Designation: Blue

[ Designations | Common Abilities | Developed Abilities ]

A D8-Blue is a Volunteer who posesses strong electrokinetic abilities. In creating these powerful psychics, researchers did not forsee the abilities that came to arise. They concentrated more on the basic abilities to create small bolts of electricity and manipulate machines. This was mainly accomplished by transforming every strand of DNA in the volunteer into a Tesla coil. Since DNA is a coiled protein and 90% of human DNA is unused due to evolutionary processes, that same 90% can be altered to allow electricity to flow through it at an incredible rate. For obvious reasons, D8-Blues are sometimes referred to as shockers, zappers, lightning men, and blue devils, among other references to their D8 color designation and powers.

The Overseers were very pleased when the subjects began displaying talents more powerful than the natural electrokinetic powers. They were startled when these artificial psychics started creating bolts of electricity on par with lightning. And they were awestruck when these psychics began developing the ability to transform into living electricity! The military, once again, started to press for more studies into developing definite procedures. Pilots that can 'merge' with their vehicles and control them as easily as their own body was a very exciting prospect.

Important books for the GM to have are Rifts® World Book 12: Psyscapetm, Nightbane World Book 1: Between the Shadowstm, and/or Heroes Unlimitedtm 2nd Edition. Heroes Unlimitedtm is highly recommended, because several of the special D8-Blue powers are based on super abilities from that book.


D8-Blue Common Abilites:

Electromagnetic Distortion (special!)

1. Activate, Negate, or Disrupt Energy Flow: The character has the ability to interrupt or stimulate the flow of electrical energy. One appliance/ switch per level can be affected. Alternately, a single energy weapon, computer, or vehicle/ robot/ power armor function can be negated (plus one more at levels four and eight). A single vehicle can be affected, but only after 3rd level. The duration of this effect lasts as long as the character concentrates, and it has a range is 50ft plus 10ft per level. Concentration is required (-2 on initiative and the loss of one melee action while in use) and distortion power #2 can't be used while this effect is maintained. One melee action is required to initiate influence over simple stuff (switches, appliances, and energy weapons) while two to three is necessary for larger things (robots, vehicles, and power armor).

It is also possible to 'parry' energy, electrical, and light -based attacks. At level one, the character has only a -3 penalty to do this (it is usually -6 or more!) At level three, the character has no bonuses or penalties. At levels 4, 7, and 10 add a +1 to parry. This special parry requires one melee attack at levels 1-5, but at level 6 it becomes automatic (no attacks used). This parry can be performed anywhere within range, even if the attack isn't directed at the character.

I.S.P.tm Cost: 1 per attempt to alter an electrical function of an electrical switch or dial, 3 per attempt to control an appliance, 10 per attempt to control a car, 15 to control an energy weapon, cyborg limb, or large vehicle (tanks, 18-wheel trucks, jets, etc.), and 25 or more to influence robots, robot vehicles, power armor, and other high-tech creations (or living creatures like other D8-Blues and APS: Electricity characters!) Parries take a varying amount of I.S.P.tm to perform, but in general they cost 1 I.S.P.tm per 5 points of damage or fraction thereof.

2. Radio Frequency Manipulation: It is possible to distort all or selected radio frequencies within a radius of 50ft +10ft per level. The affected targets are unable to send or receive recognizable radio signals. On the flip side, the character can also boost the range of a single radio transmitter by 25%. The character can also sense when he (or the vehicle he is in) is being tracked by radar (60% +3% per level) and can also detect bugs and sensors (basically, anything that receives or transmits radio signals) with a range of 10ft +2ft per level and an accuracy of 30% +5% per level (automatic - GMs should roll whenever one is in the area or when the character is attempting to detect them). Radios, televisions, microphones, and bugs of all kinds can be affected. These require concentration also - the previous distortion power can't be used while radio frequencies are being focused on.

I.S.P.tm Cost: None - automatic!

3. See Electromagnetic Energy: With a range of 30 feet plus 5 feet per level, the character has the ability to see most of the EM spectrum. This includes standard visible light, infrared, ultraviolet, power waves (can see if machines are turned on/have an energy flow), radio waves (can actually see radio signals, transmissions, and receptions), and higher forms of EM energy like X-rays and gamma rays (so he can see areas and beings of radiation). It is essentially a very short range version of Super Vision: Electromagnetic Sight.

Through a simple wall or door the character can also see living creatures - he can pick them out by their body heat and neuroelectric activity. Any obstacle thicker than about 12 inches, made out of metal, or that has a large number of wires carrying electricity within it will be impossible to see through. Depending on the powers possessed by the object/ person targeted by EM vision, the character may have an easier or harder time of picking out living creatures (a being that is naturally radioactive could be seen by the mutant through more obstacles).

The character has a 50% chance of being able to see invisible creatures - roll once per encounter. The nature of the invisibility doesn't matter.

I.S.P.tm Cost: 5
Duration: One melee per level of experience.

Limitation: Normal psychics cannot select this power until level three, and must have Electrokinesis and Sense Energy (look for it under the 'Sensitive' powers of these new psionic powers). D8-Blues can select this power at level one.


Electrokinetic Blast (special!)

Range: 400ft +50ft per level of experience.
Duration: Three minutes per level of experience.
I.S.P.tm Cost: 15
Save Throw: Dodge
Attacks Per Melee: Each EK blast counts as one melee attack or action. Simultaneous divided blasts also count as one melee attack.
Damage: 2d6 S.D.C.tm +1d6 per additional level of experience. In Rifts® the blasts can do equivalent M.D.C.tm (can be switched to do either S.D.C.tm or M.D.C.tm damage.
Bonuses: +3 to strike if an aimed shot, +1 to strike if shooting wild. Neither is applicable to divided attacks. Add +1 to strike at levels four, seven, and ten. No other bonuses are applicable.
Limitation: For a normal psychic to acquire this power, he must have Electrokinesis. This power will cost an extra 10 I.S.P.tm to initiate but is the same in all other respects. Consider this a 'Super' psionic power.

This ability is very similar to the mutant Energy Expulsion abilities. The advantage over those powers is that the D8-Blue has phenomenal control at level one and the range of his powers increase with experience. The drawback is that some psychic energy is required to 'activate' the power.

At level one, the character can control the damage of the blast in increments of 1d6. He is also able to do a 'divided' attack just like mutants can! Divide the normal strike bonus among the targets and apply it to each of the strike rolls. The psychic can hit any number of targets, provided each is targeted with at least 1d6 damage! The damage can be divided between the targets as the psychic desires, but the total damage cannot exceed the normal damage of an EK blast.

An example: A level seven D8-Blue is facing off against five opponents. His EK blasts do 9d6 S.D.C.tm damage and he has a +5 bonus to strike. He could hit them all almost equally, sending four 2d6 S.D.C.tm blasts to four opponents and one 1d6 S.D.C.tm blast against one. Each blast would have a +1 bonus to strike (his +5 strike bonus divided by five). Instead he chooses to make more of an impact with the three lackeys of the group and does three 3d6 S.D.C.tm blasts against each of them, making two of the blasts have a +2 bonus to strike and one blast have a +1 to strike. The total damage is 9d6 S.D.C.tm and the total strike bonus is +5.


Energy Resistance (special!)

The character is impervious to all forms of electrical damage, and also takes only half damage from all other types of energy attacks (particle beams, pure energy, radiation, fire/heat, darkness, etc.) This power is automatic, constant, and costs no I.S.P.tm to use.


Sense Energy (special!)

Range: 200ft plus 50ft per level of experience.
Duration: Automatic and constant.
I.S.P.tm Cost: None
Save Throw: None
Base Skill: 60% plus 5% per level of experience.

Through feeling the flow of electromagnetic energy in the nearby area, it is possible for the D8-Blue to track and judge the strength of the flow of electricity, power sources/ cells, nuclear reactors, alien power systems, etc. The zapper can sense pretty much the exact location of the power flow and judge its quality (normal, too low, dangerously high). A failed skill roll means only 1d4x10+20% of the power sources could be sensed (strong ones are never missed)

Note: This power can be used to detect oncoming energy blasts and to sense electromagnetic energy patterns like Alter Physical Structure: Electricity characters. When this power is in use, the character is +2 to dodge any energy based attacks (particle beams, pure energy, darkness attacks, electrical, radiation, or fire/ heat blasts).


Telemechanics:

Same as the super psionic ability, but the eletrokinetic only needs to spend 6 I.S.P.tm to activate it.


Other Psionic Powers:

The D8-Blue doesn't have Electrokinesis in the normal sense. Technically, he doesn't have Electrokinesis but in a practical sense, he does. All his initial powers are greater than the abilities offered with normal Electrokinesis. At every additional level of experience, the player selects one new psi-power from among the healer or physical minor psionic powers and one new power from among all three minor psionic categories

At level one, the psychic may choose two healer psionic powers, two physical psionic powers, and three minor psionic powers from among all the minor categories. He also has the minor psionic power of Machine Ghost (see Psyscapetm). Every time a new level of experience is gained, the character gains another two minor psionic abilities. The character may pretty much select any minor psionic power except the following: Alter Aura, Astral Projection, Clairvoyance, Deaden Senses, Ectoplasm, Ectoplasmic Disguise, Empathy, Object Read, or Presence Sense. In general any ectoplasmic or hyper-sensitive powers cannot be selected. Telepathy and empathy are available, however.


D8-Blue Developed Abilites:

Choose two at level one, choose one at level two, and then select one more at every odd numbered level of experience (3, 5, 7, 9, etc.) All these powers are equivalent to super psionic abilities.

Absorb/Generate Electricity:

Range: Touch
Duration: Varies, usually instant.
I.S.P.tm Cost: Varies
Save Throw: None
Limitation: Normal psychics cannot select this power until level three, and must have Electrokinesis. D8-Blues can select this power at level one.

Unlike the other powers and the generation of electricity for destructive purposes, this power lets the psychic charge devices with energy. For a mere 1 I.S.P.tm a battery powered gadget can be powered. 3 I.S.P.tm will power most modern appliances, like coffee makers and televisions. 6 I.S.P.tm will power a personal computer, a coin-op arcade game, or 10 lights in a room. 15 I.S.P.tm can power an automobile or propeller driven airplane, while 25 will give a tank or other heavy duty vehicle the necessary energy to operate. E-clips for energy weapons can be fully charged for 20-30 I.S.P.tm (it varies depending on the capacity of the e-clip). M.D.C.tm energy weapon E-clips can be fully charged for 50-70 I.S.P.tm The duration of the charge given to appliances, computers, vehicles, etc. is five minutes per level of experience.

For a third of the above I.S.P.tm costs, the psychic can also drain electricity out of batteries, appliances, and vehicles. In the case of draining vehicles, power armor, robots, cyborgs, etc. the drain results in a temporary power loss that the machine will recover from in 1d4 minutes +1 per level of the shocker.

A more offensive use of this power can be applied in combat. This power enables the psychic to channel powerful currents of electrical energy through his hands into devices. If this power is used on a living creature, it has the following effects: It does 1d6 damage directly to hit points per attack, victims must save vs pain (14) or be severely stunned for 1d4 minutes - the penalties of this stun attack are the loss of initiative, the loss of two attacks, and a -4 to strike, parry, and dodge. A maximum of three such attacks can be made per melee. One shock touch costs the psionic 10 I.S.P.tm. If applied constantly for a full melee (most likely on a restrained target) the victim will take 1d4x10 damage direct to hit points. This requires 25 I.S.P.tm In a Rifts® environment, this power will do M.D.C.tm to M.D.C.tm beings and hit point damage to S.D.C.tm creatures.


Alter Physical Structure: Electricity

Range: Self only
Duration: 10 minutes per level of experience.
I.S.P.tm Cost: 30 (reduce to 25 at level five and to 20 at level eight).
Save Throw: None
Limitation: Cannot be selected until level three, plus the D8-Blue must have Personal Electrokinetic Force Field. Normal psychics cannot acquire this power.

This is an extreme variation on the major super ability of APS: Electricity. Instead of gaining attack powers (which pale in comparison to the normal powers of the D8-Blue), the character aquires greater defensive powers. While transformed into electricity, the character gains an A.R. of 8, +1 more at levels four, eight, twelve, and fifteen. The character also gains a +10 bonus to the Spd. attribute and a +1 to initiative and a +2 to dodge when in the electric form. The transformation He also gains the defensive benefits of the Personal Electrokinetic Force Field - in a sense, he 'becomes' this force field. His physical S.D.C.tm goes away and in its place you would use the S.D.C.tm from the force field power. The main difference between the two powers is that he can't extend his electrical field around other people to protect them when he is transformed into electricity.

The zapper can also propel himself short distances by transforming into 'lightning mode.' The transformation lasts for just a few seconds (two melee actions) and can take the character up to a mile away. The speed ranges between 200 and 300 mph, no slower. By using this as a ramming attack, he can cause 1d4x10 damage +2 points per level of experience. It is +2 to strike, in addition to any combat bonuses. In this form, the character is not hindered by gravity - he could actually zap himself right into the corner office of the 45th floor of an office building from street level.

As a side effect of the transformation into living electricity, the character can enter electrical systems! He can jump into an electric socket and travel in the wires and cable of our modern system of electrical distribution! The speed of this travel is about 1000 mps (340 mps), so the character can go from Los Angeles to New York City in about five seconds! This is only possible in a techologically advanced society. Without cable to carry the electrical form of the character, this quick transportation is not possible.

Since the character becomes a creature of electrical energy, he is also able to mentally 'hack' computer systems in this form. Add a +10% bonus to any computer skills - the drawback is that the character can be physically harmed in cyberspace!


Bio-Regeneration: Super:

Same as the super psionic ability, but the electrokinetic only needs to spend 15 I.S.P.tm to activate it.


Control Static Electricity:

Same as the major super ability. This is only available to D8-Blues. The electrokinetic needs to spend 10 I.S.P.tm to activate it and it will last for five minutes per level of experience.


Create Electrical Field

Range: Ten feet plus two feet per level of experience.
Duration: Two melees per level of experience
I.S.P.tm Cost: 8 per melee (reduce to 6 per melee at level five and to 4 at level eight).
Attacks Per Melee: Creating and maintaining the field counts as two actions per melee. Remaining melee actions can be used to perform normal attacks, dodges, and parries.
Damage: 4d6 per five seconds (about 2-3 melee actions), or a total of 1d6x10+10 damage per melee. In Rifts® the field can do equivalent M.D.C.tm (can be switched to do either S.D.C.tm or M.D.C.tm damage. Everyone and everything in the field of effect takes damage.
Save Throw: None - get out of the way!
Limitation: Normal psychics can acquire this power after level three, and must have the super psionic power of Electrokinesis. It also costs normal psychics 10 I.S.P.tm to create it (they get no cost reductions with level increases). D8-Blues can acquire it at level one.

This psychic power is very much like the mutant power of Energy Explusion: Electrical Field (page 231 of Heroes Unlimitedtm, 2nd edition).


Electrokinetic Blast: Master

Range: 600ft +50ft per level of experience.
Duration: Five minutes per level of experience.
I.S.P.tm Cost: 15
Save Throw: Dodge
Attacks Per Melee: Each EK blast counts as one melee attack or action. Simultaneous divided blasts also count as one melee attack.
Damage: 4d6 S.D.C.tm +1d6 per additional level of experience. In Rifts® the blasts can do equivalent M.D.C.tm (can be switched to do either S.D.C.tm or M.D.C.tm damage.
Bonuses: +3 to strike if an aimed shot, +1 to strike if shooting wild. Neither is applicable to divided attacks. Add +1 to strike at levels four, seven, and ten. No other bonuses are applicable.
Limitation: Normal psychics can only acquire this power if they have the super psionic power of Electrokinesis.

This power is an 'upgrade' to the D8-Blue's normal Electrokinetic Blast power. The 'master blaster' can fire even stronger bolts of EK energy with more range, all for the same I.S.P.tm cost.

The master blaster can also perform a super EK blast for 10 I.S.P.tm per blast, in addition to the normal activation cost for the master ability. The super blast does an extra +5 damage per level of experience and requires two melee actions to perform. At level six, increase the damage bonus to +10 per level instead of +5 per level.


Electro-Whip:

Cannot be chosen until level three. Basically, this power is the same as the super psionic ability of Psi-Sword. The zapper only needs to spend 20 I.S.P.tm to create an Electro-Whip. The range of the whip is six feet, +6 inches per level of experience. The E-whip is +1 to entangle, and while a victim is entangled he will take damage every melee action until he can escape. Escape from this entanglement requires a dodge with a -4 penalty, while the the shocker rolls a 'maintain entangle' roll with his +1 bonus and any W.P. Whip bonuses. The appearance of the whip must be selected at the time the ability is acquired - unlike the Psi-Sword, the Electro-Whip's appearance cannot be dynamically changed. Normal psychics cannot select this power.


Extraordinary Physical Prowess:

Same as the minor super ability. This is only available to D8-Blues. It is automatic and requires no activation cost.


Healing Factor

Range: Self
Duration: Constant
I.S.P.tm Cost: None - automatic!
Bonuses: See below.
Save Throw: None
Limitation: Normal psychics cannot select this power until level three, and must have Bio-Regeneration (or Electrokinesis) and Bio-Regeneration: Super. D8-Blues can select this power at level one, but Bio-Regeneration: Super is still required.

This is a variation on the minor mutant super ability of the same name. The following abilities and bonuses are gained:
  • +20% to save vs coma/death
  • +3 to save vs magic, poisons, and toxins.
  • Can instantly regenerate 2d6 hit points (or S.D.C.tm, or M.D.C.tm) at the cost of 15 I.S.P.tm and one melee action. This can only be done once per day, per level of experience (being fourth level means you can heal four times a day). This is in addition to recovery via Bio-Regeneration and Bio-Regeneration: Super.
  • Resistant to drugs, toxins, and poisons. When the character fails a save throw against them, their effects and damage are one-third the normal rate.
  • No scarring when healed.
  • Broken bones heal completely, without any sign of having been broken, at a rate 10 times faster than normal. Most bones will heal within 8-14 days, instead of 11 to 15 weeks.

  • Personal Electrokinetic Force Field

    Range: Self and one other (if held closely when the field is created).
    Duration: Three minutes per level of experience.
    I.S.P.tm Cost: 20
    Maximum S.D.C.tm of the Force Field: Five times the character's M.E. attribute, plus 10 per level of experience.
    Attacks Per Melee: Costs none to enable the force field, as it is automatic. It reacts with the speed of thought.
    Bonuses +2 to use as a defensive action, +1 more at levels four, eight, and twelve.
    Save Throw: None
    Limitation: Normal psychics can only acquire this power if they have the super psionic power of Electrokinesis.

    The character can generate a protective electrokinetic field around himself to absorb damage. It has a base S.D.C.tm equal to five times the M.E. attribute plus 10 per level of experience. So, at first level a character with an M.E. of 20 should have a force field with 110 S.D.C.tm The force field regenerates 2 S.D.C.tm per minute when in use, and every 1 I.S.P.tm spent can increase the existing S.D.C.tm by five points (but not past the total S.D.C.tm limit).

    The force field also causes 3d6 damage to anyone within six inches of it (or anyone who attempts to punch or kick the character). This is added to the damage of hand to hand attacks, and anyone touching the character or striking him with metal weapons will take 3d6 damage also, since the metal will conduct an electric charge. The character can briefly supress his field for up to two melee actions, long enough to grab ahold of a comrade. When the field comes up again both the character and his friend will be protected - but while the field is supressed, it will not protect the character.


    Telekinesis: Super:

    Same as the super psionic ability.


    Telemechanic Mental Operation:

    Same as the super psionic ability (see Psyscapetm). It only costs the D8-Blue 10 I.S.P.tm to perform.


    Telemechanic Paralysis:

    Same as the super psionic ability (see Psyscapetm). It only costs the D8-Blue 15 I.S.P.tm to perform.


    Telemechanic Possession:

    Same as the super psionic ability (see Psyscapetm). It only costs the D8-Blue 40 I.S.P.tm to perform.