Character Creation Step Four - Determine Supernatural Abilities
(Version 1.01 - Last Modified: 11/26/2003)
- Note: Use of this article replaces the standard Step 4 (How to Determine Psionics) of
the character creation phase from the Rifts Main Book.
Introduction
With the massive amount of supernatural energy on Rifts Earth, a number of people have developed
latent psionic powers. These powers, when they develop, vary from only a few psionic powers to
the massive psychic abilities of the Mind Melter. In the years since the Coming of the Rifts,
many people have come to accept these psionic powers as natural, but still view magic as
unearthly and sometimes evil.
Human beings have had to learn to adapt on the genetic level with a world occupied not only by
supernatural beings and ley lines, but filled with more magical energy than almost every other
single place in the megaverse. These magical energies have permeated everything on Rifts Earth;
the ground, the food, the water, the air, and even the native population. Within the last century,
roughly two centuries after the Coming of the Rifts, more and more people are beginning to develop
latent magical abilities similar to the psionic abilities that develop in some Humans since the
Coming of the Rifts.
While not as common as the development of psionic abilities, these magical abilities are
controllable by the people that possess them and they usually manifest in early childhood, with the
child bringing them fully under control by puberty. Unfortunately, there are many places in the
world that do not accept magical abilities, and those that possess latent abilities ignore the
signs or are hunted down by the people that fear and hate magic. The magical abilities possessed by
these people are natural and cannot be taught to others, similar to the Mystic OCC. Also, the
person cannot gain new abilities; they will have the same abilities for the rest of their lives.
There are three ways to receive psionic or magical abilities. The first way is to select a character
class that specializes in those areas, such as the Mind Melter or Ley Line Wizard. The second way is
to select a character class that has minor abilities, such as the psionic abilities of the Operator,
The third and final way to receive either psionic or magical abilities is to roll on the Supernatural
Abilities table below. This table allows the character to have a random chance of developing a small
level of psionic or magical abilities. A player may skip step four entirely if he or she does not
want a character with magical or psionic abilities.
Tables
- Table 1 - Determine Supernatural Abilities:
| Percentile |
Effect |
| 01 - 50 |
No Supernatural Abilities |
| 51 - 65 |
Exceptional Amount of PPE (Roll of Table 2 - Exceptional
Potential Psychic Energy) |
| 66 - 90 |
Psionic Abilities (Roll of Table 3 - Random Psionic
Abilities) |
| 91 - 00 |
Magical Abilities (Roll of Table 4 - Random Magical
Abilities) |
- Table 2 - Exceptional Potential Psychic Energy:
| Percentile |
Effect |
| 01 - 25 |
Character has +1D6 PPE |
| 26 - 50 |
Character has +2D4 PPE |
| 51 - 75 |
Character has +3D6 PPE |
| 76 - 95 |
Character has +5D6 PPE |
| 96 - 00 |
Character has +1D6x10 PPE |
- Table 3 - Random Psionic Abilities:
| Percentile |
Effect |
| 01 - 55 |
Minor Psionics |
| 56 - 90 |
Major Psionics |
| 91 - 00 |
Master Psionics |
- Table 4 - Random Magical Abilities:
| Percentile |
Effect |
| 01 - 55 |
Inferior Magic |
| 56 - 90 |
Superior Magic |
| 91 - 00 |
Exceptional Magic |
Descriptions
- Exceptional Potential Psychic Energy:
When rolling on this table (table 1), this person has additional PPE points, but has no
skill in directing it towards natural psychic or magical abilities. This PPE is useful for
making the character elligible for classes that require a specific amount of PPE, but it
also makes them more of a target for PPE vampires and for things that can sense PPE energy.
- Minor Psionics:
A person with minor psionic abilities will possess only two psionic powers from one of the
three lesser categories (Healer, Physical, and Sensitive) and will possess only ME +2D6
ISP, with an additional +1D6 ISP per level of experience, starting at level two. ISP is in
addition to the amount possessed by the species. The psychic will save vs. psionics with a
base save of 12.
- Major Psionics:
Major Psionics gives a person a much larger number of psychic abilities. The person can
choose either eight powers from one of the three lesser categories (Healer, Physical, and
Sensitive) or six powers from any of the three lesser categories, in either case the person
will possess ME +4D6 ISP, with an additional +1D6+1 ISP per level of experience, starting
at level two. ISP is in addition to the amount possessed by the species. The psychic will
save vs. psionics with a base save of 12.
- Master Psionics:
A Master Psychic is often viewed with fear around the world, but these people do not
have the real discipline to focus their powers properly, like a Mind Melter or a Burster.
These people can choose ten powers from any of the lesser categories (Healer, Physical, and
Sensitive) and two powers from the Super Psionic category. The person cannot choose any the
following powers from the Super category: Astral Golem, Mentally Possess Others, Mind Wipe,
Psi-Sword, or Psychosomatic Disease. The person will possess ME x2 +3D6 ISP, with an
additional +2D4 ISP per level of experience, starting at level two. ISP is in addition to the
amount possessed by the species. The psychic will save vs. psionics with a base save of 10.
Even though the Master Psychic has super psionic powers, they do not possess the necessary
skill or focus to use those powers perfectly. Each time they use a super psionic power, they
will suffer 1D4 points of feedback damage and they will suffer from an intense pain in their
head, causing -1 to all combat rolls and -5% to all skills for 1D4 melees, penalties and
duration are cumlative for each use of a psionic power.
- Inferior Magic:
A person with inferior magical abilities will possess only a few spells and a small amount of
PPE to cast them with. The person can choose two first level spells and one second level spell
and will have PE + 2D6 PPE, with an additional +1D6 PPE per level of experience, starting at
level two. PPE is in addition to the amount possessed by the species. The mage will save vs.
all types of magic with a bonus of +1 and can use magical items or all types and techno-wizard
items.
- Superior Magic:
People with superior magical abilities will posses a fair number of spells and a larger amount
of PPE. The person can choose three first level spells, two second level spells, and one third
level spell, and will have PE +5D6 PPE, with an additional +2D4 PPE per level of experience,
starting at level two. PPE is in addition to the amount possessed by the species. The mage will
save vs. all types of magic with a bonus of +2 and can use magical items or all types and
techno-wizard items.
- Exceptional Magic:
A person with exceptional magical abilities has close to the same level of power as a full-fledged
mage, but they lack the discipline and focus of standard magic users, such as the Ley Line
Wizard. The person can choose four first level spells, three second level spells, two third level
spells, two forth level spells, and one fifth level spell, and will have PE x2 +4D6 PPE, with an
additional +2D6 PPE per level of experience, starting at level two. PPE is in addition to the
amount possessed by the species. The mage will save vs. all types of magic with a bonus of +3 and
can use magical items or all types and techno-wizard items. Even though the mage has exceptional
magical abilities, they do not possess the necessary skill or focus to use those powers perfectly.
Each time they use a forth or fifth level spell, they will suffer 1D4 points of feedback damage and
they will suffer from an intense pain in their head, causing -1 to all combat rolls and -5% to all
skills for 1D4 melees, penalties and duration are cumlative for each use of a magical spell.