Savage Rifts New Character Options

Main.SavageRiftsNewCharacterOptions History

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August 20, 2020, at 09:01 AM by 68.169.140.103 -
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''Official Clarifications:'' A mage cannot siphon PPE from an automaton; its battery is solely for its own use. Anyone casting an automaton's powers has access to both normal and Mega-Modifiers.
to:
''Official Clarifications:'' A mage cannot siphon PPE from an automaton; its battery is solely for its own use. Anyone casting an automaton's powers has access to both normal and Mega-Power modifiers.
August 20, 2020, at 09:01 AM by 68.169.140.103 -
Changed lines 54-56 from:
The mage controls one of the Automatons detailed on SFONA pp. 35-36 or A&M pp. 37-41. The controller is likely a renegade from Dweomer, but that isn't a strict requirement; the secrets of automaton creation have leaked out to other magical communities. The only models disallowed are the Colossus (which is simply not found on Rifts Earth outside of Dweomer) and Infiltrator (which is more "tool" than "magical mecha").

Note that a mage cannot siphon PPE from an automaton; its battery is solely for its own use.
to:
The mage controls one of the automatons detailed on SFONA pp. 35-36 or A&M pp. 37-41. The controller is likely a renegade from Dweomer, but that isn't a strict requirement; the secrets of automaton creation have leaked out to other magical communities. The only models disallowed are the Colossus (which is simply not found on Rifts Earth outside of Dweomer) and Infiltrator (which is more "tool" than "magical mecha").

''Official Clarifications:'' A mage cannot siphon PPE from an automaton; its battery is solely for its own use. Anyone casting an automaton's powers has access to both normal and Mega-Modifiers.
May 05, 2020, at 04:55 AM by 66.18.61.107 -
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* Instead of the LI-B1 armor, substitute the NG Peacekeeper EBA with tactical plates.
to:
* Instead of LI-B1 body armor, substitute NG Peacekeeper EBA with tactical plates.
May 05, 2020, at 04:53 AM by 66.18.61.107 -
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* '''Regular-Sized:''' They have Strength d12+1 and are Size 0 (and thus no Toughness bonus from Size). They start with two levels of Armor Plating instead of three, and thus +4 Armor instead of +6 M.D.C. (If the 'borg is to resemble a smaller or larger D-Bee, take the Small Hindrance or Brawny Edge at character creation; for this ''specific'' purpose, the latter does increase Size.)
to:
* '''Regular-Sized:''' They have Strength d12 and are Size 0 (and thus no Toughness bonus from Size). They start with two levels of Armor Plating instead of three, and thus +4 Armor instead of +6 M.D.C. (If the 'borg is to resemble a smaller or larger D-Bee, take the Small Hindrance or Brawny Edge at character creation; for this ''specific'' purpose, the latter does increase Size.)
Added line 76:
* Instead of the LI-B1 armor, substitute the NG Peacekeeper EBA with tactical plates.
April 21, 2020, at 03:41 AM by 66.18.61.107 -
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A Priest draws power from worshiping a specific god or pantheon and following their tenets closely. (See [[Religions in Rifts]] for more.) Their god(s) protect them to a certain extent, allowing them to risk themselves to save others. Unlike some holy folk, they eschew combat in favor of banishing evil beings from this world and then helping their victims recover. (They do have access to Edges like Champion and Holy Warrior if desired, but that's a personal decision, not part of the framework.)
to:
A Priest draws power from worshiping a specific god or pantheon and following their tenets closely. (See [[Religions in Rifts]] for more.) Their god(s) protect them to a certain extent, allowing them to risk themselves to save others. Unlike holy warriors who engage their foes in a toe-to-toe fight, Priests focus on banishing evil beings from this world and then helping their victims recover. (They do have access to Edges like Champion and Holy Warrior if desired, but that's a personal decision, not part of the framework.)
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* '''Exorcism:''' Free reroll when casting ''banish.'' In addition, as an action the Priest may give an ally an immediate attempt to break out of illusion, puppet, or the mind walk Mega-Modifier; the ally does so using the higher of their attribute or the Priest's Faith skill, and may do this once per round until they break free.
to:
* '''Exorcism:''' Free reroll when casting ''banish.'' In addition, as an action the Priest may give an ally an immediate attempt to break out of ''illusion, puppet,'' or the ''mind walk'' Mega-Modifier; the ally does so using the higher of their attribute or the Priest's Faith skill, and may do this once per round until they break free.
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* For no added benefit, begin with a Major Hindrance that represents the faith's tenets. This will usually be Code of Honor, Driven, or Vow.
* Begin with standard starting gear, substituting Light Enchanted Armor (A&M, p. 40) worn beneath normal clothing.
to:
* For no added benefit, begin with a Major Hindrance that represents the faith's tenets. This will usually be Code of Honor, Driven, or Vow. Failure to follow this Hindrance impacts their abilities as for the Mystic.
* Begin with standard starting gear, substituting Light Enchanted Armor (A&M, p. 40), usually
worn beneath normal clothing.
April 13, 2020, at 05:36 AM by 66.18.61.107 -
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Note that "eruptor" is the Rifts term for an elemental psi, like the Burster or Zapper.
to:
Note that "eruptor" is the Rifts term for an elemental psi. From commonest to rarest, they are the Burster and Soaker (tied), Freezer, Zapper, and Bomber.
April 12, 2020, at 10:38 AM by 66.18.61.107 -
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* Begin with Faith d6, Arcane Background (Miracles), Power Points, 15 PPE (10 plus 5 for Power Points), ''banish, healing,'' and three additional powers. Rank permitting, they may choose from the following powers: ''arcane protection, banish, barrier, beast friend, blind, boost/lower Trait, detect/conceal arcana, deflection, dispel, divination, elemental manipulation, empathy, environmental protection, fear, healing, light/darkness, object reading, protection, relief, resurrection'' (see restrictions under Mystic), ''slumber, smite, sound/silence, speak language, stun, summon ally,'' and ''zombie.''
to:
* Begin with Faith d6, Arcane Background (Miracles), Power Points, 15 PPE (10 plus 5 for Power Points), ''banish, healing,'' and three additional powers. Rank permitting, they may choose from: ''arcane protection, banish, barrier, beast friend, blind, boost/lower Trait, detect/conceal arcana, deflection, dispel, divination, elemental manipulation, empathy, environmental protection, fear, healing, light/darkness, object reading, protection, relief, resurrection'' (see restrictions under Mystic), ''slumber, smite, sound/silence, speak language, stun, summon ally,'' and ''zombie.''
April 12, 2020, at 10:36 AM by 66.18.61.107 -
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* Begin with Faith d6, Arcane Background (Miracles), Power Points, 15 PPE (10 plus 5 for Power Points), ''banish, healing,'' and three more powers from the list below.
to:
* Begin with Faith d6, Arcane Background (Miracles), Power Points, 15 PPE (10 plus 5 for Power Points), ''banish, healing,'' and three additional powers. Rank permitting, they may choose from the following powers: ''arcane protection, banish, barrier, beast friend, blind, boost/lower Trait, detect/conceal arcana, deflection, dispel, divination, elemental manipulation, empathy, environmental protection, fear, healing, light/darkness, object reading, protection, relief, resurrection'' (see restrictions under Mystic), ''slumber, smite, sound/silence, speak language, stun, summon ally,'' and ''zombie.''
Deleted line 149:
* Rank permitting, they may choose from the following powers: ''arcane protection, banish, barrier, beast friend, blind, boost/lower Trait, detect/conceal arcana, deflection, dispel, divination, elemental manipulation, empathy, environmental protection, fear, healing, light/darkness, object reading, protection, relief, resurrection'' (see restrictions under Mystic), ''slumber, smite, sound/silence, speak language, stun, summon ally,'' and ''zombie.''
April 12, 2020, at 10:28 AM by 66.18.61.107 -
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* '''Exorcism:''' Free reroll when casting banish. In addition, as an action the Priest may give an ally an immediate attempt to break out of illusion, puppet, or the mind walk Mega-Modifier; the ally does so using the higher of their attribute or the Priest's Faith skill, and may do this once per round until they break free.
to:
* '''Exorcism:''' Free reroll when casting ''banish.'' In addition, as an action the Priest may give an ally an immediate attempt to break out of illusion, puppet, or the mind walk Mega-Modifier; the ally does so using the higher of their attribute or the Priest's Faith skill, and may do this once per round until they break free.
April 10, 2020, at 11:39 AM by 66.18.61.107 -
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Whether unarmed or with weapon in hand, Martial Artists are masters of melee. Years of training have honed their natural skills — not just at fighting but with ''Neijing,'' the channeling of Chi (internal energy) to rapidly adapt to changing circumstances on the battlefield. If you refuse to fight with weapons, that's a Major Vow; consider the Brawler, Bruiser, and/or Martial Warrior Edges.
to:
Whether unarmed or with weapon in hand, Martial Artists are masters of melee. Years of training have honed their natural skills — not just at fighting but with ''Neijing,'' the channeling of Chi (internal energy) to rapidly adapt to changing circumstances on the battlefield. If the hero refuses to fight with weapons, that's a Major Vow; consider the Brawler, Bruiser, and/or Martial Warrior Edges.
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* '''Neijing:''' Begin with the Arcane Background (Gifted) and Chi Edges, Focus d6, 15 PP, and the ''warrior's gift*'' power which you may activate as an innate ability. In addition to the standard uses, you may spend a chi point to reroll a failed Focus roll, even on a Critical Failure.
to:
* '''Neijing:''' Begin with the Arcane Background (Gifted) and Chi Edges, Focus d6, 15 PP, and the ''warrior's gift*'' power which can be activated as an innate ability. In addition to the standard uses, the Martial Artist may spend a chi point to reroll a failed Focus roll, even on a Critical Failure.
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* Begin with standard Starting Gear, replacing the laser pistol with either a vibro-weapon of your choice or 5,000 credits in other gear.

''Gifted Notes:'' See TLPG, p. 122, for important rules. If you take the New Powers Edge, you may choose from ''boost Trait†, deflection*, healing*'' or ''speed†.'' Unlike ''warrior's gift,'' these will not be innate abilities, though you may also take the Adept Edge.
to:
* Begin with standard Starting Gear, replacing the laser pistol with either a vibro-weapon of their choice or 5,000 credits in other gear.

''Gifted Notes:'' See TLPG, p. 122, for important rules. The New Powers Edge allows the hero to choose from ''boost Trait†, deflection*, healing*'' or ''speed†.'' Unlike ''warrior's gift,'' these will not be innate abilities, though they may also take the Adept Edge.
April 10, 2020, at 11:37 AM by 66.18.61.107 -
Changed lines 142-144 from:
You draw power from worshiping a specific god or pantheon and following their tenets closely. (See [[Religions in Rifts]] for more.) Your god(s) protect you to a certain extent, allowing you to risk yourself to save others. Unlike some holy folk, you eschew combat in favor of banishing evil beings from this world and then helping their victims recover. (You do have access to edges like Champion and Holy Warrior if you wish, but that's a personal decision, not part of your framework.)

* Improve your Spirit by one die type.
to:
A Priest draws power from worshiping a specific god or pantheon and following their tenets closely. (See [[Religions in Rifts]] for more.) Their god(s) protect them to a certain extent, allowing them to risk themselves to save others. Unlike some holy folk, they eschew combat in favor of banishing evil beings from this world and then helping their victims recover. (They do have access to Edges like Champion and Holy Warrior if desired, but that's a personal decision, not part of the framework.)

* Improve Spirit by one die type.
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* '''Exorcism:''' Free reroll when casting banish. In addition, as an action you may give an ally an immediate attempt to break out of illusion, puppet, or the mind walk Mega-Modifier; they do so using the higher of their attribute or your Faith skill, and may do this once per round until they break free.
* '''Shield of Faith:''' All supernaturally evil creatures are at -2 to attack you or affect you with abilities, powers, etc., and they inflict -2 damage against you.
to:
* '''Exorcism:''' Free reroll when casting banish. In addition, as an action the Priest may give an ally an immediate attempt to break out of illusion, puppet, or the mind walk Mega-Modifier; the ally does so using the higher of their attribute or the Priest's Faith skill, and may do this once per round until they break free.
* '''Shield of Faith:''' All supernaturally evil creatures are at -2 to attack the Priest or affect them with abilities, powers, etc., and they inflict -2 damage against the Priest.
Changed lines 149-150 from:
* For no added benefit, begin with a Major Hindrance that represents your faith's tenets. This will usually be Code of Honor, Driven, or Vow.
* Rank permitting, you may choose from the following powers: ''arcane protection, banish, barrier, beast friend, blind, boost/lower Trait, detect/conceal arcana, deflection, dispel, divination, elemental manipulation, empathy, environmental protection, fear, healing, light/darkness, object reading, protection, relief, resurrection'' (see restrictions under Mystic), ''slumber, smite, sound/silence, speak language, stun, summon ally,'' and ''zombie.''
to:
* For no added benefit, begin with a Major Hindrance that represents the faith's tenets. This will usually be Code of Honor, Driven, or Vow.
* Rank permitting, they may choose from the following powers: ''arcane protection, banish, barrier, beast friend, blind, boost/lower Trait, detect/conceal arcana, deflection, dispel, divination, elemental manipulation, empathy, environmental protection, fear, healing, light/darkness, object reading, protection, relief, resurrection'' (see restrictions under Mystic), ''slumber, smite, sound/silence, speak language, stun, summon ally,'' and ''zombie.''
* Begin with standard starting gear, substituting Light Enchanted Armor (A&M, p. 40) worn beneath normal clothing.
April 09, 2020, at 09:49 AM by 66.18.61.107 -
Changed line 142 from:
You draw power from worshiping a specific god or pantheon and following their tenets closely. Your god(s) protect you to a certain extent, allowing you to risk yourself to save others. Unlike some holy folk, you eschew combat in favor of banishing evil beings from this world and then helping their victims recover. (You do have access to edges like Champion and Holy Warrior if you wish, but that's a personal decision, not part of your framework.)
to:
You draw power from worshiping a specific god or pantheon and following their tenets closely. (See [[Religions in Rifts]] for more.) Your god(s) protect you to a certain extent, allowing you to risk yourself to save others. Unlike some holy folk, you eschew combat in favor of banishing evil beings from this world and then helping their victims recover. (You do have access to edges like Champion and Holy Warrior if you wish, but that's a personal decision, not part of your framework.)
April 08, 2020, at 05:36 PM by 66.18.61.107 -
Changed line 142 from:
You draw power from worshiping a specific god or pantheon and following their tenets closely. Unlike some holy folk, you eschew combat in favor of banishing evil beings from this world and then helping their victims recover. Your god(s) protect you to a certain extent, allowing you to risk yourself to save others. (You do have access to edges like Champion and Holy Warrior if you wish, but that's a personal decision, not part of your framework.)
to:
You draw power from worshiping a specific god or pantheon and following their tenets closely. Your god(s) protect you to a certain extent, allowing you to risk yourself to save others. Unlike some holy folk, you eschew combat in favor of banishing evil beings from this world and then helping their victims recover. (You do have access to edges like Champion and Holy Warrior if you wish, but that's a personal decision, not part of your framework.)
April 08, 2020, at 05:35 PM by 66.18.61.107 -
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----

[[#Priest]]
!! Priest (M.A.R.S. Package)
''Converted from Rifts Conversion Book 2: Pantheons of the Megaverse''

You draw power from worshiping a specific god or pantheon and following their tenets closely. Unlike some holy folk, you eschew combat in favor of banishing evil beings from this world and then helping their victims recover. Your god(s) protect you to a certain extent, allowing you to risk yourself to save others. (You do have access to edges like Champion and Holy Warrior if you wish, but that's a personal decision, not part of your framework.)

* Improve your Spirit by one die type.
* Begin with Faith d6, Arcane Background (Miracles), Power Points, 15 PPE (10 plus 5 for Power Points), ''banish, healing,'' and three more powers from the list below.
* '''Exorcism:''' Free reroll when casting banish. In addition, as an action you may give an ally an immediate attempt to break out of illusion, puppet, or the mind walk Mega-Modifier; they do so using the higher of their attribute or your Faith skill, and may do this once per round until they break free.
* '''Shield of Faith:''' All supernaturally evil creatures are at -2 to attack you or affect you with abilities, powers, etc., and they inflict -2 damage against you.
* Begin with Academics d6, Occult d6, Performance d4, and Persuasion d6.
* For no added benefit, begin with a Major Hindrance that represents your faith's tenets. This will usually be Code of Honor, Driven, or Vow.
* Rank permitting, you may choose from the following powers: ''arcane protection, banish, barrier, beast friend, blind, boost/lower Trait, detect/conceal arcana, deflection, dispel, divination, elemental manipulation, empathy, environmental protection, fear, healing, light/darkness, object reading, protection, relief, resurrection'' (see restrictions under Mystic), ''slumber, smite, sound/silence, speak language, stun, summon ally,'' and ''zombie.''
April 02, 2020, at 11:10 AM by 66.18.61.107 -
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This potent psi has been trained by other Phase Adepts via secret rituals of initiation, originally developed in another dimension by the mysterious Prometheans. This undertaking grants the psychic access to exotic powers to warp time and space, as well as a natural ability to blunt the impact of magic and miracles. Because of the latter, Phase Psychics make natural mage-hunters, but most have no quarrel with their wizardly brethren.
to:
This potent psi has been trained by other Phase Adepts via secret rituals of initiation, originally developed in another dimension by the mysterious Prometheans. This undertaking grants the psychic access to exotic powers to warp time and space, as well as a natural ability to blunt the impact of magic and miracles. Because of the latter, Phase Adepts make natural mage-hunters, but most have no quarrel with their wizardly brethren.
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* '''Magical Resistance:''' All hostile PPE-based powers cast on the Phase Psychic are at -2 and any damage they inflict is reduced by 2. This stacks with other forms of arcane resistance.
to:
* '''Magical Resistance:''' All hostile PPE-based powers cast on the Phase Adept are at -2 and any damage they inflict is reduced by 2. This stacks with other forms of arcane resistance.
March 30, 2020, at 01:49 PM by 66.18.61.107 -
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The mage controls an Automatons, as detailed on SFONA pp. 35-36 and A&M pp. 37-41. The controller is likely a renegade from Dweomer, but that isn't a strict requirement; the secrets of automaton creation have leaked out to other magical communities. The only models disallowed are the Colossus (which is simply not found on Rifts Earth outside of Dweomer) and Infiltrator (which is more "tool" than "magical mecha").
to:
The mage controls one of the Automatons detailed on SFONA pp. 35-36 or A&M pp. 37-41. The controller is likely a renegade from Dweomer, but that isn't a strict requirement; the secrets of automaton creation have leaked out to other magical communities. The only models disallowed are the Colossus (which is simply not found on Rifts Earth outside of Dweomer) and Infiltrator (which is more "tool" than "magical mecha").
March 30, 2020, at 01:48 PM by 66.18.61.107 -
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[[#Bomber]]
!! Bomber
''Converted from The Rifter #19, with a name change for clarity''

The Bomber (also known as the "Blaster") is the rarest eruptor. They possess the ability to telekinetically create detonations, like psychic grenades. Bombers cannot force objects or people to explode, but can create explosions right next to them, varying in diameter from inches (for targeting specific body parts with a shaped charge) to yards (for taking out massed enemies). Unlike most eruptors, they cannot enhance their melee attacks and thus tend to fight from a distance. As a side effect of their powers, they ignore sonic attacks and have an innate understanding of mundane demolitions and EOD.

Build this as a Burster (TLPG, p. 18) with the following changes:

* '''Burster Variant:''' Remove ''Everything Burns.'' Replace ''Firewalker'' with immunity to sonics and being deafened. Remove all damaging effects from ''Fiery Aura;'' it now just provides armor (and costs 1 ISP for M.D.C.). Apply a telekinetic/bomb Trapping to ''Fire Mastery, Flame Bolt,'' and all Burster iconic Edges. Change ''Quirk'' to thrill-seeking. Everything else is unchanged.
* '''Sheer Power:''' Add the Expert Blaster and Bomb Blast (Flame Blast) Edges.
* '''Shockwave:''' As an action and requiring no roll, the Bomber can use ''havoc'' with the Greater Havoc and Strong modifiers. For 1 ISP this is either a MBT centered on the Bomber or a Cone with no range; for 2 ISP, this is an LBT centered on the Bomber. (The Bomber is immune; their allies are not.) Targets are Distracted and must roll Strength at -4 (which includes Distracted) or be hurled 3d6" away, taking 2d6 damage if they strike hard objects.
* '''The Explosives Whisperer:''' Add the Demolitionist and Expert Demolitionist Edges (EOH, p. 35).

----

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!! Automaton Controller (M.A.R.S. Package)
to:
!! Controller (M.A.R.S. Package)
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Automatons are detailed on SFONA pp. 35-36 and A&M pp. 37-41. The controller is likely a renegade from Dweomer, but that isn't a strict requirement; the secrets of automaton creation have leaked out to other magical communities. The only models disallowed are the Colossus (which is simply not found on Rifts Earth outside of Dweomer) and Infiltrator (which is more "tool" than "magical mecha").
to:
The mage controls an Automatons, as detailed on SFONA pp. 35-36 and A&M pp. 37-41. The controller is likely a renegade from Dweomer, but that isn't a strict requirement; the secrets of automaton creation have leaked out to other magical communities. The only models disallowed are the Colossus (which is simply not found on Rifts Earth outside of Dweomer) and Infiltrator (which is more "tool" than "magical mecha").
Deleted lines 61-75:

----

[[#Bomber]]
!! Bomber
''Converted from The Rifter #19, with a name change for clarity''

The Bomber (also known as the "Blaster") is the rarest eruptor. They possess the ability to telekinetically create detonations, like psychic grenades. Bombers cannot force objects or people to explode, but can create explosions right next to them, varying in diameter from inches (for targeting specific body parts with a shaped charge) to yards (for taking out massed enemies). Unlike most eruptors, they cannot enhance their melee attacks and thus tend to fight from a distance. As a side effect of their powers, they ignore sonic attacks and have an innate understanding of mundane demolitions and EOD.

Build this as a Burster (TLPG, p. 18) with the following changes:

* '''Burster Variant:''' Remove ''Everything Burns.'' Replace ''Firewalker'' with immunity to sonics and being deafened. Remove all damaging effects from ''Fiery Aura;'' it now just provides armor (and costs 1 ISP for M.D.C.). Apply a telekinetic/bomb Trapping to ''Fire Mastery, Flame Bolt,'' and all Burster iconic Edges. Change ''Quirk'' to thrill-seeking. Everything else is unchanged.
* '''Sheer Power:''' Add the Expert Blaster and Bomb Blast (Flame Blast) Edges.
* '''Shockwave:''' As an action and requiring no roll, the Bomber can use ''havoc'' with the Greater Havoc and Strong modifiers. For 1 ISP this is either a MBT centered on the Bomber or a Cone with no range; for 2 ISP, this is an LBT centered on the Bomber. (The Bomber is immune; their allies are not.) Targets are Distracted and must roll Strength at -4 (which includes Distracted) or be hurled 3d6" away, taking 2d6 damage if they strike hard objects.
* '''The Explosives Whisperer:''' Add the Demolitionist and Expert Demolitionist Edges (EOH, p. 35).
March 10, 2020, at 06:40 AM by 68.169.140.103 -
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* '''Neijing:''' Begin with the Arcane Background (Gifted) and Chi Edges, Focus d6, 15 PP, and the ''warrior's gift'' power which you may activate as an innate ability. In addition to the standard uses, you may spend a chi point to reroll a failed Focus roll, even on a Critical Failure.
to:
* '''Neijing:''' Begin with the Arcane Background (Gifted) and Chi Edges, Focus d6, 15 PP, and the ''warrior's gift*'' power which you may activate as an innate ability. In addition to the standard uses, you may spend a chi point to reroll a failed Focus roll, even on a Critical Failure.
March 10, 2020, at 05:14 AM by 68.169.140.103 -
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* '''Bleed Energy:''' In addition to their five starting powers, Mind Bleeders have ''drain power points'' and automatically gain the raise effect when it is successful.
to:
* '''Bleed Energy:''' Mind Bleeders have ''drain power points'' as one of their starting five powers. They automatically gain the raise effect when it is successful.
March 03, 2020, at 08:24 AM by 66.18.61.107 -
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* '''Regular-Sized:''' They have Strength d12+1 and are Size 0 (and thus no Toughness bonus from Size). They start with two levels of Armor Plating instead of three, and thus +4 Armor instead of +6 M.D.C.
to:
* '''Regular-Sized:''' They have Strength d12+1 and are Size 0 (and thus no Toughness bonus from Size). They start with two levels of Armor Plating instead of three, and thus +4 Armor instead of +6 M.D.C. (If the 'borg is to resemble a smaller or larger D-Bee, take the Small Hindrance or Brawny Edge at character creation; for this ''specific'' purpose, the latter does increase Size.)
Deleted lines 75-76:

If the Cyber-Humanoid is to resemble a smaller D-Bee, take the Small Hindrance. For a larger one, add the Brawny Edge (which does give them +1 Size in this special case) and/or let them take a new Iconic Edge, "Giant," which gives them +2 Size (and Toughness). These options are ''only'' available at character creation!
March 03, 2020, at 08:16 AM by 66.18.61.107 -
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* '''I'm Only Human:''' Synthetic skin, hair, etc. makes them appear like a human or specific type of (humanoid) D-Bee. They do not suffer from the Heavy or Inhuman Appearance drawbacks. They cannot add any implanted weapons or other "external" systems (such as jet packs) without ruining this illusion.
* '''Master of Disguise:''' They have Improved Cyber-Disguise (EOH, p. 52) integrated at a fundamental level. In addition to the listed effects, they can change their physical sex, alter their height by a few inches in either direction, and increase or reduce their ''apparent'' weight by about 30 lbs. They always remain Size 0
.
to:
* '''Greetings, Fellow Human:''' Not only does the 'borg look exactly like a normal human (or specific type of humanoid D-Bee), they have Improved Cyber-Disguise (EOH, p. 52), allowing them to adjust their appearance in a variety of ways. They lack the Heavy and Inhuman Appearance drawbacks, as long as they avoid adding "external" cybernetics like weapons or jet packs.
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If the Cyber-Humanoid is to resemble a smaller D-Bee, take the Small Hindrance. For a larger one, add the Brawny Edge (which does give them +1 Size in this special case) and/or let them take a new Iconic Edge, "Giant," which gives them +2 Size (and Toughness). These options are ''only'' available at character creation!
March 03, 2020, at 07:47 AM by 66.18.61.107 -
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* '''Shockwave:''' As an action and requiring no roll, the Bomber can use ''havoc'' with the Greater Havoc and Strong modifiers. For 1 ISP this is either a MBT centered on the Bomber or a Cone with no range; for 2 ISP, this is an LBT centered on the Bomber. (The Bomber is immune; their allies are not.) Targets are Distracted and must roll Strength at -2 or be hurled 3d6" away, taking 2d6 damage if they strike hard objects. Optionally, the Bomber may ''choose'' to roll Psionics, which risks failure, but imposes an extra -2 to the Strength roll with a raise.
to:
* '''Shockwave:''' As an action and requiring no roll, the Bomber can use ''havoc'' with the Greater Havoc and Strong modifiers. For 1 ISP this is either a MBT centered on the Bomber or a Cone with no range; for 2 ISP, this is an LBT centered on the Bomber. (The Bomber is immune; their allies are not.) Targets are Distracted and must roll Strength at -4 (which includes Distracted) or be hurled 3d6" away, taking 2d6 damage if they strike hard objects.
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!! Phase Psychic (M.A.R.S. Package)
to:
!! Phase Adept (M.A.R.S. Package)
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This potent psi has been trained by other Phase Psychics (also known as "Phase Mystics") via secret rituals of initiation, originally developed in another dimension by the mysterious Prometheans. This undertaking grants the psychic access to exotic powers to warp time and space, as well as a natural ability to blunt the impact of magic and miracles. Because of the latter, Phase Psychics make natural mage-hunters, but most have no quarrel with their wizardly brethren.
to:
This potent psi has been trained by other Phase Adepts via secret rituals of initiation, originally developed in another dimension by the mysterious Prometheans. This undertaking grants the psychic access to exotic powers to warp time and space, as well as a natural ability to blunt the impact of magic and miracles. Because of the latter, Phase Psychics make natural mage-hunters, but most have no quarrel with their wizardly brethren.
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* Start with Academics at d6 and Occult at d6, thanks to long nights of study.
to:
* Only the knowledgeable pass initiation; start with Academics and Occult both at d6.
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* '''Magic Resistance:''' All PPE-based powers cast on the Phase Psychic are at -2 (even if cast by allies!) and any damage they inflict is reduced by 2. This stacks with other forms of arcane resistance.
to:
* '''Magical Resistance:''' All hostile PPE-based powers cast on the Phase Psychic are at -2 and any damage they inflict is reduced by 2. This stacks with other forms of arcane resistance.
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* Start with the Arcane Background (Psionics), Major Psionic, and Rapid Recharge Edges; Psionics skill of d6; 20 PPE (the base 10, doubled by Major Psionic); and five powers.
to:
* Start with the Arcane Background (Psionics), Major Psionic, and Rapid Recharge Edges, a Psionics skill of d6, 20 PPE (the base 10 doubled by Major Psionic), and five powers from the list below.
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* Start with Academics at d6 and Occult at d6.
to:
* Start with Academics at d6 and Occult at d6, thanks to long nights of study.
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This potent psi has been trained by other Phase Psychics (also known as "Phase Mystics") via secret rituals of initiation. This grant the psychic access to exotic powers to warp time and space, as well as a natural ability to blunt the impact of magic (including miracles). Because of the latter, Phase Psychics make natural mage-hunters, but most are happy to accept their wizardly brethren.
to:
This potent psi has been trained by other Phase Psychics (also known as "Phase Mystics") via secret rituals of initiation, originally developed in another dimension by the mysterious Prometheans. This undertaking grants the psychic access to exotic powers to warp time and space, as well as a natural ability to blunt the impact of magic and miracles. Because of the latter, Phase Psychics make natural mage-hunters, but most have no quarrel with their wizardly brethren.
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[[#Phase]]
!! Phase Psychic (M.A.R.S. Package)
''Converted from Rifts Dimension Book 2: Phase World''

This potent psi has been trained by other Phase Psychics (also known as "Phase Mystics") via secret rituals of initiation. This grant the psychic access to exotic powers to warp time and space, as well as a natural ability to blunt the impact of magic (including miracles). Because of the latter, Phase Psychics make natural mage-hunters, but most are happy to accept their wizardly brethren.

* Start with the Arcane Background (Psionics), Major Psionic, and Rapid Recharge Edges; Psionics skill of d6; 20 PPE (the base 10, doubled by Major Psionic); and five powers.
* Rank permitting, choose from the following powers: ''arcane protection*, bolt, boost Trait†, confusion, darksight*, deflection*‡, detect/conceal arcana*, disguise*, divination, empathy, entangle, environmental protection*, farsight*, fear, fly*, havoc, healing, intangibility*‡, mind link, object reading, relief, sloth/speed‡, telekinesis, teleport*‡, warrior’s gift*.'' Powers marked with ‡ are additions to the standard psionic power list.
* '''Magic Resistance:''' All PPE-based powers cast on the Phase Psychic are at -2 (even if cast by allies!) and any damage they inflict is reduced by 2. This stacks with other forms of arcane resistance.
* Start with Academics at d6 and Occult at d6.
* Begin with standard Starting Gear.

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* '''Cybernetics''' and '''Enemies:''' As for the Burster (TLPG, p. 20).
to:
* '''Cybernetics''' and '''Enemies:''' As for the Burster (TLPG, p. 20). No ''Quirk.''
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''Converted from Rifts World Book 4: Africa''

These dangerous psychics are common in the Mediterranean and New German Republic, but are just becoming known in North America. As variant humans from another dimension, they are technically D-Bees, but the only mundane hint of this is how much their forehead veins bulge when they strain. Many revel in using invasive and damaging abilities — like ''mind reading, puppet,'' and the Bio-Manipulation Edge (TLFM, p. 12) — flaunting their power and earning their Feared complication (which applies to anyone who thinks they're a Mind Melter ''or'' knows they're a Mind Bleeder).
to:
''Converted from Rifts World Book 12: Psyscape''

These dangerous psychics are common in the New German Republic, but are just becoming known in North America. As variant humans from another dimension, they are technically D-Bees, but the only mundane hint of this is how much their forehead veins bulge when they strain. Many revel in using invasive and damaging abilities — like ''mind reading, puppet,'' and the Bio-Manipulation Edge (TLFM, p. 12) — flaunting their power and earning their Feared complication (which applies to anyone who thinks they're a Mind Melter ''or'' knows they're a Mind Bleeder).
February 21, 2020, at 11:06 AM by 174.196.12.69 -
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* ''Enhanced Attributes:'' An Apok gains one die type to Agility, Spirit, Strength, and Vigor (increase maximums accordingly).
* ''Enhanced Speed:'' Apoks double their base Pace and move twice the normal distance, horizontally and vertically, when Jumping.
to:
* ''Enhanced Attributes and Speed:'' An Apok gains one die type to Agility, Spirit, Strength, and Vigor (increase maximums accordingly). They have +2 Pace and improve their running die by one type.
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These dangerous psychics are common in the Mediterranean and New German Republic, but are just becoming known in North America. As variant humans from another dimension, they are technically D-Bees, but the only hints of this are their unique "psychic scent" and how much their forehead veins bulge when they strain. Many revel in using invasive and damaging abilities — like ''mind reading, puppet,'' and the Bio-Manipulation Edge (TLFM, p. 12) — flaunting their power and earning their Feared complication (which applies to anyone who thinks they're a Mind Melter ''or'' knows they're a Mind Bleeder).
to:
These dangerous psychics are common in the Mediterranean and New German Republic, but are just becoming known in North America. As variant humans from another dimension, they are technically D-Bees, but the only mundane hint of this is how much their forehead veins bulge when they strain. Many revel in using invasive and damaging abilities — like ''mind reading, puppet,'' and the Bio-Manipulation Edge (TLFM, p. 12) — flaunting their power and earning their Feared complication (which applies to anyone who thinks they're a Mind Melter ''or'' knows they're a Mind Bleeder).
Changed line 116 from:
These dangerous psychics are common in the Mediterranean and New German Republic, but are just becoming known in North America. As variant humans from another dimension, they are technically D-Bees, but the only hints of this are their unique "psychic scent" and how much their forehead veins bulge when they strain. Many revel in using invasive and damaging abilities — like ''mind reading, puppet,'' and the Bio-Manipulation Edge (TLFM, p. 12) — flaunting their power and earning their Feared complication.
to:
These dangerous psychics are common in the Mediterranean and New German Republic, but are just becoming known in North America. As variant humans from another dimension, they are technically D-Bees, but the only hints of this are their unique "psychic scent" and how much their forehead veins bulge when they strain. Many revel in using invasive and damaging abilities — like ''mind reading, puppet,'' and the Bio-Manipulation Edge (TLFM, p. 12) — flaunting their power and earning their Feared complication (which applies to anyone who thinks they're a Mind Melter ''or'' knows they're a Mind Bleeder).
Changed lines 116-117 from:
These dangerous psychics are common in the New German Republic, but are just becoming known in North America. Despite looking human, they are actually unique D-Bees; the only hint of this is how much their forehead veins bulge when they strain. Many revel in using invasive and damaging abilities — like ''mind reading, puppet,'' and the Bio-Manipulation Edge (TLFM, p. 12) — flaunting their power and earning their Feared complication.
to:
These dangerous psychics are common in the Mediterranean and New German Republic, but are just becoming known in North America. As variant humans from another dimension, they are technically D-Bees, but the only hints of this are their unique "psychic scent" and how much their forehead veins bulge when they strain. Many revel in using invasive and damaging abilities — like ''mind reading, puppet,'' and the Bio-Manipulation Edge (TLFM, p. 12) — flaunting their power and earning their Feared complication.
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* '''Bleed Energy:''' Mind Bleeders start with ''drain power points'' as one of their initial five powers. They gain the raise effect automatically when it is successful.
* '''Born, Not Trained:''' Mind Bleeders do not choose a race; this ''is'' their race. They suffer none of the usual D-Bee complications, due to their obscurity and ability to pass as human.
* '''You Smell Interesting:''' A Mind Bleeder's aura often piques the interest of Battle Cats, Dog Boys, Psi-Stalkers, and other races with Psychic Sense. This has no mechanical effect (they aren't any ''easier'' to detect); it can be beneficial or problematic.
to:
* '''Bleed Energy:''' In addition to their five starting powers, Mind Bleeders have ''drain power points'' and automatically gain the raise effect when it is successful.
* '''Born, Not Trained:''' Mind Bleeders do not choose a race; this ''is'' their race. They suffer none of the usual D-Bee complications, due to their obscurity and ability to perfectly pass as human.
* '''You Smell Interesting:''' A Mind Bleeder's aura often piques the interest of Battle Cats, Dog Boys, Psi-Stalkers, and other races with Psychic Sense. This doesn't make them any ''easier'' to detect, but may draw unwanted attention.
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* '''Spray Water:''' The Soaker can fire a jet of water at a target out to (Smarts x 2) range, either to blind a target (as for ''blind'' with the Strong modifier) or knock them back (as a single-target ''havoc'' with the Strong modifier). This costs 1 ISP, or they may spend 2 ISP to add the Greater modifier.
to:
* '''Spray Water:''' The Soaker can fire a jet of water at a target out to (Smarts x 2) range, either to blind them (as for ''blind'' with the Strong modifier) or knock them back (as a single-target ''havoc'' with the Strong modifier). This costs 1 ISP, or they may spend 2 ISP to add the Greater modifier.
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in progress
to:
Although Soakers are as common as Bursters, they tend to stick to coasts and islands, where their hydrokinetic abilities can best be used. There are exceptions found in dry, arid regions, however, whether to help villages plagued by drought or to fight the vampires plaguing the Southwest. Unlike all other eruptors, Soakers are not powerful damage-dealers; their abilities tend toward utility, defense, and attacks that are non-lethal except to vampires. They pull water out of the air, drawing from a vast area if necessary; no water source need be present. For the purpose of their abilities, any liquid which is at least 50% water counts as being water.

Soakers make '''Hero's Journey''' rolls as for the Burster (TLPG, p. 19). They begin with standard Starting Gear. They have access to water-based versions of the Burster's Iconic Edges (TLPG, p. 74), with the exception of Improved Fiery Aura and Improved Flame Bolt.

'''Soaker Abilities and Bonuses'''

* '''Psychic:''' A Soaker begins with Arcane Background (Psionics), choosing three powers from the list here, the Major Psionic Edge, and a d6 Psionics skill. Soakers begin with 20 ISP (10 ISP base, doubled by the Major Psionic Edge). Rank permitting, they may choose from ''arcane protection, barrier, boost Trait†, burst, darksight*, deflection*, detect/conceal arcana*, empathy, environmental protection, fear, mind link, protection*, relief*, smite*, speed†, stun, telekinesis, warrior’s gift*.''
* '''Sense Water:''' A Soaker can sense nearby sources of water using Notice, detecting a large open source (ocean, river, etc.) at about 100 miles away or a large hidden source (like an underground lake) at about 200" (1/4 mile). For smaller sources, a 60-gallon aquarium could be sensed at up to (Smarts x 10), or a gallon jug at up to (Smarts). The GM will use these guidelines to gauge a fair range for the situation.
* '''Spray Water:''' The Soaker can fire a jet of water at a target out to (Smarts x 2) range, either to blind a target (as for ''blind'' with the Strong modifier) or knock them back (as a single-target ''havoc'' with the Strong modifier). This costs 1 ISP, or they may spend 2 ISP to add the Greater modifier.
* '''Vampire's Bane:''' Against vampires and those with a similar weakness to water, ''Spray Water'' inflicts 3d6 (1 ISP) or 4d6 (2 ISP) damage in addition to its usual effects, and ''Water Aura'' also acts as a 3d6 ''damage field.''
* '''Water-Adapated:''' A Soaker can swim at full Pace, stay underwater indefinitely, and hold their breath for 15 minutes out of the water. They may even walk on water — or other liquids, though walking on acid will still burn them! Their powerful leg muscles let them jump twice as far as normal. Finally, they are impervious to cold, ignoring even the most potent freeze rays and ice shard attacks.
* '''Water Aura:''' As an action (no roll or ISP required) a Soaker can surround themselves with a field of water. This provides +6 Armor which stacks with ''protection'' and natural armor, but not worn armor; if the Soaker spends 1 ISP when activating it, it provides M.D.C. for the next 5 rounds. While active, the Soaker is slippery and hard to see; all attacks against the Soaker are at -2, doubled to -4 against grapples and entangles (and +4 to escape them). The aura drops whenever the Soaker is Incapacitated or unconscious.
* '''Water Mastery:''' As for the Burster's ''Fire Mastery'' (TLPG, p. 19), but range and duration are both x10 on a river or ocean. Soakers are invaluable aboard a ship!

'''Soaker Complications'''
* '''Cybernetics''' and '''Enemies:''' As for the Burster (TLPG, p. 20).
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Note that "eruptor" is the Rifts term for an elemental psi, like the Burster or Zapper.
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The Bomber (also known as the "Blaster") is the rarest "eruptor" (elemental psi). They possess the ability to telekinetically create detonations, like psychic grenades. Bombers cannot force objects or people to explode, but can create explosions right next to them, varying in diameter from inches (for targeting specific body parts with a shaped charge) to yards (for taking out massed enemies). Unlike most eruptors, they cannot enhance their melee attacks and thus tend to fight from a distance. As a side effect of their powers, they ignore sonic attacks and have an innate understanding of mundane demolitions and EOD.
to:
The Bomber (also known as the "Blaster") is the rarest eruptor. They possess the ability to telekinetically create detonations, like psychic grenades. Bombers cannot force objects or people to explode, but can create explosions right next to them, varying in diameter from inches (for targeting specific body parts with a shaped charge) to yards (for taking out massed enemies). Unlike most eruptors, they cannot enhance their melee attacks and thus tend to fight from a distance. As a side effect of their powers, they ignore sonic attacks and have an innate understanding of mundane demolitions and EOD.
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An uncommon "eruptor" (elemental psi), the Freezer uses cryokinesis to control temperature and condense moisture in the air into ice or snow. On Earth, Freezers descended from the Inuit, which may explain why they are so in touch with their natural environment even outside of frigid regions; the animals and land itself seem to accept them as a guardian. They tend toward detached, "cold" personalities and usually prefer melee to ranged combat.
to:
An uncommon eruptor, the Freezer uses cryokinesis to control temperature and condense moisture in the air into ice or snow. On Earth, Freezers descended from the Inuit, which may explain why they are so in touch with their natural environment even outside of frigid regions; the animals and land itself seem to accept them as a guardian. They tend toward detached, "cold" personalities and usually prefer melee to ranged combat.
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* '''Burster Variant:''' Remove ''Everything Burns.'' Replace ''Firewalker'' with immunity to sonics and being deafened. Remove all damaging effects from ''Fiery Aura;'' it now just provides armor. Apply a telekinetic/bomb Trapping to ''Fire Mastery, Flame Bolt,'' and all Burster iconic Edges. Change ''Quirk'' to thrill-seeking. Everything else is unchanged.
to:
* '''Burster Variant:''' Remove ''Everything Burns.'' Replace ''Firewalker'' with immunity to sonics and being deafened. Remove all damaging effects from ''Fiery Aura;'' it now just provides armor (and costs 1 ISP for M.D.C.). Apply a telekinetic/bomb Trapping to ''Fire Mastery, Flame Bolt,'' and all Burster iconic Edges. Change ''Quirk'' to thrill-seeking. Everything else is unchanged.
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----
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[[#Bomber]]
!! Bomber
''Converted from The Rifter #19, with a name change for clarity''

The Bomber (also known as the "Blaster") is the rarest "eruptor" (elemental psi). They possess the ability to telekinetically create detonations, like psychic grenades. Bombers cannot force objects or people to explode, but can create explosions right next to them, varying in diameter from inches (for targeting specific body parts with a shaped charge) to yards (for taking out massed enemies). Unlike most eruptors, they cannot enhance their melee attacks and thus tend to fight from a distance. As a side effect of their powers, they ignore sonic attacks and have an innate understanding of mundane demolitions and EOD.

Build this as a Burster (TLPG, p. 18) with the following changes:

* '''Burster Variant:''' Remove ''Everything Burns.'' Replace ''Firewalker'' with immunity to sonics and being deafened. Remove all damaging effects from ''Fiery Aura;'' it now just provides armor. Apply a telekinetic/bomb Trapping to ''Fire Mastery, Flame Bolt,'' and all Burster iconic Edges. Change ''Quirk'' to thrill-seeking. Everything else is unchanged.
* '''Sheer Power:''' Add the Expert Blaster and Bomb Blast (Flame Blast) Edges.
* '''Shockwave:''' As an action and requiring no roll, the Bomber can use ''havoc'' with the Greater Havoc and Strong modifiers. For 1 ISP this is either a MBT centered on the Bomber or a Cone with no range; for 2 ISP, this is an LBT centered on the Bomber. (The Bomber is immune; their allies are not.) Targets are Distracted and must roll Strength at -2 or be hurled 3d6" away, taking 2d6 damage if they strike hard objects. Optionally, the Bomber may ''choose'' to roll Psionics, which risks failure, but imposes an extra -2 to the Strength roll with a raise.
* '''The Explosives Whisperer:''' Add the Demolitionist and Expert Demolitionist Edges (EOH, p. 35).

----

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[[#Soaker]]
!! Soaker
''Converted from The Rifter #19''

in progress
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* ''Cybernetics:'' As usual, Apoks suffer -1 to Faith per point of Strain.
to:
* ''Cybernetics:'' As usual, Apoks suffer -1 to miracle use per point of Strain.
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''Converted from Rifts Dimension Book 01: Wormwood''
to:
''Converted from Rifts Dimension Book 1: Wormwood''
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''Converted from Rifts World Book 12: Psyscape''
to:
''Converted from Rifts World Book 4: Africa''
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* ''Holy Power:'' Apoks start with the Edges Arcane Background (Miracles), Adept (A&M, p. 33), Master of Magic, and Power Points (15 PPE total), along with the Faith skill at d6. They start with ''detect/conceal arcana'' and ''protection,'' both of which have the Range (Self) limitation and may be activated as innate abilities, along with one more power of their choice from the Mystic's list.
to:
* ''Holy Power:'' Apoks start with the Edges Arcane Background (Miracles), Adept (A&M, p. 33), Master of Magic, and Power Points (15 PPE total), along with the Faith skill at d6. They start with ''detect/conceal arcana'' and ''protection,'' both of which have the Range (Self) limitation and may be activated as innate abilities, along with one more power of their choice from the Mystic's list (''smite'' is a popular choice).
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* ''Enhanced Attributes:'' An Apok gains one die type to Agility, Spirit, Strength, and Vigor.
to:
* ''Enhanced Attributes:'' An Apok gains one die type to Agility, Spirit, Strength, and Vigor (increase maximums accordingly).
Changed lines 20-22 from:
* ''Indomitable Will:'' Apoks know what can happen when they lose control, and will never let that happen again. They have +8 on Fear checks and +8 to resist intimidation, mind control, and possession.
*
''Holy Power:'' Apoks start with the Edges Arcane Background (Miracles), Master of Magic, Power Points (15 PPE total), and Rapid Recharge, along with the Faith skill at d6. They start with ''detect/conceal arcana'' and ''protection,'' both of which have the Range (Self) limitation and may be activated as innate abilities, along with three more powers of their choice from the Mystic's list.
*
''Righteous Warrior:'' Apoks have Fighting and Occult at d6 and the Champion Edge. As well, when facing supernaturally evil creatures, their attacks are always treated as Mega-Damage.
to:
* ''Holy Power:'' Apoks start with the Edges Arcane Background (Miracles), Adept (A&M, p. 33), Master of Magic, and Power Points (15 PPE total), along with the Faith skill at d6. They start with ''detect/conceal arcana'' and ''protection,'' both of which have the Range (Self) limitation and may be activated as innate abilities, along with one more power of their choice from the Mystic's list.
*
''Hellfire:''  For +1 PPE, any offensive power replaces its normal Trapping with the Hellfire Trapping, which counts as both holy and fire for purposes of Weaknesses.
*
''Indomitable Will:'' Apoks know what can happen when they lose control, and will never let that happen again. They are Fearless and have +8 to resist mind control and possession.
* ''Righteous Warrior:'' Apoks have Fighting and Occult at d6 and the Champion, Holy Warrior, and Nerves of Steel Edges. As well, when facing supernaturally evil creatures, their attacks are always treated as Mega-Damage and any time their Strength is part of the damage roll, they also add their Spirit
.
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These dangerous psychics are common in the New German Republic, but are just becoming known in North America. Despite looking human, they are actually unique D-Bees; the only hint of this is how much their forehead veins bulge when they strain. Many revel in using invasive and damaging abilities (like ''mind reading, puppet,'' and the Bio-Manipulation Edge from TLFM, p. 12), flaunting their power and earning their Feared complication.
to:
These dangerous psychics are common in the New German Republic, but are just becoming known in North America. Despite looking human, they are actually unique D-Bees; the only hint of this is how much their forehead veins bulge when they strain. Many revel in using invasive and damaging abilities — like ''mind reading, puppet,'' and the Bio-Manipulation Edge (TLFM, p. 12) — flaunting their power and earning their Feared complication.
Changed line 98 from:
These dangerous psychics are common in the New German Republic, but are just becoming known in North America. Despite looking human, they are actually unique D-Bees; the only hint of this is how much their forehead veins bulge when they strain. Many revel in using invasive and damaging abilities (like ''mind reading, ''puppet,'' and the Bio-Manipulation Edge from TLFM, p. 12), flaunting their power and earning their Feared complication.
to:
These dangerous psychics are common in the New German Republic, but are just becoming known in North America. Despite looking human, they are actually unique D-Bees; the only hint of this is how much their forehead veins bulge when they strain. Many revel in using invasive and damaging abilities (like ''mind reading, puppet,'' and the Bio-Manipulation Edge from TLFM, p. 12), flaunting their power and earning their Feared complication.
Changed line 98 from:
These dangerous psychics are common in the New German Republic, but are just becoming known in North America. Despite looking human, they are actually unique D-Bees; the only hint of this is how much their forehead veins bulge when they strain. Most tend toward highly invasive powers like ''mind reading'' and ''puppet,'' and the Bio-Manipulation Edge (TLFM, p. 12) is common.
to:
These dangerous psychics are common in the New German Republic, but are just becoming known in North America. Despite looking human, they are actually unique D-Bees; the only hint of this is how much their forehead veins bulge when they strain. Many revel in using invasive and damaging abilities (like ''mind reading, ''puppet,'' and the Bio-Manipulation Edge from TLFM, p. 12), flaunting their power and earning their Feared complication.
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These dangerous psychics are common in the New German Republic, but are just becoming known in North America. Despite looking human, they are actually unique D-Bees; the only hint of this is the unrealistic degree to which their blue forehead veins bulge when they strain. Most tend toward highly invasive powers like ''mind reading'' and ''puppet,'' and the Bio-Manipulation Edge (TLFM, p. 12) is common.
to:
These dangerous psychics are common in the New German Republic, but are just becoming known in North America. Despite looking human, they are actually unique D-Bees; the only hint of this is how much their forehead veins bulge when they strain. Most tend toward highly invasive powers like ''mind reading'' and ''puppet,'' and the Bio-Manipulation Edge (TLFM, p. 12) is common.
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* '''Bleed Energy:''' Mind Bleeders start with ''drain power points'' as one of their initial five powers. They automatically get the raise effect when it is successful.
to:
* '''Bleed Energy:''' Mind Bleeders start with ''drain power points'' as one of their initial five powers. They gain the raise effect automatically when it is successful.
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* '''Born, Not Trained:''' Mind Bleeders do not choose a race; this ''is'' their race. They suffer none of the usual D-Bee complications, due to their rarity and ability to pass as human.
to:
* '''Born, Not Trained:''' Mind Bleeders do not choose a race; this ''is'' their race. They suffer none of the usual D-Bee complications, due to their obscurity and ability to pass as human.
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* '''Born, Not Trained:''' Mind Bleeders do not choose a race; this ''is'' their race.
to:
* '''Born, Not Trained:''' Mind Bleeders do not choose a race; this ''is'' their race. They suffer none of the usual D-Bee complications, due to their rarity and ability to pass as human.
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* '''You Smell Interesting:''' A Mind Bleeder's aura often piques the interest of Battle Cats, Dog Boys, Psi-Stalkers, and other races with Psychic Sense. This has no mechanical effect; it can be beneficial or problematic.
to:
* '''You Smell Interesting:''' A Mind Bleeder's aura often piques the interest of Battle Cats, Dog Boys, Psi-Stalkers, and other races with Psychic Sense. This has no mechanical effect (they aren't any ''easier'' to detect); it can be beneficial or problematic.
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* '''You Smell Interesting:''' A Mind Bleeder's aura often piques the interest of Battle Cats, Dog Boys, Psi-Stalkers, and other races which ''detect arcana'' via their natural senses. This has no mechanical effect, as it can be beneficial or problematic.
to:
* '''You Smell Interesting:''' A Mind Bleeder's aura often piques the interest of Battle Cats, Dog Boys, Psi-Stalkers, and other races with Psychic Sense. This has no mechanical effect; it can be beneficial or problematic.
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* '''You Smell Interesting:''' Dog Boys, Psi-Stalkers
to:
* '''You Smell Interesting:''' A Mind Bleeder's aura often piques the interest of Battle Cats, Dog Boys, Psi-Stalkers, and other races which ''detect arcana'' via their natural senses. This has no mechanical effect, as it can be beneficial or problematic.
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----

[[#MindBleeder]]
!! Mind Bleeder
''Converted from Rifts World Book 12: Psyscape''

These dangerous psychics are common in the New German Republic, but are just becoming known in North America. Despite looking human, they are actually unique D-Bees; the only hint of this is the unrealistic degree to which their blue forehead veins bulge when they strain. Most tend toward highly invasive powers like ''mind reading'' and ''puppet,'' and the Bio-Manipulation Edge (TLFM, p. 12) is common.

Build this as a Mind Melter (TLPG, p. 47) with the following changes:

* '''Bleed Energy:''' Mind Bleeders start with ''drain power points'' as one of their initial five powers. They automatically get the raise effect when it is successful.
* '''Born, Not Trained:''' Mind Bleeders do not choose a race; this ''is'' their race.
* '''You Smell Interesting:''' Dog Boys, Psi-Stalkers
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''Notes:'' See TLPG, p. 122, for important Gifted rules. If you take the New Powers Edge, you may choose from ''boost Trait†, deflection*, healing*'' or ''speed†.'' Unlike ''warrior's gift,'' these will not be innate abilities, though you may also take the Adept Edge.
to:
''Gifted Notes:'' See TLPG, p. 122, for important rules. If you take the New Powers Edge, you may choose from ''boost Trait†, deflection*, healing*'' or ''speed†.'' Unlike ''warrior's gift,'' these will not be innate abilities, though you may also take the Adept Edge.
Changed lines 89-90 from:
* ''Notes:'' See TLPG, p. 122, for important Gifted rules. If you take the New Powers Edge, you may choose from ''boost Trait†, deflection*, healing*'' or ''speed†.'' Unlike ''warrior's gift,'' these will not be innate abilities, though you may also take the Adept Edge.
to:

''Notes:'' See TLPG, p. 122, for important Gifted rules. If you take the New Powers Edge, you may choose from ''boost Trait†, deflection*, healing*'' or ''speed†.'' Unlike ''warrior's gift,'' these will not be innate abilities, though you may also take the Adept Edge.
Changed line 89 from:
* ''Notes:'' See TLPG, p. 122, for important notes about Gifted. If you take the New Powers Edge, you may choose from ''boost Trait†, deflection*, healing*'' or ''speed†.'' Unlike ''warrior's gift,'' these will not be innate abilities, though you may also take the Adept Edge.
to:
* ''Notes:'' See TLPG, p. 122, for important Gifted rules. If you take the New Powers Edge, you may choose from ''boost Trait†, deflection*, healing*'' or ''speed†.'' Unlike ''warrior's gift,'' these will not be innate abilities, though you may also take the Adept Edge.
Deleted lines 84-85:
See TLPG, p. 122, for important notes about Gifted. If you take the New Powers Edge, you may choose from ''boost Trait†, deflection*, healing*'' or ''speed†.'' Unlike ''warrior's gift,'' these will not be innate abilities, though you may also take the Adept Edge.
Added line 89:
* ''Notes:'' See TLPG, p. 122, for important notes about Gifted. If you take the New Powers Edge, you may choose from ''boost Trait†, deflection*, healing*'' or ''speed†.'' Unlike ''warrior's gift,'' these will not be innate abilities, though you may also take the Adept Edge.
Added lines 76-90:

----

[[#Martial]]
!! Martial Artist (M.A.R.S. Package)
''Converted as a general concept from Rifts World Book 25: China 2''

Whether unarmed or with weapon in hand, Martial Artists are masters of melee. Years of training have honed their natural skills — not just at fighting but with ''Neijing,'' the channeling of Chi (internal energy) to rapidly adapt to changing circumstances on the battlefield. If you refuse to fight with weapons, that's a Major Vow; consider the Brawler, Bruiser, and/or Martial Warrior Edges.

See TLPG, p. 122, for important notes about Gifted. If you take the New Powers Edge, you may choose from ''boost Trait†, deflection*, healing*'' or ''speed†.'' Unlike ''warrior's gift,'' these will not be innate abilities, though you may also take the Adept Edge.

* Start with Athletics d6, Fighting d6, and the Martial Artist Edge.
* '''Neijing:''' Begin with the Arcane Background (Gifted) and Chi Edges, Focus d6, 15 PP, and the ''warrior's gift'' power which you may activate as an innate ability. In addition to the standard uses, you may spend a chi point to reroll a failed Focus roll, even on a Critical Failure.
* Choose three additional Edges. These must be Combat Edges or any of Acrobat/Combat Acrobat, Alertness, Ambidexterity, Brave, Brawny, Brute, Danger Sense, Elan, Extra Effort, Fleet-Footed, or Quick.
* Begin with standard Starting Gear, replacing the laser pistol with either a vibro-weapon of your choice or 5,000 credits in other gear.
Changed lines 11-14 from:
''Converted from Rifts Dimension Book 01: Wormwood''\\
([[http://www.mygurps.com/pics/wormwood_cover.jpg | Reference picture]])

A holy warrior who truly falls to darkness becomes
a cruel fiend, a sadist who ruins lives. It's almost impossible to come back from this, to repent and return to the side of righteousness and good. But an Apok has done so, and walking both paths has given them the faith, martial prowess, and will to eradicate True Evil wherever it is found. Every Apok has a unique, hand-made ''mask'' — a demonic visage that they wear to remind themselves of the monster they once were, and to embrace their new role as the "boogeyman" that even the devils fear. Despite the distrust and concern it evokes in others, an Apok never removes their mask; acknowledging what they were is part of atoning for past sins.
to:
''Converted from Rifts Dimension Book 01: Wormwood''

A holy warrior who truly falls to darkness becomes a cruel fiend,
a sadist who ruins lives. It's almost impossible to come back from this, to repent and return to the side of righteousness and good. But an Apok has done so, and walking both paths has given them the faith, martial prowess, and will to eradicate True Evil wherever it is found. Every Apok has a unique, hand-made ''mask'' — [[http://www.mygurps.com/pics/wormwood_cover.jpg | a demonic visage that they wear]] to remind themselves of the monster they once were, and to embrace their new role as the "boogeyman" that even the devils fear. Despite the distrust and concern it evokes in others, an Apok never removes their mask; acknowledging what they were is part of atoning for past sins.
Changed line 75 from:
* '''One with Nature:''' The Freezer has the Beast Bond and Woodsman Edges, Survival d6, and Vow (Major; Respect and protect nature).
to:
* '''One with Nature:''' The Freezer starts with Survival d6, the Beast Bond and Woodsman Edges, and Vow (Major; Respect and protect nature).
Changed line 68 from:
An uncommon "eruptor" (an elemental psi like the Burster), the Freezer uses cryokinesis to control temperature and condense moisture in the air into ice or snow. On Earth, Freezers descended from the Inuit, which may explain why they are so in touch with their natural environment even outside of frigid regions; the animals and land itself seem to accept them as a guardian. They tend toward detached, "cold" personalities and usually prefer melee to ranged combat.
to:
An uncommon "eruptor" (elemental psi), the Freezer uses cryokinesis to control temperature and condense moisture in the air into ice or snow. On Earth, Freezers descended from the Inuit, which may explain why they are so in touch with their natural environment even outside of frigid regions; the animals and land itself seem to accept them as a guardian. They tend toward detached, "cold" personalities and usually prefer melee to ranged combat.
Changed line 68 from:
An uncommon "eruptor" (an elemental psi like the Burster), the Freezer uses cryokinesis to control temperature and condense moisture in the air into ice or snow. On Earth, Freezers descended from the Inuit, which may explain why they are so in touch with their natural environment even outside of frigid regions; the animals and land itself seem to accept them as a guardian. They tend toward detached, "cold" personalities.
to:
An uncommon "eruptor" (an elemental psi like the Burster), the Freezer uses cryokinesis to control temperature and condense moisture in the air into ice or snow. On Earth, Freezers descended from the Inuit, which may explain why they are so in touch with their natural environment even outside of frigid regions; the animals and land itself seem to accept them as a guardian. They tend toward detached, "cold" personalities and usually prefer melee to ranged combat.
Changed line 68 from:
An uncommon "eruptor" (an elemental psi like the Burster), the Freezer uses cryokinesis to control temperature and condense moisture in the air into ice or snow. Human Freezers descended from the Inuit, which may explain why they are so in touch with their natural environment even outside of frigid regions; the animals and land itself seem to accept them as a guardian. They tend toward detached, "cold" personalities.
to:
An uncommon "eruptor" (an elemental psi like the Burster), the Freezer uses cryokinesis to control temperature and condense moisture in the air into ice or snow. On Earth, Freezers descended from the Inuit, which may explain why they are so in touch with their natural environment even outside of frigid regions; the animals and land itself seem to accept them as a guardian. They tend toward detached, "cold" personalities.
Changed line 68 from:
An uncommon variant of the Burster, the Freezer uses cryokinesis to control temperature and condense moisture in the air into ice or snow. Human Freezers descended from the Inuit, which may explain why they are so in touch with their natural environment even outside of frigid regions; the animals and land itself seem to accept them as a guardian. They tend toward detached, "cold" personalities.
to:
An uncommon "eruptor" (an elemental psi like the Burster), the Freezer uses cryokinesis to control temperature and condense moisture in the air into ice or snow. Human Freezers descended from the Inuit, which may explain why they are so in touch with their natural environment even outside of frigid regions; the animals and land itself seem to accept them as a guardian. They tend toward detached, "cold" personalities.
Changed lines 72-77 from:
* '''Burster Variant:'''
*** Remove the Blaster Edge from ''Arcane Background.''
*** Remove ''Everything Burns.''
*** Replace ''Firewalker'' with immunity to cold.
*** Apply an ice/snow Trapping to ''Fiery Aura, Fire Mastery, Flame Bolt,'' and all Burster iconic Edges.
***
Change ''Quirk'' to aloof snobbishness; other complications are unchanged.
to:
* '''Burster Variant:''' Remove the Blaster Edge from ''Arcane Background.'' Remove ''Everything Burns.'' Replace ''Firewalker'' with immunity to cold. Apply an ice/snow Trapping to ''Fiery Aura, Fire Mastery, Flame Bolt,'' and all Burster iconic Edges. Change ''Quirk'' to aloof snobbishness; other complications are unchanged.
Changed lines 72-77 from:
* '''Burster Variant:''' Remove the Blaster Edge from ''Arcane Background.'' Remove ''Everything Burns.'' Replace ''Firewalker'' with immunity to cold. Apply an ice/snow Trapping to ''Fiery Aura, Fire Mastery, Flame Bolt,'' and all Burster iconic Edges. Change ''Quirk'' to aloof snobbishness; other complications are unchanged.
to:
* '''Burster Variant:'''
*** Remove the Blaster Edge from ''Arcane Background.''
*** Remove ''Everything Burns.''
*** Replace ''Firewalker'' with immunity to cold.
*** Apply an ice/snow Trapping to ''Fiery Aura, Fire Mastery, Flame Bolt,'' and all Burster iconic Edges.
***
Change ''Quirk'' to aloof snobbishness; other complications are unchanged.
Changed line 5 from:
These character options were converted from original ''Rifts.'' While they are unofficial, each has been peer-reviewed for balance and accuracy. That said, feedback is always still welcome (pkitty@mygurps.com).
to:
These character options were converted from original ''Rifts.'' While they are unofficial, each has been peer-reviewed for balance and accuracy. That said, further feedback is always welcome (pkitty@mygurps.com).
Changed line 5 from:
These character options were converted from the original Rifts material. While they are unofficial conversions, each has been peer-reviewed for balance and accuracy. That said, feedback is always still welcome (pkitty@mygurps.com).
to:
These character options were converted from original ''Rifts.'' While they are unofficial, each has been peer-reviewed for balance and accuracy. That said, feedback is always still welcome (pkitty@mygurps.com).
Added lines 2-5:

----

These character options were converted from the original Rifts material. While they are unofficial conversions, each has been peer-reviewed for balance and accuracy. That said, feedback is always still welcome (pkitty@mygurps.com).
Added lines 57-72:

----

[[#Freezer]]
!! Freezer
''Converted from The Rifter #19''

An uncommon variant of the Burster, the Freezer uses cryokinesis to control temperature and condense moisture in the air into ice or snow. Human Freezers descended from the Inuit, which may explain why they are so in touch with their natural environment even outside of frigid regions; the animals and land itself seem to accept them as a guardian. They tend toward detached, "cold" personalities.

Build this as a Burster (TLPG, p. 18) with the following changes:

* '''Burster Variant:''' Remove the Blaster Edge from ''Arcane Background.'' Remove ''Everything Burns.'' Replace ''Firewalker'' with immunity to cold. Apply an ice/snow Trapping to ''Fiery Aura, Fire Mastery, Flame Bolt,'' and all Burster iconic Edges. Change ''Quirk'' to aloof snobbishness; other complications are unchanged.
* '''Hypothermia:''' The Freezer can safely lower their body temperature at will for 1 ISP per hour, +1 ISP per additional willing target within Smarts range. This lets them simulate death (Healing vs. the Freezer's Psionics to realize the truth) and become invisible to infrared detection.
* '''Ice Weapons:''' The Freezer can create anything from a dagger to a great-axe out of thin air. They must choose ''smite'' as a starting power, and have the Psi-Blade and and Psi-Weapon Manipulation (A&M, p. 33) Edges.
* '''One with Nature:''' The Freezer has the Beast Bond and Woodsman Edges, Survival d6, and Vow (Major; Respect and protect nature).
* '''Power List:''' The Freezer lacks some of the Burster's overt psychokinesis, but is more attuned to the environment. Rank permitting, they may choose from ''arcane protection, barrier, beast friend, boost Trait†, burst, darksight*, deflection*, detect/conceal arcana*, empathy, entangle, environmental protection, fear, havoc, mind link, protection*, relief*, smite*, warrior’s gift*.''
Changed line 12 from:
Apoks make two '''Hero's Journey''' rolls on any table other than Cybernetics or Psionics. They begin with normal Starting Gear plus one silver-coated weapon from p. 72 of ''Savage Worlds.''
to:
Apoks make two '''Hero's Journey''' rolls on any table other than Cybernetics or Psionics. They begin with standard Starting Gear plus one silver-coated weapon of their choice from ''Savage Worlds,'' p. 72.
Changed line 12 from:
Apoks make two '''Hero's Journey''' rolls on any table other than Cybernetics or Psionics. They begin with normal Starting Gear.
to:
Apoks make two '''Hero's Journey''' rolls on any table other than Cybernetics or Psionics. They begin with normal Starting Gear plus one silver-coated weapon from p. 72 of ''Savage Worlds.''
Changed line 53 from:
* '''I'm Only Human:''' Synthetic skin, hair, etc. makes them appear like a human or humanoid D-Bee. They do not suffer from the Heavy or Inhuman Appearance drawbacks. They cannot add any implanted weapons or other "external" systems (such as jet packs) without ruining the illusion.
to:
* '''I'm Only Human:''' Synthetic skin, hair, etc. makes them appear like a human or specific type of (humanoid) D-Bee. They do not suffer from the Heavy or Inhuman Appearance drawbacks. They cannot add any implanted weapons or other "external" systems (such as jet packs) without ruining this illusion.
Changed line 53 from:
* '''I'm Only Human:''' Synthetic skin, hair, etc. makes them appear fully human. They do not suffer from the Heavy or Inhuman Appearance drawbacks. They cannot add any implanted weapons or other "external" systems (such as jet packs) without ruining the illusion.
to:
* '''I'm Only Human:''' Synthetic skin, hair, etc. makes them appear like a human or humanoid D-Bee. They do not suffer from the Heavy or Inhuman Appearance drawbacks. They cannot add any implanted weapons or other "external" systems (such as jet packs) without ruining the illusion.
Changed line 10 from:
A holy warrior who truly falls to darkness becomes a cruel fiend, a sadist who ruins lives. It's almost impossible to come back from this, to repent and return to the side of righteousness and good. But an Apok has done so, and walking both paths has given them an unbreakable spirit, with the strength, faith, and martial prowess to eradicate True Evil wherever it is found. Every Apok has a unique, hand-made ''mask'' — a demonic visage that they wear to remind themselves of the monster they once were, and to embrace their new role as the "boogeyman" that even the devils fear. Despite the distrust and concern it evokes in others, an Apok never removes their mask; acknowledging what they were is part of atoning for past sins.
to:
A holy warrior who truly falls to darkness becomes a cruel fiend, a sadist who ruins lives. It's almost impossible to come back from this, to repent and return to the side of righteousness and good. But an Apok has done so, and walking both paths has given them the faith, martial prowess, and will to eradicate True Evil wherever it is found. Every Apok has a unique, hand-made ''mask'' — a demonic visage that they wear to remind themselves of the monster they once were, and to embrace their new role as the "boogeyman" that even the devils fear. Despite the distrust and concern it evokes in others, an Apok never removes their mask; acknowledging what they were is part of atoning for past sins.
Changed line 10 from:
A holy warrior who truly falls to darkness becomes a cruel fiend, a sadist who ruins lives. It's almost impossible to come back from this, to repent and return to the side of righteousness and good. But an Apok has done so, and walking both paths gave them an unbreakable spirit and the strength to eradicate True Evil wherever it is found, through a combination of faith and martial prowess. Every Apok has a unique, hand-made ''mask'' — a demonic visage that they wear to remind themselves of the monster they once were. Despite the distrust and discomfort it causes, an Apok never removes it; acknowledging what they were is part of atoning for past sins.
to:
A holy warrior who truly falls to darkness becomes a cruel fiend, a sadist who ruins lives. It's almost impossible to come back from this, to repent and return to the side of righteousness and good. But an Apok has done so, and walking both paths has given them an unbreakable spirit, with the strength, faith, and martial prowess to eradicate True Evil wherever it is found. Every Apok has a unique, hand-made ''mask'' — a demonic visage that they wear to remind themselves of the monster they once were, and to embrace their new role as the "boogeyman" that even the devils fear. Despite the distrust and concern it evokes in others, an Apok never removes their mask; acknowledging what they were is part of atoning for past sins.
Changed line 10 from:
It is sadly all too common for a holy warrior to lose their faith and fall to darkness, and vanishingly rare for one of these fallen to find their inner light and come back to the side of righteousness and good. But an Apok has done so, and walking both paths gave them an unbreakable spirit and the strength to eradicate True Evil wherever it is found, through a combination of faith and martial prowess. Every Apok has a unique, hand-made ''mask'' — a demonic visage that they wear to remind themselves of the monster they once were. Despite the distrust and discomfort it causes, an Apok never removes it; acknowledging what they were is part of atoning for past sins.
to:
A holy warrior who truly falls to darkness becomes a cruel fiend, a sadist who ruins lives. It's almost impossible to come back from this, to repent and return to the side of righteousness and good. But an Apok has done so, and walking both paths gave them an unbreakable spirit and the strength to eradicate True Evil wherever it is found, through a combination of faith and martial prowess. Every Apok has a unique, hand-made ''mask'' — a demonic visage that they wear to remind themselves of the monster they once were. Despite the distrust and discomfort it causes, an Apok never removes it; acknowledging what they were is part of atoning for past sins.
Changed lines 5-17 from:
[[#CyberHumanoid]]
!! Cyber-Humanoid
''Converted from Rifts Bionics Sourcebook (with some influence from Fallout's synths)''

These "Light Full Conversion Cyborgs"
(or simply "Hidden 'Borgs") are constructed on a smaller, lighter chassis to look exactly like a human or humanoid DB. The disguise systems are astoundingly convincing, to the point where the Cyber-Humanoid can easily impersonate others or alter their appearance. They bleed, appear to breathe, and so on — but sensor scans will still reveal the cyborg's true nature.

Build this as a Combat Cyborg (TLPG, p. 21) with the following changes:

* '''I'm Only Human:''' Synthetic skin, hair, etc
. makes them appear fully human. They do not suffer from the Heavy or Inhuman Appearance drawbacks. They cannot add any implanted weapons or other "external" systems (such as jet packs) without ruining the illusion.
* '''Master of Disguise:''' They have Improved Cyber-Disguise (EOH, p. 52) integrated at a fundamental level. In addition to the listed effects, they can change their physical sex, alter their height by a few inches in either direction, and increase or reduce their ''apparent'' weight by about 30 lbs
. They always remain Size 0.
* '''Regular-Sized:''' They have Strength d12+1 and are Size 0 (
and thus no Toughness bonus from Size). They start with two levels of Armor Plating instead of three, and thus +4 Armor instead of +6 M.D.C.
* '''Untrusted:''' Most people are creeped out by the idea of combat cyborgs living among them, hiding in plain sight. Strangers who become aware
of the Cyber-Humanoid's true nature generally react at Unfriendly to Hostile (GM's call).
to:
[[#Apok]]
!! Apok
''Converted from Rifts Dimension Book 01: Wormwood''\\
([[http://www.mygurps.com/pics/wormwood_cover.jpg | Reference picture]])

It is sadly all too common for a holy warrior to lose their faith and fall to darkness, and vanishingly rare for one of these fallen to find their inner light and come back to the side of righteousness and good. But an Apok has done so, and walking both paths gave them an unbreakable spirit and the strength to eradicate True Evil wherever it is found, through a combination of faith and martial prowess
. Every Apok has a unique, hand-made ''mask'' — a demonic visage that they wear to remind themselves of the monster they once were. Despite the distrust and discomfort it causes, an Apok never removes it; acknowledging what they were is part of atoning for past sins.

Apoks make two '''Hero's Journey''' rolls on any table other than Cybernetics or Psionics. They begin with normal Starting Gear.

'''Apok Abilities and Bonuses'''
* ''Enhanced Attributes:'' An Apok gains one die type to Agility, Spirit, Strength, and Vigor
.
* ''Enhanced Speed:'' Apoks double their base Pace and move twice the normal distance, horizontally and vertically, when Jumping.
* ''Indomitable Will:'' Apoks know what can happen when they lose control, and will never let that happen again. They have
+8 on Fear checks and +8 to resist intimidation, mind control, and possession.
* ''Holy Power:'' Apoks start with the Edges Arcane Background (Miracles), Master
of Magic, Power Points (15 PPE total), and Rapid Recharge, along with the Faith skill at d6. They start with ''detect/conceal arcana'' and ''protection,'' both of which have the Range (Self) limitation and may be activated as innate abilities, along with three more powers of their choice from the Mystic's list.
* ''Righteous Warrior:'' Apoks have Fighting and Occult at d6 and the Champion Edge. As well, when facing supernaturally evil creatures, their attacks are always treated as Mega-Damage.
* ''Terrifying to Evil:'' Supernaturally evil creatures must make a Fear Check at -2 when encountering the Apok. Even Fearless ones must roll, but at +2 instead of -2. Those who are both Fearless ''and'' Mindless are immune.

'''Apok Complications'''
* ''Atonement Mask:'' The Apok's mask is a holy artifact, immune to damage and impossible to remove unless the Apok wills it. However, if they take it off (willingly), they immediately lose ''all'' abilities and bonuses above! Just putting the mask back on will not restore them; it must be worn for at least as long as it was off (minimum one hour) before the bonuses return. Note that the Apok may push the mask up to eat, use a breathing tube, etc., as long as it's still partially on their face and easily visible.
* ''Cybernetics:'' As usual, Apoks suffer -1 to Faith per point of Strain.
* ''Dedicated:'' Apoks start with three Major Hindrances — Shamed (something horrible that they did after falling from grace), Vow (Eradicate supernatural evil), and player's choice of ''either'' Code of Honor (principles first) ''or'' Heroic (kindness first).
* ''Disturbing:'' People looking upon the mask instinctively realize that this is someone who has done great evil and whose redemption is uncertain (many Apoks fall back into their unholy ways, unfortunately). A masked Apok takes -1 to Persuasion rolls and reactions to them start one level worse (e.g., Uncooperative rather than Neutral, for a typical human Apok).

----

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!! M.A.R.S. — Automaton Controller
to:
!! Automaton Controller (M.A.R.S. Package)
Added lines 42-56:

----

[[#CyberHumanoid]]
!! Cyber-Humanoid
''Converted from Rifts Bionics Sourcebook (with some influence from Fallout's synths)''

These "Light Full Conversion Cyborgs" (or simply "Hidden 'Borgs") are constructed on a smaller, lighter chassis to look exactly like a human or humanoid DB. The disguise systems are astoundingly convincing, to the point where the Cyber-Humanoid can easily impersonate others or alter their appearance. They bleed, appear to breathe, and so on — but sensor scans will still reveal the cyborg's true nature.

Build this as a Combat Cyborg (TLPG, p. 21) with the following changes:

* '''I'm Only Human:''' Synthetic skin, hair, etc. makes them appear fully human. They do not suffer from the Heavy or Inhuman Appearance drawbacks. They cannot add any implanted weapons or other "external" systems (such as jet packs) without ruining the illusion.
* '''Master of Disguise:''' They have Improved Cyber-Disguise (EOH, p. 52) integrated at a fundamental level. In addition to the listed effects, they can change their physical sex, alter their height by a few inches in either direction, and increase or reduce their ''apparent'' weight by about 30 lbs. They always remain Size 0.
* '''Regular-Sized:''' They have Strength d12+1 and are Size 0 (and thus no Toughness bonus from Size). They start with two levels of Armor Plating instead of three, and thus +4 Armor instead of +6 M.D.C.
* '''Untrusted:''' Most people are creeped out by the idea of combat cyborgs living among them, hiding in plain sight. Strangers who become aware of the Cyber-Humanoid's true nature generally react at Unfriendly to Hostile (GM's call).
Changed line 7 from:
''Converted from Rifts Bionics Sourcebook, with some influence from Fallout's synths''
to:
''Converted from Rifts Bionics Sourcebook (with some influence from Fallout's synths)''
Changed lines 7-8 from:
''Adapted from Rifts Bionics Sourcebook''
to:
''Converted from Rifts Bionics Sourcebook, with some influence from Fallout's synths''
Changed lines 20-21 from:
''Adapted from Rifts World Book 16: Federation of Magic''
to:
''Converted from Rifts World Book 16: Federation of Magic''
Deleted lines 29-30:

Changed lines 7-8 from:
to:
''Adapted from Rifts Bionics Sourcebook''
Added line 20:
''Adapted from Rifts World Book 16: Federation of Magic''
December 15, 2019, at 01:30 PM by 174.195.18.50 -
Changed line 8 from:
These "Light Full Conversion Cyborgs" (or simply "Hidden 'Borgs") are constructed on a light chassis to look exactly like a human or humanoid DB. The disguise systems are astoundingly convincing, to the point where the Cyber-Humanoid can easily impersonate others or alter their appearance. They bleed, appear to breathe, and so on — but sensor scans will still reveal the cyborg's true nature.
to:
These "Light Full Conversion Cyborgs" (or simply "Hidden 'Borgs") are constructed on a smaller, lighter chassis to look exactly like a human or humanoid DB. The disguise systems are astoundingly convincing, to the point where the Cyber-Humanoid can easily impersonate others or alter their appearance. They bleed, appear to breathe, and so on — but sensor scans will still reveal the cyborg's true nature.
Changed line 13 from:
* '''Masters of Disguise:''' They have Improved Cyber-Disguise (EOH, p. 52) integrated at a fundamental level. In addition to the listed effects, they can change their physical sex, alter their height by a few inches in either direction, and increase or reduce their ''apparent'' weight by about 30 lbs. They always remain Size 0.
to:
* '''Master of Disguise:''' They have Improved Cyber-Disguise (EOH, p. 52) integrated at a fundamental level. In addition to the listed effects, they can change their physical sex, alter their height by a few inches in either direction, and increase or reduce their ''apparent'' weight by about 30 lbs. They always remain Size 0.
Changed line 13 from:
* '''Masters of Disguise:''' They have Improved Cyber-Disguise (EOH, p. 52) integrated at a fundamental level. They can change their physical sex, alter their height by a few inches in either direction, and increase or reduce their ''apparent'' weight by about 30 lbs. They always remain Size 0.
to:
* '''Masters of Disguise:''' They have Improved Cyber-Disguise (EOH, p. 52) integrated at a fundamental level. In addition to the listed effects, they can change their physical sex, alter their height by a few inches in either direction, and increase or reduce their ''apparent'' weight by about 30 lbs. They always remain Size 0.
Changed line 13 from:
* '''Masters of Disguise:''' They have Improved Cyber-Disguise (EOH, p. 52), which is integrated so well that they can change their physical sex and, to a limited degree, their apparent size (but not Size).
to:
* '''Masters of Disguise:''' They have Improved Cyber-Disguise (EOH, p. 52) integrated at a fundamental level. They can change their physical sex, alter their height by a few inches in either direction, and increase or reduce their ''apparent'' weight by about 30 lbs. They always remain Size 0.
Changed line 13 from:
* '''Masters of Disguise:''' They have Improved Cyber-Disguise (EOH, p. 52), but integrated so well that they can change their physical sex and, to a limited degree, their apparent size (but not Size).
to:
* '''Masters of Disguise:''' They have Improved Cyber-Disguise (EOH, p. 52), which is integrated so well that they can change their physical sex and, to a limited degree, their apparent size (but not Size).
Changed lines 13-14 from:
* '''Masters of Disguise:''' They have Improved Cyber-Disguise (EOH, p. 52), the effects of which extend to their skin, body hair, etc.
* '''Regular-Sized:''' They have Strength d12
and are Size 0 (and thus no Toughness bonus from Size). They start with two levels of Armor Plating instead of three, and thus +4 Armor instead of +6 M.D.C.
to:
* '''Masters of Disguise:''' They have Improved Cyber-Disguise (EOH, p. 52), but integrated so well that they can change their physical sex and, to a limited degree, their apparent size (but not Size).
* '''Regular-Sized:''' They have Strength d12+1
and are Size 0 (and thus no Toughness bonus from Size). They start with two levels of Armor Plating instead of three, and thus +4 Armor instead of +6 M.D.C.
Changed line 15 from:
* '''Untrusted:''' Most people are creeped out by the idea of combat cyborgs living among them, hiding in plain sight. Strangers who become aware of the Cyber-Humanoid's true nature generally react at Unfriendly.
to:
* '''Untrusted:''' Most people are creeped out by the idea of combat cyborgs living among them, hiding in plain sight. Strangers who become aware of the Cyber-Humanoid's true nature generally react at Unfriendly to Hostile (GM's call).
Deleted line 12:
* '''Less Room for Plates:''' They start with two levels of Armor Plating instead of three, and thus +4 Armor instead of +6 M.D.C.
Changed line 14 from:
* '''Regular-Sized:''' They have Strength d12 and are Size 0 (and thus no Toughness bonus from Size).
to:
* '''Regular-Sized:''' They have Strength d12 and are Size 0 (and thus no Toughness bonus from Size). They start with two levels of Armor Plating instead of three, and thus +4 Armor instead of +6 M.D.C.
Changed line 13 from:
* '''Less Room for Plates:''' They start with two levels of Armor Plating, instead of three, and thus +4 Armor instead of +6 M.D.C.
to:
* '''Less Room for Plates:''' They start with two levels of Armor Plating instead of three, and thus +4 Armor instead of +6 M.D.C.
Changed line 8 from:
These "Light Full Conversion Cyborgs" (or simply "Hidden 'Borgs") are built on a light chassis and designed to look exactly like a human or humanoid DB. The disguise systems are astoundingly convincing, to the point where the Cyber-Humanoid can easily impersonate others or alter their appearance. They bleed, appear to breathe, and so on — but sensor scans will still reveal the cyborg's true nature.
to:
These "Light Full Conversion Cyborgs" (or simply "Hidden 'Borgs") are constructed on a light chassis to look exactly like a human or humanoid DB. The disguise systems are astoundingly convincing, to the point where the Cyber-Humanoid can easily impersonate others or alter their appearance. They bleed, appear to breathe, and so on — but sensor scans will still reveal the cyborg's true nature.
Changed lines 15-16 from:
* '''Regular-Sized:''' They have Strength d12 and are Size 0 (and thus at a net -1 Toughness).
* '''Untrusted:''' While few strangers ever realize a cyber-humanoid's true nature, the Reaction of those who do is generally Unfriendly.
to:
* '''Regular-Sized:''' They have Strength d12 and are Size 0 (and thus no Toughness bonus from Size).
* '''Untrusted:''' Most people are creeped out by the idea of combat cyborgs living among them, hiding in plain sight. Strangers who become aware of the Cyber-Humanoid's true nature generally react at Unfriendly.
Changed lines 8-9 from:
description
to:
These "Light Full Conversion Cyborgs" (or simply "Hidden 'Borgs") are built on a light chassis and designed to look exactly like a human or humanoid DB. The disguise systems are astoundingly convincing, to the point where the Cyber-Humanoid can easily impersonate others or alter their appearance. They bleed, appear to breathe, and so on — but sensor scans will still reveal the cyborg's true nature.
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* '''I'm Only Human:''' Synthetic skin, hair, etc. makes them appear fully human. They do not suffer from the Heavy or Inhuman Appearance drawbacks.
to:
* '''I'm Only Human:''' Synthetic skin, hair, etc. makes them appear fully human. They do not suffer from the Heavy or Inhuman Appearance drawbacks. They cannot add any implanted weapons or other "external" systems (such as jet packs) without ruining the illusion.
Changed line 16 from:
* '''Untrusted:''' While few people ever realize a cyber-humanoid's true nature, friends excepted, the Reaction of those who do is generally Unfriendly.
to:
* '''Untrusted:''' While few strangers ever realize a cyber-humanoid's true nature, the Reaction of those who do is generally Unfriendly.
Changed line 13 from:
* '''Less Room for Plates:''' They are limited to just two levels of Armor Plating (ever), and thus start with +4 Armor instead of +6 M.D.C.
to:
* '''Less Room for Plates:''' They start with two levels of Armor Plating, instead of three, and thus +4 Armor instead of +6 M.D.C.
Added line 16:
* '''Untrusted:''' While few people ever realize a cyber-humanoid's true nature, friends excepted, the Reaction of those who do is generally Unfriendly.
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!! New M.A.R.S. Packages
to:
[[#CyberHumanoid]]
!! Cyber-Humanoid

description

Build this as a Combat Cyborg (TLPG, p. 21) with the following changes:

* '''I'm Only Human:''' Synthetic skin, hair, etc. makes them appear fully human. They do not suffer from the Heavy or Inhuman Appearance drawbacks.
* '''Less Room for Plates:''' They are limited to just two levels of Armor Plating (ever), and thus start with +4 Armor instead of +6 M.D.C.
* '''Masters of Disguise:''' They have Improved Cyber-Disguise (EOH, p. 52), the effects of which extend to their skin, body hair, etc.
* '''Regular-Sized:''' They have Strength d12 and are Size 0 (and thus at a net -1 Toughness).

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!!!! Automaton Controller
to:
!! M.A.R.S. — Automaton Controller
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Return to [[Savage Rifts]]

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!! New M.A.R.S. Packages

[[#Controller]]
!!!! Automaton Controller

Automatons are detailed on SFONA pp. 35-36 and A&M pp. 37-41. The controller is likely a renegade from Dweomer, but that isn't a strict requirement; the secrets of automaton creation have leaked out to other magical communities. The only models disallowed are the Colossus (which is simply not found on Rifts Earth outside of Dweomer) and Infiltrator (which is more "tool" than "magical mecha").

Note that a mage cannot siphon PPE from an automaton; its battery is solely for its own use.

* Begin with Occult d6, Piloting d6, plus the Arcane Background (Magic) and Controller Edges.
* '''Arcane Link:''' When ordering the automaton to cast its spells, the controller may use their ''own'' Power Edges (like Blaster or Wizard), but must pay any PPE surcharge themselves.
* Select one available automaton ''except'' for the Colossus or Infiltrator.
* Begin with standard Starting Gear.



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Return to [[Savage Rifts]]