Awakened P.C.C.

Created by Brett Hegr
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The Awakened is a term for a person who has successfully learned to develop and channel a force known as 'kundalini,' a powerful and dangerous psychic energy. Believed to be housed in the chakra (Sanskrit for wheel) located at the base of the spine, it lies dormant in almost all people. Kundalini is sometimes thought of as a snake that travels up the spine when awakened. Those in who it arises commonly report a sharp pain or spark at the base of the spine that crawls up to the brain along the spinal cord. On some occasions, it is temporarily and involuntarily awakened, allowing a person to lift a car off a loved one or fall from a great height without suffering severe physical damage. This energy does have it's dangers, though. A person whose kundalini has been awakened and has no understanding of it can die. Common food and drink becomes unpalatable and undigestible, and the body strives to adapt to the energy by becoming super-efficient. If the person cannot control and shape it, their body will fail from the strain.

The Awakened have learned to conciously direct the flow of kundalini, and so have turned their quest for enlightenment inwards. It purifies their body, strengthening it to metahuman levels. It also allows them to develop vast psionic abilities. They have trancended the human condition and become truly spiritual beings. The vast majority of Awakened are of a good alignment, though evil ones do exist. In general they are very calm, wise, and insightful individuals who try to use their abilities and understanding for the common good. The source of their power is primal and spiritual. It is a product of the highest level of conciousness.


Special Abilities:

1. I.S.P.tm: The Awakened has a base I.S.P.tm of 1d6x10+90 in addition to the M.E. attribute. The character gets an additional 10 I.S.P.tm per each additional level of experience. The character saves as a master psionic (must roll a 6 or higher - other M.E. bonuses are not applicable). I.S.P.tm recovers at 2 per hour of activity or 8 per hour of sleep.

2. P.P.E.tm: The amount of P.P.E.tm posessed is minimal - roll 1d4.

3. Bonuses: The character gets a bonus of 1d6+4 added to the M.E. and the P.E. attributes. If after adding the bonus they are less than 20, increase to 20. The player also gets a bonus of +2 vs. magic attacks, +2 to perception, and +8 vs. Horror Factor. They are also impervious to all forms of possession. The extraordinary energy they have released has made them far more healthy and attuned to the Megaverse® around them.

4. Initial Psionic Abilities: The character posesses the psionic powers of Astral Projection, Clairvoyance, Mind Block, Sixth Sense, Sense Evil, Total Recall, Levitation, and Summon Inner Strength. He may select an additional four minor psionic abilities and may also choose three Super psionic powers with the usual level restrictions. At levels two and three the character may choose two minor psionic powers and one Super psionic power. At level four and beyond, select a total of two psionic powers from any of the categories. See this file for more abilities. These psychics do not require the abilities of See Aura or Advanced Trance State.

5. Astral Vision: Constant and automatic, and can be turned on and off at will. This is a derivative of the See Aura psionic power, with elements of See the Invisible and Presence Sense. The range of this ability is equal to the line of sight of the character. The character can see all astral travellers, invisible creatures, entities, ghosts, souls, and all other kinds of energy patterns including magic energy in addition to any areas where the astral realm intersects with the physical. The psychic can determine the general nature of the percieved life forms (human, entity, vampire, mutant, psychic, etc.), their general alignment (good, evil, or selfish), and their true form (useful against shapeshifters).

The use of psionics and magic creates a surge in the user's aura just before use and is easily percieved by the psychic. This grants the person using Astral Vision an extra +2 vs psionic and magic attacks and a +4 bonus to dodge and parry the psychic attack if it is physical in nature, allowing a person a better chance to escape a physical assault like Telekinesis, Fire Ball, Mind Bolt, Magic Net, etc.

6. Physical Abilities: The flow of kundalini has greatly strengthened the physical body and made superhuman feats possible. An Awakened can jump six feet straight up or ten feet lengthwise from a standing position, double those numbers with a running start. The character is also effectively a supernatural being - all attributes are considered supernatural. The character gets an S.D.C.tm bonus of +30, has an A.R. of 8, and their hit points increase by 1d4+2 every level of experience (instead of the usual 1d6). In Rifts®, the character's hit points are to be considered M.D.C.tm equivalents.

7. Physical Control: Kundalini has also refined the body's natural processes and purified them. The character is immune to all forms of physical and disorders and alterations. This includes disease, magic curses, metamorphosis spells, bio-wizard alteration, petrification, and psionic bio-manipulation, among others. Against mental attacks such as magical domination, hallucinations, psionic mind trip and empathic transmission, the character gets an additional +2 save throw bonus. Toxic gases will affect the character, but are half as effective. Besides, the Awakened can hold their breath for one minute per P.E. point. The character need only eat one light meal a day and drink 8 ounces of water, and can survive a week without water and a month without food with no penalty.

To keep their bodies working at peak efficiency these characters drink pure water and are usually strict vegetarians, probably even vegans. Fish or bird meat usually makes the psi mildly nauseous for 1d4+1 hours (-2 on initiative and loses one attack). Pork or any red meat causes more intense nausea and cramps for a day! During this time all skills and combat bonuses are reduced by -25%, and one attack is lost.

8. Meditation: A more powerful kind of meditation than that known to most psychics. In the trance the character draws in prana (breath/air/vitality) and uses that energy to restore his own. These characters do not sleep, but meditate. An hour of meditation is equal to two hours of sleep for them. I.S.P.tm is recovered at an incredible 20 per hour of meditation. While in the meditative trance, the character also recovers 1 hit point and 1d4 S.D.C.tm per hour (or 1d4 M.D.C.tm) and levitates one to three feet off of the ground. Sensitive psychic abilities used while in the trance are increased in range and duration of 50%. Abilities such as Clairvoyance and Exorcism gain a +20% bonus to success. The Awakened being is keenly aware of what goes on around him and can rouse himself instantly to defend himself. This kind of meditation is possible for 24 hours per level of experience!

The character can also survive in a form of biological stasis for 12 hours per level of experience. Here, the healing is reduced to 1 hit point and 1d4 S.D.C.tm point per hour (or 1 M.D.C.tm) and there are no psionic power bonuses or enhancements. Instead, eating and drinking is not necessary. Also, the metabolism is slowed to one- tenth the normal rate. Only one- tenth of the normal amount of air is needed and poisons and toxins are also halted and the body has the needed time to dispense of them (stasis must be maintained for at least a day for this to happen).


Attribute Requirements: An M.E. of at least 13 and a P.E. of 12 or more. A high I.Q. is also beneficial, but not required.
Alignment: Any, but few many are evil.
Experience Point Table: Same as the Mind Melter

P.C.C. Skills:
Choose two languages at 98%, literate in one at 98% and the other at +30%
Dance (+20%)
Wilderness Survival (+5%)
Lore: Religion (+30%)
Athletics
Mathematics: Basic (+30%)
Identify Fruits and Plants (+10%)
Hand to hand: Basic

Hand to hand Expert can be selected at the cost of one 'other' skill,
or Martial Arts (or Assassin) at the cost of two 'other' skills.
P.C.C. Related Skills: The player may select six other skills from the categories listed below. At levels three and eight the player can pick another two, which begin at base level.
Communications: Radio Basic only
Domestic: Any (+15%)
Electrical: Basic Electronics only.
Espionage: None
Mechanical: Basic Mechanics and Auto Mechanics only.
Medical: First Aid or Paramedic (+5%) or Holistic Medicine (+10%)
Military: None
Physical: Any except Pilot Robots & Power Armor (+10%)
Pilot: Any
Pilot Related: Any
Rogue: Any except Computer Hacking.
Science: Any (+10%)
Technical: Any (+10%)
W.P.: Any
Wilderness: Any (+5%)
Secondary Skills: The player can choose four secondary skills from the above categories but does not get to apply the stated bonus.

Standard Equipment: Contemporary characters will have a place to live, a car or motorcycle 1d6 years old, and posessions worth a value listed under the money section. Rifts® characters have a few sets of travelling clothes, sleeping bag and one-man tent, back pack or knap sack, canteen, sunglasses, a knife (1d6 S.D.C.tm damage), an air filter, and personal items.

Weapons: Prefers to rely on their natural abilities, but do occasionally use weapons. None initially unless bought with money/credits.

Money: Conteporary characters have 2d4x100 in cash, 1d4x1000 in posessions, and savings of 1d4x1000 dollars. Rifts® characters will have 3d6x100 in credits and 1d4x1000 in reasonable posessions. These characters are not particularly interested in material gain.

Cybernetics and Bionics: Will never consider bionics. Bio- prosthetics will be considered only for medical reasons.