Making this up for @Stoic so need feedback from some others as I will be the Game Master.
Neo-Human R.C.C.
The last years of Project Achilles were plagued with secret and internal conspiracies. Competing teams trying to outdo the other project members started conducting experiments hidden from each other. Thus, felinoid mutants (fully described in Rifts South America : One) were created in only one research center without the knowledge of the other centers. When reports of their success (once they succeeded, they wasted no time sharing the news) reached the other centers , the pressure to do better increased. A team of scientists decided that mutating animals was not the way to go. Instead, they decided to directly improve the human body!
Human embryos were experimented upon, mutated and altered. Genetic material from several members of the research center, stolen from them without their consent, was used to fast clone the embryos and manipulate their genetic make-up. The goal was to copy the genes that seemed to be linked to psionic powers. All these activities were the work of a small faction within the center, done without the knowledge of the rest. Cordelia Valdez was a researcher there, and she accidentally discovered the experiment. Her shock was compounded by the realization that most of the embryos carried her genetic code, making them, in effect, her offspring. Her desire to preserve these "children" led her to stage the break-out that saved the founders of the Achilles Republic.
The offspring of Cordelia Valdez looked completely human. Their bodies had near god-like physical perfection, and they were extremely intelligent and perceptive. Beyond these outward appearances was a fountain of psychic power, perhaps the most powerful psionic species ever created. Each of the neo-humans had enough psychic abilities to fight a tank bare-handed, heal the sick, and destroy people with but a thought. They combined the strength of a supernatural being with the abilities of a mind-melter. In the decades following the Coming of the Rifts, however, two groups of neo-humans chose different directions. The first one, nicknamed the "Neo-Abels," stayed with their "mother' s people," the mutant animals. The other group, the "Neo-Cains," abandoned their companions, motivated by a sense of superiority and contempt for all the "lesser" races.
The neo-humans were incredibly long-lived; those who haven ' t died by violence have lived for nearly 300 years so far, and they have shown little sign of aging. The amount of I.S .P. energy they manage to store seems to have an effect on the aging process; the more I.S.P. the neo-human can store, the more slowly he will age. As a result, even good neo-humans are very concerned with using their abilities under challenging conditions and thus grow more experienced and powerful.
In Achilles, neo-humans are viewed with ambivalent feelings. On the one hand, their value to the Republic is unquestioned; on more than one occasion, these psychics have saved the entire nation from supernatural entities, Cordoban conspiracies and Arkhon raids. On the other hand, their human appearance and haughty attitude leads to hatred and distrust. The fact that the most powerful of the mutants look human is a bitter pill for the animal mutants to swallow. Although the neo-humans are closer genetically to the mutant animals than to "real" humans, their looks and raw power are enough to inspire negative feelings. Suspicion, bickering and competition often mars the relations between neo-humans and their mutant brethren. As a result, a few neo-humans have left Achilles and now wander the Megaverse , working with such beings as demigods, dragons, cosmoknights, True Atlanteans and their like.
The number of neo-humans is very low (accounting for less than 1 % of all mutant animals). The "Neo-Abels" work within the Republic, acting as secret agents, special forces soldiers and other champions. Nobody knows what happened to the NeoCains. Some rumors claim these beings evolved even greater powers, and they have left Earth for other worlds. Others blame the "Cain-brood" for everything that goes wrong in the Republic, from crime to natural disasters, and often the finger is pointed to any neo-human who happens to be nearby. Some rumors claim that a band of supposed Neo-Abels have created a society of "Young Gods."
Neo Human Abilities
- Arcane Background (Psionics) (8): A Neo Human begins with Arcane Background (Psionics) choosing three powers from the Psionics list, the Major Psionic, and Master Psionic Edges, and a d6 Psionics skill. Neo Humans begin with 20 ISP (10 ISP base, doubled by the Major Psionic Edge).
- Perfectly Engineered (20): Neo humans do not receive attribute points to distribute, instead they begin with d10 in each attribute, this does not increase their attribute maximum.
- Supernatural Transformation (1): A Neo human begins with the protection power.
- Hyper Telekinetic (1): The Neo Human begins with the telekinesis power.
- Telekinetic Flight (1): The character begins with the flight power, with the self only limitation.
- Mind Wave (1): The character begins with the confusion power.
- Touch of Health or Death (2): This psionic ability requires that the psychic touches the subject (body armor will not stop the touch, but power armor or the armor of a vehicle will). Activating either power costs 3 ISP and requires a touch attack.
- If Health is chosen the subject may immediately make a Natural Healing roll, or remove poison from their system. (This is not the healing power and does not have access to those modifiers.)
- If Death is chosen the subject immediately takes 3d6 mega damage (compatible with Blaster edges), and must make a vigor roll or be Stunned. (This is not the bolt or stun powers and does not have access to those modifiers.)
Hindrances
- Above it All: Neo-Humans are overconfident and see themselves as above most challengers. they begin with the Arrogant hindrance.
- Born Not Made: Neo-Humans are born from genetically enhanced stock. They do not select a race.
- Cybernetics: Neo-Humans suffer −1 to the Psionics skill for each point of Strain.
- Enemies: The Coalition and True Federation consider Mind Melters allied with enemy factions to be a dire threat, treating them with caution bordering on paranoia. They prioritize attacking them and hunt them with extreme prejudice.
- Haughty: Neo-Humans see themselves as above others. Attempts to support them suffer a -2, unless the other is a godling, dragon, or true atlantean or other powerful supernatural being.
- Restricted Path: Neo-Humans have no talent for magic or miracles. They cannot take any arcane backgrounds that use PPE, or Arcane Background Gifted.
Balance considerations: targeting ~30 points for primary magic users, and 2 points for racial build for a total of ~32 points.