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Mystic China

Erick Wujcik

Mystic China says it's for use with Ninjas & Superspies. Forget that game -- buy it for Rifts, or for any other game with an Asian setting.

Mystic China is chock full of information about China, from the Taoist view, which, as Mr. Wujcik explains, is a perfect setting for a role-playing game. In fact, what makes this supplement so curious is that it doesn't really belong in Ninjas & Superspies at all. The only rules that imply it belongs in a modern setting are two martial arts and a small equipment section. It belongs to the realm of Rifts and Dragon Ball Z. I'm just glad the book exists.

The first section covers character creation in Mystic China, including the differences between Japanese and Chinese culture, Chinese names, an English-to-Chinese Glossary, and a list of ancient waepons. My personal favorite is the Ton Zen, which is a three-foot long statue of a man made in brass. That's right, your martial artist could be beating foes into unconsciousness with an Oscar!

The next section covers Martial Art O.C.C.s. Here we have a variety of martial artists, and the Demon Hunter O.C.C. The Demon Hunter O.C.C. is a good attempt, but it still doesn't beat Demon Hunter X. There's a lot of information on role-playing Demon Hunters that's still quite useful. The two non-combat O.C.C.s, the Antiquarian and the Capitalist Entrepreneur, are the "modern" O.C.C.s, and they're less successful in this book. Here too are some other R.C.C.s that Rifts Japan missed: fox spirits and reformed demons. Both would be entertaining to play (but then, if you wanted to play a fox spirit, play Werewolf).

The Psychic Character Classess (P.C.C.s? As if we don't have enough abbreviations...) are where Mystic China shines. Here we have celestial calligraphy, mudras (hand gestures, which really should be in a Mystic India book, but there isn't one), and Chi Magic. The Chi Magic is colorful and unique enough to appeal to Dragon Ball Z fanatics as well as people who were left unsatisfied by the martial arts powers in Ninjas & Superspies.

Then there's the Immortals, and much of Mystic China is about pursuing paths to immortality. There are all kinds of immortals, eight of which are false paths, including undead, possessed, and damned immortals. Most players are familiar with those. But what about the immortals of sleep who have slept their way to immortality? Or the Ginseng Immortals, who have taken advantage of the immortal Ginseng plant (and you thought it was just a vitamin!). Or the Heartless immortals, who stored their organs away so no harm can come to them. The true path to Immortality is exciting in itself, and there are Nine "refinements" before the character becomes one with the universe.

But wait, there's more!

The Infernals covers a host of Chinese demons and denizens of the Ten Hells, including the Yama Kings. These monsters are ideal foils for the player characters in their quest for immortality. More importantly, they're not necessarily evil -- death is a part of life, and the hells have their place in the order of the cosmos too.

The Martial Arts Powers section covers everything Ninjas & Superspies didn't, like Shift Internal Organs, Puppet Dance Tien Hsueh, and Sword Chi Techniques. This is super-powered martial arts powers at their best.

Finally, there are 29 Martial Arts. Some are reprints from Ninjas & Superspies. Most interesting are Ba Gua Kung Fu, based off of the I Ching's eight trigrams, Liang Hsiung Kung Fu or Demon Wrestling, and Chao Ta Kung Fu -- the martial arts for hollywood stunts.

Don't be put off by the ridiculously WASPy cover -- Mystic China gleefully dives into all there is to know about China, and leaves you wanting more.