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.