Minor Super Abilities (part 2)
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Unless otherwise stated, all powers were created by
Brett Hegr
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.
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.
3. See Electromagnetic Energy: With a range of 30ft 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.
The character has the ability to place physical objects into a pocket
dimension. It travels near the character at all times and is not centered
upon any physical object. The character cannot place himself in the pocket.
- It takes one melee action to pull objects out of or put them into
the pocket.
- The pocket dimension has a maximum storage capacity of M.E.x10lbs
+20lbs per level of experience - the size of the object matters not,
just the mass.
- Can place one living creature in it at the third level of
experience and any number of creatures after the sixth level -
useful for putting badguys in a portable holding cell! Physical
combat is not possible in the pocket dimension.
- The character (well, his pocket at least) can be sensed by beings
and spells that can sense dimensional anomalies. Those same beings
might have the ability to reach into dimensional pockets, and could
pilfer objects in the character's personal one.
- Characters with an M.E. of 15 or higher can sense dimensional
pockets (100ft range) and dimensional envelopes (10ft range). They
can also attempt to reach into them, once per melee, with a base
chance of 20% plus the M.E. attribute, +5% per level.
- If combined with the ability to summon a personal weapon, the
character can store the weapon in his dimensional pocket.
- The character can sense what is going on inside the pocket.
Further, those attempting to open the pocket dimension are instantly
known to the character - it's like reaching into his mind, so he's
going to know. He'll even wake up out of a deep sleep to see who is
trying.
This is the mutant power for an extraordinary sense of balance, and the
character gains the following abilities and bonuses:
- +2 to P.P.
- +4 to maintain balance. This is applied as a roll over the strike roll
when knockdown is imminent. A successful roll means knockdown was avoided.
- +1 to parry, dodge, pull punch, and +2 to roll with punch/ impact.
- +15% to the Gymnastics and Acrobatics skills (or gets both at the base
level without the bonuses - just the skills).
- +5% to the Prowl and Climbing skills (or gets both at -5% to the base
level).
- +5% on all vehicle control rolls.
- The character can run across slippery surfaces at half speed with no
chance of falling, or full speed with a 30% chance of slipping.
- When falling (whether from climbing or flying) the character gets a
chance to right himself in half the normal time (or a second roll to
do so).
The character has an extremely large amount of life energy, which
gives him various abilities. He is naturally disease resistant and
very difficult to kill. Plus, he can channel his life force into
certain physical attributes and boost them temporarily. The following
bonuses and abilities are gained:
- Add +2 to the P.E. attribute (minimum of 14).
- Add +30% to save vs coma/death
- +2 vs poisons, toxins, and chemicals in addition to the P.E. bonus.
- Can fight up to 30 hit points below zero!
- Does not fatigue.
- Has an extraordinary amount of Chi, equal to twice the P.E. attribute.
Automatically recovers Chi at the rate of one per minute! Negative Chi
is ejected at the rate of one per hour. The character is also impervious
to the Dim Mak curse. The character has no special control over their Chi.
- Heals at triple the normal rate.
- Add a +10 bonus to hit points at level one. Also add +2d4 hit points
per level of experience in place of the usual +1d6.
- Impervious to the transformative bite of vampires and certain
werebeasts.
The character can also focus his life force for a limited amount of
time. If this is done he temporarily loses all of the above save throw bonuses
and ability to fight to -32 hit points. Each act of energy channeling
takes two melee actions. The focus of the channeling can be switched
any number of times during the time limit, but each change takes two melee
actions to apply. For one minute at level one, plus one more minute per
level of experience the character can use his life force to gain one
of the following:
- Turn the strength into a supernatural equivalent (lasts only
one melee per level).
- Add a +4 to save vs magic and psionics.
- Become impervious to possession and mind control.
- Totally negate any penalties imposed by magic spells, pain, psionic
attacks, stun weapons, chemical gases, etc. Damage is still taken, but
the character can shrug off the debilitating effects and ignore the pain.
- Become resistant (half damage) to one type of attack! This could be
fire, cold, kinetic (punches, kicks, and force blasts), energy,
electricity, sound waves and vibrations, etc. but only one such attack
can be resisted.
A minor version of the Karmic Power, but this ability has no alignment
restrictions. It is primarily defensive in nature, granting the following
abilities:
- Automatic dodge, with a +1 bonus.
- +3 to roll with punch, fall, or impact.
- +2 to parry
- +2 to disarm
- +1 on all save throws.
- An opponent's Death Blow does not kill, only stuns the character.
- Gets an opportunity to dodge (normal) all attacks, even
sneak attacks and sniper attacks.
Note: This power should not be combined with the Karmic Power
major super ability unless the GM doesn't mind dealing with an
annoyingly lucky character.
The character has a body composed of molecules with tighter atomic
bonds than normal beings. This strengthened body provides a myriad of
bonuses and defenses.
- The character's skin, bones, and muscles are incredibly strong. Add
a +1 to P.S., +1 to P.E., and +4d6+6 S.D.C.tm
- The character's bones are nearly unbreakable and his skin is cut
resistant, so he takes half damage from bladed weapons and cutting attacks.
He also has a special, natural A.R. of 8. Add +1 to this A.R. at levels
three, five, eight, and eleven.
- Against physical transformation and alteration, the character is also
extremely resistant. He gains a save bonus of +4 against magically induced
metamorphosis, a vampire's transformative bite, the Alter Physical Structures
major super ability, and anything else that can change the structure of
the body. This resistance cannot be let down - it is constant and
uncontrollable (though the character can still change shape at will,
if he has the power to do so).
- The character is resistant to fire, cold, microwave beams, phase beams,
and particle beam attacks. He takes only half damage from all these.
- All poisons, toxins, and diseases that break down the body's tissues,
disrupt chemical processes, and alter genetic structures are less effective.
Add a +4 to save vs poisons and toxins, and even if they are effective the
character is recovers in one-third the normal time. Cell disorder diseases,
like cancer and muscular dystrophy, never affect the character.
This is an equalizer against those who are normally invulnerable. With
this ability, all super abilities and hand strikes used by the
character do half damage to beings with the Invulnerability major power.
In fact, the attacks even do one- third damage to supernatural creatures
like vampires and werebeasts with limited invulnerability. Weapons of any
kind are not affected (unless this power is granted by an Enchanted Weapon,
or the character also has a Personal Weapon power).
If the targeted being has an immunity to energy attacks (like with Energy
Absorbtion) and the character has an energy blast power, the power will
still do half damage to the target, except in the cases where
you are attacking an APS: Electricity character with electricity or a
Control Radiation character with radiation blasts. You can't hurt like
with like.
The character also gets a special bonus of +4 vs horror factor and a
bonus of +1d4 to an attribute of choice.
The character's bio- energy is such that his powers and his body are
extremely effective against supernatural creatures! All his attacks do
double damage against standard supernatural beings and normal damage
against vampires, werecreatures, and other limited invulnerability
creatures. Weapons of any kind are not affected (unless this power is
granted by an Enchanted Weapon, or the character also has a Personal
Weapon power).
Unlike Harm Invulnerable, this power does not let one override natural
defenses (the immunities to certain types of attack).
The character also gets a special bonus of +4 vs horror factor and a
bonus of +1d4 to an attribute of choice.
The character's body is such that the damage of kinetic attacks are
dispersed more effectively on contact. He gains the following.
- +3 to roll with punch, fall, or impact.
- +3 to maintain balance. This is applied as a roll over the strike
roll when knockdown is imminent. A successful roll means knockdown was
avoided.
- The character takes no damage from the first 10 points of kinetic
damage in a melee, half damage thereafter. Does not apply to bladed
weapons but is effective against bullets, stones, punches, kicks, car
crashes, etc. Add +5 to the 'no damage' points at levels two, three,
five, six, nine, and ten.
- All falls do half damage (don't use the above damage reduction).
Created by The Magus
(with expansion by Brett Hegr)
The power to create a two dimensional image and project it upon a nearby
surface. When combined with the psionic ability to read minds, the
character can extract memories from others and replay them. Otherwise, he
is limited to creating images of his own memories and imagination. Anyone
viewing the image does not recieve a save vs illusions because the image
is not an illusion - it actually exists as a physical effect.
The range of this ability is 50ft at level one +10ft per level of
experience (60ft at level one). The projection size has a surface area
of up to 12ft and can take a circular or rectangular shape. Duration is
unlimited, but it requires the character's complete attention (combat
is not possible). Distraction will immediately end the image. The
character must be able to see the surface he is projecting images onto.
Though this power seems trivial, the mutant can use it to distract
people, display information, communicate in pictures, and entertain
friends!
Uhhhh...guess what! The mutant is impervious to cold and freezing! All
forms of cold, magical and mundane, do no damage to the character. Frozen
projectiles and ice weapons can still harm the character but do no extra
damage due to temperature. Add +20 to S.D.C.tm
and a +1 to P.E.
The character's body is extremely resistant to damage from foreign
substances. Poisons and harmful toxins have no effect, while gases and mind
altering drugs have one- fourth the effectiveness, penalties, and duration.
Magical and psionic toxins/ poisons are half as effective. Add +10 to
S.D.C.tm and a +2 to P.E.
Radiation and radiation sickness can never damage the character. Plus,
he can neutralize radioactivity using his body to soak it up. Touching
the target is required, and a melee is necessary to absorb the energy
from a human- sized or smaller target (or a 10ft radius area). Heavy
radiation absorbtion obviously requires longer amounts of time. The
character is also impervious to radiation- related problems like cancer
and organ malfunction. Heat and fire can still damage the character,
however. Add +20 to S.D.C.tm and a +1 to P.E.
Created by Andrew Darling
As per the robot option, the character is capable of locking his joints
and muscles rigidly into position, giving them a Superhuman Strength of
40 when holding onto something. Also, this power doubles lifting and
carrying capacity, and imposes a -10 penalty (on 1d20) to an opponents'
attempt to break out of a hold. Add +5d6 S.D.C.tm,
+1 to P.S., and +2 to P.E.
Created by Andrew Darling
This is the ability to jump 20 feet plus 5 feet per level straight up, or
twice that lengthwise. Double this with a running start, or for those with
super speed powers increase their jump distances by 20%. The character will
also take no damage from falls less than he himself can leap vertically and
half damage from all greater falls.
Add a +1 P.P. and a +10 to Spd. (apply the Spd. bonus only if the character
does not have super speed powers). Also add +1d6 to the damage of
leap attacks and jump kicks at levels two and six.
This is a parasitic power that lets the character drain the life force
from other creatures. It requires a touch on bare skin to perform the
draining. The touch has a +2 bonus to strike, +1 more at levels three,
seven, and eleven. Add in any P.P. bonuses but no other bonuses are
applicable.
Abilities and Bonuses:
- Each touch drains 1d4 S.D.C.tm plus
1d4 more at levels two, three, five, seven, and ten. Take the points
from the victim and gives them to the character. The drain is permanent
(until healed back normally). Once S.D.C.tm
is gone the hit points are drained next.
- M.D.C.tm is drained at the same rate,
but can be drawn only from a mega- damagetm
creature and (if the character is not a mega- damagetm
being) the M.D.C.tm will fade away
after ten minutes since the last drain.
- The character can steal any number of hit points and S.D.C.tm but he cannot store 'extra' - once he hits
his normal maximum point total he can gain no more.
- Can sense the life force in other living creatures and estimate how
healthy or near death they are (or if they are in a state of undeath).
Visual range of about 60ft.
- Cannot drain from vampires or any undead or animated dead being. Also,
greater supernatural beings like werewolves, vampires, godlings, demons,
and dragons are impervious to this power. Minor ones like demigods,
loogaroo, manticore, and Worms of Taut are vulnerable.
Created by The Magus
(with expansion by Brett Hegr)
Range: Self
Duration: Two minutes plus one per level. Activation requires
one melee action.
Attacks Per Melee: Counts as one melee action to turn it on,
turn it off, or to maintain the glow.
The character is able to cause himself to glow very brightly, like a
living halogen light bulb. While this is in use, the character gains the
following benifits:
- Opponents are at -2 to hit with any ranged attack, -5 with melee
combat in a very dark area (near blinding).
- Opponents are at -1 to hit with any ranged attack, -3 with melee
combat in a dimly lit area (semi- blinding).
- Opponents are at -1 to strike with melee attacks in daylight or
a well lit area (the eyes are adjusted to the brightness).
- Sheds light that can be used to see by with a 50ft radius +10ft
per level, equal to 150 watts +25 per level. This light can be seen
for a few miles at night.
- Once per melee, the character can generate a brilliant flash of
light to blind all people within a 10ft +2ft radius per level of
experience. The effect lasts for 1d4 melees and causes a -6 to strike,
parry, and dodge. Those within three times radius of effect, but beyond
the immediate range, suffer half the penalties for a single melee.
- Light/laser blasts do no damage.
The mutant's body can offset light waves in unnatural directions. With
this effect, the mutant appears to be six to twelve inches away from where
he really is. The power is automatic - takes no melee actions to initiate
and has no duration limit. The character gains the following:
- +2 on initiative
- All combat moves made against him are at -2, -1 more at levels two,
five, seven, and ten. This includes hand to hand combat, entanglement,
sneak attacks, projectiles, long- range attacks, etc.
- The light warping effect causes lasers to partially diffuse before
impact, so lasers do half damage.
- At the second level the character can dampen the light waves
that his body reflects, granting a +10% bonus to Prowl. At level
four, increase the +10% bonus to a +15% bonus. At level seven, increase
it to a 20% bonus.
Created by Brett Hegr
(from Jared's idea)
With a mere thought (one melee action), the character can turn a part
of his body into another form. The alternate structure can be maintained
for three minutes, plus one for each level of experience. One melee action
is required to activate it. Note that this power could be inappropriate for
any character who has a major Alter Physical Structure power. Also note
that this list is limited - transforming a body part into light, plasma,
or pure energy is not usually possible (except for electricity, which is
found in living creatures).
The character is able to affect one limb at level one, then two limbs
at level four. The stats listed apply only to the transformed body
parts unless otherwise stated. The S.D.C.tm
is counted as a full- body bonus, which recovers at the rate of 1d6 per
minute whether in human or partially shifted form (acts similar to a force
field). In Rifts® the S.D.C.tm
bonus becomes physical mega- damagetm When
two limbs are transformed the bonuses and penalties are not doubled.
Blocking attacks, as opposed to parrying, with the transformed limb is
also possible. All altered limbs are +3 to block, +1 more at levels four
and eight in addition to P.P. bonuses, but this bonus applies only to slow
moving strikes from hands, feet, and melee weapons. Bullets, arrows, energy
blasts, missiles, etc. can be blocked but there is no bonus to do so - plus,
even if the attack is blocked the character takes 25% of the damage done.
Any attack that is not successfully blocked hits the character doing full
damage (unless some sort of resistance is possessed or granted by the
partial APS). Blocking attacks that drop below the limb's A.R. reduces
them to no damage.
Choose one of the following physical structures:
- Electricity: Touching with the limb does 1d6 damage, or a kick
or punch from it does +2d4 damage. A.R. of 8 and +15 S.D.C.tm
Electrical devices can be shorted out easily, anywhere from a range of
touch to 3ft away. The character is also temporarily impervious to
electrical attacks.
- Fire: Touching the limb does 1d6 damage, or a kick or punch
from it does +2d4 damage. A.R. of 8 and +20 S.D.C.tm
Fires can be started by touch or up to 3ft away. The character is also
temporarily impervious to fire and heat.
- Stone: The limb does an extra +5 damage on a punch or kick.
A.R. of 10 and +40 S.D.C.tm, plus normal
weapons do no damage to the limb unless they are used by beings with
a P.S. of 17 or higher (or supernatural strength). However, subtract
a point from the Spd. attribute while the limb is stone. The limb is
impervious to cold attacks.
- Metal: The limb does an extra +8 damage on a punch or kick.
A.R. of 12 and +50 S.D.C.tm, plus normal
weapons do no damage to the limb unless they are used by beings with
a P.S. of 17 or higher (or supernatural strength). However, subtract
three points from the Spd. attribute while the limb is metal. The limb
is impervious to cold attacks.
- Water: Add +5 S.D.C.tm, and the
limb is totally impervious to damage from physical attacks like bullets,
punches, swords, etc. It can be turned "solid" and liquid instantaneously,
making it a useful parrying weapon. The water can also be used to douse
small fires.
- Ice: The limb does an extra +4 damage on a punch or kick.
A.R. of 10 and +20 S.D.C.tm, plus normal
weapons (bullets and clubs and such) do 1/4 damage to the limb. The
character is impervious to cold attacks, while the limb is impervious to
cold damage and laser damage (but lasers pass through ics and can so
damage the untransformed section of the character). Holding a living
target with the ice limb can result in frostbite - 1d4 damage per
minute after one minute of contact.
- Tar: The limb does an extra +1d4 damage on a punch or kick.
It is also impervious to cutting weapons, vibration attacks, electricity,
and sonic attacks. Kinetic and cold attacks do half damage to the limb.
No A.R. increase, but add +25 S.D.C.tm The
arm can be solidified, or liquified and used to entangle opponents (+4
bonus to do so).
- Sand: Add +3 to damage from physical attacks and add +15
S.D.C.tm The limb is impervious to
cold attacks and takes half damage from lasers, fire, and kinetic
attacks. The character can use the sand to smother fires, or can
blind an enemy - done up to twice per melee but must be a called shot
to the face, 16 or higher, no penalty or bonus.
- Magma: The limb does an extra +1d4+4 damage on a punch or kick,
or 1d6 damage just from touching it. A.R. of 10 and +20 S.D.C.tm. The character is impervious to fire and heat,
plus the character can start fires with a single touch or up to 3ft away.
- Crystal: The limb turns into a glass- like substance, with an
A.R. of 14 and +30 S.D.C.tm The limb
takes no damage from cold, laser, or radiation attacks, fire does half
damage, and attacks from beings with a P.S. of 17 or less do half damage
(unless supernatural). Sonic and vibration attacks do double damage to
the limb, however. Add +1d6+2 damage to all hand to hand attacks.
Created by Andrew Darling
This is the ability to pass through one specific kind of material. It is
more like squeezing through than sliding through, and as such requires a
significant effort (reduced to 1/4 speed). But more importantly, it allows
the user to embed objects of that material in his own body. The materials
possible are metal, glass, wood and vegetable, plastic, stone and earth,
and biological (animals and plants). Unlike Intangibility, this power does
not affect one's clothing or possessions, and because of the high degree of
resistance, the charcater still takes half damage from his material when it
strikes him. This power may be taken multiple times to handle multiple materials.
Created by Andrew Darling
The charcater has a natural knowledge of the human body nearly exceeding
that of an anatomist. He can perceive a target's heart rate by simply watching
the blood vessels of the skin. He can also diagnose some conditions using only
hearing and touch. The character also gains +20% to all medically related rolls,
and gets combat bonuses! Add a +1 to strike, +5 to damage, and the character has
a Critical Strike (applies to any attack) on a roll of 19 - the character has an
instinct to aim for vital targets.
Created by Kevin Linsley
This power is a much lesser version of Immortality. It's only real
advantages are that the character will never grow older than their
late 20's in appearance. This power lets a person live for a very, very
long time. They are still affected by the regular diseases of life, but
don't show any signs of age as they get older. They also do not suffer
from diseases or disorders related to old age such as Alzheimer's,
osteoporosis, senility, reduced ability to heal and recover from illness,
cancer (their cells are able to replicate without DNA degredation), etc.
Their chance of getting any kind of illness is dramatically reduced, but
they can still get sick.
- The character's life span is 1d100x1000 years.
- Add a +2 to P.E.
- Add a +3 on all save throws vs. disease (in addition to P.E. bonuses)
- The character heals at double the normal rate and heals without
scarring.
The character's body is slightly anti-magical in nature, giving greater
protection against spells and such. The character gains a +2 bonus to save
vs all magic (spells, circles, faerie, runes, illusions, etc.), +1 more at
levels four, eight, and twelve. Even if the spell takes effect, it only
lasts for half the normal duration. Magical tracking/sensing is -30%. Also
add +2 to P.E. This resistance applies to helpful magic as well. Note that
physical magic attacks, like fireballs and magic weapons, do full damage.
The character can also sense whether a target has magical powers or is a
spellcaster (30ft range with visual contact).
This power is a simple idea with many possible applications. By holding
or touching objects the character can reshape non- living matter! The
act takes full concentration - no attacking, defending, or walking is
possible. Something to remember with this power is that it is usually
not necessary to destroy all of an object's S.D.C.tm
to render it useless - doors can be circumvented by cutting out the lock
and a window can be bypassed without breaking it by cutting the glass.
- Sculpting and modeling skills gain a +20% bonus! Even better than using
tools for this, the character can take the hardest stone and the
toughest metal and shape those into works of art as easily as us normals
use clay and putty.
- It is possible to use Matter Shaping to sharpen knives and swords back
to their original levels, making blade maintenace a snap! If the
character is in a pinch and has some sort of flat piece of metal (or
anything, but metal is usually best) he can make a quickie weapon.
He needs to sharpen one end of the metal and mold the other into a blunt
handle. The damage is usually 1d6 or 2d4.
- Those with locksmithing skills can 'will' key blanks (or keys that are
already cut) to form into copies of a key. Doing so takes 1d4+4 minutes
if using a key blank to determine the shape of the lock, or a mere two
minutes if a key is avaliable to copy. Make a standard skill roll.
Failure means the character has to try again in another minute.
- Any sort of skill involving tinkering gets a +10% bonus when repairing
broken parts or crafting new parts only. Do not apply for problem
diagnosis or assembly of pre- crafted parts. It is sometimes easier for
the character to put a finger on a broken axle to repair it than to pull
out the entire thing. This bonus should be applied to creation- type skills
like Basic Electronics, Robot Mechanics, Weapons Engineer, Armorer,
Carpentry, General Repair/ Maintenance, etc. Also add this bonus when
modifying weapon cartridges or similar tasks.
- Repairing objects can be done, but the process is very slow. One
S.D.C.tm point can be restored to
objects per four minutes of concentration (or 15 points per hour).
At level four, increase the repair rate to one
S.D.C.tm point two per minutes. At
level eight, increase it to 1 point per minute. If
the object in question has been damaged by fire or particle beam
(or something else that disentigrates matter) the rate of repair
is reduced by half. Less matter to work with means the job is more
difficult. After level seven, the character can make matter more
dense and increase the S.D.C.tm and
weight to an additional +25%!
- Degrading objects is also possible! The character can do one point
of S.D.C.tm damage to non- living
matter per melee of concentration (it's easier to destroy than to
create). At level three, increase this to 1d4 points of damage per
melee.
- Working on M.D.C.tm matter is also
possible when in a Rifts® environment. The same repair/ degrading
rate applies (the strength of the material matters not - the molecules
themselves are manipulated).
The character is a mental giant, who has a higher than normal intellect,
willpower, and awareness. Extraordinary attributes add even more to these
attributes. Whether a charming genius, an insane super- hacker, or an
arrogant know-it-all, the character gains the following:
- Add +4 to I.Q. (minimum of 18).
- Add +1d4 to M.E. (minimum of 18).
- Add +1d4 to M.A.
- Add +2 on perception.
- Add +2 to save vs horror factor.
- Add +2 to save vs all mind affecting magic, psionics, and drugs.
- Add +4 vs possession.
This allows the character to use his personal vitality to push his
super abilities beyond their normal limits. The power is designed to
use hit points, but could be changed to use Chi or P.P.E.tm
(I.S.P.tm isn't that appropriate). This
minor super power is not really suitable for use with the powers of
Mechano- Link, Natural Combat Ability, or Animal Abilities.
Special Bonus: The character gets a +1d4 to the P.E. attribute
and also gets a one- time bonus of +10 hit points.
Recovery of Hit Points: Hit points used to fuel an overload recover
at the rate of three per hour, +1 more at levels four and eight. Double
this rate during sleep or meditation, and halve it for periods of heavy
exertion. Be sure to keep a record of the hit points used for this
power, since they recover differently from hit points lost due to damage.
Limits: The only limit on how many hit points can fuel a damage
overload is the character's current hit point level - he can go all the
way down to 0 hit points (becomes comatose at that point)! Channeling
is not possible when the character has less than 0 hit points.
Penalties: These apply only when the character suffers hit
point loss and the majority of it is from overloading.
If more than 50% of the character's hit points are used for overloading,
he is afflicted by weakness and fatigue after the time limit of the effect
run out. Speed and P.S. are cut by 25%, strength drops one level
(supernatural becomes superhuman, superhuman becomes extraordinary, and
extraordinary becomes normal), and he also loses a -2 on initiative and
one melee action. Invulnerable characters also start to suffer 25% of
the normal damage from attacks - some of their invulnerability goes away!
If more than 75% of the hit points are used for overloading, the above
penalties are suffered plus another -2 on all combat rolls (including
initiative - becomes a -4 penalty), -10% on skill rolls, and the loss of
another melee action.
Using more than 90% of the hit points will double all penalties!
Further, invulnerable characters suffer a full 50% of the normal damage
from attacks!
If the character goes all the way to zero hit points by overloading, he
is in no danger of death. He is, however, unconcious for 1d4+2 hours and
only a medical doctor can determine that he isn't dead.
As soon as the character recovers enough hit points to get above the 50%,
75%, or 90% level, the penalties associated with the special hit point
loss dissappear.
Note that you do not include hit points lost to damage in the
above. If a character has 30 hit points, suffers 14 hit points of damage
from a hard blow, and then uses 15 to fuel a super- strong energy blast
he is at 1 hit point (down to less than 10% of his hit point base) but
suffers the penalties of 50% use (because the 90% of the hit points that
are gone weren't used for overloading, just around 50% were). Note that
in the weakened state it is easier to be killed.
Common types of Overloading: The exact limits of the boosting vary
for each power, but here are some basic uses:
Increase an Extraordinary Attribute: 1 hit point per +3
bonus, per melee. Thus, boosting one extraordinary attribute by +3
and another by +6 would cost 3 hit points per melee. Valid only for a
person with supernatural or extraordinary attributes.
Increase Speed: 2 hit points will boost the running or flying
speed by 10 mph for one minute. Thus, 8 hit points could boost speed by
40 mph for one minute or by 10 mph for four minutes. Valid only for
characters with super fast running or flying speeds.
Increase Armor Rating: This is valid only for mutants with an
armor rating, usually gained from super- soldier experiments or APS
powers. Two hit points will give a +1 to A.R. for one melee.
Increase Duration: Each hit point used can add a melee to the
duration of a power that is measured in melees, or can add a minute to
a power with a duration in minutes, etc. Thus, a power that can last for
up to four melees could be extended to eight melees for 4 hit points,
while a power that can be maintained for 20 minutes under normal use
could be pushed to 25 minutes for 5 hit points.
Increase Damage: Add +1 die (usually a 1d6) to the damage of
an attack power, per hit point used (four hit point equals +4d6 damage
bonus on one attack). The only limit is that the amount of bonus dice
cannot exceed the amount of dice the player can normally rolls (can do
double damage at most). For attacks that do 1d4x10 or 1d6x10 damage or
anything similar, 3 hit points can instead give a +10 damage bonus (and
the limit is half the maximum normal damage - 1d4x10 could have up to
+20 added for 6 hit points and 1d6x10+30 could have up to +45 added for
15 hit points).
An attack that is charged for extra damage suffers a -1 strike penalty
per +4d6 or +20 or fraction thereof. That +45 damage bonus would impose
a -3 strike penalty! This use of Overload is valid only for characters
with some sort of damaging power, whether a minor power or part of a
major one. Also see the more focused power of
Damage Overloading.
Increase Range: One hit point grants a +20% range bonus on
visual ranges, and the effect lasts for one minute (limit of +100%).
For effect powers, the range of effect or the area of the effect
(two different concepts, mind you) can be boosted by +10% per hit point,
for one melee (again, a +100% limit). One hit point will also give a +10%
bonus to the range of attack powers, but the effect is instantaneous
(lasts only for one attack and has no increase limit!) As usual this
is possible only for characters with super vision, energy expulsion,
ranged attack, or distance effect powers.
Increase Senses: For 1 hit point, the accuracy of a heightened
sense can be increased by +5% per hit point per melee, or instead the
can be boosted by 20% per hit point per melee (limit of +100%). Applicable
only for a character with heightened senses or Radar.
Increase Numbers: Useful for powers like controlling animals
or people. For animal control powers, 20% more animals than normal can
be affected for 3 hit points per hour. If the person can control, say,
2d4 or 2d6 animals roll the dice and then add in the extra percentage.
For more powerful abilities (like controlling people, creating giant
insects, or creating more duplicates than normally possible) the cost
is 5 hit points per extra, per hour. In the case of Control Others,
paying this cost allows the character to control a person and have it
not count towards the save throw bonus - paying 10 hit points to control
five people would be possible, and none would get the bonus to break
free given for each four people controlled.
Increase/Decrease Amount: In the case of Growth, Shrink, and
Shapechanger, the player might desire to be a bit taller or smaller than
normal. At the cost of one hit point per 10% change, per melee, it is
possible to push the abilities beyond the norm. A person who can normally
shrink to the size of a minute speck could pay 20 hit points per melee
round, decrease their size by 200% (effectively becoming a third of the
size of a minute speck) and possibly enter the body of a target! A giant
character could push his height to three times the normal amount (!!!)
for that same cost.
Range: Self and one other (if held closely)
Duration: 25 minutes +5 minutes per level of experience, with
an amount of rest equal to a third of the duration of use between the
uses (use it for fifteen minutes you have to rest it for five).
Maximum S.D.C.tm of the Force Field:
10 times the character's unmodified P.E. attribute (no bonuses - just the
total initially rolled for the character!) plus 10 per level of experience.
Attacks Per Melee: Costs none to enable the force field, as
it is automatic.
Bonus: +2 to use as a defensive action, +1 more at levels
four, eight, and twelve.
The character can generate a protective energy field around himself
that absorbs damage. It has a base S.D.C.tm
equal to 10 times the P.E. attribute plus 10 per level of experience.
So, at first level a character with a P.E. of 10 should have a force field
with 110 S.D.C.tm The force field regenerates
1 S.D.C.tm per minute when in use, or
double that when not in use.
Damage from falls (whether the character is falling or an object is falling
on him) is cut in half. The character must be concious to use the force
field, and gases can still penetrate it. However, with an air supply he
could survive in space or at the ocean floor since the force field equalizes
pressure. It extends to just beyond body armor, but not power armor or
robot vehicles. At level three the character has enough skill to create the
force field around himself and one other person held closely. For another
type of minor force field power see the Barrier
Force Field.
Composite of ideas by Dave Crowe and The
Magus, with expansion by Brett Hegr
In some cases, the character can create a weapon of glowing energy,
not unlike a lightsabre. This can be used to strike and parry like an
ordinary weapon. The character can turn the weapon on or off at will,
and can be considered indestructible. In other cases, the character can
generate fields of kinetic energy that are shaped like throwing weapons.
Still more do not create a force weapon, but are somehow able to bond
with a specific weapon and summon it at will. The weapons are
fully compatible with W.P. skill bonuses.
Weapon Type and Damage: Choose one or roll to determine type,
then (for the thrown and hand-held weapons) pick a specific form.
These are one time decisions only and cannot be changed later on.
Each type of weapon has different properties.
Thrown Weapon (01-30%):
These are weapons like short bows, shuriken,
throwing axes, and throwing knives. The weapon has 20% more range than a
normal weapon of its type, is +1 to strike when thrown (+1 more at levels
four and eight), and cannot be held for much more than five seconds without
dissapating. Whatever form the weapon takes (player's choice) it does 1d6
damage, plus 1d6 more at levels three, six, and nine. These weapons can be
used to parry, but no bonus is granted. One melee action is needed to
create and throw the weapon, not one to create and a second to use.
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.
Hand-Held Weapon (31-70%):
These are swords, hand axes, machetes,
staves, maces, and all manner of melee weapons. The hand weapon is +1 to
strike and parry (for whips, change parry to entangle), +1 more to each
at levels three and seven, in addition to whatever weapon proficiency
bonuses the character might have. It requires one melee action to generate
and can last for up to three minutes per level of experience before requiring
re- creation. Others cannot use the weapon. The damage is pretty standard
for all weapons, doing 3d6 damage plus 1d6 at levels three, six, and nine.
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.
Summoned Weapon (71-00%):
This power allows a character to bond a
a hand weapon (such as a knife, small axe, small throwing weapon, short
sword, or even a handgun) to his unique bio- signature. This allows him
to summon the weapon (or object) at will, teleporting it into his hand
- this act requires one melee action. Bonding a weapon permanently
costs one hit point and requires ten minutes of concentration (a first
level character is assumed to already have one special, bonded weapon
whose cost has already been paid). The character can bond one object at
level one, plus one more at levels three, six, and nine. Bonding to a new
weapon is of course possible if the limit is already possessed, but the
cost must be paid again and an old bonded weapon returns to normal. Magic
and psionic weapons can be bonded, but the bonding costs two hit points
instead of one and the character may or may not be able to use any
paranormal powers of such weapons if they require
I.S.P.tm or P.P.E.tm
The summoning only works if the weapon is in range. The range is 900ft
+100ft per level of experience. If it is in range, the character can sense
it - and if it isn't in range, the character knows what direction it is in
and about how far away. The maximum weight of the weapon is equal to one
pound per two points of M.E. (an M.E. of 10 means you can handle up to five
pounds, enough for the average handgun). The weapon can be loaned to, taken
away, or disarmed by others and snatched right back via the character's minor
teleportation power.
If the weapon is summoned as the character's first act of a melee
the character gains a +2 bonus on initiative for that melee, due to the
element of surprise. The weapon is also +1 to strike and parry (for whips
change the parry to an entangle, for guns change the bonus to +1 to strike
aimed and wild), but only in the hands of the character. It is also
physically altered such that it can parry weapons wielded by beings with
supernatural strength with no danger of breaking, and can parry mega-
damagetm attacks.
The character's physical body is naturally strong, healthy, and toned.
The character is at the peak level of normal human biology and
looks as perfect as a human might be able to get, but is not
superhuman unless extraordinary attributes are also possessed.
Extraordinary attributes will increase these even further. When adding
bonuses from physical skills, change the attributes to the following
levels and then add bonuses. The character gains the following:
- Add +4 to P.E. (minimum of 20).
- Add +2 to P.P. (minimum of 14).
- Add +1d4+2 to P.S. (minimum of 18)
- Add +1d4+2 to Spd. (minimum of 16).
- Add +1d4+2 to P.B. (minimum of 14).
- Add +2d6+8 S.D.C.tm (10 to 20)
The character's brain and body are partially masked from psychic
influence, giving greater resistance to psychic attacks. The character
gains a +2 bonus to save vs psionics, +1 more at levels four, eight, and
twelve. Even if the psychic attack takes effect, it only lasts for half
the normal duration. Tracking, sensing, and mind reading by psionic means
is -30%. Also add +2 to M.E. and +1 vs possession, mind altering drugs
and magic, and non- psionic illusions. This resistance applies to helpful
psychic influence as well. Note that physical psionic attacks, like
psi- swords and electrokinesis, do full damage. The character can also
sense whether a target has psionic powers or is a supernatural creature
(30ft range with visual contact).
Created by the Cubist
A bizarre form of physical precognition/ mind bond of sorts, which
gives the character the capacity to compensate for a target's combat
style and reflexes. The target need not be sentient - mindless robots
and horrendous other- dimensional animals can be affected as well as
a 15th level ninja master.
- The character must fight or study the target of the power for two
melees before this power can kick in. Only one adversary can be affected
at level one, plus one more at levels five and ten. Furthermore, the
adversary must be within combat range (at most, about 20ft). This power
can't be used to defend against sneak attacks.
- Once activated, no P.P. or skill based bonuses can be used by the
target to defend against or strike the character! Only natural, inherent
bonuses are valid (like those from bonuses attributed to onboard weapons
or character class bonuses).
- Any bonuses from super abilities like superhuman speed and energy
expulsion powers are reduced to half the normal amount against the
character, as are natural fighting abilities like those from Natural
Combat Ability or the Nightbanetm
instinctive fighting skills.
- Characters who are protected from telepathy or have a mind block
in place are somewhat immune to this ability's effects. Their P.P. and
skill based bonuses are halved and not entirely negated. Their super
powers are affected normally and are still halved.
At all times the character has the below bonuses and abilities:
- Automatic Dodge. It takes no melee actions, but gets no bonuses
either - see your local combat section for details.
- +2 on initiative.
Note: This power cannot be possesed if the Natural Combat Ability
major super power is also possessed (could be unbalancing to the game).
Range: General - 50ft +10ft per level of experience and specific -
220ft +20ft per level of experience
Duration: Almost instantaneous for general sensing, and scanning
for a specific being takes two melee actions.
In Rifts®: Double the ranges of
both types of sensing and add a +10% bonus to the tracking skill.
The character has the unique ability to sense super powers in other
beings. He automatically senses when a super being comes within a
general range (see above), and can also scan a larger area for a specific
super being. With this ability, it is also possible to determine some
things about the beings. The character can sense the general power of
the abilities (latent, low, equal to the character, high, mega), the
general location of the being (near, 40ft away, just entered range, in
that trash bin), the nature of the being's powers (mutant, alien, or
experiment), and their general type (energy expulsion, heightened senses,
control power, some sort of shapeshifting). Magical super abilities
cannot be sensed or tracked, due to their non- biological nature.
To get an accurate sense of the being, it must be within the general
range and visible or else the character suffers a -30% penalty. These are
sensations like 'she's a shapeshifter,' or 'quick healing and he's strong
too,' or even 'the alien in that armored car has a very powerful electrical
blast.' He can sense accurately at a skill of 35% +5% per each additional
level of experience. He can also track those with super powers at that
same skill level. Roll once per 1000ft of ground covered. In either case,
three failed rolls in a row means the character cannot sense the mutant's
powers or track him at all and must try again at a later time (2d4+4
hours at a minimum).
Created by Brett Hegr
(based on the Cubist's idea)
The character can mutate his body in limited ways, to give him a greater
advantage in combat and various environments. Mutating in some way is
dependent on the kind of mutation - easy ones are fast, while a tough
one could take a couple melees. Lastly, the character is still restricted
to the natural form. A normal looking human couldn't change his
body to have wings, extra arms, a tail, tentacles, thick armored shells,
or other non-human traits. Sharpened teeth, color changes, thickened skin,
sharp claws, and gills are more this character's speed. For many more
mutations, check out this
file. The mutations last until the player decides to change them.
Any mutations will revert to normal if the character becomes unconcious.
In Rifts®, the combat mutations do
mega-damagetm and extra S.D.C.tm
becomes M.D.C.tm If the character also
has the Alter Facial Features and Physical Stature minor power, then
he is well equipped to physically mimic humanoid aliens.
The possible changes are broken up into three categories - easy,
moderate, and hard. Easy changes take only one melee action to
perform, about five seconds. Moderate ones take a full melee. The
hard ones take two melees, and sometimes even more. However,
mutations can be combined, so that an easy change takes place at
the same time as a hard one. Undoing a mutation takes just as long
as making it. One moderate mutation is the equivalent of two easy
ones, while one hard mutation is the equivalent of three easy ones.
Another use of this power is to make the character look more human,
if his natural form is inhuman or highly mutated.
A character can perform three easy mutations at level one, plus
one more for each additional level of experience. So, at level five
a character could create two hard mutations and one easy one, or
three moderate mutations and one easy one, or two moderate and one
hard, or seven easy, etc. Here are some examples of common mutations:
- Skin Color Change: A one-tone change is easy, while a two
tone striping or spotted pattern counts as a moderate change. Glowing,
fluorescent, and metallic skin is always a hard change. Any color is
possible.
- Hair Color Change: One, two or three colors is easy. Metallic
and fluorescent colors are moderate, as are a complex coloration pattern.
Any color is possible.
- Eye Color Change: A color change is easy, while turning the
entire eye a solid color is easy change also. Glowing eyes is moderate.
Again, any color is possible.
- Claws/Talons: +1d4 damage plus any damage bonuses on a punch
or kick for easy level. Increase to +1d6 for a moderate, and +2d6
for a hard one. The size is anywhere between 1' and 3' in length.
- Biting Teeth: Do 2d4 damage on a bite (easy), 2d6 for
moderate, or 3d4 for hard.
- Quills/Spikes/Spines: The character has A.R. 12 and any rolls
under this number cause 1d6 damage to hand to hand attacker. 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. This is a hard mutation.
- Thickened Skin: Add a bonus of +30 S.D.C.tm
(or M.D.C.tm) to the character's own
S.D.C.tm score, a moderate change. A
hard-level change adds another +20 and increases the A.R. to 8. Any
damage taken is first subtracted from this extra S.D.C.tm
and then from the character's own hit points and S.D.C.tm
- Arboreal Change: Classified as a moderate change. The character
gains a +15% on Climbing, +2 to dodge, and +4 on balance rolls while
this mutation is in effect. The arms lengthen and the body lightens by
about 15%.
- Water Environment Change: The character can breathe underwater
(gills), gains a +20% to the swimming skill, another +1 to parry and
dodge in water, can swim a speed equal to double his Spd. attribute
(not valid for super speed), and has underwater vision equal to normal
vision. This is a hard mutation.
The character has several small abilities that comprise his unnatural
stealth.
- Gains a bonus of +30% to Prowl skill, or use that as a base if the
skill is not possessed. He can even jog (running at half speed) while
prowling and make no more noise than if he were walking.
- He can mask his body heat to be equal with those of his surroundings,
thus becoming invisible to thermovision and heat sensing devices. Body
temperature can be varied (plus or minus) by 10 degrees Fahrenheit at
level one, plus 5 degrees per level of experience. This ability requires
concetration (-2 on initiative and loss of one melee action).
- His 'natural odor' is almost imperceptible, causing a -30% to attempts
to track him by smell alone (or require a difficult perception roll).
- He can slow down his heart rate, breathe almost noiselessly, and move
so silently that attempts to hear him suffer a -30% penalty (or require
a difficult perception roll).
- His natural stealth gives him a +1 bonus to perception, +10% to Detect
Ambushes, +10% on Tracking, and +10% to Track Animals.
- Animals (most, anyway) will not recognize the character as a human or
as a predator. Deer will graze and birds will continue to chirp in the
character's presence.
The character's range is much less than that of the other vision powers,
but far more comprehensive. The entire electromagnetic spectrum
is visible to the character and the character can 'tune' his vision to
interpret the various ranges of the energy. He can see radio waves
(which includes AM, FM, and TV frequencies), radar, infrared, visible
light, ultraviolet, power waves, x-rays, gamma rays, and even cosmic rays.
This allows the character to see the energy flowing through power lines
and technological objects (can tell if they are on or not). He can tell
if a radio transmitter is 'on' and if it is sending signals. He can see
the energy radiated by bugs, micro- cameras, and other spy devices with
60% +3% per level accuracy (roll once per minute of searching until a
suspected device is found - then it is clearly visible). He also has a
limited nightvision range of 300ft and a limited thermovision range of 60ft.
Range: 1000ft, +200ft per level of experience.
The character's special visual abilities lie in perceiving the
strange and unusual nature of the Megaverse®. He is able to
see all astral entities, all spirits, all beings of energy, all
kinds of portals (astral, dimensional, magical, etc.) and all
invisible creatures (no matter the type of invisibility). He is
able to see through all illusions and is impervious to them.
Lastly, the character has the constant ability to see auras and
read them just like the psionic power of the same range.
Range: Paranormal vision range is equal to the character's
range of normal vision, while seeing auras has a range of 60ft.
Just like the alien in the Predator movies, the character has the
ability to see the heat energy emitted from living creatures and warm
technology. The character must focus only on heat vision, and so no
other visual powers can be used in conjunction with this.
The benefit of this ability is that the character can see through one
normal wall and pick up the traces of heat beyond. Smoke and complete
darkness do not restrict the character's vision in any way. He can also
see invisible beings, even by magical and technological invisibility,
since they most likely produce body heat. Though Super Vision: Infrared &
Ultraviolet may cover this in part (heat is emitted as infrared energy),
the mutant with Super Vision: Thermal has great expertise in the
interpretation of the IR band. He can pick out people, objects, pipes
and cords, etc. Plus, his ability is powerful enough to be used as a
form of nightvision.
Limitations:
Making out physical details like color and texture is not possible
with thermo- vision. Any cold- blooded life forms (which includes
APS: Plant beings) can't be seen very well and so a -6 strike, parry,
and dodge penalty is applied when dealing with them on a strictly
thermal level. Further, bursts of heat can blind the character as a
flash of bright light would blind a normal human! Use the same
penalties (-10 to strike, parry, and dodge). Switching to normal
sight will allow the character to see, though his heat vision will
be blinded for the normal duration. Heated smoke/ gas, APS: Fire
beings that are radiating heat, and radioactive heat can disrupt
the thermo- vision.
Range: 3000ft, +500ft per level of experience.
This is only truly useful in an outer space environment, so it might not
be appropriate for all campaigns. The character is able to survive not only
in the pressureless environment of outer space, but also in an underwater
or other high- pressure areas. He does not have to breathe - that is under
concious control. However, halve his melee attacks and effective speed
when he is not breathing since he gets no oxygen to work with. This could
allow an alien from a toxic environment to survive, but not thrive,
without a native air supply. The character is +4 to save vs toxic gases.
Also add 4d6+10 S.D.C.tm
Created by Andrew Darling
This is another pseudopsi power that makes a person inconspicuous. There
is no bonus to prowl or hide, but a person who fails a save of 15, M.E.
bonuses applying, will be hard-pressed to remember anything at all about the
character even if the character talked with them, saved them from a
dragon, or ate their children. The description will be on the tip of their
tongue, but they just won't quite remember what he looked like or what he
did. This power tends to result in descriptions like "average height,
average build, wearing ... something beige. I think." Anyone who uses Total
Recall or has a combined I.Q. and M.E. of 30 or more will be able to remember
normal details about the unnoteworthy character, but not an
extraordinary amount of detail.
Created by Jr. Davedog and Rockness,
and expanded on by ol' Brett Hegr
Range: Touch
Duration: As long as the weapon is held
Limitation: The character cannot learn any weapon proficiencies.
He does not feel that he needs to - and he is right!
This is the power to pick up and almost instantly master any weapon. This
includes bows, guns, knives, swords, staves, whips, axes, rocket launchers,
rail guns, etc. When mastering a weapon, the character must concentrate
for a melee action to gain full bonuses. While concentrating, the character
can only defend himself via parries and normal dodges (bonuses are halved
for the instant of concentration). If a mastered weapon is dropped or
knocked away, the character has one minute per level of experience to
get the weapon back before requring re-mastery.
The person with the power has 12th level experience with melee weapons
and 7th level with firearms and modern weapons. Add one more level of
experience to both at character experience levels three, six, and ten.
The character gets all bonuses associated with the related weapon
proficiency. Rate of fire, when applicable to weapons like a bow, is
equal to the character's number of attacks per melee round plus one more.
Lastly, the character can dodge (normal) and immediately strike. Normally
a wild shot with -6 penalty, the character strikes with no bonuses or
penalties on a straight roll of the dice (i.e. gets bonuses to dodge
and none to strike, but does both within one melee action). This is a
Normal Dodge, in which he moves out of the way completely (not
an Automatic Dodge which is just a twisting or bending the body).
Special Bonuses:
- +2 on initiative at levels one, four, and eight. Apply this bonus
only when using melee weapons, handguns, and bolt- action rifles.
Halve this bonus when using shotguns, bows, sub- machineguns, and
automatic rifles. Do not apply the bonus if using heavy weaponry such
as rail guns, rocket launchers, artillery, explosives, etc. If the
character is unarmed he gets no initiative bonus.
- +2 to disarm when using a weapon to do so. Requires a called strike.
Note: If the character has powers like Natural Combat Ability or
Mechano- Link, he gets a few weapons bonuses. Apply these bonuses only
to non- mastered weapons! Do not add them when this power is in
use - this power overrides those bonuses. Also, these bonuses can
be applied to Personal Weapons without requiring the melee action to
master it - mastery is inherent with the weapon.