New Powers as of October 20, 2001
Minor Super
Major Super
Psionic
Other Stuff
Minor Powers
Division: This ability is similar to the Multiple Beings/Selves ability in Villains Unlimited, except that the abilities of the orignal, and the duplicate are reduced. Each version can create duplicates, but each duplicate will have only 50% of all combat stats and attributes (except APM), and will know all skills at 75%. Each replication also makes the replicant and the replicator lose one APM until the replicant is destroyed. Unlinke the major power, loss of a replicant is not a permanently debilitating condition, but stats do not return to normal for 3D4 days after the death. Loss of the oringal kills all replicants. Replicants also die if they are separated from the original by more than 1 mile per level (but the original can recall any replicant within this range within 1D4 melees of concentration)
Extraordinary Intelligence Quotient: Raise I.Q. to 20 + 2D4. This character has also been able to learn one additional skill program (any, even those restricted by education level), and will learn one secondary skill per level in addition to the normal 2 skills every 3 levels. The character may select skills not normally allowed as secondary skills, but those skills count as 3 skill selections. The character also has a base skill of I.Q. + 2 per level at any activity he does no actually have the skill for.
Super Vision: Scanning Sight: This power allows a character to scan objects. It is similar to X-Ray vision except it can also tell what type of material something is, whether a person has aberrent energies (super powers, psi magic, etc.), what components are in a device, etc. Also, this character can see through psi powers such as ectoplasmic disguise and alter aura (though hypnotic illusions are still effective). This power has half the penetrating power of X-Ray vision.
Vocal Mimicry: The capacity to create almost any sound the character has ever heard. The character can imitate any voice/sound/etc. with a 68% + 2% per level chance of a perfect mimic (fools voiceprint scanners). The character can also create an ultrasonic wail which inflicts up to 1D6 damage per level to all objects within a 30' radius (including the superbeing)
Major Powers
Alter Metaphysical Structure: Undead: This ability allows the character to become undead at will. This ability can be called at any time, and can be used indefinately, but if the character is exposed to something which is a weakness for his undead form (ie: sunlight, garlic, etc.), then he will revert back to human and take the apporopriate damage for one melee round's worth of exposure. The character must feed on whatever the undead form requires for sustenance (even if he never actually uses the form), but only at half the frequency.
The exact abilities vary according to what undead form is used. Either pick a pre-existing undead type (vampire, wraith, Highlander-style immortal, etc) or roll on the Undead table in the Mega Hero section of Heroes Unlimited. Not ethat upon death, the character will become this type of undead on a permanent basis. However, there is a 15% chance that the character does not age and is immune to illness.
This ability allows the character to bestow any power not directly tied in to physiological structure (ie. Winged Flight, Extra Limbs, etc.) to an inanimate object. Anyone in contact with a charged object could use the power bestowed to it (much like a TW device lets a character cast spells). The power must be one possessed by the character or by a willing superbeing who the character is in physical contact with.
Demagogery: Range: 225' + 25' per level. This power allows the character to control mobs of people with low self-esteem. The character is a very influential speaker who can stir the emotions of everyone within the power's range. Anyone within this range who has an M.E. below the power's strength (5 + 1 per 2 levels), must save or else be swayed by his words ("He's right! Those mutants are dangerous, let's get them!"). Those with M.E. above the power's strength, or with some sort of mind block power are immune to its effects.
Electromagnetic Energy Transfer Field: This ability allows the superbeing to create an energy field which interects with metals in a variety of waysfirst level and . The superbeing has 4 of the following effects at can select one additional effect at every third level of experiencedamage bolt, all of . With the exception of the these powers require continuous physical contact witht he metalautomatically able to . The superbeing is also perform the Magnetize Object and Magnetic Grip subMagnetism major super ability -abilities found under the and can block a metal object from magnetic abilities concentration for every 10 lb (requires 1 melee action of of the object). Only one ability may be performed at a time.
Energy Expulsion: Multiphase Disintigration: The superbeing is capable of discharging a specially phased energy beam which breaks down matter. But what really sets this ability apart is the sueprbeing's ability to adapt the beam to alter the exact effect it has on different materials. The character can employ any number of the effects listed below on any blast (effects must be declared prior to firing the beam). Damage is 5D6 + 1D6 per level (but the character can regulate damage by increments of 1D6). Range is 300'.
Material Immunity: The player may specify that one or more types of material (wood, metal, plastic, organic matter, living or dead matter, glass, etc.) is completely impervious to the blast. If the beam hits this material, it disippates harmlessly. Alternately, the player may specify that one or more types of materials are the only things to take damage from the beam.
Material Phasing: The beam will not
damage a specified type of material, but will pass
through it. The beam is completely undamaging until
it has fully passed through the object it is phasing
through (so a beam set to phase through metal would not
harm any rubber, plastic, or glass inside of a robot it
is fired at, nor would it harm the operator of a orbotic
exoskeleton). This limitation only applies if the phase
material completely encloses the object in question.
When the beam passes through an object, it loses 10% of
its original damage for every 20 SDC of the object.
Even though the beam will not damage anything inside of
an object it hits, it may have an effect. Unless the beam
is specified as not affecting organics, then any person
in a vehicle, robot, or solid armor, then any person
inside an exoskeleton (for example) would feel a bizarre
tingling, and would be at -2 on all combat moves and -5%
on all skills for his next two melee actions (this is not
cumulative) unless he saves vs. nonlethal poison. A
similar effect applies to electronics, as robot AIs,
targeting systems, etc. are slightly off balance.
Lateral Teleport: The character can also elect not to damage a specified material, but rather teleport it backward. This effect does not work if there is no empty area directly behind the target within the range of the beam for a teleported object to materialize. Also, this power does not separate an object into component parts (so you can't teleport a cyborg's bionic arm off of him, nor can you teleport metal hinges off of a wooden door). The weight limit per object is 40 lb. + 20 lb. per level. Any object over that limit is not teleported.
Heat: The affected object does not take damage, but anything touching it takes 20% of what would have been the beam damage from the heat. This effect lasts for one melee.
Evil Karma: Identical to Karmic Power except this power is for evil characters, so good actions get the penalties. If you're rolling for an evil character and Karmic Power comes up, just use this.
Genetic Ingestion: The bizarre ability to adopt the genetic characteristics of a person merely by ingesting some of their flesh or drinking blood. The character must eat a at least 1 oz. of meat (3 bite attacks), or drink 2 pints of blood to effect a change. The character may choose how much of a change to undergo. A full change means that the character replaces his own physical traits (including powers and mental attributes) with those of the victim. A partial change means that all traits become an average between the two. For example, a mutant with an energy attack that does 6D6 damage and has a PS or 12 bites a normal human with a PS of 26. The mutant's power level would drop to half, meaning that his energy beam does 3D6 damage, but his strength would rise to 19. If, after this change wore off, this same mutant bit a mutant with a similar energy power that inflicts 10D6 damage, then the mutant's own bolts would now do 8D6 damage. The character may also perform a variable ratio transformation, which is simlar to a partial transformation except the character can alter the ratio so he is, say 30% him and 70% his victim or 90% him and 10% his victim, or any other ratio. The character may maintain these changes for as long as he wishes while awake, but the second he loses consciousness, his genetic structure will return to normal. Likewise, the character can negate these changes and return to normal at any time. The character may mix genetic structures, but only one strucutre per level may be absorbed at a time. The only other limit is that the transformation takes one melee, plus 1/2 melee per power lost/gained/altered, and no actions except for defense (with no bonuses) can be performed during that time.
Life
Drain: The bizarre and unsettling ability to absorb
the life force (H.P.) of another person. Each hit point drained
gives the superbeing one point to ISP, PPE, Chi, or SDC (drainer's
choice). It takes two HP drained to regain one HP for the drainer.
NOTE: This power drains the life energy direct from hit points
and any damage incurred by victims of this power will heal at the
normal rate
Negate Super Abilities (Rikonian Version): Range and durations are the same as standard powers, but the following options are available:
Phantom Limb: This ability allows the character to generate one set of extra limbs at will. The choices are wings, arms, or legs or any other minor super ability consisting of extra limbs. Bonuses and abilities are the same as the minor ability being copied. The limbs are made out of an ectoplasm-like substance, and can be sutained indefinately as long as the character is conscious. Ecto SDC is the character's ME x 2 plus 1D6 per level. The left and right sides each have a separate ecto SDC, and this same stat applies to any limb type made on that side. Multiple limb types (ie: arms and legs, arms & wings, etc.) can be created, but the player must divide the SDC between these limbs. Once Ecto-SDC is depleted, no limbs can be created on that side until it is replenished. Ecto-SDC is replenished at a rate of 1 per 10 minutes that no limbs are in place, or 20 per hour of sleep.
Radio Wave Atunement: This ability allows the character to intereact with radio waves on an almost telepathic level.. Characters with this power can listen in on radio conversations, radio broadcasts, etc, and also "broadcast" radio signals on their own. This power is useful for a variety of purposes ranging from espionage, coordinating military actions, pranks, and being a one-man pirate station. Listening range is 1000' + 100' per level, broadcast range is half this (half again for visual images.
Replication: This ability allows the character to create a perfect copy of an item at will. Range is touch or 1 foot per level. Unless the object is rendered permanently, it will dissipate after the duration of 1 hour per level of the character.
Species
Morph: This allows the character to become a
representative sample of another species. The character will
adopt the specific traits that differentiate the new species from
his own, but cannot change to look like a different member of the
same species. For example, if the hero is human and morphs into a
humanoid species with pointed ears, then he would like himself,
only with pointed ears. This ability is limited in that animals
must become animals, insects must become insects, vegetative
aliens must become other vegetative aliens, and mineral aliens
must become other mineral aliens. The basic physical structure is
also a limit. In other words, human characters must become beings
with the same basic humanoid structure of torso, head, arms,
legs, etc., though a humanoid could become a canine, feline or
reptillian alien. Also, this power does not allow the character
to become vastly more powerful than his original self. The
character retains all other powers while in the new form, but can
only gain two minor power or lesser psionic abilities plus one
every fifth level (major powers and super psionics count as two
selections), but he must deactivate an equal number of powers to
do this. Magical powers cannot be received with this power,
though a magical being could be emulated, the mystic abilities
could not. The emulated species must be copied by direct touch or
from a remembered pattern (up to 3 plus 1 per odd level can be
stored).
If a species has a different attribute base, then take the
maximum roll of the original species, and the maximum roll of the
new species, and multiply that attribute by the new species
maximum divided by the original maximum. Then take the average of
this score and the character's original attribute. For example, a
human with a PS of 24 turning into a species with a PS of 5D6
would multiply his PS by 30/18 to get a PS of 40. Then he would
take half the difference, which is 32, to be his PS in this new
form. This formula goes for all stats, but no stat can be
increase to more than double the original, or decreased to less
than half of the original. Combat bonuses and APM can only be
increased/decreased by 20%.
Teleport:
Digital: This power is a modifed version of the
Teleport super ability. The character cna perform line of sight
teleportation as per the Teleport ability, but cannot teleport to
another location without a real time 2-way transmission (ie:
phone, walkie-talkie, chatrooms, etc.). The character can travel
any distance provided that the communication delay is no more
than 15 seconds per level. The character will reappear somewhere
within 3' per level of the communication device at the other end
(usually he will appear right alongside it, but if that area is
entirely blocked, he appears further away). The teleporter will
automatically succeed in digital teleports which go over a fast
connection (1/2 the maximum commination lag), but can only
teleport 1/2 of his stardard weight allotment over digital lines.
NOTE: This power works over ANY distance, provided that the lag
is short enough, which means with a faster-than-light
communication system (subspace radio, hyperwave, etc.) the
character could teleport to another planet, or even another
galaxy.
Teleport: Telepathic: This ability functions much like Teleport: Digital, except that the character can only teleport across direct telepathic or empathic connections. This means that whenever a psychic tries to read his mind or mindspeak to him, or even perfrom biomanipulation, the teleporter has the opportunity (provided he is not rendered incapacitated by the attack) to telport directly to that psychic's location.
Virtual Particle Creation: This ability allows the character to create matter by collapsing the wave function of virtual particles. Even though complex machines like guns and vehicles cannot be created, this is still a very useful ability. With a little imagination, players can whip up solid steel cells to trap enemies, swords, garrotes, etc.
Range: All created objects must be created in a position where they will be in physical contact with the hand of the hero.
Dur.: Objects can be sustained indefinitely while the hero is in physical contact. They will dissipate within 1 melee per level of experience after losing this contact. They can also be destroyed my mental command from the hero.
The character is limited to creating objects of a certain type. ROll 1D4 to determine how many types of objects can be created. Then roll on the following table (do not re-roll duplicate results, those extra abilities are lost):
1-10: Blob
11-20: Burning Fluid
21-30: Cloth
31-60: Metal
61-65: Plastic
65-75: Slick Fluid
75-90: Stone
91-00: Supercool Fluid
- Blob: this is a blob large enough to snare a humanoid target. The blob has 25 SDC, but kinetic attacks do 1/4 damage.
- Burning Fluid: A stream of burning fluid flies from the hands, and hits the target, doing 1D6 damage per level. The range is 25' + 2' per level. Unlike other virtual particle abilites, burning fluid dissipates on contact. Add a damage bonus of 20% to any frozen world aliens
- Cloth: This is the ability to create any type of fabric the character can think of. This allows the character to create a costume at will, create a rope or rope ladder for climbing (length: 10' + 5' per level), make a whip (damage: 1D6 + 1 every other level), or a garrote (damage: 1D6 per melee directly to HP). This ability can also be used to restrain enemies
- Metal: The character can create metal in a variety of forms.A solid block of metal can be made. The total volume is limited to 20 cu' + 5 cu' per level. The block will have 50 SDC per cu', and an AR of 14. The character can also create a sword (damage: 2D6. +1D6 damage every 3 levels), a club (damage: 3D4), a suit of armor (AR: 14, SDC: 50 + 10 per level), or a shield (50 SDC). The character can also create the effects from CEF: Earth (Tower of Earth, etc.) but they are made of metal and are +2 AR and +20% SDC. NOTE: A character can only create one metal object per minute
- Plastic: Same as metal but divide all SDC and damage by 2 and reduce AR to 10. Also, any plastic armor will insulate against electricity (1/2 damage from such attacks)
- Slick Fuid: This fluid sprays from the fingertips and sticks to the floor, walls, etc. Same penalties as the "Cover with Ice" option of APS: Ice. Range is 25'. Covers a radius of 5' + 1' per level.
- Stone: Same as metal but reduce all SDC and damage to 3/4. All CEF: Earth type abilities are identical to the abilities in that power listing. Also, stone armor and shileds cannot be created unless the character has PS of 40 (or a supernatual PS of 25), and even then, they make the hero -1 APM and -2 to strike & parry and -6 to dodge
- Supercool Fluid: Same as Burning Fluid, but this is a cold attack. Add a damage bonus of 20% to any thermal world aliens.
Psionic Powers
Mind Block Auto Attack (Super): Similar to Mind Block Auto Defense, this power is activated whenever a psychic attempts to probe the character's mind. The difference is that this power actually sends damaging energies back to the attacker. The prober must save vs. psionics or suffer 1D4 damage per level of victim direct to hit points.
Telepathy (Super): This power is the same as the standard telepathy power, except that it can be boosted for extra range. Using 8 ISP raises the range fro mental probes to 200'.
Focal Points: It makes sense that what part of the body an attack comes from would determine how easy it is to aim that attack, so here is an optional table. ROll for 1D4 focal points for each power which requires a projection of energy.
1-45: Hands: Use the standard strike bonus found in your book (usually +1 to strike and +3 for an aimed shot). The beam can be split into two using the HU rules.
46-68: Eyes: Since you can see exactly what you are aiming at, this gives better bonuses. Add 2 to your standard bonuses. Cannot aim at multiple targets with this power
69-88: Fingers: Same as hands, but the beam can be divided into up to 10 beams using all fingers on each hand (-1 to strike for each extra beam coming from the same hand). The power of the beams are divided equally among all beams. ie: a 10D6 energy explulsion power can produce a 1D6 beam from each finger.
89-90: Mouth: Add +1 to standard strike bonus but cannot speak for 3 melee actions after each use.
91-93: Forehead: Add +2 to standard strike bonus
94-96: Torso: Subtract -1 from standard strike bonus, but add 10% to damage and range
97-00: Feet: -4 to strike (no bonuses from the power) and divide range by 10, but damage is doubled. The character stomps his foot to use the power. When he stomps, a wave of energy flies along the floor. The wave is 5' wide and 3' tall and has the same knockdown stats as the Wind Rush ability found under Control Elemental Force: Air
COPYRIGHT NOTICE: Rifts is a registered trademark owned by Kevin Siembieda and Palladium Books. Heroes Unlimited, Mega Damage, S.D.C., P.P.E., I.S.P., O.C.C., and R.C.C. are registered trademarks of Kevin Siembieda and Palladium Books
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