looking for a good ninja occ for rifts. wadya got?

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CosmoNight
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looking for a good ninja occ for rifts. wadya got?

Unread post by CosmoNight »

Making a ninja character for a rifts game. What do you got?
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FrankSerpico
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Re: looking for a good ninja occ for rifts. wadya got?

Unread post by FrankSerpico »

Well, the easy answer would be the Ninja from the Japan book. You could also convert a Mystic China OCC rather easily. There's also a lot of stealth/subterfuge focused classes out there. The Psi-Ghost from Psyscape, The Raider from Australia...
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Re: looking for a good ninja occ for rifts. wadya got?

Unread post by Aermas »

Well, get the Japan book cause you'll be spoiled for choice there's like nine of them
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ShadowLogan
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Re: looking for a good ninja occ for rifts. wadya got?

Unread post by ShadowLogan »

Depends on what you are looking for in terms of "good ninja occ"? It can also depend on how region locked the GM may make some of these suggestions.

If it has to have Ninja in the OCC title then you have Rifts World Book 8: Japan which contains:
-Mystic Ninja (HTH: Ninjitsu, psionic and mystic martial art powers/skills)
-Tech Ninja (can upgrade to Ninjitsu, psionics are going to be optional and depends more on tech)
-Tech Ninja Hybrid OCCs include: Borg, Juicer, Crazy, and Techno-Wizard (basically the baseline OCCs modified for use by a Ninja Clan)

There is also the Oni faction in Dimension Book 3: Phaseworld Source Book. These guys shouldn't be confused with the Oni from WB8. They essentially get access to "new" psionic type powers, are a new alien race (where the Japan books are likely human).

Now if Ninja not being in the OCC title then you have more options like:
-Crazy OCC in the main book is considered "part" Ninja (first line in the OCC description), though you have to contend with the insanity aspect of the class.
-Psi-Ghost (Psycape)
-Super-Spy (Mercenaries, probably a few more of the OCCs in here could also double like the Assassin or Thief)

Other OCCs can also work with the right skill/power/implant/equipment selection giving them a built-in cover identity (something the Japan OCCs have to do the reverse via skill selection).
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Re: looking for a good ninja occ for rifts. wadya got?

Unread post by EliBenedict »

As some previous folks have already responded, you can develop many of the OCCs in the RUE core book into Ninja-type characters. Just take Japanese as one of your languages, pick up Hand to Hand Assassin, plus an ancient weapon WP, then load up as many Physical, Espionage and Rogue skills as the OCC will allow. If you’re lucky, roll up a few psychic abilities to simulate supernatural ninja powers.

The Crazy, Juicer, Merc Soldier, Ley Line Walker, Mind Melter, Psi-Stalker, City Rat, Vagabond or Wilderness Scout all work as solid ninjas if built this way.

That said, your question triggered my inner-Palladium Books geek. Palladium has a metric ton of ninja classes so I’m going to try and rate them all (or at least, the ones that are, in some sense, “officially” ninja) on a scale of 1 to 10.

I’ll be rating the “current” versions of each publication, but, as far as is possible, I’ll mention out-of-print versions in the notes. By my count there are 11 published palladium Ninja OCCs (Mutant Animal, Dedicated Martial Artist, Mystic Ninja, Tech Ninja, Ninja Juicer, Ninja Crazy, Ninja ‘Borg, Ninja Techno-Wizard, Oni Ninja, Physical Training and Ancient Master), not counting the classes that are essentially variants of one another (HU2 Mutant Animal v. TMNT Mutant Animal), the Mega-Hero or RCC boosted versions of these classes, or the discontinued editions/conversions.

I’ll be evaluating the different Ninja classes based on:

-Hand to Hand skills (using a modified version of MantisKing’s “by the numbers” format)

-Number of “ninja skills” (which I’ll define as all Espionage, Physical and Rogue skis, along with Surveillance, Tracking, and up to two Weapon Proficiencies: one ranged and one melee)

-Number, and quality of “special effects” powers (psionics, cybernetics, magic, chi, ect.)

As H2H skills are crucial, and since the benefits of Boxing’s extra attack are out-sized, I’ll assume that any character that can take Boxing will, and reckon that into H2H skills, and number of Ninja skills.

Since you’ve posted the question in the Rifts forum, I’ll convert each class using the revised conversion book rules.

I’ll be rating them on a scale of 1 (wost) to 10 (best) I’ll use the RUE Merc Soldier with the Point Man/Scout MOS, H2H Assassin, and Boxing as a baseline for comparison, as it seems like the most straight-forward RUE ninja surrogate. I’ve labeled this baseline character the “Pseudo-Ninja,” and assigned him a score of 5.

Score: 5
Pseudo-Ninja (Merc Soldier OCC) Rifts Ultimate Edition
A straightforward, no-frills, ersatz ninja.
Attack: ApM: 4@1st (9 total), Initiative: +3, Strike +6, Damage +6, Critical Strike: 19+ @ 10th
Knockout/Stun: 17+ @ 7th, Death Blow: 19+ @ 12th
Defense: Parry/Dodge +5/+5, Roll w/ Punch/Fall/Impact: +5
Ninja Skills: 12
Special Effects Powers: None (unless you get lucky and roll up psionics)
Evaluation: This character is the baseline average for comparison and a solid choice for a ninja character.

I’m presenting the remaining classes from weakest to strongest.

Score: 4
TMNT Mutant Animal Teenage Mutant Ninja Turtles and Other Strangeness (1985)
I think TMNT offered Palladium’s first ninja class. Though TMNT
doesn’t exactly have classes the way other Palladium books do, on the “education” table, mutant animals can end up adopted by a mentor who teaches them H2H Ninjitsu and other skills. This is one of three published H2H Ninjutsu skills: one in TMNT, one in Ninjas and Superspies, and one in Rifts Japan (updated in Rifts Game Master Guide). They’re all quite different.
Attack: ApM: 3@1 (7 total), Strike +3, Damage +5, Critical Strike: 17+ @ 8th, Behind @ 10th, Knockout/Stun: 18+ @ 7th, Death Blow: 20 @ 12th
Defense: Parry/Dodge +6/+6, Roll w/ Punch/Fall/Impact: +8
Ninja Skills: 14
Special Effects Powers: None (unless you take animal powers or animal psionics)
Evaluation: In combat TMNT mutant animals lag a bit relative to the Pseudo-Ninja. Also, TMNT mutant animals come up notoriously short on BIO-E, so you’ll have a hard time constructing a decent character who also has animal psi or animal powers. On the upside, after picking up new skills on Rifts Earth you do get a couple more Ninja skills than the Pseudo-Ninja. The conversion notes in Ninjas and Superspies, allow the Mutant Animal character to take the Dedicated Martial Artist OCC. This results in a character with weaker combat ability and fewer ninja skills, but with an assortment of mystic powers to compensate. I’d say the trade-off comes out to a wash.

Score: 5
Dedicated Martial Artist OCC Ninjas and Superspies (1987, revised 1990)
In the revised edition, the only Dedicated Martial Artist can take Ninjitsu and become a Ninja.
Attack: ApM: 2@1 (5 total), Strike +1, Damage +4, Critical Strike: Behind, 20 @1, 18+ @ 8th Knockout/Stun: +19 @ 7th, Death Blow: 20 @ 8th, 19+ @ 13th
Defense: Parry/Dodge +2/+2, Roll w/ Punch/Fall/Impact: +5
Ninja Skills: 9
Special Effects Powers: 4 @ 1st, 7 total.
Evaluation: This character is a much weaker fighter than the Pseudo-Ninja, and they’re thin on ninja skills too. Balanced against this, they get a wide assortment of mystic powers that improve their stealth performance. Body Hardening Exercises (some of which offer MDC or MD attacks), Martial Arts Techniques, and Speciality Katas can significantly close the gap on the combat side.

Score: 6
Ancient Master Power Category Alternative Heroes Unlimited, Second Edition (1998)
One of the class alternatives is to take the Dedicated Martial Artist OCC from NSS, but start them at level (1d6+3)2 (average of 3.)
Evaluation: Essentially the same as the Dedicated Martial Artist OCC, but you get a the level boost.

Tech Ninja OCC Rifts Japan (1995)
Exactly what it sounds like. This character has no mystical abilities, but has been trained in covert ops and the use of technology by a ninja clan. In most respects, they’d be identical to the Pseudo-Ninja, except that they get more Ninja Skills, cyber-armor and 1d4 implants. They start with H2H Assassin. Technically, they could trade three skills for H2H Ninjitsu, but, since H2H Assassin is slightly better than Ninjitsu, there’s no reason to do this. You can trade 1 skill to take H2H Aikido, Jujitsu or Karate, but I wouldn’t. Aikido does give Auto-Dodge and Auto-Body Flip, which are cool, but you don’t get any bonuses for either form. Jujitsu is altogether weaker than Assassin, and while Karate does net you more ApM, it’s overall bonuses are lower than Assassin
Attack: ApM: 4@1st (9 total), Initiative: +3, Strike +6, Damage +6, Critical Strike: 19+ @ 10th
Knockout/Stun: 17+ @ 7th, Death Blow: 19+ @ 12th
Defense: Parry/Dodge +5/+5, Roll w/ Punch/Fall/Impact: +5
Ninja Skills: 21
Special Effects Powers: 1d4 Cybernetic implants, cyber-armor.
Evaluation: This OCCs does everything the Pseudo-Ninja plus 9 Ninja Skills and cybernetics.

Score: 7
HU2 Mutant Animal Power Category Heroes Unlimited, Second Edition (1998)
The HU2 “Wild Animal Education Table” reintroduces the ninja-trained Mutant Animal from TMNT, but presents the option with a bigger skill selection and the possibility of taking NSS Nijitus as your H2H form. You can also use your BIO to purchase up to 2 minor super abilities, but your limited BIO-Budget remains an issue.
Attack: ApM: 3@1 (6 total), Strike +1, Damage +4, Critical Strike: Behind, 20 @1, 18+ @ 8th Knockout/Stun: +19 @ 7th, Death Blow: 20 @ 8th, 19+ @ 13th
Defense: Parry/Dodge +4/+4, Roll w/ Punch/Fall/Impact: +6
Ninja Skills: 21
Special Effects Powers: 4 @ 1st, 7 total, plus animal powers, animal psionics or minor super abilities
Evaluation: You basically end up with a Dedicated Martial Artist ninja, but with a significant skill boost (12 skills total, plus boxing, if you take the physical skill program), putting you 9 skills ahead of the Psuedo-Ninja. Animal Powers, Animal Psionics or Minor Powers are tempting, but you’ll have a hard time affording them. That said, at 10 BIO-E, taking Extraordinary Physical Endurance to get an MDC conversion might be a bargain.

Score: 8
Ancient Master Power Category Century Station (2000)
Century Station mentions the Kagemusha Ryuujin ninja clan, who all take the Ancient Master power category. They under-emphasize stealth and covert ops (taking prowl as a secondary skill.) Also, in standard Palladium fashion they break the rules, taking Safecracking as a secondary skill (not allowed), and Extraordinary Speed as their minor power selection (also not allowed). But, whatever. Like all Ancient Masters, they start at level 1d6+3.
Attack: ApM: 9@1 (13 total), Initiative+19, Strike +10, Damage +10, Critical Strike: Behind @1st, Knockout/Stun: 18+ @ 1st, Death Blow: 17+ @ 1st
Defense: Parry/Dodge +13/+16, Auto Dodge/Auto Body Flip +7, Roll w/ Punch/Fall/Impact: +12
Ninja Skills: 13
Special Effects Powers: Ancient Master Powers, Extraordinary Speed
Score: On Rifts Earth, these guys get a minor MDC conversion, and a MD power punch. Their combat powers are unmatched by any other Ninja class (even allowing for their lower MDC, they could probably take on a Ninja ‘Borg unarmed.) But, their Ninja Skills are weak. They get 13, but those are almost all physical and weapon skills. Their only covert-ops skills are prowl, climbing, streetwise, locking picking, safecracking, and two rogue skills learned on Rifts Earth. On the other hand, they can use Prowl when running at 200+ mph, so…

Mystic Ninja: Rifts Japan (1995)
This is, more or less, a Rifts conversion of the NSS Dedicated Martial Artist Ninja, but with boosted powers (based on PPE rather than CHI), some psionics and a better skill selection. One of their powers grants MDC, and at 6th level they get Psi-Sword for MD attacks.
Attack: ApM: 5@1 (9 total), Initiative: +4, Strike +1, Damage +6, Critical Strike: Behind, 18+ @ 7th, Death Blow: 20 @ 7th
Defense: Parry/Dodge: +4/+5, Roll w/ Punch/Fall/Impact: +4
Ninja Skills: 17
Special Effects Powers: 5 @ 1st, 22 total.
Evaluation: The Mystic Ninja is only a little weaker than the Pseudo-Ninja in combat, and significantly outpaces them in terms of Ninja skills. Plus they get a ton of magic stealth powers, plus MDC and MD attacks. If you’re going for a classic, mystic ninja type in Rifts, this is your best bet.

Ninja Juicer OCC Rifts Japan (1995)
You get all the standard Juicer powers, combined with a better selection of Ninja skills. Note that the Ninja Juicer is based on the OCC from the original Rifts core book, not the RUE Juicer. Post-RUE, OCC power #4: Super Reflexes and Reaction Time should be replaced with the corresponding RUE Juicer ability. The Ninja juice has a minimum PS of 20 (as compared with the RUE Juicer’s minimum PS of 22), but they get a special stealth bonus and, on average, an extra 5 months of life to compensate. They can trade Assassin for Aikido, Jujitsu or Karate, but shouldn’t.
Attack: ApM: 6@1st (11 total), Initiative: +7, Strike +6, Damage +6, Critical Strike: 19+ @ 10th
Knockout/Stun: 17+ @ 7th, Death Blow: 19+ @ 12th
Defense: Parry/Dodge +5/+5, Auto-Dodge +5, Roll w/ Punch/Fall/Impact: +8
Ninja Skills: 20
Special Effects Powers: The Juicer power package.
Evaluation: This character gets eight additional Ninja skills and the Juicer powers over and above what the Pseudo-Ninja offers, in exchange for your imminent death in five years. But that has a very tragic-melodramatic ninja feel, so this might be a plus. Relative to the RUE Juicer, the Ninja Juicer has only a slightly lower PS, but gets the auto-stealth ability and ten additional ninja skills, so they're head and shoulders above the standard Juicer too.

Ninja Crazy OCC Rifts Japan (1995)
Similar to the Ninja Juicer. Ninja skills stacked onto the Crazy power template. As with the Ninja Juicer, power #4 Heightened Reflexes, Agility and Senses, should be replaced with powers #4 (Heightened Reflexes and Agility) and #5 (Enhanced Senses) from the RUE Crazy OCC to bring them in-line with RUE power levels. Training in meditation grants the Ninja Crazy an additional three psychic powers compared to their American counterparts, and the ability to temporarily suppress their insanities for a number of days. Like the the Ninja Juicer they can trade Assassin for Aikido, Jujitsu or Karate, but shouldn’t.
Attack: ApM: 5@1st (10 total), Initiative: +5, Strike +6, Damage +6, Critical Strike: 19+ @ 10th
Knockout/Stun: 17+ @ 7th, Death Blow: 19+ @ 12th
Defense: Parry/Dodge +5/+5, Auto-Dodge +8, Roll w/ Punch/Fall/Impact: +13
Ninja Skills: 19
Special Effects Powers: Standard Crazy powers, plus three additional psychic powers.
Evaluation: Pretty much the same as the Juicer Ninja. They’re combat bonuses are slightly less impressive than a Juicer, but they make up for it with psychic powers, and the fact they can survive longer than 6 years. Better skills selection, psychic powers and the ability to suppress insanities put these guys head and shoulders above standard Crazies too.

Ninja Techno-Wizard OCC Rifts Japan (1995)
A techno-wizard with slightly better combat and ninja skills selection. Like the Ninja Crazy and Ninja Juicer they were based off their pre-RUE counterparts. Their starting PPE was 1d6x10+10+PE, which, on average, put them only 5 PPE behind their pre-RUE American Counterpart. But, the RUE Techno-Wizard gets 3d4x10+PE, putting the Ninja Techno-Wizard, on average, behind by 30 PPE. Off hand, I’d probably boost the Ninja Techno-Wizard’s PPE to 2d6x10+PE, which would, again, have them 5 PPE behind the American Techno-Wizard. They start with H2H Expert, but can trade one skill for Assassin or Aikido. They’re the only Tech Ninja that might benefit from taking a Japanese Martial Art. Aikido leaves them only one ApM behind Assassin, but its defensive bonuses are significantly better. Since most of your attacks will be by magic, your weaker attack bonuses are less relevant. But the real clincher is that Aikido doubles your PPE total at 10th level, which means nothing to other Tech Ninjas, but is a huge boost for a Techno-Wizard.
Attack: ApM: 5@1 (8 total), Initiative: +3, Strike +1, Critical Strike: 18+ @ 14
Defense: Parry/Dodge: +7/+8, Auto-Dodge, Auto-Body Flip, Roll w/ Punch/Fall/Impact: +3
Ninja Skills: 11
Special Effects Powers: Psionics, Spells and Techno-Wizardry.
Evaluation: Compared to the Pseudo-Ninja, you trade one attack, one ninja skill, and some offensive combat bonuses for better defenses, plus psionics, spells and techno-wizardry. If you choose to go with Assassin rather than Aikido, then you’re just trading one ninja skill for psionics, spells and techno-wizardry. Either way, I’d call it a bargain and a half. Compared to the RUE Techno-Wizard, you trade 5PPE for 5 Ninja Skills, plus a better skill selection. And if you go with H2H Aikido, you more than make back the lost PPE at 10th level. The Ninja Techno-Wizard definitely wins out.

Physical Training Power Category Gramercy Island (2000)
The character description for the NPC "Chambara" mentions that an HU2 Physical Training character can take a NSS Martial Art (including, presumably Ninjitsu) in exchange for dropping the special Physical Training H2H form, and their special abilities (while retaining the power category attribute and combat bonuses). I’m going to guess that the best Ninja version of this is to combine a focus on Speed and Agility, with Ninjitsu and the Military Specialist education level (which seems about right for a Ninja). You’ll drop the Military WP program, and pick up the Criminal program for extra Ninja Skills.
Attack: ApM: 4@1 (7 total), Initiative+2, Strike +1, Damage +4, Critical Strike: Behind, 20 @1, 18+ @ 8th Knockout/Stun: +19 @ 7th, Death Blow: 20 @ 8th, 19+ @ 13th
Defense: Parry/Dodge +2/+2, Roll w/ Punch/Fall/Impact: +5
Ninja Skills: 31
Special Effects Powers: 4 @ 1st, 7 total.
Evaluation: This character is a ninja skills monster. They basically get all Espionage, Physical and Rogue skills. The ApM boost from physical training helps make NSS Ninjutsu combat competitive, and you get the NSS mystic powers on top of that for MDC and MD H2H attacks.

Score: 9
Ninja ‘Borg OCC Rifts Japan (1995)
A full conversion borg with a specific build, ninja skills, and a special sound-suppression system that lets them be stealthy
Attack: ApM: 4@1st (9 total), Initiative: +6, Strike +7, Damage +6, Critical Strike: 19+ @ 10th
Knockout/Stun: 17+ @ 7th, Death Blow: 19+ @ 12th
Defense: Parry/Dodge +6/+7, Roll w/ Punch/Fall/Impact: +5
Ninja Skills: 17
Special Effects Powers: MDC, ‘Borg attributes and Cybernetics.
Evaluation: These guys get 5 additional Ninja skills compared to the Pseudo-Ninja, plus ‘Borg attributes (with the ability to use prowl at no penalty) and monster cybernetics, the Pseudo-Ninja can’t keep up. They also out-class standard RUE Combat ‘borgs. Their bionics build is basically fixed, and only minimally customizable, but has a good array of features comparable to an average combat ‘Borg, and their base attributes put them about 165k credits above what a normal Combat Borg could afford. Plus they get the sound suppression system, a 30% chance to pick up additional big ticket systems (like extra arms, or a unique feature that lets them breathe 1d4x10 MD fire,) and 1d4 additional cybernetic systems of choice. Full conversion ‘borgs are listed as being 6’-9’ in height, and we can assume that Ninja clans would prioritize compactness for stealth. So if you take the A1 Cyber-Disguise as one of your chosen cybernetic systems, with the right clothes, and the sound-suppression system, you could pass for a beefy, and tall-ish but normal, human. That, combined with your superior sensor array keeps you in the game as a covert operative.

Oni Ninja OCC Phase World Sourcebook (1998)
In Phase World, Oni are a race of large, heavily muscled, red-skinned humanoids, whose culture is based on cliches of feudal japan (apparently this is a know fact, in-world.) They are much stronger and more graceful than humans. Some of them develop advanced psionic powers that they channel into martial arts. These Oni Ninja become MDC beings, with supernatural strength, a smattering of psychic sensitive powers and a variety of Ninja Techniques they pay ISP to use. The class description mentions that human psychics can learn these abilities too. They’d lose out on the Oni’s superior ability score (average PS 24, PP 20, PE 24), but can blend in with normal humans. I’m going to rate a human “Oni” ninja below
Attack: ApM: 4@1st (9 total), Initiative: +3, Strike +6, Damage +6, Critical Strike: 19+ @ 10th
Knockout/Stun: 17+ @ 7th, Death Blow: 19+ @ 12th
Defense: Parry/Dodge +5/+5, Roll w/ Punch/Fall/Impact: +5
Ninja Skills: 18
Special Effects Powers: MDC, Supernatural Strength, 3 psychic sensitive powers @1st (6 total), 3 Ninja Techniques @ 1st (16 total.)
Evaluation: You get an additional 6 ninjas skills compared to the Pseudo-Ninja. You’re not nearly as much of a tank as the Ninja ‘Borg, but between supernatural strength and Ninja Techniques you can match them for damage output. On the covert side, you look completely like a normal human. That, plus your psychic powers, and the few Ninja Techniques that offer stealth powers, make you a formidable covert op.

Variants Ninjas:
The HU2 Mutant Animal, the Ancient Master, the Ancient Master Alternative and Physical Training can each be combined with the Mega-Hero option, boosting your SDC by 50%, converted your combined HP and SDC to MDC, granting you Supernatural Strength and garnering you a few other Mega-Powers. I’d say the boost raises any of these categories up to a 9.

Discontinued Ninjas:
Ninja and Superspies, Revised, includes conversion notes for the 1st Edition of Heroes Unlimited that would have allowed the 1st edition Physical Training and Ancient Master power categories to take NSS Ninjitsu. The Physical Training character basically becomes a Dedicated Master with a few extra skills based on his education level. Combined with the military specialist education level, I’d give them a 7. The Ancient Master would have started at H2H Ninjutsu at 10th level, along with Boxing, Wrestling, +2 ApM, and all the 1st edition Ancient Master special abilities. I’d give it an 8.

The original, unrevised, NSS, allowed the Dedicated Martial Artist OCC to take three martial arts, while the Worldly Martial Artist OCC could get two. This meant you could be a Dedicated Ninja with another form [Zanji Shinjinken-Ryu is both Japanese, and brutal in combat] to be a better fighter. Or you could be Worldly Ninja and pick up some extra ninja skills. Additionally, Ninjitu’s bonuses and modifiers were reduced across the board in the transition to NSS revised. Ironically, this means the older, pre-revision NSS ninjas fit better with current RUE power levels. I’d give either the Dedicated or Worldly version a 7, maybe an 8.

RCCs:
In addition to the Oni Ninja, and the Mutant Animal ninja, there are dozens of Palladium games RCCs that could take any of the Ninja OCCs listed above (with the exception of the HU2 Power Category classes, that generally aren’t available to RCCs.) I won’t run through them all but one deserves special attention: The Demi-God RCC (Pantheons of the Megaverse, 1994). This character gets boosted stats, Supernatural Strength and MDC, in addition to the abilities of one OCC or HU2 Power Category, and one ability from the Godling RCC’s a la carte list. If you’re looking to make the ultimate ninja, I’d suggest power #9: Super Psionic Powers. You get all the psychic abilities from one lesser category (Sensitive, Physical or Healing) plus 5 Super-Psi Powers. Using the psionic conversions for Ninja and Superspies abilities (Rifts Conversion Book One, Revised, 2002), you can trade each of those Super-Psi Powers for one selection from each of the Martial Arts Powers categories, giving you 5 Arts of Invisibility, 5 Atemi, 5 Body Hardening Exercises, 5 Chi Powers, 5 Martial Arts Techniques, 5 Speciality Katas and 5 Zenjorike. Combining all the Psychic Sensitive Powers with 5 Arts of Invisibility, Martial Arts Awareness, Karumi-Jutsu and Mind Walk, would go a long way toward covering the relative weakness of a Kagemusha Ryuujin Ancient Master with respect to stealth and covert ops. The attribute bonuses and other Martial Arts abilities make you even more of a combat beast. A Demi-God, Kagemusha Ryuujin Mega-Ancient Master with Ninja Psychic Powers is definitely 10 on the Ninja OCC scale.
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Re: looking for a good ninja occ for rifts. wadya got?

Unread post by drewkitty ~..~ »

*throws the N&S book into the topic*
nuff said
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