Lvl 1- 2 Physical attacks per melee, +1 parry/dodge, +1 roll with punch/fall/impact
2 spell attacks per melee for spell lvls 1-6, 1 SA per melee lvls 7-10, 1 SA/ 2 meeles lvls 11-15
Lvl 2- +1 ini, +1 parry/dodge
Lvl 3- +1 strike with magic, +1 roll with punch/fall/impact
Lvl 4- One additional SA/melee lvls 1-6
Lvl 5- One additional PA/melee, kick attack does 1d6 damage
Lvl 6- +1 parry/dodge, +1 strike, +1 save vs Magic
Lvl 7- +1 damage, One additional SA/melee lvls 7-10
Lvl 8- +10 PPE, Double range of spells
Lvl 9- Critical Strike on 19 or 20
Lvl 10- One additional PA, +1 strike with magic
Lvl 11- One additonal SA/melee lvls 11-15
Lvl 12- Judo style Body Flip (as described in the book)
Lvl 13- Double PPE!!, +1 Damage
Lvl 14- One additional SA/melee lvls 1-6, +1 strike
Lvl 15- One additional PA/melee, Critical strike or knockout from behind
Links
Rifts at the Labyrinth
Technowizard Devices and Spells