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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