Rifts O.C.C. Modifications
With partial conversion, the PS damage is in the Extraordinary category, plus it adds a one-time bonus of +90 SDC, and a Natural AR of 12, where Normal attacks do no damage or full damage, and Extraordinary / Superhuman / Supernatural attacks do either ½ or full damage.
With full conversion, the PS damage is in the Superhuman category, plus it adds +200 SDC, and a Natural AR of 18, where Normal attacks do no damage regardless of strike roll, Extraordinary does none or full, and both Superhuman and Supernatural attacks do either ½ or full damage.
Borg armor is not environmentally sealed, but counts as a science fiction armor, so strike rolls over the AR affect the borg itself. Strike rolls under the AR have the following effects: Normal and Extraordinary attacks do no damage, Superhuman attacks do half to the armor's SDC, and Supernatural does full damage to the armor. The AR and SDC totals for the armors are listed below:
- LL-SB has an AR of 17, and 150 SDC.
- LE-B1 has an AR of 18 and 200 SDC.
- LI-B2 has an AR of 18 and 300 SDC.
- HI-B3 has an AR of 18 and 600 SDC.
Strength counts as Extraordinary, and the character's carry limit is 100 x PS instead of the amount listed in Rifts.
The psi-sword does 4d6 supernatural damage at 1st level, plus 2d6 at levels 3, 6, 9, 12 and 15.
The SDC bonus is only 4d4x10, equivalent to the super power Extraordinary PE. Strength counts as Extraordinary, and the character's carry limit is 100 x PS instead of the amount listed in Rifts.
Strength is in the supernatural category. Double the MDC and put 75% in SDC and 25% in HP. They have a Natural AR of 14, but Normal attacks never cause damage, and Enhanced attacks do only half damage if the strike roll exceeds the AR. Superhuman and supernatural attacks do full damage if the strike roll is over the AR. Bio-regen ration can be used without modification (do not double it). Breath weapon damage should be doubled and count as a supernatural attack.
The flame burst power normally is an Extraordinary attack and costs 4 ISP, but near ley lines it can increase to Superhuman damage for 2 extra ISP.
The standard fire bolt does between 1d6-2d6 Extraordinary damage for 1 ISP, 3d6-4d6 Superhuman damage for 2 ISP, and 5d6-6d6 Supernatural damage for 4 ISP.
The standard fire eruption does the listed damage, which counts as an Extraordinary attack, at a cost of 10 ISP. The fire can be increased to Superhuman for x2 ISP, and it will also do the 2x the listed damage.
My Psi-Stalkers are a little more potent than those listed in the book, which don't seem up to the job of hunting supernatural beasties. I use something a little closer to the psychic vampires in various science fiction novels. In my game, Psi Stalkers add +2d4 to PS and it is considered Extraordinary, and also add +1d4 to PP. Instead of just the listed +10 to SDC, add 1d4x10 SDC.
They can attempt to drain the life force (PPE) at range, which has the statistics and effects of the spell Life Drain, in addition to draining 25% of the victim's PPE and 10% of his ISP each round it is maintained. It can be used at will, once each round for no PPE cost and without taking an action. Victims do get a saving throw versus psionics, and an active Mind Block adds +4 to the saving throw.
The psionic abilities of my Psi Stalkers are also changed. They have the psi power of Presence Sense always on and at no cost. In addition, they gain the psionic powers of Nightvision, Summon Inner Strength (which includes a +10 PS to a max of 30), Empathy, and Empathic Transmission, plus three other Sensitive powers of choice.
Palladium Books, Rifts and Megaverse are registered trademarks owned and licensed by Kevin Siembieda and Palladium Books Inc. PPE, ISP, SDC, and MDC are trademarks (TM) owned and licensed by Kevin Siembieda and Palladium Books Inc.
This page is copyright © 1998 by Jim Stoner
Last Modified July 31, 1998