Play Testers:
- Moira O'Dugan, 32nd SET
Echo, 7th SET
Hero's Journey (5 Rolls): Three rolls on any of Education, Experience & Wisdom, Training, or Underworld & Black Ops. Plus, two rolls on any tables, except those dealing with Magic and Psionics. This represents 5 power points used, heroes not native to Rifts Earth can spend these points on powers but have no starting gear and begin with the Clueless hindrance (-2 on all Common Knowledge checks dealing with Rifts Earth).
SUPER ABILITIES
- Innate Power: Gain the Arcane Background (Super Powers) edge from the Super Powers Companion. The character is Four Color, starting with 40 Power Points and a Power Limit of 15.
- Extreme Persons & Powers: The Knockback, Synergy, Power Stunt, and Power Trick setting rules apply to this character. Super Karma does not apply to native characters but can be used by heroes not native to Rifts Earth.
- Iconic Abilities: Super heroes can take the hindrances from the Super Powers Companion, and have access to the The Best There Is, Mastery, and Dynamic Duo edges.
- Restricted Paths: Supers cannot take AB Magic or Psionics nor can they select Super Sorcery or Mentalist powers.
- Dimensional Restrictions: Supers can be any race story-wise, but they must be Human for purposes of character creation mechanics. Use super powers and hindrances to represent a specific race.
- Incompatible Cybernetics: Supers can get Rifts cybernetics installed, but every point of Strain reduces the total Power Points by two. Take care before rolling on the cybernetics table.
- Enemy of the State: The Coalition States sees these beings as dangerous aberrations at best and off-world scum at worst. Regardless, beings - no matter how human looking - with great powers are dangerous and to be destroyed.
- Achilles Heel: Even the most powerful heroes have weaknesses, quirks, and foibles. Choose 1 Additional Major and 2 Minor Hindrances not already listed above (or others subject to GM approval).
Suggested Weaknesses, Hindrances, and Quirks
Allergy (Major/Minor)
Your character suffers an aversion to a common condition or substance, such as water, fire, cold, sunlight, etc. Exposure to that substance (generally within six feet of it) inflicts a –2 penalty to all your character’s Trait rolls as a Minor Hindrance. As a Major Hindrance, your hero suffers a –4 penalty to all Trait rolls and his Pace is halved. This continues while exposed and for 2d6 rounds after the substance is removed or shielded somehow.
Bad Reputation (Minor): The character is generally despised or distrusted by most folks, usually because they are known for brutality, thievery, or other reprehensible behavior towards civilization. They suffer –2 Charisma when dealing with the average person in most towns and cities.
Racial Enemy (Minor): This species and another relatively common to the setting have an age-old or intense hatred for each other. They suffer –4 Charisma when dealing with each other, and may become hostile with little provocation. This may only be taken once per race.
Dependency (Major): The creature must consume or have contact with some sort of relatively common substance. Creatures from water-based worlds, for example, might need to immerse themselves in water one hour out of every 24; plant people might need an hour of sunlight a day. If they don’t have the required contact, they become automatically Fatigued each day until they’re Incapacitated. A day after that, they perish. Each hour spent recovering with the appropriate substance restores a level of Fatigue.
Distinctive D-Bee (Minor): The race is notably inhuman, making it automatically an enemy to the Coalition and loyal citizens thereof. Members of the species suffer a –4 Charisma when dealing with Coalition soldiers, officials, and most citizens, and hostility often leads to violence with the slightest incident. If the race can hide its inhuman features (GM’s call), this is worth –1. If not, this is worth –2.
Non-Standard Physiology (Major): The species has a physical build which makes it difficult to wear armor or operate vehicles. Armor must be custom-designed and fitted, at least doubling purchase and repair costs. Operating a vehicle not refitted for the species is done at a −2 for all Trait checks, including firing vehicular weapons. Glitter Boy armor (and the Iconic Framework) is not an option for this race.
Weakness (Major/Minor)
Your character is more susceptible to a specific Power Trapping (see below), such as ice and cold, fire and heat, radiation, magic, darkness, light, air, sound, and so on. He suffers +4 damage when hit by an attack of that type, or –4 to resist other types of effects. As a Major Hindrance, the hero or villain is incredibly vulnerable to the Power Type and should avoid it at all costs. He still resists at –4 but damage is doubled.
Energy: Cold, Darkness, Electricity, Fire/Heat, Kinetic, Light, Magnetism, Mental, Radiation, Sound, Wind.
Matter: Air, Biological (Animal/Human tissue), Earth/Stone, Force or Solid Light, Metal, Plant, Water.