Not-Really-OSSR: Rifts (R) Ninjas/Samurai/Weeb Stuff
Posted: Sat Apr 08, 2017 8:13 am
I was going to do an OSSR of RIFTS (R) Japan. But here's the thing: Palladium books are full of so much faff. Entire chapters of backstory and population density that nobody actually reads because they want to skip to the OCCs and Equipment sections, and then those sections have a lot of junk as well.
So instead, here's what we're doing: we're going through various books (off the top of my head that's 2 books and a Rifter) to cover everything with "Ninja" in the name alongside other things that are particularly weeaboo warrior such as Tengu and Samurai. The drink of choice is obviously Nikka from the Barrel, bringing strong traditional-style whisky from the mysterious Far Ea... er, Close North. I mean, I live in Australia. I'm in the Far East.
Part 1: Traditional Stuff of RIFTS (TM) Japan
No surprises here, after the apocalypse Japan immediately reverted back to what people secretly suspect Japan still wants to be (or indeed what some suspect it secretly still is). So instantly it's local daimyo ruling over provinces, Shinto deities roaming around fighting against Oni and haunted umbrellas, mystic samurai with magical katanas that eat souls, megacorps creating futuristic robots that look like Asian dragons, and everyone using magical kung fu powers. Also fifteen types of ninja.
Traditional Samurai Warrior OCC
Is this racist?
This has ten thousand pages of background info and explanation of codes of conduct, most of which is based on post-reformation bullshit that had nothing to do with actual samurai. You don't actually have an Alignment restriction, but you have to follow the Gojo and Gorin, so that's a lot of rules there. You get a Living Samurai Sword, which is a minor rune sword. These can be created by 12th level Samurai, and by Shinto master sword makers (not covered). And takes 1000+ PPE. Nothing is actually stopping a giant tentacle monster from making a rune katana, though. I bet they secretly taught the Shinto masters in exchange for a regular supply of school girls.
Anyway, because your sword is a major class feature, let's take a look at it: it is basically indestructible, and has an independent personality (if you have a daisho, they have the same alignment), and IQ 3d4+2. So only slightly dumber than a normal human on average, and closer to the average range. It has a telepathic link to the wielder, and the ancient pre-rift ones can even dream-speak.
The Katana does 6d6 MD (8d6 if it's a rare ancient pre-rift one), and a Wakizashi deals 4d6 MD (or 6d6 if an ancient one). However, they then list the damage again, changing it, because go fuck yourself. Katana is now 6d6 (SD to mortal foes and MD to supernatural beings and creatures of magic - presumably it can't hurt power armour though, because those are actual categories and not a generic "MDC stuff" term). Wakizashi is 4d6 (either). Ancient weapons instead do 1d6x10 and 1d4x10.
Also grants +1 to all saves, and lets you parry energy blasts at -5. So we're not talking "fires energy blasts, summons elementals, instantly kills anyone it cuts and eats their soul" or other Rune Weapon powers, but it's not terrible. Just... not as good as piloting a giant robot. Man, if only Japan had giant robots.
The samurai also gets magic MDC armour that offers 100-180 MDC.
You get training in all of the samurai fighting styles: special horsemanship, mounted archery, dodges arrows at only -2 and blasts/bullets at only -4 (or free parry for only -5, see above). And replaces normal Attacks per Round for Archery with its own progression that is almost definitely worse than what you normally have (3 at level 1, then +2 at level 3, +1 at levels 4, 6, 9, 12, 15). Paired weapon fighting with the daisho and extra bonuses for fighting with the daisho specifically. And can use an iron-ended fan for special parrying or, if necessary, stabbing people for minor damage. Also gains a bonus to Save vs Mind Control and Horror Factor, and some extra PPE. That's specifically part of samurai training, for the record.
Chi MD Death Blow: takes 2 actions and counts as a magic attack, and only works specifically against supernatural creatures, and with melee weapons. It deals double normal damage (including PS and similar), as MD, and the damage can't be regenerated for 1d4 hours, which makes it actually useful as a "takes 2 attacks" thing against some foes.
You also get the special Zanji Shinjinken-Ryo martial art that nobody else gets. You start with 2 attacks per round (or rather, 4, because that's 2 for existing +2 from your HtH), and gain extra attacks at a pretty fast rate. Grants very basic combat moves, extra SDC, PP, PE and ME, and Paired Weapons which you already have because you're a Samurai. Bonuses to Initiative, and the strike/parry/dodge bonuses are also pretty swish. You eventually crit like a scimitar, and at one point you double your PPE. Note: there is a way to flat-out say "I can take any skill, fuck you my mage has samurai training". But that's at level 14 so w/e.
As well as rolling on your family background (all of these are flavour except for the 01-10 roll which gives you an ancient daisho), you choose your Family Skills, which helps flavour your skill choices based on whether you're a politician or farmer/landowner or whatever. You get a whole bunch of cultural skills including Go (a Chinese game). You can't take many other skills, and can't take Acrobatics but that's the only Physical one you can't take.
The Samurai kind of reminds me of the D&D monk: they get a lot of things that take up space on the character sheet, but they're still not that good. I mean, their fighting style means lots of attacks at a good bonus... that deals zero damage to robots and doesn't deal "holy shit" damage against everyone else. They have their uses, but they're not actually that special.
Females are taught Kendo instead of Zanji (which for the most part is not as good, though at level 14 apparently every attack is a deathblow?), and don't get archery, instead gaining WP Spear and more PPE (not used for things).
Ronin OCC
This is just a slightly different skillset for the samurai (and has no innate income but the same starting gear), but works exactly the same - indeed if you become a ronin as a level X Samurai, you just turn into a level X Ronin. That means you get to use more technology over time (a good thing - you can end up as a cyborg with samurai training and a daisho) and can start learning more Technical skills.
Mystic Ninja OCC
This is another one that takes a lot of space in the book and on your sheet. Firstly, you get to spend 35 PPE to turn into an MDC creature (HP + SDC are added together and converted 1:1) for 3 min/level. Doesn't give supernatural strength.
Mystic Arts of Stealth are gained over time, at the exact rate D&D characters get Feats.
Becomes a master escape artist. Not very good for escaping a grapple, mind you - can slip out of a hold in one action, but takes a full round to escape a joint lock. If the improved choke rules are used, that's good though. And just escaping handcuffs, straitjackets and cells... it's not terrible but how often is it really coming up?
The Ninja is a psionic character, with 1 Physical power per level, Bio-Regeneration, Induce Sleep, and then at level six gains Psi-Sword. So we start with "okay, sounds like traditional mystic ninja stuff, and it's standard psionics and not vaguely racist Oriental Chi Power Not For Gaijin". And then they get a mystic energy blade. Okay.
Has a bunch of PPE, some save bonuses, the ability to create false identities, and a crappy version of samurai horsemanship and archery. Does not have mounted archery though.
Hand to Hand: Taijutsu/Ninjutsu is their special thing. Has some strikes, holds, flippy shit, some small stat boosts (+2 MA stands out as unusual), reasonably good attack rate... a doubling of PPE, the same "Death Blow!" (number not specified, and this is granted after a previous "Death Blow on natural X") as Kendo, Paired Weapon training "Also see Samurai Hand to Hand Combat". Wait what?
Doesn't get many Other skills, but gets a fair number of OCC skills. Equipment is just pitiful. A whole bunch of gimmick things like fake wounding and climbing gloves and breathing reeds, but basically they can't hurt Mega Damage things. They are supposed to adapt to their environment and live in the woods, and not blend in to cities and use all resources available such as computers and railguns.
Bishamon Monk OCC
Typically you get mega-damage leaf armour from a sacred tree, and a daito sword (4d6) and bisento spear (3d6 damage).
He has at least 100 SDC (+90) and natural AR of 18, and for 1 PPE per 2 minutes, can transform all his HP and SDC into MDC. Gains the Chi death blow and gradually access to Body Hardening, Mystic Invisibility and Zenjoriki powers (that last one is just one, at level 14). Also gets a very specific schedule of psionics rather than choosing ones. Mostly situational powers, but at level 3 you get Mind Block and at level 6 you get See the Invisible. You do get some Super powers much later (Pyrokinesis and Psi-Shield). Gains minor save bonuses as well.
Also gains special training in Begging, Fasting, Meditation and Oriental Philosophies. Steepest requirement is ME 14, has to be a male human, any alignment. Hand to Hand: Aikido, not that many skills, but can take Mystic Herbology (see: England). Starts with some non-magical herbs and a basic millennium tree staff. Can gain other magic items later on (level 6+ just sort of gives you a special magic staff). Yes really it says you are able to gain other items through playing the game. No fucking shit. Or is this a stealth-nerf to everything that doesn't explicitly have that text, and they can't loot enemy corpses?
Aikido: holds (no locks?) and flippy stuff, +1d4 ME as well as regular stuff, throws people like a scimitar, doubles PPE eventually... it's not that good. HtH training doesn't innately grant martial arts powers in Rifts, you get that from your class. Unless, of course, you use some kind of method of snatching up a non-Rifts art that was designed for Ninjas & Superspies. Sneaky sneaky~
As an aside, -do means "the art/sport/style of" and -jutsu means "killing people via". Hence judo (wrestling sport) and jujutsu (killing someone when you don't happen to have your sword on you). Kendo (wooden-sword duelling sport) and kenjutsu (killing fools with a sword). Is there an aikijutsu where you grab people and twist their neck in half? Is there a Nintenjutsu where you kill people with a console?
Sohei Monk and Warrior Nun OCC
Sohei look pretty rad, and get special staff/spear training. If you declare an attack as a temple strike, then on an 18+ (total, not natural), you deal extra damage, cause them to lose Initiative and 1 attack, and they have a 50% chance of dropping their weapon. If you roll under 18 but still hit, then it's still a regular hit, so just declare every attack to be that.
Can parry arrows and bullets (at -2 and -6) with the staff, gets a bonus attack per round when using the spear or staff. Has a magic staff from the M-tree, and this is the one the previous Bishamon gets as well. Has a lot of MDC, regenerates, possesses a bunch of PPE the owner can use, deals 2d6 SD to mortals and 3d6 MD against supernatural beings. Also gets M-tree leaf armour (eventually gets better bark armour and a better staff), and has the special class feature of being able to get other items later.
Has the Chi death blow you know and maybe love. Gains a few Body Hardening Powers over time, and at level 14 a Zenjoriki power. Training in Begging, Fasting, Feng Shui/Geomancy, Meditation and Oriental Philosophy. Basically no attribute requirements, no racial requirements (says even dragons and shit can learn it), no alignment restrictions. HtH Jujutsu, though you can swap that for Teng-jutsu if you spend three other skills. You only have 8 of those to begin with, but you can't take Acrobatics or Boxing, so maybe that's a thing you want to do? Let's have a look at that:
Jujutsu: an assortment of attacking things, and again no locks so maybe "holds" includes all of that. Doesn't get mental bonuses, and you can't be principled/aberrant, even though it's automatically granted to certain OCCs that can be. So... what? Same number of attacks as Aikido, no chi boosting, a few more moves learned and grappling ends up with a 17-20 crit.
Teng-Jutsu: striking, not grappling, and with a bunch of movement and escape powers. Same number of attacks, gains a lot of kicks and ends up with all kicks being critical hits. That can be pretty crazy, not going to lie. Also, unlike other arts, this explicitly does give you some mystic powers even if you're not a Tengu: you get Acrobatics without the stat boosts, exceptional balance, really good leaping, and a special Leap Dodge (Each one uses up one melee attack, but can be done indefinitely to avoid attacks as if it were a parry. What?) Special dodge that's designed to make enemies punch rocks and things. Nobody cares. Humans deal +1d6 SD with their kicks, Tengu deal the equivalent in MD, and humans can spend two actions to deal 2d6 MD on a kick. Also a crappy Power Punch that takes 2 actions and does less damage. So depending on how good grappling is in your game and whether or not this is your only way to damage a robot, it might be worth the trade.
Female Sohei are almost the same but have slightly different OCC skills. They get more skills, specifically cooking and sewing and singing and stuff, but don't get land navigation. Am I right, guys?
Yamabushi Mountain Priest OCC
Gains the ability to heal people when on mountains or touching giant boulders. Costs 10 PPE each time, and does minimal actual healing but helps prevent bleed-out, and heals 1 person + 1 per 2 levels. Can't heal himself.
Can dunk people in water at the same cost to cure poison/drugs/disease, and is also immune to possession while doing that.
Can meditate to become absolutely immune to fire and plasma and "talk to volcanoes" - admittedly that's like the entire surface of Japan.
Can also heal himself by stripping down and hanging upside down from a tall place. And can also do this to activate various powers like Purification, Water to Wine, Summon Storms, Close Rift and whatever. Or gain skill boosts.
Can turn mountains and boulders into holy sites that bless the surroundings, and can swallow stones to basically turn into stone. HP and SDC turn into MDC, and +6 MDC per stone eaten (up to 2 stones per level). This reduces speed and attacks per round, becomes very strong for the purpose of lifting or resisting movement, but doesn't gain the ability to deal MD. +1d6 to damage.
Chi Death Blow as before. And gains Kangeiko & Shochu Geiko, saving 15% on car insurance. Adds to SDC and HP (ie MDC when eating rocks), immunity to stun and paralysis (nice), half damage from Fire and Cold. Can see and speak to Elementals. Cannot be a psychic. Learns Meditation and Fasting. Any gender, any race, any alignment, any attributes.
Only six other skills, 3 can be used to upgrade Martial Arts to Teng Jutsu. Has almost no equipment.
The Demon Queller is actually pretty decent and gets better gear, but my eyes are starting to glaze over so I'm excluding it based on the fact that it doesn't have a Japanese name.
Tengu RCC
MDC creatures that deal mega-damage. They can shape-change into human forms, possess people, and have a small amount of spellcasting. Player characters get HtH: Teng-Jutsu. NPCs of level 6+ also get a second martial art (any except zanji and ninjutsu) at half level. No, Rifts does not explain how that works, you just have to be familiar with N&SS. And it's not broken (though is perhaps cumbersome and time-consuming) for players to have, it's just "fuck you, you can't be a fancy master".
They can fly and have Horror Factor 10, always see the invisible, half damage from fire, and slow bio-regeneration. Fair number of pre-selected skills, only six others that you can choose. Is allowed to start with magic weapons including an MD staff and/or a living katana.
Techno-Stuff comes next post. I am so glad the other books only have one or two relevant things.
So instead, here's what we're doing: we're going through various books (off the top of my head that's 2 books and a Rifter) to cover everything with "Ninja" in the name alongside other things that are particularly weeaboo warrior such as Tengu and Samurai. The drink of choice is obviously Nikka from the Barrel, bringing strong traditional-style whisky from the mysterious Far Ea... er, Close North. I mean, I live in Australia. I'm in the Far East.
Part 1: Traditional Stuff of RIFTS (TM) Japan
No surprises here, after the apocalypse Japan immediately reverted back to what people secretly suspect Japan still wants to be (or indeed what some suspect it secretly still is). So instantly it's local daimyo ruling over provinces, Shinto deities roaming around fighting against Oni and haunted umbrellas, mystic samurai with magical katanas that eat souls, megacorps creating futuristic robots that look like Asian dragons, and everyone using magical kung fu powers. Also fifteen types of ninja.
Traditional Samurai Warrior OCC
Is this racist?
This has ten thousand pages of background info and explanation of codes of conduct, most of which is based on post-reformation bullshit that had nothing to do with actual samurai. You don't actually have an Alignment restriction, but you have to follow the Gojo and Gorin, so that's a lot of rules there. You get a Living Samurai Sword, which is a minor rune sword. These can be created by 12th level Samurai, and by Shinto master sword makers (not covered). And takes 1000+ PPE. Nothing is actually stopping a giant tentacle monster from making a rune katana, though. I bet they secretly taught the Shinto masters in exchange for a regular supply of school girls.
Anyway, because your sword is a major class feature, let's take a look at it: it is basically indestructible, and has an independent personality (if you have a daisho, they have the same alignment), and IQ 3d4+2. So only slightly dumber than a normal human on average, and closer to the average range. It has a telepathic link to the wielder, and the ancient pre-rift ones can even dream-speak.
The Katana does 6d6 MD (8d6 if it's a rare ancient pre-rift one), and a Wakizashi deals 4d6 MD (or 6d6 if an ancient one). However, they then list the damage again, changing it, because go fuck yourself. Katana is now 6d6 (SD to mortal foes and MD to supernatural beings and creatures of magic - presumably it can't hurt power armour though, because those are actual categories and not a generic "MDC stuff" term). Wakizashi is 4d6 (either). Ancient weapons instead do 1d6x10 and 1d4x10.
Also grants +1 to all saves, and lets you parry energy blasts at -5. So we're not talking "fires energy blasts, summons elementals, instantly kills anyone it cuts and eats their soul" or other Rune Weapon powers, but it's not terrible. Just... not as good as piloting a giant robot. Man, if only Japan had giant robots.
The samurai also gets magic MDC armour that offers 100-180 MDC.
You get training in all of the samurai fighting styles: special horsemanship, mounted archery, dodges arrows at only -2 and blasts/bullets at only -4 (or free parry for only -5, see above). And replaces normal Attacks per Round for Archery with its own progression that is almost definitely worse than what you normally have (3 at level 1, then +2 at level 3, +1 at levels 4, 6, 9, 12, 15). Paired weapon fighting with the daisho and extra bonuses for fighting with the daisho specifically. And can use an iron-ended fan for special parrying or, if necessary, stabbing people for minor damage. Also gains a bonus to Save vs Mind Control and Horror Factor, and some extra PPE. That's specifically part of samurai training, for the record.
Chi MD Death Blow: takes 2 actions and counts as a magic attack, and only works specifically against supernatural creatures, and with melee weapons. It deals double normal damage (including PS and similar), as MD, and the damage can't be regenerated for 1d4 hours, which makes it actually useful as a "takes 2 attacks" thing against some foes.
You also get the special Zanji Shinjinken-Ryo martial art that nobody else gets. You start with 2 attacks per round (or rather, 4, because that's 2 for existing +2 from your HtH), and gain extra attacks at a pretty fast rate. Grants very basic combat moves, extra SDC, PP, PE and ME, and Paired Weapons which you already have because you're a Samurai. Bonuses to Initiative, and the strike/parry/dodge bonuses are also pretty swish. You eventually crit like a scimitar, and at one point you double your PPE. Note: there is a way to flat-out say "I can take any skill, fuck you my mage has samurai training". But that's at level 14 so w/e.
As well as rolling on your family background (all of these are flavour except for the 01-10 roll which gives you an ancient daisho), you choose your Family Skills, which helps flavour your skill choices based on whether you're a politician or farmer/landowner or whatever. You get a whole bunch of cultural skills including Go (a Chinese game). You can't take many other skills, and can't take Acrobatics but that's the only Physical one you can't take.
The Samurai kind of reminds me of the D&D monk: they get a lot of things that take up space on the character sheet, but they're still not that good. I mean, their fighting style means lots of attacks at a good bonus... that deals zero damage to robots and doesn't deal "holy shit" damage against everyone else. They have their uses, but they're not actually that special.
Females are taught Kendo instead of Zanji (which for the most part is not as good, though at level 14 apparently every attack is a deathblow?), and don't get archery, instead gaining WP Spear and more PPE (not used for things).
Ronin OCC
This is just a slightly different skillset for the samurai (and has no innate income but the same starting gear), but works exactly the same - indeed if you become a ronin as a level X Samurai, you just turn into a level X Ronin. That means you get to use more technology over time (a good thing - you can end up as a cyborg with samurai training and a daisho) and can start learning more Technical skills.
Mystic Ninja OCC
This is another one that takes a lot of space in the book and on your sheet. Firstly, you get to spend 35 PPE to turn into an MDC creature (HP + SDC are added together and converted 1:1) for 3 min/level. Doesn't give supernatural strength.
Mystic Arts of Stealth are gained over time, at the exact rate D&D characters get Feats.
Becomes a master escape artist. Not very good for escaping a grapple, mind you - can slip out of a hold in one action, but takes a full round to escape a joint lock. If the improved choke rules are used, that's good though. And just escaping handcuffs, straitjackets and cells... it's not terrible but how often is it really coming up?
The Ninja is a psionic character, with 1 Physical power per level, Bio-Regeneration, Induce Sleep, and then at level six gains Psi-Sword. So we start with "okay, sounds like traditional mystic ninja stuff, and it's standard psionics and not vaguely racist Oriental Chi Power Not For Gaijin". And then they get a mystic energy blade. Okay.
Has a bunch of PPE, some save bonuses, the ability to create false identities, and a crappy version of samurai horsemanship and archery. Does not have mounted archery though.
Hand to Hand: Taijutsu/Ninjutsu is their special thing. Has some strikes, holds, flippy shit, some small stat boosts (+2 MA stands out as unusual), reasonably good attack rate... a doubling of PPE, the same "Death Blow!" (number not specified, and this is granted after a previous "Death Blow on natural X") as Kendo, Paired Weapon training "Also see Samurai Hand to Hand Combat". Wait what?
Doesn't get many Other skills, but gets a fair number of OCC skills. Equipment is just pitiful. A whole bunch of gimmick things like fake wounding and climbing gloves and breathing reeds, but basically they can't hurt Mega Damage things. They are supposed to adapt to their environment and live in the woods, and not blend in to cities and use all resources available such as computers and railguns.
Bishamon Monk OCC
Typically you get mega-damage leaf armour from a sacred tree, and a daito sword (4d6) and bisento spear (3d6 damage).
He has at least 100 SDC (+90) and natural AR of 18, and for 1 PPE per 2 minutes, can transform all his HP and SDC into MDC. Gains the Chi death blow and gradually access to Body Hardening, Mystic Invisibility and Zenjoriki powers (that last one is just one, at level 14). Also gets a very specific schedule of psionics rather than choosing ones. Mostly situational powers, but at level 3 you get Mind Block and at level 6 you get See the Invisible. You do get some Super powers much later (Pyrokinesis and Psi-Shield). Gains minor save bonuses as well.
Also gains special training in Begging, Fasting, Meditation and Oriental Philosophies. Steepest requirement is ME 14, has to be a male human, any alignment. Hand to Hand: Aikido, not that many skills, but can take Mystic Herbology (see: England). Starts with some non-magical herbs and a basic millennium tree staff. Can gain other magic items later on (level 6+ just sort of gives you a special magic staff). Yes really it says you are able to gain other items through playing the game. No fucking shit. Or is this a stealth-nerf to everything that doesn't explicitly have that text, and they can't loot enemy corpses?
Aikido: holds (no locks?) and flippy stuff, +1d4 ME as well as regular stuff, throws people like a scimitar, doubles PPE eventually... it's not that good. HtH training doesn't innately grant martial arts powers in Rifts, you get that from your class. Unless, of course, you use some kind of method of snatching up a non-Rifts art that was designed for Ninjas & Superspies. Sneaky sneaky~
As an aside, -do means "the art/sport/style of" and -jutsu means "killing people via". Hence judo (wrestling sport) and jujutsu (killing someone when you don't happen to have your sword on you). Kendo (wooden-sword duelling sport) and kenjutsu (killing fools with a sword). Is there an aikijutsu where you grab people and twist their neck in half? Is there a Nintenjutsu where you kill people with a console?
Sohei Monk and Warrior Nun OCC
Sohei look pretty rad, and get special staff/spear training. If you declare an attack as a temple strike, then on an 18+ (total, not natural), you deal extra damage, cause them to lose Initiative and 1 attack, and they have a 50% chance of dropping their weapon. If you roll under 18 but still hit, then it's still a regular hit, so just declare every attack to be that.
Can parry arrows and bullets (at -2 and -6) with the staff, gets a bonus attack per round when using the spear or staff. Has a magic staff from the M-tree, and this is the one the previous Bishamon gets as well. Has a lot of MDC, regenerates, possesses a bunch of PPE the owner can use, deals 2d6 SD to mortals and 3d6 MD against supernatural beings. Also gets M-tree leaf armour (eventually gets better bark armour and a better staff), and has the special class feature of being able to get other items later.
Has the Chi death blow you know and maybe love. Gains a few Body Hardening Powers over time, and at level 14 a Zenjoriki power. Training in Begging, Fasting, Feng Shui/Geomancy, Meditation and Oriental Philosophy. Basically no attribute requirements, no racial requirements (says even dragons and shit can learn it), no alignment restrictions. HtH Jujutsu, though you can swap that for Teng-jutsu if you spend three other skills. You only have 8 of those to begin with, but you can't take Acrobatics or Boxing, so maybe that's a thing you want to do? Let's have a look at that:
Jujutsu: an assortment of attacking things, and again no locks so maybe "holds" includes all of that. Doesn't get mental bonuses, and you can't be principled/aberrant, even though it's automatically granted to certain OCCs that can be. So... what? Same number of attacks as Aikido, no chi boosting, a few more moves learned and grappling ends up with a 17-20 crit.
Teng-Jutsu: striking, not grappling, and with a bunch of movement and escape powers. Same number of attacks, gains a lot of kicks and ends up with all kicks being critical hits. That can be pretty crazy, not going to lie. Also, unlike other arts, this explicitly does give you some mystic powers even if you're not a Tengu: you get Acrobatics without the stat boosts, exceptional balance, really good leaping, and a special Leap Dodge (Each one uses up one melee attack, but can be done indefinitely to avoid attacks as if it were a parry. What?) Special dodge that's designed to make enemies punch rocks and things. Nobody cares. Humans deal +1d6 SD with their kicks, Tengu deal the equivalent in MD, and humans can spend two actions to deal 2d6 MD on a kick. Also a crappy Power Punch that takes 2 actions and does less damage. So depending on how good grappling is in your game and whether or not this is your only way to damage a robot, it might be worth the trade.
Female Sohei are almost the same but have slightly different OCC skills. They get more skills, specifically cooking and sewing and singing and stuff, but don't get land navigation. Am I right, guys?
Yamabushi Mountain Priest OCC
Gains the ability to heal people when on mountains or touching giant boulders. Costs 10 PPE each time, and does minimal actual healing but helps prevent bleed-out, and heals 1 person + 1 per 2 levels. Can't heal himself.
Can dunk people in water at the same cost to cure poison/drugs/disease, and is also immune to possession while doing that.
Can meditate to become absolutely immune to fire and plasma and "talk to volcanoes" - admittedly that's like the entire surface of Japan.
Can also heal himself by stripping down and hanging upside down from a tall place. And can also do this to activate various powers like Purification, Water to Wine, Summon Storms, Close Rift and whatever. Or gain skill boosts.
Can turn mountains and boulders into holy sites that bless the surroundings, and can swallow stones to basically turn into stone. HP and SDC turn into MDC, and +6 MDC per stone eaten (up to 2 stones per level). This reduces speed and attacks per round, becomes very strong for the purpose of lifting or resisting movement, but doesn't gain the ability to deal MD. +1d6 to damage.
Chi Death Blow as before. And gains Kangeiko & Shochu Geiko, saving 15% on car insurance. Adds to SDC and HP (ie MDC when eating rocks), immunity to stun and paralysis (nice), half damage from Fire and Cold. Can see and speak to Elementals. Cannot be a psychic. Learns Meditation and Fasting. Any gender, any race, any alignment, any attributes.
Only six other skills, 3 can be used to upgrade Martial Arts to Teng Jutsu. Has almost no equipment.
The Demon Queller is actually pretty decent and gets better gear, but my eyes are starting to glaze over so I'm excluding it based on the fact that it doesn't have a Japanese name.
Tengu RCC
MDC creatures that deal mega-damage. They can shape-change into human forms, possess people, and have a small amount of spellcasting. Player characters get HtH: Teng-Jutsu. NPCs of level 6+ also get a second martial art (any except zanji and ninjutsu) at half level. No, Rifts does not explain how that works, you just have to be familiar with N&SS. And it's not broken (though is perhaps cumbersome and time-consuming) for players to have, it's just "fuck you, you can't be a fancy master".
They can fly and have Horror Factor 10, always see the invisible, half damage from fire, and slow bio-regeneration. Fair number of pre-selected skills, only six others that you can choose. Is allowed to start with magic weapons including an MD staff and/or a living katana.
Techno-Stuff comes next post. I am so glad the other books only have one or two relevant things.