
Old class with new notes basically sums up this RCC. Basically replace all psionic and ISP references with Chi. PPE however does stay the same.

Magic Items of the Green Scarf Taoist Sect
While I could make all these Chi-based items, I feel comfortable with them as Magic items, so I don't really see a problem.

Gun Master OCC
The biggest fix these guys need is with the horribly written Tao Jen Qiang. One With the Gun completely goes away as a power and s replaced by W.P. Revolver, W.P. Automatic Pistol, W.P. Bolt Action Rifle, W.P. Automatic & Semiautomatic Rifle, W.P. Submachine Gun, W.P. Energy Pistol, and W.P. Energy Rifle. (One With the Gun, not being a W.P., meant that these poor saps could never use Aimed or Called Shots and were ALWAYS shooting wild, sad isn't it?) If you want to replace the ISP costs with Chi costs, go ahead, I also recommend the new "Sword Gun Technique" modification to Sword Chi Technique to replace all the other abilities. They also replace Powers of Meditation with the Meditation skill.

Other Geofront OCCs, with the exception of the psychic Lightning Warrior-crazies, dump the ISP stuff for Chi based on PE and modified by HTH/Mystic MAPS.

Using Rifts China Characters in Other Parts of the World
Losing the Power of Chi...goes away, it was pointless to begin with. Alternatively, you could reduce all the damage and MDC acquired from the abilities by half if you want.
Weapons of China...goes away as well, we know who added that nonsense and will probably see some crap about how Erick Wujcik and Co created weapons that were "too powerful" just like we did for CJ Carella.

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)
Recommendations for 13 Geo-Front OCCs: I think these will have to be by OCC, since there's individual considerations for each one.
Chi Warrior: Substitute Pilot Hover Craft for Bicycle, Substitute W.P. of Choice with Mystic MAP. No other changes.
Chi Commando: Delete addition of Basic Math, Substitute Language: American for Language Chinese.
Geofront Mil Spec: Substitute Literacy for Literacy Chinese. Delete Intelligence (duplicate skill). Now, since there's several other added skills, I recommend subtracting 5 OCC Related skills from the CS Mil Spec.
Geofront Scout/Ranger: Substitute Language: American for Language Chinese. Delete both Vehicles of Choice. Delete Navigation (not Land Navigation). Delete additional Language of Choice. Remove Three Other skills and Three Secondary Skills.
Tech/Comm Officer: Substitute Literacy. Delete Basic Math. Delete CS MOS skills.
Whack Job: Substitute Language & Literacy. Delete Basic Math. Delete ALL Other/OCC Related skills (the Whack Job gets these in their OCC skills).
Demon Eater Borg: Substitute Language. Delete Basic Math. Delete Track Humanoids. Delete Pilot Skill of Choice. Delete Land Navigation (duplicate skill).
Assault GeoBorg: Substitute Language. Delete Basic Math. Delete WP of Choice. Delete Pilot Skill of Choice. Delete Land Navigation (duplicate skill).
Lion Geo Borg: Since these aren't a cross-over class, I can only recommend dumping one OCC Related skill from each area of selection, if you want to reduce it's skills.
Lightning Warrior: Substitute Language. Delete Basic Math. Delete Prowl (duplicate), Delete Pilot Skill of Choice.
Metal Warrior: Replace all Piloting skills from Coalition Elite RPA with listed Piloting skills from Metal Warrior OCC. Delete Read Sensory Equipment (duplicate).
Shadow Warrior: Substitute Language. Delete Basic Math. Delete Prowl (duplicate), Delete Pilot Skill of Choice.
Gun Master: One With the Gun completely goes away as a power and s replaced by W.P. Revolver, W.P. Automatic Pistol, W.P. Bolt Action Rifle, W.P. Automatic & Semiautomatic Rifle, W.P. Submachine Gun, W.P. Energy Pistol, and W.P. Energy Rifle. Delete Computer Operation, Military Etiquette, Radio: Basic, Radio: Scramblers, Two Physical Skill selections and Meditation (it's a duplicate skill).

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