Rifts®: Megaversal Highway™
Ra the Sun God
Ra is the most ancient and primal of all the Gods of his pantheon. He represents the sun, warmth, life, light, and fertility. Rigid of mind and beliefs, Ra does not bother with politics, and he has no interest in being social. He sees things in absolutes, as totally cut and dry.
In Ra’s mind there is evil and there is good — the dark and the light. Forever must the light fight to banish the darkness, just as darkness will forever try to smother the light. Wrongdoers must be punished and evil destroyed. Those who die fighting supernatural forces of evil must be avenged. These are the edicts by which Ra lives his life.
Real Name: Ra Annu
Alignment: Scrupulous (Good)
Size: 20 feet (6 m) tall.
Description: A giant hawk-headed humanoid, with golden skin, and crowned with a sun disk and holding the scepter of the greyhound.
Attributes: I.Q.: 23, M.E.: 28, M.A.: 27, P.S.: 38, P.P.: 22, P.E.: 28, P.B.: 27, Spd.: 88 (60 mph/96 km).
Natural A.R.: 14 on S.D.C. worlds only.
Hit points: 16,500 on S.D.C. worlds only.
S.D.C.: 17,000 on S.D.C. worlds only.
Horror/Awe Factor: 17
Experience Levels: 20th level Warlock of air, earth, fire and water, and 20th level Mind Mage.
Natural abilities: Keen hawk-like vision enabling him to see up to two miles (3.2 km) away, nightvision 200 feet (61 m), see the invisible, turn invisible at will (no time limit), knows all languages, metamorphosis (any shape) at will (no time limitations), fly (90 mph/148 km), impervious to heat, cold, and fire, teleport at 96%, dimensional teleport at 94%, and summon 2D6 gryphons, or 3D6×10 Ramen. Bio-regeneration: lD4×100 points of damage per minute and can regrow a new limb overnight.
Deific Powers: Ra has the full range of power over his followers, and can perform all prototypical deific powers at one half the cost in P.P.E., but has regular body investment costs, as well as the following special power:
Resurrection (special): Deific: As the prototypical deific power. Cost to Ra: 20 P.P.E.
Priest/Healing Powers: Exorcism at 80%, turn dead at 97% (affecting 2D6×100 dead at a time), healing touch (restores 4D6 S.D.C or hit points and can be performed twice per melee round).
Magic Powers: All Warlock spells of each of the four elements, and all 1st through 7th level Wizard spells.
Spell Strength: 15.
Psionic Powers: 20th level Mind Mage (limited) with all physical and sensitive abilities, plus electrokinesis, pyrokinesis, psisword, psi-shield and mind block auto-defense.
Skills of Note: Basic and advanced math, astronomy, navigation, intelligence, cook, horsemanship: knight and all wilderness skills at 98%.
Attacks Per Melee Round: 10.
Special Bonuses (in addition to attribute bonuses): +4 on initiative, +3 to strike, parry and dodge, +4 to pull punch, +3 on all saving throws, impervious to horror factor and 83% to charm or impress.
Favorite Weapons: Ra seldom uses any weapons other than his fabulous rune scepter. It is interesting to note that Ra seldom even collects or uses many significant magic items, preferring to use his magic, psionics, and supernatural abilities.
Scepter of the Greyhound: A greatest rune weapon in the shape of a gold scepter (blunt weapon) with black highlights and the head of a greyhound on top. Always in telepathic link with Ra, it is a symbol of loyalty, strength, swiftness and justice, and serves to illustrate Ra’s rank and authority. Sentient, with an I.Q. 16, and scrupulous alignment, so if any creatures of evil or anarchist alignment touch it, they will receive 1D6×10 points of damage.
Scepter’s Spell Magic: It can cast the following spells as often as six times each per 24 hour period. Call lightning, wind rush, calm storms, extinguish fires, dispel magic barrier, and heal burns (special: completely restores burn victims to full health without scarring). Spell strength is equal to a 10th level Wizard.
In combat with mortals it does 2D4×10 damage, with double damage-to supernatural creatures like vampires, ghouls, zombies and the animated dead, while Demon Lords and Deevil Lords take 2D4×100 damage, and Alien Intelligences 2D4xlOOO! Also, the scepter can radiate blinding sunlight that lights up a 3,000 foot (914 m) radius (does full sun damage to light sensitive creatures).
Armor: Gold plate armor. A.R. 19, S.D.C. 1,000 (the invincible armor provides 1,000 M.D.C. on Mega-Damage worlds).
Alliances & Allies: Ra has allied himself with Isis and the Gods of Light, specifically to combat the evil Set. Respected by many different good people and champions of light, he keeps good relations with most of the gods in his pantheon as well as other good beings.
Enemies: Set. Ra believes that one day, he and Set will clash in a final battle. Until that day, the two remain eternal sparring partners in a cosmic battle. While Set is his enemy, it is Apepi, the foul serpent emissary of Set, who is his most hated, most despised, arch-foe. Anubis, like all evil beings, especially dark gods, Demon Lords and Deevil Lords, are all his enemies.
Vulnerabilities: Rune magic and weapons made from silver inflict double damage. Straight Man. Ra seems to have little or no sense of humor, and it alienates him from some who would be on his side. His “take no prisoners, give no quarter” style of argument doesn’t leave any room for discussion, compromise, or, in some cases, friendship.
Technology: Ra is guardedly approving towards technology and believes that technology is just another type of power, like psionics or magic. He seldom uses high-tech devices himself, but he accepts their existence as a fact of life and acknowledges their value.
Rifts® Earth: Ra sees Earth as a raging battlefield between the forces of good and evil.
Minions: Ra has no regular group of beings that can be called his minions, with the exceptions of his loyal Ramen and fire and air Elementals. He will also consider working with any creature of a good alignment championing a just cause. He is generally attracted to other supernatural beings, the Spirits of Light, elementals, ancient dragons and powerful creatures of magic.
Uraeus: The closest thing that Ra has to a “pet” is his divine cobra, a supernatural creature that can be dispatched across the dimensions as an assassin. It is considered a supernatural creature with the ability to physically travel in the astral plane, and has a poison that affects even the gods. 2D6 from bite plus 1D4×10 damage from venom for 3D4 melee rounds.
Gryphon Messengers: Ra can summon 2D6 Griffins as messengers.
Ramen: Known as “The Knights of Ra,” this race of feline warriors are utterly dedicated to Ra, and serve as his minions in any capacity.
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