Subject: [FF][RPG]3x3 Eyes (first half)
From: "Ewen Cluney" <ryoga_hibiki@hotmail.com>
Date: 10/8/1996, 9:05 PM
To: fanfic@fanfic.com

    I feel I should say (or confess) that the message about the 3x3 
Eyes stuff was sent here on accident (the least embarassing of the 
reasons being that the modem was on the fritz). But ironically, this 
sparked a discussion of RPGs and anime (and I waste at least as much
time and energy on RPGs as anime). Anyway, since some people were 
interested, I figured I might as well post the Sazan Eyes stuff here.
Though this $%^*$ thing won't let me send all of it at once.

Sazan Eyes
A supplement for Mystic China
by Ewen "Ryoga" Cluney

     This is an adaptation of Sazan Eyes (also known as 3x3 
Eyes), a manga series by Yuzo Takada. Sazan Eyes is sort of a 
combination of a convoluted love story and macabre horror. The 
main characters are Pai, one of the legendary Triclops, and 
Yakumo, a Japanese youth who she falls in love with, and conse-
quently has to take his soul in order to save his life (or some-
thing like that). The setting of Sazan Eyes itself is the present 
day, but with strange things lurking in the shadows. Probably the 
most powerful of these are the Triclops, or Sanjiyan. The infor-
mation here is designed for use with Mystic China, but can be 
included in any of Palladium's RPGs, especially Rifts.
     Using this material properly requires having Mystic China, 
although it is helpful to also have as many as possible of the 
following: Beyond The Supernatural, Ninjas & Superspies, Heroes 
Unlimited, Between the Shadows, and Rifts. Others that can be 
useful to some degree include Phase World, Rifts Conversion Book 
One, and Nightbane.

Sanjiyan R.C.C. (Optional)
     The Sanjiyan, also known as Triclops, are one of the most 
ancient races in the world. They look much like normal humans, 
however, a secret power resides within them. Although there is no 
sign of it outwardly, each Sanjiyan has a third eye. It has no 
physical presence normally, but becomes quite real when opened. 
They are native to the farthest reaches of Tibet; legends say 
that they are capable of consuming the souls of humans, trans-
forming them into undead.
     All this is true, but there are many more details known to 
few, save the Sanjiyan themselves. The Sanjiyan are a degenerate 
race; the older ones being decadent and callous, while the more 
emotional younger ones develop split personalities. Thus, older 
Sanjiyan (usually 6,000 years or more) are usually rather uniform 
in behavior, whether the Third Eye is open or closed, while the 
younger ones have a somewhat different situation. When the Third 
Eye is closed, the Sanjiyan is more or less human, save for the 
fact that they are immortal. They tend to be naive and innocent. 
However, the Third Eye, the true Sanjiyan, has a very different 
personality. Like the older Sanjiyan, they are arrogant, and care 
little for others. Furthermore, they tend to be mean, if not 
evil, to others. Furthermore, they rely on their own powers, and 
arrogantly ignore machines whenever possible. The Sanjiyan mind 
is normally asleep, but can be awakened either intentionally by 
the lesser mind, or unintentionally in extremes of emotion.

Powers
     When the Third Eye is closed, the Sanjiyan has no particular 
special powers. However, when it opens, they become almost god-
like in power. When the Third Eye is opened, light streams from 
it; this light is the source of the greatest of the Sanjiyan's 
powers. It can be used to exert physical force, or as an energy 
blast to kill. Furthermore, it can be used to repel creatures of 
evil and destroy illusions.
     However, the most unusual, and perhaps the most ominous of 
the Sanjiyan's powers is the ability to take the soul of a mortal 
and merge it with their own. The soulless former mortal becomes a 
type of immortal known as a Wu. The Wu cannot be killed by any 
means, and will remain alive and immortal so long as the Sanjiyan 
lives. On the forehead of the Wu, a Chinese character meaning 
"the void", or "nothingness" appears, and cannot be removed by 
any means. A Sanjiyan can only hold one soul at a time, and can 
release it if they wish. The purpose of creating a Wu is to 
provide the Sanjiyan with a protector, especially if the Third 
Eye is closed. Consequently, the Sanjiyan will usually choose a 
powerful mortal (mages and psychics are a particularly common 
choice). If the Wu is disobedient, the Sanjiyan can damage and 
even destroy the mortal's soul, although this is rarely done. 
Whether or not the Wu wishes to serve as a protector of the 
Sanjiyan, they have the motivation that any damage done to the 
Sanjiyan is inflicted to the Wu as well; it cannot kill them, but 
can hurt like hell.
     The powers of the Sanjiyan are great, but their power has 
been reduced over time, and although they are capable of incredi-
ble magical performances, the use of such powers will frequently 
force the Third Eye back to its sleep.
     There are three varieties of Sanjiyan; red-eyed, gold-eyed, 
and violet-eyed. The color refers to the coloration of all three 
eyes; red eyed are the most common, and the least powerful. Some 
ten percent of them are golden-eyed, and considerably more power-
ful than that. The violet-eyed Sanjiyan are the rarest of all; it 
is said that one is born once per eon; they are the most powerful 
of Sanjiyan.

Society
     Long ago, the Sanjiyan, called the Holy Ones by some, lived 
in a place called the Holy Land. The Holy Land can only be ac-
cessed by one of the Gates. These magical places can only be 
activated by spilling human blood on a special magical clay pot. 
What happened to the Holy Land remains a mystery, although the 
Gates are said to be located somewhere in the Konron Mountains in 
northern Tibet.
     It is believed that there are less than a hundred Sanjiyan 
left in modern times. It is said that this is because most of 
them sought to become human, and succeeded somehow. How this 
could have been done is unknown, but there are rumors of a magi-
cal statue that can do this. Today, the remaining Sanjiyan are 
few and far between, living in secret, either undetectable among 
mankind, or deeply secluded in the mountains. There was once a 
time when the Sanjiyan flourished; it is said that in those days 
their Third Eyes were open all the time, but those times came and 
went eons ago.

Sanjiyan Artifacts
     There are a number of ancient magical objects which were 
made for and/or by the Sanjiyan. These are few and far between in 
most cases, like the Triclops themselves.
     Paravati's Staff: This appears to be a simple wooden staff, 
save in that the top is shaped into a head, like a sort of lizard 
creature, with three tiny gemstones for eyes. The staff is capa-
ble of containing a living creature, and this creature can be 
released by removing the head of the staff. Putting it back in, 
however, is more difficult; this requires that the creature be 
entirely calm, and that 30 P.P.E. be expended. In hand to hand 
combat, the staff is +1 to strike and parry, and inflicts 3D6 
S.D.C. (M.D. in Rifts).
     The Ningen Statue: The Ningen Statue is an ancient and 
powerful artifact. It is small, not more than two feet in diame-
ter, shaped like a trio of three-eyed creatures crouching 
back-to-back. This is said to be able to transform a Sanjiyan 
into a human. In truth, it is somewhat more complicated than 
that; it must be used by three Sanjiyan, in a special ritual, 
which transforms two of them into humans, while the third gains 
the powers of the first two (all of their special powers, and one 
quarter of their P.P.E. and Chi points are gained by the recipi-
ent).
     Shiva's Claw: This rare and unusual artifact consists of a 
piece of cloth of the palm's size with three holes, for the 
thumb, middle finger, and pinky to fit. When owtn by a Sanjiyan, 
if forces the Third Eye to remain closed, suppressing the person-
ality of the true Sanjiyan. While wearing the Shiva's Claw, it is 
possible to momentarily unleash the power of the Sanjiyan (for 
1D4 attacks), but all of the Sanjiyan's abilities are at half 
strength.

Sanjiyan R.C.C.
Horror Factor: 18 when their true nature is revealed.
Alignment: Special; the  humanlike  mind  is  typically  of  good 
alignment, while the Sanjiyan mind is usually evil.
Size & Weight: About human size.
Armor Rating: None normally; 12 when the Third Eye is open.
S.D.C.: 4D6; add +2D6x10+30 when the Third Eye is open.
Hit Points: Standard; doubled when the Third Eye is open.
Positive Chi Points: Equal to P.E. times two;  add  5D10+20  when 
the Third Eye is open. A Sanjiyan can operate and  heal  normally 
regardless of whether they have positive or negative Chi.
P.P.E.: 5D6x10, plus 2D6 per level. The Sanjiyan can trade 8 
P.P.E. from their permanent base for one power selection (see the 
Powers section, below).
Starting Age: The oldest of Sanjiyan are truly ancient; typically 
around 1D%x1000, plus 1D%x10 years old, while younger ones will 
typically be as little as a few hundred to several thousand years 
old. The character will typically have approximately 1D4x1000 
experience points per 100 years that they have lived.
Attributes: Roll up human attributes as usual. When the Third Eye 
is opened, include the following modifiers: +4 to I.Q., +6 to 
M.E., reduce M.A. by half, +4 to P.S., +2  to  P.E.,  and  reduce 
P.B. by 20%.
Natural Abilities: Bio-regenerates 3D6 S.D.C/hit points per hour. 
The Sanjiyan is immortal, and does not age after  reaching  
adulthood. When the Third Eye is open, the Sanjiyan has the  
following abilities: nightvision 500 feet (150m), see the invisi-
ble. Also, when the Third Eye is opened, light can be made to 
spew forth from it. This light can be used in a number of ways.
     Energy Blast: The Eye light can be directed into  a  coher-
ent blast, damaging foes. This can inflict 1D4x10 damage to a 12 
foot (3.6m) area, 1D6x10 to a 6 (1.8m) foot area, 2D4x10 to a 3  
foot (0.9m) area, or 2D6x10 to one target. The range of  this is 
500 feet (150m), plus 100 feet (30m) per level. The blast  is  +2  
to strike.
     Force Blast: The Eyelight can be directed into physical 
force; this can push with up to 800 pounds (360kg) of force, plus 
200 pounds (90kg) per level, and has a 70% chance of knocking 
targets over. Furthermore, the force of it can inflict up to 1D6 
damage per level per melee. Range is as per an energy blast.
     Light of Truth: The light of the Third Eye can be used to 
repel evil supernatural creatures (must make a saving throw vs. 
magic or be forced to run away), or to negate illusions. This 
applies to anything that the light of the eye directly touches. 
This power can be used at will.
     Take Soul: The Sanjiyan has the power to take the soul of  a 
human, merging it with their own; doing this requires the expend-
iture of 60 P.P.E. or 40 Chi points. When it is done, a glowing 
sphere is pulled out of the human, and into the Third Eye of the 
Sanjiyan. The human then becomes a Wu. It is possible to make a 
saving throw vs ritual magic (at -4) to prevent having one's soul 
taken. Only one soul can be held by the Sanjiyan at any time,  
but it can be released by spending 20 P.P.E. or Chi.
     The Sanjiyan can, if they so choose, damage the mortal soul 
that they hold; they can permanently destroy any amount of the 
Wu's Chi points, or inflict the equivalent of a Dim Mak curse. 
Also, they can cause pain (as per an Agony spell, but there is no 
saving throw) at will. In an emergency, the Sanjiyan can communi-
cate telepathically with their Wu at any distance.
Powers: All Sanjiyan are very powerful, and  can  select  several 
various powers; choose thirty powers  total  from those listed 
below.
     Using any powerful power/spell/etc. has a chance of forcing 
the Third Eye to sleep. For spells of 8th level or higher, there 
is a 36%+3% per level of the spell chance of them being put to 
sleep for 1D6 hours per level of the spell. Any psychic power 
that costs 60 or more I.S.P. has a 40% chance.
     Atemi (Ten Hsueh)
     Chi Katas
     Chi Magic Spells
     Chi Mastery Powers
     Elemental Magic Spells: The character can select any, but 
all must be from  the  same element.
     Magic Spells: The character can select any spell from levels 
1-7.
     Mudra: See Mystic China, pgs. 103-112.
     Nightbane Talents (Optional): A Sanjiyan may select night-
bane talents if the GM allows, but they cannot select any that 
are specific to the Nightbane as creatures or the Nightlands, 
such as Borrow Morphus. Furthermore, the Sanjiyan must give up 
part of their P.P.E. base, but only half as much (rounded up) as 
the Nightbane would have.
     Phase Powers (Optional): See Phase World pgs. 32-35.
     Psychic Powers (any category): Any psychic powers can be 
selected by the Sanjiyan, although Super/Master psychic powers 
and Mind Bleeder powers (optional; see Rifts Africa) each count 
as two power selections.
     Sanjiyan Powers: These are special powers, unique to the 
Sanjiyan; each counts as a number of power selections.
     Super Abilities (Optional): See Heroes Unlimited. Each minor 
super ability counts as three selections, and each major power 
counts as five.
     Zenjoriki (Xian Chi)
Combat: Standard
Sanjiyan Advancement Bonuses: The following bonuses apply ONLY 
when the Third Eye is opened. All bonuses are cumulative.
     1st: +2 on all saving throws, +2 on initiative
     2nd: +2 to save vs horror factor
     3rd: +2D6 to Chi, one additional skill
     4th: +2 to save vs magic, +3 to save vs possession
     5th: +1D8 S.D.C., +2 to save vs poison/toxin
     6th: +2D6 to Chi, +1 to save vs possession
     7th: Select one additional power
     8th: +1 on all saving throws
     9th: +2D6 to Chi, one additional skill
     10th: Select one additional power
     11th: +1D8 S.D.C., +2 to save vs pain
     12th: +2D6 to Chi, +1 to save vs possession
     13th: Select one additional power
     14th: +1 on initiative
     15th: +2D6 to Chi, one additional skill
Sanjiyan Martial Arts: Select any one martial art form from the 
following list. When the Third Eye is closed, the Sanjiyan  
effectively fights as though at first level, and can not use any 
Zenjoriki, Chi Mastery abilities, and the like.
     Aikido
     An Yin Kung Fu
     Ba Gua Kung Fu
     Gui Long Kung Fu
     Hsien Hsia Kung Fu
     Hsing I Kung Fu
     Lee Kwan Choo
     Pao Chih
     Shao Lin Kung Fu
     Tien-Hueh Touch Mastery
Damage: Standard; when the Third Eye is opened, the character  is 
considered to have a Supernatural P.S.
Magic: Select any two spells from levels 1-4 of normal spells, or 
levels 1-7 of Chi magic spells; one of these spells is usually 
Open Third Eye. Also see Powers.
Psionics: Select two sensitive powers. When the Third Eye is 
opened, they also possess the powers of detect psionics, detect 
magic, mind trap, exorcism, and four others of choice from any 
category. I.S.P.: Equal to M.E. plus 4D6, plus 1D6+2 per level. 
When the Third Eye is opened, the I.S.P. base is multiplied by 4. 
Also see powers.
O.C.C.s: A Triclops normally has no formal O.C.C., owing to the 
fact that the Sanjiyan mind generally thinks of it as a waste of 
time. Even so, the Outer Mind may decide to persue some occupa-
tion or another, in which case they may select an O.C.C. This is 
usually some form of martial artist, monk, or simply a vagabond, 
but whatever it is, they will not learn about or use technology 
of any sort. If they do select an O.C.C., then ignore the R.C.C. 
skills below, except for the four extra skills possessed by the 
Sanjiyan.
Sanjiyan R.C.C. Skills:
Chinese Language & Literacy: Stage Two 
Chinese Mythology: Buddhist (+10%)
Climbing (+10%)
Feng Shui (+15%)
Land Navigation (+10%)
Language Dialects: Chinese
Language: Sanskrit (+20%)
Language: Tibetan (+15%)
Wilderness Survival (+10%)
Sanjiyan R.C.C. Related Skills: Select at  total  of  six  skills 
from the following list. The true Sanjiyan has the  same  skills, 
plus four others of choice, and is +10% on all skills (including 
secondary). However, the Sanjiyan does not understand technology, 
and arrogantly ignores such devices in favor of their own natural 
powers. The Sanjiyan can spend up to four skill selections as 
power selections (see Powers, above).
Communications: None
Computer: None
Cultural/Domestic: Any (+10%)
Cultural Games: Any
Electrical: None
Espionage: Any
Mechanical: None
Medical: Holistic Medicine only (+10%)
Military: Strategy/Tactics only
Physical: Any except S.C.U.B.A.
Pilot: Horsemanship skills only
Pilot Related: Navigation only
Science: Any
Swindler: Any
Technical: Any (+10% on Lore skills)
Temple: Any
W.P. Ancient: Any
W.P. Modern: None
Wilderness: Any (+10%)
Sanjiyan Secondary Skills: Select four secondary skills.
Standard Sanjiyan Gear: A Sanjiyan will typically have minimal 
material possessions; usually traveling clothes, a walking stick, 
and a backpack. They will also frequently have a rather nasty 
supernatural pet.
     Sanjiyan Finances: The Sanjiyan starts with no money.
Greater Sanjiyan: These Sanjiyan are even more powerful than the 
normal ones. They should not normally be allowed as player char-
acters.
     Gold-eyed Sanjiyan receive the following additional  bonuses 
when the Third Eye is open: +2 to I.Q., +1 to M.E., +10 to hit 
points, +1D4x10 S.D.C., +1D4x10 to Chi, +1D6x10  to  P.P.E., and 
select an additional five powers.
     Violet-eyed Sanjiyan receive the following additional  
bonuses when the Third Eye is open: +3 to I.Q., +2 to M.E., +20 
to hit points, +1D6x10 S.D.C., +1D6x10 to Chi, +2D4x10 to P.P.E., 
and select an additional eight powers.
Note: Use the Dragon (Fox Spirit) experience table.
Rifts Notes: In Rifts, the  Sanjiyan  are  Mega-Damage  creatures 
(M.D.C. equal to hit points and S.D.C. combined) when the Third 
Eye is open; otherwise they are physically more or less  normal 
humans. It should be noted that where descriptions say "human", 
referring to, for instance, who can be turned into a Wu, it can 
mean virtually anyone who is intelligent and mostly biological 
(no robots or borgs), although Sanjiyan dislike dealing with non-
humanoids.

Multiple Personalities
     One of the recurrent themes of 3x3 Eyes is that of identity. 
A Sanjiyan is normally a being with two distinct personalities, 
each with highly divergent abilities and motives. Existing in 
this manner is not something most people (and thus most players) 
will have to deal with, and furthermore, most people with multi-
ple personalities do not have to always be afraid of what their 
other side might do.
     The human side of a Sanjiyan is not always naive and kind, 
but the mind of the Third Eye has motives and ethics that are 
alien to most others. They will do things that their human side 
would find unimaginable. Murder, destruction, and worse are in 
some ways meaningless concepts to the Sanjiyan. Whatever their 
goals, they are long-term to the point that the entire span of 
humankind's existance can be made to seem but a short and tempo-
rary. Why worry about destroying things that will ultimately 
crumble into dust anyway? The Sanjiyan's own safety is of para-
mount importance, and most other things are secondary.
     Given all this, it seems inevitable that one or both sides 
of the Sanjiyan would ultimately be rendered insane, yet somehow, 
probably out of necessity, they get along. There is even a possi-
bility of this situation ending, by the assimilation of the two 
minds. This "reconciliation" occured among many of the older 
Sanjiyan, but this resulted in the Outer Mind becoming as callous 
and arrogant as the Sanjiyan. For this to happen, the Two Minds 
must agree to it, and reconcile their differences.
     For a reconciled Sanjiyan, the Outer Mind's mental at-
tributes are the same as the Sanjiyan's, and all skills, spells 
and martial arts techniques known are accessible. Most Sanjiyan 
who are more than 6,000 years old will be reconciled.

Sanjiyan Special Powers
     The following are a number of special powers available to 
Sanjiyan. Each one counts as a number of lesser powers (two to 
six). These abilities tend to be rather powerful and spectacular, 
with a tone that is unique to the Sanjiyan.

Astral Master (Counts as 6 powers)
     This power should only be allowed if the Game Master has 
access to Beyond the Shadows (and wishes to make use of such in 
the campaign). It allows the Sanjiyan to enter and affect the 
Astral Plane in a manner similar to an Astral Lord or Astral 
Mage.
1. Astral Power: The Sanjiyan is granted P.C.C. powers 1-5 of the 
Astral Lord (Astral Transference, Astral Senses, Astral Travel, 
Astral Domain, and Astral Reconfiguration; see Between the Shad-
ows pg. 50). If the Sanjiyan creates an astral domain, the P.P.E. 
cost is reduced by 20%.
2. Astral Resilience: The Sanjiyan's astral body is even more 
durable than their physical one; their A.R. goes up to 14, and 
their S.D.C. and hit points are increased by 50%. Furthermore, if 
the Sanjiyan enters the Void, they suffer no ill effects. 
3. Special Bonuses: The Sanjiyan receives and additional +1 on 
all saving throws and +2 on initiative while on the astral plane.




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