Psionics

Psionic Powers Conversions

Rifts treats Psi abilities as spells.
There is no real difference between
the two schools at all.  Unfortunately,
this conflicts directly with GURPS rules.
I have included the direct conversions if 
you simply want to use Rifts psionics 
instead of GURPS psionics.I personally 
recommend that new characters be 
made with the GURPS psionics rules, 
simply because it maintains the 
system’s coherence.


Healer Powers

Bio Regeneration            3pts/level
Healing (psi) -40%
cost: 1 /level

Deaden Pain                    3pts/level
High Pain Threshold (adv) 
duration: 2 minutes/level
cost: 2

Detect Psionics                2pts/level
Seeker Sense (psi)  -40%
cost: 1 

Exorcism                                   10pts
Same as Rifts
cost: 10

Healing Touch                 3pts/level
Healing (psi)   -50%
cost: 3/level

Increased Healing                   3pts
Rapid Healing (adv) 
effects others only
duration: 1d+2 days
cost: 5

Induce Sleep                     1pt/level
Sleep (psi) -25%
cost: 2 

Psychic Diagnosis           2pts/level
Diagnosis skill 
IQ +1/level
cost: 3 

Psychic Purification                 25pts
Immunity to Disease 
Immunity to Poison (adv)
same description as in Rifts
cost: 5

Psychic Surgeory
see healing touch

Resist Fatigue                           60pts
no fatigue (magic unaffected)
duration: 1 hour
cost: all but 1 fatigue at end of duration


Physical Powers

Alter Aura                           2pts/level
direct conversion
cost: 2 

Death Trance                               5pts
suspended animation  (same)
cost: 3

Ectoplasm                                   
Telekinesis   (psi)  -15% visible
cost: 2/1 to maintain 

Impervious to Cold
Temperature Tolerance (adv)
-10% leaves mental signature
-40% only to Cold 
cost: 3 

Impervious to Heat
Temperature Tolerance (adv)
-10% leaves mental signature
-40% only to Heat
cost: 3

Impervious to Poison/Toxin      15pts 
Immunity to Poison  (adv)  
cost: 3

Levitation
Telekinesis  -30% only up and down
cost: 2 to cast/1 to maintain


Mind Block
direct conversion from Mind Shield
cost: 3

Night Vision                               10pts
NV advantage
cost: 3 

Resist Fatigue                     2pts/level
+3 Fatigue/level
duration: 1 hour
cost: all fatigue gained by this power is
 regained (unmodified ST) at the
end of the duration

Resist Hunger
Does not Eat or Drink -50%
duration 6 hrs
cost: 5 

Resist Thirst         
Does not Eat or Drink -50%
duration 6 hrs
cost: 5

Summon Inner Strength             30
no fatigue
+3 Hard to Kill
+3 Hit Points
duration: 10 minutes
cost: all but 1 fatigue at end of duration


Sensitive Powers

Astral Projection
direct conversion 
duration: 4 hours
cost: 4

Clairvoyance
same
duration: 5 minutes
cost: 8

Empathy           5pts
Empathy (adv) 
duration: 2 minutes
cost: 3

Mind Block
Mind Shield
cost: 3 to cast/1 to maintain

Object Read
Psychometry 
cost: 3 


See Aura
See Aura
cost: 2

See Invisible                  5pts
See Invis. (Adv)
duration: 10 minutes
cost: 3

Sense Evil                      5pts
see new advantages
cost: 3

Sense Magic                  5pts
“

Danger Sense                7pts
Danger Sense (adv)
duration: 10 minutes
cost: 3 

Speed Reading                5pts
same as Rifts
cost: 2

Telepahy
same as GURPS
cost: 3/1 to maintain


Super Powers

just get rid of Bio Manipulation, Bio- Regeneration 
and Group Mind Block.  The rest convert directly 
to GURPS.  I recommend that NO fatigue be charged 
for using the individual Super Psi abilities, simply 
because that very few RCCs can use the Psychokinetic 
psi abilities.  If not, then I would charge a 
fatigue of 3 to cast, 1 to maintain all of the 
abilities.   


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