New Advantages

New Advantages

Psi-Sword               20 points
It is an extension of the person's body,
 basically treated as a sword (or similar 
weapon) that can never be taken away or 
used by another person.  It takes one turn 
to activate (much like readying a weapon) 
and no time to deactivate.  It essentially 
has no weight and cannot be broken by any 
means.  It does the same amount of damage 
as the weapon it mimics (broadsword, two-handed 
sword, etc), except using the IQ on the ST-Damage 
table on page 74.
A character must have the Cyber-Knight UB 
or be an Astounding Psionic to use one, 
unless a 20 point unusual background is 
paid, and a damn good story told.

Bio-Comp System         150 points
ST+3
DX+3
HT+2
Speed +2
10 Unusual Background, no bionics
10 High Pain Threshold
50 Fast Regeneration
10 Decreased Life Support (see GURPS Supers)
-10 Reputation -2; crazy fool, everyone, all the time
-50 Terminally Ill (3 years)


Mind-Over-Matter Brain Implant
or MOM Conversion
70 points
ST+2
DX+2
HT+1
Speed +1
Alertness +1
High Pain Threshold
Regular Regeneration
10 points worth of Psi skills (one-shot only, no psychokinesis)
10 Unusual Background  -bionics allowed
-25 various Mental disadvantages in addition to normal character disadvantages
-15 Reputation: -3; Insane, everyone, all the time
-40 Mental Stability Disintegration (see new disadvantages)

Sense Ley-Line and Magic Energy         5 points/level
every level will double the range, beginning at 10 yards
Character must have Magery level 1.

Sense Ley Line           5 points/level
every level will double the range, beginning at 50 yards
Character must have Magery level 1.

Sense Nexus              5 points/level
every level will double the range, beginning at 50 yards
Character must have Magery level 1.

Sense Rift              5 points/level
every level will double the range, beginning at 50 yards
Character must have Magery level 1.

Sense Magic/Psionics in Use   5 points/lvl
every level will double the range, beginning at 10 yards
Character must have Magery level 1.


See Magic/Psionic Energy        5 points
People with the Magery advantage will stand 
out visually to these people.
Character must have Magery level 1.

Ley Line-Specific Advantages

Read Ley Lines          10 points
Character must have Magery level 1.

Ley Line Transmission   15 Points
Character must have Magery level 1.

Ley Line Phasing                25 Points
Character must have Magery level 1.

Line Drifting                   5 Points
Offers no real ability to the user, except 
that the person can travel without exertion.  
That is, if the Ley Line is in line with 
where they want to go.  GMs may wish to 
make this free to anyone who buys the 
Ley Line Walker OCC Package.
Character must have Magery level 1.

Ley Line Rejuvination   15 points
Confers the ability of Regular Regeneration.
Character must have Magery level 1.

Ley Line Observation Ball       10 points
Ley line drifting without the commitment.  
Range is the same.
Character must have Magery level 1.

Sense Supernatural Evil 15 points
Character must have Magery level 1.

Opening Oneself to the Supernatural             30 points
Offers +4 on IQ to receive Ley Line 
Transmission, and increases chances 
of intercepting a transmission accidentally.
Confers the Chameleon Super Power for the duration
of the trance.  
1-in-6 chance of being possessed by a 
being that does not have the characters' 
best interests in mind.  
Confers Psychic Resistence level 3 
and Magic Resistence level 2.  
Character must have Magery level 1.


Open Rift               30 points
This advantage is conspicuously absent 
from the Rifts main book.  There is Dimensional 
Portal spell, but that's only available at 
level 15.  Maybe there's something I'm missing, 
but I just made it an advantage.  
The point cost could be higher or lower, 
depending on the attitude toward Rifts of the GM. 
I personally think that opening a Rift is opening 
a can of worms (although you don't know what 
kind of worms are in it, or if there are worms 
in it at all); you can get nice, squishy, pleasent 
worms or nasty, gnashing, biting, clawing worms.  
I suppose that, at its heart, it's just the 
Dimensional Jumper advantage from Time Travel, 
with the Supers enhancement of Effects Others.  
Character must have Magery level 2.  

Familiar Link           35 points
Same as in Rifts Main Book, without 
the Endurance advantages and loss of 
hit points when the familiar dies.  
I always saw the familiar link as a 
parasitic relationship (the mage a 
parasite on the animal) instead of 
a symbiotic relationship.  


Supernatural Link               35 points
to be done when I have time

Sense Supernatural Being     15 points
Identical to the Dog Boy RCC's ability

Techno-Wizardry         70 points
I have simply made this a really quick 
and clean way of making a magic item.  
Rifts, in Mr. Siembieda's wisdom, fails 
to mention whether this is a natural ability 
or a learned trade...not that it matters to 
me what he intended, I'm making it a learned 
trade.  It comes with the appropriate Armoury 
skills and Engineering skills.  That's what 
20 of these points should be spent on.  
It allows the magical modification of any 
existing mechanical device.  Any spell can 
be impregnated into any machine, within reason.  
Fire Ball can be fused into a gun, and so on.  
Only characters with Magery 1 may use these items, 
and it costs ½ the fatigue cost to use them.  
In items with multiple abilities, use the 
highest fatigue cost.  It takes 12 hours of 
work (which may be spread out) for every 50 
energy to be fused within the item, with no 
immediate fatigue cost at all.  See the Magic 
Engines section of New Equipment Conversions 
for details on that.   

Intuitive Beast-Rider           20 points
The character can ride any beast that has a 
good or better reaction to him.  One skill, 
Riding (Any) is included, and can be improved 
like a PH skill.  The skill begins at DX or IQ, 
whichever is higher.  The advantage Animal 
Empathy is usually bought as well, but is 
not necessary.  Thie does not mean that any 
animal will bow down and allow the character 
to ride it.  A beast that simply cannot or 
intuitively will not allow him to ride him 
must be "broken in," like a bronco.  This 
requires a contest of skills between 
the character's Riding skill and the 
beast's ST or DX, whichever is lower.          


Unusual Backgrounds

City-Bred               25 points
The character was born and raised within 
the safe confines of a fully-modern TL9 
city.  This allows them any bionic implants 
and high-tech skills they desire, as well 
as an unmodified Wealth cost.  This may 
come hand-in-hand with other advantages 
and disadvantages, such as an Enemy 
(the city the character left) or a Patron (ditto).  

Bionic                  10 points
The character has, for whatever personal 
reason, been capable of gaining bionics before 
the start of the campaign. 

Thief/Spy Skilled               10 points
The character has been able to learn the tricks 
of the unsavory trade.  A good explanation 
must be given for the hows and whys.  
This advantage might well come hand-in-hand 
with other advantages and disadvantages, 
such as an Enemy (the military/mob boss/corporation 
who trained him) to a Patron (ditto).  

Practitioner of Magic   10 points    
The character has had a chance to learn 
the ars magica.  Again, a good character 
story is always helpful.  

Minor Psionic                   10 points
The character is allowed up to 20 points 
of power levels in GURPS Psionics.  This 
does not include Psychokinetic abilities 
or Teleportation.  Skill levels do not fall 
under the 20-point ceiling.

Major Psionic                   30 points
The character is allowed to spend 30 
points on psionic power levels, with no 
level exceeding 10.  Skills do not fall 
under this requirement  

Astounding Psionic              50 points
The character has no limit to how many 
points or how many power levels they may 
spend or have in any psionic ability.  
This usually classifies the character as a "Mind Melter."

Glitter-Boy Owner               30 points
Finding one of these things nearly takes an 
act of God.  Of course, the character could have 
been from a military or mercenary operation that 
gave it to him, but that alone is worth the 30 points.  


Robot Vehicle Owner             25 points
These are incredibly difficult to find, and even 
more difficult to purchase.  This is UB bought by 
someone with a wealth level of Very Wealthy or lower, 
for anyone above can buy one with starting cash, 
if they have it.

Power Armor Owner               20 points
These are somewhat easy to find, and aren't usually 
that expensive.  This is bought by someone with a 
wealth level under Wealthy, for anyone above can 
buy one with starting cash, if they have it.  


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