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Form 1: (Shii-Cho) [The Way of the Sarlacc]:

Form I, also called "The Way of the Sarlacc," is the most basic form of lightsaber combat -- and the most
ancient. For this reason, it is the first form of lightsaber combat that most Jedi learn. It was developed as
the Jedi transitioned from using traditional swords to using lightsabers.
The moves of Form I focus on disarming one's opponent without hurting him. Its wide, sweeping motions
are useful when facing multiple enemies, but do not work well against lightsaber-wielding opponents.
Notable Practitioners: Luke Skywalker, Yoda
Entrance Requirements: No Attribute or Alignment restrictions.
Skill Cost: 15 Years (6 Years as a Secondary Martial Art Form)
It takes many years of study before it becomes a practical combat technique, but the time is well used in,
the development of Chi. A master will appear to move in slow-motion. Never hurrying, always seeming to
anticipate the opponent's attacks with gentle parries and an occasional open palm shove (see below). The
physical movements of Shii-Cho consist of measured steps, slow sweeping turns, and wide graceful
sweeps. However, with Shii-Cho it is revealed that the point of these movements is not simply selfdefense. No, each movement has been carefully calculated, and can be used in channeling the bodys
inner Chi (Chi/P.P.E. /I.S.P.). The true master, while appearing to move in slow motion, is actually
sweeping up, gathering, and shaping a globe of mystical and spiritual power. Note: While P.P.E., I.S.P.,
and Chi are essentially the same thing in Rifts China, its possible for someone like a Shii-Cho Master to
see the subtle flow of Chi, where the Chi/P.P.E./I.S.P. is too slight to observe.
Costume: Prefer a simple monk's robe, with Loose cotton tunic and pants, but it is preferred that the outfit
will be loose, allowing for full movement of the legs, crotch, and shoulders.
Stance-1: Rear leg bent slightly at the knee, forward leg a few inches off the ground, forward hand loosely
outstretched, rear hand loosely at waist.
Stance-2: Relaxed standing position, with arms loosely at the sides.
CHARACTER BONUSES:
Quadruple Chi/P.P.E/I.S.P.
Add +5 to M.E.
Add +5 to M.A.
Add +2 to P.P.
Add +6 to Speed.
COMBAT SKILLS:
Attacks per Melee: 4
Escape Moves: Roll With Punch/Fall/Impact, Maintain Balance, Leap.
Attack Moves: Leap
Basic Defensive Moves: Dodge, Parry, Automatic Parry.
Advanced Defensive Moves: Multiple Dodge, Automatic Dodge, Circular Parry, Disarm.
Hand Attacks: Backhand, Push Open Hand (Special! Essentially a knockdown Strike that also does 1D6
damage. Any victim failing to counter the attack will be knocked back a number of feet equal to the
attacker's Chi.), Palm Strike, Duo-Knuckle Strike (Special! Does Shock/Stun Only, NO S.D.C. or Hit
Point Damage.).
Basic Foot Attacks: Kick Attack, Snap Kick, Crescent Kick, Snap Kick (Special: Shock/Stun Only! NO
S.D.C. or hit point damage, only stun effects).
Weapon Katas: WP Sword
Special Attacks:
Counter movement: Uses 1 attack/action:
This is a non-offensive technique that can save the characters butt in certain situations that have simple
solutions, but no specific counter. A few good examples are:

1.An opponent sweeps the character, and instead of hitting the ground the character springs off his hands
back onto his feet.
2. You are on the ground and an opponent is in the process of an aerial stomp. You raise your feet and
propel your opponent back into the air.
3. An opponent throws you. You can either use the moment to perform a cartwheel, or a flip.
Wrist/ankle break: This is can only be used in combination with a trapping maneuver against a high
attack. When an opponents hand/foot is entrapped the character uses a quick snap or twist of the wrists
to break an opponents wrist/ankle.
A successful attempt does P.S. +1d6 HP damage, and unsuccessful attempt does 1d6 SDC damage.
Against midsection attacks:
The knee and elbow are used to strike the limb/weapon between them doing combined elbow and knee
strike damage to that limb/weapon. Against low attacks: The feet are used to parry the attack while
applying counter pressure, this causes an opponent to make a test of balance to see if he remains
standing. An opponents roll to maintain balance must be higher than the characters roll to trap. Failure
means an opponent suffers the penalties of a trip/leg hook.
Escaping: Uses 1 attack/action: Used to escape entanglement, holds, bonds etc.
Air drop: P.S. +4d6, used on opponents below, uses both feet, with arms upward, can be tacked on the
end of a double axel flip.
Backward Sweep Kick Only used on opponents behind character, does no damage, but cannot be parried
(can be dodged but is -2 to do so). Penalties are the same as body flip/throw
Rising crescent: P.S. +3d6, attack/escape combination, opponent loses initiative, uses 2 attacks.
Double axel flip: Twice the height and length of a backflip, does a 180 degree rotation starting with feet,
ending with feet. (*NOTE: I have seen this done in my kendo class in real life.)
Aerial stomp: P.S. +1d6 per 2ft of height above opponent and knockdown unless already on ground.
Air catch: P.S. +2d6 and knockdown. Catches any opponent in the air and slams them to the ground.
Air tackle: P.S. +1d6 per 3ft fallen and knockdown. Tackles an opponent whether in the air or on the
ground and slams them to the ground.
Force Jump
Range: short distance: Up to 1200ft.
Duration: Instant
Chi: 10
Number of Attacks/Actions: 1
Special: +6 to dodge bonus.
Effect: The character teleports to a predetermined location visible to the character. Passengers, vehicles
and large amounts of equipment are not teleported with the character.
Force Escape
Range: 1 mile per level.
Duration: Instant
Chi: 30
Concentration: Takes 1 melee round and is the only action that can be performed during that round.

Effect: The character can teleport in a straight line for only a second or two. Chance of Success: 50%
plus 4% per level of experience. A failed roll means the teleport failed to occur. Passengers, vehicles and
large amounts of equipment are not teleported with the character
.
Force Shield
Range: Self
Duration: 10 mins per level of experience.
Chi: 30
No of Attacks/Actions: takes 1 attack/action to activate.
Special: +6 when used as a defensive action, no other bonuses apply (purely mental)
Effect: The shield is an invisible force field bubble (air tight) that surrounds the character. It has 500
SDC (250 MDC in Rifts) per level of experience and can be focused in one direction to withstand double
the usual amount of damage. It takes 1 attack/action to focus/unfocus the shield in a given direction and it
takes an additional attack/action each time the direction of the shields focus is changed.
Special Katas:
Chi Ball Kata:
Stepping slowly forward, walking in synch with Chi flowing in the immediate area, the character works at
gathering Chi, eventually pulling it together into a ball suspended between the characters hands. To an
observer, it seems that the martial artist is slowly gathering an invisible substance like a mime artist, while
simultaneously performing a circular dance step. On the other hand, anyone with the ability to perceive
Chi will clearly see the ball of Chi energy being assembled by the character.
The Chi will be either Negative or Positive, depending on the environment and it doesnt matter whether
the character has Positive Chi, Negative Chi, or no Chi at all.
Getting the ball started is the hard part. At first level, it takes four full melee rounds to get the ball formed.
At third level, it only takes three melee rounds and at sixth level, just two melee rounds. From ninth level
onwards, a character can start a Chi Ball in just one full melee round. Once the ball has been started, it
will contain an amount of Chi equal to the background Chi of the area. As soon as the Chi Ball is released
from the hands of the character performing the Kata (or, for that matter, if the character stops the Kata)
the Chi Ball will start to unravel and will cease to exist within 1d10 seconds. Once brought into existence,
a Chi Ball can be used in the following ways:
Chi Ball Lens: Once a Chi Ball has been started, the character can look through it and see all the Chi in
the surrounding area up to about 600 feet (180.3 in) away. Any creatures of Chi, the Chi in side any living
beings, Chi flows or deposits, and the general amount of Negative or Positive Chi will be clearly seen
through the Chi Ball This sight continues no matter what else is done, so long as the character keeps
performing the Chi Ball Kata and holds onto an intact Chi Ball.
Chi Ball: For each gathering melee round, the character adds an amount of Chi equivalent to the ambient
Chi in the area. So, for example, if the background Chi is 5 points of Positive Chi, the Chi Ball will have
5 points of Positive Chi. After a second melee found of gathering, the Chi Ball will have 10 points, then
15 points, and so forth. The maximum that any character can gather is 100 times the local Chi level, so
the Largest Chi Bail available in our example would have 500 points of Positive Chi Once the maximum
is reached, the character can continue the Chi Ball Kata indefinitely, maintaining the amount of Chi that
has already been gathered.
Chi Ball Defense: As a shield against Chi attacks, the Chi Ball can be used against either the same kind
of Chi or against opposing Chi. A Positive Chi Ball used as a shield against an attack of Positive Chi or a
Negative Chi Ball used to block Negative Chi, will just get bigger, absorbing the excess. If the amount of
Chi exceeds the maximum size for a Chi Ball the extra Chi will be harmlessly expelled. On the other
hand, if a Positive Chi Ball blocks Negative Chi, or if a Negative Chi Ball is attacked by Positive Chi,
then the incoming Chi will destroy an equal amount of Chi in the Ball destroying the Ball if the Chi is
exceeded. If the Chi Ball is destroyed, the character will have to start the process of gathering all over
again.

Note: As effective as a Chi Ball might be against Chi, it is totally useless as a shield from material
attacks from fists or weapons.
Throwing or inserting: the Chi Ball. Its also possible to use the Chi Ball as a weapon, either tossing it at a
target, or pushing it right into an opponent. However, due to the fragile nature of the Chi Ball it
immediately loses half of its Chi when released. Then, if thrown, it loses half of the remaining Chi within
180 feet (40.6 m), and all of the rest of the Chi after traveling 300 feet (90.1 in). So, if a Chi Ball
containing 80 points of Positive Chi were inserted into a creature of Pure Negative Chi (it would require a
successful Roll to Strike, with no bonuses), the creature would be infected with just 40 points of Positive
Chi. If the Chi Ball where thrown at the creature, standing between 50 and 180 feet (1.5 to 4.6 m) away,
the amount of incoming Chi would be just 20 points, or 10 points up to 300 feet (9.1 m) distant. Throwing
a Chi Ball more than 300 feet (9.1 m) is useless, since it will dissolve beyond that point.
Because the Chi Ball is more impressive before its thrown or inserted, many users of the Chi Ball Kata
find it better to use the Chi Ball as a threat, rather than as an actual weapon.
Note: If a ball has been formed discarded then the character can continue the Chi Ball Kata, and another
ball can be started immediately, without having to wait the usual start melee rounds.
Modifiers to Attacks: Pull Punch, Knock-Out/Stun, Critical Strike, Death Blow
SKILLS INCLUDED IN TRAINING:
Martial Art Powers: Select a total of six (6) Powers each from among Chi Mastery and Special Katas
(including Chi Katas), Body Hardening Exercises and Martial Art Techniques. Also select 4 Zenjorike
Powers. If desired, any number of Powers can be traded, one-for-one, for any Basic Skill Programs
(excluding physical).
Languages/Literacies: American, Italian, Chinese [stage 4], Japanese [Stage 4], Tibetan, Trades 1-4
Physical: Acrobatics, Climbing, Fencing, Gymnastics, Parkour, Prowl, Running, Tumbling, Fencing,
Wrestling.
Philosophical Training: Buddhism, Maoism, Taoism, Tibetan Lore, and Zen.
Cultural Skills: Gardening, Calligraphy, Coking, Sewing, Wilderness, Survival, Fasting, and
Mountaineering
Other Skills: Research
If this is your Primary Martial Art Form, then the following other forms can be learned in a shorter
time: Taido (7 Years), Fong Ngan (4Years), Mien-Ch'uan (7 Years), or Xing-Chiao (3 Years).
LEVEL ADVANCEMENT BONUSES
1st: + 2 to Roll with Punch/Fall/Impact, +2 to pull punch.+ 5 to Dodge, +3 to parry, +1 to leap (add 4
feet/1.2 m to leap distance), Critical Strike from Behind.
l. Evoking the Chi Ball: Stepping slowly, walking in sync with the flow of Chi in the immediate area, the
character works at gathering Chi, eventually pulling it together into a ball suspended between the
characters hands. To an observer it seems that the martial artist is slowly gathering an invisible
substance, while simultaneously performing a circular dance step, as if the character were a mime artist.
On the other hand, anyone with the ability to perceive Chi will clearly see the ball of Chi being assembled
by the character. Preparation: Takes four full melee rounds (one minute).
2. Gathering Chi Ball: For each gathering" melee round, the character adds lD4 Chi/P.P.E./I.S.P. to the
Chi Ball. There is really no maximum, but if the amount of Chi/P.P.E.I.S.P. in the Chi Ball grows to larger
than the users base Chi/P.P.E./I.S.P., it becomes too difficult to control. Once the desired amount is
reached, the character can continue the Chi Ball Kata indefinitely, easily maintaining the amount of Chi
that has already been gathered.
3. Chi Ball Damage: The Chi Manipulator can hold the Chi Ball (like palming a basketball) and use it to
hit an opponent. While harmless to mortals, living creatures, devices, machines and robots, the Chi Ball is
devastating to demons, disembodied Entities and other creatures of supernatural evil. For each 10 points
of Chi/P.P.E. /I.S.P. stored in the Chi Ball, it inflicts lD6 M.D. (100 points for lD6xl0 M.D.).

2nd: +2 to strike, +3 to roll with punch/fall/impact , + 2 to Maintain Balance, +2 to Parry, +2 to Dodge,


Double the characters Permanent Chi/P.P.E. /I.S.P. Base.
3rd: Double Existing Chi.
Chi Ball Lens: Once a Chi Ball has been started, the character can then look through the Ball and see all
the I.S.P. and I.S.P. based phenomena in the surrounding area (up to about 60 feetflil.3 m away). Any
creatures containing Chi or l.S.P., as well as dragon lines and Entities of the supernatural or spiritual will
be clearly seen through the Chi Ball. This sight continues no matter what else is done, so long as the
character keeps looking through an intact Chi Ball. Chi/P.P.E. /I.S.P. Cost: 3 to activate lens effect.
4th: +1 to Strike/Parry/Dodge, +1 attack per melee and double existing Chi/P.P.E./I.S.P., Critical Strike on
Natural 19 or 20, Shii-Cho Meditation Advancement #1: +2 to I.Q., M.E., and M.A. Attributes.
5th: +1 to leap (add 4 feet/1.2 m to leap distance), Select One (1) Additional Martial Art Power from Chi
Mastery, or Special Katas, +1 to damage and +1 to parry, Chi Ball Defense: As a shield against I.S.P. and
magical attacks, the Chi Ball can be used to absorb psychic, mystical, spiritual, spectral, or demonic
energies and other non-physical attacks. Note: As effective as a Chi Ball might be against Chi, psionics
and magic, it is totally useless as a shield from attacks from physical weapons, bullets, lasers, and (nonmagical) energy blasts. M.D.C.: Equal to the I.S.P. stored within the Chi Ball. Chi/P.P.E. /I.S.P. Cost: 4.
6th: +1 to Strike, +2 to Roll with Punch/Fall/Impact, +1 to Parry/Dodge. +2d6 Chi/I.S.P./P.P.E., Evoke Chi
Ball in just one melee round.
7th: Double Existing Chi, + 1 to Strike, +2 to roll with punch/fall/Impact, +2 to pull punch, +1 to leap
(add 4 feet/1.2 m to leap distance).
Chi Ball Calm: Using the Chi Ball to instill looseness or relaxation, the character is resistant to fear,
horror, panic, and other ailments of the mind. Bonus of +5 to save vs. Horror Factor and other types of
fearful emotions, at least so long as the character holds the Chi Ball. Chi/P.P.E. /I.S.P. Cost: 2.
8th: +2 Attack per Melee, knockout/stun on natural 18+ 2 to Maintain Balance, Add 5D6+30 points to the
characters Permanent I.S.P. Base.
9th: +1 to parry, +1 to dodge, select one additional Martial Art Power, Add One (1) Zenjorike Power, +2
to Maintain Balance, Shii-Cho Meditation Advancement #2: +1 to M.A. attribute, and +2 to save vs.
Horror Factor.
10th: Select One (1) Additional Martial Art Power from Chi Mastery, or Special Katas, +1 to strike, +2 to
roll with punch/fall/impact, +1 to dodge, +2d6 Chi/I.S.P./P.P.E.
Second Chi Ball Formation: Can create two Chi Balls simultaneously, Evoke Chi Ball in just one melee
Action.
11th: Double Existing Chi. +1 to leap (add 4 feet/1.2 m to leap distance), select one additional Martial Art
Power.
Chi Ball Levitation: Willing the Chi Ball to rise, the character is able to levitate with it by holding onto
it with his hands or standing on it like an invisible elevator platform. Maximum Height is 500 feet (152
m) per level of experience. I.S.P. Cost: 10.
12th: + 1 attack per melee, +1 to Roll with Punch/Fall/Impact, +1 to parry or Dodge, +1 to strike and +1
on initiative, Add 8D6+40 Chi/P.P.E. /I.S.P. to the characters Permanent Chi/P.P.E. /I.S.P. Base.
13th: +2 to parry, +2 to dodge, leap (ad 4 feet/1.2 m to leap distance)+ 2 to Maintain Balance,
Knockout/Stun on Natural 19 or 20, Throwing the Chi Ball: Its also possible to use the Chi Ball as a
thrown weapon, so it arcs directly through an opponent, and then continues around to return to its owner.
Mega-Damage: To demons and other creatures of supernatural evil, the ball inflicts 2D8 M.D.C./chi used
on a glancing blow, and a full SDIO M.D. from a solid hit (it goes all the way through the victims body).
Harmless to animals, humans, machines, and those not possessed by evil spirits. : +2 to strike, plus any
other bonuses to strike from attributes or skills. Range: 100 feet per level of experience. Chi/P.P.E. /I.S.P.
Cost: l0 per thrown ball.
14th: Select One (1) Additional Martial Art Power from Chi Mastery, or Special Katas. + 1 to strike, + 2 to
roll with punch/fall/impact, +1 Attack per Melee, Add 6D6+20 Chi/P.P.E. /I.S.P. to the characters
Permanent Chi/P.P.E. /I.S.P. Base.
15th: Add One (2) Zenjorike Power, Double Existing Chi, impervious to mental illusions while holding

the Chi Ball and +5 to save vs. magical illusions.


Why Study Shii-Cho?
While far from the most powerful of combat forms, Shii-Cho nevertheless provides strong Chi power to
its students. As a purely defensive art it is hard to beat. It's also one of only four martial arts that teaches a
Zenjorike ability at first level

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