Ri f t s

d20
version 0.98b Rifts d20 conversion by: Mehmet Hoops mehmet_hoops@yahoo.com Forward: Please read the FAQ at the end before sending me any questions as this document is still somewhat incomplete. This is a derivative work, which has had little actual play-testing. I’ve done my best to balance it in an extremely unbalanced setting while trying to capture the essence of the game. Lastly, Rifts is a property of Palladium Books and d20 is property of Wizards of the Coast. I make no challenge to either of these companies and their copyrights and intend this document to encourage purchase of both products. I am not doing this for profit, nor do I seek any form of compensation. Hopefully that will keep lawyers off my back. If you’re still with me, you will still need, at least, the Rifts book for understanding the Rifts world and the D&D core books (all 3) to understand the d20 system. Any changes to the d20 system I’ve tried to point out to minimize confusion. I hope this helps anyone, who chooses to use this system, enjoy their game more. See the FAQ at the end of the document for more info and contact information. If you’re looking at the soft copy of this file, the Chapter names in the Table of Contents are links to the beginning of each chapter.

Table of Contents
0: Preface 1: Abilities 2: Background 3: Classes 4: Skills 5: Feats 6: Combat and Movement 7: Magic & Psionics 8: Equipment 9: Bionics & Cybernetics 10: Beastiary X: Rifts RPG to Rifts d20 Conversion Notes XX: Notes & FAQs

0: Preface
Character Creation 0. 1. 2. 3. 4. Check with your Game Master and fellow players. Ability Scores. Use the 25 point base model or just choose the 25 point base spread (15, 14, 13, 12, 10, and 8). The rules were created with the standard 25 point base spread in mind. Choose Race & Background (if applicable). Where is your character from? If applicable for your character race, determine if he will have any background feats or skills. Choose Class. Select and write down relevant information. Assign and Adjust Ability Scores. Rifts d20 by Mehmet A. Hoops Page 1 of 91

5. 6. 7. 8. 9. 10.

Record Background and Class Features. Select Skills Select Feats. Select Equipment. Record Combat and Skill Numbers Finishing Touches.

1: Abilities
There are no changes from the d20 standard. I have used a 25 point base spread for abilities for the balancing of this document. As this is a d20 game conversion, d20 statistics will be used. As such, all Palladium rules (including character creation) are nullified unless referenced otherwise. A Rifts game can use any point spread or any rolling method. If you want your characters a little weaker, use the 22 point spread, if you want them a little tougher, use the 28 point spread. If you want them a lot weaker, use the 18 point spread, if you want them a lot stronger, use the 32 point spread. It’s all up to the GM. Personally, I like my characters (and my players) to be a little extra special and use the 28 point spread.

Player Races
Note that in Rifts, elves are taller than humans, not shorter. Gnomes are also supposed to be quite a bit smaller than presented in D&D, so the GM should make note of this and choose what races to include. The GM may allow any races presented in any d20 book at their sole discretion; however, it is important to note that Rifts d20 utilizes a class defense rating, which may make creatures with higher levels in any class more power than anticipated against those relying on natural abilities. Humans & Human-like D-Bees: Because of the existence of Background feats and skills in Rifts d20, humans are slightly different from what’s presented in the D&D Players Guide. This entry can also be used for near-human D-Bees who really only vary from mankind in the cosmetic sense (like 90% of all the star trek aliens). • Medium-size: As medium-size creatures, humans have no special bonuses or penalties due to their size. • Human base speed is 30 feet. • 1 background feat at first level. • 1 background skill at first level. This skill starts at rank 4 and is considered a class skill regardless of what class the character may take in the future. • 1 background equipment package • 1 extra skill point at each additional level past level 1. • Humans have a base P.P.E. of 1. Default attributes (unless dictated by a character class) for bonus P.P.E. are Wisdom and Charisma. Dog Boys (a.k.a. Psi-Hounds) Dog Boys come in many different breeds, sizes and so forth, but most (98%) are still medium size creatures. Vary ability score totals to reflect the specific breed. You may roll on the Variant Breed table (below) if you wish for a more drastic breed. • Medium-size: As medium-size creatures, Dog Boys have no special bonuses or penalties due to their size. • Base speed of 30 feet. • Base P.P.E. of 0. Dog Boys only have trace amounts due to the development of their psychic abilities, leaving an effective base of 0. Default attributes (unless dictated by a character class) for bonus P.P.E. (though it turns into I.S.P. since Dog Boys are Psychic) are Wisdom and Charisma. • Sense Psychic and Magic Energy: The Psi-Hound can detect the presence of psychic and magical energy in other creatures. This ability is constant and part of the Psi-Hound’s nature, like smell or sight. Getting cybernetic or bionic implants destroys this ability. However, if the creature is not expending any magic or psychic energy, the Psi-Hound cannot automatically sense this energy. The Psi-Hound is capable of detecting individuals with high levels of P.P.E. or I.S.P. (8 or more points in either) but cannot tell if the character is magical or psychic. If a psionic ability is used within the range of sensitivity of a Psi-Hound, the character can attempt to trace it to its source. If the ability is constantly being used, this is not problem and doesn’t require a roll. If it was a temporary expenditure, a tracking roll is required (if the character has the feat). This ability can be combined with Sense Psychic Residue, if the character has that feat. (This is a departure from normal Rifts Dog Boys who start with an Rifts d20 by Mehmet A. Hoops Page 2 of 91

equivalent of Sense Psychic Residue, but most Dog Boys acquire that feat as soon as they can). Range: Sensitivity to a psychic or practitioner not using his powers is 40 feet +5 feet per additional character level. Sensitivity to psionic or magic powers in use is 300 feet +50 feet per additional character level. • Sense Supernatural Beings: Identical in basic function and principle to Sense Psychic and Magic Energy. . Getting cybernetic or bionic implants destroys this ability. The Psi-Hound is able to sense creatures who naturally have spell-like abilities, whatever those abilities may be. However, the Psi-Hound cannot sense residue from spell-like abilities (this is a slight departure from the Rifts RPG because it doesn’t fit well in the d20 system). Range: Powers not in use: 75 feet per character level. Powers in use: 800 feet +100 feet per additional level of experience. • Psionic Powers: Dog Boys start with one Mind 2 effect and are considered natural Minor Psychics as far as feat progression goes, but get no I.S.P. bonuses at character creation and are really Major Psychics by their nature. . Getting cybernetic or bionic implants destroys this ability. The Dog Boys base P.P.E. is 0 however, and they may not be able to use their natural psychic effect upon character creation. Note: Most CS Dog Boys take one or two levels in the Psychic class to develop their natural abilities, and compliment that training with Wilderness Scout or Man at Arms levels. • Superior Smell: Dog Boys have far better olfactory abilities than most races. This ability gives a +2 competency bonus to all tracking rolls that would benefit from a sense of smell. If the character does not have the tracking feat, this bonus is useless. • Superior Hearing: Dog Boys have better hearing than most races. This ability gives a +2 competency bonus to all Listen checks. • Good Sight: Dog Boys have a greater field of vision than most races and gain a +1 competency bonus to all spot checks. Dog Boys can see in color, but the colors appear less vibrant and a little dulled. Dog Boys do not naturally have Low Light vision. • Poor sense of Taste: Dog Boys have an inferior sense of taste and any checks that would benefit from or rely on a sense of taste (like detecting poison) are made at a –2 competency penalty. • Biting: Dog Boys naturally have fangs and can inflict 1d4 damage with them (though their punches are still subdual unless they have a martial arts feat). • Sensitivity to Ley Lines: Ley lines and nexus points impair and sometimes obliterate a Psi-Hound’s psychic, magic and supernatural being sensory abilities. When within 100 feet or at a ley line or within 500 feet or at a nexus point, Psi-Hounds cannot use the abilities Sense Psychic and Magic Energy and Sense Supernatural Beings. During ley line or nexus storms, they have difficulty hearing or seeing due to the magic energy playing havoc with their sensory perceptions and are at a –2 penalty for any Listen of Spot checks (in place of their normal bonuses). They are also twice as likely to be struck by ley line energy during a ley line or nexus storm. • Variant Breeds: Some breeds of Dog Boys have slightly different abilities from regular Dog Boys. If you wish, you may roll or pick a breed below (but do not have to pick any, if you so desire). Roll 1d6. 1- Wolfhound: Loses the smell bonuses but adds 5 to base movement. 2- Beagle or Foxhound: Reduce size level to small (no taller than 4 feet). +1 on all tracking rolls. +5 to base movement (but still suffers the movement penalty from its size level). 3- Terrier: Reduce size level to small (no taller than 4 feet). Get an additional +1 to listen and spot checks and +2 to all swim checks. 4- Bull Dog or Mastiff: Lose all smell bonuses. –5 to base movement. +1 to strength. 5- Wolf: +1 to Strength, +2 to Constitution. Bite does 2d4 damage. +1 level adjustment. 6- Roll again. Psi-Stalkers: • Medium-size: As medium-size creatures, Psi-Stalkers have no special bonuses or penalties due to their size. • Base speed of 30 feet. • Base P.P.E. of 0. Psi-Stalkers only have trace amounts due to the development of their psychic abilities, leaving an effective base of 0. Default attributes (unless dictated by a character class) for bonus P.P.E. (though it turns into I.S.P. since Psi-Stalkers are Psychic) are Wisdom and Charisma. • Sense Psychic and Magic Energy: The Psi-Stalker can detect the presence of psychic and magical energy in other creatures. This ability is constant and part of the Psi-Stalker’s nature, like smell or sight. Getting cybernetic or bionic implants destroys this ability. However, if the creature is not expending any magic or psychic energy, the Psi-Stalker cannot automatically sense this energy. The Psi-Stalker is capable of detecting individuals with high levels of P.P.E. or I.S.P. (8 or more points in either) but cannot tell if the character is magical or psychic. If a psionic ability is used within the range of sensitivity of a Psi-Stalker, the character can attempt to trace it to its Rifts d20 by Mehmet A. Hoops Page 3 of 91

The Psi-Stalker is able to sense creatures who naturally have spell-like abilities.S. However. Range: Sensitivity to a psychic or practitioner not using his powers is 20 feet +15 feet per additional character level.P. . and usually compliment that training with Wilderness Scout or Man at Arms levels (and often Street Tough as well).P. After the prey has been cut. After a maximum of 3 weeks of starvation. Getting cybernetic or bionic implants destroys this ability. They can draw energy from ley lines.P. 0 0 0 0 0 0 +1 +3 (+2 from previous level) +6 (+3 from previous level) +10 (+4 from previous level) +16 (+6 from previous level) +24 (+8 from previous level) +34 (+10 from previous level) +46 (+12 from previous level) +61 (+15 from previous level) +69 (+8 from previous level) Rifts d20 by Mehmet A. If the ability is constantly being used. If the character does not get enough energy in a week.S. If it was a temporary expenditure. Access to background feats: Psi-Stalkers have a rich tradition and have access to several background feats. Psi-Stalkers also need to eat about a pound of protein and a cup (eight ounces) of water a week to stay healthy.P. per week. and half its I. (This is a departure from normal Rifts Psi-Stalkers who start with an equivalent of Sense Psychic Residue. Animal Empathy: Psi-Stalkers are naturally empathic with animals and gain a +2 competency bonus to ride and animal empathy checks and any checks for taming. if it is psychic (or all it’s P. the character must make a touch attack to touch the wound at which point the energy is completely and instantly drained from the target. he will die. if the character does not feed immediately. The character must cut its prey to extract the energy.• • • • • • source. he begins to suffer from starvation. Score 1 2-3 4-5 6-7 8-9 10-11 12-13 14-15 16-17 18-19 20-21 22-23 24-25 26-27 28-29 30-31 Modifier -5 -4 -3 -2 -1 0 +1 +2 +3 +4 +5 +6 +7 +8 +9 +10 Ability Modifiers and Bonus P.P. if the character has that feat. a tracking roll is required (if the character has the feat). as well as what direction it is (and if he’s near or far). The Psi-Stalker can not perform any other actions while feeding. they do no start with any of these feats.P. If within four miles of a nexus point.E. Hoops Page 4 of 91 . Nourishment: The Psi-Stalker must feed on a minimum or 5 P. the Psi-Stalker cannot sense residue from spell-like abilities (this is a slight departure from the Rifts RPG because it doesn’t fit well in the d20 system). or controlling animals.S. Sensitivity to Ley Lines: If within two miles of a ley line.P. Note: Most Psi-Stalkers take one or two levels in the Psychic class to develop their natural abilities.P.P. this is not problem and doesn’t require a roll. is drained if it is magic.** Bonus P. Getting cybernetic or bionic implants destroys this ability. is doubled and the Psi-Stalker can move up to 900 feet away from the prey and still feed and perform other actions without penalty. whatever those abilities may be.P. All the prey’s P. Psi-Stalkers cannot feed on prey who are not magic or psychic.E. the two abilities are completely negated. but only 5 points (the minimum to survive) and it is like drinking sour milk. even though Psi-Stalkers are really Major Psychics by their nature.P.E. However. the P. Psionic Powers: Psi-Stalkers start with two Mind 2 effect and are considered natural Minor Psychics as far as feat progression goes. Sensitivity to psionic or magic powers in use is 400 feet +100 feet per additional character level. Sense Supernatural Beings: Identical in basic function and principle to Sense Psychic and Magic Energy. the Sense Psychic and Magic Energy and Sense Supernatural Beings abilities range’s are reduced to half. If the Psi-Stalker kills its victim with the cut.P. if it is both). The Psi-Stalker can not purposefully stop draining energy from its prey and must either be pushed or moved off.S. but can go up to three weeks without food or water without ill effect.S. Range: Powers not in use: 40 feet per character level. and start with 3 I. or I. This also means that a Psi-Stalker can sense when he is within 8 miles of a Ley Line +1 mile per character level.S. or half its I. calming. or I. Powers in use: 800 feet +100 feet per additional level of experience.E. but most Psi-Stalkers acquire that feat as soon as they can). preferably 8 to 10. This ability can be combined with Sense Psychic Residue.E* or I.E.

A character from the Northern Gun may start with either 25.P. and cannot combine or swap between the selections. Backgrounds: Tolkeen. 2: Background Background feats are for human characters or other characters that start with 2 feats (one of which must be a background feat.E. Hoops Page 5 of 91 .P. and the character’s P. The skill a player chooses for their character as a background skill is always considered a class skill. they may choose from them if they desire). Unless they are both psychic and mystic. a Major Psychic with one level in Learner Sorcerer has 3 points of P. their P.E.E. American Indian. Federation of Magic.: These two statistics are intrinsic of the new magic and psionic system I’ve incorporated into Rifts d20. Only races that have background feats and skills available upon character creation may take background skills and feats.E. The only exception to this rule are Wild Psi-Stalkers. feel free.P.S.000 credits in value. You may also skip background feats and skills if you are applying an allowed template (consult with your G. the other may be of the player’s choosing). * Characters only get these bonus points at character creation and any bonus points from future ability score upgrades is not retroactive. and I. Coalition States. All characters start with 2 ranks in their native language. converts into I.P. even if that skill is not normally available for their character class(es). Wild Psi-Stalkers do not start with any background skills or feats.P. but may choose from them upon level up.P. is only equivalent to whatever they may gain through their class. You may skip giving your character a background feat if you wish to replace it with a psychic feat. from attributes is converted into I. For example. As these are relatively minor.). Background skills are basically the same in concept and use as background feats.P.P.32-33 +11 +79 (+10 from previous level) 34-35 +12 +91 (+12 from previous level) 36-37 +13 +106 (+15 from previous level) 38-39 +14 +114 (+8 from previous level) 40-41 +15 +124 (+12 from previous level) 42-43 +16 +136 (+12 from previous level) 44-45 +17 +151 (+15 from previous level) etc… +18 etc… Go from +8 to +15. their Initial P. Lazlo. I’d recommend using the Psionics Handbook for all things psychic and simply substituting the Sorcerer and Wizard classes for Natural Sorcerer and Learned Sorcerer (although with some minor modification to fit into the Rifts world).E. and feed Rifts d20 by Mehmet A. Characters start with one selection of equipment for their character. saddle. converts into I. adding a 12-point interval each cycle. which must be purchased separately. The background skill can be advanced the same as any class skill.E.S. Wastelands. Manistique Imperium. not with both (or everything under their equipment section). as any bonus P. rating. If you’d rather use the regular d20 spell and psionic systems. For example: a character from Tolkeen may start with a Hellfire Shotgun or a Magic Optic System.P. They also only get these bonus points at character creation and any bonus points from future ability score upgrades is not retroactive.P. New West.P.M. In that case.E. and Wild Psi-Stalker (though psi-stalkers don’t get a background feat.000 credits cash or a Northern Gun weapon under 45.S. Native Background Feats Skills Language Equipment Tolkeen Blooded Bullheaded Cosmopolitan (Pre War) Silver Palm (Pre War) Street Smart (Pre War) Education (Pre War) Luck of Heroes (Post War) Nomad (Post War) Survivor (Post War) Bluff Craft Diplomacy Sense Motive American TW Shard Pistol or Shock Pistol TW Hellfire Shotgun TW Lightning Rod or Flaming Sword TW Energy Field Generator TW Magic Optic System Horse with Full Barding. but not both. Northern Gun. use feats like Toughness and Iron Will and Run as guides for this sort of a feat.S. Pecos Empire. but with no ranks in Literacy. ** Psychic characters do not have a P. Note on P.

Crazy or ‘Borg Template (see below) Any Tribal Fetish (consult G. Crazy or ‘Borg Template (see below) Horse and tack. Hoops Page 6 of 91 . and feed 1 Bionic or Cybernetic Implant (under 45.000 credits) Hovercraft (under 45.000 credits) 25.000 credits) American Indian NONE------------Animal Empathy Intuit Direction Listen Wilderness Lore AmericanAppropriate Tribal Language Wild Psi-Stalker Not Applicable American Juicer . Two bullet pistols (any) and 200 rounds of ammo. Crazy or ‘Borg Template (see below) Horse and tack.000 credits.000 credits) Juicer .000 credits) Hovercraft (under 45.M.000 credits) Juicer .000 credits) Pecos Empire AmericanAmerican or Spanish Wastelands NONE------------Hide Intuit Direction Move Silently Spot American or Spanish--American New West NONE------------Intimidate Profession Ride Wilderness Lore AmericanAmerican Juicer .000 credits. saddle. Two bullet pistols (any) and 200 rounds of ammo. cash 1 MI Weapon (under 45.000 credits) Juicer .000 credits) Low Quality Robot or Bionic horse (electric or gas powered) Hovercycle (under 40.000 credits) Low Quality Robot or Bionic horse (electric or gas powered) Hovercycle (under 40. cash 1 NG Weapon (under 45. one energy pistol (under 25. Horse and tack TW Short Bow and Arrows TW Tomahawk Vibro Axe Short Bow & Vibro Arrows Not Applicable Rifts d20 by Mehmet A. Crazy or ‘Borg Template (see below) Horse and tack.000 credits) Juicer . Two bullet pistols (any) and 200 rounds of ammo.000 credit value).000 credits) 25. cash 1 CS Weapon (under 40.000 credits.000 credits) Low Quality Robot or Bionic horse (electric or gas powered) Hovercycle (under 40. Crazy or ‘Borg Template (see below) 1 Bionic or Cybernetic Implant (under 40. one energy pistol (under 25. one energy pistol (under 25. Crazy or ‘Borg Template (see below) TW Shard Pistol or Shock Pistol TW Hellfire Shotgun TW Lightning Rod or Flaming Sword TW Energy Field Generator TW Magic Optic System Horse with Full Barding. keep around 40.000 credits) 1 NG Weapon (under 40.000 credits) 30.Northern Gun Cosmopolitan Mercantile Sea Legs Street Smart NONE------------------------Cosmopolitan Education Mercantile Silver Palm Street Smart NONE------------------------Artist Blooded Education Seductive Stealthy Blooded Cosmopolitan Demon Hunter Disciplined Street Smart Sea Legs (Free Quebec Only) NONE------------------------Blooded Bull Headed Demon Hunter Duelist Gambler Luck of Heroes Seductive Smooth Talk NONE------------------------Blooded Demon Hunter Living History Luck of Heroes Militia Nomad Stealthy Strong Soul Survivor NONE------------------------Bullheaded Demon Hunter Duelist Gambler Luck of Heroes Nomad Seductive Smooth Talk Survivor NONE------------------------Artist Blooded Living History Luck of Heroes Stealthy Strong Soul Survivor Blooded Demon Hunter Duelist Living History Nomad Stealthy Survivor Appraise Diplomacy Gather Information Science (any one) NONE------------Appraise Diplomacy Innuendo Science (any one) NONE------------Concentration Craft (any) Knowledge (any) Profession (any) Bluff Drive Intimidate Spot NONE------------Balance Hide Intimidate Sense Motive American Manistique Imperium AmericanAmerican Federation of Magic AmericanAmerican or Dragonese Coalition States American 1 Bionic or Cybernetic Implant (under 40.

Example: A player wants to create a Juicer but has not figured out his ability scores yet. Attacks: Same as the base creature. they must be after the player has spent them on abilities. Defense: The Juicer gains a +2 stackable dodge bonus and is never considered flat-footed. Juicers and Crazies adapt quickly after conversion (especially the latter). the character has no background skills or feats available ever and still must spend one more feat (other than the background feat) to get the template. and 10 ability points. there are a few options the player may choose from to pay for this template: Option 1: Spend 2 feats. his totals are now 13. 10. he would have 36 Wound Points and 48 Hit Points. using the 25 point spread comes up with 16. so he decides to try again and starts with 13. Also. while ‘Borgs take considerably longer (especially learning things like tying a rope when you have nearly no sense of touch anymore). 10. Most military programs want their Juicers to have a Strength of 10. So after paying his 10 ability points he now has 11. Templates that may be included in this are: Juicers. 10. the character must have a Strength of 6. Speed: Add 20 to the base movement of the base creature and increase the run multiplier by 1. your background skill and 5 ability points. with good pay. The level adjustments are the only thing that is not optional. and feed If the Juicer or Crazy Template option is taken. This means some characters will not be able to get these templates upon character creation. The Juicer Human Template (May be adaptable to other races. and 10 as his remaining ability scores. If a template costs ability points. Being more satisfied with his point spending this time. and an Intelligence of 8. but humans could. and 10. minimum. but will usually require two feats. 10. A human with a template applied is no longer a normal human. Cost: To create a Juicer upon character creation.000 credits (give or take). Rifts d20 by Mehmet A. minimum. So he loses his two initial feats and must spend 10 ability points. but tends to not convert to different physiologies exactly the same) Requirements: To survive the conversion process. Example: If a character was created with the Juicer Template and had a Constitution of 18 (+4 Hit Points per level). 12. a Constitution of 8. and can be paid in a number of ways. these feats cannot be feats gained from leveling up in a class. If a template costs feats. After paying his 10 points this time. Crazies. Option 2: Spend 2 feats. These costs are included for purposes of game balance. Costs note: Some templates can be bought upon character creation. 12. 10. he then continues with character creation. Templates Templates are changes to the make up of a character. He chooses to use option 3 for paying for the template upon character creation. The player may spread the costs among the abilities however he sees fit. and 10. such as military or mercenary service for at least 2 years. meaning races like Elves and Dwarves couldn’t pick them. Hoops Page 7 of 91 . 10. It would have been less costly had he managed his points better. 10. and 12 the second time around. the character receives double the initial Wound Points and three times the initial Hit Points. Templates don’t necessarily have to costs feats (like using feats to buy the Juicer or Crazy Feat on Character Creation) and can be applied at any point within a game. Your G. 12. 12. & ‘Borgs (which will have a cheaper 1 feat requirement for partial conversion). Option 3:Spend 2 feats. Normally Juicer conversion costs around 350. 11. increase the initial Hit Die to d12). may choose to ignore these costs and directly apply the templates to new characters. 12. 10. but only character level feats and racial feats if those racial feats allow the race to choose a feat without restriction (like with a Human). 10. 10 skill points and 5 ability points. First he must do so and. saddle.M. The advantage of doing this upon character creation is that the character has no financial obligation for the Juicer conversion.Lazlo Artist Cosmopolitan Disciplined Education Militia Sea Legs Street Smart Strong Soul Concentration Craft (any) Diplomacy Knowledge (any) TW Shard Pistol or Shock Pistol TW Hellfire Shotgun TW Lightning Rod or Flaming Sword TW Energy Field Generator TW Magic Optic System Horse with Full Barding. Hit Dice: Increase the base creatures Hit Dice to d12 (if applied at character creation. Templates: Some templates will be offered as background feats. and a Constitution of 8. 12.

Will automatically fall into a regenerative coma at zero (0) Wound Points. • Lastly. but no bonuses apply until the character has truly reached that age).Special Attacks: Same as the base creature plus the following: Speed Attack (Ex): The Juicer can perform a speed attack with any melee attack. –1 to base attack. Surgery is necessary. MetabolicInduced Voracity (Juicer Gluttony): see page 14 of Rifts World Book 10. • Toxin Resistance (Ex): The Bio-Comp system provides a +6 drug bonus to Fort saving throws against toxins. Extra Attacks (Ex): The Juicer is so fast that he gets an extra attack at the highest value of the character’s base attack bonus. Roll on the following table to see if the character can continue life without having to roll on the detox failure table. • Side Effects (Ex) Hyper-Strength Syndrome: see page 13 of Rifts World Book 10: Juicer Uprising. no additional side effects! 11-30 Permanent stiffness and pain in joints. • If detox happens within the first or second year. Example: A character that has just become a Juicer has a base attack bonus of +7/+2. Reduce Cha by 2 points. Detox may encounter difficulties in making the character clean. Rifts d20 by Mehmet A. The attack is slightly more difficult and is performed at –4 to the base attack of the character. permanently. and Constitution to 6 plus 1d4 each. the penalties aren’t quite as bad. but so must the Bio-Comp implants. • Early Death (Ex): The Juicer will die after 5 years and 4d6 months of being chemically induced unless the Juicer goes through Detoxification. poisons and other drugs. Not only must the drug harness be removed. (plus any that may be applicable from aging. –1 on all Fort saving throws –2 Wound Points (minimum of 1). Hit Points can be gained as normal from level ups from this point on (including any Constitution bonuses or penalties). The attack increases the velocity of the weapon so much that it gives it a Penetration Value bonus of 5. though penalties do. roll a d100 on the side effects table 01-10 Got lucky. The procedure must be attempted within 3 years of like as a Juicer. After applying the Juicer Template. The former Juicer now has a –2 burn out penalty to initiative. impose a –5 memory penalty on all skills. • Remove all bonuses from the Juicer template. 3. 2. permanently. Defense and Ref saves. Special Qualities: The Juicer retains all the special qualities of the base creature and also gains the following: • Enhanced Healing (Ex): Heals four times faster than base creature. Removal of the Bio-Comp system. Follow the steps: 1. Constitution bonuses do not apply to this readjustment. • Hit Points are reduced to 5d6 total. Roll on those insanity tables. • Psychic Resistance (Ex): The Bio-Comp system provides a +2 electronic interference bonus versus psionic attacks and a +3 electronic interference bonus to mind control. 51-70 Memory retention poor. Otherwise the Bio-Comp system will attempt to use and stimulate the body’s natural drug producing capabilities. • The character looks 10 years older than he really is. Go through the steps above (except for the side effects table). and add 3d6 Hit Points. • Detoxification: Detoxification is the only way the Juicer won’t die from the Juicer procedure. Dexterity and Cha. Drug side effects. Dexterity. gases. 91-00 Develops a phobia and a neurosis. Detox success ratio. Hoops Page 8 of 91 . Wound Points are reduced to their normal level (the character’s Constitution score). • Poor reaction time and reflexes. Juicer Psychosis: see page 14 of Rifts World Book 10. • Reduce Strength. Years as a Juicer Percent Chance of success 1 89% 2 76% 3 59% 4 27% 5 9% 6 1% 4. Detox Failure table 01-40 Develops additional addictions that can only be sated by 1d4+1 different types of drugs. 71-90 Develops an addiction that can only be sated by 1d4+1 different types of drugs. 31-50 Immune system weakened. the base attack of the character is now +7/+7/+2. +2 Strength.

000 credits. 41-80 The Crazy Human Template (May be adaptable to other races.Depressed. Treasure: The Bio-Comp system and a full drug harness. even if it means death. but tends to not convert to different physiologies exactly the same) Requirements: To survive the conversion process. The attack increases the velocity of the weapon so much that it gives it a Penetration Value bonus of 5. fever. and a Constitution of 6. Attacks: Same as the base creature. Abilities: Same as the base creature plus the following: Super Strength: Add 7 points to Strength. pick pocket. use one or the other). he would have 29 Wound Points and 24 Hit Points (because the Man at Arms starts with a d10 in Hit Points and that is increased by one die. 91-00 Cannot bear to live and will repeatedly attempt suicide. and 10 ability points. a Constitution of 8. Hoops Page 9 of 91 . Cost: To create a Crazy upon character creation. 81-90 Wants to become a Juicer again. Challenge Rating: Same as the base creature +5. Skill ranks and base attack bonus is reduced by half. the character begins with one and a half times the initial Wound Points. Hit Dice: Increase base Hit Dice by one die level. 10 skill points and 5 ability points. and twice the initial amount of Hit Points. Crazy conversion costs around 350. Gains a +5 natural bonus to any tracking checks. Organization: Juicers typically operate individually or as part of Special Forces operations. After applying the Crazy Template. Defense: The Crazy gains a +1 stackable dodge bonus. Option 3: Spend 2 feats. Example: A character that has just become a Crazy has a base attack bonus of +7/+2. with a maximum of d12. Example: If a Man at Arms was created with the Crazy Template and had a Constitution of 18 after applying the Crazy Constitution modifiers (+4 Hit Points per level). Can remain alert and operate at full efficiency for up to five days (120 hours). Super Dexterity: Add 5 points to Dexterity. Normally. Feats: Same as the base creature. Normally only requires three hours of sleep a day. The advantage of doing this upon character creation is that the character has no financial obligation for the Crazy conversion. Special Qualities: • Enhanced Vision (Ex): The character’s vision is now effectively 20/20 and has long rage vision the equivalent of a hawk that can read a sign or recognize a face from up to two miles away. Climate/Terrain: Wherever the technology to create one exists and wherever they roam. minimum. with good pay). to d12). Skills: Same as the base creature plus the Juicer gains a +10 drug bonus to all Jump checks. Advancement: Same as the base creature. without sleep. minimum. Can lift an carry as a creature two size levels larger. rounding down. • Enhanced Touch (Ex): Enhanced tactile abilities gives the character a +2 synergy bonus to any skill that would benefit from enhanced touch (demolitions. and the shakes. • Enhanced Smell (Ex): Can recognize odors with 65% accuracy and people with 25% accuracy. Super Endurance: Add 7 points to Constitution and can last 10 times longer than the base creature before feeling the effects of fatigue. Special Attacks: Same as the base creature plus the following: Speed Attack (Ex): The Crazy can perform a speed attack with any melee attack. Thinks of himself as a failure. Speed: Add 10 to the base movement of the base creature and increase the run multiplier by 1. your background skill and 5 ability points. Rifts d20 by Mehmet A. This effectively double the range increment on any weapon used (but does not stack with scopes. crafts etc). Most military programs want their Crazies to have a Strength of 10. until successful. the character must have a Strength of 6. Extra Attacks (Ex): The Crazy is so fast that he gets an extra attack at one half the highest value of the character’s base attack bonus. payable in a number of ways (military or mercenary service for at least two years. despondent and wracked with chills. The attack is slightly more difficult and is performed at –4 to the base attack of the character. use rope. rounding down. there are a few options the player may choose from to pay for this template: Option 1: Spend 2 feats. Saves: +2 drug bonus to Ref saves. the base attack of the character is now +7/+3/+2. and an Intelligence of 8. Also. Option 2: Spend 2 feats.

They must also have a Dexterity of 8. Option 2: Spend 2 feats. It’s inevitable and not curable. a human would have (including Charisma and Wisdom bonuses) and double it. and can perform a total of six effects with that Path. to be able to adapt to the new physical construct they are about to become. without sleep.M. Feats: Same as the base creature. Cost: To create a Partial Reconstruction ‘Borg upon character creation. Super Endurance: Add 4 points to Constitution and can last 10 times longer than the base creature before feeling the effects of fatigue. Treasure: M. To do this.P. • ‘Borgs Human Template (May be adaptable to other races. At character level 16 roll on the random insanity table. Each is a separate template. determine the amount of P.S. Challenge Rating: Same as the base creature +5. simply do not give any level up bonuses (taking another level in a class. Normally only requires four hours of sleep a day. but may not convert to different physiologies exactly the same) ‘Borgs come in 2 basic varieties: Partial Reconstruction and Full Reconstruction. Can lift and carry equipment as a creature one size level larger. he regains 1 Hit Point per character level per hour and 1 Wound Point for every 3 hours. implants provide a +1 electronic interference bonus versus psionic attacks and a +3 electronic interference bonus to mind control. • Toxin Resistance (Ex): The M.. An extended trance that lasts for 12 hours will heal all Hit Points and 5 Wound Points.E. At character level 10 roll on the neurosis table. implants restrict the Crazy from taking any levels in Sorcerer classes. Option 3:Spend 2 feats and 10 ability points.P. poisons and other drugs. • Magical Burn Out: The M.S. Hoops Page 10 of 91 . implants cannot currently be removed without killing the Crazy.M. While in the trance (which lasts at least one hour). If a character becomes a ‘Borg after character creation. Uses Charisma and Wisdom to determine any bonus I.O. Can remain alert and operate at full efficiency for up to three days (72 hours). • Psychic Resistance (Ex): The M. he cannot take any levels in Psychic classes. Also has double the normal amount of I. Implants. • Minor Psionics (Su): Has 2 Ranks in either the Mind. Saves: +2 dodge bonus to Ref saves. At character level 2. At character level 20. for a mundane human. Climate/Terrain: Wherever the technology to create one exists and wherever they roam. roll once on the phobia table.M. 10 skill points and 5 ability points.O. To determine I. more skill points etc) until the character has gone up two levels.O.M. the level adjustment is still applied. your background skill and 5 ability points. While the Crazy has the Minor Psychic abilities. • Psychosis: The Crazy goes insane.P. Additional Cost: Because of the difficulties the body and mind have adjusting to the ‘Borg conversion. Abilities: Same as the base creature plus the following: Super Strength: Add 5 points to Strength. Will automatically fall into a bio-regenerative trance at zero (0) Wound Points (see below). there are a few options the player may choose from to pay for this template: Option 1: Spend 2 feats. the character takes a +1 level adjustment penalty in addition to paying for the ‘Borg conversion (with cash or with the character creation options above). Advancement: Same as the base creature. At character level 4 roll on the Crazy Hero Tables.O. to survive the surgery. minimum.S.Enhanced Healing (Ex): Heals two times faster than base creature.O.P. then resume character growth as normal. Partial Reconstruction Requirements: Partial Reconstruction ‘Borgs must have a Strength of 6 and a Constitution of 8. • Bio-Regeneration (Ex): The Crazy may stop everything he is doing and enter into a bio-regenerative trance. Organization: Crazies typically operate individually or as part of Special Forces operations. minimum. Ability point costs cannot be taken from Strength or Constitution if they bring the character’s ability scores below the minimum required. At character level 7 roll on the obsession table. roll on the random insanity table. implants provide a +1 synergy bonus to Fort saving throws against toxins.M. Rifts d20 by Mehmet A. gases. M. At character level 13 roll on the psychosis table. Cannot take any psychic feats. or any psychic feats. At character level 3 roll once on the affective disorder table. Super Dexterity: Add 4 points to Dexterity. Life or Forces Paths. Skills: Same as the base creature plus the Crazy gains a +7 synergy bonus to all Jump checks.

• Reduced move silently capabilities: The base creature generates noise from moving and suffers a –4 synergy penalty to the Move Silently skill. crafts etc). A human Partial Reconstruction ‘Borg is about 6’5” and 450 pounds on average. see A.P. They must also have a Dexterity of 8. • ‘Borg Armor Compatibility: Partial Reconstruction ‘Borgs can use Light and Medium ‘Borg armor without penalty. minimum. Advancement: Same as the base creature. he once had and cannot take any further levels in any Sorcerer or Psychic. Structural Integrity. limited only by availability and physical space. This gives a –10 synergy penalty to any skills that would benefit from an improved sense of touch (demolitions.S. Full Reconstruction Requirements: Full Reconstruction ‘Borgs must have a Strength of 8 and a Constitution of 10.P.The advantage of doing this upon character creation is that the character has no financial obligation for the ‘Borg conversion.R. to survive the surgery. Bionic Dexterity: The base creature’s Dexterity is now considered Bionic and cannot be upgraded by any means other than further bionic augmentation (not even through level up ability score increases). Speed: Same as base creature.R. Bionic Constitution: The base creature no longer gets physically tired. Special Qualities: • Reduced tactile senses: Sense of touch is reduced by half of what the base creature is normally capable of. Abilities: Same as the base creature. There is no change to the base creature’s Constitution score. unless upgraded. The base creature’s Dexterity is now 12 and can be upgraded to a maximum of 18. They suffer a –4 Defense Penalty from wearing Heavy ‘Borg armor. unless upgraded. Organization: ‘Borgs typically operate as part of Special Forces operations. The character does. • Increased height and weight: The base creature is now about 5 inches taller and weighs about 300 pounds more. Normally.000 credits. ‘Borgs are also immune to taking Wound Points from critical hits. Attacks: Same as base creature. but still wears out mentally after a sixteen-hour day (less if it hasn’t been getting enough sleep). can all be changed if the character undergoes a massive upgrade from Molecular Bonded Steel to Molecular Bonded Titanium (or Adamant. use the armor attributes and deduct damage from the armor first (unless it is penetrated. Climate/Terrain: Wherever the technology to create one exists and wherever they roam. Saves: None. to be able to adapt to the new physical construct they are about to become. If the character wears armor on top of his bionic body. Hit Dice: The character no longer has Hit Dice. however have 180 Structural Integrity points and a Kinetic Resistance of 10 and an Energy Resistance of 10.) before deducting from the ‘Borg’s Structural Integrity. pick pocket. payable in a number of ways (military or mercenary service for at least three years. Skills: Same as the base creature Feats: Same as the base creature. with good pay). K. if any can be found). and being caught flat-footed. and the character has half the starting level of Wound Points. They do. All major internal organs are replaced by cybernetic equivalents. Cost: To create a Full Reconstruction ‘Borg upon character creation. there is a –1 Defense penalty. sneak attacks. or I. ‘Borg conversion costs around 550. The base creature’s Strength is now 20 and can be upgraded to a maximum of 25. The character’s size level does not increase. use rope. • Magic & Psychic Burn Out: The character now has 10% of the P. faulty organs may have given. with the following changes: Bionic Strength: The base creature’s Strength is now considered Bionic and cannot be upgraded by any means other than further bionic augmentation (not even through level up ability score increases).E.R. Bionic Upgradeable: The base creature can now take a nearly unlimited number of Bionic Implants. eliminating any such penalties. Treasure: Bionic Implants. unless upgraded. and E. Hoops Page 11 of 91 . however. suffer a Defense Penalty for wearing armor that is not custom bolted on like ‘Borg armor. Challenge Rating: Same as the base creature +5. unless upgraded. All Hit Points are lost and do not increase. Special Attacks: None. there are a few options the player may choose from to pay for this template: Rifts d20 by Mehmet A. Defense: Due to the newfound bulk of Partial Reconstruction. minimum.

Hit Dice: The character no longer has Hit Dice. more skill points etc) until the character has gone up two levels. unless upgraded. limited only by availability and physical space. and cannot take any further levels in any Sorcerer or Psychic. Option 2: Spend 2 feats. then resume character growth as normal. eliminating any such penalties. Bionic Constitution: The base creature no longer gets physically tired. A human Full Reconstruction ‘Borg is about seven to nine feet and 1. Ability point costs cannot be taken from Strength or Constitution if they bring the character’s ability scores below the minimum required.E. To do this.R. K. with good pay). • Increased height and weight: The base creature is now one size level taller and weighs around an extra thousand pounds. faulty organs may have given. Climate/Terrain: Wherever the technology to create one exists and wherever they roam.200 pounds on average. if any can be found). Rifts d20 by Mehmet A. the character takes a +1 level adjustment penalty in addition to paying for the ‘Borg conversion (with cash or with the character creation options above). can all be changed if the character undergoes a massive upgrade from Molecular Bonded Steel to Molecular Bonded Titanium (or Adamant. Be sure to add all appropriate bonuses and penalties from the size level increase (increased carrying capacity etc). the level adjustment is still applied.) before deducting from the ‘Borg’s Structural Integrity. Abilities: Same as the base creature. Structural Integrity. Defense: Due to the newfound bulk of Partial Reconstruction. Bionic Dexterity: The base creature’s Dexterity is now considered Bionic and cannot be upgraded by any means other than further bionic augmentation (not even through level up ability score increases). Speed: Same as base creature. and 15 ability points. The character does. • ‘Borg Armor Compatibility: Full Reconstruction ‘Borgs can use any ‘Borg armor without penalty. however have 280 Structural Integrity points and a Kinetic Resistance of 10 and an Energy Resistance of 10. see A. simply do not give any level up bonuses (taking another level in a class.P. your background skill and 10 ability points. payable in a number of ways (military or mercenary service for at least three years. Special Qualities: • Reduced tactile senses: Sense of touch is reduced by half of what the base creature is normally capable of. with the following changes: Bionic Strength: The base creature’s Strength is now considered Bionic and cannot be upgraded by any means other than further bionic augmentation (not even through level up ability score increases). there is a –2 Defense penalty. pick pocket.Option 1: Spend 2 feats. and being caught flat-footed. Skills: Same as the base creature Feats: Same as the base creature. The creature also increases in size levels by one rank (with all the appropriate penalties and bonuses from it). and E. Attacks: Same as base creature. If a character becomes a ‘Borg after character creation. • Magic & Psychic Burn Out: The character now has zero (0) P. They do. All major internal organs are replaced by cybernetic equivalents. Special Attacks: None. or I. Hoops Page 12 of 91 . Normally. The advantage of doing this upon character creation is that the character has no financial obligation for the ‘Borg conversion. sneak attacks. and the character has only 2 Wound Points (which cannot be increased in any way). ‘Borg conversion costs around 900. Bionic Upgradeable: The base creature can now take a nearly unlimited number of Bionic Implants. Organization: ‘Borgs typically operate as part of Special Forces operations. 10 skill points and 10 ability points. use the armor attributes and deduct damage from the armor first (unless it is penetrated. ‘Borgs are also immune to taking Wound Points from critical hits.S. crafts etc). The base creature’s Strength is now 22 and can be upgraded to a maximum of 28. Saves: None.R.P. The base creature’s Dexterity is now 16 and can be upgraded to a maximum of 24. unless upgraded. but still wears out mentally after a sixteen-hour day (less if it hasn’t been getting enough sleep). suffer a Defense Penalty for wearing armor that is not custom bolted on like ‘Borg armor. unless upgraded.000 to 1. • Reduced move silently capabilities: The base creature generates noise from moving and suffers a –9 synergy penalty to the Move Silently skill. This gives a –12 synergy penalty to any skills that would benefit from an improved sense of touch (demolitions. There is no change to the base creature’s Constitution score. Option 3:Spend 2 feats. If the character wears armor on top of his bionic body. All Hit Points are lost and do not increase.R. Additional Cost: Because of the difficulties the body and mind have adjusting to the ‘Borg conversion. unless upgraded.000 credits. use rope. however.

Conjurers. Headhunter variants (a la Rifts Canada). the Expert and so on. of course. Combat Pilot. NPC classes are also used. Scholar.k. 9 for Large etc). Prestige Classes follow 2 formats generally. A character who takes any wound point damage must make a Fort or Will save (whichever is higher at the moment) vs. Street Tough. Mind Bleeders. not counting prestige classes. The Man at Arms. Psychic. The character is unconscious at 0 Wound Points unless a successful Fort or Will save (whichever is highest) vs. but use the following formula as a guideline for normal costs to purchase upgrades: (4. Advancement: Same as the base creature. Hoops Page 13 of 91 . Fast warriors –that don’t use much armor. the Vagabond). then they are dead.a. A character that remains in combat with 0 Hit Points and is later attacked will deduct all damage from their Wounds until those also reach 0. but no real damage. Military Specialist. At –1 Wound Points the character is dying and continues to lose 1 Wound Point per round until medical attention is received or rolls a 10% or lower on a d100 (see Dying on page 129 of the D&D Player’s Handbook for more details).P. difficulty 30 is made. characters have a Defense rating as armor no longer provides a bonus to the number needed to hit a character (it reduces or absorbs damage instead). If their Wounds are greater than their constitution score. but was able to stay conscious.Challenge Rating: Same as the base creature +8. the character is in serious danger of being maimed or killed. and Armored Warriors typically get +2 and go to +8 and get the Armor Compatibility feat around level 3 or so). a DC of 19 to stay conscious. maybe plus or minus a couple of minutes if the situation warrants it. Changes from regular D&D d20 Character Statistics: All base attributes and skills and abilities are the same as presented in the D&D Core Book I with a few exceptions: Defense: Instead of an Armor Class rating. Master Psychics (Bursters. Psychic Nullifiers). exceptions (but I’ve never seen one above a +5 at level 10). Scientist. Shifters. the Aristocrat. Psi-Warriors. The 13 standard character classes are: City Rat. Unfortunately. (Scholarly or Wizard types typically start with a +1 and go up to +8 at level 20. They do lose their Defense Bonus when surprised. City Rat. If a characters Hit Points is reduced to 0. Zappers.s for short). they begin to take Wound damage. Rifts d20 by Mehmet A. Example: Benny the Ley Line Walker has 12 Wound Points total but lost one just a moment ago from a sneak attack. Natural Sorcerer and Learned Sorcerer are complete except that I may add a couple more skills to their lists. Battle Magus. a difficulty of 15+ (the character’s total wound points – current wound points)=DC or fall unconscious. Lord Magus.000 x desired ability score) = total cost. slower or less thick of combat intensive classes start at +0 and go to +3 at level 10 and faster or more combat intensive classes start at +1 and go to +5 at level 10. Treasure: Bionic Implants. Magus Controllers.get a +4 and go to +14. So he must make a Will or Fort save vs. like the Commoner (a. A character that gets knocked unconscious in this manner generally is unconscious for a number of minutes equal to the total number of wound points he is missing. Tracker and so on. his difficulty is: 15+(12-8)=19. Character classes or races may provide additional Defense bonuses. 3: Classes Character classes for this document have not been finalized. and Wilderness Scout. Spellcaster variants (Ley Line Walkers. Going in for an upgrade takes about 2 hours for every 1-point increase. ‘Borg upgrade costs: cannot be upgraded at character creation. I’ll also list cross class skills for each class because it’s easier than looking at a chart (in my opinion). All characters start with a Defense rating equal to what their armor class would be (10 for medium sized. Necromancers etc). Multi classing lowers the Defense bonus by 2 for every class beyond the first. Engineer. Sniper. Street Tough. Rogue types typically get +3 at level 1 and up to +11 at level 20. Special Forces. in negative points. Since his total Wound Points equal 12 but he only has 8 left. Doctor. Note that abilities can only be increased one point at a time. Cyber-Knight. Prestige Classes will include: Assassin. Hit Points represent the general combat readiness of a character where by getting hit by something may cause pain. even though it hurt like the dickens. There are. If a character is caught flat-footed. If a character has his Hit Points brought to 0. he gets hit by a critical hit from a sniper and ends up taking another 3 points in Wound Damage in addition to whatever hit point damage may have gotten through. he does not get his class Defense bonus. During combat any character under attack will be taking damage to their Hit Points. Man at Arms. Wound Points: Characters have an additional statistic for tracking damage called Wound Points (W. Character do not lose their class Defense bonus when caught flat-footed. Natural Sorcerer. Learned Sorcerer. Mind Melters.

points.P. depending what is hit). The character will take this damage if any of the damage of an attack affects the character (does 3 points or more over the ER or KR of the armor or penetrates the AR). deduct damage from that value before from any possible Wound Points. In regular d20.I. in which case they take full damage to Wound Points (ouch!). or if the character is unarmored) then the Sneak Attack does 1 point of damage for every d6 of damage the attacker can do in a Sneak Attack is subtracted from the victim’s Wound Points. They may or may not have Wound Points. Those that have S. This does not apply when enemies are caught flat footed.I. If any part of a sneak attack pierces a characters armor (does 3 points or more over the ER or KR of the armor or penetrates the AR.. damage in this manner. who must make a Heal skill check with a DC 15. do not take W. but had his Dexterity modifier neutralized by a spell in this case) and the total attack does 6 points of damage to the Dead Boy’s Armor. Any character who is brought to 0 Wound Points will require a full week of rest before they begin healing. If the roll is failed the day does not count towards the week of rest. which might result in the loss of a limb (Fort save DC 15) or a wound that will prove fatal unless cared for. Effects of Damage: Wound damage is not shrugged off. use the one that causes the most damage to the victim. deduct from S. When a character runs out of hit points or (if a construct that has Wound Points). None of these ways of taking Wound Point damage stacks. Those that have S. So you will never see 5/7/+1 or 3/25/+4 but will see ratings like 9/3/silver & fire or 30/2/cold or 15/8/wood & iron or 20/15/magic & magic weapons. unless directed differently by the specifics of the attack or applicable rules to that type of attack. The Dead boy takes 2 Hit Points of damage (1/3 the excess as defined by the Armor rules (see the Armor section for details) and 5 Wound Points of damage.I. 4) Sneak Attacks. A character that takes 50% of his Wound Points in 1 attack has suffered an injury. Hoops Page 14 of 91 . and Hit Points for some strange reason.P. do not take W. first. This only applied to characters that have Hit Points.I. we will do away with all +1 to +5 enchantment ratings for the purposes of Damage Reduction as this is very difficult to portray in the Rifts world (and also makes little sense). Example: An Assassin Sneak Attacks a Dead Boy with a vibro-knife and does an extra 5d6 damage as a result (the Dead Boy was not flat-footed. A character that takes 75% of his Wound Points in 1 attack has suffered a severe injury. When hit by a critical hit. any remaining or further damage is done to Wound Points. Those that have S.I. List as follows: 10/12/silver where the first number is the Kinetic Resistance (KR) rating (10) the second number is the Energy Resistance (ER) rating and the last is whatever substance(s) will negate the damage reduction. damage in this manner. Wound Points.P. Energy attacks now must compare with the Energy Resistance rating while other physical attacks use the Kinetic Resistance rating. points and W. Damage Reduction: Some races will have an Energy Resistance and/or Kinetic Resistance rating to represent more powerful creatures’ abilities to resist damage. This is one big reason why surprise attacks are so useful.P. Structural Integrity: Constructs (animate or inanimate) and partial constructs have a Structural Integrity rating instead of Hit Points. Use as Damage Reduction in normal d20 but change slightly in that energy attacks no longer always do full damage. but rarely has a weakness rating unless it’s a prototype material or magical in nature. When caught flat-footed. Rifts d20 by Mehmet A. points and W. weapons may still have +1 through +5 enchantment ratings.Taking damage to a character’s Wound Points mean’s some real damage has happened. but takes Wound Points equivalent to the Critical Multiplier of the weapon on top of that damage. damage in this manner. To clarify. if more than one scenario is applicable in a given situation. If a character has Hit Points. then W. do not take W. 3) Taking a critical hit.P. If the character has some form of armor or protection and that is hit and not the character (usually depends on the attack and/or the attack roll) then the character only takes wound points if the protection is fully penetrated. If a creature has Structural Integrity points. This is typically a broken limb. there is a material to +1 to +5 enchantment rating. During that time they must be under the care of a healer. Taking Wound Points can happen a number of ways: 1) Running out of Hit Points or S. you’re not ready for combat and getting hit hurts. points and W. but this no longer matters when hitting enemies with Damage Reduction ratings. The damage done in a single attack is used to determine its severity. then H. 2) Being caught flat-footed. in addition to the regular damage of the attack.P. Armor also has KR and ER ratings.I.. the character not only takes double damage to Hit Points (or S.P. In Rifts d20.P.

E. but don’t stand a chance in a stand up fight. he cannot gain levels in the prior class anymore. Character Classes Special Note for Female Practitioners of Magic (optional) Women are more attuned to magic just as men are more attuned to psionics (at least for humans. 1 1 3 2 5 3 7 4 9 5 Notes on Cross classing Natural and Learned Sorcerers If a player cross classes these two classes. which is a –2 per additional class. the Base P. so he chooses to take a level in Learned Sorcerer.P. This bonus applies to any male with psychic ability.S. Bonus I.P. is 6. however.P. add the total levels of Natural Sorcerer to the total levels of Learned Sorcerer and compare that result to the Base P. but also heals 1 Wound for every 5 Hit Points. level the class the character chose second to get the new total. Yes. total. not an entirely new method of spellcasting.P.P. City Rats are generally uneducated but pick up many skills as they go. immediately gain a bonus spellcasting feat and the spellcast feature.P. he wouldn’t be able to go up in Learned Sorcerer again (and his Base P. See the chart below. on the lookout for #1. Prestige classes are exempt from this rule as they are a continuation or alteration of studies. we must add his total spellcasting levels together. it could be switched in other races or only one way for both sexes). they recover 1 Wound per day of rest. If he wishes to improve his magical ability. That being said. no counting prestige classes) but to determine P.P. All the level up bonuses stack as always (except the defense bonus. but Wounds are treated differently.: Male psychics gain I. accomplishing what he wanted in the first place. Such are the penalties of switching disciplines.E.P.: Women Practitioners of Magic gain P. ever gain levels in Natural Sorcerer again. So he’s 2 points lower than if he had gone up again in Natural Sorcerer. it is possible to lose Base P.S. however. 1 1 3 2 5 3 7 4 9 5 Special Note for Male Psychics (optional) Men are more attuned to psionics just as women are more attuned to magic (at least for humans. Level Bonus I. 2 (Natural Sorcerer) + 1 (Learned Sorcerer) = 3 spellcasting levels.P. he must do so in his new discipline. He does.P.E. Additionally.E. Once a character takes a level in a new Sorcerer class after already having levels in a previous Sorcerer class. Magical healing affects Hit Points as normal. would equal 6). Instead of adding them together. not just the Psychic and Cyber-Knight character classes.E. there is one special circumstance to this. He doesn’t have access to any prestige classes that would really get him what he wants. many are also involved in community organizations and many are lone wolves. City Rat The City Rat is the inhabitant of city who knows the ins and outs of the streets. it could be switched in other races or only one way for both sexes). Many of the skills that they pick up tend to vary in just how legal they are too.S. per hour of rest. Level Bonus P. Bonus P.P. this way.Recovering Damage: Characters recover 1 Hit Point per level. upon reaching certain class levels.E. He cannot. If he had gone from Learned to Natural Sorcerer.E.E. See the chart below. They lean more towards the technically oriented side of the standard urban residents and are quite often involved in underworld dealings. Rifts d20 by Mehmet A.P. Any magical healing restores the normal number of Hit Points.E. They know how to use weapons to defend themselves. upon reaching certain character levels. Hoops Page 15 of 91 . which is probably why most of them fight dirty. Example: Benny the Level 2 Natural Sorcerer wants to be more proficient with spell casting feats. Since the second class chosen was Learned Sorcerer Benny’s new Base P.

Lightning Reflexes. Ride (Dex). Trustworthy. otherwise. Gearhead.000 credits maximum value. or Modern Weaponry (Small Arms). Vehicle will be a standard motorcycle or car (if the character took any points in drive. but must have the prerequisite). Pick Pocket (Dex). Heal (Wis). Wilderness Lore (Wis). Base Attack Bonus +0 +1 +2 +3 Fort Save +0 +0 +1 +1 Ref Save +2 +3 +3 +4 Will Save +1 +2 +2 +2 City Rat Def Bonus Special +3 Bonus Class Skill (2) +4 Sneak attack +1d6 +4 Bonus Feat. One ancient simple weapon (usually a knife). Cautious. Starting Equipment: Two sets of “working colors” (usually gang clothes or a fashion statement) plus six other fashionable outfits (good quality. Persuasive. Skill Points at Each Additional Level: 8 + Int modifier. Dodge. Martial Arts (any. Decipher Script (Int). the city rat may take 10 even if stress and distraction would normally prevent him from doing so. Knowledge: The Time Before Rifts (Int). starts with 6d6 x 100 credits cash. Spot (Wis). Jump (Str). Gather Information (Cha). Sharp-Eyed. or Weapon Focus. Skill Mastery: The city rat selects a number of skills equal to 3 + his Intelligence modifier. Repair (Int). Listen (Wis). but not too expensive). Skill Focus: The city rat gains the bonus feat Skill Focus. Computer Use (Int). the City Rat may pick two. Hit Points per level: 1d6 Class Skills: Appraise (Int). When making a skill check with one of these skills. Weapon Finesse. Hide (Dex). Demolitions (Int). which is definitely what a city rat prefers. Stealthy. This represents an area of illicit knowledge. Exotic Weapon Proficiency (specific weapon only). Improved Initiative. Heroic Surge. Open Lock (Dex). the skill rank does not change. the skill simply is treated as a class skill from that point on. Knowledge: Local (Int). city rats may also choose three (3) group proficiencies (proficient in all weapons of that type. Move Silently (Dex). Handle Animal (Cha). Swim (Str). Language (Int). Profession (Wis). and one weapon for each weapon proficiency the character has (up to 25. Electronic Countermeasures (Int). One suit of armor matching one of the city rat’s armor proficiencies. At 1st level. Escape Artist (Dex). This feat may be applied to any class skill (even ones that were designated as bonus class skills). Climb (Str).Game Rule Information Abilities: Intelligence and Dexterity are important to the city rat. It also helps give the city rate more skill points per level. Diplomacy (Cha). Dexterity is great for the extra defense and ranged combat. Sneak Attack: The city rat may perform sneak attacks at the designated levels for the designated total amount of bonus damage. If. At 1st level. Cross Class Skills: Balance (Dex). Nimble. Science (Int). The city rat may not select the same skill twice. Concentration (Con). Quick Draw. Hoops Page 16 of 91 . Skill Points at 1st Level: (8 + Int modifier) x 4. Weapon and armor Proficiency: City Rats are proficient with all ancient simple weapons as well as light armor. Mobility. Forgery (Int). Quickness. Sense Motive (Wis). at a later level the character picks a skill he already has points in. Pocket Digital Disc player & recorder. Knowledge: Politics (Int). Intelligence is important because you can’t survive on the streets for long without using your head. Perform (Cha). each). Disguise (Cha). Use Rope (Dex). Most city rats don’t like to go hand to hand. Skill Focus +4 Level 1 2 3 4 Rifts d20 by Mehmet A. Bonus Feat: The city rat may pick any one of the following feats as a bonus feat (prerequisites still apply): Alertness. 3d4x1000 credits in additional gear (does not keep the cash if the money is not spent). Read Lips (Int). Class Features: All of the following are class features of the city rat. Armor Proficiency (Medium). not just specific ones) from the following list (prerequisites still apply): Archaic Martial Weapons. Bluff (Cha). Literacy (Int). Disable Device (Int). Tumble (Dex). Bonus Class Skill: The city rat may designate any one cross-class skill as a class skill. Innuendo (Wis). Knowledge: Juicer Culture (Int). Drive (Dex). Search (Int). Craft (Int). he’s walking). Charisma is also very important in that many situations can be talked out of rather than fought out of.

Heal (Wis). At 1st level. Advanced. Weapon and Armor Proficiency: Combat pilots are proficient with all ancient simple weapons as well as light. 16th. Improved. Handle Animal (Cha). Combat Reflexes. Search (Int). Electronic Systems (Int). Spot (Wis). Drive (Dex). and most combat pilots keep in shape as well as they can. Martial Arts (any. Bonus Feats: The combat pilot gets bonus feats at 1st. Language (Int). which are crucial to any pilot’s survival. 6th. Bluff (Cha). Armored Personnel Carriers. Exotic Weapon Proficiency (specific weapon only). Forgery (Int). Power Armor. combat pilots may also choose three (3) group proficiencies (proficient in all weapons of that type. Robots. RideBy Attack. 14th. Game Rule Information Abilities: Dexterity and Intelligence are important to combat pilots. Amphibious Assault Craft. Move Silently (Dex). and medium armors. Parachuting (Wis). Blind Fight. Bombers are all driven by different combat pilots. Hide (Dex). Disguise (Cha). Craft (Int). Rapid Rifts d20 by Mehmet A. Use Rope (Dex). Perform (Cha). Wilderness Lore (Wis) Skill Points at 1st Level: (6 + Int modifier) x 4 Skill Points at Each Additional Level: 4 + Int Modifier Class Features: All of the following are class features of the Combat Pilot. Stunning Fist). Martial Arts (Defensive. Ride (Dex). not just specific ones) from the following list (prerequisites still apply): Archaic Martial Weapons. Pilot (Improved Pilot*. Spring Attack). Shield Proficiency. Hoops Page 17 of 91 . Modern Weaponry: Any Group. Weapon Focus. 8th. 18th. Combat pilots serve the front lines of mechanized armies and their talents are highly valued. 3rd. they are also trained in the use of combat craft of many different kinds. Fighter Aircraft.5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 +9 +10 +10 +10 +11 Sneak attack +2d6 Bonus Class Skill Bonus Feat Sneak attack +2d6 Skill Mastery Bonus Class Skill Sneak attack +3d6 Skill Focus Bonus Feat Skill Focus Sneak attack +4d6 Skill Focus Bonus Feat Combat Pilot Combat pilots are warriors of a different breed. Dodge (Mobility. Improved Critical*. Tanks. Escape Artist (Dex). and 20th levels. Though they are rigorously trained in personal combat. Improved Initiative. Strength is also important when they’re not in their vehicles. Swim (Str). Literacy (Int). Modern Weaponry (Any Group). Combat Pilot (Specific Vehicle). 4th. choosing to specialize with their chosen craft. Gather Information (Cha). Improved Pilot (Specific Vehicle). Deflect Arrows. Listen (Wis). Dexterity for handling the vehicles they constantly use and Intelligence to round out their abilities and help with quick decisions. Sense Motive (Wis). Cross Class Skills: Appraise (Int). Mounted Combat (Mounted Archery. These feats must be from the following list: Armor Compatibility. 12th. Climb (Str). Combat Bikes. Trample. Concentration (Con). Combat pilots rarely learn how to use more than two or three of these combat vehicles. Point Blank Shot (Far Shot. Demolitions (Int). Precise Shot. but must have the prerequisite). Hit Points per Level: 1d8 Class Skills: Balance (Dex). Combat Pilot*). Diplomacy (Cha). Spirited Charge). Pilot (Vehicle Type). Computer Use (Int). Knowledge: Tactics (Int). Jump (Str). Exotic Weapon Proficiency*.

Does not own his own robot or power armor without serious kissing up to the G.000 credits. They follow a code of honor and wander the wastelands attempting to help those that they can. and one weapon for each weapon proficiency the character has (up to 25. Cyber-Knights also have a few different factions they may belong to. he has uniforms etc as well. When the combat pilot becomes an Ace Pilot. Hoops Page 18 of 91 . Sunder. A combat pilot must still meet all prerequisites for a feat.Shot. Wisdom to guide them through the darkness the step boldly into and Charisma for the presence and Rifts d20 by Mehmet A. Skill Focus: Drive*. A combat pilot may select a feat marked with an asterisk (*) more than once. including ability scores and base attack bonus minimums. Improved Bull Rush. but it must be for a different weapon (or applicable vehicle. Vehicle will be any ground based vehicle the character can drive that costs under 25. Their mysterious abilities give them an edge over many opponents and their ethics make them a threat to despot kings and tyrants everywhere. Some of the bonus feats available to a combat pilot cannot be acquired until the combat pilot has gained one or more prerequisites. If these prerequisites are feats. Great Cleave). 2d4x1000 credits in other gear (does not keep the cash if the money is not spent). Wisdom and Charisma are important to a Cyber-Knight. If the character leads a military life. Starting Equipment: Several sets of standard clothing. they will make every effort to do what they can. One suit of armor matching one of the character’s armor proficiencies. Starts with 3d6x100 credits in cash. Shot on the Run). Weapon Finesse*. Pocket Digital Disc player & recorder. Strength to battle the evils they face on a constant basis. One ancient simple weapon (usually a knife). Power Attack (Cleave. Game Rule Information Abilities: Strength. but all have the same abilities (see Siege on Tolkeen 4: Cyber-Knights for more information). Base Attack Bonus +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Ref Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Will Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 Combat Pilot Def Bonus Special +3 Bonus Feat +3 +3 Bonus Feat +4 Bonus Feat +4 +4 Bonus Feat +5 +5 Bonus Feat +5 +6 Ace Pilot +6 +6 Bonus Feat +7 +7 Bonus Feat +7 +8 Bonus Feat +8 +8 Bonus Feat +9 +9 Ace Pilot Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Cyber-Knight The Cyber-Knight is an honorable warrior trained in the Rocky Mountains. Quick Draw. depending on the feat) each time. Ace Pilot: At 10th and 20th levels the combat pilot becomes an Ace Pilot in one type of vehicle (probably the one he’s piloted the most or trained the most in). Weapon Focus. they are listed in parentheses after the prerequisite feat. each). Cyber-Knights have powerful Dream Visions that help to guide them on their path (see page 28 of Siege on Tolkeen book 4: Cyber-Knights). he may apply his half defense bonus to the vehicle he is piloting (rounded down).000 credits maximum value.M. This bonus stacks with any other bonus the Ace may have from other feats or superior craft design. Even if their abilities alone cannot help a people.

Wilderness Lore (Wis) Skill Points at 1st Level: (2 + Int modifier) x 4 Skill Points at Each Additional Level: 2 + Int Modifier Class Features: All of the following are class features of the Cyber-Knight. effectively negating any targeting system bonus and imposes a –1 penalty to hit the knight with that weapon. as a standard action. Class Skills: Balance (Dex). Craft (Int). of 9. Heal (Wis). Climb (Str).V. of 8. This ability happens automatically and uses no action as it is “always on” unless the cyber-knight should choose to “turn it off. chart in Chapter 1: Abilities. It gains 3 S. Diplomacy (Cha). Cloud Sensors: At 12th level the cyber-knight’s innate understanding of the energies around him give him the ability to appear invisible to all technological sensors. and heavy armors and shields. Cyber-Armor Growth: At 11th level the cyber-knight’s cyber armor attenuates itself to the knight even more.P. Weapon and Armor Proficiency: Cyber-Knights are proficient with all ancient simple and martial weapons as well as light. Concentration (Con). Cloud Targeting Systems: At 19th level. are now 10. per hour. If he needs to create both in the same round.R. Bluff (Cha). of 8. Cyber-Knights also start with 3 I.I. growing stronger and more resilient and sculpting itself to the knight’s body better than any surgeon could ever manage. Knowledge: Tactics (Int). If one sword is already in existence. Disguise (Cha). Computer Use (Int). the cyber armor gains another 3 S.S.P. as indicated by the Ability Modifiers and Bonus P. Intuit Direction (Wis). microwave fences and so on. cost and as a free action. it is simply another free action to create the second sword.S. Disregard the Defense bonuses from being fired upon by modern weapons and the +2 bonus from being attack by automated attackers in combat awareness as the total bonus is applied directly to the Cyber-Knight’s Defense bonus per level. 14th. Ride (Dex). of 8 and an E.I. Use Rope (Dex). Listen (Wis). the cyber-knight is so aware of the energies around him that he can detect when they are attempting to target him and cause harm. and 20th. At 7th level the sword does 3d6 damage and has a P. He can then redirect those energies and throw off the calibration. Perform (Cha). Men at Arms may also choose one (1) group proficiency (proficient in all weapons of that type. Sense Motive (Wis). of 16. Exotic Weapon Proficiency (specific weapon only). Swim (Str).E. should he choose to appear invisible. Psi-Shield: Cyber-Knights can create a shield out of psychic energy for 3 I. At 11th. Modern Weaponry (Any). a K. it costs a move action. It is psionically attuned to them on an individual level and does not count as a normal cybernetic implant (provides no interference with psychic abilities). Forgery (Int). Knowledge: any (Int).S.V. and E. of 11. The cyber-armor’s A. an S. The knight gains a +1 stackable Defense bonus when fired on by modern weapons and gains a +2 stackable defense bonus when attack by an automated attacker (like an autonomous robot or artificial intelligence). Move Silently (Dex). Hoops Page 19 of 91 . digital recording (analog records them fine though). Gather Information (Cha).R. At 13th level the sword does 5d6 damage and has a P.strength of personality to exert their will. Jump (Str). Getting cybernetic or bionic implants destroys this ability. This especially gives him an edge over machines and mechanical systems. Cyber Armor Integration: At 8th level the cyber-knight’s cyber armor melds with the knight and grows with him.S. plus any bonus I. Hide (Dex). Advanced Combat Awareness: At 16th level the cyber-knight is so innately aware of the energies around him that he gains a Defense bonus against all attackers. At 4th level the sword does 2d6 damage. Language (Int).P.” Combat Awareness: At 9th level cyber-knight gains an innate understanding of energies around him. At 1st level. of 10. Pilot (Vehicle Type).S.P.V. Search (Int).P. of 50. Knowledge: Demons & Monsters (Int). At 17th level the sword does 6d6 damage. Literacy (Int).V. At 20th level the sword does 7d6 damage and has a P.P. At 10th level the sword does 4d6 damage. Wisdom and Charisma are both useful in that give bonus I. from Wisdom and Charisma (and for being male. Any strike or damage bonus provided by a targeting system is negated. Cyber Armor: Cyber-Knights are implanted with cyber armor upon completion of their training. or Weapon Focus.P. medium. is now 17 and its K.R. 17th.R. and regenerates 1d6 S. Psi-Sword: Cyber-Knights can create a sword out of psychic energy at no I.S. The armor has an A. This includes cybernetic and bionic eyes (but not bio-system eyes).R. not just specific ones) from the following list (prerequisites still apply): Armor Proficiency (Exoskeleton).I. or I. Demolitions (Int). At 5th level the Cyber-Knight can create two psi-swords.I.R. Hit Points per Level: 1d8. At first level the sword does 1d6 damage and has a P. Martial Arts (any. Spot (Wis). Drive (Dex). Cross Class Skills: Appraise (Int). Handle Animal (Cha). if applicable) to fuel this Rifts d20 by Mehmet A. Escape Artist (Dex). but must have the prerequisite).

and gain 2 I. a doctor is their only chance of surviving severe injury or illness. each). Advanced Combat Awareness.I. Many doctors learn cybernetic medicine to replace what they could not fix.I. Starting Equipment: Several sets of standard clothing. He can only create his psi-sword at half his class level (rounded down) and it now takes a standard action to create one (he can still create two. Hoops Page 20 of 91 . gets Juicer. the cyber-knight gains this feat for free. +7 +9 Advanced Combat Awareness +10 Psi-Sword 6d6. Starts with 1d6x100 credits in cash. of 30.I. The psishield costs twice as much I. +5 Combat Awareness +5 Psi-Sword 4d6 +5 Cyber Armor Growth. He cannot take any more levels in Cyber-Knight. +10 +10 Cloud Targeting Systems +11 Psi-Sword 7d6. Crazy. a K. 1d4x1000 credits in other gear (does not keep the cash if the money is not spent). May prefer to start with a horse (since fuel is hard to find in the wastelands). of 8 and an E. or takes any levels in a class other than Cyber-Knight lose many of their abilities. The Shield has an S. Two-Weapon Fighting: At 5th level. These knights are usually considered Fallen Cyber-Knights.000 credits.000 credits maximum value. Two-Weapon Fighting +4 Zen Balance +4 Psi-Sword 3d6 +4 Cyber Armor Integration +3 S. One set of dress clothing.S. One ancient simple weapon (usually a knife). +3 S. Getting cybernetic or bionic implants destroys this ability. Base Attack Bonus +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5 Fort Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 Cyber-Knight Def Bonus Special +2 Psi-Sword 1d6. and his cyber armor does not grow with him anymore or regenerate. the cyber-knight is one with his surroundings and gains a +2 competency bonus to all balance checks.R. Doctors that have no prejudices against other races often attempt to learn alien biology (Xenology) to help and heal D-Bees and alien Rifts d20 by Mehmet A. or Bionic conversion. to create. Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Doctor Doctors are educated healers. of 8. Psionic Powers: Cyber-Knights develop two Mind 2 powers and are considered Minor Psychics as far as feat progression goes.ability. For many people.R.S. +3 S. and one weapon for each weapon proficiency the character has (up to 25. Psi-Shield. They are the only class with access to the medicine skill and the only class with cybernetic medicine as a class skill. as are Combat Awareness.I. Vehicle will be any ground based vehicle the character can drive that costs under 25. Getting cybernetic or bionic implants destroys this ability. or to “improve” a natural system.I. Zen Balance: At 6th level. +6 Cloud Sensors +6 Psi-Sword 5d6 +6 +3 S.I. if he got that far). One suit of armor matching one of the character’s armor proficiencies. His Zen Balance is lost. +3 S.P. Cyber Armor +2 Psionic Powers +3 +3 Psi-Sword 2d6 +3 Second Psi-Sword. The shield can provide coverage up to large shield size (40%) but doesn’t weigh anything and imposes no defense or armor check penalty as it is a psychic extension of the knight. Ex-Knights: Characters that severely veer away from the Cyber-Knight code (described on page 64 of the Rifts RPG). Cloud Sensors. They are trained in advanced medicinal and surgical techniques that other healers would not be able to fix.P.

Expertise. Each time you receive this skill. 8th. one dozen disposable surgical gloves. Craft (Int). Decipher Script (Int). Alertness. databases or other sources of information. 11th.creatures. Listen (Wis). or Weapon Focus. 1d4x1000 credits in other gear (does not keep the cash if the money is not spent). arguably. Animal Affinity. While magic healing may be quicker and. Research: You get to add your class level in scientist as a circumstance bonus to any Knowledge check whenever you can utilize your ability to search through libraries encyclopedias. Ride (Dex). Hand held blood pressure machine. 17th. Hit Points per Level: 1d6 Class Skills: Animal Empathy (Cha). protein healing salve. Doctorate of Science. doctors may also choose two (2) group proficiencies (proficient in all weapons of that type. Base Attack Bonus Fort Save Ref Save Will Save Doctor Def Bonus Special Level Rifts d20 by Mehmet A. suture etc). 14th. Starts with 4d6x100 credits in cash. Instant Mastery: The doctor gains 4 ranks in any Intelligence-based skill in which he currently has no ranks. Persuasive. Sharp-Eyed. Use Rope (Dex). Heal (Wis). Handle Animal (Cha). Vehicle will be any ground based vehicle the character can drive that costs under 25. Gather Information (Cha). Cybernetic Medicine (Int). bandages. you may add that class’s levels to your doctor levels. Mimic. Knowledge: D-Bees (Int). Search (Int). The effects of Skill Emphasis do not stack. Language (Int). Move Silently (Dex). At 1st level. With Skill Emphasis choose a skill you possess. Intelligence helps them learn faster and acquire more skills while Wisdom gives them the patience to work through long procedures. One suit of light suit of armor. Endurance. These bonus feats must be selected from the following list: Advanced Science. 7th. Drive (Dex). Sense Motive (Wis). Prerequisites still apply to these feats. antiseptics. painkillers. medical kit (first aid kit. Concentration (Con). Innuendo (Wis). When making a skill check with one of these skills. Bluff (Cha). Spot (Wis). Exotic Weapon Proficiency (specific weapon only). Escape Artist (Dex). You get a +3 bonus on all skill checks with that skill. Swim (Str). Trustworthy. easier.000 credits. Climb (Str). Diplomacy (Cha). Hoops Page 21 of 91 . thermometer. or Modern Weaponry (Small Arms). Disguise (Cha). Skills Points at 1st Level: (8 + Int modifier) x 4 Skill Points at Each Additional Level: 8 + Int modifier Class Features: All of the following are class features of the doctor. Perform (Cha). Track. Electronic Systems (Int). Science (Int). the city rat may take 10 even if stress and distraction would normally prevent him from doing so.000 credits maximum value). Skill Mastery: The doctor selects a number of skills equal to 3 + his Intelligence modifier. 12th. not just specific ones) from the following list (prerequisites still apply): Archaic Martial Weapons. small flashlight). hypodermic gun. stethoscope. Martial Arts (any. and 20th levels. Bonus Feat: The doctor gains bonus feats at 3rd. Cautious. antibiotics. Pocket Digital Disc player & recorder. Medicine (Int). medicine is much more available as many sorcerers do not study healing magics. Skill Emphasis: The doctor gains the bonus feat Skill Emphasis at 4th. aspirin. Dodge. clamps. Starting Equipment: Several sets of standard clothing. Forgery (Int). and one weapon for one of the character’s weapon proficiencies (up to 25. Computer Use (Int). Charisma is also important for doctors that like to have a good bedside manner. Balance (Dex). Improved Initiative. it applies to a new skill. If you have any levels in another class with the research feat. Wilderness Lore (Wis). Heroic Surge. but must have the prerequisite). Resident Doctor: At 9th level. surgical kits (includes scalpels. Jump (Str). One ancient simple weapon (usually a knife). Weapon and armor Proficiency: Doctors are proficient with all ancient simple weapons as well as light armor. or repeat business. Literacy (Int). Cross Class Skills: Appraise (Int). Hide (Dex). Knowledge: varies (Int). Armor Proficiency (Medium). 19th levels. Two surgical gowns. 16th. the doctor is very experienced with all sorts of medical techniques and sciences to such a degree that any check with the medicine or heal skill or feat has its DC lowered by 5. Game Rule Information Abilities: Intelligence and Wisdom are important to a Doctor.

Open Lock (Dex). Demolitions (Int). Hide (Dex). Computer Use (Int). Rifts d20 by Mehmet A. Game Rule Information Abilities: Intelligence and Wisdom are important to an engineer. robot design. Climb (Str). Dexterity is often quite helpful when engineers travel through dangerous frontier regions as it helps in defense and ranged combat. At 1st level. Diplomacy (Cha). They tend to have a great desire to build anything. Disable Device (Int). Knowledge: varies (Int). Bluff (Cha). Disguise (Cha). Profession (Int). Science (Int). or Modern Weaponry (Small Arms). Many engineers focus in different areas: Building construction. Knowledge: Architecture & Engineering (Int). Heal (Wis). Spot (Wis). Listen (Wis). Jump (Str). Many like building things that interact with people and things while others prefer to leave monolithic towers and arcologies as their legacy.1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +7 +7 +7 +8 +8 +8 Research Instant mastery Bonus Feat Skill Emphasis Instant Mastery Bonus Feat Skill Emphasis Resident Doctor Skill Mastery Bonus Feat Skill Emphasis Bonus Feat Skill Emphasis Bonus Feat Bonus Feat Skill Emphasis Engineer The engineer is a master of construction. Ride (Dex). Escape Artist (Dex). Move Silently (Dex). Engineers are highly sought after in many developing areas where people lack the technical expertise to build things themselves. Use Rope (Dex). microchips. Armor Proficiency (Medium). Electronic Countermeasures (Int). Their skills are invaluable to anyone who needs them. Search (Int). Martial Arts (any. Wilderness Lore (Wis) Skills Points at 1st Level: (8 + Int modifier) x 4 Skill Points at Each Additional Level: 8 + Int modifier Class Features: All of the following are class features of the engineer. They are hired as teachers as often as they are hired as designers and repairmen. Craft (Int). Handle Animal (Cha). Sense Motive (Wis). Drive (Dex). Concentration (Con). Weapon and armor Proficiency: Engineers are proficient with all ancient simple weapons as well as light armor. irrigation and much more. Perform (Cha). Language (Int). Balance (Dex). Literacy (Int). Swim (Str). engineers may also choose two (2) group proficiencies (proficient in all weapons of that type. Hoops Page 22 of 91 . Forgery (Int). not just specific ones) from the following list (prerequisites still apply): Archaic Martial Weapons. Gather Information (Cha). but must have the prerequisite). computers. Cross Class Skills: Appraise (Int). Electronic Systems (Int). Intelligence helps them learn faster and acquire more skills while Wisdom is a great benefit to many of their skills. Hit Points per Level: 1d6 Class Skills: Advanced Mechanics (Int). Exotic Weapon Proficiency (specific weapon only).

14th. it applies to a new skill. Machinehead: At level 9. Trustworthy. Gearhead. 20th levels. Skill Emphasis: The engineer gains the bonus feat Skill Emphasis at 2nd. 16th. hammers. 7th. Improved Initiative. Each time you receive this skill. With Skill emphasis choose a skill you possess.P. Game Rule Information Abilities: Intelligence determines how powerful a spell a Learned Sorcerer can cast. Techno-Wizards. Shifters. You get a +3 bonus on all skill checks with that skill. 8th. Starts with 3d6x100 credits in cash. soldering iron. Instant Mastery: The engineer gains 4 ranks in any Intelligence-based skill in which he currently has no ranks.000 credits. Pilot (vehicle type). When making a skill check with one of these skills. Two sets of coveralls. Endurance. The effects of Skill Emphasis do not stack. Cautious. One suit of armor matching one of the character’s armor proficiencies. work gloves. Temporal Wizards.Bonus Feat: The engineer gains bonus feats at 3rd. Mimic. Pocket Digital Disc player & recorder. Starting Equipment: Several sets of standard clothing. These bonus feats must be selected from the following list: Advanced Science. Heroic Surge. Dodge. etc. Skill Mastery: The engineer selects a number of skills equal to 3 + his Intelligence modifier. To cast a spell. the engineer understands the complexities of engineering to a degree that any check with any engineering related skill (including demolitions and disable device) or feat has its DC lowered by 5. Rifts d20 by Mehmet A. Portable tool kit (with screw drivers. Examples are Ley Line Walkers. laser torch etc) & tool belt.E. a character may receive. One ancient simple weapon (usually a knife). wrenches. each). 17th. the city rat may take 10 even if stress and distraction would normally prevent him from doing so. Wisdom determines how are his spells are to resist. 12th. Sharp-Eyed. Protective goggles. Track. Hoops Page 23 of 91 . Vehicle will be any ground based vehicle the character can drive that costs under 25. or Weapon Focus. 11th. 1d4x1000 credits in other gear (does not keep the cash if the money is not spent). the Learned Sorcerer must have an Intelligence score of 10 + the spell’s level (I usually treat this as an optional rule. Prerequisites still apply to these feats. and 19th levels. Intelligence and Wisdom both determine any bonus P. Expertise. Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 Engineer Def Bonus Special +2 Instant Mastery +2 Skill Emphasis +3 Bonus Feat +3 Bonus Feat +3 +4 Instant Mastery +4 Bonus Feat +4 Skill Emphasis +5 Machinehead +5 Skill Mastery +5 Bonus Feat +6 Skill Emphasis +6 +6 Bonus Feat +7 +7 Skill Emphasis +7 Bonus Feat +8 +8 Skill Emphasis +8 Bonus Feat Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Learned Sorcerer This class is the initial class of all practitioners of magic who learn magic through schooling and/or education as opposed to more “natural” schooling. May prefer to start with a horse (since fuel is hard to find in the wastelands).000 credits maximum value. Alertness. and one weapon for each weapon proficiency the character has (up to 25. Modern Weaponry (any). Persuasive. 4th.

The Learned Sorcerer may choose any spellcasting feat as long as he meets the requirements to do so. Decipher Script (Int). Examples include: electricity. cards. Spellcast: The methodical training a Learned Sorcerer gets give a +4 competency bonus so any Spellcast check. and one weapon matching one weapon proficiency the character has (up to 20. runes. A focus is an item or technique that can be physically manifested. A Learned Sorcerer gets bonus P. a knife.P. Computer Use (Int). Foci: The Learned Sorcerer must choose a focus for each path he is proficient in. the character receives a –1 spell level bonus for that spell (making the spell 1 level easier to cast and requiring slightly less P. Spot (Wis).E. Perform (Cha).P. The Learned Sorcerer may then distribute 2 path ranks (up to rank 4 in primary path. The Learned Sorcerer gets an additional bonus spellcasting feat at 2nd level. if all foci from every path used in a spell can be appropriately used.). a holy symbol. Craft (Int). Forgery (Int). Climb (Str). Drive (Dex). granite. etc. Heal (Wis). 1d4x1000 credits in other gear (does not keep the cash if the money is not spent). and rank 2 in other paths to start). Bonus Spellcasting Feats: At 1st level the Learned Sorcerer gets a bonus spellcasting feat in addition to the feat any 1st level character gets and any bonus feat a character may get from race or background. prayer. A Learned Sorcerer also benefits from high Dexterity and Constitution scores. rank 1 in deficient path. Starting Equipment: Several sets of standard clothing. 8th. sand.). Move Silently (Dex). One suit of armor matching one of the character’s armor proficiencies. The Learned Sorcerer Level 1 Base Attack Bonus +0 Fort Save +0 Ref Save +1 Will Save +2 Def Bonus +2 Base P. based on both high Intelligence and Wisdom (the bonus P.000 credits maximum value. Sense Motive (Wis). Starts with 2d6x100 credits in cash. bones. Class Skills: Concentration (Wis).you may as well). Magic: Learned Sorcerers are skilled in the use of magic. Handle Animal (Cha).P. 6th. Learned Sorcerers are not as good at overcasting magic through their bodies as a medium as Natural Sorcerers are and receive no bonuses to do so. Search (Int). Literacy (Int). One set of dress clothing. Cross class skills: Appraise (Int). Innuendo (Wis). Overcasting: A Learned Sorcerer can overcast when running low or out of P. Intimidate (Cha). Bluff (Cha). Hide (Dex). The Learned Sorcerer must also pick a deficient Path.E.P. The path that is chosen as the primary path is the path that the character is considered proficient with (which makes learning more in that path easier). Each focus must be different from another focus used in a different path. Knowledge (varies) (Int). a gun.P. each). and every 2 levels thereafter (4th. Swim (Str). The Learned Sorcerers P. Disguise (Cha). Spellcast Rifts d20 by Mehmet A.E. Escape Artist (Dex). Balance (Dex). One ancient simple weapon (usually a knife). Hit Points per level: 1d4. Wilderness Lore (Wis) Skill Points at 1st Level: (4 + Int modifier) x 4 Skill Points at Each Additional Level: 4 + Int Modifier Class Features: All of the following are class features of the Learned Sorcerer. level depends on his class level plus any ability score bonuses (from Int and Wis). See the section on magic for more information. Remember to keep in mind any future prestige classes you may be interested in as they will have requirements that depend heavily on a character’s Primary and Secondary paths. Hoops Page 24 of 91 . and so on. stacks). Weapon and Armor Proficiency: Learned Sorcerers are proficient with the club and dagger and light armor and may select one weapon or armor feat of choice whether it be modern or ancient as long as the prerequisites for that feat are met. Paths of Magic: Learned Sorcerers must pick a Primary path and a Secondary path and starts with 2 ranks in the primary path and 1 rank in the secondary path. touch. This feature is optional if you are not using magic as presented in this conversion. Invert (Int).P. Jump (Str). Listen (Wis).E. Language (Int). 3 Special Bonus spellcasting feat. blood. Gather Information (Cha).E. Use Rope (Dex). and Spellcast (Int). rank 3 in secondary path. Diplomacy (Cha).E. The Difficulty Class of a saving throw against a Learned Sorcerer’s spell is 10 + the spell level + the Learned Sorcerer Wisdom modifier. Ride (Dex). When casting magic.

Rifts d20 by Mehmet A. Many gunfighters and gunslingers start off getting trained by a man at arms. Intelligence is also very important to give them an extra edge in their skills. Politics. Diplomacy (Cha). Computer Use (Int). Two-Weapon Fighting. Bluff (Cha). Escape Artist (Dex). Hide (Dex). Gather Information (Cha). and heavy armors. Wilderness Lore (Wis). and the robot (or whatever was passed down to them). Heal (Wis). Strength for all the heavy equipment they carry and for hand to hand combat and Dexterity for the extra Defense and finesse with weapons. Use Rope (Dex). Class Skills: Balance (Dex). +4 tokens +4 tokens Bonus spellcasting feat. Perform (Cha). Swim (Str). +4 tokens +4 tokens Bonus spellcasting feat. Exotic Weapon Proficiency (specific weapon only). Ride (Dex). Despite the name. the gun. Nature. but must have the prerequisite). Most are trained by a mentor in the way of the sword. Forgery (Int). +4 tokens +4 tokens Bonus spellcasting feat +4 tokens +4 tokens Bonus spellcasting feat. +4 tokens +4 tokens Bonus spellcasting feat. Listen (Wis). Search (Int). +4 tokens Man at Arms This class is your standard highly trained warrior. Knowledge: Tactics (Int). Weapon and Armor Proficiency: Men at Arms are proficient with all archaic simple weapons as well as light. Constitution is important to give them the stamina to last through heavy combat (and increase Wound Points). +4 tokens +4 tokens Bonus spellcasting feat. Modern Weaponry (Any). They’re the best trained of the non-military or mercenary personnel. Demolitions (Int).2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +7 +7 +7 +8 +8 +8 4 6 9 12 17 21 28 34 43 51 62 72 85 97 117 132 141 165 182 Bonus spellcasting feat. Literacy (Int). History. +4 tokens +4 tokens Bonus spellcasting feat. Geography. Move Silently (Dex). At 1st level. Language (Int). Improved Two-Weapon Fighting. Hoops Page 25 of 91 . Shield Proficiency. Demons & Monsters. Armor Proficiency (Exoskeleton). Concentration (Con). Skill Points at 1st Level: (4 + Int modifier) x 4 Skill Points at Each Additional Level: 4 + Int Modifier Class Features: All of the following are class features of the Man at Arms. there are many Women at Arms as well. Hit Points per level: 1d10. although heavy armors can reduce the effectiveness of the Dexterity rating. Spot (Wis). Religion (Int). Handle Animal (Cha). Knowledge D-Bees. A lot headhunters start off getting trained as a man at arms before switching over to the mercenary or military life. Pilot (Vehicle Type). Navigation. Intimidate (Cha). Men at Arms may also choose three (3) group proficiencies (proficient in all weapons of that type. Local. Drive (Dex). Game Rule Information Abilities: Strength and Dexterity are important to a man at arms. +4 tokens +4 tokens Bonus spellcasting feat. Parachuting (Wis). medium. Weapon Focus. Martial Arts (any. Climb (Str). Disguise (Cha). Cross Class Skills: Appraise (Int). +4 tokens +4 tokens Bonus spellcasting feat. Sense Motive (Wis). not just specific ones) from the following list (prerequisites still apply): Archaic Martial Weapons. Jump (Str). Craft (Int).

The Man at Arms may take this feat as a bonus feat or as a regular one.Bonus Feats: At 1st level. Advanced. Two-Weapon Fighting (Improved Two-Weapon Fighting). Mounted Combat (Mounted Archery. Weapon Finesse*. 4th. Some of the bonus feats available to a Man at Arms cannot be acquired until the Man at Arms has gained one or more prerequisites. 8th. Starting Equipment: Several sets of standard clothing. One suit of armor matching one of the character’s armor proficiencies. See the description of this feat on page 37 of the D&D Players Guide. Exotic Weapon Proficiency*. Weapon Focus*. If these prerequisites are feats. Armor Compatibility. If the character leads a military life. Rapid Shot. 14th. 18th. they are listed in parentheses after the prerequisite feat. 12th. Improved Initiative. Pilot (Improved Pilot*. including ability scores and base attack bonus minimums. Point Blank Shot (Far Shot. Combat Reflexes. Other classes may not take this feat unless specifically noted. Precise Shot. Dodge (Mobility. Combat Pilot*). A Man at Arms must still meet all prerequisites for a feat. Hoops Page 26 of 91 . Starts with 2d6x100 credits in cash. Whirlwind Attack). Power Attack (Cleave. 6th. he has uniforms etc as well. Quick Draw. Improved Critical*.000 credits maximum value. Improved Bull Rush. Sunder. Ride-By Attack.000 credits. Weapon Specialization: The Man at Arms gains access to the Weapon Specialization feat at 4th level. Spirited Charge). Improved Trip. each). 16th. Great Cleave). Shot on the Run). Deflect Arrows. the Man at Arms gets a bonus feat in addition to the feat that any 1st level character gets. depending on the feat) each time. Trample. Armor Proficiency: Exoskeleton. Base Attack Bonus +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5 Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 The Man at Arms Will Def Save Bonus Special +0 +3 Bonus Feat +0 +3 +1 +3 Bonus Feat +1 +4 Bonus Feat. Martial Arts (Defensive. Improved. These feats must be from the following list: Ambidexterity. 10th. Blind Fight. and one weapon for each weapon proficiency the character has (up to 25. The Man at Arms gets an additional bonus feat at 3rd. Vehicle will be any ground based vehicle the character can drive that costs under 25. and 20th levels. Spring Attack). 2d4x1000 credits in other gear (does not keep the cash if the money is not spent). Pocket Digital Disc player & recorder. Weapon Specialization +1 +4 +2 +4 Bonus Feat +2 +5 +2 +5 Bonus Feat +3 +5 +3 +6 Bonus Feat +3 +6 +4 +6 Bonus Feat +4 +7 +4 +7 Bonus Feat +5 +7 +5 +8 Bonus Feat +5 +8 +6 +8 Bonus Feat +6 +9 +6 +9 Bonus Feat Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Rifts d20 by Mehmet A. A Man at Arms may select a feat marked with an asterisk (*) more than once. Weapon Specialization*. Stunning Fist). but it must be for a different weapon (or applicable vehicle. One ancient simple weapon (usually a knife). The Man at Arms must have Weapon Focus with that weapon to take Weapon Specialization. Expertise (Improved Disarm. Modern Weaponry: Any.

Overcasting: A Natural Sorcerer can overcast when running low or out of P. Forgery (Int). Intimidate (Cha). and rank 2 in other paths to start). Invert (Int). the Natural Sorcerer must have a Wisdom score of 10 + the spell’s level (I usually treat this as an optional rule. Climb (Str).E. a knife. When casting magic. the character receives a –1 spell level bonus for that spell (making the spell 1 level easier to cast and requiring slightly less P. prayer. a gun. Diplomacy (Cha). rank 3 in secondary path. Paths of Magic: Natural Sorcerers must pick a Primary path and a Secondary path and starts with 2 ranks in the primary path and 1 rank in the secondary path. Spot (Wis).P. They also get a +5 competence bonus on Fortitude saves when they fail at overcasting attempts.P. Cross class Skills: Animal Empathy (Cha). and Shamans. if all foci from every path used in a spell can be appropriately used. a Natural Sorcerer may receive. bones. use. Search (Int). Hide (Dex). Bluff (Cha). Spellcast (Int). Spellcasting: The Natural Sorcerer is skilled in the use of magic. Disguise (Cha). Heal (Wis). Move Silently (Dex). 11th. Rifts d20 by Mehmet A. Foci: The Natural Sorcerer must choose a focus for each path he is proficient in. Mystics. Remember to keep in mind any future prestige classes you may be interested in as they will have requirements that depend heavily on a character’s Primary and Secondary paths.P. Hit Points per level: 1d6.P. touch. Gather Information (Cha). granite. Like the Learned Sorcerer the Natural Sorcerer benefits from a high Dexterity and Constitution. Each focus must be different from another focus used in a different path. Any effect cast with the Natural Sorcerer’s primary path is considered one level lower for purposes of spell level and P.E. and so on. Hoops Page 27 of 91 . A focus is an item or technique that can be physically manifested. The Natural Sorcerer can choose any spellcasting feat. The path that is chosen as the primary path is the path that the character is considered proficient with (which makes learning more in that path easier). Escape Artist (Dex). Language (Int). and Swim (Str). Skill Points at Each Additional Level: 4 + Int Modifier Class Features: All of the following are class features of the Natural Sorcerer. Bonus Spellcasting Feats: At seconds level and every three levels thereafter (5th. Examples include: electricity.P. 8th. Game Rule Information Abilities: Wisdom determines how powerful a spell a Natural Sorcerer can cast. runes.E. Spellcast: The natural sorcerer has the ability to cast spells. Wisdom and Charisma both determine any bonus P. Knowledge (varies) (Int). Weapon and Armor Proficiency: Natural Sorcerers are proficient with all ancient simple weapons and with light armor and may select one weapon or feat of choice whether it be modern or ancient as long as the prerequisites for that feat are met.E. Natural Sorcerers are more used to opening themselves up completely to the primal elements of magic and therefore get a +5 competency bonus on Concentration checks when attempting to overcast. with a minimum of 1 P. Sense Motive (Wis). blood. The Difficulty Class of a saving throw against a Natural Sorcerer’s spell is 10 + the spell’s level + the Natural Sorcerer’s Wisdom modifier. you may as well). a holy symbol. but does not need to have one for his primary path.E. Appraise (Int). Jump (Str).P.E. Computer Use (Int). level depends on his class level plus any ability score bonuses (from Wis and Cha). Wilderness Lore (Wis) Skill Points at 1st level: (4 + Int modifier) x 4. Class Skills: Concentration (Wis) Craft (Int). A Natural Sorcerer receives bonus P. so long as he or she meets all the usual prerequisites for it. Handle Animal (Cha). sand. cards.E. and how hard her weaves are to resist. point. Balance (Dex). To cast a spell. Ride (Dex). This feature is optional if you are not using magic as presented in this conversion. Examples include Conjurers.Natural Sorcerer This class is the initial class of all practitioners of magic who learn magic through nature and the primal elements within themselves. Perform (Cha). Profession (Wis). The Learned Sorcerer receives 3 path tokens per level to advance in magic paths. Listen (Wis). Use Rope (Dex). and so on) the Natural Sorcerer gets a bonus Spellcasting feat. See the section on magic for more information. Drive (Dex). The Natural Sorcerers P.). rank 1 in deficient path. based on both Wisdom and Charisma (the bonuses stack).P. The Natural Sorcerer must also pick a deficient Path. The Natural Sorcerer may then distribute 2 path ranks (up to rank 4 in primary path.

Climb (Str). Psi-Warriors. Ride (Dex). Concentration (Con). and are useful in skills the psychic uses. Knowledge: The Spirit Planes (Int). Hide (Dex). Handle Animal (Cha). Rifts d20 by Mehmet A. One ancient simple weapon (usually a knife).P. Spot (Wis). and Mind Bleeders. Perform (Cha). +4 tokens +4 tokens +4 tokens Bonus Spellcasting feat. +4 tokens +4 tokens +4 tokens Bonus Spellcasting feat. Computer Use (Int). The Natural Sorcerer Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6/+1 +6/+1 +7/+2 +7/+2 +8/+3 +8/+3 +9/+4 +9/+4 +10/+5 Fort Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Def Bonus +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +7 +7 +7 +8 +8 +8 +9 +9 Base P. +4 tokens +4 tokens +4 tokens Bonus Spellcasting feat. One suit of armor matching one of the character’s armor proficiencies. Balance (Dex). Psychics in and of themselves are very powerful and a force to be reckoned with.000 credits maximum value. Skill Points at 1st level: (4 + Int modifier) x 4. Class Skills: Animal Empathy (Cha). Hoops Page 28 of 91 . Escape Artist (Dex). Profession (Wis). Psychic Nullifiers. Knowledge: varies (Int). +4 tokens +4 tokens +4 tokens Bonus Spellcasting feat. Bluff (Cha). Forgery (Int). Heal (Wis). Gather Information (Cha). Cross Class Skills: Appraise (Int). Intelligence is also important to a psychic as it helps them they gain more skill points. Game Rule Information Abilities: Wisdom and Charisma are important to a psychic. Hit Points per Level: 1d8. +4 tokens Psychic The psychic is a master of mental powers.S. each). Mind Melters.E. Language (Int). Skill Points at Each Additional Level: 4 + Int Modifier Class Features: All of the following are class features of the Psychic. Zappers. 1d4x1000 credits in other gear (does not keep the cash if the money is not spent). Wilderness Lore (Wis). Both increase their I. 2 4 8 11 15 19 26 31 41 48 52 62 74 80 93 109 119 131 146 154 Special Spellcast Bonus Spellcasting feat. Search (Int). Drive (Dex). Move Silently (Dex). Intimidate (Cha). +4 tokens +4 tokens +4 tokens Bonus Spellcasting feat. Use Rope (Dex). Psychics usually start with this class and develop into different prestige classes like Bursters. Diplomacy (Cha). +4 tokens +4 tokens +4 tokens Bonus Spellcasting feat. Craft (Int). Listen (Wis). Disguise (Cha).P.Starting Equipment: 2 pairs of standard clothing. Sense Motive (Wis). Starts with 1d6x100 credits in cash. and one weapon matching one weapon proficiency the character has (up to 15. Swim (Str). Jump (Str).

total depends on his class level plus any ability score bonuses (from Wis and Cha). Scholars try to understand that there are many truths and seek to learn about them and perhaps integrate them into something greater than what they are by themselves.+3 tokens +3 tokens Bonus Psychic feat. or Mind.000 credits maximum value. each). Psychic Powers: The psychic has natural psychic powers. Starts with 3d6x100 credits in cash.P. These scholars would like nothing better than to see people learn and understand what’s happening in the world around them on their own. 1d4x1000 credits in other gear (does not keep the cash if the money is not spent).S. The psychic can choose any psychic feat. One suit of armor matching one of the character’s armor proficiencies. Psychic Paths: Psychics start with 4 path ranks that they may distribute however they see fit among Energy. Life. The psychic’s I. and one weapon matching one weapon proficiency the character has (up to 20. Starting Equipment: Several sets of standard clothing. Rifts d20 by Mehmet A.Weapon and Armor Proficiency: Psychics are proficient with all ancient simple weapons and with light armor and may select one weapon or feat of choice whether it be modern or ancient as long as the prerequisites for that feat are met. searching for meaning. +3 tokens +3 tokens +3 tokens Bonus Psychic feat.S. Minor Psychic. +3 tokens +3 tokens +3 tokens Bonus Psychic feat. Hoops Page 29 of 91 . Remember to keep in mind any future prestige classes you may be interested in as they will have requirements that depend on what paths you are proficient with. One pair of dress clothes. Psychic Feats: The psychic cannot take any the following psychic feats: Latent Psychic. +3 2 +4 4 +4 8 +4 11 +5 15 +5 19 +6 26 +6 31 +6 41 +7 48 +7 52 +8 62 +8 74 +8 85 +9 97 +9 117 +10 132 +10 141 +10 165 +11 182 Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Special Psionic Powers Bonus Psychic feat. and not rely on hearsay or government propaganda. Bonus Psychic Feats: At seconds level and every three levels thereafter (5th.P. like scientists. and are not limited to a specific number of powers. +3 tokens Scholar The scholar is an intellectual devoted to learning about people and things and how they relate and interact with the world around them. +3 tokens +3 tokens +3 tokens Bonus Psychic feat. One ancient simple weapon (usually a knife). They don’t need them anyway as they can perform any power with their Paths. +3 tokens +3 tokens +3 tokens Bonus Psychic feat. They often try to share their knowledge with others should other wish to learn. +3 tokens Master Psychic. Many of them seek to educate the uneducated even in areas where nonsanctioned education is illegal. Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 Fort Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Psychic Def Base Bonus I. or Major Psychic. Master Psychic: At 6th level the psychic is now considered a Master Psychic and can advance in the Mana path. They seek truth as well. +3 tokens +3 tokens +3 tokens Bonus Psychic feat. but not ultimate truth. so long as he or she meets all the usual prerequisites for it. 11th. They seek knowledge in a philosophical sense. 8th. The Psychic receives 3 path tokens per level to advance in psychic paths. and so on) the psychic gets a bonus psychic feat.

Perform (Cha). Skill Emphasis: The scholar gains the bonus feat Skill Emphasis at 3rd. 17th. One ancient simple weapon (usually a knife).000 credits. not just specific ones) from the following list (prerequisites still apply): Archaic Martial Weapons. 7th. Endurance. Move Silently (Dex). You get a +3 bonus on all skill checks with that skill. or Weapon Focus. Instant Mastery: The Scholar gains 4 ranks in any Intelligence-based skill in which he currently has no ranks. Gather Information (Cha).000 credits maximum value). Hoops Page 30 of 91 . Ride (Dex). the skill rank does not change. and 19th levels. Drive (Dex). Skill Points at 1st Level: (8 + Int modifier) x 4 Skill Points at Each Additional Level: 8 + Int modifier Weapon and armor Proficiency: Scholars are proficient with all ancient simple weapons as well as light armor. scholars may also choose two (2) group proficiencies (proficient in all weapons of that type. Listen (Wis). 12th. One suit of armor matching one of the character’s armor proficiencies. Climb (Str). Computer Use (Int). Sharp-Eyed. Research +3 Instant mastery Class Features: All of the following are class features of the scholar. Wilderness Lore (Wis). This represents a special area of interest. 8th. Each time you receive this skill. 14th. Level 1 2 Rifts d20 by Mehmet A. Escape Artist (Dex). These bonus feats must be selected from the following list: Advanced Science. Cautious. At 1st level. Balance (Dex). Bonus Feat: The scholar gains bonus feats at 4th. Open Lock (Dex). or Modern Weaponry (Small Arms). Sense Motive (Wis). Starting Equipment: Several sets of standard clothing. Diplomacy (Cha). Heal (Wis). With Skill emphasis choose a skill you possess. Base Attack Bonus +0 +1 Fort Save +0 +0 Ref Save +1 +2 Will Save +2 +3 Scholar Def Bonus Special +3 Bonus Class Skill. Track. Video Digital Disc player & recorder. Armor Proficiency (Medium).Game Rule Information Abilities: Intelligence and Charisma are important to a scholar. Demolitions (Int). Knowledge: any (Int). Vehicle will be any ground based vehicle the character can drive that costs under 25. Heroic Surge. Persuasive. Jump (Str). Dexterity is also important to a scholar as it helps in defense and combat when the authorities have a problem with him. Pocket Digital Disc player & recorder. Search (Int). Decipher Script (Int). Bluff (Cha). 2d4x1000 credits in other gear (does not keep the cash if the money is not spent). Class Skills: Appraise (Int). it applies to a new skill. 16th. Research: You get to add your class level in scholar as a circumstance bonus to any Knowledge check whenever you can utilize your ability to search through libraries encyclopedias. Electronic Countermeasures (Int). Mimic. Martial Arts (any. Skill Mastery: The scholar selects a number of skills equal to 3 + his Intelligence modifier. Innuendo (Wis). Disable Device (Int). Bonus Class Skill: The scholar may designate any one cross-class skill as a class skill. Hit Points per Level: 1d6. 11th. Dodge. Language (Int). Trustworthy. Handle Animal (Cha). at a later level the character picks a skill he already has points in. databases or other sources of information. If you have any levels in another class with the research feat. When making a skill check with one of these skills. Forgery (Int). and 20th levels. Hide (Dex). Improved Initiative. you may add that class’s levels to your scholar levels. Read Lips (Int). Craft (Int). Exotic Weapon Proficiency (specific weapon only). Alertness. Spot (Wis). Use Rope (Dex). Intelligence helps them learn faster and acquire more skills while Charisma helps them deal with people and express themselves. Literacy (Int). the skill simply is treated as a class skill from that point on. Prerequisites still apply to these feats. and one weapon matching one weapon proficiency the character has (up to 25. Gearhead. but must have the prerequisite). Science (Int). Concentration (Con). Swim (Str). Starts with 5d6x100 credits in cash. Disguise (Cha). The effects of Skill Emphasis do not stack. Profession (Wis). the city rat may take 10 even if stress and distraction would normally prevent him from doing so. Cross Class Skills: Advanced Mechanics (Int). Science (Int). Expertise. If.

Cybernetic Medicine (Int). they understand the need to expand their knowledge into other areas of science to understand the greater whole of reality. Disguise (Cha). Drive (Dex). Escape Artist (Dex). Climb (Str). Diplomacy (Cha). Cross Class Skills: Advanced Mechanics (Int). Handle Animal (Cha). or Modern Weaponry (Small Arms). Bluff (Cha). Gather Information (Cha). Spot (Wis). Swim (Str). Open Lock (Dex). At 1st level. Decipher Script (Int). and ingenuity. Move Silently (Dex). Use Rope (Dex). Listen (Wis). Forgery (Int). They very well could be right. Science (Int). Game Rule Information Abilities: Intelligence and Wisdom are important to a scientist. Disable Device (Int). They believe science will unlock these goals when combined with hard work. Sense Motive (Wis). Appraise (Int). Exotic Weapon Proficiency (specific weapon only). Innuendo (Wis). Hoops Page 31 of 91 . but must have the prerequisite). Literacy (Int). Language (Int). Hit Points per Level: 1d6 Class Skills: Computer Use (Int). Balance (Dex). Profession (Wis). Scientists study many different areas but usually specialize in one particular branch of science. Armor Proficiency (Medium). Charisma is also important to a scientist in that it helps them interact with people and is also a great benefit when their endeavors need funding and they must convince their sponsors for more money. Search (Int).3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +7 +7 +7 +8 +8 +8 +9 +9 Skill Emphasis Bonus Feat Instant Mastery Skill Emphasis Bonus Feat Bonus Class Skill Skill Mastery Skill Emphasis Bonus Feat Skill Emphasis Skill Mastery Bonus Feat Skill Emphasis Skill Emphasis Bonus Feat Scientist The scientist is an intellectual devoted to learning the ultimate truth of the universe. Craft (Int). Heal (Wis). not just specific ones) from the following list (prerequisites still apply): Archaic Martial Weapons. Concentration (Con). scientists may also choose two (2) group proficiencies (proficient in all weapons of that type. patience. Wilderness Lore (Wis). Many scientists are enamored with unlocking the secrets of the Golden Age of mankind and believe science will return mankind to another Golden Age. Hide (Dex). Perform (Cha). Rifts d20 by Mehmet A. Ride (Dex). As they progress in their studies. Jump (Str). Intelligence helps them learn faster and acquire more skills while Wisdom gives them the patience and willpower to continue their studies. Martial Arts (any. Weapon and armor Proficiency: Scientists are proficient with all ancient simple weapons as well as light armor. Knowledge: any (Int). Demolitions (Int). Skills Points at 1st Level: (8 + Int modifier) x 4 Skill Points at Each Additional Level: 8 + Int modifier Class Features: All of the following are class features of the scientist. Innuendo (Wis).

gangs. Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6/+1 +6/+1 +7/+2 +8/+3 +9/+4 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 Fort Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 Ref Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Scientist Def Bonus Special +2 Bonus Class Skill. Video Digital Disc player & recorder. They are also quite often involved in underworld activities. 11th. Bonus Feat: The scientist gains bonus feats at 3rd. the city rat may take 10 even if stress and distraction would normally prevent him from doing so. 8th. Research +2 Instant mastery +3 Bonus Feat +3 Skill Emphasis +3 +4 Instant Mastery +4 Bonus Feat +4 Skill Emphasis +5 Natural Philosopher +5 Skill Mastery +5 Bonus Feat +6 Skill Emphasis +6 +6 Bonus Feat +7 +7 Skill Emphasis +7 Bonus Feat +8 +8 Bonus Feat +8 Skill Emphasis Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Street Tough The street tough is the cousin of the city rat in that they both grew up on and live in urban environments. When making a skill check with one of these skills. With Skill emphasis choose a skill you possess. Research: You get to add your class level in scientist as a circumstance bonus to any Knowledge check whenever you can utilize your ability to search through libraries encyclopedias. Starting Equipment: Several sets of standard clothing. Doctorate of Science.000 credits maximum value). Dodge. 7th. the street tough relies on intimidation and brute strength. it applies to a new skill. Pocket Digital Disc player & recorder.000 credits. the skill rank does not change. Endurance. Expertise. you may add that class’s levels to your scientist levels. While the City Rat relies on cunning and quickness to get himself out of situations. more often than not. The effects of Skill Emphasis do not stack. Hoops Page 32 of 91 . Sharp-Eyed. If. If you have any levels in another class with the research feat. Improved Initiative. the skill simply is treated as a class skill from that point on. 19th levels. 14th. Instant Mastery: The scientist gains 4 ranks in any Intelligence-based skill in which he currently has no ranks. They fight dirty and Rifts d20 by Mehmet A. databases or other sources of information. Vehicle will be any ground based vehicle the character can drive that costs under 25. at a later level the character picks a skill he already has points in. and 20th levels. They hardly ever back down from any conflict and quite often consider their reputation as important as their life. Starts with 5d6x100 credits in cash. Trustworthy. One ancient simple weapon (usually a knife). Skill Mastery: The scientist selects a number of skills equal to 3 + his Intelligence modifier. 12th. You get a +3 bonus on all skill checks with that skill. Each time you receive this skill. Track. Heroic Surge. These bonus feats must be selected from the following list: Advanced Science. 2d4x1000 credits in other gear (does not keep the cash if the money is not spent). This represents a special area of interest. Mimic.Bonus Class Skill: The scientist may designate any one cross-class skill as a class skill. the scientist understands the natural workings of the sciences to a degree that any check with any science skill or feat has its DC lowered by 5. Natural Philosopher: At level 9. Skill Emphasis: The scientist gains the bonus feat Skill Emphasis at 4th. Prerequisites still apply to these feats. One suit of armor matching one of the character’s armor proficiencies. Cautious. Alertness. 17th. and one weapon matching one weapon proficiency the character has (up to 25. Gearhead. Persuasive. 16th. or Weapon Focus.

Combat Reflexes. Ride (Dex). but not to both. Wilderness Lore (Wis). Athletic. One ancient simple weapon (usually a knife). Diplomacy (Cha). Treat the damage reduction rating as Kinetic Resistance & Energy Resistance versus all attacks (see Chapter 8: Equipment for details on KR & ER). Heroic Surge. Knowledge: Juicer Culture (Int). Move Silently (Dex). Language (Int). Toughness. Literacy (Int). Modern Weaponry (any). Modern Weaponry (Any). Heal (Wis). These bonus feats must be selected from the following list: Acrobatic.give no quarter.000 credits. but not too expensive). 2d4x1000 credits in other gear (does not keep the cash if the money is not spent). Martial Arts (any. Charisma can come in handy. +1 Wound Point: At the designated levels. Demolitions (Int). Sense Motive (Wis). Power Attack. Forgery (Int). Gather Information (Cha). Power Strike: Every round that the street though has at least 1 Hit Point. to either attack or damage. Armor Proficiency (Heavy). Spot (Wis).000 credits maximum value. Cross Class Skills: Balance (Dex). Endurance. Climb (Str). Perform (Cha). Game Rule Information Abilities: Strength is by far the most important ability for a Street Tough. Great Fortitude. Swim (Str). Concentration (Con). Damage Reduction: At the designated levels. Vehicle will be any ground based vehicle the character can drive that costs under 25. Listen (Wis). Starting Equipment: Two sets of “working colors” (usually gang clothes or a fashion statement) plus six other fashionable outfits (good quality. Hide (Dex). Hit Points per level: 1d10 Class Skills: Bluff (Cha). Armor Proficiency (Heavy). Disguise (Cha). and one weapon matching each weapon proficiency the character has (up to 25. Knowledge: Local (Int). the street tough gains the ability to shrug off damage. the street tough gains an additional Wound Point to his total. Search (Int). Weapon Focus. One suit of armor matching one of the character’s armor proficiencies. especially when they’re forcing their will on others. Street Toughs may also choose three (3) group proficiencies (proficient in all weapons of that type. the street tough can add the designated bonus to either one attack roll or one damage roll with a melee weapon. Drive (Dex). not just specific ones) from the following list (prerequisites still apply): Archaic Martial Weapons. Jump (Str). Shield Proficiency. They also tend to augment themselves cybernetically and bionically to give them even more of an edge. Hoops Page 33 of 91 . Martial Arts (any. Use Rope (Dex). Starts with 5d6x100 credits in cash. or Weapon Focus. At 1st level. Two-Weapon Fighting. at the start of your action. Escape Artist (Dex). they may need to go the distance. Handle Animal (Cha). Skill Points at 1st Level: (4 + Int modifier) x 4 Skill Points at Each Additional Level: 4 + Int modifier Class Features: All of the following are class features of the Street Tough Weapon and Armor Proficiency: Street Toughs are proficient with all ancient simple weapons as well as light and medium armor. Improved Two-Weapon Fighting. each). Bonus Feat: The street tough gains bonus feats at the designated levels. Pocket Digital Disc player & recorder. Craft (Int). Exotic Weapon Proficiency (specific weapon only). You must declare where the bonus applies. but must have the prerequisite). Sneak Attack: The street tough may perform sneak attacks at the designated levels for the designated total amount of bonus damage. Base Attack Bonus +1 +2 +3 +4 Fort Save +2 +3 +3 +4 Ref Save +0 +0 +1 +1 Will Save +1 +2 +2 +2 Street Tough Def Bonus Special +3 Bonus Feat +3 +1 Wound Point +3 Power Strike +1 +4 Sneak attack +1d6 Level 1 2 3 4 Rifts d20 by Mehmet A. They rely on it almost exclusively to get themselves out of whatever situation they’re in. Two-Weapon Fighting. but must have the prerequisite). Constitution is also important in that if raw strength isn’t enough to get them out of a jam. Archaic Weapon Proficiency. Armor Compatibility. Intimidate (Cha). They’re usually uneducated and relatively unskilled.

Craft (Int). Armor Proficiency: Any. Armor Compatibility. Blind Fight. Expertise (Improved Disarm. wilderness scouts may also choose three (3) group proficiencies (proficient in all weapons of that type. and scouts of all kinds fit into this character class with ease. Two-Weapon Fighting. striking at their prey with surprising ferocity. and 20th levels. Knowledge: Nature (Int). Martial Arts (any. Modern Weaponry: Any. Advanced. Balance (Dex). Rapid Shot. Dodge (Mobility. Weapon Focus. Skill Points at 1st Level: (6 + Int modifier) x 4 Skill Points at Each Additional Level: 6 + Int modifier Class Features: All of the following are class features of the Wilderness Scout. but must have the prerequisite). Shot on the Run). Whirlwind Attack). Martial Arts (Defensive. Improved Trip. Hit Points per Level: 1d8 Class Skills: Animal Empathy (Cha). 14th. Bonus Feat: The wilderness scout gets a bonus feat at 5th. Hide (Dex). Ride-By Attack. 12th. Precise Shot. not just specific ones) from the following list (prerequisites still apply): Archaic Martial Weapons. Disguise (Cha). Hoops Page 34 of 91 . Wisdom is also important to wilderness scouts because of sever of the skills they use are based on Wisdom. Combat Reflexes. Profession (Wis). Language (Int). Intuit Direction (Wis). Forgery (Int). Diplomacy (Cha). Perform (Cha). Exotic Weapon Proficiency*. Improved Two-Weapon Fighting. Strength aids them in combat and Dexterity aids in defense and many skills that they rely on. Wilderness scouts know the wild places better than any and they know how to survive with minimal equipment. Use Rope (Dex). Move Silently (Dex). Swim (Str). Ride (Dex). Handle Animal (Cha). Sense Motive (Wis). Mounted Combat (Mounted Archery. Deflect Arrows. Spot (Wis).5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 +6 +6 +6 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 +4 +4 +5 +5 +5 +6 +6 +6 +7 +7 +7 +8 +8 +8 +9 +9 Sneak attack +2d6 Bonus Feat +1 Wound Point Sneak attack +3d6 Damage reduction 1 Bonus Feat Power Strike +2 +1 Wound Point Damage reduction 2 Power Strike +3 Sneak attack +4d6 Damage reduction 3 Wilderness Scout Wilderness scouts are the rugged and cunning hunters and stalkers of beasts of the wilderness. Heal (Wis). Jump (Str). Concentration (Con). They’re also adept at setting traps and moving unseen through the wilderness. Escape Artist (Dex). Intimidate (Cha). Gather Information (Cha). Climb (Str). Improved Bull Rifts d20 by Mehmet A. Power Attack (Cleave. Trample. Drive (Dex). Cross Class Skills: Appraise (Int). 18th. Armor Proficiency (Any). Hunters. Spirited Charge). At 1st level. trappers. Spring Attack). Listen (Wis). Stunning Fist). Improved Initiative. Improved Critical*. Exotic Weapon Proficiency (specific weapon only). Game Rule Information Abilities: Strength and Dexterity are important to wilderness scouts. These feats must be from the following list: Ambidexterity. Bluff (Cha). Many military organizations have special training program that cross classes wilderness scouts with men of arms or focuses entirely on wilderness combat. Shield Proficiency. Improved. 7th. and Wilderness Lore (Wis). Modern Weaponry (Any). Search (Int). Point Blank Shot (Far Shot. Weapon and Armor Proficiency: Wilderness scouts are proficient with all ancient simple weapons as well as light armor.

May prefer to start with a horse. If these prerequisites are feats. and one weapon matching each weapon proficiency the character has (up to 25. including ability scores and base attack bonus minimums. You may wish to design your own prestige classes or adapt them from other games for a more personified character. Psi-Hounds. Choose one environment (forest. or desert). they are listed in parentheses after the prerequisite feat. Sunder. no matter what environment he fights them in. and a third at 16th level. Partial Improved Initiative: When wearing light armor or no armor. Pocket Digital Disc player & recorder. Natural Predator: The wilderness scout is attuned to the environment he hunts in. each). Some of the bonus feats available to a wilderness scout cannot be acquired until the wilderness scout has gained one or more prerequisites. 2d4x1000 credits in other gear (does not keep the cash if the money is not spent). Rifts d20 by Mehmet A. plains.000 credits. Great Cleave). Weapon Finesse*. Starts with 5d6x100 credits cash if starting with a horse. Track: The wilderness scout gains Track as a bonus feat at 2nd level. Two-Weapon Fighting (Improved Two-Weapon Fighting). Partial Improved Initiative +1 +4 Stalking +2 +1 +4 +1 +5 Bonus Feat +2 +5 +2 +6 Bonus Feat +2 +6 Natural Predator (two environments) +3 +6 +3 +7 +3 +7 Stalking +4 +4 +8 Bonus Feat +4 +8 +4 +8 Bonus Feat +5 +9 +5 +9 Natural Predator (three environments) +5 +10 +6 +10 Bonus Feat +6 +10 +6 +11 Bonus Feat Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 Prestige Classes Two Prestige classes are included in this document to serve as a guide. Psi-Stalkers. The core classes are very well set up for a wide variety of character types. This bonus increases to +4 at 12th level. Weapon Focus*. The wilderness scout must still meet all prerequisites for a feat. but animals). One suit of armor matching one of the character’s armor proficiencies. Base Attack Bonus +1 +2 +3 +4 +5 +6/+1 +7/+2 +8/+3 +9/+4 +10/+5 +11/+6/+1 +12/+7/+2 +13/+8/+3 +14/+9/+4 +15/+10/+5 +16/+11/+6/+1 +17/+12/+7/+2 +18/+13/+8/+3 +19/+14/+9/+4 +20/+15/+10/+5 Fort Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 +11 +11 +12 Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 +8 +8 +9 Wilderness Scout Will Def Save Bonus Special +0 +3 Natural Predator (one environment) +0 +4 Track. In that environment the wilderness scout gets to add half his dexterity bonus to attack rolls against humanoid opponents (Humans.000 credits maximum value. a wilderness scout receives a +2 competence bonus to his Hide and Move Silently checks. Quick Draw. Starts with 1d6x100 credits in cash. swamp. Two sets of camouflage clothing. mountains. but it must be for a different weapon each time. a wilderness scout can fight as if he had the Improved Initiative feat. Vehicle will be any ground based vehicle the character can drive that costs under 20. A wilderness scout may select a feat marked with an asterisk (*) more than once. Stalking: When fighting in natural environments. Hoops Page 35 of 91 .) in addition to his strength bonus. Simvan etc. He loses this bonus when fighting in armor heavier than light. He may apply this bonus whenever fighting wild beasts (not demons.Rush. Starting Equipment: Several sets of clothing. He gets a second environment to which this bonus applies at 8th level. One ancient simple weapon (usually a knife).

Mana 4. Intimidate (Cha). Prestige classes may require a sorcerer to become deficient or useless in more than 1 path. Examples. Required Deficient Path: Mind.Ley Line Walker: Spellcast 6+. and damage of all spells is half of what it normally would be unless it is enchanted into an item. Gain in spell levels every level & gain extra summoning abilities as well. Shifter: Spellcast 6+. Each order would have a Primary path and a Secondary path (thus defining their order). Earth. Hit Die: 1d6. Burster The Burster is a powerful psychic who specializes in pyrokinesis. but getting 2 powers or feats at a level up every now and then is acceptable. Space. Shifter: Life. Stuck: The character cannot take any levels in any other class if he takes one level or more in the Burster Prestige Class. Required Deficient Path: Fate. Listen (Wis). Conjurer: Spellcast 6+. Mana 3. This is especially true for characters like Bursters. Gather Information (Cha). Profession (Wis). These powers are not acquired at first level. Required Useless Path (the path automatically becomes Useless when the class is taken): Time. Climb (Str). Mana. Requirements: To become a Burster. Techno-Wizard: May choose 1. Wilderness Lore (Wis). Psychic classes tend not to develop their Paths as much either. This helps keep in line with the Rifts RPG better but is certainly not necessary. but it varies). Examples. However. Fate. Handle Animal (Cha). Proficient in Energy. Diplomacy (Cha). Search (Int). Feats: Must have the Psychic Focus (Energy) and Sustain Psychomancy feats. Energy 2. It is generally a bad idea to give more than one power or feat to a class at first level. Dimension 3. Psychic Classes: Are basically the same in orientation as Sorcerer Prestige classes but lean much more heavily towards developing powers. Required Proficient Path: Space. Bluff (Cha). and Time. Required Deficient Path: Pick 1. here are a few suggestions for designing your own prestige classes: Sorcerer Classes: Each order has (compared to other prestige classes) low entrance requirements. Class Skills: Concentration (Con). Dragons: Choose 1. Spirit becomes a proficient Path. Move Silently (Dex). Required Useless Path: Life & Death. See page 102 of the Rifts RPG or page 48 of Rifts World Book 12: Psyscape. Dimension 3. Deficient in Mind. Disguise (Cha). Ley Line Walkers learn how to Ley Line Phase and create observation balls etc. Warlocks and similar classes: Useless in Dimension. Wind. Conjurer: Time. Most Sorcerer Prestige Classes gain powers as they go up in levels. Spot (Wis). Balance (Dex). Mana 3. Space 2. Hoops Page 36 of 91 . Cross Class Skills: Appraise (Int). Matter becomes a proficient Path. Each order usually requires a feat for it’s primary path as well (usually Spell Focus. Escape Artist (Dex). the character must fulfill the following criteria. Time 3. Techno Wizard: Spellcast 6+. Temporal Wizard: Mind. Range. Sense Motive (Wis). Energy 2. or the spell cannot be cast. Jump (Str). Matter 3. Required Proficient Path: Mana. Temporal Wizard: Spellcast 8+. Computer Use (Int). Language (Int). Drive (Dex). Required Proficient Path: Mana. Forgery (Int). Most sorcerer prestige classes should have at least 15 levels mapped out because the entrance requirements are so low. or Water) that all spells must have some relation to. Life & Death. Spirit 3. Use Rope (Dex). Paths: Must have at least Energy 3. Swim (Str). Craft (Int). Hide (Dex). Must pick an element (Fire. Space 3. and Spirit. duration. Matter becomes a proficient Path. but are learned as they level up through the class.The two sorcerer classes and the psychic class are meant to be starting points and have characters “graduate” into prestige classes. Skill Points at Each Additional Level: 4 + Int Modifier Rifts d20 by Mehmet A.Ley Line Walker: Fate. Knowledge: varies (Int). Required Proficient Path: Dimension. Concentration: Must have Concentration at rank 6 or higher. Ride (Dex). Required Proficient Path: Time. Mystic: Dimension. but their powers tend to improve as they level up. Perform (Cha). Heal (Wis).

V. Range: 200 feet + 20 feet per class level.S. Range: Self. It is innate and “always on. Bonus to strike: +2 Damage: Small bolt: 1d6. All immunities with this power extend to the Burster. the character takes half damage from all electricity attacks and the character never sweats.S. Stasis Removal: The Burster can advance in Energy and Mana at this point. Radius: 200 foot radius per class level. Plasma: 12. Impervious to Fire & Heat: The Burster is innately immune to any fire-based damage. his clothing & armor and anything grasped in an appendage not more than 20 pounds in weight or two feet in length. and an E. Must be held and cannot be sustained with the Sustain Psychomancy feat. Medium Bolt: 3d6.S. a DC of 15. The flames cannot be redirected once they are summoned.P. Penetration Value: Less intense blaze: 0 (zero). of 12 for the duration of the power..P. I. Plasma Bolt: 4d6 (plasma has a P. I. Flame Burst: The psychic can seemingly burst into flame and cause himself to burst into flames and become completely engulfed in fire. Intense blaze: 6d6 per round.’s discretion.S.: The Burster advances his I.S.P. Area of effect: 20 square foot area per class level. Damage: Proportionate to the fire.: Less intense blaze: 2. Since the Burster is immune to fire at this level.Class Features: All of the following are class features of the Burster prestige class. The Burster is also immune to any smoke related effects (breathing. Penetration Value: Small. the Burster cannot use any powers with the Energy path unless they are flame related.P. Weapon and Armor Proficiency: The Burster gains no proficiency in any weapon or armor. I. vision or otherwise).P. he is not hurt. Line of Sight. Large Bolt: 5d6. of 12. Duration: Up to 10 minutes. The fire just disappears because the character can psychically channel and control the energy to make it stop and disperse. Master Psychic: The Burster is now considered a Master psychic at this point. see below). Protection: While the flame burst is in effect. Super Fuel Flame: The character can feed a fire with psychic energy. per round.M. total as if her were one level higher in his former psychic class every time +1 level is indicated. Path Stasis: The Burster cannot advance in the Energy or Mana path until he reached 10th level. the flames gain a P. Duration: Always I. increasing its size by as little as twofold or as much as 10 times.S. Base I. width or depth. Extinguish Fires: The Burster can instantly put out flames without need of chemicals or water. a K.S.P. Counts as a complex action. I. heat and smoke have no effect on the character whatsoever.S. Sense Fire: This power gives the Burster the ability to innately sense fires. Fire Eruption: The Burster can cause flame to seemingly erupt from the ground (always erupts “upwards” but does not actually come out of the ground).P. Range: 100 feet + 10 feet per class level. All Energy powers are still limited to fire related powers. Duration: Two minutes per class level. Intense blaze: 12. Each bolt counts as a standard attack (may fire more than one if the character has multiple attacks).” Range: 800 feet + 100 feet per class level.: 1 Fire Bolt: May shoot a bolt of fire from forehead of appendages. medium or large bolt: may cast as long as the character has 1 hit point left.P. If the Burster uses a move action and makes a concentration check vs. medium and large bolts: 0 (zero). G.: Small. Furthermore.: none.I. Intense blaze: 3. it serves as a force field with an S.R. Furthermore. Damage: Less intense blaze: 4d6 per round. of 30 + 2 per class level. Range: 100 feet per class level.I.P.: 1 Damage: 4d6 to anything the Burster touches. Rifts d20 by Mehmet A. Counts as a standard action. Fire. Summoning the flaming aura counts as a standard action. Range: 100 feet + 20 feet per class level. Counts as a standard action. The field regenerates 1d6 S.R. This power is innate and costs no I. Hoops Page 37 of 91 . Area of effect: 20 square feet plus 5 square feet per class level.S. Plasma Bolt: 1 I.V. of 8.

Knowledge (varies) (Int).P.and Space 2. Jump (Str). Hide (Dex). Flame Burst Sense Fire Super Fuel Flame Bonus Psychic feat. Required Deficient Path: Fate. Heal (Wis). Weapon and Armor Proficiency: The Ley Line Walker gains no proficiency in any weapon or armor. the character must fulfill the following criteria. Ride (Dex). Search (Int). total as if her were one level higher in his former sorcerer class every level. Drive (Dex). Language (Int). Gather Information (Cha). Feats: Must have the Spell Focus (Mana) spellcasting feat. Rifts d20 by Mehmet A. +3 tokens +3 tokens +3 tokens Bonus Psychic feat. Cross class skills: Appraise (Int). Energy 2.: The Ley Line Walker advances his P. Wilderness Lore (Wis) Skill Points at Each Additional Level: 4 + Int Modifier Class Features: All of the following are class features of the Ley Line Walker prestige class.P. Spot (Wis). Listen (Wis). Perform (Cha).S. Climb (Str). Sense Motive (Wis). Handle Animal (Cha). Fire Eruption +3 tokens Bonus Psychic feat. +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level Special Path Stasis. Forgery (Int). Use Rope (Dex).E. +3 tokens +3 tokens +3 tokens +3 tokens Ley Line Walker The Ley Line Walker is a skilled practitioner of magic who is adept at utilizing ley lines and ley line energies. Computer Use (Int). +2 tokens Master Psychic. and Spellcast (Int). Requirements: To become a ley line walker. Balance (Dex).E. Decipher Script (Int). Innuendo (Wis). Intimidate (Cha).P. Class Skills: Concentration (Wis). See page 83 of the Rifts RPG for more details. Invert (Int).P. +2 tokens +3 tokens Stasis Removal Bonus Psychic feat. Disguise (Cha). Swim (Str). Move Silently (Dex). Base P. Craft (Int). Literacy (Int). Spellcasting: Must have Spellcast at rank 6 or higher Paths: Must have at least Mana 3. Extinguish Fires. Diplomacy (Cha).: 1 Burster Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 Base Attack Bonus +0 +1 +2 +3 +3 +4 +5 +6 +6 +7 +8 +9 +9 +10 +11 +12 +12 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 +5 Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 +10 Def Bonus +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 +8 Base I. Required Proficient Path: Mana. Fire Bolt Impervious to Fire & Heat. Hit Die: 1d4.S. Escape Artist (Dex). Bluff (Cha). Hoops Page 38 of 91 .I.

The walker will not know the location nor be able to trace it. radiating from people.P.E. • Sense Ley Line Nexus: Once a ley line has been found. Range: up to 500 feet away. • See magic energy: The line walker can see magic energy/P. The maximum number of phasings in a day is 4 plus 1 per class level of experience (5 Rifts d20 by Mehmet A. The walker can perform instant rejuvenation once every 24 hours at the site of a ley line. The teleport is always on target. A globe of light. etc. No personal P. The power is an automatic ability and does not require the expenditure of P. Hoops Page 39 of 91 . can be created out of thin air and linked to the line walker like a third eye. how long the line runs. whether there are any nexus points and in what direction they are located. about the size of a soccer ball. The sphere will remain in existence as long as the ley line walker stays within the ley line. The line walker can open himself to a ley line and walk or float through the air in it at a base speed of 30 feet (but cannot run). up to 100 feet away per level of experience. The sensing ability is so acute that the character can see things made invisible by magic and invisible things that are magic. The initiate a ley line phase. The message can be sent to several different people (one person per level of experience) at different locations. even self defense. Bonuses: Defense of 14. the walker can follow the ley line to as many nexus points as it intersects. The only danger is that anyone with telepathy may be able to listen in on the message. Statistics: S. The walker will know the following: what direction the ley line runs (and. There is no way to know if someone has listened in and there is no way to scramble the message.P. It is relaxing and required no exertion. Ley Line Rejuvenation: The walker can use ley line energy to double his natural rate of healing by relaxing on the ley line during the time of healing. points are present. The sphere or blue or white light can be directed by its creator to zoom ahead or behind the walker like a remote control spy device or familiar. and every 2 levels thereafter (12th. forcing the mage to start over. Everything it sees and hears is instantly transmitted to the walker. The time lapse between sending and receiving a ley line transmission is only a matter of a few seconds. the message is a one way transmission unless the other person is also a Line Walker or other mage with the transmission spell or ability. his location: north.E. including supernatural creatures. Although he can not tell exactly where the rift is. Range is limited only by the length of the ley line and the people’s position on the line. or until it is dispelled or destroyed. • Sense magic in use: The expenditure of magic in the form of a spell. south or west).P. the walker will know whether it is near or far.P.). maximum.E. and can tell whether it is near or far. 14th. alert and 1d6 Wound Points and 3d6 Hit Points are instantly restored. Has no offensive capabilities. Speed: up to a base speed of 90 ft. 16th. opening himself to the ley line energy and focusing all his thoughts to the task of teleporting to a new location. Ley Line Transmission: A line walker can send a verbal and/or visual message directly along a ley line to another person so long as that person is located somewhere on the ley line. whether there are any rifts open along the line or if a ley line storm is happening on the line. and areas. The Ley Line Walker may choose any spellcasting feat as long as he meets the requirements to do so.E. Actions directed by the line walker count as his melee actions. The Ley Line Walker gets an additional bonus spellcasting feat at 10th level. The phasing ability takes no P. Ley Line Drifting. east.Bonus Spellcasting Feats: At 8th level the Ley Line Walker gets a bonus spellcasting feat. a DC of 20.I.E. • Sense Rift: The mage will automatically feel the sensation of a rift opening anywhere within a 50 mile area +10 miles per level of experience.P. There is a 31% chance that they can listen in on the message. is expended. objects. rifting. 10 miles per level of experience.P. therefore. as long as they are all on the ley line. creatures. After about 10 minutes of concentration. Unfortunately. will break the concentration. if not seen. big or small. There is a 20% chance that any psychic or magic character with the telepathy will sense a ley line transmission coming through.E. the character is completely rested. the mage must concentrate. Engaging in a conversation or combat. Read Ley Lines: This power instills the mage with instant information about the line in a matter of moments. The best messages are brief ones of under a hundred words to avoid over-whelming the recipient. or techno-wizardry can be felt. Ley Line Phasing: The ley line walker also has the power to instantly teleport from one place on a specific ley line to another place on that same ley line. to use but can only be done 4 times an hour. as long as more than 2 P. Sense ley line and magic energy: The line walker can see and feel the presence of magic which results in the following innate abilities: • Sense ley line: The walker is able to feel whether there is a ley line within the area of his sensing abilities. Ley Line Observation Ball. The process will require 15-60 seconds (1d4 x 15 seconds). The character will know of any major natural disasters happening along the line as well. He can also follow the feeling to locate the ley line at a skill level of 6 + 1 per additional level of experience vs. but he will feel its energy and know that magic is being used in the area or his sensing range. 1 per class level of the ley line walker. This requires no P.

Literacy and Language skills only have 2 ranks. +3 tokens Bonus spellcasting feat. Use Rope (Dex). +3 tokens Bonus spellcasting feat. To clarify. Use this list if you are designing character classes of your own or modifying existing ones. Hoops Page 40 of 91 Zero Rank Capable? No No Yes Trained Only? Yes Yes No Armor Check? No No No Skill Name Advanced Mechanics0 Animal Empathy Appraise . +4 tokens 4: Skills Skills will use the d20 system. Drive (Dex). Forgery (Int). in some form or another. some Trained Only skills may be learned without a teacher by way of extreme effort by a character (either through role-playing or acquiring a feat). Ley Line Walker Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 Base Attack Bonus +0 +1 +1 +2 +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 Fort Save +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 Ref Save +1 +2 +2 +2 +3 +3 +4 +4 +4 +5 +5 +6 +6 +6 +7 +7 Will Save +2 +3 +3 +4 +4 +5 +5 +6 +6 +7 +7 +8 +8 +9 +9 +10 Def Bonus +0 +0 +1 +1 +1 +2 +2 +2 +3 +3 +3 +4 +4 +4 +5 +5 Base P. +4 tokens +3 tokens Bonus spellcasting feat. Diplomacy (Cha). Move Silently (Dex). +1 token +3 tokens Ley Line Drifting. The Following Skills are skills that can generally be used by all character classes. 2) The locations one can teleport to must be on the same ley line and must stop at a nexus if he wishes to redirect himself along that different ley line. Swim (Str). a skill that’s Zero Rank Capable is a skill that can be performed whether or not a person has any skill ranks in it or not. Disguise (Cha). +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level +1 level Special Sense ley line and magic energy. Handle Animal (Cha). Jump (Str). +4 tokens Ley Line Phasing. Rank two means the character is fluent in the language. Rank one means a character can read or speak only a smattering of the language. Concentration (Con). Ride (Dex).. Perform (Cha). The only other limitations are: 1) That the ley line walker can only teleport himself and his possessions. whether or not it’s Zero Rank Capable.P. Nearly every other skill equivalent in Palladium will use a d20 equivalent with the obvious exceptions of Weapon and Armor Proficiencies. +4 tokens Ley Line Rejuvenation. Gather Information (Cha). At the G. the key ability that corresponds with that skill.). whether or not the skill can be learned with or without training. Sense Motive (Wis).+1 token Bonus spellcasting feat. Key Ability Int Cha Int Rifts d20 by Mehmet A. Escape Artist (Dex). Combat Proficiencies. +3 tokens +4 tokens Read Ley Lines. Advanced Science and Combat Piloting are feats.’s discretion. Basic cross class skill list: Appraise (Int).at level 1. Ley Line Transmission.. Hide (Dex). Craft (Int). Bluff (Cha). Heal (Wis). Listen (Wis). Search (Int).E. Climb (Str).M. like texts or videos). 6 at 2 etc. +4 tokens +3 tokens Ley Line Observation Ball. Balance (Dex). Spot (Wis). and whether or not any armor check penalty applies. Wilderness Lore (Wis) Skill List This list has the skill name. +4 tokens +3 tokens Bonus spellcasting feat. and Advanced Robots & Power Armor Proficiencies. A Trained Only skill is a skill that can only be learned if the character has a teacher (or suitable instructions from another source.

a. Medical Doctor) Move Silently Open Lock Parachuting Perform5 Pick Pocket Dex Cha Str Int Con Int Int Int Int Cha Int Cha Dex Int Int Dex Int Cha Cha Wis Dex Wis Cha Wis Int Str Int Int Int Int Int Int Int Int Int Int Int Int Int Int Int Int Int Int Int Wis Int Int Dex Dex Wis Cha Dex Rifts d20 by Mehmet A. Hoops Page 41 of 91 Yes Yes Yes No Yes Yes No No No Yes No Yes Yes No No Yes Yes Yes Yes Yes Yes No Yes No No Yes No No No No No No No No No No No No No No No No No No No Yes No No Yes No No Yes No No No No Yes No No Yes Yes Yes No Yes No No Yes Yes No No No No No No Yes No Yes Yes No Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes Yes No Yes Yes No Yes Yes No Yes Yes No Yes No No No No No No No No No No No No Yes No No No No Yes No No No No Yes No No No No No No No No No No No No No No No No No No No No No No Yes No No No Yes .Balance Bluff Climb Computer Use Concentration Craft1 Cybernetic Medicine Decipher Script Demolitions Diplomacy Disable Device Disguise Drive6 Electronic Countermeasures Electronic Systems2 Escape Artist Forgery Gather Information Handle Animal Heal Hide Innuendo Intimidate Intuit Direction Invert Jump Knowledge: Arcana Knowledge: Architecture & Engineering Knowledge: Dimensional Theory Knowledge: D-Bees Knowledge: Demons & Monsters Knowledge: Faerie Knowledge: Geography Knowledge: History Knowledge: Juicer Culture Knowledge: Local Knowledge: Mythology Knowledge: Nature Knowledge: Navigation Knowledge: Politics Knowledge: Religion Knowledge: The Spirit Planes Knowledge: Tactics Knowledge: The Time Before Rifts Language (varies)3 Listen Literacy (varies)4 Medicine (a.k.

boater. Combat Power Armor. The G. there is still a penalty for driving it). singing. 6 Profession includes livelihoods such as apothecary. miner. stable hand. driver. farmer. basketweaving. or arts such as armor-smithing. and the horn. lumberjack. cowboy. chant. teamster. locksmithing. and Submersible. leatherworking. drums. she must take the Ride skill again for that animal or vehicle. bonsai. and Electrical Generation. mime. Automobiles. herdsman. If a character wants to learn how to ride a different animal or vehicle(even Robots and Power armor. Complex repairs can take multiple hours or more to complete. 3 All characters start with 2 ranks in their native language. Characters do not start with any ranks in Literacy. Robot. Clothing does not count as encumbrance. Archaeology. carpentry. Rifts d20 by Mehmet A. Genetics. Mathematics. painting. but do not include literacy. You can make temporary (jury-rigged) repairs and modifications. 9 There is a –1 cumulative penalty per every 5 pounds of encumbrance. Physics. Advanced Mechanics (Int) Using this skill allows you to conduct complicated repairs and modifications on advanced mechanical objects such as Aircraft. a jury-rigged repair or modification can only fix or modify a single thing and the jury-rigged item only lasts until the end of the current encounter and then the item needs to be completely repaired or it stops functioning properly. sailor. scribe. Hoops Page 42 of 91 . using the guidelines suggested below. bookbinding. Robot. but without the Pilot Feat. gemcutting. harp. Check: Most Advanced Mechanics checks are made to fix of modify complex mechanical devices. Biology. Combat Robots. See Profession for basic mechanics as you cannot do more than basic repairs or modifications on advanced mechanical objects without Advanced Mechanics. cook. but does not include Advanced Scientific abilities (see the Feats section). calligraphy. porter. crane operator. siege engineer. Drive allows you to use everything but Fighter Aircraft (excluding Jet Packs). Consult your G. mechanic. However. Automobiles. Armored Vehicles. shipmaking. 4 It may be possible to learn one rank in a literacy after extended Decipher Script rolls. or Fighter Space Vehicles without penalty. brewer. drama. dance. stonemasonry.M. 1 Craft includes crafts. 5 Perform includes artistic expression like ballads. juggling. Without the appropriate feat.Wis No Yes No Profession6 Read Lips Int No Yes No Ride7 Dex Yes No No Science8 Int No Yes No Search Int Yes No No Sense Motive Wis Yes No No Spellcast Int No Yes No Spot Wis Yes No No Swim9 Str Yes No No7 Tumble Dex No Yes Yes Use Rope Dex Yes No No Wilderness Lore Wis Yes No No 0 Advanced Mechanics includes areas such as Aircraft. storytelling. cobbling. Working without the proper tools gives you a –5 penalty to the check. blacksmithing. trapmaking. Power Armor. Robot. Oceanography. innkeeper. epics. and Xenology. but Literacy may be chosen in place of a bonus language at rank 2 (or rank 1 if splitting one bonus language for rank 1 in literacy and language). 2 Electronic systems includes areas such as General. trades. flute. Armored Vehicles. miller. 7 Drive and Ride apply to only one type of animal or vehicle. rancher. these piloting checks suffer a –8 competency penalty. Any bonus languages from intelligence modifiers enable the character to speak in rank 2. Forensics. and woodcutter. sets the DC. though footwear does. and Submersible. Power Armor. Power Armor. the skill is knowledge and know-how. fisher. Ecology. 8 Science includes the ability to perform rudimentary scientific tests and use scientific method in fields such as Anthropology.M. gambler. poetry. There is also a suggested monetary cost shown on the table below. Simple repairs and modifications require no more than a few minutes. sewing. tanner. bookkeeper. The Advance Science feat allows manipulation in said sciences. bowmaking. pottery sculpting. weaponsmithing. lute. guide. This reduced the DC by 5 and allows you to make the check as a full-round action. comedy. Pathology. The character can split the bonus language for one rank in Literacy and one rank in Language or must spend a bonus language point in Literacy instead. ode. herbalist. and weaving. Astronomy. See Profession for basic mechanics. Aircraft.

ranging from 15 for simple database programs to 30 for complex analysis or security programs. and breaking through computer security are all relatively difficult and require skill checks. Check: Most normal computer operations (such as running a program) don’t require a skill check. with additional +5 or +10 to hide evidence of the alteration. Sometimes a hacker has to beat an opposing computer programmer’s check result.” this application of Computer Use can’t be used untrained and the character can’t take 20 to accomplish this kind of task. but in general the DC is determined by the quality of the security defending it. which is easier than finding restricted information (such as the politician’s apartment address). Breaking Computer Security: Also called “hacking. Rifts d20 by Mehmet A. altering existing programs so that they perform better or malfunction. which is easier than uncovering protected information (such as the politician’s credit history). Having sufficient facilities and assistants as well as skill synergy is of great help in these procedures. Level of Security DC Minimum 15 Decent 20 Average 25 Exceptional 30 Maximum 35 Computer use requires a full-round action. However. a toaster) 10 1/5th Base price Moderate (a normal vehicle or a room sized generator) 15 1/5th Base price Complex (vehicle components and integrated systems) 20 1/5th Base price Very Complex (jet engines and other difficult components) 25 1/10th Base Price Retry: You can try again. It is possible to take 20 or take 10 if not under combat conditions. depending on the size of the network. The GM may decide that a failed Advanced Mechanics check has negative ramifications that prevent repeated checks. Check: Roll every time the character wants to diagnose a problem with a cybernetic device or implant or perform a cybernetic procedure. or even longer to accomplish. ranging from 10 to 20. conducting a complex search through numerous databases. Computer Use (Int) Use this skill to operate computers and write or modify programs. For example.Task DC Suggested Cost Simple (simple weapons. Conduct Complex Search: Researching a topic on a network with a combination of search engines and sifting through the date takes a lot of time. and some luck. The GM may determine that some tasks require several rounds. Cybernetic Medicine (Int) Using this skill allows you to perform basic cybernetic diagnosis as well as cybernetic procedures. Note that separate rolls may be required for different parts of a network. The GM determines how obscure a particular topic is (the more obscure the higher the DC) and what kind of information might be available. the GM might require that the character must break into a secure site before conducting a search to obtain certain kinds of information. Type of Information DC General 10 Specific 15 Restricted* 20 Protected* 25 * Usually requires a check to break into (hack) before a search can be made. a few minutes. In some cases. but only if you are aware that the repairs or modifications didn’t work. In cases where there is no penalty for failure. The DC depends on what the alteration sets out to accomplish and whether or not the user wants his tampering to be readily obvious. Hoops Page 43 of 91 . Write Program: The DC depends on the nature of the program and its purpose. writing computer programs to make precise calculations or manipulate data in specific ways. You can take 10 when using the Computer Use skill. Information ranges from general to protected. Alter Program: It’s generally easier to alter an existing program than to create a new one from scratch. you can take 20. locating general information about a politician is easier than gathering specific information (such as the politician’s birthday). skill.

Hoops Page 44 of 91 . the character decides what kind of result he or she is after and tries to achieve the required DC. but any attempt to build or device or set an explosive to cause a specific damage effect does.000 Add trap to disable attempts +5. You can set a simple explosive device as a full-round action. In general. The GM makes the check and compares it to the DC in the chart below. Basic Diagnosis takes about ten to twenty minutes (less if assisted by tools or others). While Full Conversion can take up to twenty hours (and is nearly impossible without the proper facilities). the best that could be accomplished. the device is ruined and the materials are wasted. (The GM makes the check so that you don’t know exactly how well you’ve done. Adding a trap increased the complexity but doesn’t affect the cost. Check: Setting a simple explosion to blow up at a certain spot doesn’t require a check. Set Explosive Device: Placing an explosive in the optimum location for maximum blast efficiency takes skill and patience. Building Explosive Devices from Scratch Type (and damage) of Scratch-Built Explosive Blast Radius DC Base Cost Improvised (1d6) 6 feet 5 10 Simple (2d6) 6 feet 10 100 Moderate (4d6+1) 12 feet 15 175 Complex (5d6+2) 18 feet 20 250 Powerful (6d6+4) 18 feet 25 500 Devastating (8d6+6) 24 feet 30 750 Cataclysmic (10d6 +8) 24 feet 35 1. as well as sets penalties to those caught in the blast radius. In combat. +10. Demolitions (Int) Use this skill to create and set explosive devices for maximum impact. but you can’t take 20. regardless of the materials of skill check result. A failed check reduces the explosive power by half. If the check fails. Setting an explosive device for maximum blast efficiency takes one minute or more. Basic size is 3x3x8 inches.) The DC indicates changes in base damage. Must have demolitions as well as Disable Device.Task DC Basic Diagnosis 15 Basic Repair 20 Field Repair 25 Body or Limb Implantation 25 Limb Replacement 25 Organ Replacement 30 Head Implantation 30 Brain Implantation 35 Partial Conversion 30 Full Conversion (not including brain implants) 35 Cybernetic Medicine takes a very long time. When building explosive devices. Special: You can take 10 when building an explosive device. There is a25% chance detonates during construction. or +15 to DC. would be an improvised explosive device that’s the equivalent of a Molotov cocktail (damage 1d6). This skill is used to set an explosive device that includes a timer or detonator. Rifts d20 by Mehmet A. depending on the scope of the job. Disabling DC is same as building DC +5. DC Damage Increase Penalty to Save 10 None 0 15 x2 -2 20 x3 -4 30 x4 -6 Build Explosive Device from Scratch: Creating a scratch built explosive device requires the appropriate materials and time. and has a chance of causing the device to explode prematurely (15%). building explosive devices happens outside of combat or other dramatic situations. provides a +4 circumstance bonus to Reflex saves to avoid damage. Defusing an explosive also requires a check. Limb replacement or implantations usually take about four hours. dealing one-half of its intended damage (and may set off anything near it!).

M. Electronic Countermeasures (Int) Use this skill to disrupt radio or other technological communications. Drive (Dex) Drive applies to only one type of vehicle. which includes fashioning raw materials and combining chemicals and combustibles inside a housing of some kind. Use the chart below for checking if you were successful. Robot. 251-500 years 35 Invert (Int) Using this skill. the spell would be invisible if properly inverted. Your invert check is opposed by the Spellcast check of any such person who might see your spell. tools. Aircraft. design implementation and construction of electronic systems in areas such as general electronics. devastating: one week. a Ley Line Walker uses Energy 3 Mana 2 to create a fireball. Otherwise treat this skill the same as the Ride skill. and Electrical Generation. Drive allows you to use everything but Fighter Aircraft (excluding Jet Packs). less than 15 years 10 Very Foreign. If not under a stressful situation. or to leave it uninverted. If your transmission is being jammed and you have this skill. you may attempt to override the disrupting signal by rolling a counter roll and the highest roll wins. but without the Pilot Feat. a sorcerer can conceal from the sight of other Practitioners of Magic a spell that he or she has cast. Power Armor. Combat Power Armor. All you need is a high power radio (basically one with greater range than the opponent). moderate: 12 hours.Building an explosive from scratch. or Fighter Space Vehicles without penalty. The Invert check must be made immediately after the spell is cast. Sorcerers with the Sense Spell Residue feat have a chance of seeing the an inverted spell. the Sorcerers couldn’t see which Paths were used or how they were used in creating the fireball. cataclysmic: 12 days. Check: Roll whenever attempting to use this skill. 31-100 years 20 Very Alien. Without the appropriate feat. by succeeding at a skill check (DC 10 + the spell’s level). Hoops Page 45 of 91 . Rifts d20 by Mehmet A. Sorcerers and everyone else in the same area would see the fireball but if the skill was used successfully. 15-30 years 15 Alien. and extent of damage at the G.’s discretion. Check: The sorcerer may only use the Invert skill on his or her own spells. complex: one day. Check: Roll any time the character is using this skill. she must take the Drive skill again for that vehicle. these piloting checks suffer a –8 competency penalty. Difficulty may also increase based upon working conditions. Your only option is to release the spell and cast it again. the character may take 10 or take 20. powerful 3 days. 101-150 years 25 Sort of close. until its effects manifested when a life form moved through the doorway. Only the spell itself is hidden – all of its effects continue to occur as they normally would. that casting cannot be inverted. Combat Robots. Difficulty is based off how highly advanced the electronics are compared to what the character normally works with. A more useful way to do this is to set the fireball to trigger if a life form moves through a certain doorway (by adding Fate 3 to set it at the doorway and Life 1 to detect life) or similar effects. just as it is being cast. For example. requires a check that takes the following amount of time: improvised: one full-round action. If the Invert check is failed. Technology Difference DC Technology Difference DC Very close. Retry: You may only attempt to invert a spell once. as they normally would. simple: one hour. there is still a penalty for driving it). If a character wants to learn how to ride a different vehicle (even Robots and Power armor. Task DC Jamming an inferior radio 10 Jamming a relatively equivalent radio 15 Jamming a superior radio 20 Jamming a highly superior radio 25 or more Electronic Systems (Int) Use this skill for repair. the spell is successfully hidden from most other sorcerers. 151-250 years 30 Foreign. In this case. and are visible as usual.

but does not include literacy (see Literacy. Check: The DC and effect depend on the task you attempt. landing without injury. Special: The Literacy skill does not need a skill roll at any time. using the listed DCs as guidelines): Task DC Identify Illness & prescribe medication 15 Setting Bones 15 Organ Removal 20 Organ Transplantation 25 Skin Grafts 25 Delivering babies 20 Cesarean Section 25 Heart Bypass & other major operations 30 The DC may be modified +5 to +10 by factors such as alien physiology (where knowledge about alien anatomy Xenology . precision landing. Task DC High Altitude Opening (HAHO) 10 High Altitude Low Opening (HALO) 15 Low Altitude Low Opening (LALO) 20 Unfavorable weather conditions +5 Rifts d20 by Mehmet A. All characters start with 2 ranks in their native language (but with no ranks in Literacy). The character can split the bonus language for one rank in Literacy and one rank in Language or must spend a bonus language point in Literacy instead. Any bonus languages from intelligence modifiers enable the character to speak in rank 2. Two ranks in Literacy is the equivalent of being fluent. and parachuting in secrecy. It is different from the Heal skill in that it requires training to learn and includes more advanced healing methods. fitness of the patient. if your GM wishes to add to the list. It may also include visual means of communication such as types of sign language. Talent in the language is represented by the total number of skill ranks in the language.may help). Level of Literacy is represented by the total number of skill ranks in the language. but do not include literacy. working conditions. transplants. Parachuting (Wis) Use this skill when parachuting. A character does not have to be capable of speaking the language they are writing in. but may improve over time. The character can split the bonus language for one rank in Literacy and one rank in Language or must spend a bonus language point in Literacy instead. and techniques of parachuting. skin grafts). from arabic characters to hieroglyphs to pictograms and beyond. One rank is the equivalent of being passable in the language. first aid and other medical techniques. but it does tend to help (though not in any game terms).Language (Int) This skill represents the ability to coherently communicate via verbal communication. Includes everything under the Heal skill and the following (may include more. Literacy (Int) This skill represents the ability to coherently communicate via written communication. The accent may or may not be correct. One rank is the equivalent of being passable in the language. Any bonus languages from intelligence modifiers enable the character to speak in rank 2. skydiving techniques. Special: The Language skill does not need a skill roll at any time. packing the chute. but do not include literacy. The severity of the penalty simply depends on the severity of the condition (rusty tools as opposed to slightly inadequate tools). removing organs. Check: The DC depends on the type of drop being attempted. Two ranks in a Language is the equivalent of being fluent. Medicine (Int) Use this skill for practicing medicine. below). This skill includes methods. but the speech patterns are rudimentary and the does not use very many large or complex words if he can help it. prescribing medication. All characters start with 2 ranks in their native language (but with no ranks in Literacy). and available diagnosis and operating equipment. Hoops Page 46 of 91 . surgical techniques (setting bones. Parachuting is rare but is still used as it is still the best technological means of undetected military personnel insertion. This includes: identifying illnesses. depending on where and how the character learned the language. procedures. This may be in any form or written communications. but the speech patterns are rudimentary and the character may be somewhat difficult to understand and it is obvious they are not native to the language.

and Xenology. The severity of the penalty simply depends on the severity of the factor (like having no microscope or a microscope with a cracked lens). you do not spot the spell at all. If you are familiar with the spell. steel. basic plastics. Oceanography. glues and the like. Make the check with a –2 penalty if the spell was released within the past 2 hours. You must pick a specific science to go with this skill and you can only perform accurate analysis in the field you are knowledgeable in unless you have the Advanced Science feat (see Feats in the next chapter). Mathematics. Synthesizing of compounds is limited to standard grade compounds that are relatively simple in their composition like rubber. if you have enough ranks in the appropriate Paths. you can see the casting. Spellcast (Int) Use this skill to identify spells as they are cast of that are held or sustained. Replicating results are things like breeding of plants and cross-pollination for specific results as well as animal breeding and behavioral studies. the character only gets to automatically retry on HAHO and HALO drops. if not. 20 You could replicate the spell. 30 Understand a strange or unique magical effect. a –10 penalty if released more than one day ago. However.Failure on a roll indicates there are complications on the jump and the character must retry. Science (Int) Use this skill to perform scientific analysis and limited replication. Check: Always perform a skill check when conducting scientific analysis or attempting to replicate or synthesize a result or compound. Spell residues are harder to see. Special: You suffer a cumulative –5 penalty to attempt to learn a spell if it uses Paths you have no ranks in. 25 You could replicate the spell. but also increases the DC by 5. you may also attempt to recognize inverted spells. you may attempt to use Spellcast on a spell that was recently cast but is no longer held or sustained. Ecology. Forensics. DC Task 10 Identify which Paths are used in the spell. If the caster is holding or has sustained the weave. Hoops Page 47 of 91 . Special: The character may take 10 or 20 when performing analysis but must roll when performing procedures. a –5 penalty if released more than 2 hours ago but within 24 hours. you may retry after studying it for 15 minutes. you cannot perform any manipulations without the feat). If you do not succeed at a DC of at least 10. The basic to very difficult format is kept abstract to represent to difficulty of the desired result or the overall difficulty of the analysis (due to factors such as complexity or subject resistance). and a –15 penalty if released more than a week ago but within one month. but within one week. Astronomy. each retry not only requires 15 minutes of study. if you have enough ranks in the appropriate Paths and were high enough level to cast the spell. you know its name and effects. You cannot use Spellcast on spells released more than one month ago. like what type of a ley line storm is occurring. If you have the Sense Spell Residue feat. there are additional complications and the character hits the ground without his chute opening. Attempts to spot inverted spells cannot be retried. he lands safely. Genetics. if retrying when using the Sense Spell Residue feat. If you have the Sense Spell Residue feat. Use the following table for base DCs: Task DC Basic Procedures 10 Moderate Procedures 15 Difficult Procedures 20 Very Difficult Procedures 25 The DC may be modified +5 to +10 by factors such as working conditions and available equipment. you sense its general effect. Physics. 15 Identify the spell. Archaeology. Retry: You can try to retry if the caster recasts the spell. tar. Check: You can identify a spell and its effects. Note that some of these areas are not very applicable to use unless the Advanced Science feat is taken to unlock their full potential (like with Genetics. but can’t find anything out about it. If not. Pathology. Retry: If the character succeeds his retry. Rifts d20 by Mehmet A. and learn what Paths were used in its casting. This most likely means the character is dead unless there is some sort of divine intervention. If your check is less than 10. You could demonstrate this to someone with the appropriate Paths for them to learn if you roll a 20 on a Spellcast check and spend at least an hour teaching. LALO drops require a Ref save of 20 to retry in time. Examples of specific sciences include. even if it’s overcasting for you. but are not limited to: Anthropology. Biology.

Intimidate 9+ Ranks Proficient with weapon. but will have many new additions for the advanced science and weaponry of the Rifts world. Dodge. Note that you can totally disregard the magic system and use the D&D magic system or even try to convert Palladium’s magic system. Base Attack Bonus of +4 or higher Base Attack Bonus of +1 or higher Int 13+ Int 13+. There will also be totally new Feats for the optional magic system I have proposed. Expertise. Feats will be presented by section so omitting will not be a problem. Dex 13+. Specific Science skill rank 6+ Int 15+. Base Attack Bonus +4 or higher.5: Feats Feats will be the same as in the D&D Player’s Guide except that this document will not use D&D’s magic feats or system. Spring Attack Cha 15+. Hoops Page 48 of 91 . Expertise Int 13+. This is why feats are generally either more difficult to attain (skills rarely have prerequisites) or broader in scope. feats generally give the character abilities while skills allow the character to do something (a skill) in a more steadily progressive manner. Feat List General Feats Acrobatic Advanced Science1 (specific science) Doctorate of Science1 (specific science) Alertness Animal Affinity Ambidexterity Archaic Martial Weapon Proficiency1 Archaic Simple Weapon Proficiency Armor Compatibility Armor Proficiency (Light) Armor Proficiency (Medium) Armor Proficiency (Heavy) Armor Proficiency (Exoskeleton) Athletic Blind Fight Cautious Combat Reflexes Dodge Mobility Spring Attack Endurance Exotic Weapon Proficiency1 Expertise Improved Disarm Improved Trip Whirlwind Attack Frightful Presence Gearhead Great Fortitude Heroic Surge Improved Critical (Specific Weapon) Improved Initiative Iron Will Leadership Lightning Reflexes Martial Arts Prerequisite Int 13+. Specific Science skill rank 12+. Mobility. Base attack bonus +8 or higher Character Level 6th+ - Rifts d20 by Mehmet A. For those of you confused with the difference between Feats and Skills. Expertise Int 13+. I will do my best to keep it balanced. Advanced Science (specific science) Dex 15+ Character Level 3rd+ Armor Proficiency (Light) Armor Proficiency (Medium) Armor Proficiency (Heavy) Dex 13+ Dex 13+. Mobility. or more specifically powerful than skills. Dodge. Dodge Dex 13+.

Medium. Mounted Combat Ride Skill. Power Attack Str 13+. Pilot (Vehicle Type) Dex 13+. Base attack bonus +4 or higher Improved Martial Arts. Power Attack Str 13+. Ambidexterity Proficient with weapon. Dodge. Improved Pilot (Specific Vehicle) Point Blank Shot Point Blank Shot Point Blank Shot. Base attack bonus +1 or higher Proficient with weapon. Mounted Combat. Wis 13+. Power Attack. Dex 13+. Cleave. Mounted Combat Ride Skill. Base Attack Bonus +4 or higher Base Attack Bonus +1 or higher Two-Weapon Fighting. Base attack bonus +1 or higher Applicable Character classes only Prerequisites Wis13+ Rifts d20 by Mehmet A.Defensive Martial Arts Improved Martial Arts Advanced Martial Arts Deflect Arrows Stunning Fist Mimic Modern Weaponry (Small Arms)3 Modern Weaponry (Medium Arms)3 Modern Weaponry (Heavy Arms)3 Modern Weaponry (Plasma and Particle Beams)3 Modern Weaponry (Launchers)3 Modern Weaponry (Automatic Fire) Mounted Combat Mounted Archery Trample Ride-by Attack Spirited Charge Pilot (Vehicle Type)1 Improved Pilot (Specific Vehicle)1 Combat Pilot (Specific Vehicle)1 Nimble Persuasive Point Blank Shot Far Shot Precise Shot Rapid Shot Shot on the Run Power Attack Cleave Improved Bull Rush Sunder Great Cleave Quick Draw Quickness2 Run Sharp-Eyed Shield Proficiency Skill Focus1 Stealthy Toughness2 Track Trustworthy Two-Weapon Fighting Improved Two-Weapon Fighting Weapon Finesse1 Weapon Focus1 Weapon Specialization1 Spellcasting Feats Combat Casting Multicast2 Sense Spell Residue Spell Focus1 Martial Arts Martial Arts. Base attack bonus of +6 or higher Dex 13+. or Heavy Arms) Ride Skill Ride Skill. or Heavy Arms ) Wis 10+ Modern Weaponry (Small. Hoops Page 49 of 91 . Advanced Martial Arts. Ride-by attack Dex 13+ Dex 13+. Dex 13+ Point Blank Shot. Mounted Combat Ride Skill. Mobility Str 13+ Str 13+. Medium. Advanced Martial Arts Dex 13+. Power Attack Str 13+. Base attack bonus of +8 or higher Modern Weaponry (Small.

Spell Penetration1 Sustain Spell Psychic Feats Latent Psychic (Rank 1, Will save) Minor Psychic (Rank 2) Major Psychic (Rank 3) Multiple Psychomancy2 Sense Psychic Residue Psychic Focus1 Psychic Penetration1 Sustain Psychomancy Background Feats Artist Blooded

Wis 13+ Prerequisites Latent Psychic Minor Psychic, Wis 13+ Wis 13+ Wis 13+

All Background feats require an applicable background Lazlo, Tolkeen, Federation of Magic, American Indian CS, Tolkeen, Federation of Magic, Pecos Empire, Psi-Stalker, Wastelands, American Indian Bullheaded Tolkeen, Pecos Empire, New West, Federation of Magic Cosmopolitan CS, Tolkeen (pre war), Lazlo, NG, Manistique Demon Hunter CS, Pecos Empire, New West, Psi-Stalker, Wasteland Disciplined Lazlo, CS Duelist Pecos Empire, Psi-Stalker, New West Education Lazlo, Tolkeen (pre war), Federation of Magic, Manistique Gambler New West, Pecos Empire, Living History Wasteland, Psi-Stalker, American Indian Luck of Heroes Wastelands, New West, Pecos Empire, American Indian Mercantile NG, Manistique Militia Wastelands, Lazlo Nomad (a.k.a. Saddleback) Wastelands, New West, Psi-Stalker, Tolkeen (post war) Sea Legs Free Quebec, Lazlo, NG, Manistique Seductive New West, Pecos Empire, Federation of Magic Silver Palm Northern Gun, Manistique, Tolkeen Smooth Talk New West, Pecos Empire Stealthy Psi-Stalker, Wastelands, Federation of Magic, American Indian Street Smart CS, Lazlo, Tolkeen, NG, Manistique Strong Soul Wastelands, Lazlo, American Indian Survivor Wastelands, New West, Psi-Stalker, American Indian 1 You can take this feat multiple times. Its effects do not stack. Each time you take the feat, it applies to a new weapon, science, skill, combat vehicle, or path. 2 You can take this feat multiple times. It’s effects stack. 3 You can take this feat multiple times. It’s effects to not stack. Each time you take the feat, it applies to a new type of weapon. Small Arms include pistols & energy pistols (but not plasma or particle beam). Medium Arms include, rifles, and energy rifles (excluding plasma or particle beam). Heavy Arms include machineguns, and sub-machineguns. Plasma and Particle Beams gives proficiency in plasma and particle beams for all arms type the character has a proficiency in (but doesn’t not give proficiency in and of itself). Launchers include Rocket, Missile, and Grenade Launchers as well as Cannons.

General Feats Acrobatic [General]
You are agile. Benefit: You get a +2 synergy bonus on all Jump checks and Tumble checks.

Advanced Martial Arts [General]
You are a master at unarmed attacks due to your improved training. Rifts d20 by Mehmet A. Hoops Page 50 of 91

Prerequisite: Improved Martial Arts, base attack bonus of +6 or higher. Benefit: You deal 3d4 damage with an unarmed attack. Also, you threaten on a natural 18, 19, or 20 when making an unarmed attack.

Advanced Science (specific science) [General]
You can perform advanced scientific feats in your chosen field. You must select a specific science for this feat and it must be a science you have 6 or more ranks in. Prerequisites: Intelligence 13+, 6+ ranks in a specific science skill. Benefit: You are able to make advanced predictions and/or manipulations in your scientific field. Can literally do anything, but the more something gets manipulated or the more foreign it is from your technology base, the harder it is to predict or manipulate. Use the following table for determining the difficulty of using this feat: Technology Difference DC Technology Difference DC Very close, less than 15 years 10 Very Foreign, 101-150 years 25 Sort of close, 15-30 years 15 Alien, 151-250 years 30 Foreign, 31-100 years 20 Very Alien, 251-500 years 35 Intelligence modifiers apply to this feat’s difficulty checks, skill ranks do not. Using this feat requires time. Use the skill for analysis, and the feat for predictions and manipulations. Using this feat to adapt your own technology is a little easier and lowers the DC by 5. Taking twice as long on the analysis lowers the D.C. by 5. Manipulations take ten times as long as using the skill, minimum. The time frame can be lowered, but the DC goes up by 5 for every multiple the time frame is decreased by. Normal: A character without this feat cannot make accurate scientific predictions or manipulations, though they may understand the principles of the science (due to skill ranks).

Animal Affinity [General]
You are good with animals. Benefit: You get a +2 circumstance bonus on Handle Animal checks and Ride checks.

Armor Compatibility [General]
You are used to wearing armor to the point that it no longer impedes your Defense anymore. Prerequisite: Your character level must be at least 3. Benefit: The Defensive Penalty statistic on armor no longer applies to you. Normal: The Defensive Penalty statistic on armor applies to you.

Armor Proficiency (Light) [General]
You are proficient with light armor. Light armor is any armor that weighs 25 lbs. or less and does not impede your movement rate. The weight limit applies to medium sized creatures. For creatures larger than medium size, multiply the limit by 2 for every size level increase. For creatures smaller than medium size, divide the weight limit by 2 for every size level decrease. See page 80 of the D&D Players handbook for details.

Armor Proficiency (Medium) [General]
You are proficient with medium armor. Medium armor is any armor that weighs 30 lbs. or less and does not impede your movement rate by more than 10 feet or your running multiplier. The weight limit applies to medium sized creatures. For creatures larger than medium size, multiply the limit by 2 for every size level increase. For creatures smaller than medium size, divide the weight limit by 2 for every size level decrease. See page 80 of the D&D Players handbook for details.

Armor Proficiency (Heavy) [General]
You are proficient with heavy armor. Heavy armor is any armor that weighs more than 30 lbs. and is not an exoskeleton or any armor that impedes your movement rate by more than 10 feet or affects your running multiplier.. The weight limit applies to medium sized creatures. For creatures larger than medium size, multiply the limit by 2 for every size level increase. For creatures smaller than medium size, divide the weight limit by 2 for every size level decrease. See page 80 of the D&D Players handbook for details.

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Armor Proficiency (Exoskeleton) [General]
You are proficient with exoskeletons. Exoskeletons are specifically designated. Prerequisites: Armor Proficiency (Heavy) Normal: If you are trying to use an exoskeleton without the Armor Proficiency (Exoskeleton) feat, you suffer the double penalties of wearing a suit of Full Plate armor without the Armor Proficiency (Heavy) feat. See page 80 of the D&D Players handbook for details (same as any other Armor Proficiency).

Cautious [General]
You are especially careful with tasks that yield catastrophic results. Benefit: You get a +2 synergy bonus on all Demolitions checks and disable device checks.

Combat Pilot (Specific Vehicle) [General]
You can pilot a specific highly responsive combat vehicle in combat with great skill. Choose the type of combat vehicle such as a Death’s Head, Super SAMAS, Samson, or Glitter Boy. Prerequisite: Dex 13+, Pilot (Vehicle Type), Improved Pilot (Specific Vehicle) Benefit: You gain a +2 base attack bonus and a +2 Defense bonus while piloting that specific vehicle and you gain any Advanced Piloting bonuses the vehicle may offer while piloting it (which stack with any other bonuses). Special: You can gain this feat multiple times. Each time you take this feat, it applies to a new specific vehicle.

Defensive Martial Arts [General]
You are more skilled at avoiding harm due to your martial arts training. Prerequisite: Martial Arts Benefits: You receive a +2 competency bonus to Defense.

Deflect Arrows [General]
You are able to deflect arrows with your limbs. Prerequisite: Dexterity 13+, Advanced Martial Arts. See page 81 of the D&D Player’s handbook for more details.

Doctorate of Science (specific science) [General]
You are extremely proficient with scientific predictions and manipulations. You must select a specific science for this feat and it must be a science you have 12 or more ranks in and the Advanced Science feat in. Prerequisites: Intelligence 15+, Specific Science skill rank 12+, Advanced Science (specific science) Benefit: You get a +5 synergy modifier to your Advanced Science difficulty checks. Normal: A character without this feat or its prerequisites cannot make accurate scientific predictions or manipulations, though they may understand the principles of the science (due to skill ranks).

Frightful Presence [General]
Your mere presence can terrify those around you. Prerequisites: Cha 15+, Intimidate 9+ ranks. Benefit: Once per round, you can, as a free action, use your frightful presence. All opponents within 30 feet who have fewer character levels than you must make a Will saving throw (DC 10 plus your level and Charisma modifier). An opponent who fails the save is shaken, suffering a –2 penalty to attack rolls, saves, and skill checks for a number of rounds equal to 1d6 plus your Charisma modifier rounds.

Gearhead [General]
You have a way with machines. Benefit: You get a +2 synergy check to all skill checks involving building or repairing machines.

Heroic Surge [General]
You can perform additional actions in a round. Benefit: You may take an extra move or attack action in a round, either before or after your regular actions. You can use Heroic Surge a number of times per day, depending on your level, but never more than once per round. 1st4th level: 1/day; 5th-8th level: 2/day; 9th-12th level: 3/day; 13th-16th level: 4/day; 17th-20th level: 5/day. Rifts d20 by Mehmet A. Hoops Page 52 of 91

or energy pistols. You also threaten on a natural 19 or 20 when making an unarmed attack. Normal: A character that uses a weapon without being proficient with it suffers a –4 competency penalty on attack rolls. Benefit: You make attack rolls with the weapon normally. Benefit: You get a +2 synergy bonus on all Disguise checks and Perform (acting) checks. shotgun. semi-automatic pistol. Modern Weaponry (Small Arms) [General] Choose a type of small arms. a character deals 1d3 damage and can’t inflict a critical hit with an unarmed attack. Benefit: You make attack rolls with the weapon normally. Each time you take the feat. Use this feat to expand the list of weapons you are proficient with beyond the basic lists included with your class description. Also you threaten on a natural 20 when making an unarmed attack. it applies to a new weapon. Super SAMAS. In addition. it applies to a new specific vehicle. or Glitter Boy. Each time you take the feat. Use this feat to expand the list of weapons you are proficient with beyond the basic lists included with your class description. Use this feat to expand the list of weapons you are proficient with beyond the basic lists included with your class description. Pilot (Vehicle Type) Benefit: You gain a +3 competency bonus for any checks with that specific vehicle. such as a revolver. base attack bonus of +4 or higher. it applies to a new weapon. Normal: Without this feat. Benefit: You deal 1d6 damage with an unarmed attack. They also provoke attacks of opportunity when attacking an armed opponent while unarmed. Special: You can gain this feat multiple times. Normal: A character that uses a weapon without being proficient with it suffers a –4 competency penalty on attack rolls. Special: You can gain this feat multiple times. it applies to a new weapon. Special: You can gain this feat multiple times. Normal: A character that uses a weapon without being proficient with it suffers a –4 competency penalty on attack rolls. You understand how to use that type of weapon in combat. Samson. Prerequisite: Martial Arts. Mimic [General] You have a gift for impersonation. Benefit: You deal 2d4 damage with an unarmed attack. sub-machinegun. or energy rifle. Benefit: You make attack rolls with the weapon normally. You understand how to use that type of weapon in combat. or flame-thrower. such as a machinegun. Each time you take this feat. Martial Arts [General] You are skilled at unarmed combat. Improved Pilot (Specific Vehicle) [General] You can pilot a specific highly responsive combat vehicle. you no longer provoke attacks of opportunity when attacking an armed opponent while unarmed. Rifts d20 by Mehmet A. Modern Weaponry (Medium Arms) [General] Choose a type of medium arms. Modern Weaponry (Heavy Arms) [General] Choose a type of heavy arms. dealing more damage and capable of inflicting critical hits with unarmed attacks. Prerequisite: Dex 13+. Each time you take the feat. Hoops Page 53 of 91 . Special: You can gain this feat multiple times. You understand how to use that type of weapon in combat. Choose the specific combat vehicle such as a Death’s Head. such as a rifle.Improved Martial Arts [General] You are more skilled at unarmed attacks due to your improved training.

Modern Weaponry (Plasma and Particle Beams) [General]
Choose either plasma or particle beams. You understand how to use that type of weapon in combat. Use this feat to expand the list of weapons you are proficient with beyond the basic lists included with your class description. Benefit: You make attack rolls with the weapon normally. Normal: A character that uses a weapon without being proficient with it suffers a –4 competency penalty on attack rolls. Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new weapon.

Modern Weaponry (Launchers) [General]
Choose a type of launcher, such as a rocket, missile, bazooka, mortar, rail gun or cannon. You understand how to use that type of weapon in combat. Use this feat to expand the list of weapons you are proficient with beyond the basic lists included with your class description. Benefit: You make attack rolls with the weapon normally. Normal: A character that uses a weapon without being proficient with it suffers a –4 competency penalty on attack rolls. Special: You can gain this feat multiple times. Each time you take the feat, it applies to a new weapon.

Modern Weaponry (Automatic Fire) [General]
This feat allows you to rapidly fire any weapon type you are proficient with that is capable of Fully Automatic fire with far greater control. Benefit: If the character has the Burst Fire feat, he may target individual squares with more than one bullet in a spray (see Fully Automatic fire in Chapter 6: Combat and Movement, below). If the roll is successful, the target in a square targeted by more than one round takes damage equal to as many rounds as were fired at that square (roll for each round or just multiply, G.M.’s option). Normal: A character without the Burst Fire Feat may attempt this, but is at a –10 to his attack roll.

Pilot (Vehicle Type) [General]
You can pilot a type of highly responsive combat vehicle. Choose the type of combat vehicle such as Armored Personnel Carriers, Amphibious Assault Vehicles, Fighter Aircraft, Combat Power Armor, Combat Robots, Tanks, or Fighter Space Vehicles. Use this feat to expand the list of vehicle types you are proficient with. Prerequisite: Dex 13+ Benefit: You can pilot that vehicle type without competency penalties. Add your Dex modifier for any checks with this feat. Use the Pilot skill Difficulty Classes for any checks. Normal: A character that uses a vehicle type without being proficient with it suffers a –8 competency penalty on all checks without this feat. Special: You can gain this feat multiple times. Each time you take this feat, it applies to a new vehicle type.

Nimble [General]
You have excellent flexibility and manual dexterity. Benefit: You get a +2 synergy bonus on all Escape Artist checks and Pick Pocket checks.

Persuasive[General]
You have a way with words and body language. Benefit: You get a +2 synergy bonus on all Bluff checks and Intimidate checks.

Quickness [General]
You are good at turning attacks that might deal damage into near misses and glancing blows. Benefit: You get +3 Hit Points. Special: You may take this feat multiple times, its effects stack.

Sharp-Eyed [General]
You have an eye for details. Benefit: You get a +2 synergy bonus on all Search checks and Sense Motive checks.

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Stealthy [General]
You are particularly good at avoiding notice.. Benefit: You get a +2 circumstance bonus on Hide and Move Silently checks.

Stunning Fist [General]
You know how to strike an opponent to temporarily stun them. Prerequisite: Dex 13+, Advanced Martial Arts, Wis 13+, Base attack bonus of +8 or higher. See page 85 of the D&D Player’s handbook for more details.

Toughness [General]
You are tougher than normal. Benefit: You gain +3 Wound Points. Special: You may take this feat multiple times, its effects stack.

Trustworthy [General]
You have a friendly demeanor. Benefit: You get a +2 synergy bonus on all Diplomacy checks and Gather Information checks.

Spellcasting Feats Combat Casting
You are adept at spellcasting in combat. Benefit: You get a +4 competency bonus on Concentration checks made to spellcast while on the defensive.

Multicast
You can spellcast while still holding the effects of another spell. Prerequisite: Wisdom 13+ Benefit: While holding a spell you have already cast, you may cast a second spell. The first spell remains in effect. Attempting to cast a second spell requires a Concentration check against DC 15. If the check is failed, you cannot cast the second spell without releasing the first. Special: You can take this feat multiple times, allowing you to cast even more spells.

Sense Spell Residue
You can sense the lingering residue left by spells and magic in general. You can possibly tell what paths were used, how powerful the effect was, and how long ago it was cast. Benefit: Make a spellcast check against a base DC of 5 to notice the residue of a spell that have been recently cast and released. Make a second check to identify or learn the power level of the spell. For DCs, and modifiers, see the Spellcast skill description.

Spell Focus
Choose a Path of Magic, such as Energy. Your spells that use that Path are more potent than normal. Benefit: Add +2 to the DC for all saving throws against spells from the Path of Magic you choose to focus on. If a spell uses multiple Paths, the +2 bonus only applies if the caster has Spell Focus in at least half the Paths used in that spell. Special: You can take this feat multiple times. Each time you do, it applies to a new Path of Magic.

Spell Penetration
Your spells are more potent than normal, breaking through spell resistance more readily than normal. Benefit: Add +2 to bonus to caster level checks (1d20 + caster level) to beat a creature’s spell resistance.

Sustain Spell
You can sustain a spell, leaving it in effect indefinitely, without having to hold it. Prerequisite: Wisdom 13+

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Benefit: With this feat, you can keep a spell that you have cast in effect indefinitely without having to hold it. The spell simply continues to function until you release it, regardless of what you do or where you are. To release the spell, you must be able to see it. A sustained spell will eventually lose cohesiveness and end. The duration of a sustained spell is equal to your Caster level in days, minus 4 times the level of the spell, in hours. You can circumvent normal duration requirements with this feat. Sustaining a spell is an attack or move action.

Psychic Feats Latent Psychic
You are a latent psychic. Benefit: You have 1 rank in either the Mind, Forces, Time, or Life Paths and can do any sensory effect with those paths. Your P.P.E. converts to I.S.P. and you gain I.S.P. bonuses based on your ability modifiers. You can only perform psychic feats with a successful Will save against DC 15. Special: You can take this feat multiple times. Each time you take it, it applies to a new Path.

Minor Psychic
You are a Minor Psychic. Prerequisite: Latent Psychic Benefit: You gain one rank in whatever path you have at least one rank in from being a latent psychic and can perform any two effects (but not more) with that path rank in addition to the sensory effects from being a latent psychic. You also gain 2 I.S.P. Special: You can take this feat multiple times. Each time you take it, it applies to a new Path and you gain the additional I.S.P. as well.

Major Psychic
You are a Major Psychic Prerequisite: Minor Psychic, Wis 13+ Benefit: You gain one rank in whatever path you have at least two ranks in from being a minor psychic and can perform any three effects (but not more) with that path rank (or you can pick from a lower path rank on a one to one ratio) in addition to the sensory effects from being a minor psychic.You also gain 4 I.S.P. You cannot take this feat if you’re going to invest it in the Time Path. Psychics can only progress to rank 2 in Time. Special: You can take this feat multiple times. Each time you take it, it applies to a new Path and you gain the additional I.S.P. as well.

Multiple Psychomancy
You can unleash another psychic power while still holding the effects of another psychic power. Prerequisite: Wisdom 13+ Benefit: While holding a power you have already unleashed, you may unleash a second power. The first power remains in effect. Attempting to unleash a second power requires a Concentration check against DC 15. If the check is failed, you cannot unleash the second power without releasing the first. Special: You can take this feat multiple times, allowing you to unleash even more powers.

Sense Psychic Residue
You can sense the lingering residue left by psychic powers. You can possibly tell what paths were used, how powerful the power was, and how long ago it was unleashed. Benefit: Make a Concentration check against a base DC of 5 to notice the residue of a power that have been recently unleashed. Make a second check to identify or learn the path level of the power. For DCs, and modifiers, use the same as under the Spellcast skill description.

Psychic Focus
Choose a Psychic Path, such as Energy. Your powers that use that Path are more potent than normal. Benefit: Add +2 to the DC for all saving throws against powers from the Psychic Path you choose to focus on. If a power uses multiple Paths, the +2 bonus only applies if the psychic has Psychic Focus in at least half the Paths used in that power. Rifts d20 by Mehmet A. Hoops Page 56 of 91

Special: You can take this feat multiple times. Benefit: You gain a +2 bonus on all Perform checks and to checks for one Craft skill that involves art (your choice). Special: You may take this feat multiple times. sculpture. Demon Hunter In the Magic Zone and other areas of high magic energy. Each time you do. Benefit: When fighting a specific race of Demon. Benefit: Add +2 to bonus to psychic level checks (1d20 + psychic level) to beat a creature’s psychic resistance. you can keep a power that you have unleashed with a duration of concentration in effect indefinitely without having to hold it. Benefit: You receive a +1 bonus on Will saves and a +2 bonus on Intimidate checks. Blooded You know what it means to fight for your life. Hoops Page 57 of 91 . without having to hold it. You’ve fought them before. regardless of what you do or where you are. You gain a +2 bonus on all checks with that skill. Benefit: You gain a +1 bonus on Will saves and a +2 bonus on Concentration checks. Benefit: Choose a nonexclusive skill you do not have as a class skill. minus 4 times the power level of the power. Sustaining a power is an attack or move action. you must be able to see it. To release the power. The power simply continues to function until you release it. Its effects do not stack. Its effects do not stack. The duration of a sustained power is equal to your psychic level in days. panting. Cosmopolitan Your exposure to the thousand forking paths of the city has taught you things you never would have uncovered. you gain a +1 competence bonus on damage rolls for melee attacks and for ranged attacks of up to 30 feet. You can circumvent normal duration requirements with this feat. Rifts d20 by Mehmet A. This benefit does not stack with the Improved Critical feat. Each time you take this feat. Special: You may take this feat multiple times. Prerequisite: Wisdom 13+ Benefit: With this feat. Sustain Psychomancy You can sustain a power. You are exceptionally headstrong and difficult to sway from your intended course. you act as if you had the Improved Critical feat for the weapon you are using. Disciplined Your people are admired for their single-minded determination and clarity of purpose. in hours. or embroidery. and that skill is always considered a class skill for you. and the value of quick wits and quicker reactions when blades and guns are bared and magic ignites the air. philosophy. In addition. and music have a prominent place in society. breaking through psychic resistance more readily than normal. it applies to a new Psychic Path. Benefit: You get a +2 bonus on initiative checks and a +2 bonus on Spot checks. Psychic Penetration Your powers are more potent than normal. You are difficult to distract. demons thrive. Bullheaded The stubbornness and determination of your kind is legendary. A sustained power will eventually lose cohesiveness and end. Each time you take this feat. it applies to a new skill. and you are capable of sending them back to whatever pit they crawled out of. such as calligraphy. it applies to a new specific race of demon. Enemies find it difficult to catch you off guard. Background Feats Artist You come from a culture in which the arts. leaving it in effect indefinitely.

Benefit: You receive a +1 luck bonus on all saving throws. Luck of Heroes Your land is known for producing heroes. Mercantile Powerful capitalists control the wealth and commerce of your lands. In your youth. Living History The past is not merely a collection of stories to your people. cards. Rifts d20 by Mehmet A. Seductive The people of your land are skilled at applying sensual suggestion to turn negotiations to their favor.a. your people survive when no one expects them to come through. You gain a +2 bonus on Profession (gambler) checks and a +2 bonus on Sense Motive checks. You have had to develop a quick wit. Silver Palm Your culture is based on haggling and the art of the deal (not to mention bribes). you received the benefit of several years of more or less formal education. bloody duels are a common way of settling disputes or avenging insults. Gambler Dice. Hoops Page 58 of 91 .Duelist Among your people. not both). a quick knife. Benefit: Profession (gambler) is a class skill for you. Benefit: You gain a +2 bonus on Balance and Swim checks. Benefit: You gain a +2 bonus on Diplomacy checks and a +2 bonus on initiative checks. a lesson you carry with you in everything you do. or both. Benefit: You gain a +2 bonus on all Appraise checks and a +2 bonus on checks for the Craft or Profession skill of your choice. Education Some lands hold the pen in higher regard than the sword. Benefit: All Knowledge skills except for two (your choice) are class skills for you. Benefit: You receive a +2 bonus on all Knowledge checks. Benefit: You get a +2 bonus on appraise and Bluff checks. Sea Legs The heaving decks of a ship are like home to you. and you are as comfortable on or in the water as others are on land. Militia You’ve served in some militia unit and trained with weapons suitable for use on the battlefield. It is part of the present. determination. You come from a family or organization that excels at a particular trade and knows well the value of any kind of trade good or commodity. Nomad (a. You get a +1 bonus on all skill checks with any two Knowledge skills of your choosing. and pluck. Saddleback) Your people are comfortable driving or riding as their method of transportation. Benefit: You receive a +3 bonus on drive or ride checks (either or. Benefit: You gain a +3 bonus on Bluff and Diplomacy checks when dealing with members of the opposite sex. Through resilience. or slot machines – whatever the game of chance. your people have a love for it. Benefit: You gain two specific weapon proficiencies of choice as long as they are a standard battlefield weapon for where you trained.k. to survive.

Benefit: You gain a +2 bonus on Bluff and Gather Information checks. automatic bursts of 5 rounds. Benefit: You get a +1 bonus on Fortitude and Will saves and an additional +1 bonus on saving throws against energy draining and death effects. Semi-Automatic: A character may fire one round as a standard action or. and Fully Automatic (FA). Benefit: You gain a +2 bonus on Hide and Move Silently checks. Benefit: You gain a +2 bonus on Diplomacy and Sense Motive checks. Single Shot: A character may only fire one round per barrel of the weapons per standard action. each a partial action. Semi-Automatic (SA). as is movement. ask questions. the character may fire as many rounds as is equal to his total number of attacks by using the full attack option. Switching fire modes counts as a free action. Damage is equal to the standard damage of one round multiplied by the weapon’s Critical multiplier. If a critical hit is Rifts d20 by Mehmet A. Strong Soul The souls of your people are hard to separate from their bodies. Burst Fire: These weapons fire in short. A 5 round burst counts as a standard action (and as one attack). or you can treat reloading of energy weapons and other guns like a repeating crossbow (for weapons with clips) or regular crossbow (for single shot breach weapons). Controlled Burst (CB). Burst fire will more than likely be treated as more of a fire mode with the ability to do suppression bursts than an attack option. depending on the weapon . depending on the weapon. Hoops Page 59 of 91 . Roll for per burst and not the individual bullets for purposes of determining whether a target is hit. with the first shot at a –2 and the second shot at a –4 to hit.Smooth Talk Your people are accustomed to dealing with strangers and foreigners without needing to draw weapons to make their point. The weapon cannot fire more than one shot which may be any number of rounds. 6: Combat and Movement Combat is the same as in any d20 game. Special notes for using modern combat weapons are below. Benefit: You get a +1 bonus on Fortitude saves and a +2 bonus on Wilderness Lore checks. Street Smart You have learned how to keep informed. until then. Stealthy Your people are known for their stealthyness. this may result in a penalty to strike depending on the recoil of the weapon. See the weapon’s description. the player must choose which mode his character is firing in). The Rapid Shot feat can be used with these weapons as normal. and interact with the underworld without raising questions. Each shot counts as one attack. Burst Fire (BF). I recommend allowing two shots per action. if the character has multiple attacks. Pulse (P). Modern Weapons Rates of Fire Modern Weapons have six distinct fire modes: Single Shot (SS).per round. Burst fire and suppression fire rules will be included later. This gives you a savvy and strength of will that you can take to any difficult environment. Weapons with multiple barrels may have a switch where you can fire more than one barrel at a time. A Weapon that has more than one type of fire mode listed is capable of firing in all of those modes (though not at the same time. Survivor Your people thrive in a region that others find uninhabitable.

the spray goes slightly awry and any character in one of the targeted squares may compare the die roll to their Defense to see if they were hit. Depending on the situation. The character may target as many squares as is equal to his dexterity modifier. Removable Clip (RC). A character without the Automatic Fire feat may attempt this. G. Rifts d20 by Mehmet A. the character misses his targets but still discharges the weapon’s rounds. The target number is 20. but the end result is up to the G. he may target individual squares with more than one bullet in a spray. Fully Automatic weapons may spray an area with ammunition (see 1. Example: A character hits a target with his machinegun. One controlled burst counts as a standard action. below) or fire large quantities of rounds at one target (see 2) below. multiplied by the Critical multiplier and then multiplied again by the Critical multiplier. Controlled Burst weapons have an extremely high rate of fire that is mechanically or computer assisted to fire a consistent number of rounds per pull of the trigger. As many squares as is equal to the character’s Dexterity score may be targeted this way. the 3rd burst that round has an additional –2 penalty to hit (-6 total) and the 4th burst has an additional –2 penalty to hit (-8 total) and so on. Belt Feed (BF). only Laser and Ion weapons are pulse weapons. Controlled Burst weapons have different damage listings per controlled burst due to varying amounts of ammunition fired per controlled burst. Cylinder (Cy). but if the roll is successful. Internal Magazine (IM). don’t multiply the existing Dexterity bonus).’s option). Weapons have different damage listings for Pulse mode than Semiautomatic mode depending on the number or blasts per Pulse. If the result is 10 or lower. Generally. Reloading Modern Weapons also have several distinct modes of reloading: Breach Barrel (BB). damage is equal to one round. the first burst is fired with no penalty and the second burst is fired with a –2 penalty. Additional squares may be targeted but are a –1 to hit for each additional square. the target takes damage equal to one round times one half the total number of rounds fired (round down). the first burst is fired with no penalty and the second burst is fired with a –4 penalty. 1) The first method is a full round action and the player should designate five-foot by five-foot squares adjacent to each other that are being shot at. If a 20 is rolled. Check the weapon’s description for further information. the 3rd burst that round has an additional –2 penalty to hit (-4 total) and the 4th burst has an additional –2 penalty to hit (-6 total) and so on. the player rolls one die to hit. Hoops Page 60 of 91 . fires 10 rounds and so incurs a –8 penalty to hit). which does 2d6 damage per round and has a x3 critical hit modifier.e. Check the weapon’s description.M. Everything is still rolled the same way. If the character has more than one attack and fires more than one pulse (which counts as a full round action). Pulse weapons are a combination between Burst Fire weapons and Semi-Automatic weapons. note: If the character has the Automatic Fire feat. If the character had rolled a critical hit. 2) To fire large quantities of rounds at a single target (which is a full round action). If the character fires more than 2 Bursts in a row. There is a –1 penalty to the attack roll per round that is greater than the character’s Dexterity modifier (i. If the character is proficient in the weapon being used. but is at a –10 to his attack roll.rolled. If the attack hits. The character fired 10 rounds and the character rolls an 8 on the 2d6. Then. the target in a square targeted by more than one round takes damage equal to as many rounds as were fired at that square (roll for each round or just multiply. the damage would not be multiplied but would take 15 (3 times 5) Wound Points only if any armor was penetrated. The total damage is equal to 40 points of damage. Muzzle Loaded (ML) and Power Pack (PP). the character may fire as many rounds at one target as is equal to their dexterity score.M. the character hits whatever target is in each of those squares with one round’s worth of damage. use values equal to twice his dexterity score for purposes or targeting squares and total squares possible to target (multiply the character’s Dexterity by 2 and use the applicable bonus. which is a +2 modifier. If the character fires more than 2 pulses in a row. If the character fires more than 2 Bursts in a row. Critical hits do not do additional damage (though still do Wound Points) although natural 20s are still automatic hits. the character may have discharged the rounds into the sky (or ceiling) or the ground/floor. a character with a Dex of 14. the 3rd pulse that round has an additional –2 penalty to hit (-4 total) and the 4th burst has an additional –2 penalty to hit (-6 total) and so on. If the character has more than one attack and fires more than one burst (which counts as a full round action/ full attack). One pulse counts as a standard action (and as one attack). Only energy weapons may be pulse weapons. If the character has more than one attack and fires more than one burst (which counts as a full round action). the first pulse is fired with no penalty and the second pulse is fired with a –2 penalty. If a 20 is not rolled and the result is higher than 10.

If untrained. If trained and using a speed loader. See the magic section on page 161 of the Rifts RPG for information on what magic is and page 162 for the three steps to mastering magic. Bionics and Cybernetic Implants: Cause great interference in casting magic (and psionics) as these foreign objects are not only made of metal but are actually trying to be a part of the living system. Internal Magazine: Ammo must be loaded one at a time manually. it takes two full actions to reload one round. Power Pack: Power packs are ammo for energy weapons. it does not provoke an attack of opportunity. Magic: In Rifts d20. Cylinder loaded weapons are slightly different nonetheless. Takes a full action if untrained and a partial action if trained in the weapon. Power Packs generally provide six times the standard capacity of an energy weapon (that’s per standard E-Clip. Each power pack can be overhauled four times before it needs to be completely replaced. reloading provokes an attack of opportunity. Half that number (rounded down) may only take a partial action. If trained. If untrained. Reloading a weapon with an internal magazine provokes an attack of opportunity. Reloading a muzzle loaded weapon provokes an attack of opportunity. A character may load as many rounds in a weapon with an internal magazine per round as equal to half their dexterity attribute rounded down. Recharging and overhauling takes one day and costs one-third of the original power pack price. muzzle loaded weapons take a great deal of time to reload. Muzzle Loaded: An archaic design. Reloading a belt fed weapon provokes an attack of opportunity. You may choose to use the regular d20 magic and psionics systems if you so choose and they should work fabulously as I’m making very few rules changes to the rest of the system. Use the feats in this document instead (or create your own). Reloading a breach barrel weapon does not provoke an attack of opportunity unless the weapon does not have automatic ejection of spent casings or cartridges.Breach Barrel: These weapons must have the barrel opened somehow (usually with a hinge of some sort. Each power pack can regenerate a full payload six times before needing a factory recharge and overhaul or it will no longer regenerate or hold a charge after the full payload has been expended. Some weapons have special speed loaders for that specific weapon. Speed loaders have their own rules (usually a partial action. no Long E-Clip). A speed loader may reload a cylinder with only a partial action. Someone who is shown the rudiments of reloading (takes about 10 minutes by example) can shorten this time to 2 full actions instead of a minute. reloading provokes an attack of opportunity. and most have automatic casing or cartridge ejection) and counts as a full round action if untrained in use of the weapon or a partial action if trained in it’s use. never a free action). Generally it’s like plugging your toaster to a power supply (except usually with a safety or water-tight catch or guard). reloading does not provoke an attack of opportunity. That’s a big no-no in magic & psionics. They also regenerate four energy blasts per hour until the weapon is fully recharged. Several example spells are included at the end of the magic section for your convenience and to serve as guidelines for spell construction. Removable Clip: Reloading generally takes a full round action if untrained (lacking the appropriate feat) in the weapon. The only exception are (the horridly expensive) cybernetic bio-systems which are actually flesh and blood mechanisms. it takes a full minute to reload one round (which it usually the weapon’s capacity). Belt Feed: Reloading a belt feed takes a full minute if untrained or simply a full action if trained in the use of the weapon. If not using a speed loader or untrained (or both). 7: Magic & Psionics I prefer a much more versatile magic system than the fire-and-forget systems of Palladium and D20 so I’m going to derive heavily from Mage: the Ascension and attempt to balance it for Rifts d20. Cylinder: Actually a specialized type of internal magazine. Do not use the magic Feats from the D&D Players guide in Rifts d20. Hoops Page 61 of 91 . Rifts d20 by Mehmet A. If trained in the weapon. Reloading takes a full round action to reload regardless of weapons feats. you may create your own spells using the rules in this section. or a partial action if trained with the weapon. This counts as a full action regardless of weapon training.

e. by killing it/him/her. if ½ point of P.E.which could only be found in South America in the 20th century) and does not cause the above penalties.E. Optional Rule: Mithral is a mystically imbued metal (some say it is made from silver & titanium.E. per level of experience.E.P. every half-hour without meditation.E recovery to happen at a rate of 2 points per hour and is equal to an hour of sleep as well.E. No limit to the number of people. and I.P. Meditation allows P. Success = the practitioner was unable to draw any energy.Getting a bionic or cybernetic implant (even something as small as a pinky finger or similar appendage) will reduce the character’s caster and psychic level (and his P. Coyles): 2 P. etc) by 1d4 x10% 21-40 Reduce spell duration by 1d4 x10% 41-60 Reduce the spell’s range by 1d4 x10% 61-80 Reduce both range and duration by 20% 81-00 Got lucky.P. level will be reduced to that level as well) by half. Drawing P.P. This difficulty goes up 1 level for every additional 10% of the body covered by metal. No exceptions (except for the very rare techno-wizard bionic implant). Failure = the practitioner was able to draw half the target’s P.P. Opponents are at a –1 to save Rifts d20 by Mehmet A. Sacrifice: The P..P. Halfings. It’s also obviously difficult to cast magic from inside a robot vehicle as you normally need direct line of sight to cast a spell. to decide. requirement (round up).P. the Palladium rules for armor and magic will apply as opposed to Casting Failure percentages. Sources of P.E. no additional problems (other than the level increase).E. The practitioner also enjoys a +2 Will bonus for any saving throws. One’s Self: Practitioner’s have their own P. without one’s knowledge: The target gets an automatic Will save at a 12 or better. Magic Artifacts: See specific item Other living beings: Drawing P.P.E.E.P.M.P. level of a living creature doubles at the moment of death. A practitioner can absorb all of the victim’s doubled P. levels in living creatures: (basically one-tenth of what is average in Rifts. At 90% coverage.E. Fey Races at adult age (Elves. and damage of magic incantations. Carrying shields only counts for the character’s arm unless it is carried on the back (and it only matters if the shield is made from metal). Armor & Metal: In keeping with the Palladium system of armor and magic.E.P. Note that most creatures with high P.E. The G. Base P. with a person’s knowledge and consent: Automatic success and able to draw 70% of their P.P.E. it is no longer possible to cast magic through your body.E. Practitioners can also draw 1 P.E from an unwilling subject: It just won’t work. Drawing P.P.E. Ley Lines & Nexus Points Within 2 miles (3.P.S.P. In addition a percentile roll must be made on the following table to determine any possible interference on the spell (always round up). reservoir and recover at the rate of 1 point for every hour of rest or sleep.M. has the final decision on the actual percentage of the body covered in any given situation or for any apparel.E Fey Races while still young children (human equivalent of 7 or younger): 5 P.P. levels are constantly monitoring themselves and have mental shields in place to stop this sort of thing from ever happening to them (at least while they’re awake). A Sorcerer cannot wear metal that covers more than 50% of his body. Wolfen): 1 P. or the effect becomes 2 levels more difficult. This makes casting magic from inside a suit of power armor impossible unless it’s magically enchanted to do so (i. Cobblers.P. but it does vary) Mundane Races at adult age (Humans. regenerates at the increased rate of 2 P.2) of a ley line: increases range and duration of spells by 50% At or on a ley line or one mile (1. reserve. This may work on several people if they are linked or holding hands.6 km) from a nexus point: double range. There will be a slight variation in difficulty to account for the new level based magic system I propose instead of the 20% more P. Being at a ley line nexus point or within 200 feet (61 m) of a nexus point: Triples the range. though the ride could be rather bumpy and make it hard to focus (most likely requiring a Concentration check). It is up to the G.E.P. You could conceivably sit in a turret on top of a robot vehicle or similar object and cast magic. Mundane Races while still young children (7 or younger): 2 P. defense. and damage of spells.P.P. Hoops Page 62 of 91 . every 12 hours The Practitioner’s own P. 01-20 Reduce the spell’s damage or effects (weigh allowance.E.P.P. it won’t count towards anything unless the character can absorb another ½ point from another target within five minutes. not made of metal).P.E. duration. others say it is refined natural Orichalcum . duration.E. is gathered.

North American Super Nexus points are 1) Calgary 2) Mexico City 3) The Devil’s Gate (St. Being able to use all foci for every path used in a spell.P. the nexus erupts for a 5 minute period with up to 5 P.P. There is a 40% chance of a rift opening. regenerates at the increased rate of 4 points per half-hour without meditation. Energy. Periods of increased energy at nexus points: Noon and Midnight: Add 1 P.vs.P. Note: Normally.P. but are divided by their polarity to one another.P. Others are useless in more than one but proficient in multiple others. Like two sides to a coin. This depends on the character’s class and can change as the character advances in levels. There is a 30% chance of a rift opening up though. Partial Solar Eclipse: About once every 10 years and lasts from 2 to 8 minutes.E.E. per level. Note: the same thing happens about once every 20 years when 3 or more of the planets come into alignment. These paths not only represent the fundamental energies of the megaverse but the very nature of how magic is understood by Practitioners of Magic. Mana.E. At dawn of solstice. Matter. Lunar Eclipse: During the 90 minute period. per level with a 55% chance of a rift opening. is doubled at Super Nexus Points but the chance of a rift opening is 94% at all peak periods (including noon and midnight). Spirit. the amount of P. Practitioners are +6 to all Will saves and recover P. 88% chance of a rift opening up. More importantly. Life and Death are one path. Louis) 4) East St.P. per minute with no need for meditation. at the rate of 5 P. but weaker.E. Foci: Each path must have a specific foci.E. people cannot control what they are naturally good at. If spell is being held (that hasn’t been sustained by the Sustain Spell feat) by a practitioner. this determines how quickly and/or easily a character may learn different paths. per level of experience. Super Nexus Points: The usual P. There are four levels of status one may attain for the paths: Proficient.P.P. Path Status Max Rank Path Tokens Cost to Progress Proficient No max 2 x next rank Normal 5 3 x next rank Deficient 2 4 x next rank Useless Cannot use All point put into it are lost Most classes get 3-4 Path Tokens per level. Normal. and Time. The practitioner can draw an additional 6 P. Hoops Page 63 of 91 . another 5 minute flare occurs. per level of experience. There is a 70% chance a rift will open and remain open for 3d4 hours. All spell duration range. Fate. Life & Death. Vernal (daylight hours) and Autumnal (nighttime hours) Equinox: add 2 P. Add 4 P.P. 77% chance of a rift opening.P. subsequently. and damage is increased by 10 times.E.P.E. Space. One major difference when using the spell construction rules in Rifts d20 is that a character Rifts d20 by Mehmet A. Deficient & Useless.E. the Practitioner’s spells. lowers the spell level by 1 point (and. Summer and Winter solstice: add 3 P.P. Different Status among the Paths There are varying degrees of proficiency or natural inclination among Practitioners of Magic in relation to the Paths. Some are very proficient with one Path while deficient with another. per level of experience every 6 hours. Mind. this is a benefit of being a PC. (Note that these paths are primarily designed to represent Invocation magic and different prestige classes of Practitioners of Magic have their own interpretations which alter the properties of the Paths in sometimes subtle and sometimes drastic ways). per level.E. per level of the practitioner.E. Practitioner’s can tap 12 P. The Practitioner’s own P. he cannot cast another spell until he releases his hold on the current spell (by using Sustain spell or releasing it permanently). Casting Spells Casting spells in Rifts d20 is the same as in other d20 games in that it provokes an attack of opportunity if the character is not casting defensively.E. per level. See the Path description for more information.E.P.E. The 10 Paths of Mystic Understanding: Dimension. practitioner’s can tap into an additional 6 P. necessary). At sunset. Louis 5) Adams County Ohio Magic Paths Magic spells are constructed using the 10 Paths of Mystic Understanding.

This makes the spell’s level go from 5 to 6. He also takes 4d6 points of damage and cannot cast spells at all for two weeks. Subtract your saving throw result from the DC and consult the following table: DC missed by Result 1-5 The caster suffers body pain and fatigue (headache. the overcast spell works just as you intended. Overcasting is dangerous and does not guarantee success. And sometimes practitioners run out of P. As a result. 25-30 The caster suffers severe body pain and fatigue (headache. Hoops Page 64 of 91 . the spell does not work and you must make a Fortitude saving throw (see the table below for the DC). If she had never cast Eldritch Bolt before and was attempting to cast this version of it for the first time. 16-20 The caster suffers severe body pain and fatigue (headache.* 15 + spell level 25 Cast a spell 2 levels higher than you’re capable of. He also takes 6d6 points of damage and cannot cast Rifts d20 by Mehmet A. 15 20 Cast a 1st-level spell with no P.E. nausea etc). and saves. exactly as presented.P. the P. Example: Teresa the Shifter is casting a variation of Eldritch Bolt with an extra d6 of damage than she’s ever cast before. but takes as much time as the casting time of the spell being attempted. 21-25 The caster suffers severe body pain and fatigue (headache. make a Concentration check. As a result. He recovers when he is able to rest for at least six continuous hours. The DC depends on what you are attempting to do (see the table below). instead of merely a full round unless the Spellcast check was made and successful. i. he suffers a –7 penalty on all skill and ability checks. P. If you succeed at the Fortitude check. sometime in the past) in order to decide on the casting time of the spell. he suffers a –6 penalty on all skill and ability checks. cost from 6 to 7 and takes a full round action instead of a standard action unless she chooses to attempt a Spellcast check at DC 21. it would take one minute to cast.E. it takes two time levels higher on the casting time table (see below) in order to cast the spell.P. attack rolls. attack rolls. He also takes 2d6 points of damage and cannot cast spells at all for 24 hours.E.P.E. just extrapolate from the consistency of the table (+5 Concentration DC each step.E. he suffers a –3 penalty on all skill and ability checks. he suffers a –5 penalty on all skill and ability checks.* 35 + spell level * A Sorcerer is overcasting when he or she tries to cast a spell higher than (1+caster level). As a result. and saves. attack rolls. There is one way to get around both of these problems: overcasting. burned and the spell does nothing unless recast.* 25 + spell level 30 Cast a spell 3 levels higher than you’re capable of. nausea etc). attack rolls. As a result. If you succeed in the check. If you fail the check. left.P. attack rolls. and saves. longer duration. attack rolls. A character may cast spells beyond the limits imposed on the table below. and saves. and saves.P. the casting time is only increased by one level greater. he suffers a –1 penalty on all skill and ability checks. Concentration Check Overcasting Attempt Fortitude Save DC DC 15 Cast a 0-level spell with no P. left. See the Overcasting section (below) for details. and saves. As a result. If the caster has used a variant of the spell before. the character doesn’t know if it will work until the spell is completed). A Sorcerer is overcasting when he or she tries to cast a spell higher than (1+caster level). he suffers a –2 penalty on all skill and ability checks.P. slight nausea etc).must know the spell already (have cast it. 11-15 The caster suffers severe body pain and fatigue (headache. If a character has not cast the spell before. nausea etc). 25 25 Cast a 2nd-level spell with no P. As a result.e. you are unharmed by your attempt to overcast. He also takes 5d6 points of damage and cannot cast spells at all for two months. As a result. nausea etc).. he suffers a –4 penalty on all skill and ability checks. He also takes 1d6 points of damage and cannot overcast again until he gets to rest for at least six continuous hours. To overcast. and saves. +10 Fortitude DC etc). nausea etc). Overcasting Sometimes a practitioner of magic needs to cast a spell that is above their ability to cast. He also takes 3d6 points of damage and cannot cast spells at all for 48 hours. If you fail. nausea etc). etc). 35 20 Cast a spell 1 level higher than you’re capable of. attack rolls. left. but is adjusting something within the spell (more damage. The character can attempt to avoid this penalty by making a successful spellcast check at DC 15 + Level of the spell being cast (a failure means the spell is ruined. the result depends on how badly you failed the roll. 6-10 The caster suffers severe body pain and fatigue (headache. 31+ The caster suffers severe body pain and fatigue (headache.E.

If the target of your anti-magic tries to cast a spell. though that would be difficult and dangerous). Every spell does have Paths (at least one). and K. Alternately. Casting Time. etc) though the Sorcerer should be aware of the possibility of overcasting.. Targeting. no adjustment) and an automatic hit (+1 level adjustment).P. you must select an opponent as the target of the anti-magic. Rifts d20 by Mehmet A. If you don’t wish to use the custom magic system in this document you need go no further. These factors include Paths. Offensive spells have a base P. Strength. and you make an opposed spellcasting roll (both roll Spellcast checks and the highest wins) against the other practitioner of magic. +1d6 adjustment. The P. if you have at least two ranks in Mana.P.E. less duration.E. Level. penetration value of 10 (base from Mana. totals for each class were constructed (1/2 point for level 0 spell slots.E. You may negate spells that are cast and sustained without the offending spellcaster (who cast the sustained spell) present in this manner. To perform anti-magic.E.R. the spell level would be 9.spells at all for 5 + 1d6 months. Spell Construction Constructing a spell involves many different factors. 2 path ranks +2d6 for mana. If the check succeeds.E. In fact. She’s using her focus to fire the bolt from (a little weasel skull. you correctly recognize what paths are being used in the casting of the spell and can attempt to counter it if the character has at least one rank in every path that is used in the spell. +1d6 damage (5d6 total. duration. he cannot cast the spell in the first place. Paths: Spells are created by using the spellcaster’s ability with a Path of magic. equals +1 spell level). To complete the action. There is a –1 bonus if using all appropriate path foci. you must cast the anti-magic (which is always the same level as the spell being countered). strength. and the Shifter would be overcasting. -1 spell level). Duration..P. The Spell level is the Base P. an instantaneous duration. and/or protection. If the spellcaster does not have enough ranks in the Path he is using to perform the desired effect.P. damage. cost of each spell is equal to the spell’s level. but I suggest you compare the defensive bonus of the spell with what an equivalent piece of armor would do and take it from there.R. and Protection.I. So. Example: A Shifter with 8 caster levels and 6 ranks in concentration is casting an eldritch bolt using Mana 2. Using regular 3rd edition spells with the classes presented in this book is easy. you can redirect the spell towards the other practitioner. Minimum spell level is 1. Spell level. medium range (+1 spell level). but could still cast the spell with a successful concentration check because she has 6 ranks in concentration (she can conceivable cast spells of up to level 14. Not all of these factors will be included in every spell. cost of casting the spell plus or minus any extra costs from other spell factors or from the Paths themselves used in the spell. (see the entry for Eldritch Bolt below). that’s how the base P. You do this by choosing the ready action (page 134 D&D Player’s Guide). The Spell’s level is also the P. cost of casting the spell. Spell level: Equal to the total number of path ranks used plus any modifiers for casting time. Damage. penetration value. 1 point for level one spell slots. Saving Throws. all of which must be considered when creating a spell. status effects. after identifying the offending spell. Protective spells will need S.P. targeting. You can only redirect a spell if the other practitioner is still casting it. E.V. This check is a free action. Penetration Value. The total spell level for this spell is (2-1+1+1+1)=4. Duration and Range though. Area Effect. Casting Time. See the Overcasting section (above) for details. By doing so. A Sorcerer is overcasting when he or she tries to cast a spell higher than (1+caster level). A sorcerer may raise the spell level up to current caster level + concentration rank to fluctuate a spells effects (more damage. level 4 spell that uses 4 P. If the Shifter had increased damage to 10d6. as ready is a standard action). so don’t neglect to include those. but does not include any spell level modifiers the antagonist received from using a focus). make a Spellcast check (DC 15 + the spell’s level. of 10. using a standard action. Then the spell and the anti-magic negate each other with no further effect. 2 points for level 2 spell slots etc). Status Effect. it’s a rank 2. Hoops Page 65 of 91 . Which Magic System? Anti-Magic It is possible to cast a spell to counter a spell. you elect to wait to complete your action until your opponent tries to cast a spell. range. Range. (You may still move your speed.

If the Sustain Spell feat is used.) Casting a spell provokes an attack of opportunity unless the character is combat casting. ½ if successful by less than 10 points. A Practitioner cannot cast another spell while holding a spell unless she has the Multicast feat. damage can be avoided entirely unless the automatic hit of the targeting feature is used. Example: A Sorcerer is about to cast a spell that uses 4 Path ranks. cybernetic or bionic eyes are not acceptable. Strength: If the effect is supposed to lift something or hold something. or if attempting to use the Multicast feat. Against Decaying or Poison (anything that affects the normal life patterns of a subject) a successful Fort saving throw negates the result if successful by 10 or more points. instead of a standard action. With Feats like Evasion and a successful Reflexive saving throw. Against Mental assaults (illusions. but bio-system (essentially cloned) or bio-wizard (magically made) eyes are. Sense Energy etc) do not have to be line of sight. otherwise. Usually requires a concentration check with a DC of 10 + the spell’s level each round. but not digitally enhanced ones or thermal or ultraviolet ones).Saving Throws: Against Energy Magic Attacks or Physical objects flying/moving at high speed attacks a successful Reflexive saving throw brings the damage down to 1/2 the total damage rolled. Hoops Page 66 of 91 . not character levels. mind control. she elects to take a full round casting the spell. Detection spells (Sense Life. If the caster is blind. If the caster is concentrating on a spell in this manner. not counting the concentration check to hold the spell. and Fate) can sometimes be used to enchant items or creatures for extended periods of time (even permanently with Mana). lowering the spell level (and thus the total amount of P. feats. The Sorcerer can adjust the base time up or down the chart by adding or subtracting to the base power level of the spell. Mana (and Matter. he suffers +2 penalty (or –2 if that is more appropriate) to all other checks (skills. Scrying is acceptable. the duration is lowered to one-quarter normal duration. though must be separate from the actual assault (meaning the weave must be tied off or sustained). saving throws etc). Life. To make it easier on herself. Range: Must be Line of Sight.E. Levels of experience refer to caster levels.M. See the descriptions for such effects under the appropriate Path descriptions. Casting Time of Spells: use the following table: Path ranks used Base casting time 1-5 standard action 6-8 full round action 9-11 1 minute 12-15 10 minutes 15-20 1 hour 20-25 1 day 25+ 1 week to years (consult your G. The Spellcaster can get a –1 level adjustment to the spell if he uses the following option: a successful saving throw vs.) by 1. the spell negates any damage or effect the spell would normally inflict if the saving throw was not successful.P. if successful. horror) a successful Will saving throw negates the effect if the total Will bonus – the base Will save plus any modifiers – is higher than the spell effect level. Self or Touch: -1 Spell Level Close: (25 feet +5 feet every 2 levels of experience) +0 Spell Levels Medium: (100 feet +10 feet per level of experience) +1 Spell Level Long: (400 feet +40 feet per level of experience) +2 Spell Levels Extreme: (Up to the edge of Line of Sight) +4 Spell levels. attacks. here are the thresholds for doing so: Casting Level Weights (in pounds) 0 5 1 25 2 100 3 200 4 400 5 800 Rifts d20 by Mehmet A. not increased by digital or electronic means (regular binoculars are ok. Must be natural sight. it does not need to be sustained by the practitioner. Duration: As long as the practitioner concentrates on it.

00 13+ Double from here on (i.000 10 25. Successful saving throws by the Orcs simply means they either are able to keep their footing in the mud or are able to resist the strength of the magic altering gravity in that area. Hoops Page 67 of 91 .500 7 3. Flat areas of effect must be flat.6 1. but damage or effects can be reduced by successful saving throws. Matter by transmuting the ground into mud and Energy by increasing the strength of gravity. otherwise the spell is an automatic hit with no level adjustment.000 9 12. Mana adds 2d6 total and increases the penetration value by 10. Damage: Is equal to the total Path ranks used in the spell in d6 damage. but are defined through the descriptions in the Path. but are roughly the same when compared to the Spell Level adjustment. The spellcaster may add and extra 1d6 damage for every +1 level adjustment. Note that the full area or volume does not have to be filled. Penetration Value: Use the following table. Ranged attack or Melee Attack: -1 spell level. 200.000 8 6. the maximums for the spell levels are listed. Spell Level Area of Effect (cubic) Area of Effect (spherical) Flat Area of Effect (square or circle) +0 None (or self) None (or self) 15 foot radius (detection spells only) +1 15ft x 15ft x 15ft 10 foot radius 65ft x 65 ft or 35 foot radius +2 30ft x 30ft x 30ft 20 foot radius 185ft x 185ft or 100 foot radius +3 50ft x 50ft x 50ft 30 foot radius 335ft x 335ft or 190 foot radius +4 65ft x 65ft x 65ft 40 foot radius 520ft x 520ft or 290 foot radius +5 75ft x 75ft x 75ft 45 foot radius 620 feet x 620 feet or 350 foot radius Note: Area and Volume formulas are based off of Spherical Volume. but it is not an automatic hit if it is intended to damage an opponent. Automatic Hit: +1 spell level. The Areas and Volumes are not completely equal. even though that radius is treated spherical. Area Effect: Depends on the area.000 12 100. Spells that have a duration are not moveable unless the spell takes a +2 level adjustment. Ranged Touch Attack: +0 spell levels. you do not need to include it. Level Dimension Energy Fate Adjustment +0 0 5 0 +1 2 8 3 +2 5 11 5 +3 7 15 7 +4 9 18 9 +5 11 21 11 +6 13 24 13 Life & Death 0 2 5 8 11 14 17 Mana 10 12 14 18 22 26 28 Matter 0 3 6 9 12 15 18 Mind 0 1 3 5 7 9 11 Space 0 2 5 7 9 11 13 Spirit 0 5 7 9 11 13 15 Time 0 1 3 5 7 9 11 Targeting: This is only applicable if the target of the spell is an unwilling recipient. Cubic and Spherical Areas of effect can be adjusted to fill the same volume or area (or a close approximate). like a carpet. Energy adds 1d6 for every 3 levels of the caster. Example: both Matter 3 and Energy 3 can cause Orcs to slow down or become paralyzed. Detection spells use the flat area of effect for a radius. Status Effects: Several Status effects are possible. Rifts d20 by Mehmet A.000 11 50. Things may protrude or project out of them (no more than 1 foot). Automatic hit with no level adjustment to anything in the area.e.000 for 13) If a spell does not need this factor. Touch Attack: -1 spell level. There is no level adjustment as this is based off of the Paths themselves except in the area of attribute enhancement (see below).

Attribute Enhancement: If a character is trying to raise or lower an attribute with a spell.P. it cost to cast them (the Practitioner may select which dimensions to take) with a minimum cost of one P. Walls and barriers give cover. This does not allow seeing into the dimensions unless combined with the Space Path (scrying). Hoops Page 68 of 91 . and the general use of Dimension magic. the Biomancer is trying to raise the Constitution of his Headhunter buddy from a 10 (a plus 0 modifier) to a 19 (a plus 4 modifier) which makes this effect a +2 level adjustment. etc). The Headhunter has a Strength of 17 (a +3 modifier) and. 3. The P.P. 50% miss chance. 2. the level adjustment is based off of the ability score modifier for the ability at a 2:1 ratio. these pocket dimensions will either detach from the practitioner and remain on the former dimension until their duration has elapsed or they will travel with the Practitioner and attach to the new dimension if he spends one-tenth the amount of P.E. levels listed in this document are representative of a magical saturation level equivalent of Rifts Earth). It is not easily learned and uses vast quantities of P. Descriptions of the Paths of Magic Dimension: The Dimension Path is the most difficult path and costs twice as much to advance in as other paths. The Practitioner may also step out of the current dimension momentarily and possibly repeatedly (if a sustained effect). Protection: Usually counts as armor. SI = total path ranks used x 10. The Biomancer wants to lower the Headhunter’s Strength to 9 (a –1 modifier) which makes this effect a +3 level adjustment. Stepping out provides the equivalent of half cover (cannot draw attack of opportunity. how they are separated. +1 spell level for every additional 10 points. Sense Dimensional Disturbance. and Cha 6. using area effect for shield or wall size). as a result. a +1 or +2 statistic is equal to a + level modifier). Example 1: A Biomancer is trying to lower the Strength of a Headhunter he’s toying with using the Life Path. The mental and sociable attributes are also irrelevant because you cannot emulate them with Mana magic. though it requires a Concentration check against a DC of 25 to be certain that the practitioner doesn’t Step in on the matter or energy. cost is also tripled and the spell level doubled for any Dimension path spell. The caster then spreads the total among the 2 ratings he or she caster sees fit. no bionic limbs.R. Use this also to determine the strength of a summoned wall or similar effect. Wis 12. & KR. The most basic level of understanding the Dimension path allows the Practitioner to sense dimensional disturbances of any kind. Con 15. The Constitution is irrelevant in this case because the horse is powered by Mana (though it would still matter in Life magic). Create Dimensional Rift. Dimensional Step. The Dimension Path is the mystic understanding of the fundamental workings and manipulations of what dimensions are. The Practitioner is able to search through dimensions to find a dimensional signature or a specific dimension.P. This is also why magic is more difficult or impossible to use on some dimensions or worlds due to the ambient P. This pocket dimensions are miniature dimensions directly attached to the current dimension the Practitioner is on and.P. ER & KR= total path ranks used x 4. levels. rounded up (i. 4. there is a +1 level adjustment per statistic for every 4 points modified down and a +1 level adjustment for every 3 points modified up. The following are the different levels of the Dimension Path. Example 2: A Conjurer is summoning an ethereal horse with Mana 3.E. The total attribute bonuses for this creature (minus the Constitution and mental attributes) is +2.e.E. (So all P. 1. Dex 13. to the Practitioner himself.E. as do shields (see the description of shields. In the converse of this. no bigger in square feet than the practitioner’s level. though you still use the Area Effect factor to determine Spell Level etc. Int 2.P. though most spells are fully protective fields.P. If a character is creating something and assigning statistics to it. This includes but is not limited to: Gates (Rifts) being opened or closed. +1 spell level for every additional 4 points. fadetowns. A light horse has a Str 13.E. The Practitioner may Warp the dimension they are on to create minor pocket dimensions that are either stationary or exist in a specific location (such as in the Practitioner’s belt pouch). Use the following formula to assign SI. Find Dimension. minor pocket dimensions. point. as most magic uses energy from the base dimension and world they’re on while Dimension magic tries to counter those energies (to a degree) and must come completely from the Spellcaster. how to travel between them and how to manipulate dimensional energies. If the practitioner should go to a different dimensions. surprisingly.E. ER. Rifts d20 by Mehmet A. Warp Dimensional Weave.). which is treated as fully environmental armor (and does not have an A. It is possible to walk through solid matter or energy fields when Stepping out. making this a +1 level adjustment.

This does not use the normal area of effect formula. Also. change the course of the object as well. lightning. Combined with other Paths.R. but does not raise the spell level any further.e.E. but not a small car). heat cold etc) must be brought in or create with other magic. The temperature maintains at levels the caster is accustomed to. that is up to its creator). Combined with other Paths.R. and the direction of the kinetic energy were changed. 1.The Practitioner is able to create gates from one part of the megaverse to another. or shield part of an individual from interaction with a specific energy. and/or E. The Practitioner is not able to specify where on another dimension the gate is opened on without the use of correspondence magic. and know the distinction between the various types of energy. the average temperature from the caster’s home dimension and indigenous climate). The limitations of this level of understanding are as follows: the Practitioner cannot affect more than one individual with his magic at a time and only on a scale with himself (meaning a Medium sized creature could not turn a Large sized creature invisible).P. K. Sustaining the spell lets the sub dimension exist for 1 day per level of the caster. Control Energy in Motion by Scale. If the Practitioner is casting a protective spell from energy with this Path and limits its protective capabilities to a specific type of energy (like fire/heat. if the practitioner were to. The Practitioner can also divert energy like light to bend its rays and lengthen shadows or brighten a room. determine their intensity. This also limits the Practitioner from redirecting gargantuan amounts of energy (like a tidal wave or crashing plane). cause an energy to affect a location distant from its location or redirect spiritual energies. make an object or pathway more subject to certain energy. where it emanates from and where it goes. He can freeze an energy while allowing it to expend its energy. say. the Practitioner can cause kinetic energy to change course. cause light to darken a room and null the effects Rifts d20 by Mehmet A. as well as negate it into nothingness.. only divert them away. The target is merely indirectly affected by what the Practitioner is directly affecting. 3. The Practitioner is able to create sub dimensions. the Practitioner is not affecting something larger than himself. Hoops Page 69 of 91 . by association. granting a –1 spell level modifier. but he can manipulate how the energy interacts with the rest of the world. For clarity. They are only man-sized (12 square feet) unless the spell is raised in levels (add 12 square feet per level the spell is raised) and are flat areas of effect that do not use the normal area of effect formula. At this level of understanding the Practitioner understands how to convert energy of one type into energy of another. At this basic level of understanding. but if a flow of mana can be directed to it. the Practitioner may turn one form of energy into another. The scale is a relative term and is slightly flexible within its limitation (so a medium sized creature could probably turn a small motorcycle invisible. Energy: The Energy path is the mystic understanding of all forms of energy. a Practitioner can influence the direction of energy in motion as well as its intensity. Matter & energy (light.) then it is like creating a protective field that must be assigned S. By manipulating these energies. it would. By diverting energy. Creating something from “nothing” actually requires one extra P. Every energy has its own unique properties but they all represent the fundamental energies of the megaverse.R. as in K. The Practitioner can see energy. it will sustain itself off of that. The sub dimension is equal to its Spell level in cubic miles (but is not necessarily a cube. He can shift their intensity radically or even create energy from nothing. point for the spell. He cannot create independent dimensions except through prolonged ritual (years. the Practitioner can give a certain item properties that repel or attract energy.R. and E. If a protective spell is cast to protect the caster from energy (must be either kinetic or energy. the cast cannot make himself immune to energies. This is not knowledge in a scientific sense (though the Practitioner may be knowledgeable about physics and incorporate that into his beliefs as to how magic works). the Practitioner can see how others interact with or create energy. negate various energies. 2. He may not create energy from nothingness or change the energy into a different type of energy. Transmute Energy by Scale. sound etc) then the spell is easier to cast. cold.I. Note that the sub dimension is a void. At this level of understanding. divert and intensify a gout of electricity from a power line to hit a large creature or object. He may change its qualities and control its dispersion. He can even redirect radiation from harming him. increase or decrease its power or even negate the energy itself. Perceive Energy. The sub dimension’s duration is treated as normal. even when it’s void (i. If kinetic energy were moving an object. Therefore he must scry separately to see the destination unless the destination is memorized (Concentration check DC 25). The Practitioner can make a flame that radiates cold. He must specify a type of energy each time he uses this Path. Create Dimension. He is causing a bit of electricity to redirect and intensify (which is not larger than himself) and aiming it at a target. if not decades or centuries if trying to do this alone). the Practitioner knows how to sense different energies. 5.

point to create something from nothingness.P. He can also determine whether an object or creature is lucky in and of itself (or has been altered by Fate). the limitations imposed on his control of energy at rank two are now removed. He can easily telekinetically move things and cause his attacks to pass through objects and/or creatures on its way to the target. Rifts d20 by Mehmet A. He can hurl lightning and fire. Combined with other Paths. or the moon sets. Fate: The Path of Fate is the mystic study of order. Quite often. the control is relatively limited to what the Practitioner himself does. The limitations of this level of understanding are the same as the limitations of the second rank in this Path: it is still by scale.E. the Practitioner can do all the things he could before by controlling energy on a large scale. creation. effectively granting immunity to energy or kinetic energy that does not require being assigned S. He can also negate energy on such a scale. but can cause the die to turn towards a better or worse outcome. objects. both in spell levels and P. and not what others do. chance. Fate can easily be used to affect conditions based upon variables such as when the sun rises. destruction.. large areas.P. and/or energies will interact or meet. rain destruction down upon a vast area or protect large groups of creatures from harm. and large creatures can now be affected without penalty. bombard a distant location or set a magical trap set for certain conditions. The Practitioner can see probability and tell where it has been altered in any degree as well as see the unlikely chance of events and sense the flaws in objects and creatures. Combined with other Paths. statistics. cost based upon the ratio of the probability being altered. 5. or E. Transmute Energy At this high level of understanding.R. in some manner or another. or after a certain amount of time or when a specific child is born. The Practitioner can take chance in his hands and twist it to his desire. It follows the circle of existence in that all things are created. Buildings. This is more directly influenced upon the world in settings where randomness and chance are actively being exercised. The Practitioner can also determine if something has certain qualities that alter luck or fortune as well as see how close something is to falling apart (by sensing its state of decay). He can transmute a pure thought into a construct of energy. 2.E. Scrying with Fate allows the Practitioner to divine places where unusual events may occur and Time can clue the Practitioner in as the when the manifestation of Fate will occur. The Practitioner can also sense fluctuations in the Mana energies flowing through ley lines and the likelihood of changes in those energies (such as predicting ley line storms and random rifts opening). birth. there is virtually no limit to what the Practitioner can do with energy. the Practitioner may determine the outcome of minor events (such as being able to pick a winning number. More explicitly. In other words. These senses give the Practitioner insight to the flow of luck and a definite advantage in sensing when and where random elements and instances are occurring and how they will fall. Combined with other Paths. or disperse a material into raw energy. The degree to which probability must be altered does tend to have an effect on how difficult the feat is to manage and may be interpreted into further difficulty. the Practitioner can create energy at an incredible scale. The caster can transmute energy into nothingness as this level of understanding. The exact outcome may not be easily influenced. Combined with other Paths. and only needs to be sustained in some manner. Hoops Page 70 of 91 . energy or living beings directly. he still cannot transmute energy on a large scale. It reveals the course of probability and the outcome of chaos. K. 4.P. death. point and Spell Level per 100:1 odds altered). Combined with other Paths. All limitations from the third rank in this path are eliminated even though it still costs a P. fly. or a good hand of cards. he can redirect massive energies. but subtly changes an outcome through a smaller alteration of chance. destroyed and created again.R. Let his enemies beware and be fitted for coffins. as well as seeing where they will fracture naturally. chaos. but not causing a winning lottery ticket to be pulled by someone else or causing the dice they roll to come up short or high). the Practitioner can sense and discern the flow of fate. the Practitioner can determine the likelihood of how multiple creatures. Though it is not possible to manifestly control probability in material objects. like in a card game or a lottery. and create sonic booms. With enough effort.. At this level of understanding the Practitioner has learned enough to encompass his control of energy beyond his own scale. However. (A good guideline is 1 P. the Practitioner gains the ability to alter the properties of chance and probability.of gravity.I. Fate is the outcome of all things. Control Chance At this level of understanding. the Practitioner can convert energy into an object of even a creature. growth and decay. Sense Fate At its most basic level of understanding. the Practitioner can look for weaknesses in material objects and exploit them.E. A Practitioner can recognize when chance takes a turn and influence probability. 1. the ability to do this does not directly affect creatures or object. Control Energy.

The Practitioner can now bestow curses and place wards on Matter and Energy either directly or set upon certain instances and/or conditions (such as magical traps). The Practitioner can use now Fate to influence Life in such a way that it may bestow longer life. In the occurrence of self-replicating matter or energy (that is not alive – or pure mana – or possessing of thought). Affect Life & Death At this higher level of understanding. The Practitioner can change the course of any point in this cycle and direct it in a new direction. Beliefs. and mana itself. although the Practitioner does exercise a great deal of control over the course of that fate. He can now influence the interaction of any Path of magic with the flows of destiny. or a quick death and disease. just never altered. like a rock crumbling into dust or splintering into sharp fragments. though it may always be read. a flashlight may be enhanced to run off a certain battery for a much longer period of time than it normally would. He can also cause items that are naturally about to fail to hold out a little longer or cease functioning immediately.a.E. which may have the same result through a different method. The Practitioner can see and affect all of this. thoughts. Neither can Mana. As stated above. 5. 3. order and everything else Fate represents. but is now the master of destiny as it relates to every other path of mystic understanding. Spirit and Dimension At this high level of understanding. The Practitioner is now able to directly influence randomness and chance in physical objects and energy as well as cause chaos and accelerate decay. better health. The Practitioner can open the floodgates of probability to thoughts. Time. The Practitioner is also familiar with the pattern of Death and can affect that in a like manner. the Practitioner can alter matter and energies. and times. it merely becomes locked in a stable pattern until disturbed). dimensions. So. causing them to rot or heal quickly or slowly through means other than a natural course. Life itself is not directly touched. ideas. The effect must be something that can occur in the course of its fate. change and adapt. but can cause it to turn into a diamond. or simply correct any bumps in its path. the Practitioner understands how thought. or curses on locations (not tied to any physical item). Unstable matter or energy may be stabilized and given order to its patterns (though its unstable nature is not altered. they are more difficult to affect than base Matter or Energy. but the random events surrounding it are altered and shaped into a direction that leads to the desired result. The Practitioner can now affect how random chance takes its course and bring together or take apart these factors at his very whim as well as tear down concepts of the universe (even thoughts and ideas) and replace them altogether. the Practitioner can determine how materials and energies function and fall apart.P. The Practitioner may or may not have extensive knowledge of how the other Paths themselves work. this cannot last forever. The structures within Matter and Energy are not directly touched themselves. meaning he cannot cause coal to turn into lead. The Practitioner cannot cause anything to occur that there is not some element of already. or increase their resistance to degradation and decay. misuse. and stasis and then are suddenly and rapidly changed. Hoops Page 71 of 91 . The Practitioner can place wards. space and time are affected by the nature of change and destiny. meaning he cannot give life to dead flesh unless there is still a spark of life there or cause blood cells to fail without reason. chance.The Practitioner can also sense who is most likely to think of something sooner or later or influence an event to occur at a later time. as Fate has a way of catching up. a. the Practitioner understands Fate’s role in how living creatures grow. ideas. Affect Thought. the Practitioner can control how matter or energy interacts with other matter or energy. but the Practitioner now understands how Life interacts with Matter and Energy and contributes to the cycle of existence. The Practitioner cannot cause anything to occur that there is not some element of already.k. Affect Matter and Energy At this moderate level of understanding. he must affect the course of their fate. Because they have the essence of Life flowing through them (P. Life and thought cannot be affected at this level of understanding. he can cause technological objects to degrade. Space.. Mana. Mana). He now understands how to affect universal concepts with the power of Fate. Coincidence can be all set aside for a certain time or can occur all the time or even be smoothed to normalcy. The natural course of Matter and/or Energy cannot be permanently altered as Fate will always happen and all things must meet their fate. but the random events surrounding it are altered and shaped into a direction that leads to the desired result. chaos. For example. places and time itself go through lengths of emptiness. or the battery could overload it and burn out the bulb in an instant. the Practitioner can accelerate its growth or retard it. As described above. the Practitioner can directly affect living creatures. break or otherwise fall apart. The most limiting factor is that Fate cannot be put off and all things must reach their destiny and the Practitioner cannot affect anything that would have no chance Rifts d20 by Mehmet A. 4. spirits. concepts. but it can be very beneficial Combined with other Paths. The Practitioner can now bestow curses and place wards on life forms and death either directly or set upon certain instances and/or conditions. Combined with other Paths.

bacteria. Death Metamorphosis** 5. The rank descriptions provided below are separate entries for life and death as only one can be used by any practitioner. The process is complete when bones crumble to dust and decay has ceased. Life can heal and alter flesh of themselves and others where Death can become one with flesh. Those that practice Life utilize the Mana flowing through the living and the tissue itself to realize their goals. The same is true of altering structures of Death. He may also detect any weaknesses in his own life force as well (though not with Death magic. improve physical attributes). UnDeath Metamorphosis** Dimension 1. Even such things as the maturation of ideas and imagination can be slowed. Dimensional Step Rifts d20 by Mehmet A. what’s affecting them and possibly what energies they’re interacting with. It is the understanding of how Life begins and how it ends in Death and how what is dead is not truly dead as it once had life. The Practitioner can sense the state of Life (healthy or sick). Life holds sway. After that flow has ceased. the Practitioner can see the link of Mana flowing through the life form and connecting it to the rest of the world.Warp Dimensional Weave 3. Combined with other Paths. At this most basic level of understanding. Sense Life.Find Dimension. Transform Self* (metamorphosis). it is not a temporary thing as the essence of Life within the creature is revitalized and the flow of Mana through the subject capitalizes on this. Merge with UnDeath**. Combined with other Paths. and not both. 2. The Practitioner can shape them or snuff out their life force. With Mana. With Mana. unless the Practitioner is a dead or Undead construct). Fate can manifest directly upon every aspect of reality. 1234Sense Life* or Death** Alter Simple Life* or Death**. and fungus. 1. but can only practice one side of it. As long as some remnant of the flow of Mana that existed through the creature to the universe and back again exists. Hoops Page 72 of 91 . Those that practice Death utilize the imprint that Mana left upon the tissue and unlock its secrets.Sense Dimensional Disturbance 2. accelerated. The Practitioner may also determine smaller details like sex & age as well.Transform Complex Patterns. Transform Simple Patterns (& Heal* on others. the Practitioner can feel the flow of Life as it exists in creatures. The Practitioners of Life often see this as a perversion. 1. and it absorbs the new cycle of decay into itself. The Practitioner may also determine smaller details like sex & age as well. the Practitioner can see the imprint of Mana that flowed through the formerly living creature and examine to what end it existed. Death allows a Practitioner to tell more about what any dead nearby has on them. The Practitioner can sense the state of Life or Death (recent death or nearly decomposed). Combined with other Paths. the Practitioner can manipulate the most rudimentary of life forms and heal the life she is most familiar with: herself. Alter Simple Life. When Life is healed through Life magic. Life and Death affects all creatures. the Practitioner can sense the cycle of Death as it returns the dead to a state capable of supporting the living again. what’s affecting them and possibly what energies they carry. Merge with Dead** Alter Complex Patterns (Heal* anything). Heal Self At this level of understanding. Death enters and begins its process of fully returning that remnant of Life that remains with the dead flesh to the universe.of occurring through the currents of destiny (like making the Coalition wake up one day and love Practitioners of Magic). invertebrates. only to bring about Life again. rendering the effect permanent without any extra energy from the Practitioner. He may also detect any weaknesses in his own death force as well if the Practitioner is a dead or Undead construct. The Path of Life and Death is interesting in that those that practice it understand the nature of how Life and Death work. Perfect Metamorphosis*. Sense Death At this most basic level of understanding. Life allows a Practitioner to tell more about what the life nearby has on them. enlivened or torn apart. Sometimes Practitioners of Death unlock its secrets by attempting to return the energies of Life to Death. The Practitioner can perform healing magic on herself and affect simple life forms like plants. Life & Death: The Path of Life and Death is the mystic understanding of Life and its cycle into Death. Heal/Wound Self Alter Self*.

Transmute Energy by Scale (Telekinesis is easy here.E. Merge with UnDeath**.Alter Simple Patterns. Spirit and Dimension Life* & Death**: p168 (Must choose either one or none of them very few can use both ends of the spectrum.Alter Self*. in Life.P.]) 4. sword or shield) automatically cost 1 more P.E.E. Permanently Enchant Life. Enchant Patterns. reservoir) Mana spells that manifest mana physically (like an energy bolt.Basic Transmutation (cannot change liquid to gas etc) 2. Fountains of Paradise Matter: p171Matter Perceptions (but can’t see through yet) 1. Effuse Personal P. Space. but not an area of effect weapon). Suffuse Matter & Energy (create Tass).E.Create Dimension Energy: 1. Sublimate P. Activate in P.Expel Base Energy From Matter & Energy (unweave Pattern). Create Node. 1. in Matter & Forces. Activate P. Time.E. Tap Wellspring (create temporary Minor Node) 5. Astral projection 5. Untether.Transmute Energy Fate: 12345Sense Fate Control Probability Affect Matter Affect Life & Death Affect Thought. Tass: P. and create energy from nothing [requiring 1 P. Mana. Transform Simple Patterns (& Heal* on others.(Absorb P.P. Multitask 2.Alter Form 3.E.P.P.Weave Odyllic (Mana) Energy (can use as a ranged weapon or shield.Create Dimensional Rift 5.4. Dreamwalk 4. Periapt: rechargeable P.Channel Quintessence.P.Alter Properties Mind: p174 1. Activate: enchant for 1 temporary effect. Sublimate P. Merge with Dead** 4. Death Metamorphosis** 5.Expel Base Energy From Life. Transform Self* (metamorphosis).P.Alter Complex Patterns (Heal* anything). Perfect Metamorphosis*.P. can transform any minor energy into any other minor energy. UnDeath Metamorphosis** Mana: p179 (Sublimate: temporarily enchant. Nullify Paradox.Sense Life* or Death** 2.E. Mental Impulse 3. Create Soulflower (a Periapt resonating with the Practitioner’s Avatar).) 2.Control Energy in Motion by Scale. Heal/Wound Self 3. in Matter & Forces 3.Control Subconscious.Control Conscious Mind. Alter Quintessential Flow (increase Quintessence in a being). Summon Mana Weapon. Permanently Enchant Matter & Energy.Sense Thoughts and Emotions. in physical form.P.E.Read Surface Thoughts.P.E. point but do not raise the spell level. Create Soulgem (Periapt resonating with the practitioner’s Avatar).Transform Complex Patterns.Mental Link. Suffuse Life (create living Tass). Hoops Page 73 of 91 . to create something). Life.Control Energy 5. UV sight etc) 2. Enchant Life 4.Complex Transformation 4.Perceive Energy (darksight. Forge Psyche Rifts d20 by Mehmet A.Etheric Senses (Mana Energy/Magic including Resonance).E. Fuel Pattern (use P.E. those marked with * are Life only those with ** are Death only) 1. 3.P. improve physical attributes).P.

P. damaging spirits.: 10 Duration: Sustained Saving Throw: Reflexive A sword (or any other weapon that is all one firm piece.V.Time Sight (backwards.Time Travel. Awaken the Inanimate (awakening spirits that reside in inanimate items) 4.Sense Space.Spirit Senses 2. Outward Journeys (journey beyond the edge of the Spirit World) Spirit is for summoning spirits. Seal Gate.E. Touch Space 3.Pierce Barrier (can cross or pull spirit across or through).V. & K. destroy etc ) Epherma (spirit matter).R.Time Determinism (stop or loop) 5. Co-Location Spirit: p185 (Spirit can be used to access the Spirit World by passing through the barrier. stopwatch.Rend Space.P. Bind Spirits 5.) 1.Space: p156 1. create.Rend and Repair Barrier. The Spirit world is still the same world.E. just the opposite side of it.Pierce Space (can touch or step through). Co-Locate Self 5.Time Manipulation (either around the Practitioner or the Practitioner’s actions) 4. Casting Time: Targeting: Range: Area: Damage/ Protection: P. Co-Locate Perception 4. no ball & chain type weapons) is formed out of blue magical energy.R. Hoops Page 74 of 91 . 2.Time Sense (perfect internal clock. It is not another dimension./ E.Immediate Spatial Perceptions. astral projection (at rank 3) etc. This spell is extremely popular because it is easy to cast. even calendar) 2. does wonderful damage and has good penetration for its level.Mutate Localities. Rifts d20 by Mehmet A. Most Practitioners of magic prefer to be able to use the sustain spell feat after they’ve cast this spell so they can cast other spells without difficulty. There are many variations of this spell.: Duration: Saving Throw: Eldritch Sword (or knife or mace etc) Mana 2 Level: 1 P. or possible futures) 3. accessing the astral plane. Time Immunity Sample Spells Level: P.: 1 Casting Time: 1 standard action Targeting: Melee attack Range: Touch (sword is standard sword size) Area: 1 target Damage: 5d6 P.Touch Spirit. Call Spirit (nonspecific) 3. Time: p189 1.Forge (heal.

There are many variations of this spell. protecting the spellcaster from harm.E. The shield is as hard as its Kinetic Rating.Eldritch Bolt Mana 2 Level: 5 P.R.: 6 Casting Time: 1 standard action Targeting: N/A Range: self Area: self.E.S. not movable Protection: 30 E. Eldritch Armor Mana 2 Level: 5 P. 2) Psychic abilities use I.R.: 6 Casting Time: 1 standard action Targeting: N/A Range: self Area: self. protecting the spellcaster from harm. This armor does not move with the caster but does not impede his or her movement (unless he or she tries to walk through it).P. Hoops Page 75 of 91 .: 10 Duration: Instantaneous Saving Throw: Reflexive A bolt of lightning blue magical energy streaks through the space between the caster and the target. 8 Duration: held or sustained Saving Throw: N/A This spell summons forth a protective field of magic energy.: 6 Casting Time: 1 standard action Targeting: Automatic Range: Medium Area: 1 target Damage: 5d6 P. & K. movable Protection: 20 E.E.: 6. There are many variations of this spell (especially area of effect versions). 6 Duration: held or sustained Saving Throw: N/A This spell summons forth a body field of magic energy. This spell is a favorite offensive spell of many sorcerers because of its good damage and penetration value. with a few exceptions: 1) Using Psychic abilities does not provoke an attack of opportunity. but use the same system (Spell Construction) for determining their effects.P. 3) Psychic abilities and magic are completely separate. doing impressive damage.R. & K. There are many variations of this spell. Psionics: Psionics are very similar to magic (in regards to rules).R. This armor moves with the caster and does not impede his or her movement.E. Eldritch Shield Mana 2 Level: 5 P.P. unless the “Casting Time” is more than a full round action. and not P.: 8.P.V.P. Rifts d20 by Mehmet A.

It provides protection. if a shield is 3 pounds or lighter. and sometimes damage.E.P.E.E. the greater the difficulty to do certain skills in armor. apply the excess damage to any armor as per standard. G.S.E. converts into I. 7) Psychic characters do not have a P. their Initial P. from attributes is converted into I. Shields also have a Structural Integrity. range. based on size. Use of these ratings is optional however as the extra step can slow down combat. from people and ley lines and nexus points. (Future types of Psychics may gain access to other Paths. If they are both psychic and magic. you receive half the listed cover bonus. depending on your argot) bonus.E. Escape Artist. The Armor check penalty is the number you apply when making checks using the listed skills. This applies to the following skills (and may apply to more if your G.M has added more than the regular set of skills to her campaign): Balance. does not provide a Defense (or Armor Class.P. but not enough to be represented in game terms as they’ve burned most of it in developing their potential as a psychic. Cover Percentage: Shields provide cover. The differences in maximum range and weight are fairly obvious as well. Psychics can use any power at any path rank they are capable of.P.. in which case they can draw P. Structures: Armor Armor’s base attributes Armor.M. Pick Pocket. Armor Check Penalty: This is also linked to the mobility allowed in the suit but also represents the tactile sensations that get muffled when covered in armor & padding. The more bulky the armor. Rifts d20 by Mehmet A. this mainly affects P. It may also limit your defense as it can be difficult to move in. or P. Move Silently. Triax and Pre-Rifts equipment are another step up with the some Pre-Rifts equipment being even better than Triax.P.P.E. For example. though the Fully Environmental rating (see below) is similar. If they can become a Super Psychic. followed by Wilk’s Lasers and New CS equipment. This is a limitation that is hinted at by the Defense Penalty and Armor check penalty.P. For example a Northern Gun laser has a PV of 10 while an Old CS laser has a PV of 11 and a Wilk’s or new CS laser a PV of 12. 5) Psychics: Use Energy. mobility. in Rifts d20. from people. Old CS weaponry is the next step up.P.P. Psychics are only considered to be overchanneling when they run out of I. Mind and Time. it generally reflects in the weight. Jump. converts into I. Energy Resistance. then they gain access to Mana as well.S. and the character’s P. This does not apply to armor. and Tumble. This penalty is applied to the wearer’s Defense rating. rating. Hide. 8: Equipment Generally Speaking.P. Defense Penalty: Some armor limits mobility to the point where it becomes difficult to move and defend oneself with full combat readiness. If you are not proficient with a shield. there is no check penalty. Northern Gun Weapons are the standard. a Major Psychic with one level in Learned Sorcerer has 3 points of P. Shields may or may not have an Armor Check penalty. Psychics can only progress to rank 2 in Time. 9) Psychics cannot use anti-magic (or anti-psionics). Life.E.S. but some heavy suits do allow good Mobility. Hoops Page 76 of 91 . For weapons.E.P. Critical damage and threat range. it means the enemy shot or swung around the shield with a superior angle. Psychics powers are not affected by anti-magic. 6) Psychics do not have different status among their Paths.V. They technically still have trace amounts of P.P. Generally. Climb.S.s may use their best judgement for the durability of said items and whether or not they wish to employ this element in their campaigns. Psychics are not overcasting (which is actually called overchanneling for psychics) when they do this. ER and KR and sometimes SI.P. Use the Normal Status for determining how quickly the character progresses in any path.S. Mobility: This number is the maximum Dexterity bonus to a Defense that this type of armor allows. Typically ratings go from zero to –5 (but can go to –10 if it’s nearly impossible to move). but isn’t directly affected by the Armor Check penalty.4) Psychics cannot draw I. For armor. The Psychic Nullifier is the only class capable of this ability. their P.E. If you have a shield and you use it and are hit. 8) Psychics are not limited by the (1 + class level) limit that practitioners of magic have when casting spells. If the shield’s Kinetic or Energy Resistance rating is exceeded. ley lines and/or nexus points unless they are also Sorcerers (have at least one level in a sorcerer class). as any bonus P.P. but will most likely suffer some sort of penalty for doing so).s. Swim faces a similar penalty based on the weight of the objects you are carrying. Heavier armors and poorly made armor tend to limit your mobility more. and Kinetic Resistance rating.P. is only equivalent to whatever they may gain through their magic class. They either can use the Path or haven’t yet learned it.

boots. gloves. Energy Resistance is the amount of damage reduced from the attack’s total damage before subtracting damage from the structure’s Structural Integrity. Rifts d20 by Mehmet A. If the AR is not exceeded. Note that if the defender wasn’t wearing armor. Note that this is not a kinetic assault and the defended does not need to roll for knockdown. of damage from the critical hit because some of the damage from the attack affected him (see Wound Points in Chapter 3: Classes). Round all numbers down. Most Fully Environmental suits have a Battery Life of 72 hours while exoskeletons typically have 36-48 hours of life (sometimes less depending on the quality). Subtract 1 point from the AR for every additional piece not worn (that’s per gauntlet or boot etc) and 2 points total for not wearing the helmet. Subtract the PV from the KR (KR of 8 – PV of 5 = 3) and apply the damage to the total (18 .P. above). Example #2: Same situation as #1 but the attacker is using a High Powered Wilk’s Precision Laser Pistol (PV 12. The armor takes 21 points of damage (because the ER was exceeded by the PV) and (applying the optional rule) has its Energy Resistance reduced by 5 (1/4 of 21. Kinetic Attacks are notorious for causing knockdown. No means that you should treat this armor like all other armor.) is attacked. punches. not to the one that lowered it. everything) for the suit to be considered Fully Environmental.3 = 15) for a total of 15 damage to the Armor itself and 3 damage to the defender (1/5 of the total. the Energy Resistance rating is reduced by ¼ (signifying structural damage). see AR. Energy Resistance: Energy Resistance represents the armor’s ability to absorb energy attacks. preventing the attack from directly damaging the defender. Hoops Page 77 of 91 . structures are only damaged (or checked for damaged) when targeted directly. He rolls again to see if it is a critical hit and gets a total of 18. the Energy Resistance rating. x3) and rolls a total of 24 (an 20 +4 to hit). doing full damage directly to the defender. PV 5. (end optional rule) In the case of a critical hit. The defender also takes 3 W. making it a critical hit. (end optional rule) For simplicity’s sake. If the Structural Integrity is exceeded.) is directed against the wearer. rounding down. accidentally hit. 18 as above +1 from the weapon’s balance). he would have taken 18 points of damage unless he had a natural KR or DR rating. instant death is instant death. or when the Armor Rating is exceeded. (see below).P. rounded down) and 3 W.25 rounded down equals 5. if a Kinetic assault) and (optional rule) the wearer takes 1/5 that amount of damage. of damage from the critical hit.0125% chance of this (5%x 5%x 5%=0. Armor Rating: number needed per die roll to circumvent the armor or cut through weak points (which makes sense since you add Strength to Hand to Hand Attacks and Dexterity to ranged attacks). minus the Energy Resistance rating (or the Kinetic Resistance. 17-20 x3 +1 to hit from fine balance). so it would damage the armor first regardless.0125%).Structural Integrity: damage capacity. If the Energy Resistance rating is reduced. In that case use the Kinetic Resistance rating instead of the Energy Resistance for purposes of damage reduction and damage to the armor for kinetic assaults. explosions etc. 2d6 damage crit. The wearer of the armor takes 4 points of damage as well (1/5 of the total damage. Power Armor & Robot Vehicles are Fully Environmental unless stated otherwise and almost always have fusion or fission power supplies. In the case of 3 20s rolled… well. (end optional rule) Fully Environmental: This is a yes or no attribute. though not necessarily destroyed.I. so it does damage to the Armor first (it’s fully environmental armor. Example #1: A regular human wearing Urban Warrior Fully Environmental Armor (a padded & plated suit of FE armor S. equals 5. (optional rule) If the Energy Resistance rating is exceeded by twice or more of it’s total. KR: 8. The AR was not exceeded. 24 as in #1 +1 from the weapon’s balance) exceeds the defender’s Defense and matches the AR. but the armor is Fully Environmental. The attacker rolls a 7 for a total of 21 (7x3=21). Some armor isn’t firm enough to protect from a kinetic assault. Yes means that the wearer is never hurt by the attack unless the Energy Resistance or KR (when applicable) is exceeded. unless the defender wasn’t wearing his helmet). 2d6 damage crit. use the first number rolled to see if the AR is penetrated. The attack roll (25. Kinetic Resistance is checked when a kinetic assault (a rail gun. (optional rule) The KR can be reduced just like the Energy Resistance rating. so the attack deals 18 points (3+3=6 x3=18) of damage. All touch attacks harm fully environmental armor before affecting the wearer (unless the attack specifically says it penetrates all armor) though you’ll still need to check the AR of the armor. the armor takes damage equal to the total damage rolled. a DC of 6 (15-8-1). the lower number applies to the next attack. The Armor Rating listed is lower if the wearer isn’t wearing 1 piece of armor (the helmet or gauntlets etc). The attacker attacks with a kinetic assault (a pistol. The defender has a Strength of 12 (giving him an attribute bonus of 1) and must roll for knockdown vs. bullet. You must be wearing the entirety of the armor (helmet. kicks. Kinetic Resistance: Kinetic Resistance represents the armor’s ability to withstand a Kinetic assault and its ability to absorb shock. AR: 25.: 50 ER: 4. FE: Yes. the armor is useless. There is a 0. This time the damage is a 2d6. The attack is also a critical hit (the second roll was a 19. The defender has a total Defense of 18 and is hit.

also have a kinetic kick. 7 lb. 4 lb. 6 lb. Characters must take the Armor Compatibility feat to eliminate and Defense Penalty rating. Armor & Structure Standards most #s are tentative AR usually depends on how much of the body is covered S. 10 lb. preventing the attack from directly damaging the defender. This is not enough damage to exceed the armor’s Energy Resistance rating (10). but the armor is Fully Environmental. 15 lb. Material Cloth (padded) Leather Studded Leather Scale Mail Chain Mail (King’s) Ceramic or Iron Plate Steel Plate Kevlar Titanium & Mithral Ultra High Impact Plastics Molecular Bonded Ceramic Molecular Bonded Steel Molecular Bonded Titanium Adamant Structural Integrity 6 7 7 14 20 18 25 18 27 14 30 40 50 50 Energy Resistance 0 0 1 3 2 4 4 5 5 5 12 10 12 13 Kinetic Resistance 1 2 2 1 2 2 5 10 6 12 7 10 14 13 Weight 2 lb. nor does it do any extra damage. The attack therefore damages the defender directly (by hitting him in the head). As the damage total is 15 and is directly applied to the defender.I. Rifts d20 by Mehmet A. that damage would have been applied directly to wound points.5 lb. though energy based. The total represents a general hit to the head. just hitting the defender’s Defense. generally ER is generally much lower than the KR for most materials. He rolls an 18 total.5 lb. a DC of 4. They do cause knockdown though so the defender must roll for knockdown vs. The total bonuses render the hit above the defender’s Armor Rating and the armor is no longer fully environmental with the helmet off. Hoops Page 78 of 91 . they still use the Energy Resistance. Example #4: as #3 above. The character must also roll for knockdown vs. 5. but the attacker is using a Northern Gun Assault Ion Rifle (PV 10.75 rounded down). The damage rolled is 15 (1+6+3+5). This total exceeds the Armor’s AR of 25 but the armor is fully environmental. 7 lb. 19-20 x2).5 lb.. They are also roughly equivalent to a half a suit of armor. the total damage related to the amount of damage the defender can take represents what type of hit it was (square in the head or a grazing shot). though it varies Energy Resistance and KR is for a portion or a full suit. most likely killing him. 20 lb. it was not a pleasant experience.Example #3: The attack is using the Wilk’s as in #2. The following examples are representative for a piece of this material of standard quality (about 1 inch thick and 1 foot x 1 foot wide and tall) being shot or hit on the ground or on a wall. damage to the armor and 3 HP to the wearer. 4d6 damage crit. it is not a critical hit. The ER is exceeded by the PV of the weapon and the attack 15 S. a DC of 14 (because the armor didn’t catch any of it). 6 lb. doing no damage to either the armor or the defender. 5 lb. for Iron 14 lb.I. but do not compare to the Kinetic Resistance. 6. The damage rolled is a 3. Note that ion weapons. The attacker rolls an 18 and has a +8 to hit from targeting and skill for a total of 26. 3. Though the defender was hit in the head. 3 lb. Example #5: As in #4 above. listed is generally about 50% of a suit. The ER of the armor is also reduced by 3 (15/4=3. If the defender had been caught by flat-footed or by surprise. So the attacker hits the target. doing normal damage. but fails the critical hit roll. but the defender has his helmet off.

Compare the two to develop structures of your own in Rifts d20. Rifts d20 by Mehmet A. 50 lb. 7 points. who are exceptional and start with max HP) and would cause them to go into shock as slowly bleed to death. The above statistics were based off of the Substance Hardness and Hit Points tables and information on page 136 of the D&D Player’s Guide and modified for use in Rifts d20. Note that it’s equally likely that they will bleed to death faster (higher damage) or simply become incapacitated or survive the hit (lower damage) or be killed instantly (3 20s or a critical hit). but close enough (they’ll be dead in about 12 seconds. This is realistic. Terrible or worse= -5 to -10. ER= Energy Resistance. Will use abbreviations in the table to save space & increase ease of listing. AR=Armor Rating. Name Padded Leather Studded Leather Mail Shirt Hide Brigandine Shirt Full Mail Breastplate Full Brigandine Banded Mail Plate and Mail Full Plate Urban Warrior1 Plastic Man2 The Crusader Dead Boy. 20 lb. Mob= Mobility. 15 lb. Wght= Weight Mobility DP standards: Full= 0. on average) is subtracted by the Kinetic Resistance of the armor dealing 7 points of damage to the defender. 9 lb. ACP= Armor Check Penalty. 11 lb. 40 lb. unless stated otherwise (like a chain shirt or breastplate). Fair= -3. 25 lb. 45 lb. SI= Structural Integrity. 30 lb. Poor= -4. someone wearing a steel plate who is shot by a pistol (average 2d6. including helmet. because most Warrior classes have about 6 HP to start (except PCs. 25 lb. KR= Kinetic Resistance. which is still quite realistic for a shot to the head or neck or heart).Given this. FE= Fully Environmental. Old Light Dead Boy. Armor Rating Standards: AR Leather Vest (no helmet) Studded Leather Vest (no helmet) Mail Shirt (no helmet) Brigandine (no helmet) Mail Shirt with helmet Brigandine with helmet or fully padded body suit Full body leather armor suit Fully body Hide Armor or Studded Leather Full Mail with no Helmet Banded Main or Full Brigandine without helmet Full Mail or Plate and Mail without helmet Full Plate without helmet and most high tech armor Item 10 11 12 13 14 15 16 17 18 19 20 21+ (30 is generally the max) DP= Defensive Penalty. Spd= Speed. 35 lb. Armor Examples All armor is considered a full suit. damage PV 5) the total damage (12 points total. 13 lb. 11 lb. Old Heavy DP 0 0 -1 -2 -2 -2 -2 -3 -5 -4 -5 -5 -2 -3 0 -2 -3 ACP 0 0 -1 -2 -3 -4 -5 -4 -7 -6 -7 -6 -2 -2 -1 -3 -5 Mob +8 +6 +5 +4 +4 +3 +2 +3 +0 +1 +0 +1 +5 +3 +4 +4 +1 SI 9 11 11 20 11 17 24 24 21 25 28 29 50 35 55 50 80 AR 15 16 17 14 17 15 20 16 21 21 22 23 25 26 25 26 28 ER 0 0 1 2 0 4 2 4 4 4 4 4 4 5 8 10 10 KR 1 2 2 2 2 2 2 5 2 2 4 5 8 10 6 10 10 FE no no no no no no no no no no no no yes yes yes yes yes Spd full full full full -10 -10 -10 -10 -10 -10 –1x running -10 –1x running -10 –1x running full -5 ft full -10 -10 –1x running Wght 10 lb. An average critical hit from a pistol will do 14 points of damage to a target which is a little below instant death. 50 lb. 18 lb. 35 lb. Good= -2. Hoops Page 79 of 91 . Excellent= -1.

8 lb. 18-50 lbs. if applicable). 17 lb. 2: Metal Free. 12 lb. 60 lb. Shield Examples Shield Cover Name Percentage Buckler Small Medium Large Tower** 10% 20% 30% 40% 50% Check Penalty* 0 -1 -2 -3 -7 Defense Penalty 0 0 -1 -3 -5 Structural Integrity* 5 8 14 16 25 Energy Resistance* 4 4 5 5 5 Kinetic Resistance* 10 11 12 12 12 Weight* 2 lb. New Light Dead Boy. Old Dog Pack. if any). Penetration Value: When a weapons strikes a target. medium/ heavy 0 0 -2 -3 -1 or -2 -2 -3 -1 -2 -3 -3 -2 -4 0 -1 -4 -6 -2 or -4 -4 -6 -4 -4 -6 -4 0 to -2 -3 to -5 +6 +5 +3 +1 +4 or +1 +0 +1 +2 +6 +2 +2 +1 to +3 +0 to +2 30 50 80 100 125 200 100 70 45 60 40 15 to 30 30 to 50 16 16 27 29 28 28 29 27 20 26 20 17 to 20 18 to 21 9 10 12 12 12 12 12 11 12 11 7 3 to 5 4 to 6 9 10 14 14 14 14 14 9 14 8 10 4 to 10 4 to 12 no no yes yes yes yes yes yes no yes no no no full full -10 -10 –1x running -10 or – 10 –1x running full! Exoskeleton -10 -10 –1x running -5 -10 -5 full to –5 -5 to –10 to –1x running 8 lb. * All statistics marked with this are listed with the Ultra High Impact Plastic . Removing some of the plates would. 5 lb. New Heavy Dead Boy. This does not take away any value of the Resistance that is being subtracted from and the Resistance will remain its full value for determining the effects of any subsequent attacks (unless the resistance is damaged in some Rifts d20 by Mehmet A. 16 lb. roll as normal) always hits the tower shield before hitting the victim.Dog Pack. conceivably reduce the percentage but also the effectiveness of the armor. if that target has Energy Resistance or Kinetic resistance (whichever is applicable in the case of that weapons). 20 lb. the creature’s armor or shield or a protective field of some sort) before determining damage. 10-20 lbs. crossbows etc) and is directly in front of the victim. rail guns) use the Energy Resistance rating instead of Kinetic Resistance and vise versa (particle beams). Piercing. 21 lb. Some kinetic weapons (vibro-blades. 20 lb. 20 lb. Shields made from different substances will have different statistics based on the properties of that material. light Patchwork. ** If an attacker is using a ranged weapon that has no arc (guns. lasers. Weapons: Base Attributes Type: Energy or Kinetic attack. New Heavy EX Dead Boy. the attack (if successful. 18 lb. Hoops Page 80 of 91 . Special Forces Gladiator EBA Juicer Assassin Plate Bushman EBA Huntsman Patchwork. Juicer (Str 20 or use pen) Dead Boy. 1: Urban Warrior is made from plate & kevlar and is considered to be 50% metal. If the shield is penetrated. Kinetic attacks will further be defined by Slashing. 13 lb. first subtract the Penetration Value from the Resistance rating of that target (whether it be a creature. Energy Attacks will use the Energy Resistance rating of the target (if applicable) for determining damage and Kinetic attack will use the Kinetic Resistance rating (again. then treat the excess damage as normal against the victim (or his armor. 10 lb. Energy Attacks may have a descriptor for its effect such as Heat or Vaporizing or Ionizing. 30 lb. or Bludgeoning.standard for combat shields. New Dead Boy.

Very Heavy. the Penetration Value is not applicable. High PV. High price. Low to medium damage. Weapon Examples (These are mostly direct conversions from Rifts weapons. Electrical: Energy. low multiplier. Low PV.500 Credits Standard Laser Rifle (NG-L5) Weight: 14 lbs. Light to medium weight. Range: This is the range increment of the weapon. Low critical range. high critical multiplier & range. Rate of Fire (ROF): Hand to hand weapons use standard hand to hand rules. weight. Medium to low PV. Damage: This is the amount of damage the weapon causes in a single strike. High critical range and multiplier.: 10 ROF: SA Range: 120 ft/ 1600 ft max Ammo Feed: RC Payload: 10 per standard clip.000 Credits Standard High Quality Laser Pistol (Wilk’s 320) Weight: 2 lbs. fully loaded. Short to medium range. PV. Cannons: kinetic attack. Low Price. but treated as energy. use them to extrapolate for other weapons!) Laser Weapons Standard Laser Pistol (NG-33) Weight: 4 lbs. range. Particle Beam: Energy. Damage: 1d6 Critical: 18-20/ x3 Type: Energy Size: Small P. Low to high damage. Weight: This is the weight of the weapon. Medium to short range. High critical multiplier. There are generally 7 modern methods: Breach Barrel (BB). Hoops Page 81 of 91 . Moderate to high price. Damage: 3d6 Critical: 17-20/ x3 Type: Energy Size: Large P. Low to medium weight. medium to low critical range and multiplier. Low to high price. Ammo Feed: Weapons that take ammunition have several methods of loading. Low PV of about 4 for pistols and 6 for rifles (armor piercing bullets can increase the PV by up to 90% depending on type and quality). High Damage. Normal price. medium multiplier (may depend on the bullet).: 10 ROF: SA Range: 60 ft/ 800 ft max Ammo Feed: RC Payload: 20 standard. If there is no Energy or Kinetic Resistance rating. See Chapter 6. Medium PV. but treat as energy. Arrows or bolts: kinetic attack. Cylinder (Cy). Removable Clip (RC). High weight.way. Use the weapon rules for modern weapons for applicable rules. High price. Standard clips typically weigh around a half a pound for a pistol and a pound for a rifle. high critical range. Low Damage. High PV. Short range. Very High Price. Low price. Causes knockdown (but still treat as an energy attack. medium multiplier. Bullets: Kinetic attack. low critical range. 20 per LE-Clip Cost: 16. Types of Ranged Weapons (type. but treat as kinetic. price. Treat as a ranged touch attack. Medium to long range. Energy weapons also have a maximum range listed as that is the point at which the beam loses cohesion. Very High Damage. Cause knockdown. Medium PV. Normal Price. Moderate to low damage. and Power Pack (PP). Laser: Energy. Moderate to high damage. Internal magazine (IM). not kinetic). Very High damage. Pulse (P). Long range. Plasma: Energy. Medium PV. High critical range. Damage: 1d6 Critical: 17-20/ x3 Rifts d20 by Mehmet A. Burst Fire (BF). medium critical multiplier. Low to medium range. Muzzle Loaded (ML). Very High weight. Semi-Automatic (SA). Ion: Energy. Most modern weapons have the following fire rates: Single Shot (SS).V. Medium to high damage. Combat & Movement for more information Payload: This is the maximum ammo capacity of the weapon. 40 LE-Clip Cost: 6. low critical range and low to medium multiplier. High PV. See examples below for further extrapolation. Medium weight. damage. heavy. short range. Low to high weight. Medium to very long range. see the section on structures.V. Medium critical range. critical range) These are the standards for each type of weapon. Short to medium range. Belt Feed (BF). Low to high weight. Rail Guns: Kinetic attack. above). See Chapter 6: Combat & Movement for more information. Controlled Burst (CB) and Fully Automatic (FA).

Damage: 3d6 per shot. Bonus: +1 to strike from Laser Targeting Scope with Passive Nightvision.Type: Energy Size: Small P. causes knockdown Size: Large P.: 10 ROF: SA.: 12 ROF: SA Range: 60 ft/ 1000 ft max Ammo Feed: RC Payload: 20 Bonus: +1 to quality bonus to strike from superb balance and light weight Cost: 11. Setting 3: 0 (zero) ROF: SA Range: 120 ft/ 2000 ft max Ammo Feed: RC & IM (E-Canister) Payload: RC: Standard 20. E-Canisters cost 10. 50 LE-Clip.000 credits Standard Heavy Ion Pistol (NG-57) Weight: 5 lbs. 18 LE-Clip Cost: 8.000 credits Standard High Quality Laser Rifle (C-12) Weight: 7 lbs. 6d6 per pulse Critical: 17-20/ x3 Type: Energy Size: Large P.500 credits Standard Ion Pulse Rifle (NG-IP7) Weight: 7 lbs. Setting 3: 3d6 Critical: 17-20/ x3 Type: Energy Size: Large P. causes knockdown Size: Small P.: Setting 1 & 2: 11. P Range: 120 ft/ 1600 ft max Ammo Feed: RC Payload: 40 standard.V. each pulse consumes 3 shots Cost: 25. Damage: 3d6 Critical: 19-20/ x2 Type: Energy.000 Ion Weapons Standard Ion Pistol (NG-56) Weight: 3 lbs. Setting 3 blasts consume 1/6th as much energy as setting 1 & 2 shots. 30 LE-Clip each pulses consumes 3 shots Cost: 20. causes knockdown Size: Medium P.: 8 ROF: SA Range: 60 ft/ 500 ft max Ammo Feed: RC Payload: 10 standard clip. Damage: 3d6 Critical: x2 Type: Energy.: 12 ROF: SA Range: 120 ft/ 2000 ft max Ammo Feed: RC Payload: 20 Bonus: +1 quality bonus to strike from superb balance and light weight Cost: 18.000 credits Rifts d20 by Mehmet A.V.: 8 ROF: SA Range: 120 ft/ 1600 ft max Ammo Feed: RC Payload: 18 standard.V.000 credits.000 credits Standard High Quality Laser Rifle (Wilk’s 447) Weight: 5 lbs.: 8 ROF: SA.5 lbs.: 8 ROF: SA Range: 60 ft/ 400 ft max Ammo Feed: RC Payload: 6 standard clip.V. Setting 2: 2d6. P Range: 120 ft/ 1600 ft max Ammo Feed: RC Payload: 18 standard. 12 LE-Clip Cost: 5. IM: E-Canister 30. Damage: Setting 1: 4d6.V.V. 30 LE-Clip Cost: 16. Damage: 3d6 Critical: 17-20/ x3 Type: Energy Size: Large P. causes knockdown Size: Large P.V.000 credits Standard Ion Rifle (NG-I7 –not in any Rifts book) Weight: 6. Damage: 2d6 per shot.V. Damage: 2d6 Critical: x2 Type: Energy.000 Credits Standard Laser Pulse Rifle (L-20) Weight: 7 lbs. Hoops Page 82 of 91 . Cost: 20. 4d10 per pulse Critical: x2 Type: Energy.

8 LE-Clip Cost: 80.: 8 ROF: SA. have their initiative reduced to 1.000 credits Standard Heavy Rail Gun (NG-202) Weight: 198 lbs. Rail Guns Standard Light Rail Gun (NG-101) Weight: 128 lbs.: 8 ROF: SA.V.V. Piercing Size: Huge P. FA Range: 120 ft Ammo Feed: BF Payload: 300 per belt.000 credits Special: Attack rolls are treated as ranged touch attacks. Hoops Page 83 of 91 . Controlled burst consumes 40 rounds Cost: 70. Damage: 2d4 and see below Critical: 19-20/ x2 Type: Energy Size: Large P.Plasma Weapons Standard Plasma Rifle (NG-E4) Weight: 20 lbs.: 7 ROF: SS Range: 80 ft/ 1000 ft max Ammo Feed: RC Payload: 15 standard Cost: 30. Controlled burst consumes 30 rounds.000 credits Particle Beam Weapons Standard Particle Beam Pistol (NG-45LP) Weight: 5 lbs. 10 LE-Clip (from Rifts GMG) Cost: 22. and have a –1 penalty to all checks and rolls for a full minute. + 210 per case of 6 belts. +100 for power pack. + 35 per belt.: 10 ROF: SA Range: 120 ft/ 2000 ft max Ammo Feed: RC Payload: 4 standard. CB. Damage: 10d6 Critical: 17-20/ x3 Type: Energy Size: Huge P. Damage: 4d10 Critical: 19-20/ x4 Type: Energy but treat as Kinetic Size: Large P.V. BF.000 credits Standard Heavy Plasma Rifle (NG-E12) Weight: 30 lbs. CB.V.: 8 ROF: SS Range: 60 ft/ 1200 ft max Ammo Feed: RC Payload: 4 standard.000 credits Rifts d20 by Mehmet A.V.: 10 ROF: SA Range: 120 ft/ 1600 ft max Ammo Feed: RC Payload: 6 standard.: 8 ROF: SA Range: 120 ft/ 1200 ft max Ammo Feed: RC Payload: 6 standard. Damage: 6d6 Critical: 17-20/ x3 Type: Energy Size: Large P. Belts usually come in small mountable boxes or in loose belts.V. A successful save reduces initiative to half and the –1 penalty lasts only 30 seconds. Cost: 60. +160 per case of 6 belts.V. like machine gun ammo. Damage: 1d4 standard or 6d6 controlled burst Critical: 17-20/ x3 Type: Kinetic. Damage: 1d4 standard or 4d10 controlled burst Critical: 17-20/ x3 Type: Kinetic. Anyone struck by this weapon’s Zap must make a fort save of 20 or suffer 1d6 Wound Points. This special quality affects individuals in armor that is Exoskeleton class or lighter.000 credits Standard Particle Beam Rifle (NG-P7) Weight: 21 lbs. like machine gun ammo. +80 for power pack. 12 LE-Clip Cost: 30. Damage: 5d6 Critical: x4 Type: Energy but treat as Kinetic Size: Medium P. FA Range: 120 ft Ammo Feed: BF Payload: 300 per belt. Belts usually come in small mountable boxes or in loose belts. Piercing Size: Huge P. 8 LE-Clip Cost: 15.000 credits Electrical Weapons Standard Electrical Rifle (Zapper Gun) Weight: 8 lbs. +25 per belt.

+25 per belt. Damage: 1d6 Critical: x2 Type: Kinetic. Piercing Size: Huge P. Belts usually come in small mountable boxes or in loose belts.V. Payload: 12 per belt Cost: 70. Piercing Size: Medium P.: 5 ROF: SA (usually) Range: 60 ft Ammo Feed: RC (usually) Payload: 8 (usually) Cost: 400 credits Standard Light Rifle/Carbine (. Damage: 3d8 Critical: x3 Type: Kinetic.V. +210 per case of 6 belts.000 credits Standard Good Quality Rail Gun (CR-40) Weight: 92 lbs. Piercing Size: Medium P. Hoops Page 84 of 91 .: 6 ROF: SA or SS (usually SS for Bolt Action) Range: 120 ft Rifts d20 by Mehmet A.V. +190 per case of 6 belts. Piercing Size: Huge P.: 9 ROF: SA.: 3 ROF: SA (usually) Range: 60 ft Ammo Feed: RC (usually) Payload: 10 (usually) Cost: 200 credits Standard Pistol (9mm) Weight: approximately 2-3 lbs.45 caliber) Weight: approximately 2-4 lbs. BF. Damage: 2d6 Critical: x2 Type: Kinetic. Piercing Size: Small P.V.Standard Realistic Light Rail Gun (Large Bore Rail Gun) Weight: 128 lbs. Piercing Size: Medium P. Damage: 4d10 Critical: 17-20/ x3 Type: Kinetic.22 caliber) Weight: 6 lbs. FA Range: 120 ft Ammo Feed: BF Payload: 400 per belt.V.: 4 ROF: SA (usually) Range: 60 ft Ammo Feed: RC (usually) Payload: 17 (usually) Cost: 250 credits Standard Heavy Pistol (. Belts usually come in small mountable boxes or in loose belts.V. like machine gun ammo. Damage: 1d4 standard or 4d10 controlled burst Critical: 17-20/ x3 Type: Kinetic. CB. 30 long clip (usually) Cost: about 250 credits Standard Rifle (30-06) Weight: 8 lbs. Piercing Size: Huge P. Piercing Size: Small P. + 100 for power pack.22 caliber) Weight: approximately 2 lbs.: 8 ROF: SS Range: 120 ft Ammo Feed: BF & can be loaded Breach barrel if belts are unavailable.000 credits Standard Realistic Heavy Rail Gun (Large Bore Rail Gun) Weight: 198 lbs.V. Controlled burst consumes 40 rounds. +80 for power pack. like machine gun ammo. Damage: 6d6 Critical: 17-20/ x3 Type: Kinetic.V. Payload: 10 per belt Cost: 60. +35 per belt. Damage: 3d6 Critical: x3 Type: Kinetic.: 8 ROF: SS Range: 120 ft Ammo Feed: BF & can be loaded Breach barrel if belts are unavailable. Belts usually come in small mountable boxes or in loose belts. like machine gun ammo.: 5 ROF: SA (usually) Range: 120 ft Ammo Feed: RC (usually) Payload: 15 short clip. Cost: 110.000 credits Bullet Weapons Standard Light Pistol (. +60 for power pack. +30 per belt. Damage: 1d8 Critical: x2 Type: Kinetic. +160 per case of 6 belts.

Micro-Fusion: 6d6 Critical: 19-20/ x4 Type: Frag & AP: Kinetic. Plasma: Energy (plasma) Size: Tiny P.V. sometimes fewer options) Range: 120 ft Ammo Feed: RC (usually) Payload: 20-30 (usually) Cost: 700 credits or higher Vibro-Blades Vibro Knife Weight: 1 lb. Damage: 2d8 Critical: x3 Type: Kinetic. Piercing Size: Medium P.000 credits. Bludgeoning Size: Medium P.: 11 Range: Cost: 11.: 10 Range: 3 feet Blast Radius: 10 feet Cost: Type 1: 1.: 11 Range: 10 ft Cost: 7.000 credits Grenades & Explosives Standards for hand grenades and those launched from rifles Weight: 1/2 lb. Blast Radius: Frag: 20 feet. AP: 4d6. a 5x scope would ignore the first 5 range increments and so on.000 credits Vibro Sword (Longsword) Weight: 4 lbs. Damage: 1d6 Critical: 19-20/ x2 Type: Kinetic. Plasma & Micro-Fusion: 10.V. Type 2: 3. HE & Micro-Fusion: Kinetic.56 mm) Weight: 7 lbs. Plasma: 350 credits. With 20 mph winds.000 credits Vibro Claws (2 large claws) Weight: 2 lbs. AP: 300 credits. Micro-Fusion: 1. Rifts d20 by Mehmet A.V. the GM may wish to impose a –1 to strike penalty for every thousand feet the bullet has to travel.: 6 ROF: SA. AP: 1. Type 2: 10d6 x2.500-3.: Frag & HE: 8. HE: 6 feet. Armor Piercing grenades cannot be thrown.V. FA (usually.000 credits Vibro Saber Weight: 3 lbs.000 credits Scopes & Targeting systems Scopes negate range increments on weapons. Even at 1x. Piercing Size: Light P. usually 60ft from short barrel weapons and 120 from long barrel weapons. Launched grenades depend on the launcher. Piercing Size: Tiny P. Slashing Size: Medium P. Ammo Feed: RC or IM (usually) Payload: Depends on weapon 4-12 usually Cost: Frag: 250 credits. Hoops Page 85 of 91 .: 10 Range: Cost: 9.V. Piercing. Plasma & Micro-Fusion: 12 feet. HE: 200 credits. BF.000 credits (rare) Fusion Blocks Weight: 5 lbs. Type 3: 8. Damage: Frag: 3d6. Kinetic weaponry has a slight disadvantage for long range shots as it can be affected by wind. Damage: 1d8 Critical: 18-20/ x2 Type: Kinetic. a scope is a superior form of targeting and eliminates the first range increment.V. the penalty would be at a –2 to strike per one thousand feet and –3 to strike at 30 mph winds and so on. Plasma: 5d6. Slashing Size: Medium P. HE: 4d6.000 credits.Ammo Feed: RC or IM (usually) Payload: 20 per clip or usually 5-10 per magazine Cost: 300 credits or higher Standard Automatic Rifle (5. AP: 12 Range: 10 feet for thrown grenades. Damage: Type 1: 4d8. If the wind is blowing at over 10 miles per hour. The number of range increments negated is equal to the scope’s magnification multiplier. 10d6 x4 Type: Kinetic.: 10 Range: Cost: 11. Damage: 1d6 Critical: 19-20/ x2 Type: Kinetic.5 feet. Damage: 1d10 Critical: 19-20/ x2 Type: Kinetic.V. Bludgeoning.

V. Full Metal Jacket: Increase PV by 2. but add one number to a weapon’s critical range (most guns are 20. If mounted on an animal of appropriate vehicle (like a motorcycle) or standing up in a vehicle. If the character was wearing armor. of 8 and a critical of 19-20/ x4. minus the rating of the stabilizers. 20th century equivalent grenades and explosives have no P. Flechette: Reduce PV by half and increase damage by half. and a critical of x4 (on a natural 20 only). Consult the G. Gel Rounds: Reduce PV to 0 (zero). Bullet throwing weapons can use a wide variety of ammunition. Ammunition Rail guns sometimes take depleted uranium or uranium rounds. above. If you want to incorporate Penetration Value for normal Hand to Hand weapons in your game. Knockdown (optional combat rule). Knockdown means the character must spend a move equivalent action standing back up and reduces the character’s initiative roll to 1 (total). Hand to Hand attacks do not provoke attacks of opportunity in Robots or Power Armor. Ramming does not use the same formula as falling since it is a (relatively) controlled attack as opposed to an uncontrolled. make a ride. Robots and Power Armor (and Vehicles too) Robots and power armor are EXACTLY the same as presented in Rifts. and increase the critical multiplier by one. drive or balance check to see if the defender falls off the mount or vehicle. be able to shoot targets behind them without penalty). Here are a few examples: Hollow Point: Reduce PV by 3. other piercing weapons have a base PV of 1 as do Slashing Weapons with a haft (like an axe). reduce damage by one point. Modern grenades and other explosives (fusion blocks.. the character loses any remaining actions for that round and has an initiative of 1 for the next round (though any initiative bonuses may now apply). Regular rail gun ammo usually costs one credit per round. for confirmation). They are treated as kinetic weapons when determining damage (compare to an armor’s Kinetic Resistance and not Energy Resistance). A failure results in knockdown. Some may even be able to see through walls (and if the weapon has a high enough P. Assign a Defense total to the unit (use 10 as a base Rifts d20 by Mehmet A. it will break and most likely become useless after approximately 500 (450 + 1d100) Ramjet rounds have been fired from it. This generally increased the Penetration Value of the weapon by 4.M. Large bore rail guns usually cost the number of credits equal to their total max damage (so a 6d6 large bore rail gun would cost 36 credits a round) as a basic guide. Ramjet costs ten times as much as regular ammo. and convert all damage to subdual damage. VibroBlades have a P. rockets.Most advanced targeting systems do not suffer the penalties from wind and may even negate targeting modifiers from smoke. The most important thing is that a class’ Defense bonuses do NOT apply to the character when piloting the unit.M.V. the DC is the amount of damage done to the armor minus the KR rating minus the character’s strength bonus. The only things they need is a reinterpretations of any piloting skill bonuses by the G. If the character’s initiative is already 1. if the weapon was not specifically designed for Ramjet rounds. Explosives Use the demolitions skill for most explosives. Bludgeoning or Piercing) or explosive exceeds the character’s strength bonus.C. This may do more damage if the mount or vehicle was moving (usually 1d4 at 10 mph 1d6 at 20 mph +1d6 every additional 10 mph). increase damage by one die. and foliage. if the total damage from a kinetic attack (Slashing. while slashing weapons have a base PV of 0 and blunt weapons a base PV of -1. Certain feats may give defensive bonuses however. Hand to Hand weapons have not been assigned a penetration value on an individual basis. etc) have a base P. roll 1d20 with 1 being a failure and 20 being a success against a DC of how much the strength bonus was exceeded by. of 10 and do one die up from the normal amount of damage for each weapon type (use the Rifts RPG damages or extrapolate based upon comparisons for odd weapons). See the entries for specific explosives. Hoops Page 86 of 91 . use this formula: weapon’s PV + character’s Strength bonus = total PV. Piercing weapons with a haft (like a pick) have a base PV of 2. missiles. fog.V. increase damage by 1 die (22d6 becomes 3d6. so it now threatens on 19 or 20 instead). Types of Hand to Hand Weapons All hand to hand weapons are treated as normal. See Rifts World Book 5: Triax and the NGR for more information. Ramjet: Double weapon’s PV. with a minimum of one points. For simplicity’s sake. 4d8 becomes 5d8 etc) Armor Piercing (Teflon Coated etc): Increase PV by 3. rounded down (1d4 becomes 1d6 which becomes 1d8 which becomes 1d12 which becomes 3d6 which becomes 4d6+2 and so on. Uranium rounds can interfere with some creatures’ natural regenerative properties as well. If the armor had stabilizers the DC is the damage done to the armor minus the KR rating. Also. rain.

If they’re from a lower power base market (i. Strength bonuses apply to lifting weights if it’s in the arms. Dragons are probably going to cause problems as far as conversion goes. convert straight across but increase the P. & K.R. otherwise reduce it to what you feel is appropriate). assign P. Most bionics are made from high impact plastics and molecular bonded alloys (while skulls and chest reinforcements are often molecularly bonded ceramic). bionics and cybernetics apply a template to a character. see Chapter 7. 20th and early 21st century technology) then use steel and titanium (and maybe kevlar). Most Robots. is 12. For limbs that modify attributes. Vibro-Blades typically have a P. so use those for damage capacity and damage resistance (remember.D. Negate Defense bonus any round the Boom Gun is in use.V.C. equal to their Constitution. If you choose to convert Rifts dragons. probably minus about 5 points). 12* K. –2 points of Dexterity per size level up. just apply the Energy Resistance and Kinetic Resistance factors). Damage 1d4+9 (Large Power Armor plus Str modifier). Adults are about the same.V. roll up their M. A quick and easy conversion of SDC creatures is as follows: Reduce their SDC by one-tenth (divide it by 10) and re-label it as hit points. of about 10. *E. & E. Strength: 28** Weapons: RG-14 Boom Gun. Hand to Hand. but the body can’t put up with the strain. dragging and carrying weights are modified. so the medium size equivalent is 28. the maximum a limb may differ from the strength of the rest of the body is 6 points.R. of 10 (default). Maximum attributes for Medium creature sized limbs is 30 +5 points of strength per size level up. Damage 3d6x10 PV 20. Figure out the damage they’d do from a punch or kick and adjust it to their size level and Strength ability score.R. This does not apply to partial or full conversion cyborgs.D. Cybernetics are built as strong as a character. You might even be able to figure out a Dragon player character! Some creatures that have a higher AC due to armor you may want to assign a DR rating based on what portion of their AC derives from armor.P.. MDC basically translates into a Damage Resistance rating of 8-12. If it’s the legs.and apply the size level).V. I’ve modeled the damage system so the SI values are the same as M. So.C. so the rest of the body would need to be enhanced to match the strength of the limb. values in Rifts. Example: USA G-10 Glitter Boy.R. Reassess the Strength (use max lift for converting and convert from medium size creature whatever size level the unit may be. in Rifts RPG (770 main body). pushing. depending on how tough the monster is.R. depending on the dragon. Power Armor and vehicles are made from either Molecularly Bonded Steel or Molecularly Bonded Titanium.see the Creature Sizes table on page 5 of the D&D Monster Manual) to a d20 equivalent (and be sure to upgrade hand to hand damage for its size level using the table on page 14 of the D&D Monster Manual. Then assign their Wound Points to equal their constitution score (which should be relatively equal to the Physical Endurance score in Rifts. 14.R. if the limb is more than 6 points stronger than the rest of the body and the character tries to use it. Defense: 9 (Large Power Armor) SI: Same as M. with 10 being the average. so they wouldn’t provide any Hit Point or Wound Point or Defense bonuses. Hoops Page 87 of 91 .D. Keep costs the same as in Rifts (or a close equivalent). but be sure to still use the Large size level encumbrance chart! 9: Bionics & Cybernetics Basically. E. I’d suggest a 2:1 ratio from AC to DR. For the effect of Bionics and Cybernetics on psychics and practitioners of magic.s to the weapons (based on weapon type) and assign Energy and Kinetic Resistance to the units. ** Rifts doesn’t use size levels. 10: Beastiary I’m sticking with the format used in the D&D Monster’s Compendium.C.V. but unlikely). E. he risks severe muscle. tendon. to what Rifts d20 by Mehmet A..Medium Size creatures do 1d3 damage in hand to hand combat by default). Use the conversion notes for each implant to convert directly. this includes cybernetic limbs. As far as converting MDC monsters into Rifts d20. Hatchlings are about a +8 to +10 level adjustment. MDC translates straight across to Hit Points (if you want it to be powerful. Bionics are made for combat and often provide bonuses. The limb can still be stronger. Just leave out any requirements for +1 or greater weapons to hit (I’m totally doing away with that for Rifts d20 since Palladium doesn’t use anything close to that) and you should have a couple hundred critters to fight already. and bone strain or ripping/tearing/breaking (this can be represented as a permanent WP penalty – about 1-4 points per effort – until surgery or strong magics are applied). Do not use the hand to hand combat damage listed for the robots. of 10 plus or minus a point or two depending on what type of weapon it is (see Types of Hand to Hand Weapons above).e. here’s what I suggest: If you allow hatchlings.R. Then figure out their ability scores as best as you can and give them W. Cannot achieve more than 50% max speed any round the boom gun was fired. and convert that to Hit Points and give them a K. but double if against laser weapons due to the laser resistant plating. Their breath weapons have a P. Advanced Piloting Bonuses: +1 Defense +1 Initiative. They also probably advance as natural sorcerers until they reach maturity (a prestige class is possible.

Usually this is a stackable dodge bonus. and fall add +1 to the character’s Ref saving throw. Psionics: Pretty much the same story here as with magic. So without further adieu. This is like this because Palladium does not have a Defense rating (or Armor Class or equivalent) but a check and balance system to see if a character can dodge or parry when about to be hit. let me clarify that Converting any sort of modifiers from Rifts is only appropriate for miscellaneous modifiers like insanities or other conditions like Juicer Hyper-Strength Syndrome and Detoxification. Rifts d20 by Mehmet A. impact or fall: This basically converts to a Ref save bonus. convert to a 1 point damage bonus in Rifts d20. for high level conversions. of 15 for the breathe weapons and an E.you feel is best.R. Penalties follow the same formula (-2 roll with punch. From the Rifts RPG for every +2 to roll with punch. and K.V. just combine the two methods. add +1 to the character’s defense. This notes section is included to provide guidelines for certain elements in the Rifts RPG that have not yet been included in the Rifts d20 document. Dodge and parry: For every +3 to parry and dodge. on how to do this). and do not grow with experience (but can be built upon with other feats). Extra attacks may or may not be applicable. here are the guidelines for converting Rifts RPG modifiers to d20. impact. Or use regular d20 spells with the sorcerer classes in this document (see Which Magic System?. approval to implement as they are not linear conversions (though every effort to make them as such has been made). Hoops Page 88 of 91 . I recommend a P. Magic: Spells from Rifts RPG don’t really convert. Rifts skills do not convert to the Skill/feat system in d20.M. consult your G.M. This may not work in all cases. X: Rifts RPG to Rifts d20 Conversion Notes Converting Rifts RPG modifiers to Rifts d20 Converting modifiers from different sorts of effects (like insanities or other sorts of modifiers) is very difficult. This is very rough. isn’t quite enough to give that +1 Ref bonus. Roll with punch.M. If it grants two extra attacks. Then you have to adjust the score up or down depending on the size level of the creature/thing so the lifting capacity is equivalent for that size level. It may not be stackable. Attacks per Melee: If something grants extra attacks per melee. XX: Notes and FAQs. Skills: Skills roughly convert to a penalty or bonus of 1 for every 5 percent bonus or penalty in Rifts. and Palladium doesn’t quite have an equivalent to this.M. use the Size Increases table on page 12 of the D&D Monster Manual for guidelines. consult your G. Find the max lift for that creature in Rifts RPG and compare it to what medium sized creatures can lift in d20. of 15. Either use the alternative magic system here or try to adapt Rifts spells to regular D&D magic. fall and impact equals –1 Ref save). depending on what it’s from. If the Hatchling grows over a number of years. Mainly because feats are abilities that are gained once the feat is taken. if it’s one attack. GM’s call. First off. Consult the G. but is a good baseline.R. Strike: For every +2 to strike at +1 to the character’s base attack bonus. but the Palladium scale goes up to 30 while most humans in d20 rarely get above 18 in their ability scores. above. For more than one extra attack. This conversion is so because the combat rounds are slightly shorter in d20 and it makes sense with the speed the rest of the creatures in d20 move at. Damage: For every 2 points bonus or penalty in Rifts. Note that something that gives a +2 to just punch and impact. All of these conversions require G. Attributes: Attributes convert nearly the same to d20 abilities. grant an extra attack at the character’s full base attack bonus for their first attack (see the Juicer and Crazy templates for examples of this). but may apply in a given situation. grant an extra attack at half the base attack bonus of the character’s first attack as the extra attack. That is the Strength ability in d20. but not fall. Strength is about the only attribute that converts to a d20 equivalent directly. however.

I may have to stop posting it. this takes an opposite stance from Palladium’s in that Rifts d20 is designed so that all things ARE equal. Just a guy that thought Rifts was too hard to play using Palladium’s system and thought it’d be better with a d20 system. No. Q. Oh. Rifts d20. how can I ask you? A: You can email me at mehmet_hoops@yahoo. Aren’t you going to get sued? A. like a dragon. Yes. So.Frequently Asked Questions General Q. Or something like that. I don’t know. Well. on a relative scale. I’m also not copying any text (I’ve typed it all myself!) so that sorta circumnavigates the copyright law. When will you ever finish this or at least make it Version 1. Go buy the books. Are you affiliated in any way with Palladium Books or Wizards of the Coast? A. Q: Why is this so overly powerful compared to other d20 games? A: It’s not that overpowered but to answer your question. FAQs. not much else to report.com. I go to college and work full time still and I run an RPG every other week. shoo! Q: I think I could do much better! A: Be my guest. aside from the obvious rules differences. not Rifts to the d20 universe as a whole. I may even add it to the FAQ! If you want. that’s not a question. just let me know. off with you. I have a question. Characters & Classes Q: Aren’t the Scholar. I’m serious. I’m losing it in the form of time) or challenge any copyrights. I’m not trying to make any money off this (in fact. I don’t know the rules to Palladium (or D&D or d20 etc).Notes All numbers in this document are still tentative!!!!!!!! I’ve not been able to thoroughly test any of them as much as I’d like so please don’t take them at face value. Q: Who are you? A. Maybe I’ll try to learn how to write when I sleep (when I get any). Q. Hoops Page 89 of 91 . if Wizards or Palladium sends me a cease and desist letter or anything of the sort. or at least to be able to judge how well it is balanced. I’ll get back to you as soon as I can. So what’s the big difference between this and regular Rifts. Go. I hope that doesn’t happen. I hope not. I’ll give you credit for the question too. Yes! Go to www. On top of that. Q. as I’d like to share this with everyone who’s interested. If you’re question is helpful. A.geocities.com/cldfury and go to the Rifts d20 page to get them. and FYI. Q. BUT. a dragon does not go up in levels nearly as fast as other characters and the PCs start with relatively the same amount of power (or potential power). How can I play this? A. I’m just a fan and I’m doing this for the benefit of humanity. but take a hit (big time) when considering how quickly they go up in levels or may have to pay a skill point. That could help. Scientist and Engineer sort of tough for intellectual types? Shouldn’t they be worse at combat? Rifts d20 by Mehmet A.0? A. some things do have more power to start out with. is designed to have a certain amount of balance in it. I’m not even going to try to replace them. In other words. all in all. it’s designed to balance Rifts for d20. feat or ability point cost. Do you have a character sheet ready for this system? A. Q. Q.

but it should be up to the game master to decide how to convert and at what level to keep the game balanced. I’d still recommend using that rating vs. Usually get assigned tasks of great importance and solo or small group operations. A. The intellectual character classes were designed to allow them to still be playable and comparable to other classes in ability (though they have obvious shortcomings in combat if you compare their feats). but they’ve been balanced to fit with the other classes so they don’t lord over all of them. I’m still working it out and I’m not sure how balanced it is. Cyber-Knights are powerful. where as a level 1 Rifts characters are roughly equivalent to Level 3 Rifts d20 characters.A: Realistically speaking.P. that’s correct. A psychic or sorcerer will have a much easier time fighting a Cyber-Knight than a Combat Pilot or Headhunter. That being said. Doesn’t the ER and KR ratings make this too complicated? A. if you don’t like the Damage Reduction or KR and ER system at all. If you think so. Rules Q. or throw it away if you have a better idea and the time to work on it. Don’t use it if you don’t like it. Can I convert my current Rifts character straight across to Rifts d20? A. just average them out and use a normal Damage Reduction rating. Normal d20 characters usually top out at level 20 (although you can go epic class with them). Are hardly ever assigned difficult tasks or solo missions. Tend to get more difficult tasks and assigned to special squads. The same goes for any element I’ve incorporated. tweak it. What’s up with this weird magic system? I don’t get it. It’s probably not best to say their name out loud either. Levels 11-15: Damn good at what they do. Levels 3-6: Considered experienced or professional. I’m going to be working on clarifications to it soon. Q: Did you steal the magic system from Mage: The Ascension? A: I borrowed heavily on the concept of the Paths. but the differences too great to do so. scholar and engineer classes represented are for the types who adventure and have to fight. Magic Q. I used a formula adding up total spell levels today from certain classes that I based those two on to get P. you should be able to recreate your character fairly accurately but starting at level 1 and going to about whatever level you left him/her off at. What’s with the weird Power level differences between the Natural Sorcerer and the Learned Sorcerer. yes. Levels 7-10: Considered seasoned individuals. No. less variety for their weapon and armor proficiencies. All in all. Don’t mess with them. this is an adventure game and the scientist. Or. but the point allocation system is entirely my own. Well. They get few hit points than a Man of Arms or Street Tough. Q: Doesn’t Mana count as a type or Energy for the Energy path? Rifts d20 by Mehmet A. get fewer skill points than anyone else. energy attacks. Levels 16-20: Stay out of their way. NPC intellectuals probably do not have such great combat abilities if they didn’t lead an adventurous life (in other words. So there will be some disparity.E. use an NPC class for them). and their advancement feats are all predetermined (except for getting to pick their psychic powers at level two). yes. a level 10 Rifts character is about equal to a level 15 Rifts d20 character. have worse saving throws than other character classes. However. and Rifts characters usually top out at level 15. but here’s a basic guideline: Levels 1-2: Basically apprentices or trainees. But basically. The systems are very similar. take them out. the Natural Sorcerer has more defensive advantages and can overcast a lot easier. so be sure to take that into consideration. Q: Aren’t the Cyber-Knights way too powerful? A: Depends on how you look at it. Q. their advancement is much more rigid than other classes and they have several aspects that lessen their overall effectiveness. only normal defense until their combat awareness abilities kick in. So. as well as the use of ley lines etc. Other than that. However. Q: What’s a good standard for how tough characters are at certain levels in this game? A: That’s a difficult question. Q. Sorry. A. Hoops Page 90 of 91 . Not to mention the fact that a lot of their powers only affect technological items. if you don’t like it.

Why aren’t Juicers and Crazies character classes? A. Because they’re not.d.99: Magic System Finished 1. after d20 Modern comes out. 6. it’s spirit.C. you’ll probably have a huge advantage over other characters. They’re also more appropriate for higher powered campaigns.97: Player Races and Chapter 8: Equipment Finished 0. What about Dragons? A. Dragons are a toughie.01 .c.02 . They’re templates than can be applied to any character (though you may want to use the race restrictions as presented). Hoops Page 91 of 91 .01: If I add any more prestige classes. or rewording from a previous version. 9. Skills and Feats Q: Don’t you think weapons and armor and combat piloting feats should be skills? A: No. 1. a. essence and much more all rolled into one shebang.10: If. Templates Q. Game now completely playable without major rules gaps! 1. Races & Monsters Q. power.e: letter designations indicate minor additions. 0. I’ll present the hatchling player race but it’ll probably be way tough and be a level+5-10 class (which means it takes forever to level up). I’ll designate the updated documents by . 5. clarifications.96: Chapters 1.A: No!!! Energy refers to every type of energy that exists through the manifestation of reality. in the future man).C. Rifts d20 by Mehmet A. Mana is and isn’t energy anyway. life. 4. Way later (like. I make any rules adjustments (primarily to combat).00: Psionics System Finished. form.b. & 10 Finished 0. Notice that if you start as a regular character and then somehow get conversion later.0? A: When I’ve included enough information so that you can play Rifts d20 as presented in the Rifts RPG (minus the Dragon R. Q: Aren’t the penalties for ‘Borgs a little severe? A: Not really. Game is playable but may need to substitute other magic & psychic classes until the Magic & Psychic section are finished. Here’s the schedule I plan to follow: 0. tweaks. Plan accordingly. Q: Why don’t you include the other races from the other source books. ‘Borgs are tough and have to pay the price to start with that power. and neither should you. A: Because I don’t have time.). Hopefully people will be able to see how they convert through this document and be able to do so themselves as needed. Version Q: When will you reach version 1. not the very stuff of reality itself! That’s why Mana is separate.98: Character classes Finished.03 etc.

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