Major Super Abilities (part 3)
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Unless otherwise stated, all powers were created by
Brett Hegr
1. Special Minor Ability:
The character may choose one of the following minor powers as part of
this major ability: Barrier Force Field,
Personal Force Field, Power Channeling, or
Flight: Wingless (no S.D.C.tm bonus is
gained). The power is based in some way on the character's control over
kinetic energy, but can be used separately from the other aspects of
this power. If the player desires, abilities #2 and #7 can be
sacrificed in order to select a second minor ability from the previous
list.
2. Kinetic Aura:
The character radiates a protective shield that causes all kinetic
attacks to do half damage. This is an instinctive and constant use
of the power. If the character so desires, he can also become totally
impervious to kinetic assaults. The concentration required to do this
imposes a -2 on initiative and the loss of one attack. While this is
being done, the character cannot use abilities 4-6.
3. Boost Kinetic Energy:
Like the Manipulate Kinetic Energy ability, only better. The character
can triple the range and double the damage of a thrown object.
Hitting objects beyond the normal range is done at a -2 penalty. The
character need only hold an object for a moment to infuse it with the
kinetic energy. This can be done with a brief touch and combined with
the throwing of the energized object. Damage is unaltered.
4. Kinetic Barrier:
The character can create a momentary field of kinetic energy that will
block all incoming kinetic attacks (does not defend against energy
attacks). This ability can be used to deflect an oncoming enemy or a
hail of bullets. Add +2 to use as a parry, +1 more at levels three,
six, nine, and twelve. Also add a +1 to deflect/ parry to for an M.E.
of 16-21, a +2 if the M.E. is 22-27, or a +3 bonus for an M.E. of 28
or higher. No other bonuses can be used (entirely mental). The character
can affect about a 45 square foot area +5 feet per level. A kinetic
barrier requires one melee action to create but can absorb almost any
amount of damage (anything over 500 S.D.C.tm
in kinetic damage is instead cut in half).
5. Light Kinetic Pulse:
Range: 300ft +25ft per level.
Damage: 1d6 damage +1d6 per level of experience.
Duration: Instant
Attacks Per Melee: Each pulse counts as one melee action.
Bonuses: +3 to strike aimed or +1 to strike wild.
In Rifts®: Increase damage to 6d6 S.D.C.tm
+1d6 per level.
A light burst of kinetic energy, which is about the equivalent of a
very strong punch. This is variable in increments of 1d6 damage, even
at level one. Divided attacks are possible at level three.
6. Strong Kinetic Pulse:
Range: 575ft +25ft per level.
Damage: 6d6 damage, +1d6 per level of experience.
Duration: Instant
Attacks Per Melee: Each pulse counts as one melee action.
Bonuses: +3 to strike aimed or +1 to strike wild.
In Rifts®: Increase to mega- damagetm.
A much stronger kinetic pulse. This is enough to shatter glass and
knock people off their feet. Damage can be controlled in 1d6 increments,
even at level one. Divided attacks are possible at level three.
7. Physical Enhancement:
Range: Self
Damage: Add another +2d6 damage to hand to hand attacks.
Duration: As long as maintained.
Bonuses: +2 to initiative, +2 to parry and dodge,
and +4 to pull punch and to roll with punch, fall, or impact.
Limitation: Engaging this enhancement requires one melee
action of focus, and abilities 3-6 cannot be used while this is
performed.
In Rifts®: Increase the hand
to hand attacks to mega- damagetm
intensity, or instead add +2d6 damage.
The character is able to internalize his kinetic powers and boost his
own physical capabilities. He can move faster, hit harder, defend
himself easier, and jump a number of feet equal to his M.E. and P.S.
combined (vertically or horizontally). For anyone with a powerful
jumping ability, increase jumping distance by +25%. The character's
Spd. attribute is doubled, or add 20% to the top speed for super
speed characters. Also add +5 to the P.S. and change it to
Extraordinary (or Superhuman if already Extraordinary).
With this ability in use the character can parry bladed weapons and
bullets with his bare hands, but failure means that he takes
damage as normal (meaning half damage from kinetic attacks). The kinetic
energy also provides the mutant with a +2 to initiative, +2 to parry and
dodge, and +4 to pull punch and to roll with punch, fall, or impact.
If an automatic dodge is possessed, add a +1 to the auto dodge.
Created by Andrew Darling
This is the ability to spontaneously create solid, liquid and gaseous
matter seemingly out of thin air. This ability allows the user great
versatility, allowing him to create walls, clothing, weapons, chemicals or
even simple devices as needed.
1. Simple Creation:
The user may create 100 pounds of matter per point of Mental Endurance.
This range of this ability is 60 feet plus five feet per level. The
material will exist for five minutes plus 1 minute per level unless
allowed to dissolve earlier by the user. A created object may last
indefinitely if in constant contact with the creator. Creation costs
one attack. The total S.D.C.tm of
created material may never exceed 50 times the M.E. of the creator.
Items that can be created using simple creation include brick walls,
metal cages, large masses of water (great for vampires!), etc.
2. Advanced Creation:
This ability allows the creator to generate speciallized items that
require thought in their design, composition, or appearance. A creator
may generate ten pounds per point of M.E. of these advanced items with
the same S.D.C.tm restriction as simple
creation. Advanced creation costs two attacks, and an appropriate skill
roll must be made; mechanical engineering for devices, chemistry for
substances, NBC warfare for truly vicious things. All these rolls suffer
penalties due to complexity as determined by the GM. Only simple devices
are possible - a revolver or parachute being about the most complex. High
quality swords (+1 to strike, parry, and/or damage) are also possible with
weaponsmithing skills. Electronics are simply not possible. Dangerous
chemical substances may react very violently when the skill/creation roll
is failed. All these items have the same duration restrictions as simple
creation.
3. Transmutation of Matter:
This is most useful if the character has some science skills, such as
Chemistry or Physics. With a touch the character can turn one substance
into another similar substance. This isn't as hard as you think - lead
and gold are only different by one proton, and a diamond is just
crystallized carbon. This process requires a skill roll for either
Chemistry of Physics (one may be more applicable than the other at times)
with a -20% penalty. If the roll is successful then the change takes
place, but if it fails there is a 5% chance (reduce to 3% at level
six) of the target matter losing molecular cohesion and disentigrating.
The transmutation process is difficult and time consuming (one minute per
five pounds of matter with full concentration required), but has the benefit of
being permanent. Lead can be turned to gold, coal can be turned into
diamonds, and water can be turned into wine.
If the character possesses either Physics or Chemistry, add a +20%
bonus to the one skill. If both are known, add +10% to each. If the
character has neither, give the character an 'instinctive' Chemistry
and Physics skill with a 10% base skill +3% per level for each.
4. Encase in Matter:
This attack has a range of sixty feet plus five per level, and the
resulting matter will last 5 minutes plus 1 minuter per level. It may
be used either with simple creation (a block of metal for instance) or
advanced creation (handcuffs). It requires a strike roll (without
bonuses) in addition to applicable skill rolls.
5. Matter Expulsion:
This can take the form of firing off created material or dropping created
material atop someone. The range for firing off material is 100 ft plus
10 feet per level and the damage is 3d6 plus 1d6 per level. The applicable
bonuses are +3 for an aimed shot and +1 for wild; P.P. bonuses may be included.
Dropping material upon someone is -2 to strike without P.P. bonuses and may do
between 1d6 and 1d6x10 depending on size of the object. The range is sixty
feet plus 5 feet per level. This is similar to Ranged Attack: Substance, but it is much more
varied in capacity and grows in strength with the character.
6. Limitations:
- Simple biomatter (hair, mucus, proteins, and amino acids for example) can
be created, but the mutant cannot create or transmute living matter or a dead
equivalent of a living creature. Living creatures have incredibly complex
chemistry and internal structures. If a GM allows this he should require an I.Q.
of at least 20, enforce a Biology skill roll, a skill penalty of -15% for simple
life forms (bacteria up to cockroaches), a -30% penalty for small creatures
(birds and rodents) and a -50% penalty for anything bigger (from chimpanzee
to elephant). Plant life is easier to do, and only carries half the penalties for
plant life of equal size.
Created creatures possess no P.P.E.tm, no
I.S.P.tm, and none of the normal psychic powers
possessed by high intelligence animals. The created animals are mimics of form
only - a created dragon will have none of the natural powers or magic skills of
a real dragon, just a near equivalent toughness and combat capability. The created
life form will be very simple-minded and won't obey the matter creator (he has no
power to control, just create). However, the created creatures are -4 or -20% to
save vs mind control.
The ability to mentally 'link' with any kind of machine, to the point
where it reacts to thought more than triggers and buttons. The power
is expanded from the version found on page 282 of Heroes Unlimitedtm.
1. Computer Merge:
Exactly the same as the listed ability. The character may be
prevented access by sophiticated programs (to include AI programs) and
high- level security, but has the capability to work around these blockades
with some successful Computer Operations and Computer Hacking rolls. If
the character doesn't have the skill of Computer Hacking, they have a
natural proficiency with a base of 30% +5% per level of experience. Those
who do have hacking skills get the usual +20% bonus.
2. Understand Alien Technology:
The character has the capacity to understand alien technology, state of
the art human technology, and Psi- Mechanictm
and Techno- Wizardtm devices. The base
skill is equal to 50% +4% per additional level of experience.
With the proper tools and enough time, the character can also learn how
to repair and operate any device. If the device was just found, impose a
-40% penalty. If the character can study it for a few days (or the device
is relatively simple), the penalty is reduced to -20%. After studying a
particular device for a week or so, there is no penalty at all. Note that
the character probably won't have the ability to use Techno- Wizardtm
or Psi- Mechanictm devices (see the
Overload minor power for a possible sidestep).
3. Understand Common Technology:
Within seconds of touching any well- known machine, the character
becomes aware of any problems plaguing it (a scratched hard disk, faulty
cooling system, clipped brake lines, burned out power core, broken
power cables, electrical short, etc.) and how serious the problem is.
Anything that is contrary to the 'natural' state of the device will be
sensed. Thus, if a bomb was placed underneath the driver's seat it
wouldn't be sensed. If that bomb were instead hidden inside the engine in
a way that disrupted functioning, then a problem with the engine
would be sensed.
The character's knowledge of a well- known machine he is in contact with
has a base skill of 70% +5% per additional level of experience in regards
to schematic, operational, and compositional data. Use the mechanics and
electrical skills for repairs - the base skill is only for knowledge
about the specific machine.
4. Vehicle Operation Bonuses:
When piloting a machine, the character can forge a mental link with the
machine and gain the following bonuses (in addition to applicable ones
listed below):
- One additional attack per melee
- +1 on initiative
- +2 to strike with all weapon systems
- +1 to strike with a punch, kick, or body block
- +1 more to strike with a flying melee attack
- +2 to pull punch
- +2 to roll with impack
- +2 to parry normally, with hands and arms
- +1 more to parry with hand to hand weapon systems (vibro blades and such)
- +3 to dodge on ground and +4 in the air
If piloting a land vehicle that can move at a speed greater than 60mph, the
character can even dodge with the vehicle, whether it is a tank or '67
Mustang.
5. Other Bonuses:
The character's natural talent with machinery provides him with a
+20% bonus on all piloting, pilot related, computer related,
electrical, and mechanical skills. The character also gains a +2
bonus to strike (aimed or burst fire) with vehicle weapon systems,
energy weapons, artillery weapons, and all manner of firearms.
Created by Chris Gileppa
This power was requested by a friend of mine after he read
the Warlock series of books. The ability was originally
a psionic power, but due to it's power level I suggested
that it would be more appropriate as a major power.
As a start, the character possesses the minor super ability of
Extraordinary Mental Endurance.
The characters mind is effectively 'invisible'. All attempts
of attack, detection, etc. that target the mind will be rendered
ineffective, even when the character is standing right in
front of them! It's like a very thorough Mind Block.
Any attacks against the mind directed in the characters way will
not find there mark, it's as if there is nothing there to hit. See
Auras will register the character as nothing special (even if he
has vast psionic and super abilities) and Presence Sense can't
detect the character!
In fact the power is so effective, the character himself cannot
use any psionic powers he may possess while his mind is invisible
unless he pays double the I.S.P.tm
cost. Dropping the invisibility (can't be done until level three)
allows the character to pay the normal cost.
Duration: At first the character cannot control his power
and it is constantly on. At third level he can become 'visible' for
ten minutes per level, and at level seven the character learns to turn
his power on or off at will. This might be useful sometimes - like
when telepathic contact is necessary
Defenses: This ability provides protection against all mental
attacks. For game purposes the character is immune to mind control
and possession, any sort of Empathic Transmission and Bio- Manipulation,
all Mind Bleeder powers, spells like Calling and Id Barrier, and most
forms of paranormal sensing and targeting.
Bonuses: Against magical and psionic illusions, the character has
a +5 bonus to save. Also add a +2 vs Horror Factor.
This major power allows the character to use gravitational force (or
telekinetic, or electromagnetic, etc.) for flight purposes. It not only
serves as a short range telekinetic substitute but provides an excellent
means of mass transportation. People, animals, objects, just about
anything can be carried in the field provided the field can completely
surround it.
Movement Fields: One field can be created per level of
experience. The range is very short, a mere 6ft +3ft per level of
experience. This is the maximum area that can be affected, whether in
pseudo- telekinesis or mass transportation. Multiple fields can be
created so long as that when combined they are not larger than the
maximum field size.
1. Pseudo-Telekinesis: Actually, it's fine- tuned motion fields
used to push and pull objects. It cannot be performed while the character
is using one of the other three powers listed below.
The effect is equivalent to the minor psionic power of Telekinesis in
terms of bonuses, range, and strength and has no durational limits (used
pretty much at will, except in flight). However, the mutant has a weight
limit of 80lbs +10 per level and the range is limited to 18 ft +2 ft per
level of experience.
2. Personal Transportation: If using the field just for
himself, the character has a flight ability equivalent to the
Flight: Wingless minor super ability (no S.D.C.tm bonus though).
3. Mass Transportation: The character can use his fields
to carry a total weight of 2000lbs +500lbs per level, with a top speed
equal to the Flight: Wingless power. Every 250lbs (or fraction thereof)
reduces his flight speed by 10mph at levels 1-5, by 8mph at levels 6-12,
and by 5mph at levels 13+. It gets easier to manage weight as experience
increases.
4. Extending the Motion Field around a single large object
is possible, when the object won't fit within the character's normal
field. The concentration involved negates the ability to dodge (but
attempts to fire at the mutant would need to be called shots because of
the size of the large object). Use the speed reductions listed under
ability three.
The character could lift up a car or tank and use it as a massive
battering ram or bomb by extending his motion field around it and
propelling it at a target, then reducing the field to himself and
releasing the object. Liquids and gases can also be collected, contained,
and relased with this field, providing a useful way of dealing with
vampires, APS: Liquid, and APS: Vapor characters.
As implied by the name, the character is a near perfect specimen of
his race. All his attributes are as high as could be for normal
humans, plus a few are considered extraordinary. All senses work at
peak levels. His body is stronger, leaner, and faster than the normal
bounds of his species.
Note: The list of attribute modifications below is designed for
human and near- human species. The values should change for those
races with drastically different ranges for attributes.
Attribute Enhancements:
- All attributes that are less than 10 are boosted to a value of 10.
- The P.S., P.P., and P.E. are each increased to 20+1d4. The M.E.
and P.B. both raise to 16+1d4. The Spd. attribute is enhanced to
20+6d6. For attributes that are naturally rolled higher (before bonuses)
than the base numbers above, just add in the roll of the extra dice (a
roll of 23 for the Extraordinary P.E. means you add another 1d4).
- Select three attributes. Those three attributes, instead of the above
bonuses or changes, are Extraordinary as per the minor super abilities.
If desired, both Extraordinary Physical Strength and Superhuman Strength
may selected for that super- strong character.
Sensory Enhancements:
- Unless destroyed by the process of an Experiment or some genetic
fluke, all the character's senses function at pinpoint levels. His
visual range is one mile of distance and can see 20% more clarity
and color, perfect 20/20 vision. Hearing is so good as to catch a
conversation 150ft away and a pin drop at 30ft (+1 on initiative).
The sense of smell allows him to track by smell (30% +5% per level,
100ft range, -10% in the city) and sense extremes of emotions (40%
+2% per level, unreliable as a lie detector). Advanced taste lets
the character pick up the presence of poisons and toxins in what
he ingests (40% +4% per level, but some poisons/ toxins may be
tasteless and odorless). The fine sense of touch provides a +10%
to skills like picking locks, picking pockets, and other sleight of
hand skills, and can also pick up fine variations in texture and
temperature (down to about 3 degrees difference).
- If a heightened sense is possessed, use those bonuses and skills
instead and ignore the meager offerings above.
Other Abilities and Bonuses:
- Add +10 hit points and +20 S.D.C.tm
- Automatic dodge
- Fatigues at one- quarter the normal rate.
- Add +1 on all save throws.
- Heals at triple the normal rate.
A composite power by Brett Hegr, created with ideas by Dave Crowe and
The Magus
A more powerful version of the same minor ability. In addition to
summoning weapons is the option to create an energy field around
any existing object or weapon, to boost its damage potential. The same
abilities of creating thrown and hand weapons exist but are much
stronger, have more bonuses, more damage, and less restrictions.
Weapon Type and Damage: Choose one or roll to determine type. This
is a one time decision only. Each type has different properties.
In Rifts® all the weapons become mega- damagetm equivalents, able to both inflict and parry mega- damagetm attacks.
Thrown Weapon (01-30%): These are weapons like long bows, shuriken,
throwing discs, knives, hand axes, and other thrown or fired weapons.
- The weapon has 50% more range than a normal weapon of its type.
- The weapon is +2 to strike when thrown/ shot, +1 more at levels
three and seven, in addition to any P.P. or W.P. bonuses. It can be used
to block thrown weapons, energy attacks, and bullets (not bursts of them
though) with no bonus or penalty - takes one melee action to counter-
strike.
- The character gets an extra melee attack with the thrown weapon
at levels one, four, and eight.
- As an expert with thrown weapons the character is +1 to strike with
any thrown object, +1 more at level four, that he doesn't have a W.P.
with.
- One melee action is needed to create and throw the weapon,
not one to create and a second to use. The range weapon cannot be held
for much more than a minute without dissapating.
- Others can use the hand weapons that the character generates (within
100ft of him, or else they dissapate), but must use it within the
designated time limit they do not get any of the above bonuses. It takes
a melee action to generate a weapon and hand it to someone.
- The weapon does 2d6 damage at level one, +1d6 more at levels two,
four, six, eight, ten, and twelve. The damage can be fully regulated in
increments of 1d6.
- Ricochet strikes with the weapon are also possible. Each bounce
imposes a -1 strike penalty (-2 if bounced off a person or something
smaller). If used to hit someone from behind, there is a -4 penalty
to dodge (unless Radar is possessed, then there's no penalty - straight
roll of the die). Each time the weapon bounces it loses -1d6 damage
from the damage done to the final target, and each object that the
shot was ricocheted off of takes that 1d6 damage.
- At level three, it is possible to generate two weapons and fire/
throw them at two different targets. However, the character cannot
defend himself when doing so and the total strike bonus is divided
evenly between both strike rolls.
- The ranged weaponry does damage to all supernatural beings and
inflicts mega- damagetm in a Rifts®
type environment.
Hand-Held Weapon (31-70%): These are swords, hand axes, machetes,
whips, maces, spears, halberds, staves, and all manner of melee weapons.
- The hand weapon is +1 to strike, +2 to parry (or entangle, for whips
and chains), and +1 on initiative when using the weapon exclusively. Add
a +1 to strike and parry/ entangle at level two and a +1 on initiative
at level four.
- Gains a extra melee attack with the weapon at level one and again
at level six.
- All bonuses are in addition to whatever P.P. or W.P. bonuses
the character might have.
- The weapon requires one melee action to generate and lasts for as
long as the character concentrates on the weapon (or until he becomes
unconcious).
- Others can use the weapon within 100ft of the character, but there
is only ever one in existence at a time when loaned out and others do
not get any of the above bonuses.
- Disarming attacks are useless against the character's weapon (it
can never be knocked away) but entanglement is a valid option. Of
course, if the weapon is entangled the character can let it vanish and
create a new one.
- The weapon does 2d6 damage at level one, +2d6 more at levels two,
four, six, eight, ten, and twelve. The damage can be fully regulated
in increments of 1d6.
- Paired weapons can be created at level three, and the maximum
damage for one weapon is halved (so the 8d6 whip would become
two 4d6 whips). The character can instinctively use his own personal
weapon in the paired form, but no other weapons may be used paired
unless the proper W.P. or the necessary combat experience is acquired.
- The weapon does damage to all supernatural beings and inflicts
full mega- damagetm in a Rifts®
type environment.
Energized Weapon (71-00%):
In addition to the abilities of the Summoned Weapon under
Personal Weapon (minor), this power
allows a character to create a powerful energy field around any object
(whether it is a summoned weapon or not). The character can either
create the energy field around a weapon and hold the weapon or throw
it, in which case the energy fades once it strikes something. There
is no limit to how long the energy field can be maintained, but it
can only be produced around one melee weapon at level one and one
more (for paired weapons) at level three. Energizing one (or two
weapons at level three) requires one melee action.
The energy field gives the weapon a +1 bonus to strike, parry (or
entangle for whips), disarm, and throw the weapon. Add +1 more to
each at level four. No strike bonuses are given to ranged weapons.
If the held object is a bonded weapon, as per the Summoned Weapon,
add the bonuses together.
Range is also increased too, to 50% more than before. However, at
the normal range to the increased range (100% to 150%) the energy
field fades and the thrown weapon or projectile does normal damage.
The focus of this ability isn't in range or accuracy - it's power!
For an energized hand held weapon, add a +8 damage bonus, +2 more per
level of experience. For paired hand held energized weapons, cut the
damage bonus in half and add it to the damage of each weapon.
Energized thrown objects do an extra +4, damage +1 more per level of
experience. This also applies to ranged melee weapons such as bows
and crossbows.
Modern projectile weapons such as pistols, rifles, and machineguns can
be energized too, but the bonus damage is reduced to +2 points of damage,
+1 more per level. For bursts and sprays, change this bonus damage to an
additional +2 to the multiplier.
Energy weapons, artillery weapons, explosive rounds, and vehicle mount
weapons (generally anything over .50 Caliber and all missile weapons)
cannot be energized.
Example - a 4th level character with this power could use a long sword
doing 2d6+2 damage (4-14) and crank it up to do 2d6+18 damage (20-30).
If he threw it, he would only do 2d6+10 damage (12-22). If he chose to
whip out his .45 Automatic (4d6 damage) he would be able to charge up
the bullets and do 4d6+6 damage (10-30). An full- clip burst of seven
bullets at a target would normally cause one round times 5 in damage
(4d6x5, or 20-120, or 70 points on average), but when energized it does
a lot more on average (4d6x7, or 28-168, or 98 on average).
The player must decide exactly what form the energy field takes (plasma,
electrical, kinetic, light, etc.) for damage purposes. If the character
has an APS or control power the energy field should be a derivative of
that power. Energized weapons are considered indestructible for parrying
purposes, and attempts to disarm them from the character are made at a
-4 penalty. The energy field is lost if the weapon is knocked away. The
energized weapons can damage all APS beings and most supernatural creatures.
In Rifts® the additional damage becomes mega- damagetm.
If energizing an S.D.C.tm weapon the
extra damage is halved and the object does one- third of its
normal S.D.C.tm damage in M.D.C.tm So, a 4th level character energizing a
2d6+2 long sword in Rifts® would produce a 1d4+1 sword with a
damage bonus of +8!
Created by Drew
(with expansion by Brett Hegr)
Note: I have altered this power some to make it a viable
alternative to the Super- Energy Expulsion power in Heroes Unlimitedtm. Though there is less variety, this power
focuses only on range and damage!!!
Range: 800ft +200ft per level of experience. Halve this for
the super- damage blast.
Standard Damage: 4d6 damage, +1d6 per level of experience.
Super- Damage: Add a +15 damage bonus to the standard damage
at level one, +5 more per level of experience.
Duration: Instant
Attacks Per Melee: A standard blast requires one melee attack.
Each super- blast requires two melee actions and can be used a maximum
of two times per melee (three times per melee at the fourth level).
Bonuses: +3 to strike aimed and +1 to strike wild at level one
for the standard blast. The super blast suffers a -1 to strike penalty
on aimed shots, no special bonus for wild shots.
In Rifts®: Increase the range to 1800ft +200ft per level,
and the damage goes up to mega- damagetm
intensity.
The character can fire an immensely powerful blast of energy. This attack
must be one of the types (player's choice upon character creation) found on
the list of offensive minor powers in this
file. Normally the attack is either laser, ion/ electrical, pure energy,
fire/ plasma, particle beam, sonic (apply sonic damage rules), cold/ice, or
kinetic. Only one type of attack can be fired and it must be selected at
character creation.
Damage from this power can be easily regulated (by 1d6 and +5 damage
increments) and attacks can be divided among two targets, both possible
at level one. The character is also impervious to damage from the same
type of energy he normally expels.
The GM can also let the player pick one of the Advanced
Energy Expulsion special effects at level one. This can be used only
with the standard blast. The player could hold off until level three or
beyond to select a more advanced one, if desired.
This super ability is the Akira- esque aura of godlike power. Anything
within a limited radius is under the complete mental influence of the
character. He can implode skulls, shatter glass, crumble stone, and
more. The character's aura is spherical and extremely powerful (change
it into a more humanoid aura for those with Growth). Strange energies
pulsate within it, giving powerful offensive and defensive abilities.
1. Inside the Sphere:
Radius: Three feet plus one foot at levels two, three, four, five,
six, eight, and ten. Measure it from the navel of the character.
Damage: 3d6 damage can be caused to anything inside the
sphere, +1d6 per level of experience. The only truly effective defense
is to leave the sphere.
Attacks Per Melee: Equal to the number of hand to hand attacks
per melee.
Bonuses: +2 to strike with damaging effects within the
sphere, +1 more at levels three, six, and ten.
In Rifts®: The attacks do half the listed amount in
mega- damagetm.
Inside the sphere the character is almost a god. The temperature, air,
and pressure are all under mental control and can be altered at will.
He can even survive in space, as long as he has an air supply (or
doesn't need to breathe). Anything in the sphere's area can be harmed
at will. A strike roll of 1 to 4 is still a miss, otherwise damage is
normal. Fatal attacks require a called death blow with a natural roll
of 16-20, and require two melee actions. Standard death blow damage
is applied.
It is possible to pull glasses of water closer, make heads explode, and
bend metal with seeming telekinetic force. Actually, it is reality
that is being altered to some degree. This aspect of the power drives
many of its possessors to megalomania. Though this is extremely powerful,
it is limited by the sphere's radius. Anything outside of it is beyond
the power of the character.
The character has a Telekinesis ability equivalent to the psionic power,
weight limit of 100 lbs +20 lbs per level of experience, but only within
the sphere. Small changes in temperature can be achieved with one to three
melee actions - fires can be started on combustible materials and water
can be frozen with enough concentration. With a melee of concentration
the temperature and air quality can be changed to normal in the same area.
This can be used to protect others if they are near enough. Ambient radiation
can also be blocked when in space (see #3 if defending radiation attacks).
Water can also be forced out and transformed to provide a breathable air
pocket underwater. Air cannot be created in space - nothing to work with.
Taking on this character in hand to hand combat is extremely foolish,
since his short- range attacks are barely perceptible (a -4 to dodge
and parry penalty is applied to anyone without Radar, Vibration, Sixth
Sense, or the psychic power of Telekinesis). GMs should be judicious in
allowing the character to perform certain actions. Death blows probably
shouldn't be allowed until at least the third level of experience.
2. Sphere Fractures:
Range: 25ft +5ft per level of experience
Damage: 1d4x10 damage, +1d4x10 more at levels four, eight,
and twelve.
Duration: Instant
Attacks Per Melee: Can be used up to three times per melee
Bonuses: +2 to strike aimed or +0 wild, +1 more at levels five
and ten.
In Rifts®: Double the range, the fractures do mega-
damagetm, and they can be used a number
of times equal to the melee attacks of the character.
By focusing his mental energy, the character can cause his protective
aura to momentarily fracture. These fractures release powerful destructive
energies from inside the sphere. Everything in the path of the
fracture takes damage. Beings who are invulnerable, have a Hardened Molecular
Structure, possess Kinetic Energy Absorbtion, are supernatural (like vampires),
or are impervious to kinetic attacks take half damage. The fractures actually
cause atomic bonds to weaken and do impressive damage to even the hardiest
structures. Though the fractures seem to travel along the ground (churning
it into rubble), anything above or below it for a 10ft distance will take
damage. They can also be fired into the air and into the ground. Dodging
these attacks (must be a normal dodge - automatic won't do it) is done with
a -2 penalty. Parrying is totally impossible unless done with another
Sphere Fracture or strong kinetic energy attack (doing an approximately
equal amount of damage).
3. Attack Deflection:
The spherical aura is also a powerful defensive tool. Any attacks
directed at the character can be parried, deflected, or simply stopped
dead in their tracks. Slow moving objects like thrown boulders and would-
be hand to hand combatants can be parried (actually, deflected is a better
term) with a +4 bonus. Bullets, arrows, and other fast moving projectiles
are stopped with a +2 bonus. Energy blasts, falling debris, and explosive
forces get parried with a +0 bonus (they're fast and strong, but the
character is equally fast and doesn't suffer the usual -6 penalty). Add
another +1 to parry all these attacks at levels three, seven, and ten.
This defense is not automatic, however. The character must be able to
see the attacker and/ or the incoming attack in order to block it.
Merely sensing it (like with Radar) is not enough. Attempting to parry
an unseen attack is possible but it is done with no bonuses (a straight
roll). These bonuses cannot be combined with any P.P. or combat
form bonuses, because the parry is purely mental. The parries do not
take any melee actions to perform - consider them automatic.
Note: If a mutant with Power Sphere is facing off against another
being with this same power, they can parry each other's sphere fractures.
They can also see/ sense each other's attacks and do not suffer any penalties
to defend.
4. Other Abilities and Bonuses:
- +6 vs Horror Factor
- +1d4 to the M.E. and the P.E. attributes (minimum of 14 for both).
- Add 1d4x10+20 to S.D.C.tm, but for Rifts®
turn the hit points into an M.D.C.tm equivalent.
- Magic, psionic, and electromagnetic sensing directed against the
character are +25%, due to the vast energy flowing through his aura.
- This power is mental, and so benefits from a high M.E. Add a +1 to strike
and deflect/ parry to each of the above powers for an M.E. of 16-21, a +2 to
each if the M.E. is 22-27, or a +3 bonus for an M.E. of 28 or higher.
Created by Andrew Darling
This is a very specialized form of CEF: Air, one that can have very dramatic
effects on people and things. It governs the pressure differential between
two regions. For instance, by substantially reducing the pressure inside a
house and increasing the air pressure outside, a house can be imploded.
People can be subjected to a variety of medical woes, and environmentally
sealed environments can be popped like grapes.
1. Inanimate Objects: Pressure gradients can cause damage equal to 3d6 +
1d6 per level per attack. On completely unmoving targets, this may be
revved up beforehand, for up to several minutes (2 per level of character) ,
and then cause cumulative damage all at once to dramatic effect (that imploding
house.) Against moving targets, a roll to strike must be made with no Physical
Prowess or skill bonuses. Against a man in armor, this damage is only applied
to the armor. Howvere, if the strike roll breaches AR, environmentally sealed
armor has been pierced. The range of this ability is 100 feet plus 10 feet
per level. It can also be used against most kinds of sealed containers and doors,
except doors with a lot of open space for air to flow through (like jail cell
doors).
2. Compressing Living Creatures: Fortunately, most living creatures
are fluid filled and not therefore subject to compression; with some exception.
Upon a successful attack roll (no P.P. or skill bonuses), the victim must
save versus pain as his ears and sinuses attempt to implode/explode.
Failure indicates the victim is -4 to all actions. The victim must then
make a save versus non-lethal poison to determine if he is deafened, for an
additional -2 to all actions if he fails or no penalty if he saves. Okay,
but the fun's not over yet. If the victim remains in the area of effect
for a full round, he is subject to nitrogen dissolution in his blood.
Hence leaving the area of effect is like surfacing from five hundred feet
below the water in a matter of seconds.
The victim in that case must save versus lethal poison, dying if he fails.
If he doesn't fail, the victim will double over in pain with -8 to all
actions, potentially cumulative. He also loses all S.D.C.tm
and half his hit points (or M.D.C.tm). The
body is in a greatly weakened state, and for 1d4+3 days afterward the
lucky victim will be at half strength (halve all physical attributes,
halve all bonuses, halve the number of attacks, etc.)
The range of this power is 100 feet plus ten feet per level and the area
of effect is a sphere 5' to 1' per level in radius. Maintaining the area
requires constant concentration and no other actions may be taken by the
'compression caster'. Environmentally sealed armor must be pierced
before this technique will work.
3. Suffocation:
Upon a successful strike roll (no P.P. or skill bonus)
an area of 5 foot + 1 foot radius per level may be all but evacuated of air,
causing suffocation. Human size creatures will run out of air within two
minutes, and will be unable to function after one. This assumes that the
victims take in a good breath of air - if they don't (maybe because they
are fighting) they succumb to suffocation within half the time! Holding
one's breath in a vaccuum is difficult (and dangerous) because of the
pressure differential - the air will try to escape the lungs. Nature abhors
a vaccuum. Maintaining this area requires full concentration of the character.
Alternately, the air content can be greatly reduced in an area (double the
radius of effect as above). If this is done, the character loses only two
melee attacks and a -2 on initiative due to concentration. Anyone in the
radius of effect loses half their attacks, half their bonuses, and their
physical attributes are reduced by half also. Without an ample supply of
air the body will get tired very, very fast. Every five minutes in a low-
oxygen area (like the suffocation field) is like an hour of continuous
exertion - very fatiguing! Beings that never fatigue (like those with
Healing Factor) are cut in physical power by 25% and not half. Beings that
do not breathe suffer none of the above effects!
Note that the suffocation field will also stop fires by reducing the
oxygen level - great against beings that wield fire. Any spellcasters that
require a spoken word to cast magic are also in trouble.
4. Other Abilities:
- Does not breathe in any way, and so is impervious to his own power!
- Impervious to all kinds of gases (they get filtered away)
- Immune to high pressure effects, such as the 'bends' (nitrogen bubbles
in the bloodstream, etc.)
5. Notes on Supernatural Creatures: Most supernatural creatures
rely on some sort of air supply, no matter how strong they are or how many
powers they possess. The average supernatural creature will react to a lack
of air just like any humanoid. For super-tough beings like demigods, vampires,
and dragons, they suffer half the penalties. Thus when a dragon is being affected
by a full power suffocation field they will be able to function for two minutes
and go unconcious in four. Dragons will also only have their attacks, bonuses, and
physical attributes reduced by 25% when compressed or deprived of air.
This power enables the mutant a certain amount of leeway with the
laws of physics. He is able to twist the local physics to produce one
of several varieties of singularities. A singularity is a situation
in which some part of physical reality reaches a point of infinity.
A black hole is the most widely known type of singularity, in which
a large amount of mass produces a gravitational pull so strong that
not even light can escape. The strength of the gravitational
pull is basically infinite, in that a physical force that attracts
mass (actually, it warps space) is capable of pulling in massless
photons (travelling at infinite speed). The black hole is theorized
to twist space so strongly that normal three dimensional objects
cease to exist as we know them. The character's power is to produce
similar anomalous effects within the bounds of the laws of physics.
Though this power lets the character perform the equivalents of
several other super powers, the effects are much more limited and the
singularity power requires a strike roll to take effect.
I'm sure that GMs are going to have a tough time with this power, so
mail me with your thoughts.
General Singularity Statistics:
Range: 90ft +10ft per level of experience or self when targeted
to affect a single person or object. The range is reduced to 30ft
+5ft per level for field effects.
Damage: Varies
Duration: If not an instant effect, the singularity will
last for one minute per level. If maintained, the duration can be
extended indefinitely.
Attacks Per Melee: Can be used up to twice per melee.
Maintaining a field or a personal singularity means only one
singularity attack can be made per melee.
Bonuses: +3 to strike aimed or +1 wild. Add a +1 to strike
for an M.E. of 16-24 or a +2 to strike if the M.E. is 25 or higher.
No other bonuses may be added.
Save Throw: Save vs Singularity, a roll of 14 or higher
with P.E. bonuses added in (and also any bonuses to save vs Temporal
effects/ magic). Increase the save throw difficulty to 16 at level five
and to 18 at level eight.
In Rifts®: Double the range, and the singularities
can be varied to do mega- damagetm
or S.D.C.tm damage.
Dodging a 'targeted' singularity attack is made at -4 (difficult to
see) and a normal dodge is required. Also, instead of adding P.P. bonuses
to the strike roll of a singularity attack, add the M.E. bonuses - this
power is a matter of concentration. If a singularity misses, it has no
effect if so desired ('strays' are easy to control). A single singularity
can be maintained on a desired target (self, a single being, or an area)
for an indefinite duration, until the character gets bored, but then only
one other singularity use is possible per melee.
If a 'personal' singularity is centered on oneself it can be maintained
indefinitely with no strike roll required, but only one personal singularity
at a time can be focused upon and a 'field' singularity cannot be maintained
at the same time. The concentration involved imposes a -2 on initiative and
the loss of one attack.
A singularity 'field' can also be created. It affects a 4ft radius at
level one, 6ft radius at level five, and a 10ft radius at level ten.
Not all singularity attacks can be field effects. Also, it is not
possible to create a field effect while a personal singularity is
being maintained (and vice versa). Fields have half the duration
of a targeted singularity.
1. Gravity Singularity:
For a brief duration, the mass of an object can be amplified or negated
entirely. See page 274 (Gravity Manipulation) and page 296 (Weight
Manipulation) for more info on the effects of increased/ decreased gravity.
Low Gravity: If mass is negated, the target will float about like a
balloon. The maximum weight reduction limit is 2000 lbs plus 500 lbs
per level.
High Gravity: On the other hand, if mass is amplified, the maximum
gravity field increase is 4 G plus 1 G per level of experience. See
page 274 for the penalties of increased gravity, but halve the penalties.
Gravitic Deflection: As a counter- strike, the character can deflect
most attacks with a gravity singularity. Use the strike bonus as a parry bonus.
The G- field has an instantaneous effect (no duration) but can be used as an
automatic parry. Valid against lasers/ light (and not any other energy attack),
physical blows (but not pure kinetic energy), thrown weapons, projectiles, short
bursts from weapons (up to 15 rounds), and up to 3 missiles at a time. If used
as a field effect, one melee action is required but missile volleys and any
number of bullets/ slugs can be deflected.
2. Energy Singularity:
It is possible for the mutant to create a field of 'negative energy'
(which is actually theorized to exist around black holes) that will
cancel out true/ positive energy.
Damage Resistance: The targeted person or area can be made resistant
to energy attacks (half damage), and after level six the affected will
become totally impervious to energy attacks. However, targeted beings
will also be unable to use any natural energy attacks, cast energy-
based spells, or use energy- projecting psionic powers. Well used against
a dangerous energy- emitting opponent. The energy forms affected are
energy, fire, ion/ electricity, microwaves/ heat, radiation, light/ laser,
and particle beams.
Power Reduction: The other use of this singularity is to negate
the flow of power in an area or object. It soaks up all the electricity
(or whatever power) that is flowing and essentially shuts a system
down. If the power source of a vehicle can be targeted (standard
called strike) it is possible to affect the entire vehicle with a power
loss. Could be used to get more time during a nuclear power plant
overload
Force Field Penetration: Against some force fields, this effect is
also useful. Electric fields, flaming walls, and energy barriers can be
penetrated by throwing an energy singularity at them to produce a hole!
The duration of this effect is half that of the normal duration. Psionic
and magic force fields are not normally affected.
3. Temporal Singularity:
Time Deprivation: Much like the T-Dep spell on page 79 of Rifts®
England, the character can create a singularity that reduces the time flow
in a target. Victims will not know what time it is - their perception of it
is so skewed that they have to see the sun in order to know if it is day
or night. Appointments will be forgotten, clocks will be misread, reactions
will be timed wrong, and coordination is thrown way off. The victim suffers
the following: -10% on all skills, -60% on skills involving time measurement
(Demolitions, Piloting, and Navigation skills are good examples), -1 to
strike, parry, and dodge, -3 on initiative, and loses one melee action.
Further, it is not possible to use paired weapons (can't coordinate)!
Temporal Paralysis: With this singularity effect, the character is
able to negate the time flow of a target. The result? The target will stop
immediately, frozen in whatever position it was in. If struck by the
paralysis in mid- air they will remain there until it wears off! Remember,
it is not the motion of the target that is being inhibited but the flow
of time. The afflicted will have no memory of events passing while they
are frozen - it stops when they are paralyzed and continues when they are
not. Another strange result is that the frozen target is impervious to all
damage! Time, like everything in the universe, is a vibration and since
the paralyzed being has no vibration at all he cannot be affected by attacks.
Even phase
beams do no damage.
This singularity can clearly be used both offensively and defensively.
Temporal Wizards, Warriors, and Raiders, Time Lords, Phase Mystics, First
Stage Prometheans, and powerful supernatural beings (gods, dragons, demons,
supernatural intelligences) get a +4 bonus to save against this. Second
Stage Prometheans and any 4-D creatures are immune to this effect, as is
the character himself.
4. Spatial Singularity:
Space Warp: This is mainly an offensive use of the Singularity
power, and allows a mutant to warp the three- dimensional space that
an intended target exists in. The effect is kind of like a nipple twist
like kids used to dish out in high school (don't they hurt?), but far
more intense and widespread. Attempts to save vs pain from this are
-8! It can harm only material beings and objects, doing 4d6 damage
plus +1d6 per level of experience.
It also affects all supernatural creatures and will do half damage to
invulnerable mutants, mutants with a hardened molecular structure, and
all supernatural shape shifters (vampires, werewolves, demons, supernatural
intelligences, gods, dragons, etc.) Damage can be regulated at level one,
but divided attacks are not possible. A field effect will do the listed
damage to every target in the field once per melee.
Space Fold: The singularity power also lets the character cause
three dimensional objects to make short 'jumps' in our continuum,
teleportation. The size and weight of the object doesn't matter at all,
because the range is so short. Objects can be made to move two feet
plus one foot per level of experience. With this power the character
can make a very short range teleportation, which might not be enough
to get out of the way of all attacks. This effect cannot be turned
into a long- duration field effect, only long enough to move groups
of matter (one melee action in duration).
If used to help someone dodge, it adds a +3 bonus. If used to 'move'
oncoming physical objects the character must make a successful parry
roll (use strike bonuses) to shift the objects. The fold has an
instantaneous effect (no duration) but can be used as an automatic
parry. Valid against attacking beings, thrown weapons, projectiles,
short bursts from weapons (up to 15 rounds), and up to 3 missiles at
a time. If used as a field effect, one melee action is required but
missile volleys and any number of bullets/ slugs can be deflected.
Large objects like cars and boulders can't be shifted effectively -
it is better to fold space to help a dodge.
5. Dimensional Singularity:
With a dimensional singularity, targets can be transformed such that they
are thinner than paper! The effect is much the same as the Temporal Spell
of D-Shift: Two Dimensions. The 2-D being can hide with 85% effectiveness,
can't be detected by thermo- optics, body heat, motion detectors, etc. Weight
is reduced to one- sixteenth. Physical blows do half damage if the 2-D being
is braced against something. Gases and fumes also do half damage with half
duration, and toxins that must be ingested or injected are ineffective.
The character in 2-D form cannot speak, eat, drink, or cast most magic spells
when in the altered form. Distance judgement is also impossible - all combat
rolls are made with no bonuses whatsoever! Further, damage from punches and
kicks delivered by a 2-D creature is reduced to one- quarter the normal damage.
Movement is reduced to a Spd. of about 6, attacks are cut in half, and no
initiative is possible (time moves very slowly). Also, the character is still
vulnerable to energy attacks, environmental effects, magic, and psionics. A
gust of wind will easily blow the character away like a kite! On the plus side,
it is pretty tough to hit a 2-D being (a -6 strike penalty is applied).
6. Other Bonuses and Abilities:
- Can see and sense dimensional, spatial, and temporal anomalies. They can
be seen clear as day. Large things like rifts are picked up with a range of
30 miles. Mystic portals, time holes, and ley line storms are sensed with a
one mile range. Dimensional pockets are sensed within 100ft and dimensional
envelopes are sensed within 10ft. All types of teleportation, astral beings,
two and fourth dimensional creatures, and phased/ intangible beings are picked
up within 100ft. In all cases the opening, closing, and general location are
known.
- Add an additional +5 to save vs Temporal magic and other reality- twisting
effects and spells.
- For T.M.N.T. Transdimensionaltm rules, the
character is immune to temporal energy change.
With this major super ability, the character is transformed into a
spacefaring creature that is able to survive in the harsh vacuum between
bodies of mass.
The first aspect of the adaptation is sustinence and air. When on
a planet or in a sizable atmosphere, the character needs only one
meal and 20 ounces of water (approximately 600 mL) a day to survive.
Sleep needs are reduced to 4-6 hours a day. The character can exist
on a diet of biological matter and ultraviolet light that penetrates
the atmosphere. When the character is in space (or is able to absorb
the cosmic rays reflected by a normal atmosphere) he needs no food or
water - his body absorbs the ambient radiation in place of the needed
biological energy. The character no longer needs to breathe.
Second, the character is immune to the effects of high pressure or
lack thereof. He can sink into the deepest ocean and fly into the
expanse beyond the atmosphere with equal ease.
Lastly, those with this power are resistant to some forms of damage.
These are listed below. The character is also able to use his flight
abilities (if he has them) to escape the gravitational pull of planets
(even those the size of Jupiter). He can also withstand up to 15 G
before feeling the effects of intense gravity. This provides some
resistance to the Gravity Manipulation major super ability.
Other Abilities and Bonuses:
- Impervious to damage from radiation - in fact, the mutant's body
absorbs it as energy.
- Resistant to heat (not fire) and takes one- third of the damage,
plus can withstand temperatures of up to 300 degrees Fahrenheit with
no ill effects.
- Impervious to damage from cold and can survive in temperatures
just a few degrees above absolute zero (0 degrees on the Kelvin scale).
The leftover radiation from the big bang provides a mean temperature of
2-3 degrees Kelvin.
- Add +1d4+2 to the P.E. attribute.
- Add 1d4x10+40 to S.D.C.tm (50-80), but
when in Rifts® worlds increase the hit points by +20 and turn them
into an M.D.C.tm equivalent.
- The character has a visual ability equal to that of the minor
super power of Super Vision: Advanced Sight with a base range of
five miles (instead of the normal two).
- Add a +30% bonus to all navigation skills - the character is able
to intuitively use the stars and subtle magnetic fields for navigating
(like a bird or dolphin). If no navigation skills are selected, use the
bonus as a base for any type of navigation and add +5% per level.
Created by Andrew Darling
This is a speed power that does not grant one the ability to run or combat
skills. That is what other speed powers are for. Rather, it allows the
character to perform tasks, both manual and mental with incredible speed
and hand-eye coordination. It is primarily mental speed and not physical
speed. This ability can be taken with other speed powers to round out a
high speed character.
1. Speed Reading: The character can speed read as per the psychic power
at will with equivalent retention. The character can read 30 pages per minute,
half if reading highly technical texts. At level four increase the reading rate
to 50 pages per minute, at level seven increase it to 80 pages, and at level ten
increase it to 100 pages.
2. Task Performance: Tasks that require only the hands and concentration
(sorting books on a shelf, typing, assembling a carbeurator, etc) can be
performed twenty times as fast as a normal person. If the character
possesses a running-based speed power, tasks that require movement
(researching in a large library, shovelling driveways, etc) may also be
performed at twenty times the rate of a normal human.
3. Hand-Eye Coordination: Certain tasks cannot be performed any faster,
per se, but the benefits of rapid reaction time and hand eye coordination
can be applied to them. Apply a +15% bonus to all piloting skills, and
other skills that are strictly manual dexterity related (pick pocket, card
sharp, palming, etc.)
4. Combat Bonuses: This is not meant to be a combat oriented power. If
the character has no other speed-related powers, then he will get the
abilities of Combat Quickness. If the character has any other speed
or combat related powers at all, he gets only a +2 to initiative and a +2 to
parry (gains an automatic parry if one is not possessed).
Created by Andrew Darling
This is a very convenient power which allows the character to cease to
exist, and then resume to exist at a later time. He has no concept of the
passing of time during this period, does not age, hunger, etc. The time
during which the character no longer exists must be specified at the time
of blipping out. The maximum period of time a character may be gone is
unlimited. The position of the characters reappearance is always static in
relation to the planet he is on. Should an object be occupying the space
the character should return to, his reappearance will be delayed until the
position is vacant. This power may also be used for but a single instant
as a dodge, with all P.P. and skill bonuses applicable. Note, the character
does not exist in any form during the interim of his power; he has no
astral form, is incapable of taking damage, perceives nothing, etc. At
fourth, eighth and twelfth levels, the character can take an additional
person into oblivion. A unwilling participant must be bound or in a hold.
Created by the Cubist
The character can mutate his body to provide a number of natural weapons
and/or body enhancements. All mutations last ten minutes plus two minutes
more at every odd numbered level (excluding level one). In Rifts®
all battle mutations do mega- damagetm
and extra S.D.C.tm becomes M.D.C.tm. Mutating into a new form requires one full
melee, and the form of the body is always reminescent of the
unaltered one. A human cannot turn into a quadrupedal creature and a
six- armed demon with two heads will never be able to lose those
unique features.
For complete shapeshifting powers, characters should have the super
ability of Shape- Changer. The character can maintain any three mutations
at level one, +1 more at levels three, seven, and eleven. For more variety
I suggest that the character can manifest virtually any physical mutation
found in this file or
in this list. Here's the basic list:
- Underwater Vision, Gills, and Webbed Hands/Feet: The
character can breathe underwater, gains a +30% to the swimming
skill, another +2 to parry and dodge in water, can swim a speed
equal to triple his Spd. attribute, and has underwater vision
equal to normal vision.
- Wings: Provides the user with the power of flight at a
speed of 40 mph +10 mph per level of experience. Use the combat
bonuses listed for Flight: Winged. Each wing has approximately
30 S.D.C.tm
- Claws/Talons: 2d6 damage plus any damage bonuses on a punch
or kick. Add +1d6 damage at levels three, six, nine, and twelve. The
size is anywhere between two inches and two feet in length - obviously
a higher damage necessitates a longer length and/ or ultrasharpness.
Holding objects and firing weapons is probably impossible with claws
longer than two inches.
- Extra Arms: Add one attack, gets the paired weapons skill,
+20% climbing skill, and +2 to parry. A maximum of two additional
pairs of arms can be produced on a humanoid body.
- Biting Teeth: Do 2d4 damage on a bite, +1d4 at levels two
and four.
- Hooves: Hooves or some other hardened striking surface can
be formed, doing +2d4 damage with that body part and the body part
takes no damage from striking steel/ metal targets. Add another +1d4
at level five. Further, walking on hot or rugged surfaces becomes
far easier.
- Quills/Spikes/Spines: The character has A.R. 14 and any rolls
under this number cause 1d6 damage to hand to hand attacker and do
half damage to the character. Damage on character's own strikes are
a 1d6 knee/ elbow, a 2d4 arm slash or backhand, a 2d6 shoulder block,
and a 3d6 tackle. Add an extra die of damage to all of these at level
five.
- Extra Eyes: Cannot be surprised from back attacks (depending
on placement of the eyes), has +1 to parry and dodge per extra pair
of eyes, and can do one of the following: See the Invisible, Thermovision
- 100ft range, or Nightvision - 300ft range. Up to two pair of extra
eyes can be created per mutation.
- Armored Skin: Add a bonus of 3d4x10 S.D.C.tm
(or M.D.C.tm) to the character's own
S.D.C.tm score. Add +20 S.D.C.tm
at levels three, seven, and ten. The character also gains a natural armor
rating of 13, +1 more at levels three, seven, and ten. The armor
S.D.C.tm recovers at a rate of 1d6+4 per
hour (does not change in Rifts®).
- Full-Body Chemical Enhancement: +1d10 to P.S., P.P., P.E., and
Spd. Also add +1d10x10 S.D.C.tm. He takes
half damage from fire and cold attacks and gains an extra attack.
Side Effects: -10 to all physical attributes for 1d6x10 minutes
afterwards and bonuses, attacks, and skills are halved due to exhaustion
and chemical burnout. Cannot use this mutation again until the side
effects of first use are gone.
Other Abilities and Bonuses:
- Add +1d4x10 S.D.C.tm
- Fatigues at one- half the normal rate.
- Heals at double the normal rate.
Created by Andrew Darling
This is the ability to summon living creatures from nothingness. The user
may summon forth any kind of creature he is aware of, but it is required
that the creature be real. A summoner could create a cat or a mastodon,
but not a dragon. He could also create alien creatures once he became
aware of them. At no time can a summoner create a sentient creature.
Summoned creatures will act just as their natural counterparts with the
exception that they will obey every spoken order of the creator (to the
best of their ability). These creatures may be created within twenty feet
of the creator but can henceforth travel wherever told. They persist for
30 minutes plus five minutes per level before dissolving back into the ether.
If they remain within the 20 foot radius, they may persist indefinitely.
The summoner may summon creatures whose S.D.C.tm
totals his own M.E. every attack. Thus a summoner could call forth a
swarm of bees every attack or a single elephant after several minutes of
concentration. All animals summoned by the user may not exceed 200
S.D.C.tm plus 50 per caster level.
Venomous animals are possible.
An ability comprised of the heightened senses minor super abilities - lets you
create those really cool Daredevil® (Marvel) characters.
1. Heightened Sense of Taste: As per the minor super ability.
2. Heightened Sense of Smell: As per the minor super ability.
3. Heightened Sense of Hearing: As per the minor super ability.
4. Heightened Sense of Touch: As per the minor super ability.
5. Special!:
The player may choose one of the following options, dependent
upon the senses desired:
Option One: The character has the minor super ability of Radar,
and the estimation and interpreting shape skills all gain a +20% bonus.
He can even sense colors, a feat that is impossible with normal
radar. The wavelengths of light that are reflected off a surface can be
sensed by way of interference with other signals, so the color sense is
passive in nature. The base skill is 30% +5% per level of experience.
Option Two: The character has Super Vision: Advanced Sight with
a base visual distance of three miles (instead of just two), and may
select two other Super Vision minor abilities (perhaps these?)
Option Three: The character can select one super vision power of
choice. Plus, all of the character's senses are 'adaptive' in that they
quickly adjust to any extremes. The character can't be deafened by a
200 decibel noise and can't be blinded by a burst of light. This isn't
to say they are immune to deafness and blindness, just those kinds
brought on by extreme stimuli. A disease that causes blindness and
Bio- Manipulation to produce deafness are fully effective.
Option Four: If the character has an M.E. of at least 12 and
the GM allows it, he can have psychic senses! He gains the power of
Super Vision: Paranormal.
He also becomes a minor psychic with an I.S.P.tm
base of the M.E. plus 10, plus 1d4+1 per additional level. For mutants
that already posess super abilities and psychic powers combined, instead
add a bonus of +10 I.S.P.tm The player
can select four of the following Sensitive psychic powers: Clairvoyance,
Empathy, Object Read, Presence Sense, See the Invisible, Sense Evil,
Sense Time, or Sixth Sense.
This power of teleportation has several variations on the same theme.
Some beings are able to teleport vast distances, but require adequate
preparation time. Others can perform a dimensional teleportation. There
also exist those beings who have a form of teleporation known as 'blinking.'
The last known kind of teleportation is a combat-oriented form.
Special! As a option, the character's teleportation power can
be altered slightly in that he must create a doorway to teleport.
The drawback is that he cannot self- teleport anymore and must
make a portal. Dodging isn't changed much - the character just makes
a portal briefly enough to jump through. This alteration is not well-
combined with blink teleportation or with combat teleportation.
The 'portal' modification to the Teleportation power is the result
of an inspirational e-mail from Larry
Trowell for a Shadow Teleportation power.
The benefit is that any type of matter can pass through the portal
to the other side, allowing him to ignore weight limits. The size
of the portal is just man- size at level one, but increases to a
surface area of 30 square feet at level three (enough for two
people to walk through at the same time), and goes up to 75 square
feet at level six (enough to drive a car through). It is possible to
see through the portal to the other side so the creator can tell if
he failed or not. It is not possible to create a 'window' - if the
portal is made it is totally two- way travel and viewing!
A man- size portal takes only one melee action to create. Every full 20
square feet of size (or fraction thereof) requires one melee to produce.
So a 30 square foot portal takes two melee actions and a 75 square foot
portal necessitates the use of four melee actions (ignore this for the
lengthy time requirements of distance teleportation). The portal can be
created up to 60ft away (even underneath a target, but this takes an
extra melee action). Maintaining any size portal requires concentration,
and causes the loss of one attack and a -2 on initiative. The portal must
be placed on/ in one of the following:
01-20% On a vertical wall
21-40% In a shadow (the original idea by Larry Trowell)
41-60% On any solid surface, horizontal or vertical
61-80% In an existing physical doorway or entrance
81-00% Needs no surface - portal can hang in the air!
Types of Teleportation:
01-20% Standard Teleportation:
As listed in Heroes Unlimitedtm on
page 295. +3 to use for teleport dodges (one melee action required),
+1 more at levels four, eight, and twelve. I'd suggest improving the
range to five miles per level of experience.
21-40% Distance Teleporation:
Range: 300 miles per level
Duration: Every 25 miles of distance requires a melee of
unbending concentration (no other actions are possible). When transport
is achieved it is instantaneous.
Weight Limitation: Self and 500 lbs +500 lbs per level, plus
living matter can be transported after level three.
The character is highly skilled at transporting himself to far away
locations. The success rate is 100% for familiar or seen locations, 95%
+1% per level for a well- studied place (even if studied by way of maps
and videotape), and 30% +1% per level for a not well- known place. It
is not possible to teleport to a place that is not studied. The character
needn't roll on the table on HU 190 - if their success roll fails, they
don't teleport. Instead, they must start transport all over.
This power is not efficient as a dodge. Even to teleport oneself with
no additional weight requires a melee of concentration.
41-60% Blink Teleportation:
Range: 18ft +2ft per level.
Duration: Instant
Attacks Per Melee: Each use counts as one melee action.
Weight Limitation: Self and 90lbs +10lbs per level, and
no living matter may be blinked.
Bonus: +4 to use as a defensive action, +1 more at levels
three, seven, nine, and twelve.
This gives the character the capacity to teleport himself short
distances in the blink of an eye. There is no risk of failure, as the
character's subconcious remembers safe areas that have been seen as
potential teleport locations. At level three the character becomes so
talented at 'blinking' that he can use his teleport as an automatic
dodge, which takes no melee actions but the dodge bonus is halved.
It is good against all attacks directed at the character at the moment
of the dodge. If a teleport is the last action taken in a melee,
the character gains a +2 bonus on initiative for the next melee (enemies
lose track of the character).
61-80% Dimensional Teleportation:
Range: Another dimension.
Duration: Teleportation is instantaneous, but only one
dimensional teleport can be performed per ten minutes.
Weight Limitation: Self and 200lbs +50lbs per level, no
living matter until level five.
Bonus: +2 to use as a defensive action, +1 more at levels
four, eight, and twelve.
Instead of teleporting to a different location, the character is able
to instantly teleport himself to another dimension. The success rate is
100% for returning to the character's native dimension, 70% +5% per level
for teleporting to a well- known dimension, and 30% +3% per level for
teleporting to a dimension that has been visited a few times. Failure
means the character appears in a dimension he did not intend to go to.
The character can always travel to a random dimension at will.
Those with this power also have a 'danger sense' involving the location
they teleport to in the target dimension. If the location is hostile to
life (whether for environmental, war- related, or wildlife reasons) the
character can cancel his trip at the last minute.
The character can go to any dimension that has been visited in the past.
By failing teleports, the character can visit a vast number of alternate
dimensions and planes of existence. A small sampling of dimensions includes
the astral plane, the Nightlandstm, Hades,
Dyval, Phase Worldtm, and Wormwoodtm.
81-00% Combat Teleportation:
Created by the Cubist
(with expansion by Brett Hegr)
This is the ability to convert one's body into a number of energy spikes
that damage any target that gets in the way of movement. The power is
essentially a short range teleportation that harms anything that gets in
the way of the body's movement. Note that the focus of this power is
not distance, but speed and offensive capability. The character is
immune to attack while teleporting except for attacks from charged particle
attacks (particle beams), negatively charged matter (like the Negative
Matter power), and electrical attacks. No additional matter may be
transported other than clothing, personal items, body armor, a light
backpack, and a few weapons (less than 60 lbs of additional weight).
1. Offensive Teleport:
Range: 40ft +10ft per level of experience
Damage: 1d4x10 at level one, +10 points of damage at levels
two, five, eight, and twelve. The damage is either kinetic or energy
in nature (player's choice upon creation of character).
Attacks Per Melee: Counts as two attacks. Wild attacks only
count as one, but have less chance to strike.
Bonuses: +2 strike on aimed attack and +0 to strike wild. Add
+1 to strike for both at levels three, seven, and ten. While teleporting
the character has an effective dodge bonus of +2 (no other dodge bonuses
may be used). Successful strikes damage the character just before he
can teleport.
2. Defensive Teleport:
Range: 10ft +2ft per level of experience.
Attacks Per Melee: Each use counts as one melee action. It
is good against all attacks directed at the character at the
moment of the dodge.
Bonus: +4 to dodge, +1 more at levels four and eight.