Rifts®: Megaversal Highway™
The Children of Iméra
“The Earth is a 3.8 billion year laboratory of what works and what doesn’t. We’re just helping things a long a little.”
~Magni, 13th Grand Chamber Master of Mu and Co-founder of Project: Zenith Day
- Overview
- The Lone Star Connection
- The Omega Man Protocols
- The Bennu Conspiracy
- Deus Program
- Project: Zenith Day
- Project Candidates
- The 24 Paths of Human Evolution
-
Legacy Powers
- Α – Álpha: Indestructible
- β – Bḗta: Demon Talons
- Γ – Gámma: Impervious to Magic
- Δ – Délta: Regenerative Healing
- Ε – Epsilon: Weapon Master
- Ζ – Zḗta: Power, Cosmic
- Η – Ēta: Magic Spell Caster
- Θ – Theta: Teleporter
- Ι – Iota: Bestial Fury
- Κ – Kappa: Insect Powers: Beetles
- Λ – Lambda: Shape Shifter: Dragon
- Μ – Μμ: Psychic Master
- Ν – νῦ: Supernatural Being
- Ο – Omicron: Super Martial Arts Warrior
- Ξ – Xi: Super Speed (Running & Reflexes)
- Π – Pi: Deductive Mind
- Ρ – Rho: Kinetic Sponge
- Σ – Sigma: Super-Sense Blind Sight
- Τ – Tau: Impervious to Kinetic Attacks
- Υ – Upsilon: Super-Powerful
- Φ – Phi: Force Field Generation
- Χ – Chi: Giant-Sized Growth
- Ψ – Psi: Phoenix Effect; Can Not Die
- Ω – Omega: Advanced Gene-Manipulation
Overview
The Children of Iméra is a codename given to a select group of individuals that have received a radical gene treatment to grant them superhuman abilities. Although unwittingly part of a grand conspiracy designed by their parents to take over Lemuria, Tritonia, and several large islands throughout various oceans in the world, many have inadvertently disrupted the plans of their makers or strayed from their path and must yet be reigned in, others still (like Gobi) are doing exactly as the syndicate desires, whether they know it or not.
Each of the children (or candidates as they are sometimes called) has a unique power that is signified by rune somewhat reminiscent of a letter of the Greek alphabet that appears emblazoned upon their body. This rune is visible to anyone while their powers are manifested but are impossible to detect without the use of magic or psionics (such as Aura Sight) and heavy scrutiny while dormant. Although the original intention was for the children to possess incredible powers, becoming the pinnacle of human evolution, the premature activation of these abilities has deviated them from this course greatly and most will never realize the intention of their parents, the existence of the syndicate or even the reason for their uncanny powers.
The Lone Star Connection
The roots of the Zenith Day Project have their origin in the illegal genetic studies of Desmond Bradford and Doctor Henry Clemmons whereby mentally challenged patients deemed subhuman or “expendable” were experimented on with invasive surgeries in an effort to “heal” their retardation and bestow upon them give them superhuman abilities. By splicing DNA from one of the Lord of the Deep’s “reachers” recovered by the Coalition Navy directly into the brain of the human test subjects, the doctors were able to create a new method of psychic augmentation without a need for the implantation of Mind Over Matter technology. However despite the best efforts, the candidates showed no increase in mental acuity and circumstances involving Henry’s own deteriorating mental condition ultimately bought the project to a close. However, the project had gotten its hooks into the mad scientist and the discoveries he had made during his time at the Lone Star Facility would greatly influence much of his research in the following years; including the reverse-patterning of the enigmatic theta-wave that he would later utilize in the Bennu Conspiracy.
The Omega Man Protocols
Fleeing Lone Star with the assistance of his psychologist, Doctor Bastardstro escaped with three of the five test subjects. Each of these patients were former Coalition Dead Boys that had sustained massive head trauma in the line of duty, but Doctor Bastardstro left all desire to restore their former facilities with Desmond Bradford. Without ethical committees leaning over his shoulder Bastardstro was able to operate freely and without restraint, transforming the victims into hulking shape-changing mutants and biological weapons by utilizing the last remaining genetic material that had been recovered from the Lord of the Deep. Mechanically, each of these mutants were identical to The Metamorph O.C.C.. These “Omega Men” were incredible weapons, every bit as powerful as power armor and robots, all while remaining completely biological in nature.
Unfortunately, although the Doctor was able to instill in them desired behavior (and took a great deal of pleasure in tormenting them), he was unable to restore their intelligence; leaving them as little more than lumbering brutes with child-like intelligence. Making matters worse, the unpredicted interference of the Zenith Moon Warper freed one of three test subjects and it would be eight months before it could be safely recaptured and properly restrained and reprogrammed. Realizing his specimens were irreplaceable and unsure where to gather new genetic material (Desmond had kept the origin of the material to himself), Doctor Bastardstro put the three remaining living weapons into cryogenic stasis and turned his attention to creating animal mutants from exotic or endangered species; reasoning that even should he prove to be unsuccessful than at least the death of the specimen would help drive the species closer to extinction.
The Bennu Conspiracy
Ridden by guilt following the fall of Atlantis and its inevitable capture by the Splugoth, Pegasus began building his power base and orchestrating a grand ritual that would unravel Atlantis itself so its power could never be misused again. This epoch-spanning endeavor, was called the Bennu Conspiracy. However, it could only be completed at the time of the seventh conjunction, during the time of cosmic convergence and required a powerful psychic foci. To this end, Pegasus took advantage of the way Bastardstro’s mad research hemorrhaged money, and offered to fund him in exchange for augmenting the theta-state of his daughter to heighten her psychic potential while increasing her magical potency. Although planning to betray him, Doctor Bastardstro agreed and allied himself with the enigmatic sect Tend All Truth and their apocalyptic agenda.
After dramatically accelerating the theta-state of Princess Aldora and unnecessarily limiting its activation to times of great psychological distress, Doctor Bastardstro handed over the shaken young girl to the Yjorm for her memories to be erased and her new life engineered. Thereafter, the Doctor was provided with backing from T.A.T. until which time the clandestined organization was disbanded following the death of its founder. Thus bringing an end to the Bennu Conspiracy but not the Mad Doctor’s research.
Deus Program
The Deus Program or (“God Project” as was sometimes known) was the first active attempt by Lemurians to engineer the perfect human being. This was accomplished by blending Atlantean DNA with Lemurian DNA and several human mutants with desirable qualities. The Deus Program was was largely unsuccessful but produced several new genetic creations. Including the “Artifical Atlantean”, “Neo-Lemurian” and “Xeno-man” but none of these mutants possessed all the qualities they desired and so fell short of the Overseer’s goal. Realizing Gene-Mages lacked the abilities required to perfect the human condition, the Sabellico Family pulled their funding and reassigned their leading researchers to the study of Sea Titan genetics and what would eventually come to be known as Project: Zenith Day.
Project: Zenith Day
Originally devised by the Sabellico Family after a particularly devastating political defeat credited to inferior genetics, Project Zenith Day was the codename given to a project designed to unlock the true potential of humanity by recreating the accident involving the Yalanji Nexus that gave rise to the Sea Titans. Facing humiliation at the hands of their Lemurian peers and believing themselves to be one of the few remaining “pure blood” Lemurians (and thus the rightful heirs of Mu), Ferro and Dora Sabellico decided that they would breach their ancient traditions and establish contact with surface world scientists and share their knowledge of biomancy and gene-tech in a conglomerated effort to unlock humanities true evolutionary potential. The grand conspiracy that followed spanned decades, with the long-term goal being a race of superhumans with hidden abilities who would be puppets of an invisible shadow government and placed in unique positions within each of the major oceanic governments to seize power upon reaching adulthood. During the course of their research the conspiracy inevitably crossed paths with Doctor Bastardstro and recruited his services as an operative. His contributions would allow them to identify the evolutionary theta-state that exists within all sapient matter in the Megaverse and develop treatments that could be used as the foundation of the augmentation process.
However, the Doctor’s high profile lunacy would prove to be too much of a risk and he was targeted by the organization and reportedly killed (or so they believe!).
Regardless, even without the Doctor’s impossibly brilliant mind, the project rocketed forward with the founders using their own children as lab rats. Unfortunately, although the mad Doctor’s notes and the Biomancers involved in the project could project the course of the Tree of Life within the potential psychic energy core of a human being, they could not chart each of its branches in a single specimen. Simply, there were 24 separate evolutionary paths that humanity could follow, each resulting in its own ultimate life form. Ironically, none of which was the Sea Titan.
Thus, the cabal was divided over what course to choose, until Yesmina suggested an alternative possibility. Having already broken the Sea Titan genetic matrix through the study and observation of the artificial titans Robert Castell and Cygnus Freud (both of whom are the product of artificial insemination from the acquired seed of Nemo Dobson AKA Captian Nemo 2), they had inadvertently developed a technique that would allow them to compound psychic potential along a single frequency within the body (or Chakra as they are called in Lemuria). This simple discovery would allow her to create a familial link between each of the test subjects that could when used correctly function as a siphon at the time of death, allowing one of the candidates to absorb the potential psychic energy pattern of another and add their genetic code to their own in a mystical process eerily reminiscent of the Quickening from the Pre-Rifts film, Highlander.
Although some of the Biomancers argued that it was against nature’s design, in the end it was agreed that this would be the direction in which the project continued. The children would have their power contained to gestate within their body until it was ripe and then they would have them kill one another, and repeat the entire process over again using the pre-charted DNA of the Omega Man (the last surviving child). Some howled that their ambition would be their undoing and claimed that they were better of simply utilizing Sea Titans as they had originally intended, warning that they do not know what will be the product of their research or even if it could be controlled. However, the Sabellico and the other senior members were quick to address these concerns. Posturing that if they did not go to the furthest most limits of their potential, they would eventually be surpassed by someone else who would and they had no intention of being surpassed now or any time in the future. It was reluctant consensus but a consensus never-the-less, the sacrifices that they had all made were too great to allow them to shoot for anything short of perfection.
However, their agenda was foiled when a pair of shape-shifting Sand Dragons infiltrated their organization suspecting they were connected to a group called the Mauian Order that had been giving them trouble; forcing them to relocate their nest to Hrrc Island. Shocked and outraged upon discovering the syndicates agenda, the mated Sand Dragons (and parents of Caldor-Kai and Koshin-Kai) ambushed each of the families and used their magic to steal away on their way to their next treatment, hoping the children might make their own destiny and escape the evils thrust upon them by their parents. However, the dragons were not familiar with how fragile human children were and the vulnerable state they had placed them in by abandoning them on the island. Worse, they were quickly overpowered and bound by the trinity souls of the Shadow of Xy in the form of Black Peter the Piper, Apotamkin the Crimson Lord, and Ephras the Grey Race.
Without their treatments to suppress their powers, the Children of Iméra had their fantastic abilities manifesting prematurely and erratically whenever their emotions flared up. The spiritual and physical consequences were devastating to say the least, without realizing the implications and goaded on by the presence of alien evil the wayward children had forced their powers to grow before the time was right; significantly deviating their evolutionary course from that which their parents had planned. For some, this would manifest itself as tumors and terrible illnesses that would leave them bed-ridden or confined to a wheelchair for life. While for others, those more fortunate, found they were able to harness their powers as intended, but only by dramatically shorting their own lives or weakening themselves in the process. However, this much is certain not one of the children had achieved even one fifth of their true evolutionary potential. The project, at least in its first generation, was an abysmal failure.
In the years that followed the recovery of the original candidates, several efforts have been made to “correct” the damage sustained to each of the children but with little positive results. Worse still, the death of some of the children on the Island and the interference of Hugo Byron after his exile from the organization has not only drawn the eyes of the local authorities making further advances or experimentation difficult to say the least, but it has also resulted in several evolutionary paths been sealed until which time new candidates can be conceived. Regardless, the founding members of the project (each of whom are starting to grey with age) are determined to move forward at any cost, certain that given the right opportunity their goals are yet still achievable. Inly time will tell what comes of the project and the Children of Iméra.
- Α – Álpha: Paige Refshauge (Deceased)
- β – Bḗta: Suri (Rejected)
- Γ – Gámma: Tyson
- Δ – Délta: Nicole Nolen
- Ε – Epsilon: Malakai
- Ζ – Zḗta: Karl Anderson (Deceased)
- Η – Ēta: Dagon
- Θ – Theta: Rihanna Ternelle
- Ι – Iota: Alabac Mohammed
- Κ – Kappa: Dharmini
- Λ – Lambda: Shivani
- Μ – Μμ: Jason Parker
- Ν – νῦ: "Michael
- Ξ – Xi : Eli
- Ο – Omicron: Abran Cortez
- Π – Pi: Rukmini
- Ρ – Rho: Robert Castell
- Σ – Sigma: Timothy Byron (Rejected/Deceased) seceded by Crank Clarion
- Τ – Tau: Scarlet Cayce Aerihman
- Υ – Upsilon: Gobi
- Φ – Phi: Sarah Sabellico
- Χ – Chi: Theodore “Teddy” Olson (Deceased)
- Ψ – Psi: Christopher Nolen
- Ω – Omega: Cygnus Freud
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The 24 Paths of Human Evolution
- Α – Álpha: Indestructible
- β – Bḗta: Demon Talons
- Γ – Gámma: Impervious to Magic
- Δ – Délta: Regenerative Healing
- Ε – Epsilon: Weapon Master
- Ζ – Zḗta: Power, Cosmic
- Η – Ēta: Magic Spell Caster
- Θ – Theta: Teleporter
- Ι – Iota: Bestial Fury
- Κ – Kappa: Insect Powers: Beetles
- Λ – Lambda: Shape Shifter: Dragon
- Μ – Μμ: Psychic Master
- Ν – νῦ: Supernatural Being
- Ο – Omicron: Super Martial Arts Warrior
- Ξ – Xi: Super Speed (Running & Reflexes)
- Π – Pi: Deductive Mind
- Ρ – Rho: Kinetic Sponge
- Σ – Sigma: Super-Sense Blind Sight
- Τ – Tau: Impervious to Kinetic Attacks
- Υ – Upsilon: Super-Powerful
- Φ – Phi: Force Field Generation
- Χ – Chi: Giant-Sized Growth
- Ψ – Psi: Phoenix Effect; Can Not Die
- Ω – Omega: Advanced Gene-Manipulation
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Legacy Powers
Álpha: Indestructible
Cost: None. Imperfect specimens can only become invulnerable for five minutes per level of experience. Following which they take double damage from all attacks for one hour per level of experience; during which time they cannot recover P.P.E. or I.S.P. from rest or meditation.
S.D.C. Worlds: In an S.D.C. setting, weapons and physical attacks that do 12 points of damage or less bounce off and do no damage. Furthermore, the character has a Natural A.R. of 18 so only rolls to strike that are 19 or higher penetrate his tough hide and do damage, and even then, damage is half.).
M.D.C. Worlds: Add Hit Points and S.D.C. together and make them M.D.C, then add 2D4 × 100 additional M.D.C. to them. If the character was a Mega-Damage creature to begin with, add the 2D4 × 100 additional M.D.C. to the rest. (In S.D.C. settings, multiply the character’s Hit Points × 5, and add 1D4 × 100 + 120 to the S.D.C. number.
Generic Bonuses: + 1D4 to P.E. attribute number. Impervious to disease and radiation. The damage, duration and penalties/side effects of drugs, poisons, toxins and cold are one third. The character fatigues at 10% of the usual rate. The character ages at half the usual rate for his species and can breathe without air for one hour per P.E. attribute point, can go without water for one day per P.E. attribute point, and go without food for two days per P.E. attribute point.
Generic Power: The character is impervious to many different things. Mega-Damage weapons and M.D. attacks inflict only 10% of their normal damage, and the character bio-regenerates M.D. C. at a rate of 2D6 M.D.C. per melee round.
Psionic and magic attacks that affect or attack the physical body (Telekinetic Punch, Fire Ball, Call Lightning, Shards of Ice, etc.) do half damage, all others have full effect. Paralysis, Blind, Mute and similar debilitating attacks see their durations reduced by 70%. Magic weapons do full damage. Magic Net, Carpet of Adhesion, magic walls, pits, charms, mind control, and illusions all have full effect and are excellent ways to stop, trap or control the otherwise impervious character.
Bḗta: Demon Talons
Cost: None. Imperfect specimens can only maintain the demon arms for five minutes per level of experience. However, once the ability ends the character’s arm(s) become paralyzed for one hour per level of experience; during which time they cannot recover P.P.E. or I.S.P. from rest or meditation.
S.D.C. Worlds: In an S.D.C. setting, increase Hit Points by 20% and S.D.C. by 30%.
M.D.C. Worlds: Combine the character’s Hit Points and S.D.C. and turn them into M.D.C. If an M.D.C creature to begin with, increase M.D.C. by 10%. Each hand and arm have lD6×10+45 M.D.C of their own and are impervious to fire, heat and radiation.
Thus, the character can parry magical weapons, a flaming sword, etc. with his bare hands, juggle hot coals or plunge his hands in boiling lava without injury or pain. The rest of his body, though M.D.C, is NOT impervious to heat and fire and suffers normal damage from such attacks. The clawed hands are also formidable weapons in their own right.
When this power is activated the character’s hands and arms transform, turning into demonic looking limbs. The hand may be over-sized and usually ends in claws that can cut and slash like daggers. The arm is likely to have spines or spikes and both the hand and forearm may be covered in scales or lumps as well as be an unnatural color such as a shade of red, orange, green, gray, or black.
Bonuses: + 10% to all Climbing and Digging/Mining skills, + 2 to parry and disarm, hands can be used to parry the hand to hand attacks of demonic beings and can even parry magical M.D. weapons such as a flaming sword.
Supernatural P.S.: Hands and arms have Supernatural P.S., which provides superior damage in all hand to hand attacks. However, the rest of the character’s body is not supernatural so he can NOT lift or carry weight at a supernatural level, and he fatigues at the usual rate for his species.
Mega-Damage: Claw strike inflicts 3D6 M.D. plus usual punch damage from Supernatural P.S., and damage is 50% greater to demons, Deevils and other supernatural beings.
Gámma: Impervious to Magic
Cost: None. Imperfect specimens can only become impervious to magic for five minutes per level of experience. Following which they they are at -5 to save vs magic and take double damage from magic for one hour per level of experience; during which time they cannot recover P.P.E. or I.S.P. from rest or meditation.
Genetic Power: The Character is highly resistant to all forms of magic. To save vs any form of magic, be it a magic spell, potion, ward, circle, magic curse, etc., the character only needs to roll a saving throw of nine (9) or higher. Do not include bonuses to save vs magic from attributes, O.C.C. or any other sources – unmodified 1D20 roll only.
A successful save means no effect or damage whatsoever.
A failed roll to save means the magic attack does only 10% of its usual damage. Any magical effects or penalties are only 10% as effective and they only last for 10% of their usual duration.
Likewise, magic weapons, talismans, charms, amulets, potions, Techno-Wizard weapons and devices, and similar items inflict only 10% of their usual damage, penalties and duration. None if the character saves vs magic.
More magical resistance. Physical attacks by magic creatures including Automatons, Golems, Zombies, Elementals, Dragons, Faerie Folk, Sphinx, etc., are effective against the character, but even their attacks only do half damage to him. The punches, claw attacks, breath weapons and bites of creatures of magic inflict half damage! Sees right though magic illusions if he saves, otherwise is fooled for only 10% of the illusion’s usual duration.
The character’s own P.P.E. reserve (if any) cannot be stolen or accessed via blood sacrifice or ritual magic, and he cannot be transformed or mutated via Bio-Wizardry and symbiotes, parasites, curses, metamorphosis magic, and other types of transformative magic. He is also unharmed by Ley Line Storms, Faerie Food, Faerie Magic, potions, charms, and most things magical. Psionics and man-made weapons do full damage.
Cannot use or rely on magic. While all of the above is good news when under attack, being impervious to magic means the character can NOT perform magic (no magic O.C.C, no spell casting, etc.). He can use magic weapons, but other than that, he can’t work magic and has little interest in magic. This also means beneficial magic does NOT work on the character: Healing potions and spells have no effect if the character saves vs magic (9 or higher) and work at only 10% if he fails to make his saving throw. The same holds true of the healing touch of a cleric and healing potions, but psionic healing and modern medicine work fine. Other types of beneficial magic such as the ability to fly, swim, breathe without air, see the invisible, turn invisible, grow, shrink, be concealed, and so on, do NOT work or barely work (10% of their usual effect), making them, in affects, useless to the character. Magic that has physical properties or effect the environment, like a magic wall, pit or barrier do stop/block the character’s path, but magic clouds and other area effect magic have no or little (10% effect), and spells like Carpet of Adhesion have no effect whatsoever, and the impervious characters can slip out of a Magic Net and other magical restraints in two melee actions. Of course, the character can walk through Mystic Portals, Rifts and Dimensional Portals opened by magic, but Teleportation spells and metamorphosis don’t work on the character.
Bonuses: The Horror Factor of magical effects and creatures of magic are reduced by half, he is impervious to metamorphosis and teleportation magic, and greatly resistant to all other forms of magic.
Délta: Regenerative Healing
Cost: None. Imperfect specimens can regenerate for fifteen minutes per level of experience. Following which the character cannot heal or recover P.P.E. or I.S.P. from rest or meditation for one hour per level of experience. Plus, this character cannot get cybernetic implants or bionic augmentation because his body rejects them and forces them out of his body.
Generic Power: The character regenerates damaged and destroyed body parts, never scars and never seems to age past 30 years old. Lost appendages regenerate within 1D6 hours, eyes and internal organs (including the heart and brain) within 1D6 minutes. Tissue damage (cuts, open wounds, burns, etc.) heals within 1D4 hours. However, in all cases, the minimum M.D.C. or Hit Points/S.D.C. to get the body part replaced and functioning is all that is restored (i.e. 1D6 + 1 S.D.C./M.D.C). Lost Hit Points/S.D.C. or M.D.C. recovers at a rate of 5D6 per hour. Even if the character loses all his limbs, they will grow back in a matter of hours. In short, the character will be restored, provided he does not actually die; i.e. his body, even if brain dead, is kept alive on life support. Disease, poison and drugs inflict full damage, though their penalties and duration are half and any damage done to the physical body heals quickly.
Bonuses: + 6D6 to P.P.E., + 1D6 to P.B. attribute and + 1D4 to M.A. and + 1D4 to P.P. attributes, + 20% to save vs coma and death even without medical treatment, and the character is less afraid of pain and torture (it has half the Horror Factor and interrogators using threats and torture see their skill performance reduced by half).
Epsilon: Weapon Master
Cost: None. Imperfect specimens maintain their mastery for five minutes per level of experience. Following which the character’s hands shake uncontrollably as if suffering from Parkinson’s disease (-10 to all rolls and -50% to all skill involving delicate touch) for one hour per level of experience; during which time the character cannot recover P.P.E. or I.S.P. from rest or meditation for one hour per level of experience.
Generic Power: The character can use ANY weapon, including melee weapons, guns, high-tech energy weapons, magic weapons, artillery, explosives, missiles and shipboard weapons as if he were schooled in their expert use, even if he’s never seen the weapon before. Such unfamiliar weapons are used at a base skill of sixth level experience with all the appropriate bonuses. Skills/W.P.s known to the character provide bonuses corresponding to his current level of experience or 6th level, whichever is highest. This skill does not apply to the piloting of military vehicles, power armor and robots.
Furthermore, the character can use simple melee weapons and makeshift weapons, such as a table leg or shovel handle, as if it were a well crafted war club, and inflicts 50% greater damage with all blunt weapons and makeshift weaponry.
Bonuses: The following bonuses apply only when the character is using one or more handheld weapons or guns (not applicable in bare fist combat or the use of magic or psionics): + 3 on Perception Rolls involving weapons (i.e. recognizing what the weapon is, how it works, the danger it represents, damage, a potential problem or deficiency, etc.), + 2 attacks per melee round, + 2 on initiative, + 2 to strike, + 2 to disarm; these bonuses are in addition to any W.P. bonuses the character may have. The character also has an immediate understanding of how any weapon works, its full capabilities, and how to clean, clear, unjam, maintain, and repair it, as well as how to make ammunition. Base Skill: 88% + 1% per level of experience.
Bonus Skills: Automatically has W.P. Paired Weapons and W.P. Targeting and Recognize Weapon Quality at 96%.
Zḗta: Power Cosmic
Cost: None, limited weaknesses (see vulnerabilities). Imperfect specimens can “go cosmic” for five minutes per level of experience. Following which the character falls into a deep coma-like state from which they cannot be stirred for one hour per level of experience.
S.D.C. Worlds: Add 2D6 × 10 to Hit Points and 3D6 × 10 to S.D.C and in space the character has a Natural A.R. of 15.
M.D.C. Worlds: If the character started out as an S.D.C. being, add Hit Points and S.D.C. together and make them M.D.C, then add 5D6 × 10 M.D.C. to them. If a Mega-Damage being to begin with, just add the additional M.D.C. to the existing amount.
Generic Power: The character has such an affinity to the universe that he feels connected to everything and every place in it, but feels most at home in the void of space. As a result, the character is impervious to radiation and cold (no damage – magic cold does half damage), can breathe without air indefinitely, and always has a sense of direction in space compared to where he’s been and where he considers “home.” Of course, the cosmic character has the ability to survive in the vacuum of space, hover and fly.
Bonuses: + 5D6 to P.P.E., + 1 on initiative, + 3 on Perception Rolls in outer space, and + 1 attack per melee round in sunlight. Impervious to radiation and cold, can breathe without air indefinitely, and P.S. becomes Supernatural in outer space (equal to Robotic P.S. when on a planet or in an artificial environment). Also see Solar Powered and Vulnerability.
Energy Blasts: The character can fire an energy blast from the eyes and hands at will. Damage from energy blasts is 1D6 up to a maximum of lD6 × 10 + 6 S.D.C. against Hit Point/S.D.C. opponents, and 1D6 up to a maximum of 1D6 × 10 + 10 M.D. against Mega-Damage opponents. Range is 600 feet (183 m) per experience level of the character, triple range in outer space. Double damage when within 30 million miles (48 million km) of a sun, or closer.
Flying: The character can fly in space up to a speed of Mach 20 or kick it into FTL of two light-years per hour. As a native of “space,” the character is rather like a fish in a very large ocean and is most at home, playful and happy in outer space.
In an atmosphere, the character can hover and fly up to a maximum speed of Mach 6, but can break the gravitational pull to reach outer space from any planet. Prefers life and travel in space, but enjoys visits, civilizations and adventures on other worlds.
Hitch a Ride: The character can catch a ride on a comet, take a nap on an asteroid or attach himself to the hull of a passing spaceship to hitch a ride. Somehow, once planted on the surface of any moving body in space, the character can maintain his footing and is held snug no matter how fast his ‘ride’ is moving. When he wants to hop off he can do so at any time, whether his ride has stopped or is still moving.
Solar Powered: Bio-regenerates at a rate of 3D6 M.D.C. per hour in sunlight. In space and in the path of a sun’s light, the character bio-regenerates 6D6 M.D.C. per melee round, and injured internal organs heal or regrow and lost limbs completely regenerate in 1D6 × 10 minutes. Likewise, the character does not need food or water when he has the light of the sun to sustain him. On a planet, four hours of exposure to sunlight (even if it’s while working, fighting, flying, playing, sleeping, etc.) is all the nourishment (food and water) the character needs for the entire day. In space, near a sun, one hour of exposure provides all the nourishment the character needs. Can survive walking across the surface of a sun.
Vulnerability: Darkness: Supernatural P.S. in space becomes the equivalent of Robot P.S. on planets and artificial environments, but becomes the equivalent of Augmented if stuck in darkness for 48 hours (needs at least 4 hours of sunlight a day to maintain abilities). After 72 hours without sunlight the character’s P.S. becomes equal to an ordinary human and attacks per melee round, all bonuses, and Spd. attribute are reduced by half; requires 9 hours of exposure to sunlight to power back up to normal levels.
Ēta: Magic Spell Caster
Cost: None. Imperfect specimens can awaken their power for five minutes per level of experience. Following which the character’s base P.P.E. is reduced to 10% of their normal base for one hour per level of experience; during which time they cannot recover P.P.E. or I.S.P. from rest or meditation.
Generic Power: The character suddenly knows all Spell Invocations levels 1-6, plus 1D6+1 additional spells selected from each subsequent level up through level 8, and 1D4 spells from levels 9-11.
Bonuses: + 3 to Spell Strength (victims need to roll a 15 or higher to save), + 1 to save vs magic, and + 2 to save vs illusions and possession.
P.P.E.: Add P.E. attribute number × 15; + 10 per level of experience.
Note: The best reference for these spells is the Rifts® Ultimate Edition or Rifts® Book of Magic™.
Theta: Teleporter
Cost: None. Imperfect specimens can perform telportations for five minutes per level of experience. Following which the character is wracked with pain and haphazardly flickers in-and-out of phase against their will for one hour per level of experience. There is 01-40% likelihood of being out of phase whenever declaring an attack/action, which means the character cannot operate tools, machinery or even wield weapons, and may in worst case scenarios they can be thrown/fall through walls or floors. While so afflicted the character’s voice sounds electronic and muffled and often breaks into silence mid sentence. Attacks against the character still strike as normal, but the character’s jerky motion inflicts a -2 penalty on the attacker’s strike.
Generic Power: The character can teleport himself flawlessly to any place he is very familiar with, up to 5,000 miles (8,000 km) away, or which he can see with his own eyes; e.g. he can teleport from the street to the rooftop of the building across the street. The ability to teleport a short distance to a location visible from the character’s starting point can be performed at will. Each short teleportation counts as two of the character’s melee round attacks/actions. He can teleport one other person with him, but he must have a grip on that individual to do so.
In the alternative, the character can take along objects or items with him, provided they are on his person or in a single container that he is touching or holding; maximum weight is three times
what the character can lift. It is important to note that the character cannot teleport an object or person someplace without him going with it. The way his power works is that the character is the teleportation force, and it is he that is popping from one location to another. If he so desires, he can take a person, items or a container of things with him. Note: The character must teleport to a location on terra firma, and unless he can fly, that is not up into the air. This means he cannot teleport into the air, start to fall, but teleport back safely to the ground before he plummets to the earth. Such a tactic is unnerving (actually terrifying and happens much faster than one might imagine), which makes it difficult for the character to focus and use his power before he goes splat.
Long-range teleportation requires the character to either be familiar with the location he is teleporting to, or have a homing signal to fix upon.
Familiar Location: The former case requires a location the character has gotten to know well, and on a mission that might be a spot behind the dumpster of the building down the street, a park
20 blocks away, a motel room or safe house in the next state, province or country, or a beach-side resort half a continent away.
Wherever it is, it has to be someplace the character knows well from his past, or recently made a point of familiarizing himself with. In a pinch or a panic situation, the character can teleport anyplace he knows well, such as his hideout, lair, home, his parent’s house, high school, college campus, library, favorite restaurant, ex-girlfriend’s living room, and so on.
Power Limitation: Each act of teleportation more than one mile (1.6 km) away temporarily reduces the character’s P.E. attribute by two points, causing him to tire faster and become vulnerable to other types of attacks. Adjust saving throws due to P.E. reduction accordingly.
Reminder: See Recovery of Temporarily Lost P.E. Attribute Points, at the beginning of this section for how quickly P.E. is recovered. One P.E. point per hour of sleep or rest or two points
per hour via meditation is typical.
Homing Signal Teleport: The character can somehow home-in on the location on the other end of a cell phone, radio transmission or live video transmission. So if talking to a friend in California the character can teleport from his location in Detroit and appear right next to his pal on the phone. Must be an open line and active signal.
Saving Throw vs Teleportation: If a person doesn’t want to be teleported, the victim gets to resist and try to save against it. A 16 or higher (P.E. attribute bonuses are applicable) means the individual saved and remains behind when the character ’ports to a new location. Failure to save means the individual is teleported with the character. Note: The ability to Dimensional Teleport is not part of this ability.
Iota: Bestial Fury
Cost: None. Imperfect specimens can transform back or forth for an unlimited amount of time but must barter with their “inner beast” to come out or go away. This is entirely handled via role-playing. While, a persona is “inactive” it exists in a featureless black abyss but can interact freely with the host body via a special form of telepathy. Most inner beast are reluctant to give up control. Furthermore, if the beast is ever rendered unconscious (through any means) for over one minute, it will revert back to its original form.
Generic Power: To use this power, a Doctor Jekyll and Mr. Hyde-like transformation takes place in which the attractive character turns into someone who looks completely different and monstrous. The exact look varies from individual to individual, but the transformation is always something that looks less than human. One common transformation is a devolved, neanderthal or animal and savage looking appearance with a long, wild mane of hair, fur or lots of hair covering the body, or skin becoming reptilian with glistening scales, the eyes become round or feline, teeth are sharp and/or have large fangs, and the face and body share other animal features. Another type of monstrous appearance is demonic features such as bronze, red or other unusual skin color, blank or odd colored eyes, horns, clawed or over-sized hands and feet, spikes and spines along the arm, shoulders, head or spine, and so on. The character may even increase in size by as much as 50%, but otherwise keeps his original humanoid shape. Not only does the character’s appearance and personality change, but their entire DNA!
Bestial Fury: I.Q. and M.A. are reduced by 30%, as the bestial character becomes more reliant on brute strength, instinct and emotion than intellect.
M.D.C. Worlds: Hit Points and S.D.C. are combined, tripled and become M.D.C. If the character was a Mega-Damage being to begin with, increase M.D.C. by 30%.
S.D.C. Worlds: Double the Hit Points and S.D.C, and give the character a Natural A.R. of 15.
Alignment: Changes from good to Unprincipled or even Anarchist, if already selfish/evil the character’s alignment shifts one step closer to diabolic, and the character must struggle with himself to maintain control and not lash out at every perceived insult or challenge. The character in his Beast/Mr. Hyde form is driven by a deep animalistic sense of survival and predatory instincts that make him a rough and tumble brawler who reacts to outside stimuli with growls, fists and fury. This is a creature of action who tends to attack first and ask questions later. Think pit bull on steroids. Threaten him, and he attacks. Threaten an innocent person, especially a child, female or friend, and he attacks. The bestial character first steps in between the villain/threatening individual and growls or bellows a warning telling the troublemaker to back off or suffer his wrath. This is accompanied by sometimes literal growling, threatening baring of teeth (or a confident grin) and chest thumping. If the villain/troublemaker continues to make threats or moves to hit/hurt/attack the character or an innocent victim, the bestial character responds to prevent it with extreme fury and violence.
He remains in control enough to stop from killing his opponent, but he’ll hurt him bad. And if the troublemaker deserves it, or is too stupid or angry to surrender or flee, the bestial character may kill him. Even as a beast, the character saves his full fury for villains and evildoers, however, this character loves to fight, and in the heat of battle or when acting as a righteous avenger, he may become a merciless killing machine.
Bestial Powers
P.S. is doubled and becomes Supernatural. (If the character had Supernatural P.S. to begin with, only increase P.S. by 25%.)
P.P. increase by 10%.
P.E. becomes Supernatural and the character does not easily fatigue even after hours of fighting or heavy physical exertion.
Spd. attribute and leaping distances are doubled.
+ 2 on Perception Rolls but only as they pertain to fighting (incoming attacks, recognizing that an opponent is about to attack or back off, recognizing that someone is more than human – i.e. supernatural being, super-powered, and similar)
+ 3 on initiative (also see W.P. Quick Draw)
+ 2 attacks per melee round
+ 2 to strike
+ 2 to disarm
+ 3 to pull punch
+ 3 to save vs Horror Factor
+ 8 to save vs mind control
+ 8 to save vs possession
Bonus Skills: In bestial form replace one of the character’s usual O.C.C. Skills with each of the following. Do NOT replace Physical or Weapon Proficiency skills. If you run out of O.C.C. Skills, replace O.C.C. Related Skills. Note: These are the skills of the Beast/Mr. Hyde. In his non-bestial other self, the character has all of his other (probably more intellectual) skills, and does not know the ones that are available in his bestial alter-ego. If a skill is duplicated, use the highest of the two skill percentages when bestial.
Kick Boxing or Wrestling (pick one).
Climbing 80% + 1% per level of experience.
Detect Ambush 70% + 1% per level of experience.
Gambling 70% + 1% per level of experience.
Hunting
Prowl 74% + 1% per level of experience.
Recognize Weapon Quality 80% + 1% per level of experience.
Tracking (people and animals) 80% + 1% per level of experience.
W.P. Blunt
W.P. Paired Weapons
W.P. Quick Draw
W.P. Targeting
All Weapon Proficiencies are performed at the character’s
usual level of experience.
Kappa: Insect Powers: Beetles
Cost: None. Imperfect specimens can transform into a bug-like creature for one hour per level of experience, but cannot revert back to human form willingly. Meaning that although the cost is lesser than some of the other abilities, the lingering change can be a curse enough as itself. Furthermore, while in the carapaced insectine form, the character begins to have strange and inhuman desires and appetites.
Generic Power: The character possesses the insect-like powers of beetles. The character can fly by unveiling a set of translucent wings from within the carapace. It is the player’s choice as to whether the character has insect-like wings or no wings.
M.D.C. Worlds: Add the character’s Hit Points and S.D.C. together, triple the resulting number and make them M.D.C. If already a Mega-Damage being, increase M.D.C. by 40%.
S.D.C. Worlds: Double the character’s Hit Points and S.D.C, plus he has a Natural A.R. of 16
Bonuses: + 1D4 to P.B. attribute and + 1 to M.A.; + 1 on Perception Rolls and + 1 to roll with impact.
Strength: + 2D4 to P.S., and it is the equivalent of Robotic P.S. If the character has another power that makes him stronger or is stronger to begin with, simply add the bonus to his superior P.S.
Bonus Skills: Acrobatics (+ 10%), Climbing (+ 10%), Intelligence (+ 15%), Land Navigation (+ 20%), and Tailing (+ 20%). If the character already has any of these skills, add the bonus to it.
Chemical Resistance: + 3 to save vs poison/toxins, gas and drugs. A successful save means no damage or penalties. A failed roll means half damage and half the penalties. Duration of the chemical effect is the same as usual.
Flight: The character can hover and fly at a speed of 20 mph (32 km) per level of experience. Maximum altitude is 20,000 feet (6,096 m). The sound of flying creates a low humming sound or buzz reminiscent of a buzzing fly or propeller aircraft.
Chemical Powers: Many beetles can excrete one or more chemicals. In the case of the character, the chemical is secreted as an invisible mist from the pores of his skin or by touch. The character has all of the following chemical excretion abilities:
Chemical Attack: The character secretes a chemical through his skin that causes the skin of most mortal life forms to burn. May be used in conjunction with physical punches and kicks, but the victim must be touched by the character’s bare skin. Damage is 1D6 M.D. to Mega-Damage beings and 2D4 damage to S.D.C. beings. The burning sensation lasts and continues to inflict one point of damage per melee round for 1D4 melee rounds, which distracts and worries most victims, inflicting a penalty of -2 to Perception Rolls, -1 to initiative and all combat rolls (strike, parry, etc.), and -5% to skill performance.
Chemical Gas Attack: The character can, in effect, create a barely noticeable mist wall/cloud of toxic gas. Any character without a breathing apparatus or environmental suit is struck by the gas cloud, causing him to gag and eyes to burn. Roll 16 or higher to save vs non-lethal chemical attack. A successful save means the victim loses one melee attack/action but is otherwise fine. A failed roll means the character involuntarily vomits, loses half of his melee attacks for that initial round and is -2 on Perception Rolls, initiative and all combat maneuvers for 1D4 melee rounds.
Seduction: The character can release pheromones that make him more attractive to members of the opposite sex. Works best on species of the same animal “class” (e.g. fellow mammalian humanoids, but not reptiles, fish, etc.). Saving Throw: 18 or higher to save. A successful save means no effect. Duration: 10 minutes per level of experience and hangs over him like a cloud that follows him wherever he goes.
The effect: Provides the equivalent of the Seduction skill at 80% and all females intoxicated by the character are distracted and suffer a penalty of -6 on initiative (they want to make love not war), -4 on Perception Rolls and -20% on skill performance. (If the character has the Seduction skill, he or she gets a + 20% bonus.) This chemical is half as effective on Sub-Demons and Lesser Demons and Deevils, and has no effect on Greater Demons, Deevils and other types of supernatural beings or creatures of magic.
Roll to determine the effect on aliens and intelligent life forms of other animal or material classes (avian, reptilian, plant or silicon alien, etc.):
01-25% No effect at all.
26-50% Half as potent/effective, including half the penalties and half the duration of those who might be affected.
51-75% 20% more effective and makes females competitive and violent toward other females.
76-00% Half as effective on the females, and makes the males aggressive toward and threatened by the character.
Trail Scent & Target Marker: The character can lay down a chemical scent that only he, other characters with the Beetle power, and beetles can smell and see. This chemical is used to mark a trail that the character can both see and smell.
This scent can also be placed on a vehicle, object, animal or person so the character recognizes it when in range, or as a means to follow the marked item, animal or person. The character can smell and follow the scent up to 1,000 feet (305 m) away. It takes a thorough soaking or washing to remove the chemical, and a light rain is not enough. The chemical trail/mark lasts 1D4 days per experience level of the character.
The marking scent is released as an invisible mist or by touch that does not stain clothing and is unnoticed. Only characters with highly evolved olfactory senses (or super ability) will detect the chemical, and only within 20 feet (6.1 m) of it. They cannot see the chemical, but the character can.
Lambda: Shape Shifter: Dragon
Cost: None. Imperfect specimens maintain their mastery for one minute per level of experience. However, such is the pain of the transformation that the character is afflicted as per the Agony invocation for one melee round (15 seconds). After which the pain subsides and the character can function as normal. However, during the transformation back and for one hour following the character if once again wracked with pain as per the agony spell and cannot recover P.P.E. or I.S.P. from rest or meditation for one hour per level of experience.
Generic Power: The character, at will, turns into a 20 foot (6.1 m) long, adult dragon with Supernatural P.S. and most of the classic powers of the magical creature. The character has his own, signature dragon appearance that is a reflection of his personality and orientation. This is the dragon he usually appears as, and it is certainly the appearance that comes natural to him. Thus, a character who see himself as fighter/warrior is likely to have a powerfully built, menacing dragon with large, raking claws, horns on the head and a tail and spine covered in spikes. Those who see themselves more as an intellectual or explorer or helper/protector are likely to have no or few horns and spikes in favor of large, even frilly fins or plates running along the spine and tail and a more friendly appearance. However, all are powerful.
M.D.C. Worlds: In dragon form the character has his P.E. attribute number x5 in M.D.C. plus an additional + lD6xl00 M.D.C.
S.D.C. Worlds: The character sees his Hit Points multiplied by 4, + 1D4X100 added to S.D.C. and a Natural A.R. of 15.
Size: Size starts at 20 feet (6.1 m) but can adjust size up or down by 50%. Wingspan is 40 feet (12.2 m) and weight is 1D4X10 tons.
Flight: Most (80%), though not all, Dragon Shape Shifters have wings and the power of flight. May allow teammates to ride on its back; can carry up to three tons on its back. Flying Speed is 35 mph (56 km) with a maximum altitude of 40,000 feet (12,192m).
Breathe Fire: 1D6 M.D. per level of experience with a range of 10 feet (3 m) per level of experience.
Combat: Claw Strike does 2D6 M.D. plus the character’s usual punch damage for Supernatural P.S. attribute damage. Bite does 4D6 M.D. damage at 20 feet (6.1 m) or larger. Punch and tail slash does the equivalent of punch damage as per Supernatural P.S.
Horror Factor: 15; appears to be an adult dragon.
Magic: Pick one of the following or roll percentile dice for a random determination.
01-10% All Air Elemental spells.
11-20% All Earth Elemental spells.
21-30% All Fire Elemental spells.
31-40% All Water Elemental spells.
41-60% All Wizard Invocations levels 1-4.
61-80% All Wizard Invocations levels 1-5.
81-00% All Wizard Invocations levels 6-8.
P.P.E.: 2D4 × 100 + P.E. attribute number. If the character already has spell casting capabilities, they are also available for use. As for the P.P.E. amount, use whichever is highest – P.P.E. before the transformation, or after as a dragon. Do not combine the two P.P.E. amounts.
Psionics While in Dragon Form: Has 1D6 + 2 Physical or Sensitive psionic powers.
I.S.P.: I.S.P. is M.E. attribute number × 2 +20 I.S.P. If the character already has psionic abilities, they are also available for use. As for the I.S.P. amount, use whichever is highest (I.S.P. before the transformation, or after as a dragon). Do not combine the two I.S.P. amounts.
Natural Abilities & Powers While in Dragon Form Only: Bio-regenerates 2D6 M.D.C. per melee round, magically understands and speaks all languages, nightvision 100 feet (30.5 m), resistant to fire or cold (pick one; half damage), prehensile tail, and impervious to disease. Also see Magic, Psionics and Wings. Cannot teleport, dimensional teleport, or metamorph into other creatures. However, the character can metamorph into other types of dragons, but keeps the powers listed here, thus it is only good for disguise and bluffing other dragons or people afraid of dragons. The character can not copy the appearance of a specific dragon and impersonate him.
Μμ: Psychic Master
Cost: None. Imperfect specimens are permanently augmented but has I.S.P. recovery reduced to 2 per hour (and cannot be increased by any means).
Generic Power: The character possesses ALL Super Psionic powers and has six abilities of choice from each of the three other psychic categories: Healing, Physical and Sensitive.
I.S.P.: M.E. attribute number × 11, plus any I.S.P. the character may have had to start with.
νῦ: Supernatural Being
Cost: None. Imperfect specimens can transform themselves into a supernatural being for 5 minutes per level of experience. Following which the character ages one year per level of experience.
Generic Power: The character is a supernatural being. Even his aura shows he is supernatural and demons, Deevils, angels, and other supernatural creatures will regard him as such.
M.D.C Worlds: Add Hit Points and S.D.C. together, make them M.D.C. and add 3D4 × 100 M.D.C. to them!
S.D.C. Worlds: The character is basically the same, but with 1D4 × 100 Hit Points, 2D4 × 100 S.D.C. and has a Natural A.R. of 14.
Bonuses: P.S. and P.E. attributes are Supernatural, add a bonus of 1D6 + 10 to P.S., 1D6+2 to P.E., and 1D4 to all physical or mental attributes (not both); apply applicable bonuses. + 1D4 × 100 years to life span, + 1 to save vs magic, + 3 to save vs possession and Horror Factor, and is resistant to cold, heat and fire (half damage, unless it is one of the character’s vulnerabilities). He can even survive at any depth of the ocean and in outer space for 10 minutes per P.E. attribute point.
Natural Abilities: The character bio-regenerates at a rate of 3D6 M.D. per melee round, can breathe without air, magically understands and speaks all languages 98%, nightvision 200 feet (61 m), and Dimensional Teleport 10% + 1% per level of experience (+ 20% if using Dimensional Teleport to his home world/dimension or home away from home).
P.P.E.: 4D6 × 10 + 40
Supernatural Vulnerability (One): Roll percentile dice.
01-20% S.D.C. Weapons made of ordinary S.D.C. wood inflict M.D. x2; magic weapons made of wood do triple damage. (In an S.D.C. setting normal wood inflicts double damage, magic weapons made of wood do triple damage.)
21-40% S.D.C. weapons made of ordinary S.D.C. silver inflict twice the normal M.D. (In an S.D.C. setting they inflict double damage.)
41-60% Magic weapons inflict double damage.
61-70% Cold/ice based attacks inflict double damage.
71-80% Heat/fire based attacks inflict double damage.
81-85% -3 to save vs magic.
86-90% -3 to save vs psionic attacks.
91-95% Reduce all attributes in sunlight and during the daytime by half, and M.D.C. by 30%.
96-00% Reduce all attributes in darkness and during nighttime by half, and M.D.C. by 30%.
Omicron: Super Martial Arts Warrior
Cost: None. However, imperfect specimens can only augment their combat abilities for one minute per level of experience; during which time they are consumed as per . become consumed by their own power as per the Homicidal Rage insanity for the duration of the power. While in this state the character can barely control their own actions and may later regret or even resent actions that they may have taken during the course of their rage.
Generic Power: The character is a juggernaut of righteous anger and fighting prowess. Automatically knows how to use any melee weapon (W.P. bonuses are as per the character’s level of experience) and he has the Paired Weapons skill.
Bonuses: In combat situations the character’s P.S. becomes Supernatural and punches and kicks inflict Mega-Damage, P.E. becomes Supernatural enabling him to fight one hour per P.E. attribute point before he starts to feel tired, double Spd attribute, add + 20 feet (6.1 m) to leaps upward and + 30 feet (9.1 m) across, + 3 attacks per melee round, + 3 on initiative, + 2 to strike, parry and disarm, + 2 to dodge and roll with impact, + 5 to pull punch, and add + 2D6 × l0+40 M.D.C. to M.D.C. (If the character is not a Mega-Damage being to begin with, he turns into one in combat situations in M.D. settings. In S.D.C. environments add 4D6xlO Hit Points and 1D4 × 100 to S.D.C, impervious to Horror Factor, + 1D6 to save vs mind control or possession, and + 1D4 to save vs magic.)
Bonus Skills: Boxing, Gymnastics, Hand to Hand: Martial Arts, and Kick Boxing.
Inspires and Emboldens Others: Those who fight at the character’s side or are led by him, are emboldened and confident, and are all +1 on combat bonuses, + 2% to skill performance, and + 2 to save vs Horror Factor.
Xi: Super Speed (Running & Reflexes)
Cost: None. Imperfect specimens can augment their speed for five minutes per level of experience. Immediately following which, the character suffers from paralysis from the waist down for one hour per level of experience.
Generic Power: Maximum running speed is 1D6 × 100 + 200 mph (480 to 1,280 km); running speed range is always the same after this initial determination. Regardless of speed, the character can stop on a dime, make sharp turns, and neither he, the clothing he wears nor items he carries suffer from the stress of high speeds or friction.
Bonuses: + 3 attacks per melee round, + 2 on initiative, + 1 to strike, + 2 to parry and pull punch, and + 6 to automatic dodge (the act of dodging does not use up a melee attack/action).
Leaping: Can leap 20 feet (6.1 m) high and 30 feet (9.1 m) across from a standing position, and add 40 feet (12.2 m) to height and 60 feet (18.3 m) to length for every 100 mph (160 km) of speed running – that would be 100 feet (30.5 m) high and 150 feet (45.7 m) at a speed of 200 mph (320 km) and 260 feet (79 m) high and 390 feet (119 m) lengthwise at a speed of 600 mph (960 km).
Speed Burst: The character can run at double his maximum speed for up to one minute per P.E. attribute point. During a Speed Burst, the character must focus on running and reaching his destination or target, which reduces his number of attacks to two until he slows down to his normal range of speed, but is +4 to automatic dodge during a Speed Burst run.
Pi: Deductive Mind
Cost: None. Imperfect specimens can only maintain their brilliance for fifteen minutes per level of experience, following which they must roll on the Personality Modification Table (page 338 of Rifts: Ultimate Edition) and suffer the results for one hour per level of experience.
Generic Power: A curious mind with an eye for details and a head for putting them together to solve puzzles and mysteries, uncover secrets, find the truth, and make logical conclusions.
Bonuses: + 1D4 to I.Q., + 1 to M.A. and M.E., and + 4 on Perception Rolls.
Bonus Skills: Computer Operation (+ 40%), Computer Programming (+ 20%), Computer Hacking (+ 25%), Crime Science Investigation (+ 30%), Detect Concealment (+ 30%), Electronic Countermeasures (+ 40%), Find Contraband (+ 40%), Forgery (+ 40% to recognize a forgery only), I.D. Undercover Agent (+ 30%), Intelligence (+ 20%), Land Navigation (+ 20%), Surveillance (+ 30%), Interrogation (+ 30%). The character is likely to deduce when the suspect is telling the truth, holding back, and lying via observing his eyes and body language, as well as noticing details about his clothing, mannerisms, accent, behavior, and other tell-tale signs and evidence that might be overlooked by most people.
Psionics: Detect Psionics (6), Meditation (0), Mind Block (4), Mind Block Auto-Defense (special), Object Read (6), Mentally Possess Others (30), Psionic Invisibility (10), Psychic Diagnosis (4), Sense Evil (2), Sense Magic (3), Sense Time (2), Sixth Sense (2), Telepathy (4).
I.S.P.: M.E. attribute number × 8.
Rho: Kinetic Sponge
Cost: None. Imperfect specimens can transform themselves for five minutes per level of experience. Following which, they reduce their maximum possible S.D.C. to 0 for one hour per level of experience. M.D.C. beings divide their M.D.C. total in half and divide it up between hit points and S.D.C.
Generic Powers: Physical attacks from punches, kicks, falls, ram/impact attacks, and blunt object attacks do 5% of their normal damage. Even explosions, bullets, arrows, spears and thrown objects bounce off this character with minimal pain and do only 5% of their normal damage.
Moreover, the character absorbs the kinetic energy (damage) into his own body and is able to let it loose when he launches his own attacks. Thus, if the character is struck with a kinetic energy attack (perhaps rail gun fire or explosion) that inflicts 80 M.D.C, the character suffers 4 M.D. (5% damage) and absorbs the remaining 76 M.D. points. He can release that stored up Mega-Damage (or S.D.C./Hit Point damage in an S.D.C. environment) with a kinetic attack (punch, kick, body block, thrown object) of his own, inflicting his normal punch/kick or blunt weapon damage for the attack, plus the 76 M.D. he has absorbed, upon his next opponent or physical target (door, vehicle, etc.).
The stored Kinetic Energy/M.D. must be unleashed the same melee round the character suffers kinetic damage or as the first attack in the next melee round. The character can control the amount of energy unleashed in his physical attacks, so he can let loose with everything he’s got in a single punch or spread it out over several of his attacks that melee round. Any damage absorbed from kinetic attacks not unleashed by the beginning of the next melee round is lost.
Sigma: Super-Sense Blind Sight
Cost: None. Imperfect specimens can enhance their sensory perception for ten minutes per level of experience. Following which the character suffers from Sensory Deprivation as per the spell on page 246 of Rifts: Book of Magic.
Generic Power: The character can see without using his eyes! Thus, if he is blindfolded, or his vision otherwise impaired or obscured, he can still see perfectly well – better than perfect. The weird thing about this ability is that it does not kick in/activate until the character’s eyes are unable to see normally. Thus, he must wear a mask, head gear or blindfold that covers his eyes so he cannot see through them. This means his eyes are protected in combat and are not bothered, hurt or obscured by pollution, particles in the air, dirt or sand thrown in his face, etc.
Bonuses While Blindfolded: + 4D6 to P.P.E., + 3 on Perception Rolls, + 2 on initiative, + 1 attack per melee round, + 2 to strike, parry, and disarm, and + 5 to automatic dodge (the act of dodging does not use up a melee attack/action).
Abilities While Blindfolded: Vision is perfect, he has hawk-like vision that can read a sign two miles (3.2 m) away, sees in a 180 degree arc, nightvision (see in total darkness) 3,000 feet (914 m), and can see clearly through fog, mist, and smoke. He can also see in the ultraviolet and infrared spectrums of light, see auras and see the invisible!
Psionics: Read Dimensional Portal (6), Remote Viewing (10), See Aura (6), See the Invisible (4), Sense Time (2), and Psychic Omni-Sight (15).
I.S.P.: M.E. attribute number × 4 or base I.S.P. (whichever is higher).
Tau: Impervious to Kinetic Attacks
Cost: None. Imperfect specimens can manifest this resistance for five minutes per level of experience. Following which the character’s mind is open (cannot benefit from mind block and similar abilities) and is at -4 to save vs all psychic attacks for one hour per level of experience; during which time the character cannot recover I.S.P. or P.P.E.
Generic Power: All types of kinetic attacks, including blows from punches, kicks, falls, impact, arrows, bullets, rail gun rounds, explosive force and explosive shrapnel, do no damage. In the case of explosions, the force of the explosion may knock the character down or hurl him several yards (meters), but the blast and the impact do no damage and shrapnel bounces right off. The same is true of punches and kicks from a Supernatural P.S. Missiles and bombs that unleash fire or radiation as part of their attack inflict 30% of their usual damage. Energy attacks and other types of magic and psionic attacks do full damage.
Bonuses: Recovers from damage three times faster than ordinary members of his species
Upsilon: Super-Powerful
Cost: None. Imperfect specimens can become “super” for five minutes per level of experience. Following which attribute bonuses are reversed for one hour per level of experience (minimum statistic 1); during which time the character cannot recover I.S.P. or P.P.E.
Generic Power: This character is your classic, physically powerful character with skin like ballistic armor, agility and speed.
M.D.C. Worlds: Add Hit Points and S.D.C. together and multiply the number by 10, and add 4D6 × 10 M.D.C. to it for the total. If a Mega-Damage creature to begin with, just add the 4D6 × 10 bonus M.D.C.
S.D.C. Worlds: The character gets + lD6 × 10 + 60 points to Hit Points, and 2D6 × 10 + 60 to S.D.C, and a Natural A.R. of 15.
Attribute Bonuses: + 2D6 + 12 to P.S. and increase strength to Supernatural. (If he already has Supernatural P.S., just add the bonus number to P.S.) Furthermore, the character can lift and carry twice the usual amount for his strength level, and fatigues at 10% of the usual rate. + 1D4 to P.P. and P.E. attributes, + 3D6 + 16 to Spd.
Bonuses: + 1 on Perception Rolls, + 1 attack per melee round, + 1 to save vs Horror Factor and possession, has keen hearing, exceptional vision, nightvision 200 feet (61 m), and can read a street sign from one mile (1.6 km) away.
Superior Healing: Bio-regenerates 2D6 + 12 points of damage per hour, + 6 to save vs disease, + 2 to save vs poison, drugs, gas and radiation, and is + 10% to save vs coma and death.
P.P.E.: 4D6 × 10.
Superhuman Resistance (Pick two of the following):
• Impervious to normal cold; magic cold and ice attacks do half damage.
• Impervious to disease.
• Impervious to heat and fire; magic heat and fire do half damage.
• Resistant to poison, drugs, toxins and radiation, all do one third their usual damage.
Phi: Force Field Generation
Cost: Counts as one attack/action per melee. Imperfect Specimens can generate force fields for one minute per level of experience. Following which the target reduces their P.E. attribute by 50% and cannot recover I.S.P. or P.P.E. for one hour per level of experience.
Generic Power: The character has the power to generate force fields. In all cases, the creation of a force field counts as one melee attack.
Form Fitting Force Field (Self): The character can create a form fitting, transparent force field roughly equivalent to the Super-Psionic power of Psychic Body Field over his own body, with 20 M.D.C. per M.E. attribute point; self only. Duration: 20 minutes per P.E. attribute point or until the M.D.C. of the force field is depleted.
Force Shield (Self): The character can generate a force field that is attached to his forearm and spreads out as if it were a weightless medium-sized shield. The field is semi-opaque so an opponent can see it to some degree. The advantage of the shield is that it can be used to block and parry incoming attacks: + 1 to strike as a blunt weapon (same as the character’s punch damage + 1D6 points of damage), + 2 to parry, and + 1 to disarm.
Force Field Blunt Weapon (Self): A semi-opaque club or baseball bat force construct that can be created out of thin air and used to clobber or parry an opponent. 2D4 damage as per the character’s punches (i.e., if he inflicts M.D. with his punches, damage is M.D., if he does S.D.C. damage, the damage is S.D.C./Hit Point damage) plus the character’s usual punch damage and P.S. bonuses (if any). + 2 to strike and parry with this weapon.
Force Field Bolt: Invisible bolt of force can be fired from the hands to pummel an opponent or target. Damage can be adjusted to inflict as little as 4D6 S.D.C. damage, one M.D. or as much as 1D6 M.D. by a single bolt of force. Each force bolt counts as one melee attack. (In an S.D.C. environment, damage can be adjusted to do 1D6 to 6D6 S.D.C. by increments of 1D6.) Range is 30 feet (9.1 m) per level of the character’s experience. + 1 to strike and disarm.
Telekinetic Force Field: A bubble or wall can be generated to protect the character and his comrades or innocent bystanders. A wall can also be erected to block an opening and prevent escape or pursuit. The force field has 20 M.D.C. per M.E. attribute point.
Duration: 10 minutes or for as long as the character stays focused on keeping it in place, or until the M.D.C. of the force field is depleted. While concentrating to keep the force field in place, the character loses half of his attacks per melee round. Note: The character can double the amount of M.D.C. but to do so temporarily reduces the character’s P.E. attribute by three points, causing him to tire faster and become vulnerable to other types of attacks. Adjust saving throws accordingly, due to P.E. reduction.
Force Field Size: Up to 15 feet (4.6 m) in diameter per level of experience.
Force Field Range: The character can cast his force field around or near himself or up to 100 feet (30.5 m) away per level of experience, but must be able to see the target/location to place the force field.
Chi: Giant-Sized Growth
Cost: None. Imperfect specimens can increase their height and mass for five minutes per level of experience. Following which the character suffers from atrophying limbs and their bones become fragile, suffering double damage from falls and a -10 to roll with impact; during which time the character cannot recover I.S.P. or P.P.E.
Generic Power: The character can grow to giant proportions, up to 10 times his original size. Cannot shrink smaller than his original size, only grow. As if by magic, the character’s clothing and gear grow with him, though any guns and similar weapons cannot fire at giant size, but can be used as a blunt weapon to strike or parry (damage is as per the giant’s P.S. + 2D6 additional points of damage, that’s it).
Bonuses: The character can increase his size by 10 fold. Every size increase (up to 10) or “step” described above provides the giant the following accumulative bonuses. Add them for each growth step (size increment). Increase the character’s M.D.C. by 30% (S.D.C. for Hit Point/S.D.C. beings), +4 to P.S. for each growth step and +1 to his Horror/A we Factor. At four times his original size P.S. becomes Supernatural Strength. Carrying capacity is Supernatural P.S. × l,000, so a giant with a P.S. of 24 can carry 24,000 lbs (10,800 kg) and can lift double that weight.
Penalties: Each growth step (up to 9) reduces the character’s I.Q., M.A., P.P. and Spd attributes by 5%, and skill performance by 10%. Thus, a 24 foot (7.3 m) human character is 15% less smart and charismatic, 15% slower, and skill performance is -30%. At maximum height, the giant is only 55% as smart, dexterous and fast, and probably incapable of performing any skills (-90%); adjust bonuses and abilities accordingly.
All combat bonuses are -1 for each growth step after triple his normal size. This penalty is in addition to those from a reduced P.P. attribute.
-1 attack per melee round at 3, 6, 8 and 10 times the character’s original size.
Furthermore, his weight may become a problem in some circumstances and environments: The character’s normal weight is multiplied by the “size multiplier” cubed. That is, at double his normal height, his weight is eight times normal (2 × 2 × 2 = 8). At triple normal height, weight is multiplied by 27 (3 × 3 × 3 = 27), and so on, up to ten times normal height, which is 1,000 times normal weight (10 × 10 × 10 = 1,000). So in the example above, at maximum size, the 60 foot (18.3 m) character would weigh 160,000 pounds (72,000 kg), or 80 tons.
Note: The character must always increase his growth in steps that are full increments of his original starting size. So a six foot (1.8 m) tall character increases six feet (1.8 m) in height each growth step; i.e. 6 feet (1.8 m) × 2, 3, 4, 5, 6, and so on. He cannot avoid size/growth step penalties by increasing his size to just under an additional six feet (1.8 m).
Psi: Phoenix Effect; Can Not Die
Cost: None. Newly resurrected Imperfect Specimens are reborn mentally unstable and must roll on the random insanity table. This madness is curable with the proper psychological treatments or through supernatural means, but will not subside naturally on its own if left unaddressed.
Generic Power: The character regenerates to full form, abilities and full M.D.C. (or Hit Points and S.D.C.) 1D4 melee rounds (15-60 seconds) after dying. If blown to pieces, regeneration takes 2D6 minutes.
All limbs are intact, attributes, abilities and knowledge are unchanged, and the character does not suffer the usual trauma for having died. However, the character is “reborn” with his normal level of M.D.C. (or Hit Points and S.D.C.) temporarily at half. The missing half recover at the same rate the character usually recovers from damage, which, as a character, might be at an accelerated rate or not. Any possessions destroyed at the moment of death are lost and do not reappear with him. When reborn, P.P.E. and/or I.S.P. points are at the same level they were at the moment of death and recover at the normal rate.
If slain a second time within 24 hours, it takes the character 1D4 hours to be reborn. If slain a third time within the same 24 hour period, it takes 1D4 days to be “reborn.” A fourth death within 24 hours of the third rebirth means the character is dead. If the character dies days apart, he is reborn without difficulty in a minute or less. Note: As impressive as this power is, it is not unlimited. The total number of times the character can regenerate and come back to life is once per P.E. attribute number + 3D6. The G.M. should roll the 3D6, make a note and NOT tell the player the result. Thus, the character does not know when his last Phoenix Effect may be, and does not know when he will die.
Omega: Advanced Gene-Manipulation
Cost: None. Imperfect Specimens can change their shape/manipulate others for five minutes per level of experience. Following which the character loses control of their genetic mass and loses their physical consistency (the natural M.D.C. or Hit Points becomes 10% the normal and reduces the characters P.B. attribute to 1) for one hour per level of experience; during which time the character cannot recover I.S.P. or P.P.E.
Generic Power: The character has a full command over his or her genetic potential and can at-will utilize their power as the 24th hour. This uncanny ability allows the character to replicate the powers and abilities of any of the other children, though more remarkably he is able to replicate any living being and duplicate its powers exactly by simply touching them and absorbing a portion of their DNA. Alternatively, by placing his hands on another candidate he can exert command over their dormant DNA and force their genetic potential to manifest (even against their will). Worse still, when he does so he gains limited control over their powers (save vs. possession 15 or higher to resist). If they fail on this roll the character can control other candidates like a puppet master with a marionette or activate/snuff them out at will so long as they remain active. Those with transformative abilities (such as the demonic arms of the Betas) can continue to resist the Omega’s control (-2 to strike, parry, or dodge) but are otherwise under the character’s control until his concentration can be broken. The character can control up to one victim per level of experience.
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