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New PsionicsEven though I'm not a rifts person, these are in rifts format. I will eventually put them in BTS format, or in Palladium Fantasy RPG: first addition format. Healing PsionicsInduce PainRange: Touch ISP: 14 Save: Standard Duration: D6 minutes Causes same effect as Bio-Manipulation:Pain. Duration can be extended 1D6 minutes for the expentiture of 7 more ISP. |
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Magic or Psionic Purification Range: Touch ISP: 10 for psionic influence, 15 for magical Save: None, but see below Duration: One melee per level of Psionic This power is only to be used on an individual under the effect of a magical or another psionic influence. The target of this power may, as one action per melee while the purification is active, attempt to resist the influence as if she were just afflicted by it, with all bonuses applicable. Success means the influence is over, but the side-effects (HP/SDC damage, end-of-spell insanities if any, etc) remain. Failure to save means the influence is still in control. This power can affect all magical curses, phobias, transformations, mind control, hypnosis, trances, etc. It will not work on possession or (non-magical) drug induced influences. New Physical PsionicsSummon Inner Powerrange: self ISP: 4 Save:none duration: 3 minutes per level of experience -add +10 SDC -add+2 save vs poison or toxins -add +5% to save vs coma/death - fatigue is temorarly forgotten and the character can funtion as if he was fully rested for the full duration of the summon inner strength power. Heightened Sense of Vision Range: Self, visual range is increased by 50% ISP: 6 Save: None Duration: 5 minutes per level of experience This power makes the psychics current visual range a crystal clear 20/20 vision, increases the range 50% but the increase range gets fuzzy at the end(normal range is 600ft; see Rifts pg 118,) and peripheral vision is remarkably better. Reaction time to visual stimuli is increased. Bonuses: +2 to parry/dodge any action/attack the character can see (ie with invisible and rear attacks there are no bonuses.) The character can also add +(2 times level of experience)% to visual tracking roles if he has the skills (eg. 3rd level psychic has +6% to tracking), since visual clues he might have missed seem to pop out to him now. Heightened Sense of Hearing Range: Self, audial range is increased 50% ISP: 6 Save: none Duration: 5 minutes per level of experience This power makes the character's hearing nearly perfect. At the edge of the range (normal range is 400ft for most humans (I think), increase by 50%) the character can hear as little as 20dB, a quiet conversation (see Heroes Unlimited, pg 189.) Bonuses: It is extremly difficult to sneak up on the player, all rear assailant are at -20% to prowl if within grappling range of the character. Psychic is +2 to initiative if combat begins within his range of hearing. Note: if suddenly exposed to a loud noise 90dB or above (thunder, sonic boom, loud explosion, etc. originating within 5 times the character's range the character will be temporarily deafened. -3 to strike/parry/dodge, -1 attack per melee, for 2D4 melees. Heightened Sense of Smell and Taste Range: Smell: as normal, 50ft +3ft/level if downwind; Taste as normal ISP: 8 Save: see below; tracking penalty Duration: 5 minutes per level of experience This power amplifies the sensitivity of taste buds and nasal sensors. The base percentage for the sense ability is 70% plus 5% per level. This includes identifying common smells the character knows. Unknown smells/tastes are -20% to identify, odorless smells/tastes are -15% to identify. Old/Stale tastes/smells are -5% per week old to identify. Overpowering smells/tastes are +10% to identify. Tracking by smell is -30% to base ability, or character can opt to give a +(3 times level of experience)% to their tracking skill. Another PC or NPC trying to cover his tracks may attempt to dilute her scent with her own tracking ability. The penalty will be half of the difference between her base skill and the number she roles (eg. Coyote has a 'sniffer' on her tail. She attempts to counter her smell. Her skill is 80%, she rolls a 57%. The difference is 23%. The sniffer now has a -11% penalty to track Coyote's scent. Coyote must now perfom the same action to visually cover her tracks.) Power Boost Range: Self ISP: 15 Save: None Duration: One melee action per level of Psionic Invoking this ability will temporarily make the psionic's strength supernatural/extraordinary. Use the P.S. chart to find out what the max carry/lift/damage is for his augmented P.S., but half the amounts. SDC does not change, but the character takes no damage from his own powerful punches and kicks. Speed Boost Range: Self ISP: 10 to start Save: None Duration: One minute per level of Psionic This power increases the psionic's foot speed by 50%. Additional activations of 5 ISP apiece will increase the new foot speed another 25%. eg: Spd. 20 would become 30 for 10 ISP, 37 for 5 more ISP (30 times .25 equals 7.5, round down to 7, add to 30.) Spd 46 for 5 ISP more, etc. P.E. calculation for how long you can keep up your new max speed is still applicable. Bonuses: a character running with this power active at Spd 22 to 44 is +3 dodge; Spd 45 to 88 is +5 dodge; Spd 89 and above is +8 dodge. New Sensitive PowersPower ReadRange: Touch or up to One foot per level of experience. ISP: 8 Save: None Duration: Instant Base Skill: Impressions: 50%+3% per level, Images: 40%+3% per level, Duration: 35%+2% per level. This power enables the psionic to "taste" the essence of an magical or psionic influence on a person, animal or object. Just like the Object Read power, this enables the psychic to learn some information about the mage or psychic responsible for the influence. Impressions will include the disposition of the caster(the power will seem flagrant, focused, sloppy, refined, meticulous, hasty, etc.) The general purpose behind the influence/enchantment (if not already obvious) will become apparent (concealment, to alert someone, communication, a trap, etc.) Whether or not the caster was supernatural or not can also be determined. Finally, the level of the caster can be puzzled out[low(1-4), medium(5-10), high(11-14), ultra-high(15 and above ie. gods, supernatural intelligences, etc)], although if the caster set up the influence at a fraction of his true power the psychic may get a false reading (eg a 5th level Shifter for some reason decided to Minor Curse a person for 3 days instead of five) and deduce that the Shifter is low level instead of medium. -10% to level impression if the caster did this. Images will include glimpses of what the situation was when the influence was released. Information includes: was there a ley line or nexus nearby, was a sacrifice used, was a talisman used, what time of day was the influence released, was it a ritual, etc. Duration of the influence is the final reading ability. The psychic can figure out how long ago the object or victim was 'hit' with the influence, and also how long the spell or psychic influence has left to run its course. Evil Eye Range: Line of sight ISP: 6 Save: vs. Horror Factor Duration One melee per level experience This power enable the psychic to release a wave of terror in victims who look into his eyes and he wishes to affect. The psychic gains a temporary Horror Factor of 8 +1 per level of experience. Even if the victim saves versus Horror Factor he will still be hesitant to come near the character, and is -1 to combat roles against the character. Some (10%) will try to avoid combat altogether, characters who are lower levels may run away. Range: 50ft plus 10ft per level ISP: varies, minimum of 8 Save: none but to dodge or parry Duration: 2 minutes per level This power manifests sturdier forms of ectoplasm with more verstile abilities. ISP can be utilized for a variety of effects. Maximum weight the plasm can carry: 50lbs per 3 ISP, equivalent to a PS 5 per 3 ISP, max PS is the ME attribute +1 per level. Maximum size: one cubic foot for 3D object or 16 square feet for 2D objects, per 3 ISP. Max SDC placed into a construct is 10 SDC per 3 ISP Max Speed of the construct is Spd. Factor 18 +1 per 1 ISP, max Spd. is ME plus 3 per level. Max Altitude the plasm can achieve is 1 foot per 3 ISP With this power the psychic can create limited physical constructs such as walls/barriers, short bridges, panels he can manipulate to lift objects, anything his mind can conceive. A succesful Art:Sculpture skill roll can add some minor details to the objects. No bladed weapons can be made at early levels, but blunt weapons can be made that inflict 2D6 plus PS bonus for 8 ISP. At fourth level and beyond, at every level the psychic can attempt a percentile roll under her ME attribute. If the roll suceeds, Bladed weapons that inflict D8 SDC plus PS bonus can be created for 6 ISP. Telepathy: Superior Range: 50ft per level to communicate, Touch for deep probe ISP: 8 (to start) Save: Standard Duration: 2 minutes per level This power is basically the same as found in Heroes Unlimited. The psionic is capable of complex communication with one person per level experience, range is doubled with other telepaths, super or minor. This power will also allow a low-level scan of the person's surface thoughts (what's on his mind at the moment.) A mind probe is possible if the psychic is touching the temples of the target, requiring another 10 ISP. Memories from as far back as one year per level can be retrieved. If the target is using a mind block (even auto-defense) then the psychic can expend another 10 ISP, and the victim must save as usual, with a +3 bonus. Mind Control Range: 40 ft ISP: 10 per person/animal Save: Standard Duration: 5 minutes per level Again, another power from Heroes adapted to Rifts. If the subject fails to save, he or she is under the control of the psychic. The controlled will tell the truth if asked to, and will defend the "master" with lethal force if asked to. Any actions that contradict alignment or involve personal harm will offer a new save at +4 to resist. Once the time has elapsed, the victims will remember nothing of their experiences unless retrieved with a mind probe from a psychic more powerful (higher level) than the original controlling psychic. The psychic can control 1 person/animal every other level of experience(Plus one at first, third, fifth, seventh, etc.. Victims act sluggish, -2 strike and dodge, -1 to parry and initiative. EctoSkeleton Range: Self ISP: 20 Save: None Duration: 10 minutes per level A ghostly aura envelops the psychic, adding to toughness and imbuing certain abilities. The EctoSkeleton has 150 SDC per level, allows the psychic to reduce his falling speed to as little as 15 feet per melee, and gives him +4 to PS. Additionally, every time the EctoSkeleton is activated, one of the following extra powers/bonuses can be chosen(only one each time, not compounded over time): Impervious to Cold(same as Phys psi) Impervious to Fire(same as Phys psi) +2 vs. Magic(mental or physical) +4 vs. Psionics(mental or physical) +3 vs. Possession Note: This field only covers the psychic, his clothes, and simple armor. It will not work over environmental or power armor (too much technology between the psychic and the outside.) Also, when this power is used in Astral Form on the physical plane, the EctoSkeleton is still visible and can be attacked and damaged, though the Astral Form might not be harmed by the attacks normally. This use of the power creates an eerie hollow ghost effect and has a minor HF 9 attached to it. Copy Schema Range: Touch ISP: 15 Save: None to start , but standard when new thoughts conflict with true nature Duration: 5 minutes per level This power could be though of a median between telepathy and mind bond. This power allows the psychic to shift his brain schema to match another person's. A schema is basically the way a person's mind perceives the world. A schema determines how we describe things to other people. Giving directions, describing and object, adding before or after subtracting, they all controlled by the schema. A psychic who has coped another person's schema suddenly gains a new outlook of the world around them. Actions that didn't make sense before gain a new sense of reason. Personal friends may look more or less threatening, objects may stick out of the landscape or blend in where they didn't before. In addition, any descriptions between the psionic and the subject copied make perfect sense, since they both think exactly alike. They will be able to read each other's body language, know what each other perceives as important, etc. This power does not let the psychic learn new skills, or give personal knowledge of the subject, or change the psionic's personality permanently. It simply removes the way his character looks at the world and replaces it with a new perception. The copying will not bestow a new temporary alignment, however the psychic may start acting like the subject. Example:Phil, a peaceful scrupulous Melter, wants to know why the currently unconcious CS trooper just walked in and unloaded into the bar of Humans. He copies the other's schema and immediately sees the world with new eyes. The room is full of peons and rebels who seek to seek to undermine the Coalition's infrastructure. The Coalition is the savior of humanity, and therefore its enemies must be killed or questioned then killed. Unconciously Phil reaches for his sidearm, but is stopped by a D-Bee freak(Phil's best friend Turn) seeking to capture him and molest him in perverse ways. Phil prepares to throw Turn away telekinetically, then realizes what he's doing (saved in time) and reasserts his own schema with a thought. Conversely, schema can be used with a friend to create a partnership without communication barriers. Example: Phil copies Turn's schema before they investigate some noises farther in the woods. Phil immediately understands why the noise is so irritating and familiar to Turn, why hadn't he realized it before? Using hand signals, the two creep up on the noise, flanking with perfect precision (in Turn's mind anyway) as quitely as Turn considers neccesary. Phil can tell from Turn's body language that Turn is excited, but doesn't know why. Finally the two come over the rise and find the source of the noise. The animal eating the tree leaves doesn't ring any bells with his animal lore, but for some reason his stomach rumbles ,Phil raises his hunting rifle to shoot it where the heart should be, just as Turn shoots the creature in its neck and kills it. Phil snaps back to himself. Turn explains that the creature has what passes for a heart in the center of the neck and that on his homeworld the animal is considered a delicacy. Phil looks at the creature, his stomach turning, wondering how he coud have ever wanted to eat the monstrosity on the ground before him. New Uses for Old PsionicsInduce Sleep can be made into a formidable ability at higher levels. By level four the character should be able to spend 12 ISP and attempt to lull the victim into a deeper sleep than normal. In melee fighting the victim may not be made to fall asleep, but could be made to feel exausted and tired, -3 to strike, parry, and dodge, -2 roll. Using this ability at normal cost should also allow a penalty to save versus hypnosis and mesmerism ("you are getting sleepy..."), the penalty is equal to the psionic character's level of experience. Psychic Diagnosis ah, the ability to see what ails the patient. Big woop, huh? What if you were able to scan your opponent and see that he has a cracked rib or other physical damage. Hitting those places physically would do more damage, about half again, I'd say. Psychic Surgery ever stop to think how much damage a surgeon could do to you in an operation? Most psychics havn't taken the Hypocratic Oath. Basically, if you've done a Diagnosis, you should be able to do some damage with a touch. The proper medical skill should be rolled to affect any one system, or else all this power does is inflict D4 hit points per every other level experience of the psychic per use, takes up 3 actions per melee. GM's discretion, this power could get grisly. This facet shouldn't be allowed until 6th level or higher Ectoplasm It's no secret I like this power. Here's some things I've done to re-vamp the power. Ectoplasm is a semi-solid extension of the body; it's attached to the person at all times. It actually hurts the creator when destroyed. If that's the case, then there should be a few bonus power to follow suit. The ectoplasm can act as an extension of the person's sense of touch. He or she could send a strand out through a crack in a wall and feel around for something on the other side. TK is great, but it's line of sight. This use of Ecto supasses what TK can do. If ectoplasm is an extension of the character, then whatever the plasm touches, then the psychic is sensing it tactilely as well. This adds an entirely new slant to powers and spells that require touch, doesn't it? Using this ability to transmit a power will cost two extra actions; one to manuever the plasm, however many to send the power, and one for the power to activate on contact. That's when the psychic is actually trying to hit the victim with the power. Of course, someone can just walk into the plasm in which case it only takes one extra attack to transmit the power. Since the psychic can feel whatever touches the plasm, he can set invisible trip-wires at doorway and know when something is stretching them, giving warning to the group. The same tactic can be applied to a pit trap, with leaves thrown over a "lid" of ectoplasm. While the psychic labors at something else, (s)he'll know when something fell in the pit. Creating a bubble or mesh of ectoplasm around the character will offer an early warning screen of anything not quickly approaching the character. Bonuses for the bubble are +3 to initiative, +2 to dodge and parry |
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