Rifts®: Megaversal Highway™
“Should I merely defeat them my Lord or would you also have me humiliate them?”
Jason Parker is a chimeric clone engineered from the hybrid genes of some of history’s greatest men and women by rogue Lemurian scientists working on the earliest stages of the Deus Program. Though the project had high hopes for the boy, Atlantean genes utilized in his core genetic makeup proved more dominant than first expected and the experiment was marked as a failure. Consequently, in an effort to recoup their losses the scientists involved in Parker’s creation reassigned him as test subject #12 in The Zenith Day Project. The boy was then reconditioned and adopted out to an Atlantean family with the memories of a dimensional foundling implanted in his young mind. While in the care of the Aerihman Clan, Jason showed an admirable amount of obedience and was quickly rewarded with the Marks of Heritage and then betrothed to Scarlet Cayce Aerihman otherwise known as test subject #19 in accordance with the will of the enigmatic overseers of the Deus Program.
Regrettably, as with the other First Wave children, Jason was stranded on Hrrac Island without access to the necessary suppressants that would allow his powers to reach full maternity in adulthood. As a result, he is only one tenth as powerful as was projected by initial researchers. Even so, there are only a handful of other mortal psychics of comparative power on all of Rifts Earth. Furthermore, Jason’s intense physical training by his clansmen have cultivated a living weapon capable of splintering wood and shattering stone with his bare hands.
Though trained in the use of energy pistols and high-power mega-damage rifles, Parker’s preferred weapon of choice are his hands or his formidable psychic powers. Nothing brings him greater satisfaction than watching an opponent brought to their knees without needing to lift a finger.
Archetype: Threshold Guardian
Alignment: Aberrant (Evil)
Motivation: Expose the men and women behind the Zenith Day Project for their crimes against humanity and bring them to justice.
Disposition: Disciplined, polite, and stoic; almost like a Butler.
R.C.C.: Artificial Atlantean.
Age: 20; Jason is considerably older but has spent much of his natural life in cryogenic suspension during his years in the Deus Project.
Weight: 203 pounds.
Appearance: Jason stands 6.4 feet tall with an athletic build and silver-white hair to the middle of his back. His right eye has been replaced by a Multi-System Eye Socket. He does not like restrictive armor and typically wears fine clothing of Atlantean design made out of mega-damage cloth.
O.C.C.: Mind Bleeder
Level of Experience: 5th level Mind Bleeder
Current Experience: 18,656
Affiliations/Factions: Children of Iméra
Attributes: I.Q. 16, M.E. 15, M.A. 14, P.S. 23, P.P. 16, P.E. 16, P.B. 16 (17 when dressed to impress), Spd. 32 (22 mph; 27 meters per action)
Attribute Bonuses: + 2% to all skills, 34% to Charm/Impress, -9% Heckle:, + 8 damage, + 1 strike/parry/dodge, + 4% save vs coma/death, + 1 save vs poison/magic
Hit Points: 40
M.D.C.: None, except by cloth armor (36) or psionics.
Horror Factor: 12
P.P.E.: 22. 10 per hour of rest or sleep, 15 per hour of meditation
I.S.P.: 212. 2 per hour
Attacks/Actions per Melee: 6
Combat Bonuses: + 4 on initiative, + 3 to strike, + 1 to disarm, + 3 to entangle, + 5 to pull punch, + 8 to damage and Knockout/Stun; on a natural roll of 18, 19, or 20., + 7 to parry, + 7 to dodge, + 6 to roll with impact
Resistance/Saving Throw Bonuses: + 8 to save vs. Horror Factor, + 4% to save vs. coma and death, + 4 to save vs. illusions, + 3 to save vs. magic, + 4 to save vs. mind control, + 1 to save vs. poison, + 3 to save vs. possession, and + 2 to save vs. psionics
● Increased S.D.C. from Magic Tattoos.
● Increased P.P.E. from Magic Tattoos.
● Increased P.P.E. Recovery.
● Impervious to Physical Transformation.
● Marks of Heritage.
● Multilingual. Language (Other): Atlantean (96%), Language (Native): English (96%) and Language
(Other): Lemurian (96%).
● Operate Dimensional Pyramids.
● Recognize Vampire. Base Chance: 50%
● Sense Ley Lines. Range: 50 miles. Base Chance: 50%.
● Sense Ley Line Nexus. Base Chance: 60%.
● Sense Vampires. Range: 1,000 feet.
Legacy Power: Psychic Master
Special O.C.C. Abilities: Mind Bleeder
● Mind Bleed. Range: 50 feet. Damage: 50 I.S.P. Saving Throw: Save vs. psionics -4.
● Psychic Ley Line Augmentation. Range: 1 mile.
● Sense Psionics. Range: 300 feet.
Language (Native): Oceanic 98%
Language (Other): Euro 98%
Language (Other): Dragonese 79%
Language (Other): Japanese 79%
Radio: Basic 77%
Pilot: Hovercraft 82%
Computer Operation 72%
Climbing 67% – Repelling 57%
W.P. Energy Pistol (+ 3 to strike)
W.P. Energy Rifle (+ 2 to strike)
W.P. Quick Draw.
Hand to Hand: Martial Arts.
O.C.C. Related Skills:
Detect Ambush 57%
Detect Concealment 47%
Escape Artist 52%
W.P.: Sword (+ 2 to strike, + 2 to parry, + 1 to strike when thrown)
Fencing (+ 1 to strike and parry with a sword or dagger, and + 1D6 to damage with a sword)
Literacy (Native): Oceanic 62%
Wardrobe & Grooming: Amateur 68%
Mathematics: Basic 67%
Magical Knowledge: Sword Covered in Flames (10), Heart Pierced by a Wooden Stake (15).
Spell Strength: 12
Psionic Powers: Mind Bleeder Master Psionic (save vs. Psionics 10 or higher). Psi-Powers: Bleed Memory (6), Bleed Skill (15+), Brain Bleed (10),Healing Leach (10), Impervious to Bio-Manipulation (10), Bleed Truth (8), Intuitive Combat (10), Sixth Sense (2), Remote Viewing (10), Bio-Regeneration (6), Healing Touch (6), Death Trance (1), Psychic Body Field (30)
Psionic Powers: Legacy Master Psionic (save vs. Psionics 10 or higher). Psi-Powers: Astral Golem (50+), Bio-Manipulation (10), Bio-Regeneration (Super) (20), Electrokinesis (varies), Empathic Transmission (6), Group Mind Block (22), Group Trance (15), Hydrokinesis (varies), Hypnotic Suggestion (6), Mentally Possess Others (30), Mind Block Auto-Defense (special), Mind Bolt (varies), Mind Bond (10), Mind Wipe (special), Psi-Shield (30), Psi-Sword (30), Psionic Invisibility (10), Pyrokinesis (varies), Radiate Horror Factor (8), Telekinesis (Super) (10+), Telekinetic Force Field (30),Telemechanic Mental Operation (12), Telemechanic Paralysis (20), Telemechanic Possession (50), Telemechanics (10), Psychosomatic Disease (30), Psychic Omni-Sight (15), P.P.E. Shield (10), Telekinetic Acceleration Attack (10-20), Deaden Pain (4), Resist Fatigue (4), Suppress Fear (8), Induce Sleep (4), Psychic Diagnosis (4), Psychic Surgery (14), Presence Sense (4), Telepathy (4), See the Invisible (4), Object Read (6), Sense Magic (3), Total Recall (2), Resist Thirst (6), Resist Hunger (2), Alter Aura (2), Impervious to Fire (4), Nightvision (4), Telekinetic Leap (8)
Armor: mega-damage cloth armor: 36 M.D.C.
●Wilk’s 320 Laser Pistol
●Wilk’s 447 Laser Rifle
Equipment: 6 E-clips, two sets of fine clothing, sleeping bag, backpack, extra sack or pack for stowing equipment, canteen, hand-held radio communicator, infrared distancing binoculars, food rations for a week, and personal items, one knife (1D4 S.D.C.), and a Triax S-Type Hover Sports Car (as per page 81 of Rifts® World Book 31: Triax II)
Money: 1000 credits and 14,000 in illicit black market items
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